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];
130 /**********Create shots*********/
137 if (!get_rep_dir(&dir, FALSE)) return FALSE;
138 y = creature_ptr->y + ddy[dir];
139 x = creature_ptr->x + ddx[dir];
140 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
142 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_CAN_DIG))
144 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
147 else if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
149 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
156 /* Hack -- Give the player some small firestones */
157 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
158 q_ptr->number = (byte)rand_range(15, 30);
161 apply_magic(q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
162 q_ptr->discount = 99;
164 slot = inven_carry(creature_ptr, q_ptr);
166 object_desc(o_name, q_ptr, 0);
167 msg_format(_("%sを作った。", "You make some ammo."), o_name);
169 /* Auto-inscription */
170 if (slot >= 0) autopick_alter_item(slot, FALSE);
172 /* Destroy the wall */
173 cave_alter_feat(y, x, FF_HURT_ROCK);
175 creature_ptr->update |= (PU_FLOW);
178 /**********Create arrows*********/
185 item_tester_hook = item_tester_hook_convertible;
187 q = _("どのアイテムから作りますか? ", "Convert which item? ");
188 s = _("材料を持っていない。", "You have no item to convert.");
189 q_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
190 if (!q_ptr) return FALSE;
194 /* Hack -- Give the player some small firestones */
195 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
196 q_ptr->number = (byte)rand_range(5, 10);
199 apply_magic(q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
201 q_ptr->discount = 99;
203 object_desc(o_name, q_ptr, 0);
204 msg_format(_("%sを作った。", "You make some ammo."), o_name);
207 slot = inven_carry(creature_ptr, q_ptr);
209 /* Auto-inscription */
210 if (slot >= 0) autopick_alter_item(slot, FALSE);
212 /**********Create bolts*********/
219 item_tester_hook = item_tester_hook_convertible;
221 q = _("どのアイテムから作りますか? ", "Convert which item? ");
222 s = _("材料を持っていない。", "You have no item to convert.");
224 q_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
225 if (!q_ptr) return FALSE;
229 /* Hack -- Give the player some small firestones */
230 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
231 q_ptr->number = (byte)rand_range(4, 8);
234 apply_magic(q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
236 q_ptr->discount = 99;
238 object_desc(o_name, q_ptr, 0);
239 msg_format(_("%sを作った。", "You make some ammo."), o_name);
243 slot = inven_carry(creature_ptr, q_ptr);
245 /* Auto-inscription */
246 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)
259 /* Only accept legal items */
260 item_tester_hook = item_tester_hook_recharge;
262 concptr q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
263 concptr s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
267 o_ptr = choose_object(user_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
268 if (!o_ptr) return (FALSE);
270 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
272 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."));
276 if (!object_is_known(o_ptr))
278 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
284 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
288 PARAMETER_VALUE pval = o_ptr->pval;
290 if (o_ptr->tval == TV_ROD)
292 else if (o_ptr->tval == TV_WAND)
295 if (o_ptr->tval == TV_ROD)
297 user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
298 if (user_ptr->magic_num2[o_ptr->sval + ext] > 99) user_ptr->magic_num2[o_ptr->sval + ext] = 99;
303 for (num = o_ptr->number; num; num--)
306 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
307 if (user_ptr->magic_num2[o_ptr->sval + ext])
310 gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
311 if (gain_num < 1) gain_num = 1;
313 user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
314 if (user_ptr->magic_num2[o_ptr->sval + ext] > 99) user_ptr->magic_num2[o_ptr->sval + ext] = 99;
315 user_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
316 if (user_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) user_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
317 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;
318 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
322 GAME_TEXT o_name[MAX_NLEN];
323 object_desc(o_name, o_ptr, 0);
324 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
326 vary_item(item, -999);
327 take_turn(user_ptr, 100);
334 * @param creature_ptr プレーヤーへの参照ポインタ
335 * @param y1 配置したいフロアのY座標
336 * @param x1 配置したいフロアのX座標
338 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
341 void amusement(player_type *creature_ptr, POSITION y1, POSITION x1, int num, bool known)
344 for (int n = 0; amuse_info[n].tval != 0; n++)
346 t += amuse_info[n].prob;
351 object_type object_type_body;
355 KIND_OBJECT_IDX k_idx;
356 ARTIFACT_IDX a_idx = 0;
358 bool insta_art, fixed_art;
362 r -= amuse_info[i].prob;
365 i_ptr = &object_type_body;
367 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
369 /* Paranoia - reroll if nothing */
370 if (!k_idx) continue;
372 /* Search an artifact index if need */
373 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
374 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
376 if (insta_art || fixed_art)
378 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
380 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
381 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
382 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
383 if (a_info[a_idx].cur_num > 0) continue;
387 if (a_idx >= max_a_idx) continue;
390 /* Make an object (if possible) */
391 object_prep(i_ptr, k_idx);
392 if (a_idx) i_ptr->name1 = a_idx;
393 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
395 if (amuse_info[i].flag & AMS_NO_UNIQUE)
397 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
400 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
401 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
409 /* Paranoia - reroll if nothing */
410 if (!(i_ptr->k_idx)) continue;
412 (void)drop_near(creature_ptr, i_ptr, -1, y1, x1);
421 * Scatter some "great" objects near the player
422 * @param caster_ptr プレーヤーへの参照ポインタ
423 * @param y1 配置したいフロアのY座標
424 * @param x1 配置したいフロアのX座標
426 * @param great TRUEならば必ず高級品以上を落とす
427 * @param special TRUEならば必ず特別品を落とす
428 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
431 void acquirement(player_type *caster_ptr, POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
434 object_type object_type_body;
435 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L);
440 i_ptr = &object_type_body;
443 /* Make a good (or great) object (if possible) */
444 if (!make_object(i_ptr, mode)) continue;
452 (void)drop_near(caster_ptr, i_ptr, -1, y1, x1);
457 void acquire_chaos_weapon(player_type *creature_ptr)
460 object_type *q_ptr = &forge;
461 OBJECT_TYPE_VALUE dummy = TV_SWORD;
462 OBJECT_SUBTYPE_VALUE dummy2;
463 switch (randint1(creature_ptr->lev))
469 dummy2 = SV_MAIN_GAUCHE;
478 dummy2 = SV_SMALL_SWORD;
481 dummy2 = SV_BASILLARD;
483 case 11: case 12: case 13:
484 dummy2 = SV_SHORT_SWORD;
493 dummy2 = SV_WAKIZASHI;
502 dummy2 = SV_BROAD_SWORD;
505 dummy2 = SV_LONG_SWORD;
508 dummy2 = SV_SCIMITAR;
517 dummy2 = SV_BASTARD_SWORD;
520 dummy2 = SV_GREAT_SCIMITAR;
523 dummy2 = SV_CLAYMORE;
529 dummy2 = SV_TWO_HANDED_SWORD;
532 dummy2 = SV_FLAMBERGE;
535 dummy2 = SV_NO_DACHI;
538 dummy2 = SV_EXECUTIONERS_SWORD;
541 dummy2 = SV_ZWEIHANDER;
544 dummy2 = SV_HAYABUSA;
547 dummy2 = SV_BLADE_OF_CHAOS;
550 object_prep(q_ptr, lookup_kind(dummy, dummy2));
551 q_ptr->to_h = 3 + randint1(creature_ptr->current_floor_ptr->dun_level) % 10;
552 q_ptr->to_d = 3 + randint1(creature_ptr->current_floor_ptr->dun_level) % 10;
553 one_resistance(q_ptr);
554 q_ptr->name2 = EGO_CHAOTIC;
555 (void)drop_near(creature_ptr, q_ptr, -1, creature_ptr->y, creature_ptr->x);
560 * 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
562 * Curse the players armor
563 * @return 何も持っていない場合を除き、常にTRUEを返す
565 bool curse_armor(player_type *owner_ptr)
567 /* Curse the body armor */
569 o_ptr = &owner_ptr->inventory_list[INVEN_BODY];
571 if (!o_ptr->k_idx) return FALSE;
573 GAME_TEXT o_name[MAX_NLEN];
574 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
576 /* Attempt a saving throw for artifacts */
577 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
581 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!",
582 "恐怖の暗黒オーラ", "防具", o_name);
584 msg_format("A %s tries to %s, but your %s resists the effects!",
585 "terrible black aura", "surround your armor", o_name);
590 /* not artifact or failed save... */
591 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);
592 chg_virtue(owner_ptr, V_ENCHANT, -5);
594 /* Blast the armor */
596 o_ptr->name2 = EGO_BLASTED;
597 o_ptr->to_a = 0 - randint1(5) - randint1(5);
604 for (int i = 0; i < TR_FLAG_SIZE; i++)
605 o_ptr->art_flags[i] = 0;
608 o_ptr->curse_flags = TRC_CURSED;
611 o_ptr->ident |= (IDENT_BROKEN);
612 owner_ptr->update |= (PU_BONUS | PU_MANA);
613 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
619 * 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
621 * Curse the players weapon
622 * @param owner_ptr 所持者の参照ポインタ
623 * @param force 無条件に呪縛を行うならばTRUE
624 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
625 * @return 何も持っていない場合を除き、常にTRUEを返す
627 bool curse_weapon_object(player_type *owner_ptr, bool force, object_type *o_ptr)
629 if (!o_ptr->k_idx) return FALSE;
631 GAME_TEXT o_name[MAX_NLEN];
632 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
634 /* Attempt a saving throw */
635 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
638 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!",
639 "恐怖の暗黒オーラ", "武器", o_name);
641 msg_format("A %s tries to %s, but your %s resists the effects!",
642 "terrible black aura", "surround your weapon", o_name);
647 /* not artifact or failed save... */
648 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);
649 chg_virtue(owner_ptr, V_ENCHANT, -5);
651 /* Shatter the weapon */
653 o_ptr->name2 = EGO_SHATTERED;
654 o_ptr->to_h = 0 - randint1(5) - randint1(5);
655 o_ptr->to_d = 0 - randint1(5) - randint1(5);
661 for (int i = 0; i < TR_FLAG_SIZE; i++)
662 o_ptr->art_flags[i] = 0;
665 o_ptr->curse_flags = TRC_CURSED;
668 o_ptr->ident |= (IDENT_BROKEN);
669 owner_ptr->update |= (PU_BONUS | PU_MANA);
670 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
677 * @param caster_ptr 錆止め実行者の参照ポインタ
678 * @return ターン消費を要する処理を行ったならばTRUEを返す
680 bool rustproof(player_type *caster_ptr)
682 /* Select a piece of armour */
683 item_tester_hook = object_is_armour;
685 concptr q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
686 concptr s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
690 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
691 if (!o_ptr) return FALSE;
693 GAME_TEXT o_name[MAX_NLEN];
694 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
696 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
698 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
701 msg_format("%sは新品同様になった!", o_name);
703 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
710 msg_format("%sは腐食しなくなった。", o_name);
712 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
715 calc_android_exp(caster_ptr);
721 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
723 * @param caster_ptr プレーヤーへの参照ポインタ
726 void brand_bolts(player_type *caster_ptr)
728 /* Use the first acceptable bolts */
729 for (int i = 0; i < INVEN_PACK; i++)
731 object_type *o_ptr = &caster_ptr->inventory_list[i];
734 if (o_ptr->tval != TV_BOLT) continue;
736 /* Skip artifacts and ego-items */
737 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
740 /* Skip cursed/broken items */
741 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
744 if (randint0(100) < 75) continue;
746 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!"));
749 o_ptr->name2 = EGO_FLAME;
750 enchant(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
754 if (flush_failure) flush();
755 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
759 bool perilous_secrets(player_type *user_ptr)
761 if (!ident_spell(user_ptr, FALSE)) return FALSE;
763 if (mp_ptr->spell_book)
765 /* Sufficient mana */
766 if (20 <= user_ptr->csp)
772 /* Over-exert the player */
775 int oops = 20 - user_ptr->csp;
779 user_ptr->csp_frac = 0;
781 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
782 /* Hack -- Bypass free action */
783 (void)set_paralyzed(user_ptr, user_ptr->paralyzed + randint1(5 * oops + 1));
786 (void)set_confused(user_ptr, user_ptr->confused + randint1(5 * oops + 1));
789 user_ptr->redraw |= (PR_MANA);
792 take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
794 if (one_in_(5)) (void)set_confused(user_ptr, user_ptr->confused + randint1(10));
796 /* Exercise a little care... */
797 if (one_in_(20)) take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
803 * @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。
804 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
805 * @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
808 void get_bloody_moon_flags(object_type *o_ptr)
810 for (int i = 0; i < TR_FLAG_SIZE; i++)
811 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
813 int dummy = randint1(2) + randint1(2);
814 for (int i = 0; i < dummy; i++)
816 int flag = randint0(26);
817 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
818 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
819 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
820 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
824 for (int i = 0; i < dummy; i++) one_resistance(o_ptr);
826 for (int i = 0; i < 2; i++)
828 int tmp = randint0(11);
829 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
830 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
836 * @brief 寿命つき光源の燃素追加処理 /
837 * Charge a lite (torch or latern)
840 void phlogiston(player_type *caster_ptr)
842 GAME_TURN max_flog = 0;
843 object_type * o_ptr = &caster_ptr->inventory_list[INVEN_LITE];
846 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
848 max_flog = FUEL_LAMP;
852 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
854 max_flog = FUEL_TORCH;
857 /* No torch to refill */
860 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."));
864 if (o_ptr->xtra4 >= max_flog)
866 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."));
871 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
872 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
874 if (o_ptr->xtra4 >= max_flog)
876 o_ptr->xtra4 = (XTRA16)max_flog;
877 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
880 caster_ptr->update |= (PU_TORCH);
887 * @return ターン消費を要する処理を行ったならばTRUEを返す
889 bool bless_weapon(player_type *caster_ptr)
891 /* Bless only weapons */
892 item_tester_hook = object_is_weapon;
894 concptr q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
895 concptr s = _("祝福できる武器がありません。", "You have weapon to bless.");
899 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
900 if (!o_ptr) return FALSE;
902 GAME_TEXT o_name[MAX_NLEN];
903 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
904 BIT_FLAGS flgs[TR_FLAG_SIZE];
905 object_flags(o_ptr, flgs);
907 if (object_is_cursed(o_ptr))
909 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
910 have_flag(flgs, TR_ADD_L_CURSE) ||
911 have_flag(flgs, TR_ADD_H_CURSE) ||
912 (o_ptr->curse_flags & TRC_PERMA_CURSE))
915 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
917 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
924 msg_format("%s から邪悪なオーラが消えた。", o_name);
926 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
930 o_ptr->curse_flags = 0L;
932 o_ptr->ident |= (IDENT_SENSE);
933 o_ptr->feeling = FEEL_NONE;
935 /* Recalculate the bonuses */
936 caster_ptr->update |= (PU_BONUS);
937 caster_ptr->window |= (PW_EQUIP);
941 * Next, we try to bless it. Artifacts have a 1/3 chance of
942 * being blessed, otherwise, the operation simply disenchants
943 * them, godly power negating the magic. Ok, the explanation
944 * is silly, but otherwise priests would always bless every
945 * artifact weapon they find. Ego weapons and normal weapons
946 * can be blessed automatically.
948 if (have_flag(flgs, TR_BLESSED))
951 msg_format("%s は既に祝福されている。", o_name);
953 msg_format("%s %s %s blessed already.",
954 ((item >= 0) ? "Your" : "The"), o_name,
955 ((o_ptr->number > 1) ? "were" : "was"));
961 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
964 msg_format("%sは輝いた!", o_name);
966 msg_format("%s %s shine%s!",
967 ((item >= 0) ? "Your" : "The"), o_name,
968 ((o_ptr->number > 1) ? "" : "s"));
971 add_flag(o_ptr->art_flags, TR_BLESSED);
972 o_ptr->discount = 99;
976 bool dis_happened = FALSE;
977 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
979 /* Disenchant tohit */
986 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
988 /* Disenchant todam */
995 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
997 /* Disenchant toac */
1001 dis_happened = TRUE;
1004 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
1008 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
1011 msg_format("%s は劣化した!", o_name);
1013 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
1014 ((o_ptr->number > 1) ? "were" : "was"));
1020 caster_ptr->update |= (PU_BONUS);
1021 caster_ptr->window |= (PW_EQUIP | PW_PLAYER);
1022 calc_android_exp(caster_ptr);
1031 * @return ターン消費を要する処理を行ったならばTRUEを返す
1033 bool pulish_shield(player_type *caster_ptr)
1035 /* Assume enchant weapon */
1036 item_tester_tval = TV_SHIELD;
1038 concptr q = _("どの盾を磨きますか?", "Pulish which weapon? ");
1039 concptr s = _("磨く盾がありません。", "You have weapon to pulish.");
1043 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1044 if (!o_ptr) return FALSE;
1046 GAME_TEXT o_name[MAX_NLEN];
1047 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1048 BIT_FLAGS flgs[TR_FLAG_SIZE];
1049 object_flags(o_ptr, flgs);
1051 bool is_pulish_successful = o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr);
1052 is_pulish_successful &= !object_is_cursed(o_ptr);
1053 is_pulish_successful &= (o_ptr->sval != SV_MIRROR_SHIELD);
1054 if (is_pulish_successful)
1057 msg_format("%sは輝いた!", o_name);
1059 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1061 o_ptr->name2 = EGO_REFLECTION;
1062 enchant(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOAC);
1064 o_ptr->discount = 99;
1065 chg_virtue(caster_ptr, V_ENCHANT, 2);
1070 if (flush_failure) flush();
1072 msg_print(_("失敗した。", "Failed."));
1073 chg_virtue(caster_ptr, V_ENCHANT, -2);
1074 calc_android_exp(caster_ptr);
1080 * @brief 呪いの打ち破り処理 /
1081 * Break the curse of an item
1082 * @param o_ptr 呪い装備情報の参照ポインタ
1085 static void break_curse(object_type *o_ptr)
1087 BIT_FLAGS is_curse_broken = object_is_cursed(o_ptr) &&
1088 !(o_ptr->curse_flags & TRC_PERMA_CURSE) &&
1089 !(o_ptr->curse_flags & TRC_HEAVY_CURSE) &&
1090 (randint0(100) < 25);
1091 if (!is_curse_broken)
1096 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
1098 o_ptr->curse_flags = 0L;
1099 o_ptr->ident |= (IDENT_SENSE);
1100 o_ptr->feeling = FEEL_NONE;
1106 * Enchants a plus onto an item. -RAK-
1107 * @param caster_ptr プレーヤーへの参照ポインタ
1108 * @param o_ptr 強化するアイテムの参照ポインタ
1110 * @param eflag 強化オプション(命中/ダメージ/AC)
1111 * @return 強化に成功した場合TRUEを返す
1114 * Revamped! Now takes item pointer, number of times to try enchanting,
1115 * and a flag of what to try enchanting. Artifacts resist enchantment
1116 * some of the time, and successful enchantment to at least +0 might
1117 * break a curse on the item. -CFT-
1119 * Note that an item can technically be enchanted all the way to +15 if
1120 * you wait a very, very, long time. Going from +9 to +10 only works
1121 * about 5% of the time, and from +10 to +11 only about 1% of the time.
1123 * Note that this function can now be used on "piles" of items, and
1124 * the larger the pile, the lower the chance of success.
1127 bool enchant(player_type *caster_ptr, object_type *o_ptr, int n, int eflag)
1129 /* Large piles resist enchantment */
1130 int prob = o_ptr->number * 100;
1132 /* Missiles are easy to enchant */
1133 if ((o_ptr->tval == TV_BOLT) ||
1134 (o_ptr->tval == TV_ARROW) ||
1135 (o_ptr->tval == TV_SHOT))
1143 bool a = object_is_artifact(o_ptr);
1144 bool force = (eflag & ENCH_FORCE);
1145 for (int i = 0; i < n; i++)
1147 /* Hack -- Roll for pile resistance */
1148 if (!force && randint0(prob) >= 100) continue;
1150 /* Enchant to hit */
1151 if (eflag & ENCH_TOHIT)
1153 if (o_ptr->to_h < 0) chance = 0;
1154 else if (o_ptr->to_h > 15) chance = 1000;
1155 else chance = enchant_table[o_ptr->to_h];
1157 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1162 /* only when you get it above -1 -CFT */
1163 if (o_ptr->to_h >= 0)
1168 /* Enchant to damage */
1169 if (eflag & ENCH_TODAM)
1171 if (o_ptr->to_d < 0) chance = 0;
1172 else if (o_ptr->to_d > 15) chance = 1000;
1173 else chance = enchant_table[o_ptr->to_d];
1175 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1180 /* only when you get it above -1 -CFT */
1181 if (o_ptr->to_d >= 0)
1186 /* Enchant to armor class */
1187 if (!(eflag & ENCH_TOAC))
1192 if (o_ptr->to_a < 0) chance = 0;
1193 else if (o_ptr->to_a > 15) chance = 1000;
1194 else chance = enchant_table[o_ptr->to_a];
1196 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1201 /* only when you get it above -1 -CFT */
1202 if (o_ptr->to_a >= 0)
1208 if (!res) return (FALSE);
1209 caster_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1210 caster_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1212 calc_android_exp(caster_ptr);
1220 * @brief 装備修正強化処理のメインルーチン /
1221 * Enchant an item (in the inventory or on the floor)
1222 * @param caster_ptr プレーヤーへの参照ポインタ
1223 * @param num_hit 命中修正量
1224 * @param num_dam ダメージ修正量
1225 * @param num_ac AC修正量
1226 * @return 強化に成功した場合TRUEを返す
1228 * Note that "num_ac" requires armour, else weapon
1229 * Returns TRUE if attempted, FALSE if cancelled
1231 bool enchant_spell(player_type *caster_ptr, HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
1233 /* Assume enchant weapon */
1234 item_tester_hook = object_allow_enchant_weapon;
1236 /* Enchant armor if requested */
1237 if (num_ac) item_tester_hook = object_is_armour;
1239 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1240 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1244 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1245 if (!o_ptr) return (FALSE);
1247 GAME_TEXT o_name[MAX_NLEN];
1248 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1250 msg_format("%s は明るく輝いた!", o_name);
1252 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1256 bool is_enchant_successful = FALSE;
1257 if (enchant(caster_ptr, o_ptr, num_hit, ENCH_TOHIT)) is_enchant_successful = TRUE;
1258 if (enchant(caster_ptr, o_ptr, num_dam, ENCH_TODAM)) is_enchant_successful = TRUE;
1259 if (enchant(caster_ptr, o_ptr, num_ac, ENCH_TOAC)) is_enchant_successful = TRUE;
1261 if (!is_enchant_successful)
1263 if (flush_failure) flush();
1264 msg_print(_("強化に失敗した。", "The enchantment failed."));
1265 if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1);
1268 chg_virtue(caster_ptr, V_ENCHANT, 1);
1270 calc_android_exp(caster_ptr);
1272 /* Something happened */
1278 * @brief 武器へのエゴ付加処理 /
1279 * Brand the current weapon
1280 * @param caster_ptr プレーヤーへの参照ポインタ
1281 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1284 void brand_weapon(player_type *caster_ptr, int brand_type)
1286 /* Assume enchant weapon */
1287 item_tester_hook = object_allow_enchant_melee_weapon;
1289 concptr q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1290 concptr s = _("強化できる武器がない。", "You have nothing to enchant.");
1294 o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0);
1297 bool is_special_item = o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1298 !object_is_cursed(o_ptr) &&
1299 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1300 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1301 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE));
1302 if (!is_special_item)
1304 if (flush_failure) flush();
1306 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1307 chg_virtue(caster_ptr, V_ENCHANT, -2);
1308 calc_android_exp(caster_ptr);
1312 /* Let's get the name before it is changed... */
1313 GAME_TEXT o_name[MAX_NLEN];
1314 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1320 if (o_ptr->tval == TV_SWORD)
1322 act = _("は鋭さを増した!", "becomes very sharp!");
1324 o_ptr->name2 = EGO_SHARPNESS;
1325 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, caster_ptr->current_floor_ptr->dun_level) + 1;
1327 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1332 act = _("は破壊力を増した!", "seems very powerful.");
1333 o_ptr->name2 = EGO_EARTHQUAKES;
1334 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, caster_ptr->current_floor_ptr->dun_level);
1339 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1340 o_ptr->name2 = EGO_KILL_HUMAN;
1343 act = _("は電撃に覆われた!", "covered with lightning!");
1344 o_ptr->name2 = EGO_BRAND_ELEC;
1347 act = _("は酸に覆われた!", "coated with acid!");
1348 o_ptr->name2 = EGO_BRAND_ACID;
1351 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1352 o_ptr->name2 = EGO_KILL_EVIL;
1355 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1356 o_ptr->name2 = EGO_KILL_DEMON;
1359 act = _("は屍を求めている!", "seems to be looking for undead!");
1360 o_ptr->name2 = EGO_KILL_UNDEAD;
1363 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1364 o_ptr->name2 = EGO_KILL_ANIMAL;
1367 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1368 o_ptr->name2 = EGO_KILL_DRAGON;
1371 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1372 o_ptr->name2 = EGO_KILL_TROLL;
1375 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1376 o_ptr->name2 = EGO_KILL_ORC;
1379 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1380 o_ptr->name2 = EGO_KILL_GIANT;
1383 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1384 o_ptr->name2 = EGO_TRUMP;
1385 o_ptr->pval = randint1(2);
1388 act = _("は血を求めている!", "thirsts for blood!");
1389 o_ptr->name2 = EGO_VAMPIRIC;
1392 act = _("は毒に覆われた。", "is coated with poison.");
1393 o_ptr->name2 = EGO_BRAND_POIS;
1396 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1397 o_ptr->name2 = EGO_CHAOTIC;
1400 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1401 o_ptr->name2 = EGO_BRAND_FIRE;
1404 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1405 o_ptr->name2 = EGO_BRAND_COLD;
1409 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1410 enchant(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1412 o_ptr->discount = 99;
1413 chg_virtue(caster_ptr, V_ENCHANT, 2);
1414 calc_android_exp(caster_ptr);