5 #include "spells-object.h"
6 #include "object-boost.h"
7 #include "object-hook.h"
8 #include "object-flavor.h"
9 #include "player-status.h"
15 OBJECT_TYPE_VALUE tval;
16 OBJECT_SUBTYPE_VALUE sval;
22 * Scatter some "amusing" objects near the player
25 #define AMS_NOTHING 0x00 /* No restriction */
26 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
27 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
28 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
29 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
31 static amuse_type amuse_info[] =
33 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
34 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
35 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
36 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
37 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
38 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
39 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
40 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
41 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
42 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
43 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
44 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
45 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
51 * @brief「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
52 * Hook to determine if an object is contertible in an arrow/bolt
53 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
55 bool create_ammo(void)
64 GAME_TEXT o_name[MAX_NLEN];
69 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
70 else if (p_ptr->lev >= 10)
71 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
73 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
77 msg_print(_("混乱してる!", "You are too confused!"));
83 msg_print(_("目が見えない!", "You are blind!"));
89 if (!get_com(com, &ch, TRUE))
93 if (ch == 'S' || ch == 's')
98 if ((ch == 'A' || ch == 'a') && (p_ptr->lev >= 10))
103 if ((ch == 'B' || ch == 'b') && (p_ptr->lev >= 20))
110 /**********Create shots*********/
117 if (!get_rep_dir(&dir, FALSE)) return FALSE;
118 y = p_ptr->y + ddy[dir];
119 x = p_ptr->x + ddx[dir];
120 g_ptr = ¤t_floor_ptr->grid_array[y][x];
122 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_CAN_DIG))
124 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
127 else if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
129 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
136 /* Hack -- Give the player some small firestones */
137 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
138 q_ptr->number = (byte)rand_range(15, 30);
141 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
142 q_ptr->discount = 99;
144 slot = inven_carry(q_ptr);
146 object_desc(o_name, q_ptr, 0);
147 msg_format(_("%sを作った。", "You make some ammo."), o_name);
149 /* Auto-inscription */
150 if (slot >= 0) autopick_alter_item(slot, FALSE);
152 /* Destroy the wall */
153 cave_alter_feat(y, x, FF_HURT_ROCK);
155 p_ptr->update |= (PU_FLOW);
158 /**********Create arrows*********/
165 item_tester_hook = item_tester_hook_convertible;
167 q = _("どのアイテムから作りますか? ", "Convert which item? ");
168 s = _("材料を持っていない。", "You have no item to convert.");
169 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
170 if (!q_ptr) return FALSE;
174 /* Hack -- Give the player some small firestones */
175 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
176 q_ptr->number = (byte)rand_range(5, 10);
179 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
181 q_ptr->discount = 99;
183 object_desc(o_name, q_ptr, 0);
184 msg_format(_("%sを作った。", "You make some ammo."), o_name);
188 inven_item_increase(item, -1);
189 inven_item_describe(item);
190 inven_item_optimize(item);
194 floor_item_increase(0 - item, -1);
195 floor_item_describe(0 - item);
196 floor_item_optimize(0 - item);
199 slot = inven_carry(q_ptr);
201 /* Auto-inscription */
202 if (slot >= 0) autopick_alter_item(slot, FALSE);
204 /**********Create bolts*********/
211 item_tester_hook = item_tester_hook_convertible;
213 q = _("どのアイテムから作りますか? ", "Convert which item? ");
214 s = _("材料を持っていない。", "You have no item to convert.");
216 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
217 if (!q_ptr) return FALSE;
221 /* Hack -- Give the player some small firestones */
222 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
223 q_ptr->number = (byte)rand_range(4, 8);
226 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
228 q_ptr->discount = 99;
230 object_desc(o_name, q_ptr, 0);
231 msg_format(_("%sを作った。", "You make some ammo."), o_name);
235 inven_item_increase(item, -1);
236 inven_item_describe(item);
237 inven_item_optimize(item);
241 floor_item_increase(0 - item, -1);
242 floor_item_describe(0 - item);
243 floor_item_optimize(0 - item);
246 slot = inven_carry(q_ptr);
248 /* Auto-inscription */
249 if (slot >= 0) autopick_alter_item(slot, FALSE);
255 * @brief 魔道具術師の魔力取り込み処理
256 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
258 bool import_magic_device(void)
261 PARAMETER_VALUE pval;
265 GAME_TEXT o_name[MAX_NLEN];
267 /* Only accept legal items */
268 item_tester_hook = item_tester_hook_recharge;
270 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
271 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(&item, q, s, (USE_INVEN | USE_FLOOR));
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."));
295 if (o_ptr->tval == TV_ROD)
297 else if (o_ptr->tval == TV_WAND)
300 if (o_ptr->tval == TV_ROD)
302 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
303 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
308 for (num = o_ptr->number; num; num--)
311 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
312 if (p_ptr->magic_num2[o_ptr->sval + ext])
315 gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
316 if (gain_num < 1) gain_num = 1;
318 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
319 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
320 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
321 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
322 if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
323 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
327 object_desc(o_name, o_ptr, 0);
328 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
330 /* Eliminate the item (from the pack) */
333 inven_item_increase(item, -999);
334 inven_item_describe(item);
335 inven_item_optimize(item);
338 /* Eliminate the item (from the floor) */
341 floor_item_increase(0 - item, -999);
342 floor_item_describe(0 - item);
343 floor_item_optimize(0 - item);
345 take_turn(p_ptr, 100);
351 * @param y1 配置したいフロアのY座標
352 * @param x1 配置したいフロアのX座標
354 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
357 void amusement(POSITION y1, POSITION x1, int num, bool known)
360 object_type object_type_body;
363 for (n = 0; amuse_info[n].tval != 0; n++)
365 t += amuse_info[n].prob;
372 KIND_OBJECT_IDX k_idx;
373 ARTIFACT_IDX a_idx = 0;
375 bool insta_art, fixed_art;
379 r -= amuse_info[i].prob;
382 i_ptr = &object_type_body;
384 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
386 /* Paranoia - reroll if nothing */
387 if (!k_idx) continue;
389 /* Search an artifact index if need */
390 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
391 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
393 if (insta_art || fixed_art)
395 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
397 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
398 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
399 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
400 if (a_info[a_idx].cur_num > 0) continue;
404 if (a_idx >= max_a_idx) continue;
407 /* Make an object (if possible) */
408 object_prep(i_ptr, k_idx);
409 if (a_idx) i_ptr->name1 = a_idx;
410 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
412 if (amuse_info[i].flag & AMS_NO_UNIQUE)
414 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
417 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
418 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
426 /* Paranoia - reroll if nothing */
427 if (!(i_ptr->k_idx)) continue;
429 (void)drop_near(i_ptr, -1, y1, x1);
439 * Scatter some "great" objects near the player
440 * @param y1 配置したいフロアのY座標
441 * @param x1 配置したいフロアのX座標
443 * @param great TRUEならば必ず高級品以上を落とす
444 * @param special TRUEならば必ず特別品を落とす
445 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
448 void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
451 object_type object_type_body;
452 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L);
457 i_ptr = &object_type_body;
460 /* Make a good (or great) object (if possible) */
461 if (!make_object(i_ptr, mode)) continue;
469 (void)drop_near(i_ptr, -1, y1, x1);
473 void acquire_chaos_weapon(player_type *creature_ptr)
476 object_type *q_ptr = &forge;
477 OBJECT_TYPE_VALUE dummy = TV_SWORD;
478 OBJECT_SUBTYPE_VALUE dummy2;
479 switch (randint1(creature_ptr->lev))
485 dummy2 = SV_MAIN_GAUCHE;
494 dummy2 = SV_SMALL_SWORD;
497 dummy2 = SV_BASILLARD;
499 case 11: case 12: case 13:
500 dummy2 = SV_SHORT_SWORD;
509 dummy2 = SV_WAKIZASHI;
518 dummy2 = SV_BROAD_SWORD;
521 dummy2 = SV_LONG_SWORD;
524 dummy2 = SV_SCIMITAR;
533 dummy2 = SV_BASTARD_SWORD;
536 dummy2 = SV_GREAT_SCIMITAR;
539 dummy2 = SV_CLAYMORE;
545 dummy2 = SV_TWO_HANDED_SWORD;
548 dummy2 = SV_FLAMBERGE;
551 dummy2 = SV_NO_DACHI;
554 dummy2 = SV_EXECUTIONERS_SWORD;
557 dummy2 = SV_ZWEIHANDER;
560 dummy2 = SV_HAYABUSA;
563 dummy2 = SV_BLADE_OF_CHAOS;
566 object_prep(q_ptr, lookup_kind(dummy, dummy2));
567 q_ptr->to_h = 3 + randint1(current_floor_ptr->dun_level) % 10;
568 q_ptr->to_d = 3 + randint1(current_floor_ptr->dun_level) % 10;
569 one_resistance(q_ptr);
570 q_ptr->name2 = EGO_CHAOTIC;
571 (void)drop_near(q_ptr, -1, creature_ptr->y, creature_ptr->x);
577 * Curse the players armor
578 * @return 実際に呪縛されたらTRUEを返す
580 bool curse_armor(void)
585 GAME_TEXT o_name[MAX_NLEN];
587 /* Curse the body armor */
588 o_ptr = &inventory[INVEN_BODY];
590 /* Nothing to curse */
591 if (!o_ptr->k_idx) return (FALSE);
593 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
595 /* Attempt a saving throw for artifacts */
596 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
600 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!",
601 "恐怖の暗黒オーラ", "防具", o_name);
603 msg_format("A %s tries to %s, but your %s resists the effects!",
604 "terrible black aura", "surround your armor", o_name);
609 /* not artifact or failed save... */
612 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);
613 chg_virtue(V_ENCHANT, -5);
615 /* Blast the armor */
617 o_ptr->name2 = EGO_BLASTED;
618 o_ptr->to_a = 0 - randint1(5) - randint1(5);
625 for (i = 0; i < TR_FLAG_SIZE; i++)
626 o_ptr->art_flags[i] = 0;
629 o_ptr->curse_flags = TRC_CURSED;
632 o_ptr->ident |= (IDENT_BROKEN);
633 p_ptr->update |= (PU_BONUS | PU_MANA);
634 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
642 * Curse the players weapon
643 * @param force 無条件に呪縛を行うならばTRUE
644 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
645 * @return 実際に呪縛されたらTRUEを返す
647 bool curse_weapon_object(bool force, object_type *o_ptr)
650 GAME_TEXT o_name[MAX_NLEN];
652 /* Nothing to curse */
653 if (!o_ptr->k_idx) return (FALSE);
654 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
656 /* Attempt a saving throw */
657 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
661 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!",
662 "恐怖の暗黒オーラ", "武器", o_name);
664 msg_format("A %s tries to %s, but your %s resists the effects!",
665 "terrible black aura", "surround your weapon", o_name);
669 /* not artifact or failed save... */
672 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);
673 chg_virtue(V_ENCHANT, -5);
675 /* Shatter the weapon */
677 o_ptr->name2 = EGO_SHATTERED;
678 o_ptr->to_h = 0 - randint1(5) - randint1(5);
679 o_ptr->to_d = 0 - randint1(5) - randint1(5);
685 for (i = 0; i < TR_FLAG_SIZE; i++)
686 o_ptr->art_flags[i] = 0;
689 o_ptr->curse_flags = TRC_CURSED;
692 o_ptr->ident |= (IDENT_BROKEN);
693 p_ptr->update |= (PU_BONUS | PU_MANA);
694 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
701 * @brief 武器呪縛処理のメインルーチン /
702 * Curse the players weapon
703 * @param force 無条件に呪縛を行うならばTRUE
704 * @param slot 呪縛する武器の装備スロット
705 * @return 実際に呪縛されたらTRUEを返す
707 bool curse_weapon(bool force, int slot)
709 return curse_weapon_object(force, &inventory[slot]);
715 * @return ターン消費を要する処理を行ったならばTRUEを返す
721 GAME_TEXT o_name[MAX_NLEN];
724 /* Select a piece of armour */
725 item_tester_hook = object_is_armour;
727 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
728 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
730 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
731 if (!o_ptr) return FALSE;
733 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
735 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
737 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
740 msg_format("%sは新品同様になった!", o_name);
742 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
749 msg_format("%sは腐食しなくなった。", o_name);
751 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
759 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
763 bool brand_bolts(void)
767 /* Use the first acceptable bolts */
768 for (i = 0; i < INVEN_PACK; i++)
770 object_type *o_ptr = &inventory[i];
773 if (o_ptr->tval != TV_BOLT) continue;
775 /* Skip artifacts and ego-items */
776 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
779 /* Skip cursed/broken items */
780 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
783 if (randint0(100) < 75) continue;
785 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!"));
788 o_ptr->name2 = EGO_FLAME;
789 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
793 if (flush_failure) flush();
796 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
802 bool perilous_secrets(player_type *creature_ptr)
804 if (!ident_spell(FALSE)) return FALSE;
806 if (mp_ptr->spell_book)
808 /* Sufficient mana */
809 if (20 <= creature_ptr->csp)
812 creature_ptr->csp -= 20;
815 /* Over-exert the player */
818 int oops = 20 - creature_ptr->csp;
821 creature_ptr->csp = 0;
822 creature_ptr->csp_frac = 0;
824 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
825 /* Hack -- Bypass free action */
826 (void)set_paralyzed(creature_ptr->paralyzed + randint1(5 * oops + 1));
829 (void)set_confused(creature_ptr->confused + randint1(5 * oops + 1));
831 creature_ptr->redraw |= (PR_MANA);
833 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
835 if (one_in_(5)) (void)set_confused(creature_ptr->confused + randint1(10));
837 /* Exercise a little care... */
838 if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
844 * @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。
845 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
846 * @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
849 void get_bloody_moon_flags(object_type *o_ptr)
853 for (i = 0; i < TR_FLAG_SIZE; i++)
854 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
856 dummy = randint1(2) + randint1(2);
857 for (i = 0; i < dummy; i++)
859 int flag = randint0(26);
860 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
861 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
862 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
863 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
867 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
869 for (i = 0; i < 2; i++)
871 int tmp = randint0(11);
872 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
873 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
878 * @brief 寿命つき光源の燃素追加処理 /
879 * Charge a lite (torch or latern)
882 void phlogiston(void)
884 GAME_TURN max_flog = 0;
885 object_type * o_ptr = &inventory[INVEN_LITE];
888 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
890 max_flog = FUEL_LAMP;
894 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
896 max_flog = FUEL_TORCH;
899 /* No torch to refill */
902 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."));
906 if (o_ptr->xtra4 >= max_flog)
908 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."));
913 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
914 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
916 if (o_ptr->xtra4 >= max_flog)
918 o_ptr->xtra4 = (XTRA16)max_flog;
919 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
922 p_ptr->update |= (PU_TORCH);
928 * @return ターン消費を要する処理を行ったならばTRUEを返す
930 bool bless_weapon(void)
934 BIT_FLAGS flgs[TR_FLAG_SIZE];
935 GAME_TEXT o_name[MAX_NLEN];
938 /* Bless only weapons */
939 item_tester_hook = object_is_weapon;
941 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
942 s = _("祝福できる武器がありません。", "You have weapon to bless.");
944 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
945 if (!o_ptr) return FALSE;
947 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
948 object_flags(o_ptr, flgs);
950 if (object_is_cursed(o_ptr))
952 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
953 have_flag(flgs, TR_ADD_L_CURSE) ||
954 have_flag(flgs, TR_ADD_H_CURSE) ||
955 (o_ptr->curse_flags & TRC_PERMA_CURSE))
958 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
960 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
967 msg_format("%s から邪悪なオーラが消えた。", o_name);
969 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
973 o_ptr->curse_flags = 0L;
975 o_ptr->ident |= (IDENT_SENSE);
976 o_ptr->feeling = FEEL_NONE;
978 /* Recalculate the bonuses */
979 p_ptr->update |= (PU_BONUS);
980 p_ptr->window |= (PW_EQUIP);
984 * Next, we try to bless it. Artifacts have a 1/3 chance of
985 * being blessed, otherwise, the operation simply disenchants
986 * them, godly power negating the magic. Ok, the explanation
987 * is silly, but otherwise priests would always bless every
988 * artifact weapon they find. Ego weapons and normal weapons
989 * can be blessed automatically.
991 if (have_flag(flgs, TR_BLESSED))
994 msg_format("%s は既に祝福されている。", o_name);
996 msg_format("%s %s %s blessed already.",
997 ((item >= 0) ? "Your" : "The"), o_name,
998 ((o_ptr->number > 1) ? "were" : "was"));
1004 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
1007 msg_format("%sは輝いた!", o_name);
1009 msg_format("%s %s shine%s!",
1010 ((item >= 0) ? "Your" : "The"), o_name,
1011 ((o_ptr->number > 1) ? "" : "s"));
1014 add_flag(o_ptr->art_flags, TR_BLESSED);
1015 o_ptr->discount = 99;
1019 bool dis_happened = FALSE;
1020 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
1022 /* Disenchant tohit */
1023 if (o_ptr->to_h > 0)
1026 dis_happened = TRUE;
1029 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
1031 /* Disenchant todam */
1032 if (o_ptr->to_d > 0)
1035 dis_happened = TRUE;
1038 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
1040 /* Disenchant toac */
1041 if (o_ptr->to_a > 0)
1044 dis_happened = TRUE;
1047 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
1051 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
1054 msg_format("%s は劣化した!", o_name);
1056 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
1057 ((o_ptr->number > 1) ? "were" : "was"));
1063 p_ptr->update |= (PU_BONUS);
1064 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1074 * @return ターン消費を要する処理を行ったならばTRUEを返す
1076 bool pulish_shield(void)
1080 BIT_FLAGS flgs[TR_FLAG_SIZE];
1081 GAME_TEXT o_name[MAX_NLEN];
1084 /* Assume enchant weapon */
1085 item_tester_tval = TV_SHIELD;
1087 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
1088 s = _("磨く盾がありません。", "You have weapon to pulish.");
1090 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1091 if (!o_ptr) return FALSE;
1093 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1094 object_flags(o_ptr, flgs);
1096 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1097 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
1100 msg_format("%sは輝いた!", o_name);
1102 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1104 o_ptr->name2 = EGO_REFLECTION;
1105 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
1107 o_ptr->discount = 99;
1108 chg_virtue(V_ENCHANT, 2);
1114 if (flush_failure) flush();
1116 msg_print(_("失敗した。", "Failed."));
1117 chg_virtue(V_ENCHANT, -2);