6 #include "spells-object.h"
7 #include "object-boost.h"
8 #include "object-hook.h"
9 #include "object-flavor.h"
10 #include "player-status.h"
12 #include "player-effects.h"
17 OBJECT_TYPE_VALUE tval;
18 OBJECT_SUBTYPE_VALUE sval;
24 * Scatter some "amusing" objects near the player
27 #define AMS_NOTHING 0x00 /* No restriction */
28 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
29 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
30 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
31 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
33 static amuse_type amuse_info[] =
35 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
36 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
37 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
38 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
39 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
40 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
41 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
42 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
43 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
44 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
45 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
46 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
47 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
53 * @brief「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
54 * Hook to determine if an object is contertible in an arrow/bolt
55 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
57 bool create_ammo(void)
66 GAME_TEXT o_name[MAX_NLEN];
71 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
72 else if (p_ptr->lev >= 10)
73 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
75 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
79 msg_print(_("混乱してる!", "You are too confused!"));
85 msg_print(_("目が見えない!", "You are blind!"));
91 if (!get_com(com, &ch, TRUE))
95 if (ch == 'S' || ch == 's')
100 if ((ch == 'A' || ch == 'a') && (p_ptr->lev >= 10))
105 if ((ch == 'B' || ch == 'b') && (p_ptr->lev >= 20))
112 /**********Create shots*********/
119 if (!get_rep_dir(&dir, FALSE)) return FALSE;
120 y = p_ptr->y + ddy[dir];
121 x = p_ptr->x + ddx[dir];
122 g_ptr = ¤t_floor_ptr->grid_array[y][x];
124 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_CAN_DIG))
126 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
129 else if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
131 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
138 /* Hack -- Give the player some small firestones */
139 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
140 q_ptr->number = (byte)rand_range(15, 30);
143 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
144 q_ptr->discount = 99;
146 slot = inven_carry(q_ptr);
148 object_desc(o_name, q_ptr, 0);
149 msg_format(_("%sを作った。", "You make some ammo."), o_name);
151 /* Auto-inscription */
152 if (slot >= 0) autopick_alter_item(slot, FALSE);
154 /* Destroy the wall */
155 cave_alter_feat(y, x, FF_HURT_ROCK);
157 p_ptr->update |= (PU_FLOW);
160 /**********Create arrows*********/
167 item_tester_hook = item_tester_hook_convertible;
169 q = _("どのアイテムから作りますか? ", "Convert which item? ");
170 s = _("材料を持っていない。", "You have no item to convert.");
171 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
172 if (!q_ptr) return FALSE;
176 /* Hack -- Give the player some small firestones */
177 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
178 q_ptr->number = (byte)rand_range(5, 10);
181 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
183 q_ptr->discount = 99;
185 object_desc(o_name, q_ptr, 0);
186 msg_format(_("%sを作った。", "You make some ammo."), o_name);
190 inven_item_increase(item, -1);
191 inven_item_describe(item);
192 inven_item_optimize(item);
196 floor_item_increase(0 - item, -1);
197 floor_item_describe(0 - item);
198 floor_item_optimize(0 - item);
201 slot = inven_carry(q_ptr);
203 /* Auto-inscription */
204 if (slot >= 0) autopick_alter_item(slot, FALSE);
206 /**********Create bolts*********/
213 item_tester_hook = item_tester_hook_convertible;
215 q = _("どのアイテムから作りますか? ", "Convert which item? ");
216 s = _("材料を持っていない。", "You have no item to convert.");
218 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
219 if (!q_ptr) return FALSE;
223 /* Hack -- Give the player some small firestones */
224 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
225 q_ptr->number = (byte)rand_range(4, 8);
228 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
230 q_ptr->discount = 99;
232 object_desc(o_name, q_ptr, 0);
233 msg_format(_("%sを作った。", "You make some ammo."), o_name);
237 inven_item_increase(item, -1);
238 inven_item_describe(item);
239 inven_item_optimize(item);
243 floor_item_increase(0 - item, -1);
244 floor_item_describe(0 - item);
245 floor_item_optimize(0 - item);
248 slot = inven_carry(q_ptr);
250 /* Auto-inscription */
251 if (slot >= 0) autopick_alter_item(slot, FALSE);
257 * @brief 魔道具術師の魔力取り込み処理
258 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
260 bool import_magic_device(void)
263 PARAMETER_VALUE pval;
267 GAME_TEXT o_name[MAX_NLEN];
269 /* Only accept legal items */
270 item_tester_hook = item_tester_hook_recharge;
272 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
273 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
275 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
276 if (!o_ptr) return (FALSE);
278 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
280 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."));
284 if (!object_is_known(o_ptr))
286 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
292 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
297 if (o_ptr->tval == TV_ROD)
299 else if (o_ptr->tval == TV_WAND)
302 if (o_ptr->tval == TV_ROD)
304 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
305 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
310 for (num = o_ptr->number; num; num--)
313 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
314 if (p_ptr->magic_num2[o_ptr->sval + ext])
317 gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
318 if (gain_num < 1) gain_num = 1;
320 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
321 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
322 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
323 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
324 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;
325 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
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 /* Eliminate the item (from the pack) */
335 inven_item_increase(item, -999);
336 inven_item_describe(item);
337 inven_item_optimize(item);
340 /* Eliminate the item (from the floor) */
343 floor_item_increase(0 - item, -999);
344 floor_item_describe(0 - item);
345 floor_item_optimize(0 - item);
347 take_turn(p_ptr, 100);
353 * @param y1 配置したいフロアのY座標
354 * @param x1 配置したいフロアのX座標
356 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
359 void amusement(POSITION y1, POSITION x1, int num, bool known)
362 object_type object_type_body;
365 for (n = 0; amuse_info[n].tval != 0; n++)
367 t += amuse_info[n].prob;
374 KIND_OBJECT_IDX k_idx;
375 ARTIFACT_IDX a_idx = 0;
377 bool insta_art, fixed_art;
381 r -= amuse_info[i].prob;
384 i_ptr = &object_type_body;
386 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
388 /* Paranoia - reroll if nothing */
389 if (!k_idx) continue;
391 /* Search an artifact index if need */
392 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
393 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
395 if (insta_art || fixed_art)
397 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
399 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
400 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
401 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
402 if (a_info[a_idx].cur_num > 0) continue;
406 if (a_idx >= max_a_idx) continue;
409 /* Make an object (if possible) */
410 object_prep(i_ptr, k_idx);
411 if (a_idx) i_ptr->name1 = a_idx;
412 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
414 if (amuse_info[i].flag & AMS_NO_UNIQUE)
416 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
419 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
420 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
428 /* Paranoia - reroll if nothing */
429 if (!(i_ptr->k_idx)) continue;
431 (void)drop_near(i_ptr, -1, y1, x1);
441 * Scatter some "great" objects near the player
442 * @param y1 配置したいフロアのY座標
443 * @param x1 配置したいフロアのX座標
445 * @param great TRUEならば必ず高級品以上を落とす
446 * @param special TRUEならば必ず特別品を落とす
447 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
450 void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
453 object_type object_type_body;
454 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L);
459 i_ptr = &object_type_body;
462 /* Make a good (or great) object (if possible) */
463 if (!make_object(i_ptr, mode)) continue;
471 (void)drop_near(i_ptr, -1, y1, x1);
475 void acquire_chaos_weapon(player_type *creature_ptr)
478 object_type *q_ptr = &forge;
479 OBJECT_TYPE_VALUE dummy = TV_SWORD;
480 OBJECT_SUBTYPE_VALUE dummy2;
481 switch (randint1(creature_ptr->lev))
487 dummy2 = SV_MAIN_GAUCHE;
496 dummy2 = SV_SMALL_SWORD;
499 dummy2 = SV_BASILLARD;
501 case 11: case 12: case 13:
502 dummy2 = SV_SHORT_SWORD;
511 dummy2 = SV_WAKIZASHI;
520 dummy2 = SV_BROAD_SWORD;
523 dummy2 = SV_LONG_SWORD;
526 dummy2 = SV_SCIMITAR;
535 dummy2 = SV_BASTARD_SWORD;
538 dummy2 = SV_GREAT_SCIMITAR;
541 dummy2 = SV_CLAYMORE;
547 dummy2 = SV_TWO_HANDED_SWORD;
550 dummy2 = SV_FLAMBERGE;
553 dummy2 = SV_NO_DACHI;
556 dummy2 = SV_EXECUTIONERS_SWORD;
559 dummy2 = SV_ZWEIHANDER;
562 dummy2 = SV_HAYABUSA;
565 dummy2 = SV_BLADE_OF_CHAOS;
568 object_prep(q_ptr, lookup_kind(dummy, dummy2));
569 q_ptr->to_h = 3 + randint1(current_floor_ptr->dun_level) % 10;
570 q_ptr->to_d = 3 + randint1(current_floor_ptr->dun_level) % 10;
571 one_resistance(q_ptr);
572 q_ptr->name2 = EGO_CHAOTIC;
573 (void)drop_near(q_ptr, -1, creature_ptr->y, creature_ptr->x);
579 * Curse the players armor
580 * @return 実際に呪縛されたらTRUEを返す
582 bool curse_armor(void)
587 GAME_TEXT o_name[MAX_NLEN];
589 /* Curse the body armor */
590 o_ptr = &inventory[INVEN_BODY];
592 /* Nothing to curse */
593 if (!o_ptr->k_idx) return (FALSE);
595 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
597 /* Attempt a saving throw for artifacts */
598 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
602 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!",
603 "恐怖の暗黒オーラ", "防具", o_name);
605 msg_format("A %s tries to %s, but your %s resists the effects!",
606 "terrible black aura", "surround your armor", o_name);
611 /* not artifact or failed save... */
614 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);
615 chg_virtue(V_ENCHANT, -5);
617 /* Blast the armor */
619 o_ptr->name2 = EGO_BLASTED;
620 o_ptr->to_a = 0 - randint1(5) - randint1(5);
627 for (i = 0; i < TR_FLAG_SIZE; i++)
628 o_ptr->art_flags[i] = 0;
631 o_ptr->curse_flags = TRC_CURSED;
634 o_ptr->ident |= (IDENT_BROKEN);
635 p_ptr->update |= (PU_BONUS | PU_MANA);
636 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
644 * Curse the players weapon
645 * @param force 無条件に呪縛を行うならばTRUE
646 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
647 * @return 実際に呪縛されたらTRUEを返す
649 bool curse_weapon_object(bool force, object_type *o_ptr)
652 GAME_TEXT o_name[MAX_NLEN];
654 /* Nothing to curse */
655 if (!o_ptr->k_idx) return (FALSE);
656 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
658 /* Attempt a saving throw */
659 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
663 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!",
664 "恐怖の暗黒オーラ", "武器", o_name);
666 msg_format("A %s tries to %s, but your %s resists the effects!",
667 "terrible black aura", "surround your weapon", o_name);
671 /* not artifact or failed save... */
674 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);
675 chg_virtue(V_ENCHANT, -5);
677 /* Shatter the weapon */
679 o_ptr->name2 = EGO_SHATTERED;
680 o_ptr->to_h = 0 - randint1(5) - randint1(5);
681 o_ptr->to_d = 0 - randint1(5) - randint1(5);
687 for (i = 0; i < TR_FLAG_SIZE; i++)
688 o_ptr->art_flags[i] = 0;
691 o_ptr->curse_flags = TRC_CURSED;
694 o_ptr->ident |= (IDENT_BROKEN);
695 p_ptr->update |= (PU_BONUS | PU_MANA);
696 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
703 * @brief 武器呪縛処理のメインルーチン /
704 * Curse the players weapon
705 * @param force 無条件に呪縛を行うならばTRUE
706 * @param slot 呪縛する武器の装備スロット
707 * @return 実際に呪縛されたらTRUEを返す
709 bool curse_weapon(bool force, int slot)
711 return curse_weapon_object(force, &inventory[slot]);
717 * @return ターン消費を要する処理を行ったならばTRUEを返す
723 GAME_TEXT o_name[MAX_NLEN];
726 /* Select a piece of armour */
727 item_tester_hook = object_is_armour;
729 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
730 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
732 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
733 if (!o_ptr) return FALSE;
735 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
737 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
739 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
742 msg_format("%sは新品同様になった!", o_name);
744 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
751 msg_format("%sは腐食しなくなった。", o_name);
753 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
761 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
765 bool brand_bolts(void)
769 /* Use the first acceptable bolts */
770 for (i = 0; i < INVEN_PACK; i++)
772 object_type *o_ptr = &inventory[i];
775 if (o_ptr->tval != TV_BOLT) continue;
777 /* Skip artifacts and ego-items */
778 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
781 /* Skip cursed/broken items */
782 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
785 if (randint0(100) < 75) continue;
787 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!"));
790 o_ptr->name2 = EGO_FLAME;
791 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
795 if (flush_failure) flush();
798 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
804 bool perilous_secrets(player_type *creature_ptr)
806 if (!ident_spell(FALSE)) return FALSE;
808 if (mp_ptr->spell_book)
810 /* Sufficient mana */
811 if (20 <= creature_ptr->csp)
814 creature_ptr->csp -= 20;
817 /* Over-exert the player */
820 int oops = 20 - creature_ptr->csp;
823 creature_ptr->csp = 0;
824 creature_ptr->csp_frac = 0;
826 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
827 /* Hack -- Bypass free action */
828 (void)set_paralyzed(creature_ptr->paralyzed + randint1(5 * oops + 1));
831 (void)set_confused(creature_ptr->confused + randint1(5 * oops + 1));
833 creature_ptr->redraw |= (PR_MANA);
835 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
837 if (one_in_(5)) (void)set_confused(creature_ptr->confused + randint1(10));
839 /* Exercise a little care... */
840 if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
846 * @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。
847 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
848 * @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
851 void get_bloody_moon_flags(object_type *o_ptr)
855 for (i = 0; i < TR_FLAG_SIZE; i++)
856 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
858 dummy = randint1(2) + randint1(2);
859 for (i = 0; i < dummy; i++)
861 int flag = randint0(26);
862 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
863 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
864 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
865 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
869 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
871 for (i = 0; i < 2; i++)
873 int tmp = randint0(11);
874 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
875 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
880 * @brief 寿命つき光源の燃素追加処理 /
881 * Charge a lite (torch or latern)
884 void phlogiston(void)
886 GAME_TURN max_flog = 0;
887 object_type * o_ptr = &inventory[INVEN_LITE];
890 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
892 max_flog = FUEL_LAMP;
896 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
898 max_flog = FUEL_TORCH;
901 /* No torch to refill */
904 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."));
908 if (o_ptr->xtra4 >= max_flog)
910 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."));
915 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
916 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
918 if (o_ptr->xtra4 >= max_flog)
920 o_ptr->xtra4 = (XTRA16)max_flog;
921 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
924 p_ptr->update |= (PU_TORCH);
930 * @return ターン消費を要する処理を行ったならばTRUEを返す
932 bool bless_weapon(void)
936 BIT_FLAGS flgs[TR_FLAG_SIZE];
937 GAME_TEXT o_name[MAX_NLEN];
940 /* Bless only weapons */
941 item_tester_hook = object_is_weapon;
943 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
944 s = _("祝福できる武器がありません。", "You have weapon to bless.");
946 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
947 if (!o_ptr) return FALSE;
949 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
950 object_flags(o_ptr, flgs);
952 if (object_is_cursed(o_ptr))
954 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
955 have_flag(flgs, TR_ADD_L_CURSE) ||
956 have_flag(flgs, TR_ADD_H_CURSE) ||
957 (o_ptr->curse_flags & TRC_PERMA_CURSE))
960 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
962 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
969 msg_format("%s から邪悪なオーラが消えた。", o_name);
971 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
975 o_ptr->curse_flags = 0L;
977 o_ptr->ident |= (IDENT_SENSE);
978 o_ptr->feeling = FEEL_NONE;
980 /* Recalculate the bonuses */
981 p_ptr->update |= (PU_BONUS);
982 p_ptr->window |= (PW_EQUIP);
986 * Next, we try to bless it. Artifacts have a 1/3 chance of
987 * being blessed, otherwise, the operation simply disenchants
988 * them, godly power negating the magic. Ok, the explanation
989 * is silly, but otherwise priests would always bless every
990 * artifact weapon they find. Ego weapons and normal weapons
991 * can be blessed automatically.
993 if (have_flag(flgs, TR_BLESSED))
996 msg_format("%s は既に祝福されている。", o_name);
998 msg_format("%s %s %s blessed already.",
999 ((item >= 0) ? "Your" : "The"), o_name,
1000 ((o_ptr->number > 1) ? "were" : "was"));
1006 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
1009 msg_format("%sは輝いた!", o_name);
1011 msg_format("%s %s shine%s!",
1012 ((item >= 0) ? "Your" : "The"), o_name,
1013 ((o_ptr->number > 1) ? "" : "s"));
1016 add_flag(o_ptr->art_flags, TR_BLESSED);
1017 o_ptr->discount = 99;
1021 bool dis_happened = FALSE;
1022 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
1024 /* Disenchant tohit */
1025 if (o_ptr->to_h > 0)
1028 dis_happened = TRUE;
1031 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
1033 /* Disenchant todam */
1034 if (o_ptr->to_d > 0)
1037 dis_happened = TRUE;
1040 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
1042 /* Disenchant toac */
1043 if (o_ptr->to_a > 0)
1046 dis_happened = TRUE;
1049 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
1053 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
1056 msg_format("%s は劣化した!", o_name);
1058 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
1059 ((o_ptr->number > 1) ? "were" : "was"));
1065 p_ptr->update |= (PU_BONUS);
1066 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1076 * @return ターン消費を要する処理を行ったならばTRUEを返す
1078 bool pulish_shield(void)
1082 BIT_FLAGS flgs[TR_FLAG_SIZE];
1083 GAME_TEXT o_name[MAX_NLEN];
1086 /* Assume enchant weapon */
1087 item_tester_tval = TV_SHIELD;
1089 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
1090 s = _("磨く盾がありません。", "You have weapon to pulish.");
1092 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1093 if (!o_ptr) return FALSE;
1095 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1096 object_flags(o_ptr, flgs);
1098 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1099 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
1102 msg_format("%sは輝いた!", o_name);
1104 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1106 o_ptr->name2 = EGO_REFLECTION;
1107 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
1109 o_ptr->discount = 99;
1110 chg_virtue(V_ENCHANT, 2);
1116 if (flush_failure) flush();
1118 msg_print(_("失敗した。", "Failed."));
1119 chg_virtue(V_ENCHANT, -2);