9 #include "spells-object.h"
10 #include "object-boost.h"
11 #include "object-hook.h"
12 #include "object-flavor.h"
13 #include "player-status.h"
15 #include "player-effects.h"
16 #include "player-class.h"
17 #include "objectkind.h"
19 #include "targeting.h"
24 OBJECT_TYPE_VALUE tval;
25 OBJECT_SUBTYPE_VALUE sval;
31 * Scatter some "amusing" objects near the player
34 #define AMS_NOTHING 0x00 /* No restriction */
35 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
36 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
37 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
38 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
40 static amuse_type amuse_info[] =
42 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
43 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
44 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
45 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
46 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
47 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
48 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
49 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
50 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
51 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
52 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
53 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
54 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
60 * @brief「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
61 * Hook to determine if an object is contertible in an arrow/bolt
62 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
64 bool create_ammo(void)
73 GAME_TEXT o_name[MAX_NLEN];
78 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
79 else if (p_ptr->lev >= 10)
80 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
82 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
86 msg_print(_("混乱してる!", "You are too confused!"));
92 msg_print(_("目が見えない!", "You are blind!"));
98 if (!get_com(com, &ch, TRUE))
102 if (ch == 'S' || ch == 's')
107 if ((ch == 'A' || ch == 'a') && (p_ptr->lev >= 10))
112 if ((ch == 'B' || ch == 'b') && (p_ptr->lev >= 20))
119 /**********Create shots*********/
126 if (!get_rep_dir(&dir, FALSE)) return FALSE;
127 y = p_ptr->y + ddy[dir];
128 x = p_ptr->x + ddx[dir];
129 g_ptr = ¤t_floor_ptr->grid_array[y][x];
131 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_CAN_DIG))
133 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
136 else if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
138 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
145 /* Hack -- Give the player some small firestones */
146 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
147 q_ptr->number = (byte)rand_range(15, 30);
150 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
151 q_ptr->discount = 99;
153 slot = inven_carry(q_ptr);
155 object_desc(o_name, q_ptr, 0);
156 msg_format(_("%sを作った。", "You make some ammo."), o_name);
158 /* Auto-inscription */
159 if (slot >= 0) autopick_alter_item(slot, FALSE);
161 /* Destroy the wall */
162 cave_alter_feat(y, x, FF_HURT_ROCK);
164 p_ptr->update |= (PU_FLOW);
167 /**********Create arrows*********/
174 item_tester_hook = item_tester_hook_convertible;
176 q = _("どのアイテムから作りますか? ", "Convert which item? ");
177 s = _("材料を持っていない。", "You have no item to convert.");
178 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
179 if (!q_ptr) return FALSE;
183 /* Hack -- Give the player some small firestones */
184 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
185 q_ptr->number = (byte)rand_range(5, 10);
188 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
190 q_ptr->discount = 99;
192 object_desc(o_name, q_ptr, 0);
193 msg_format(_("%sを作った。", "You make some ammo."), o_name);
197 inven_item_increase(item, -1);
198 inven_item_describe(item);
199 inven_item_optimize(item);
203 floor_item_increase(0 - item, -1);
204 floor_item_describe(0 - item);
205 floor_item_optimize(0 - item);
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(&item, q, s, (USE_INVEN | USE_FLOOR));
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, p_ptr->lev) + 1));
232 q_ptr->number = (byte)rand_range(4, 8);
235 apply_magic(q_ptr, p_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 inven_item_increase(item, -1);
245 inven_item_describe(item);
246 inven_item_optimize(item);
250 floor_item_increase(0 - item, -1);
251 floor_item_describe(0 - item);
252 floor_item_optimize(0 - item);
255 slot = inven_carry(q_ptr);
257 /* Auto-inscription */
258 if (slot >= 0) autopick_alter_item(slot, FALSE);
264 * @brief 魔道具術師の魔力取り込み処理
265 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
267 bool import_magic_device(void)
270 PARAMETER_VALUE pval;
274 GAME_TEXT o_name[MAX_NLEN];
276 /* Only accept legal items */
277 item_tester_hook = item_tester_hook_recharge;
279 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
280 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
282 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
283 if (!o_ptr) return (FALSE);
285 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
287 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."));
291 if (!object_is_known(o_ptr))
293 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
299 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
304 if (o_ptr->tval == TV_ROD)
306 else if (o_ptr->tval == TV_WAND)
309 if (o_ptr->tval == TV_ROD)
311 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
312 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
317 for (num = o_ptr->number; num; num--)
320 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
321 if (p_ptr->magic_num2[o_ptr->sval + ext])
324 gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
325 if (gain_num < 1) gain_num = 1;
327 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
328 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
329 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
330 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
331 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;
332 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
336 object_desc(o_name, o_ptr, 0);
337 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
339 /* Eliminate the item (from the pack) */
342 inven_item_increase(item, -999);
343 inven_item_describe(item);
344 inven_item_optimize(item);
347 /* Eliminate the item (from the floor) */
350 floor_item_increase(0 - item, -999);
351 floor_item_describe(0 - item);
352 floor_item_optimize(0 - item);
354 take_turn(p_ptr, 100);
360 * @param y1 配置したいフロアのY座標
361 * @param x1 配置したいフロアのX座標
363 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
366 void amusement(POSITION y1, POSITION x1, int num, bool known)
369 object_type object_type_body;
372 for (n = 0; amuse_info[n].tval != 0; n++)
374 t += amuse_info[n].prob;
381 KIND_OBJECT_IDX k_idx;
382 ARTIFACT_IDX a_idx = 0;
384 bool insta_art, fixed_art;
388 r -= amuse_info[i].prob;
391 i_ptr = &object_type_body;
393 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
395 /* Paranoia - reroll if nothing */
396 if (!k_idx) continue;
398 /* Search an artifact index if need */
399 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
400 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
402 if (insta_art || fixed_art)
404 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
406 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
407 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
408 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
409 if (a_info[a_idx].cur_num > 0) continue;
413 if (a_idx >= max_a_idx) continue;
416 /* Make an object (if possible) */
417 object_prep(i_ptr, k_idx);
418 if (a_idx) i_ptr->name1 = a_idx;
419 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
421 if (amuse_info[i].flag & AMS_NO_UNIQUE)
423 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
426 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
427 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
435 /* Paranoia - reroll if nothing */
436 if (!(i_ptr->k_idx)) continue;
438 (void)drop_near(i_ptr, -1, y1, x1);
448 * Scatter some "great" objects near the player
449 * @param y1 配置したいフロアのY座標
450 * @param x1 配置したいフロアのX座標
452 * @param great TRUEならば必ず高級品以上を落とす
453 * @param special TRUEならば必ず特別品を落とす
454 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
457 void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
460 object_type object_type_body;
461 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L);
466 i_ptr = &object_type_body;
469 /* Make a good (or great) object (if possible) */
470 if (!make_object(i_ptr, mode)) continue;
478 (void)drop_near(i_ptr, -1, y1, x1);
482 void acquire_chaos_weapon(player_type *creature_ptr)
485 object_type *q_ptr = &forge;
486 OBJECT_TYPE_VALUE dummy = TV_SWORD;
487 OBJECT_SUBTYPE_VALUE dummy2;
488 switch (randint1(creature_ptr->lev))
494 dummy2 = SV_MAIN_GAUCHE;
503 dummy2 = SV_SMALL_SWORD;
506 dummy2 = SV_BASILLARD;
508 case 11: case 12: case 13:
509 dummy2 = SV_SHORT_SWORD;
518 dummy2 = SV_WAKIZASHI;
527 dummy2 = SV_BROAD_SWORD;
530 dummy2 = SV_LONG_SWORD;
533 dummy2 = SV_SCIMITAR;
542 dummy2 = SV_BASTARD_SWORD;
545 dummy2 = SV_GREAT_SCIMITAR;
548 dummy2 = SV_CLAYMORE;
554 dummy2 = SV_TWO_HANDED_SWORD;
557 dummy2 = SV_FLAMBERGE;
560 dummy2 = SV_NO_DACHI;
563 dummy2 = SV_EXECUTIONERS_SWORD;
566 dummy2 = SV_ZWEIHANDER;
569 dummy2 = SV_HAYABUSA;
572 dummy2 = SV_BLADE_OF_CHAOS;
575 object_prep(q_ptr, lookup_kind(dummy, dummy2));
576 q_ptr->to_h = 3 + randint1(current_floor_ptr->dun_level) % 10;
577 q_ptr->to_d = 3 + randint1(current_floor_ptr->dun_level) % 10;
578 one_resistance(q_ptr);
579 q_ptr->name2 = EGO_CHAOTIC;
580 (void)drop_near(q_ptr, -1, creature_ptr->y, creature_ptr->x);
586 * Curse the players armor
587 * @return 実際に呪縛されたらTRUEを返す
589 bool curse_armor(void)
594 GAME_TEXT o_name[MAX_NLEN];
596 /* Curse the body armor */
597 o_ptr = &p_ptr->inventory_list[INVEN_BODY];
599 /* Nothing to curse */
600 if (!o_ptr->k_idx) return (FALSE);
602 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
604 /* Attempt a saving throw for artifacts */
605 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
609 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!",
610 "恐怖の暗黒オーラ", "防具", o_name);
612 msg_format("A %s tries to %s, but your %s resists the effects!",
613 "terrible black aura", "surround your armor", o_name);
618 /* not artifact or failed save... */
621 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);
622 chg_virtue(V_ENCHANT, -5);
624 /* Blast the armor */
626 o_ptr->name2 = EGO_BLASTED;
627 o_ptr->to_a = 0 - randint1(5) - randint1(5);
634 for (i = 0; i < TR_FLAG_SIZE; i++)
635 o_ptr->art_flags[i] = 0;
638 o_ptr->curse_flags = TRC_CURSED;
641 o_ptr->ident |= (IDENT_BROKEN);
642 p_ptr->update |= (PU_BONUS | PU_MANA);
643 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
651 * Curse the players weapon
652 * @param force 無条件に呪縛を行うならばTRUE
653 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
654 * @return 実際に呪縛されたらTRUEを返す
656 bool curse_weapon_object(bool force, object_type *o_ptr)
659 GAME_TEXT o_name[MAX_NLEN];
661 /* Nothing to curse */
662 if (!o_ptr->k_idx) return (FALSE);
663 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
665 /* Attempt a saving throw */
666 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
670 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!",
671 "恐怖の暗黒オーラ", "武器", o_name);
673 msg_format("A %s tries to %s, but your %s resists the effects!",
674 "terrible black aura", "surround your weapon", o_name);
678 /* not artifact or failed save... */
681 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);
682 chg_virtue(V_ENCHANT, -5);
684 /* Shatter the weapon */
686 o_ptr->name2 = EGO_SHATTERED;
687 o_ptr->to_h = 0 - randint1(5) - randint1(5);
688 o_ptr->to_d = 0 - randint1(5) - randint1(5);
694 for (i = 0; i < TR_FLAG_SIZE; i++)
695 o_ptr->art_flags[i] = 0;
698 o_ptr->curse_flags = TRC_CURSED;
701 o_ptr->ident |= (IDENT_BROKEN);
702 p_ptr->update |= (PU_BONUS | PU_MANA);
703 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
710 * @brief 武器呪縛処理のメインルーチン /
711 * Curse the players weapon
712 * @param force 無条件に呪縛を行うならばTRUE
713 * @param slot 呪縛する武器の装備スロット
714 * @return 実際に呪縛されたらTRUEを返す
716 bool curse_weapon(bool force, int slot)
718 return curse_weapon_object(force, &p_ptr->inventory_list[slot]);
724 * @return ターン消費を要する処理を行ったならばTRUEを返す
730 GAME_TEXT o_name[MAX_NLEN];
733 /* Select a piece of armour */
734 item_tester_hook = object_is_armour;
736 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
737 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
739 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
740 if (!o_ptr) return FALSE;
742 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
744 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
746 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
749 msg_format("%sは新品同様になった!", o_name);
751 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
758 msg_format("%sは腐食しなくなった。", o_name);
760 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
768 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
772 bool brand_bolts(void)
776 /* Use the first acceptable bolts */
777 for (i = 0; i < INVEN_PACK; i++)
779 object_type *o_ptr = &p_ptr->inventory_list[i];
782 if (o_ptr->tval != TV_BOLT) continue;
784 /* Skip artifacts and ego-items */
785 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
788 /* Skip cursed/broken items */
789 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
792 if (randint0(100) < 75) continue;
794 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!"));
797 o_ptr->name2 = EGO_FLAME;
798 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
802 if (flush_failure) flush();
805 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
811 bool perilous_secrets(player_type *creature_ptr)
813 if (!ident_spell(FALSE)) return FALSE;
815 if (mp_ptr->spell_book)
817 /* Sufficient mana */
818 if (20 <= creature_ptr->csp)
821 creature_ptr->csp -= 20;
824 /* Over-exert the player */
827 int oops = 20 - creature_ptr->csp;
830 creature_ptr->csp = 0;
831 creature_ptr->csp_frac = 0;
833 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
834 /* Hack -- Bypass free action */
835 (void)set_paralyzed(creature_ptr->paralyzed + randint1(5 * oops + 1));
838 (void)set_confused(creature_ptr->confused + randint1(5 * oops + 1));
840 creature_ptr->redraw |= (PR_MANA);
842 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
844 if (one_in_(5)) (void)set_confused(creature_ptr->confused + randint1(10));
846 /* Exercise a little care... */
847 if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
853 * @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。
854 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
855 * @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
858 void get_bloody_moon_flags(object_type *o_ptr)
862 for (i = 0; i < TR_FLAG_SIZE; i++)
863 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
865 dummy = randint1(2) + randint1(2);
866 for (i = 0; i < dummy; i++)
868 int flag = randint0(26);
869 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
870 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
871 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
872 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
876 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
878 for (i = 0; i < 2; i++)
880 int tmp = randint0(11);
881 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
882 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
887 * @brief 寿命つき光源の燃素追加処理 /
888 * Charge a lite (torch or latern)
891 void phlogiston(void)
893 GAME_TURN max_flog = 0;
894 object_type * o_ptr = &p_ptr->inventory_list[INVEN_LITE];
897 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
899 max_flog = FUEL_LAMP;
903 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
905 max_flog = FUEL_TORCH;
908 /* No torch to refill */
911 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."));
915 if (o_ptr->xtra4 >= max_flog)
917 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."));
922 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
923 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
925 if (o_ptr->xtra4 >= max_flog)
927 o_ptr->xtra4 = (XTRA16)max_flog;
928 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
931 p_ptr->update |= (PU_TORCH);
937 * @return ターン消費を要する処理を行ったならばTRUEを返す
939 bool bless_weapon(void)
943 BIT_FLAGS flgs[TR_FLAG_SIZE];
944 GAME_TEXT o_name[MAX_NLEN];
947 /* Bless only weapons */
948 item_tester_hook = object_is_weapon;
950 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
951 s = _("祝福できる武器がありません。", "You have weapon to bless.");
953 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
954 if (!o_ptr) return FALSE;
956 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
957 object_flags(o_ptr, flgs);
959 if (object_is_cursed(o_ptr))
961 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
962 have_flag(flgs, TR_ADD_L_CURSE) ||
963 have_flag(flgs, TR_ADD_H_CURSE) ||
964 (o_ptr->curse_flags & TRC_PERMA_CURSE))
967 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
969 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
976 msg_format("%s から邪悪なオーラが消えた。", o_name);
978 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
982 o_ptr->curse_flags = 0L;
984 o_ptr->ident |= (IDENT_SENSE);
985 o_ptr->feeling = FEEL_NONE;
987 /* Recalculate the bonuses */
988 p_ptr->update |= (PU_BONUS);
989 p_ptr->window |= (PW_EQUIP);
993 * Next, we try to bless it. Artifacts have a 1/3 chance of
994 * being blessed, otherwise, the operation simply disenchants
995 * them, godly power negating the magic. Ok, the explanation
996 * is silly, but otherwise priests would always bless every
997 * artifact weapon they find. Ego weapons and normal weapons
998 * can be blessed automatically.
1000 if (have_flag(flgs, TR_BLESSED))
1003 msg_format("%s は既に祝福されている。", o_name);
1005 msg_format("%s %s %s blessed already.",
1006 ((item >= 0) ? "Your" : "The"), o_name,
1007 ((o_ptr->number > 1) ? "were" : "was"));
1013 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
1016 msg_format("%sは輝いた!", o_name);
1018 msg_format("%s %s shine%s!",
1019 ((item >= 0) ? "Your" : "The"), o_name,
1020 ((o_ptr->number > 1) ? "" : "s"));
1023 add_flag(o_ptr->art_flags, TR_BLESSED);
1024 o_ptr->discount = 99;
1028 bool dis_happened = FALSE;
1029 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
1031 /* Disenchant tohit */
1032 if (o_ptr->to_h > 0)
1035 dis_happened = TRUE;
1038 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
1040 /* Disenchant todam */
1041 if (o_ptr->to_d > 0)
1044 dis_happened = TRUE;
1047 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
1049 /* Disenchant toac */
1050 if (o_ptr->to_a > 0)
1053 dis_happened = TRUE;
1056 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
1060 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
1063 msg_format("%s は劣化した!", o_name);
1065 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
1066 ((o_ptr->number > 1) ? "were" : "was"));
1072 p_ptr->update |= (PU_BONUS);
1073 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1083 * @return ターン消費を要する処理を行ったならばTRUEを返す
1085 bool pulish_shield(void)
1089 BIT_FLAGS flgs[TR_FLAG_SIZE];
1090 GAME_TEXT o_name[MAX_NLEN];
1093 /* Assume enchant weapon */
1094 item_tester_tval = TV_SHIELD;
1096 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
1097 s = _("磨く盾がありません。", "You have weapon to pulish.");
1099 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1100 if (!o_ptr) return FALSE;
1102 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1103 object_flags(o_ptr, flgs);
1105 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1106 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
1109 msg_format("%sは輝いた!", o_name);
1111 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1113 o_ptr->name2 = EGO_REFLECTION;
1114 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
1116 o_ptr->discount = 99;
1117 chg_virtue(V_ENCHANT, 2);
1123 if (flush_failure) flush();
1125 msg_print(_("失敗した。", "Failed."));
1126 chg_virtue(V_ENCHANT, -2);