10 #include "spells-object.h"
11 #include "object-boost.h"
12 #include "object-hook.h"
13 #include "object-flavor.h"
14 #include "object-ego.h"
15 #include "player-damage.h"
16 #include "player-status.h"
18 #include "player-effects.h"
19 #include "player-class.h"
20 #include "player-inventory.h"
21 #include "objectkind.h"
23 #include "targeting.h"
24 #include "view-mainwindow.h"
29 OBJECT_TYPE_VALUE tval;
30 OBJECT_SUBTYPE_VALUE sval;
37 * @brief 装備強化処理の失敗率定数(千分率) /
38 * Used by the "enchant" function (chance of failure)
39 * (modified for Zangband, we need better stuff there...) -- TY
42 static int enchant_table[16] =
45 300, 400, 500, 650, 800,
46 950, 987, 993, 995, 998,
52 * Scatter some "amusing" objects near the player
55 #define AMS_NOTHING 0x00 /* No restriction */
56 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
57 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
58 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
59 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
61 static amuse_type amuse_info[] =
63 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
64 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
65 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
66 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
67 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
68 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
69 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
70 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
71 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
72 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
73 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
74 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
75 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
81 * @brief「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
82 * Hook to determine if an object is contertible in an arrow/bolt
83 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
85 bool create_ammo(player_type *creature_ptr)
94 GAME_TEXT o_name[MAX_NLEN];
98 if (creature_ptr->lev >= 20)
99 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
100 else if (creature_ptr->lev >= 10)
101 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
103 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
105 if (cmd_limit_confused(creature_ptr)) return FALSE;
106 if (cmd_limit_blind(creature_ptr)) return FALSE;
110 if (!get_com(com, &ch, TRUE))
114 if (ch == 'S' || ch == 's')
119 if ((ch == 'A' || ch == 'a') && (creature_ptr->lev >= 10))
124 if ((ch == 'B' || ch == 'b') && (creature_ptr->lev >= 20))
131 /**********Create shots*********/
138 if (!get_rep_dir(&dir, FALSE)) return FALSE;
139 y = creature_ptr->y + ddy[dir];
140 x = creature_ptr->x + ddx[dir];
141 g_ptr = ¤t_floor_ptr->grid_array[y][x];
143 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_CAN_DIG))
145 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
148 else if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
150 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
157 /* Hack -- Give the player some small firestones */
158 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
159 q_ptr->number = (byte)rand_range(15, 30);
162 apply_magic(q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
163 q_ptr->discount = 99;
165 slot = inven_carry(q_ptr);
167 object_desc(o_name, q_ptr, 0);
168 msg_format(_("%sを作った。", "You make some ammo."), o_name);
170 /* Auto-inscription */
171 if (slot >= 0) autopick_alter_item(slot, FALSE);
173 /* Destroy the wall */
174 cave_alter_feat(y, x, FF_HURT_ROCK);
176 creature_ptr->update |= (PU_FLOW);
179 /**********Create arrows*********/
186 item_tester_hook = item_tester_hook_convertible;
188 q = _("どのアイテムから作りますか? ", "Convert which item? ");
189 s = _("材料を持っていない。", "You have no item to convert.");
190 q_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
191 if (!q_ptr) return FALSE;
195 /* Hack -- Give the player some small firestones */
196 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
197 q_ptr->number = (byte)rand_range(5, 10);
200 apply_magic(q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
202 q_ptr->discount = 99;
204 object_desc(o_name, q_ptr, 0);
205 msg_format(_("%sを作った。", "You make some ammo."), o_name);
209 inven_item_increase(item, -1);
210 inven_item_describe(item);
211 inven_item_optimize(item);
215 floor_item_increase(0 - item, -1);
216 floor_item_describe(0 - item);
217 floor_item_optimize(0 - item);
220 slot = inven_carry(q_ptr);
222 /* Auto-inscription */
223 if (slot >= 0) autopick_alter_item(slot, FALSE);
225 /**********Create bolts*********/
232 item_tester_hook = item_tester_hook_convertible;
234 q = _("どのアイテムから作りますか? ", "Convert which item? ");
235 s = _("材料を持っていない。", "You have no item to convert.");
237 q_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
238 if (!q_ptr) return FALSE;
242 /* Hack -- Give the player some small firestones */
243 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, creature_ptr->lev) + 1));
244 q_ptr->number = (byte)rand_range(4, 8);
247 apply_magic(q_ptr, creature_ptr->lev, AM_NO_FIXED_ART);
249 q_ptr->discount = 99;
251 object_desc(o_name, q_ptr, 0);
252 msg_format(_("%sを作った。", "You make some ammo."), o_name);
256 inven_item_increase(item, -1);
257 inven_item_describe(item);
258 inven_item_optimize(item);
262 floor_item_increase(0 - item, -1);
263 floor_item_describe(0 - item);
264 floor_item_optimize(0 - item);
267 slot = inven_carry(q_ptr);
269 /* Auto-inscription */
270 if (slot >= 0) autopick_alter_item(slot, FALSE);
276 * @brief 魔道具術師の魔力取り込み処理
277 * @param user_ptr アイテムを取り込むクリーチャー
278 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
280 bool import_magic_device(player_type *user_ptr)
283 PARAMETER_VALUE pval;
287 GAME_TEXT o_name[MAX_NLEN];
289 /* Only accept legal items */
290 item_tester_hook = item_tester_hook_recharge;
292 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
293 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
295 o_ptr = choose_object(user_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
296 if (!o_ptr) return (FALSE);
298 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
300 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."));
304 if (!object_is_known(o_ptr))
306 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
312 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
317 if (o_ptr->tval == TV_ROD)
319 else if (o_ptr->tval == TV_WAND)
322 if (o_ptr->tval == TV_ROD)
324 user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
325 if (user_ptr->magic_num2[o_ptr->sval + ext] > 99) user_ptr->magic_num2[o_ptr->sval + ext] = 99;
330 for (num = o_ptr->number; num; num--)
333 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
334 if (user_ptr->magic_num2[o_ptr->sval + ext])
337 gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
338 if (gain_num < 1) gain_num = 1;
340 user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
341 if (user_ptr->magic_num2[o_ptr->sval + ext] > 99) user_ptr->magic_num2[o_ptr->sval + ext] = 99;
342 user_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
343 if (user_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) user_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
344 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;
345 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
349 object_desc(o_name, o_ptr, 0);
350 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
352 /* Eliminate the item (from the pack) */
355 inven_item_increase(item, -999);
356 inven_item_describe(item);
357 inven_item_optimize(item);
360 /* Eliminate the item (from the floor) */
363 floor_item_increase(0 - item, -999);
364 floor_item_describe(0 - item);
365 floor_item_optimize(0 - item);
367 take_turn(user_ptr, 100);
373 * @param y1 配置したいフロアのY座標
374 * @param x1 配置したいフロアのX座標
376 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
379 void amusement(POSITION y1, POSITION x1, int num, bool known)
382 object_type object_type_body;
385 for (n = 0; amuse_info[n].tval != 0; n++)
387 t += amuse_info[n].prob;
394 KIND_OBJECT_IDX k_idx;
395 ARTIFACT_IDX a_idx = 0;
397 bool insta_art, fixed_art;
401 r -= amuse_info[i].prob;
404 i_ptr = &object_type_body;
406 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
408 /* Paranoia - reroll if nothing */
409 if (!k_idx) continue;
411 /* Search an artifact index if need */
412 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
413 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
415 if (insta_art || fixed_art)
417 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
419 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
420 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
421 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
422 if (a_info[a_idx].cur_num > 0) continue;
426 if (a_idx >= max_a_idx) continue;
429 /* Make an object (if possible) */
430 object_prep(i_ptr, k_idx);
431 if (a_idx) i_ptr->name1 = a_idx;
432 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
434 if (amuse_info[i].flag & AMS_NO_UNIQUE)
436 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
439 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
440 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
448 /* Paranoia - reroll if nothing */
449 if (!(i_ptr->k_idx)) continue;
451 (void)drop_near(i_ptr, -1, y1, x1);
461 * Scatter some "great" objects near the player
462 * @param y1 配置したいフロアのY座標
463 * @param x1 配置したいフロアのX座標
465 * @param great TRUEならば必ず高級品以上を落とす
466 * @param special TRUEならば必ず特別品を落とす
467 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
470 void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
473 object_type object_type_body;
474 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L);
479 i_ptr = &object_type_body;
482 /* Make a good (or great) object (if possible) */
483 if (!make_object(i_ptr, mode)) continue;
491 (void)drop_near(i_ptr, -1, y1, x1);
495 void acquire_chaos_weapon(player_type *creature_ptr)
498 object_type *q_ptr = &forge;
499 OBJECT_TYPE_VALUE dummy = TV_SWORD;
500 OBJECT_SUBTYPE_VALUE dummy2;
501 switch (randint1(creature_ptr->lev))
507 dummy2 = SV_MAIN_GAUCHE;
516 dummy2 = SV_SMALL_SWORD;
519 dummy2 = SV_BASILLARD;
521 case 11: case 12: case 13:
522 dummy2 = SV_SHORT_SWORD;
531 dummy2 = SV_WAKIZASHI;
540 dummy2 = SV_BROAD_SWORD;
543 dummy2 = SV_LONG_SWORD;
546 dummy2 = SV_SCIMITAR;
555 dummy2 = SV_BASTARD_SWORD;
558 dummy2 = SV_GREAT_SCIMITAR;
561 dummy2 = SV_CLAYMORE;
567 dummy2 = SV_TWO_HANDED_SWORD;
570 dummy2 = SV_FLAMBERGE;
573 dummy2 = SV_NO_DACHI;
576 dummy2 = SV_EXECUTIONERS_SWORD;
579 dummy2 = SV_ZWEIHANDER;
582 dummy2 = SV_HAYABUSA;
585 dummy2 = SV_BLADE_OF_CHAOS;
588 object_prep(q_ptr, lookup_kind(dummy, dummy2));
589 q_ptr->to_h = 3 + randint1(current_floor_ptr->dun_level) % 10;
590 q_ptr->to_d = 3 + randint1(current_floor_ptr->dun_level) % 10;
591 one_resistance(q_ptr);
592 q_ptr->name2 = EGO_CHAOTIC;
593 (void)drop_near(q_ptr, -1, creature_ptr->y, creature_ptr->x);
599 * Curse the players armor
600 * @return 実際に呪縛されたらTRUEを返す
602 bool curse_armor(player_type *owner_ptr)
607 GAME_TEXT o_name[MAX_NLEN];
609 /* Curse the body armor */
610 o_ptr = &owner_ptr->inventory_list[INVEN_BODY];
612 /* Nothing to curse */
613 if (!o_ptr->k_idx) return (FALSE);
615 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
617 /* Attempt a saving throw for artifacts */
618 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
622 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!",
623 "恐怖の暗黒オーラ", "防具", o_name);
625 msg_format("A %s tries to %s, but your %s resists the effects!",
626 "terrible black aura", "surround your armor", o_name);
631 /* not artifact or failed save... */
634 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);
635 chg_virtue(owner_ptr, V_ENCHANT, -5);
637 /* Blast the armor */
639 o_ptr->name2 = EGO_BLASTED;
640 o_ptr->to_a = 0 - randint1(5) - randint1(5);
647 for (i = 0; i < TR_FLAG_SIZE; i++)
648 o_ptr->art_flags[i] = 0;
651 o_ptr->curse_flags = TRC_CURSED;
654 o_ptr->ident |= (IDENT_BROKEN);
655 owner_ptr->update |= (PU_BONUS | PU_MANA);
656 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
664 * Curse the players weapon
665 * @param force 無条件に呪縛を行うならばTRUE
666 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
667 * @return 実際に呪縛されたらTRUEを返す
669 bool curse_weapon_object(bool force, object_type *o_ptr)
672 GAME_TEXT o_name[MAX_NLEN];
674 /* Nothing to curse */
675 if (!o_ptr->k_idx) return (FALSE);
676 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
678 /* Attempt a saving throw */
679 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
683 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!",
684 "恐怖の暗黒オーラ", "武器", o_name);
686 msg_format("A %s tries to %s, but your %s resists the effects!",
687 "terrible black aura", "surround your weapon", o_name);
691 /* not artifact or failed save... */
694 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);
695 chg_virtue(p_ptr, V_ENCHANT, -5);
697 /* Shatter the weapon */
699 o_ptr->name2 = EGO_SHATTERED;
700 o_ptr->to_h = 0 - randint1(5) - randint1(5);
701 o_ptr->to_d = 0 - randint1(5) - randint1(5);
707 for (i = 0; i < TR_FLAG_SIZE; i++)
708 o_ptr->art_flags[i] = 0;
711 o_ptr->curse_flags = TRC_CURSED;
714 o_ptr->ident |= (IDENT_BROKEN);
715 p_ptr->update |= (PU_BONUS | PU_MANA);
716 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
723 * @brief 武器呪縛処理のメインルーチン /
724 * Curse the players weapon
725 * @param force 無条件に呪縛を行うならばTRUE
726 * @param slot 呪縛する武器の装備スロット
727 * @return 実際に呪縛されたらTRUEを返す
729 bool curse_weapon(bool force, int slot)
731 return curse_weapon_object(force, &p_ptr->inventory_list[slot]);
737 * @return ターン消費を要する処理を行ったならばTRUEを返す
743 GAME_TEXT o_name[MAX_NLEN];
746 /* Select a piece of armour */
747 item_tester_hook = object_is_armour;
749 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
750 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
752 o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
753 if (!o_ptr) return FALSE;
755 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
757 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
759 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
762 msg_format("%sは新品同様になった!", o_name);
764 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
771 msg_format("%sは腐食しなくなった。", o_name);
773 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
776 calc_android_exp(p_ptr);
781 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
785 bool brand_bolts(void)
789 /* Use the first acceptable bolts */
790 for (i = 0; i < INVEN_PACK; i++)
792 object_type *o_ptr = &p_ptr->inventory_list[i];
795 if (o_ptr->tval != TV_BOLT) continue;
797 /* Skip artifacts and ego-items */
798 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
801 /* Skip cursed/broken items */
802 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
805 if (randint0(100) < 75) continue;
807 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!"));
810 o_ptr->name2 = EGO_FLAME;
811 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
815 if (flush_failure) flush();
818 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
824 bool perilous_secrets(player_type *creature_ptr)
826 if (!ident_spell(FALSE)) return FALSE;
828 if (mp_ptr->spell_book)
830 /* Sufficient mana */
831 if (20 <= creature_ptr->csp)
834 creature_ptr->csp -= 20;
837 /* Over-exert the player */
840 int oops = 20 - creature_ptr->csp;
843 creature_ptr->csp = 0;
844 creature_ptr->csp_frac = 0;
846 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
847 /* Hack -- Bypass free action */
848 (void)set_paralyzed(p_ptr, creature_ptr->paralyzed + randint1(5 * oops + 1));
851 (void)set_confused(p_ptr, creature_ptr->confused + randint1(5 * oops + 1));
853 creature_ptr->redraw |= (PR_MANA);
855 take_hit(p_ptr, DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
857 if (one_in_(5)) (void)set_confused(p_ptr, creature_ptr->confused + randint1(10));
859 /* Exercise a little care... */
860 if (one_in_(20)) take_hit(p_ptr, DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
866 * @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。
867 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
868 * @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
871 void get_bloody_moon_flags(object_type *o_ptr)
875 for (i = 0; i < TR_FLAG_SIZE; i++)
876 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
878 dummy = randint1(2) + randint1(2);
879 for (i = 0; i < dummy; i++)
881 int flag = randint0(26);
882 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
883 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
884 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
885 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
889 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
891 for (i = 0; i < 2; i++)
893 int tmp = randint0(11);
894 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
895 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
900 * @brief 寿命つき光源の燃素追加処理 /
901 * Charge a lite (torch or latern)
904 void phlogiston(void)
906 GAME_TURN max_flog = 0;
907 object_type * o_ptr = &p_ptr->inventory_list[INVEN_LITE];
910 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
912 max_flog = FUEL_LAMP;
916 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
918 max_flog = FUEL_TORCH;
921 /* No torch to refill */
924 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."));
928 if (o_ptr->xtra4 >= max_flog)
930 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."));
935 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
936 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
938 if (o_ptr->xtra4 >= max_flog)
940 o_ptr->xtra4 = (XTRA16)max_flog;
941 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
944 p_ptr->update |= (PU_TORCH);
950 * @return ターン消費を要する処理を行ったならばTRUEを返す
952 bool bless_weapon(void)
956 BIT_FLAGS flgs[TR_FLAG_SIZE];
957 GAME_TEXT o_name[MAX_NLEN];
960 /* Bless only weapons */
961 item_tester_hook = object_is_weapon;
963 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
964 s = _("祝福できる武器がありません。", "You have weapon to bless.");
966 o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
967 if (!o_ptr) return FALSE;
969 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
970 object_flags(o_ptr, flgs);
972 if (object_is_cursed(o_ptr))
974 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
975 have_flag(flgs, TR_ADD_L_CURSE) ||
976 have_flag(flgs, TR_ADD_H_CURSE) ||
977 (o_ptr->curse_flags & TRC_PERMA_CURSE))
980 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
982 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
989 msg_format("%s から邪悪なオーラが消えた。", o_name);
991 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
995 o_ptr->curse_flags = 0L;
997 o_ptr->ident |= (IDENT_SENSE);
998 o_ptr->feeling = FEEL_NONE;
1000 /* Recalculate the bonuses */
1001 p_ptr->update |= (PU_BONUS);
1002 p_ptr->window |= (PW_EQUIP);
1006 * Next, we try to bless it. Artifacts have a 1/3 chance of
1007 * being blessed, otherwise, the operation simply disenchants
1008 * them, godly power negating the magic. Ok, the explanation
1009 * is silly, but otherwise priests would always bless every
1010 * artifact weapon they find. Ego weapons and normal weapons
1011 * can be blessed automatically.
1013 if (have_flag(flgs, TR_BLESSED))
1016 msg_format("%s は既に祝福されている。", o_name);
1018 msg_format("%s %s %s blessed already.",
1019 ((item >= 0) ? "Your" : "The"), o_name,
1020 ((o_ptr->number > 1) ? "were" : "was"));
1026 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
1029 msg_format("%sは輝いた!", o_name);
1031 msg_format("%s %s shine%s!",
1032 ((item >= 0) ? "Your" : "The"), o_name,
1033 ((o_ptr->number > 1) ? "" : "s"));
1036 add_flag(o_ptr->art_flags, TR_BLESSED);
1037 o_ptr->discount = 99;
1041 bool dis_happened = FALSE;
1042 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
1044 /* Disenchant tohit */
1045 if (o_ptr->to_h > 0)
1048 dis_happened = TRUE;
1051 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
1053 /* Disenchant todam */
1054 if (o_ptr->to_d > 0)
1057 dis_happened = TRUE;
1060 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
1062 /* Disenchant toac */
1063 if (o_ptr->to_a > 0)
1066 dis_happened = TRUE;
1069 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
1073 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
1076 msg_format("%s は劣化した!", o_name);
1078 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
1079 ((o_ptr->number > 1) ? "were" : "was"));
1085 p_ptr->update |= (PU_BONUS);
1086 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1087 calc_android_exp(p_ptr);
1096 * @return ターン消費を要する処理を行ったならばTRUEを返す
1098 bool pulish_shield(void)
1102 BIT_FLAGS flgs[TR_FLAG_SIZE];
1103 GAME_TEXT o_name[MAX_NLEN];
1106 /* Assume enchant weapon */
1107 item_tester_tval = TV_SHIELD;
1109 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
1110 s = _("磨く盾がありません。", "You have weapon to pulish.");
1112 o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1113 if (!o_ptr) return FALSE;
1115 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1116 object_flags(o_ptr, flgs);
1118 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1119 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
1122 msg_format("%sは輝いた!", o_name);
1124 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1126 o_ptr->name2 = EGO_REFLECTION;
1127 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
1129 o_ptr->discount = 99;
1130 chg_virtue(p_ptr, V_ENCHANT, 2);
1136 if (flush_failure) flush();
1138 msg_print(_("失敗した。", "Failed."));
1139 chg_virtue(p_ptr, V_ENCHANT, -2);
1141 calc_android_exp(p_ptr);
1147 * @brief 呪いの打ち破り処理 /
1148 * Break the curse of an item
1149 * @param o_ptr 呪い装備情報の参照ポインタ
1152 static void break_curse(object_type *o_ptr)
1154 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
1156 msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
1158 o_ptr->curse_flags = 0L;
1159 o_ptr->ident |= (IDENT_SENSE);
1160 o_ptr->feeling = FEEL_NONE;
1166 * Enchants a plus onto an item. -RAK-
1167 * @param o_ptr 強化するアイテムの参照ポインタ
1169 * @param eflag 強化オプション(命中/ダメージ/AC)
1170 * @return 強化に成功した場合TRUEを返す
1173 * Revamped! Now takes item pointer, number of times to try enchanting,
1174 * and a flag of what to try enchanting. Artifacts resist enchantment
1175 * some of the time, and successful enchantment to at least +0 might
1176 * break a curse on the item. -CFT-
1178 * Note that an item can technically be enchanted all the way to +15 if
1179 * you wait a very, very, long time. Going from +9 to +10 only works
1180 * about 5% of the time, and from +10 to +11 only about 1% of the time.
1182 * Note that this function can now be used on "piles" of items, and
1183 * the larger the pile, the lower the chance of success.
1186 bool enchant(object_type *o_ptr, int n, int eflag)
1188 int i, chance, prob;
1190 bool a = object_is_artifact(o_ptr);
1191 bool force = (eflag & ENCH_FORCE);
1193 /* Large piles resist enchantment */
1194 prob = o_ptr->number * 100;
1196 /* Missiles are easy to enchant */
1197 if ((o_ptr->tval == TV_BOLT) ||
1198 (o_ptr->tval == TV_ARROW) ||
1199 (o_ptr->tval == TV_SHOT))
1205 for (i = 0; i < n; i++)
1207 /* Hack -- Roll for pile resistance */
1208 if (!force && randint0(prob) >= 100) continue;
1210 /* Enchant to hit */
1211 if (eflag & ENCH_TOHIT)
1213 if (o_ptr->to_h < 0) chance = 0;
1214 else if (o_ptr->to_h > 15) chance = 1000;
1215 else chance = enchant_table[o_ptr->to_h];
1217 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1222 /* only when you get it above -1 -CFT */
1223 if (o_ptr->to_h >= 0)
1228 /* Enchant to damage */
1229 if (eflag & ENCH_TODAM)
1231 if (o_ptr->to_d < 0) chance = 0;
1232 else if (o_ptr->to_d > 15) chance = 1000;
1233 else chance = enchant_table[o_ptr->to_d];
1235 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1240 /* only when you get it above -1 -CFT */
1241 if (o_ptr->to_d >= 0)
1246 /* Enchant to armor class */
1247 if (eflag & ENCH_TOAC)
1249 if (o_ptr->to_a < 0) chance = 0;
1250 else if (o_ptr->to_a > 15) chance = 1000;
1251 else chance = enchant_table[o_ptr->to_a];
1253 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
1258 /* only when you get it above -1 -CFT */
1259 if (o_ptr->to_a >= 0)
1266 if (!res) return (FALSE);
1267 p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
1268 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
1270 calc_android_exp(p_ptr);
1278 * @brief 装備修正強化処理のメインルーチン /
1279 * Enchant an item (in the p_ptr->inventory_list or on the floor)
1280 * @param num_hit 命中修正量
1281 * @param num_dam ダメージ修正量
1282 * @param num_ac AC修正量
1283 * @return 強化に成功した場合TRUEを返す
1285 * Note that "num_ac" requires armour, else weapon
1286 * Returns TRUE if attempted, FALSE if cancelled
1288 bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
1293 GAME_TEXT o_name[MAX_NLEN];
1296 /* Assume enchant weapon */
1297 item_tester_hook = object_allow_enchant_weapon;
1299 /* Enchant armor if requested */
1300 if (num_ac) item_tester_hook = object_is_armour;
1302 q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
1303 s = _("強化できるアイテムがない。", "You have nothing to enchant.");
1305 o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1306 if (!o_ptr) return (FALSE);
1308 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1310 msg_format("%s は明るく輝いた!", o_name);
1312 msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1316 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
1317 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
1318 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
1323 if (flush_failure) flush();
1324 msg_print(_("強化に失敗した。", "The enchantment failed."));
1325 if (one_in_(3)) chg_virtue(p_ptr, V_ENCHANT, -1);
1328 chg_virtue(p_ptr, V_ENCHANT, 1);
1330 calc_android_exp(p_ptr);
1332 /* Something happened */
1339 * @brief 武器へのエゴ付加処理 /
1340 * Brand the current weapon
1341 * @param brand_type エゴ化ID(e_info.txtとは連動していない)
1344 void brand_weapon(int brand_type)
1350 /* Assume enchant weapon */
1351 item_tester_hook = object_allow_enchant_melee_weapon;
1353 q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
1354 s = _("強化できる武器がない。", "You have nothing to enchant.");
1356 o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0);
1359 /* you can never modify artifacts / ego-items */
1360 /* you can never modify cursed items */
1361 /* TY: You _can_ modify broken items (if you're silly enough) */
1362 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1363 !object_is_cursed(o_ptr) &&
1364 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1365 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1366 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1370 /* Let's get the name before it is changed... */
1371 GAME_TEXT o_name[MAX_NLEN];
1372 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1377 if (o_ptr->tval == TV_SWORD)
1379 act = _("は鋭さを増した!", "becomes very sharp!");
1381 o_ptr->name2 = EGO_SHARPNESS;
1382 o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, current_floor_ptr->dun_level) + 1;
1384 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1389 act = _("は破壊力を増した!", "seems very powerful.");
1390 o_ptr->name2 = EGO_EARTHQUAKES;
1391 o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, current_floor_ptr->dun_level);
1395 act = _("は人間の血を求めている!", "seems to be looking for humans!");
1396 o_ptr->name2 = EGO_KILL_HUMAN;
1399 act = _("は電撃に覆われた!", "covered with lightning!");
1400 o_ptr->name2 = EGO_BRAND_ELEC;
1403 act = _("は酸に覆われた!", "coated with acid!");
1404 o_ptr->name2 = EGO_BRAND_ACID;
1407 act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
1408 o_ptr->name2 = EGO_KILL_EVIL;
1411 act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
1412 o_ptr->name2 = EGO_KILL_DEMON;
1415 act = _("は屍を求めている!", "seems to be looking for undead!");
1416 o_ptr->name2 = EGO_KILL_UNDEAD;
1419 act = _("は動物の血を求めている!", "seems to be looking for animals!");
1420 o_ptr->name2 = EGO_KILL_ANIMAL;
1423 act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
1424 o_ptr->name2 = EGO_KILL_DRAGON;
1427 act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
1428 o_ptr->name2 = EGO_KILL_TROLL;
1431 act = _("はオークの血を求めている!", "seems to be looking for orcs!");
1432 o_ptr->name2 = EGO_KILL_ORC;
1435 act = _("は巨人の血を求めている!", "seems to be looking for giants!");
1436 o_ptr->name2 = EGO_KILL_GIANT;
1439 act = _("は非常に不安定になったようだ。", "seems very unstable now.");
1440 o_ptr->name2 = EGO_TRUMP;
1441 o_ptr->pval = randint1(2);
1444 act = _("は血を求めている!", "thirsts for blood!");
1445 o_ptr->name2 = EGO_VAMPIRIC;
1448 act = _("は毒に覆われた。", "is coated with poison.");
1449 o_ptr->name2 = EGO_BRAND_POIS;
1452 act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
1453 o_ptr->name2 = EGO_CHAOTIC;
1456 act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
1457 o_ptr->name2 = EGO_BRAND_FIRE;
1460 act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
1461 o_ptr->name2 = EGO_BRAND_COLD;
1465 msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
1466 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1468 o_ptr->discount = 99;
1469 chg_virtue(p_ptr, V_ENCHANT, 2);
1473 if (flush_failure) flush();
1475 msg_print(_("属性付加に失敗した。", "The Branding failed."));
1476 chg_virtue(p_ptr, V_ENCHANT, -2);
1478 calc_android_exp(p_ptr);