4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Spell code (part 3) */
15 /* Maximum number of tries for teleporting */
18 /* 1/x chance of reducing stats (for elemental attacks) */
19 #define HURT_CHANCE 16
23 * Teleport a monster, normally up to "dis" grids away.
25 * Attempt to move the monster at least "dis/2" grids away.
27 * But allow variation to prevent infinite loops.
29 bool teleport_away(int m_idx, int dis, bool dec_valour)
31 int oy, ox, d, i, min;
37 monster_type *m_ptr = &m_list[m_idx];
41 if (!m_ptr->r_idx) return (FALSE);
43 /* Save the old location */
47 /* Minimum distance */
51 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
52 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
54 chg_virtue(V_VALOUR, -1);
62 /* Verify max distance */
63 if (dis > 200) dis = 200;
65 /* Try several locations */
66 for (i = 0; i < 500; i++)
68 /* Pick a (possibly illegal) location */
71 ny = rand_spread(oy, dis);
72 nx = rand_spread(ox, dis);
73 d = distance(oy, ox, ny, nx);
74 if ((d >= min) && (d <= dis)) break;
77 /* Ignore illegal locations */
78 if (!in_bounds(ny, nx)) continue;
80 /* Require "empty" floor space */
81 if (!cave_empty_bold(ny, nx)) continue;
83 /* Hack -- no teleport onto glyph of warding */
84 if (is_glyph_grid(&cave[ny][nx])) continue;
85 if (is_explosive_rune_grid(&cave[ny][nx])) continue;
87 /* ...nor onto the Pattern */
88 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
89 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
91 /* No teleporting into vaults and such */
92 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
93 if (cave[ny][nx].info & CAVE_ICKY) continue;
95 /* This grid looks good */
102 /* Increase the maximum distance */
105 /* Decrease the minimum distance */
108 /* Stop after MAX_TRIES tries */
109 if (tries > MAX_TRIES) return (FALSE);
113 sound(SOUND_TPOTHER);
115 /* Update the new location */
116 cave[ny][nx].m_idx = m_idx;
118 /* Update the old location */
119 cave[oy][ox].m_idx = 0;
121 /* Move the monster */
125 /* Forget the counter target */
128 /* Update the monster (new location) */
129 update_mon(m_idx, TRUE);
131 /* Redraw the old grid */
134 /* Redraw the new grid */
137 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
138 p_ptr->update |= (PU_MON_LITE);
146 * Teleport monster next to a grid near the given location
148 void teleport_monster_to(int m_idx, int ty, int tx, int power)
150 int ny, nx, oy, ox, d, i, min;
154 monster_type *m_ptr = &m_list[m_idx];
158 if (!m_ptr->r_idx) return;
161 if (randint1(100) > power) return;
167 /* Save the old location */
171 /* Minimum distance */
174 /* Look until done */
175 while (look && --attempts)
177 /* Verify max distance */
178 if (dis > 200) dis = 200;
180 /* Try several locations */
181 for (i = 0; i < 500; i++)
185 /* Pick a (possibly illegal) location */
188 ny = rand_spread(ty, dis);
189 nx = rand_spread(tx, dis);
190 d = distance(ty, tx, ny, nx);
191 if ((d >= min) && (d <= dis)) break;
194 /* Ignore illegal locations */
195 if (!in_bounds(ny, nx)) continue;
197 /* Require "empty" floor space */
198 if (!cave_empty_bold(ny, nx)) continue;
200 c_ptr = &cave[ny][nx];
202 /* Hack -- no teleport onto glyph of warding */
203 if (is_glyph_grid(c_ptr)) continue;
204 if (is_explosive_rune_grid(c_ptr)) continue;
206 /* ...nor onto the Pattern */
207 if ((c_ptr->feat >= FEAT_PATTERN_START) &&
208 (c_ptr->feat <= FEAT_PATTERN_XTRA2)) continue;
210 /* No teleporting into vaults and such */
211 /* if (c_ptr->info & (CAVE_ICKY)) continue; */
213 /* This grid looks good */
220 /* Increase the maximum distance */
223 /* Decrease the minimum distance */
227 if (attempts < 1) return;
230 sound(SOUND_TPOTHER);
232 /* Update the new location */
233 cave[ny][nx].m_idx = m_idx;
235 /* Update the old location */
236 cave[oy][ox].m_idx = 0;
238 /* Move the monster */
242 /* Update the monster (new location) */
243 update_mon(m_idx, TRUE);
245 /* Redraw the old grid */
248 /* Redraw the new grid */
251 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
252 p_ptr->update |= (PU_MON_LITE);
257 * Teleport the player to a location up to "dis" grids away.
259 * If no such spaces are readily available, the distance may increase.
260 * Try very hard to move the player at least a quarter that distance.
262 * When long-range teleport effects are considered, there is a nasty
263 * tendency to "bounce" the player between two or three different spots
264 * because these are the only spots that are "far enough" way to satisfy
265 * the algorithm. Therefore, if the teleport distance is more than 50,
266 * we decrease the minimum acceptable distance to try to increase randomness.
269 void teleport_player(int dis)
271 int d, i, min, ox, oy;
282 if (p_ptr->wild_mode) return;
284 if (p_ptr->anti_tele)
287 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
289 msg_print("A mysterious force prevents you from teleporting!");
295 if (dis > 200) dis = 200; /* To be on the safe side... */
297 /* Minimum distance */
298 min = dis / (dis > 50 ? 3 : 2);
300 /* Look until done */
305 /* Verify max distance */
306 if (dis > 200) dis = 200;
308 /* Try several locations */
309 for (i = 0; i < 500; i++)
311 /* Pick a (possibly illegal) location */
314 y = rand_spread(py, dis);
315 x = rand_spread(px, dis);
316 d = distance(py, px, y, x);
317 if ((d >= min) && (d <= dis)) break;
320 /* Ignore illegal locations */
321 if (!in_bounds(y, x)) continue;
323 /* Require "naked" floor space or trees */
324 if (!(cave_naked_bold(y, x) ||
325 (cave[y][x].feat == FEAT_TREES))) continue;
327 /* No teleporting into vaults and such */
328 if (cave[y][x].info & CAVE_ICKY) continue;
330 /* This grid looks good */
337 /* Increase the maximum distance */
340 /* Decrease the minimum distance */
343 /* Stop after MAX_TRIES tries */
344 if (tries > MAX_TRIES) return;
348 sound(SOUND_TELEPORT);
351 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
352 msg_format("¡Ø¤³¤Ã¤Á¤À¤¡¡¢%s¡Ù", player_name);
355 /* Save the old location */
359 /* Move the player */
365 cave[oy][ox].m_idx = cave[py][px].m_idx;
366 cave[py][px].m_idx = p_ptr->riding;
367 m_list[p_ptr->riding].fy = py;
368 m_list[p_ptr->riding].fx = px;
369 update_mon(p_ptr->riding, TRUE);
372 /* Redraw the old spot */
375 /* Monsters with teleport ability may follow the player */
376 for (xx = -1; xx < 2; xx++)
378 for (yy = -1; yy < 2; yy++)
380 int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
382 /* A monster except your mount may follow */
383 if (tmp_m_idx && p_ptr->riding != tmp_m_idx)
385 monster_type *m_ptr = &m_list[tmp_m_idx];
386 monster_race *r_ptr = &r_info[m_ptr->r_idx];
389 * The latter limitation is to avoid
390 * totally unkillable suckers...
392 if ((r_ptr->flags6 & RF6_TPORT) &&
393 !(r_ptr->flagsr & RFR_RES_TELE))
395 if (!m_ptr->csleep) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level);
403 /* Redraw the new spot */
406 /* Check for new panel (redraw map) */
410 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
412 /* Update the monsters */
413 p_ptr->update |= (PU_DISTANCE);
416 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
418 /* Handle stuff XXX XXX XXX */
425 * Teleport player to a grid near the given location
427 * This function is slightly obsessive about correctness.
428 * This function allows teleporting into vaults (!)
430 void teleport_player_to(int ny, int nx, bool no_tele)
432 int y, x, oy, ox, dis = 0, ctr = 0;
434 if (p_ptr->anti_tele && no_tele)
437 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
439 msg_print("A mysterious force prevents you from teleporting!");
445 /* Find a usable location */
448 /* Pick a nearby legal location */
451 y = rand_spread(ny, dis);
452 x = rand_spread(nx, dis);
453 if (in_bounds(y, x)) break;
456 /* Accept "naked" floor grids */
459 if (cave_naked_bold(y, x) || (((cave[y][x].feat == FEAT_DEEP_LAVA) || (cave[y][x].feat == FEAT_DEEP_WATER)) && !cave[y][x].m_idx)) break;
461 else if (cave_empty_bold(y, x) || player_bold(y, x)) break;
463 /* Occasionally advance the distance */
464 if (++ctr > (4 * dis * dis + 4 * dis + 1))
472 sound(SOUND_TELEPORT);
474 /* Save the old location */
478 /* Move the player */
484 cave[oy][ox].m_idx = cave[py][px].m_idx;
485 cave[py][px].m_idx = p_ptr->riding;
486 m_list[p_ptr->riding].fy = py;
487 m_list[p_ptr->riding].fx = px;
488 update_mon(p_ptr->riding, TRUE);
493 /* Redraw the old spot */
496 /* Redraw the new spot */
499 /* Check for new panel (redraw map) */
503 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
505 /* Update the monsters */
506 p_ptr->update |= (PU_DISTANCE);
509 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
511 /* Handle stuff XXX XXX XXX */
518 * Teleport the player one level up or down (random when legal)
519 * Note: If m_idx <= 0, target is player.
521 void teleport_level(int m_idx)
527 if (m_idx <= 0) /* To player */
530 strcpy(m_name, "¤¢¤Ê¤¿");
532 strcpy(m_name, "you");
535 else /* To monster */
537 monster_type *m_ptr = &m_list[m_idx];
539 /* Get the monster name (or "it") */
540 monster_desc(m_name, m_ptr, 0);
545 /* No effect in some case */
546 if (TELE_LEVEL_IS_INEFF(m_idx))
549 if (see_m) msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
551 if (see_m) msg_print("There is no effect.");
557 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
560 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
562 msg_print("A mysterious force prevents you from teleporting!");
567 /* Choose up or down */
568 if (randint0(100) < 50) go_up = TRUE;
571 if ((m_idx <= 0) && p_ptr->wizard)
573 if (get_check("Force to go up? ")) go_up = TRUE;
574 else if (get_check("Force to go down? ")) go_up = FALSE;
578 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
581 if (see_m) msg_format("%^s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
583 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
585 if (m_idx <= 0) /* To player */
589 dungeon_type = p_ptr->recall_dungeon;
594 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
596 if (autosave_l) do_cmd_save_game(TRUE);
600 dun_level = d_info[dungeon_type].mindepth;
601 prepare_change_floor_mode(CFM_RAND_PLACE);
605 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
609 p_ptr->leaving = TRUE;
614 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
617 if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
619 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
623 if (m_idx <= 0) /* To player */
625 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
627 if (autosave_l) do_cmd_save_game(TRUE);
629 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
634 p_ptr->inside_quest = 0;
635 p_ptr->leaving = TRUE;
641 if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
643 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
647 if (m_idx <= 0) /* To player */
649 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
651 if (autosave_l) do_cmd_save_game(TRUE);
653 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
656 p_ptr->leaving = TRUE;
662 if (see_m) msg_format("%^s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
664 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
667 if (m_idx <= 0) /* To player */
669 /* Never reach this code on the surface */
670 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
672 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
674 if (autosave_l) do_cmd_save_game(TRUE);
676 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
679 p_ptr->leaving = TRUE;
683 /* Monster level teleportation is simple deleting now */
686 monster_type *m_ptr = &m_list[m_idx];
688 /* Check for quest completion */
689 check_quest_completion(m_ptr);
691 delete_monster_idx(m_idx);
695 sound(SOUND_TPLEVEL);
700 int choose_dungeon(cptr note, int y, int x)
706 /* Hack -- No need to choose dungeon in some case */
707 if (lite_town || vanilla_town || ironman_downward)
709 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
713 msg_format("¤Þ¤À%s¤ËÆþ¤Ã¤¿¤³¤È¤Ï¤Ê¤¤¡£", d_name + d_info[DUNGEON_ANGBAND].name);
715 msg_format("You haven't entered %s yet.", d_name + d_info[DUNGEON_ANGBAND].name);
722 /* Allocate the "dun" array */
723 C_MAKE(dun, max_d_idx, s16b);
726 for(i = 1; i < max_d_idx; i++)
731 if (!d_info[i].maxdepth) continue;
732 if (!max_dlv[i]) continue;
733 if (d_info[i].final_guardian)
735 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
737 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
740 sprintf(buf," %c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
742 sprintf(buf," %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
744 prt(buf, y + num, x);
751 prt(" Áª¤Ù¤ë¥À¥ó¥¸¥ç¥ó¤¬¤Ê¤¤¡£", y, x);
753 prt(" No dungeon is available.", y, x);
758 prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
760 prt(format("Which dungeon do you %s?: ", note), 0, 0);
765 if ((i == ESCAPE) || !num)
767 /* Free the "dun" array */
768 C_KILL(dun, max_d_idx, s16b);
773 if (i >= 'a' && i <('a'+num))
775 select_dungeon = dun[i-'a'];
782 /* Free the "dun" array */
783 C_KILL(dun, max_d_idx, s16b);
785 return select_dungeon;
790 * Recall the player to town or dungeon
792 bool recall_player(int turns)
795 * TODO: Recall the player to the last
796 * visited town when in the wilderness
800 if (p_ptr->inside_arena || ironman_downward)
803 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
805 msg_print("Nothing happens.");
811 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
814 if (get_check("¤³¤³¤ÏºÇ¿¼Åþ㳬¤è¤êÀõ¤¤³¬¤Ç¤¹¡£¤³¤Î³¬¤ËÌá¤Ã¤ÆÍè¤Þ¤¹¤«¡© "))
816 if (get_check("Reset recall depth? "))
819 max_dlv[dungeon_type] = dun_level;
820 if (record_maxdeapth)
822 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤¤Ë");
824 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "when recall from dungeon");
829 if (!p_ptr->word_recall)
835 select_dungeon = choose_dungeon("¤Ëµ¢´Ô", 2, 14);
837 select_dungeon = choose_dungeon("recall", 2, 14);
839 if (!select_dungeon) return FALSE;
840 p_ptr->recall_dungeon = select_dungeon;
842 p_ptr->word_recall = turns;
844 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
846 msg_print("The air about you becomes charged...");
849 p_ptr->redraw |= (PR_STATUS);
853 p_ptr->word_recall = 0;
855 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
857 msg_print("A tension leaves the air around you...");
860 p_ptr->redraw |= (PR_STATUS);
866 bool word_of_recall(void)
868 return(recall_player(randint0(21) + 15));
872 bool reset_recall(void)
874 int select_dungeon, dummy = 0;
879 select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È", 2, 14);
881 select_dungeon = choose_dungeon("reset", 2, 14);
885 if (ironman_downward)
888 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
890 msg_print("Nothing happens.");
896 if (!select_dungeon) return FALSE;
899 sprintf(ppp, "²¿³¬¤Ë¥»¥Ã¥È¤·¤Þ¤¹¤« (%d-%d):", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
901 sprintf(ppp, "Reset to which level (%d-%d): ", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
906 sprintf(tmp_val, "%d", MAX(dun_level, 1));
908 /* Ask for a level */
909 if (get_string(ppp, tmp_val, 10))
911 /* Extract request */
912 dummy = atoi(tmp_val);
915 if (dummy < 1) dummy = 1;
918 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
919 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
921 max_dlv[select_dungeon] = dummy;
923 if (record_maxdeapth)
925 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
927 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "using a scroll of reset recall");
931 msg_format("%s¤Îµ¢´Ô¥ì¥Ù¥ë¤ò %d ³¬¤Ë¥»¥Ã¥È¡£", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
933 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
946 * Apply disenchantment to the player's stuff
948 * XXX XXX XXX This function is also called from the "melee" code
950 * Return "TRUE" if the player notices anything
952 bool apply_disenchant(int mode)
956 char o_name[MAX_NLEN];
957 int to_h, to_d, to_a, pval;
959 /* Pick a random slot */
962 case 1: t = INVEN_RARM; break;
963 case 2: t = INVEN_LARM; break;
964 case 3: t = INVEN_BOW; break;
965 case 4: t = INVEN_BODY; break;
966 case 5: t = INVEN_OUTER; break;
967 case 6: t = INVEN_HEAD; break;
968 case 7: t = INVEN_HANDS; break;
969 case 8: t = INVEN_FEET; break;
973 o_ptr = &inventory[t];
975 /* No item, nothing happens */
976 if (!o_ptr->k_idx) return (FALSE);
979 /* Nothing to disenchant */
980 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
982 /* Nothing to notice */
987 /* Describe the object */
988 object_desc(o_name, o_ptr, FALSE, 0);
991 /* Artifacts have 71% chance to resist */
992 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 71))
996 msg_format("%s(%c)¤ÏÎô²½¤òÄ·¤ÍÊÖ¤·¤¿¡ª",o_name, index_to_label(t) );
998 msg_format("Your %s (%c) resist%s disenchantment!",
999 o_name, index_to_label(t),
1000 ((o_ptr->number != 1) ? "" : "s"));
1009 /* Memorize old value */
1015 /* Disenchant tohit */
1016 if (o_ptr->to_h > 0) o_ptr->to_h--;
1017 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1019 /* Disenchant todam */
1020 if (o_ptr->to_d > 0) o_ptr->to_d--;
1021 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1023 /* Disenchant toac */
1024 if (o_ptr->to_a > 0) o_ptr->to_a--;
1025 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1027 /* Disenchant pval (occasionally) */
1028 /* Unless called from wild_magic() */
1029 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1031 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1032 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1036 msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
1037 o_name, index_to_label(t) );
1039 msg_format("Your %s (%c) %s disenchanted!",
1040 o_name, index_to_label(t),
1041 ((o_ptr->number != 1) ? "were" : "was"));
1044 chg_virtue(V_HARMONY, 1);
1045 chg_virtue(V_ENCHANT, -2);
1047 /* Recalculate bonuses */
1048 p_ptr->update |= (PU_BONUS);
1051 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1061 void mutate_player(void)
1063 int max1, cur1, max2, cur2, ii, jj, i;
1065 /* Pick a pair of stats */
1067 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1069 max1 = p_ptr->stat_max[ii];
1070 cur1 = p_ptr->stat_cur[ii];
1071 max2 = p_ptr->stat_max[jj];
1072 cur2 = p_ptr->stat_cur[jj];
1074 p_ptr->stat_max[ii] = max2;
1075 p_ptr->stat_cur[ii] = cur2;
1076 p_ptr->stat_max[jj] = max1;
1077 p_ptr->stat_cur[jj] = cur1;
1081 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1082 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1085 p_ptr->update |= (PU_BONUS);
1092 void apply_nexus(monster_type *m_ptr)
1094 switch (randint1(7))
1096 case 1: case 2: case 3:
1098 teleport_player(200);
1104 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
1110 if (randint0(100) < p_ptr->skill_sav)
1113 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1115 msg_print("You resist the effects!");
1121 /* Teleport Level */
1128 if (randint0(100) < p_ptr->skill_sav)
1131 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1133 msg_print("You resist the effects!");
1140 msg_print("ÂΤ¬¤Í¤¸¤ì»Ï¤á¤¿...");
1142 msg_print("Your body starts to scramble...");
1153 * Charge a lite (torch or latern)
1155 void phlogiston(void)
1158 object_type * o_ptr = &inventory[INVEN_LITE];
1161 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1163 max_flog = FUEL_LAMP;
1167 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1169 max_flog = FUEL_TORCH;
1172 /* No torch to refill */
1176 msg_print("dzÁǤò¾ÃÈñ¤¹¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Þ¤»¤ó¡£");
1178 msg_print("You are not wielding anything which uses phlogiston.");
1184 if (o_ptr->xtra4 >= max_flog)
1187 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¤³¤ì°Ê¾ådzÁǤòÊä½¼¤Ç¤¤Þ¤»¤ó¡£");
1189 msg_print("No more phlogiston can be put in this item.");
1196 o_ptr->xtra4 += (max_flog / 2);
1200 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ËdzÁǤòÊä½¼¤·¤¿¡£");
1202 msg_print("You add phlogiston to your light item.");
1207 if (o_ptr->xtra4 >= max_flog)
1209 o_ptr->xtra4 = max_flog;
1211 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ÏËþ¥¿¥ó¤Ë¤Ê¤Ã¤¿¡£");
1213 msg_print("Your light item is full.");
1218 /* Recalculate torch */
1219 p_ptr->update |= (PU_TORCH);
1223 static bool item_tester_hook_weapon_nobow(object_type *o_ptr)
1225 switch (o_ptr->tval)
1235 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
1243 * Brand the current weapon
1245 void brand_weapon(int brand_type)
1252 /* Assume enchant weapon */
1253 item_tester_hook = item_tester_hook_weapon_nobow;
1254 item_tester_no_ryoute = TRUE;
1258 q = "¤É¤ÎÉð´ï¤ò¶¯²½¤·¤Þ¤¹¤«? ";
1259 s = "¶¯²½¤Ç¤¤ëÉð´ï¤¬¤Ê¤¤¡£";
1261 q = "Enchant which weapon? ";
1262 s = "You have nothing to enchant.";
1265 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1267 /* Get the item (in the pack) */
1270 o_ptr = &inventory[item];
1273 /* Get the item (on the floor) */
1276 o_ptr = &o_list[0 - item];
1280 /* you can never modify artifacts / ego-items */
1281 /* you can never modify cursed items */
1282 /* TY: You _can_ modify broken items (if you're silly enough) */
1283 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
1284 !o_ptr->art_name && !cursed_p(o_ptr) &&
1285 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1286 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1287 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1291 /* Let's get the name before it is changed... */
1292 char o_name[MAX_NLEN];
1293 object_desc(o_name, o_ptr, FALSE, 0);
1298 if (o_ptr->tval == TV_SWORD)
1301 act = "¤Ï±Ô¤µ¤òÁý¤·¤¿¡ª";
1303 act = "becomes very sharp!";
1306 o_ptr->name2 = EGO_SHARPNESS;
1307 o_ptr->pval = m_bonus(5, dun_level) + 1;
1312 act = "¤ÏÇ˲õÎϤòÁý¤·¤¿¡ª";
1314 act = "seems very powerful.";
1317 o_ptr->name2 = EGO_EARTHQUAKES;
1318 o_ptr->pval = m_bonus(3, dun_level);
1323 act = "¤Ï¿Í´Ö¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1325 act = "seems to be looking for humans!";
1328 o_ptr->name2 = EGO_SLAY_HUMAN;
1332 act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
1334 act = "covered with lightning!";
1337 o_ptr->name2 = EGO_BRAND_ELEC;
1341 act = "¤Ï»À¤Ëʤ¤ï¤ì¤¿¡ª";
1343 act = "coated with acid!";
1346 o_ptr->name2 = EGO_BRAND_ACID;
1350 act = "¤Ï¼Ù°¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
1352 act = "seems to be looking for evil monsters!";
1355 o_ptr->name2 = EGO_SLAY_EVIL;
1359 act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
1361 act = "seems to be looking for demons!";
1364 o_ptr->name2 = EGO_SLAY_DEMON;
1368 act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
1370 act = "seems to be looking for undead!";
1373 o_ptr->name2 = EGO_SLAY_UNDEAD;
1377 act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1379 act = "seems to be looking for animals!";
1382 o_ptr->name2 = EGO_SLAY_ANIMAL;
1386 act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1388 act = "seems to be looking for dragons!";
1391 o_ptr->name2 = EGO_SLAY_DRAGON;
1395 act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1397 act = "seems to be looking for troll!s";
1400 o_ptr->name2 = EGO_SLAY_TROLL;
1404 act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1406 act = "seems to be looking for orcs!";
1409 o_ptr->name2 = EGO_SLAY_ORC;
1413 act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1415 act = "seems to be looking for giants!";
1418 o_ptr->name2 = EGO_SLAY_GIANT;
1422 act = "¤ÏÈó¾ï¤ËÉÔ°ÂÄê¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡£";
1424 act = "seems very unstable now.";
1427 o_ptr->name2 = EGO_TRUMP;
1428 o_ptr->pval = randint1(2);
1432 act = "¤Ï·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1434 act = "thirsts for blood!";
1437 o_ptr->name2 = EGO_VAMPIRIC;
1441 act = "¤ÏÆǤËʤ¤ï¤ì¤¿¡£";
1443 act = "is coated with poison.";
1446 o_ptr->name2 = EGO_BRAND_POIS;
1450 act = "¤Ï½ã¥í¥°¥ë¥¹¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£";
1452 act = "is engulfed in raw Logrus!";
1455 o_ptr->name2 = EGO_CHAOTIC;
1459 act = "¤Ï±ê¤Î¥·¡¼¥ë¥É¤Ëʤ¤ï¤ì¤¿¡ª";
1461 act = "is covered in a fiery shield!";
1464 o_ptr->name2 = EGO_BRAND_FIRE;
1468 act = "¤Ï¿¼¤¯Î䤿¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿¡ª";
1470 act = "glows deep, icy blue!";
1473 o_ptr->name2 = EGO_BRAND_COLD;
1478 msg_format("¤¢¤Ê¤¿¤Î%s%s", o_name, act);
1480 msg_format("Your %s %s", o_name, act);
1484 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1486 o_ptr->discount = 99;
1487 chg_virtue(V_ENCHANT, 2);
1491 if (flush_failure) flush();
1494 msg_print("°ÀÉղä˼ºÇÔ¤·¤¿¡£");
1496 msg_print("The Branding failed.");
1499 chg_virtue(V_ENCHANT, -2);
1506 * Determine if a "feature" is a "vanishable"
1507 * Non-permanent walls, trees, mountains, or doors
1509 #define vanishable_feat(F) \
1510 ((!feat_floor(F) && (((F) < FEAT_PERM_EXTRA) || ((F) > FEAT_PERM_SOLID))) || \
1511 ((F) == FEAT_OPEN) || ((F) == FEAT_BROKEN))
1514 * Vanish all walls in this floor
1516 static bool vanish_dungeon(void)
1520 monster_type *m_ptr;
1524 /* Prevent vasishing of quest levels and town */
1525 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1530 /* Scan all normal grids */
1531 for (y = 1; y < cur_hgt - 1; y++)
1533 for (x = 1; x < cur_wid - 1; x++)
1535 c_ptr = &cave[y][x];
1537 /* Seeing true feature code (ignore mimic) */
1540 /* Lose room and vault */
1541 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1546 m_ptr = &m_list[c_ptr->m_idx];
1548 /* Reset sleep counter */
1551 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
1553 /* Notice the "waking up" */
1556 /* Acquire the monster name */
1557 monster_desc(m_name, m_ptr, 0);
1559 /* Dump a message */
1561 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
1563 msg_format("%^s wakes up.", m_name);
1566 /* Redraw the health bar */
1567 if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
1568 if (p_ptr->riding == c_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
1572 /* Process all walls, doors and patterns */
1573 if (vanishable_feat(feat) || pattern_tile(y, x))
1576 cave_set_feat(y, x, floor_type[randint0(100)]);
1581 /* Special boundary walls -- Top and bottom */
1582 for (x = 0; x < cur_wid; x++)
1584 c_ptr = &cave[0][x];
1586 /* Lose room and vault */
1587 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1589 /* Set boundary mimic if needed */
1590 if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = floor_type[randint0(100)];
1592 c_ptr = &cave[cur_hgt - 1][x];
1594 /* Lose room and vault */
1595 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1597 /* Set boundary mimic if needed */
1598 if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = floor_type[randint0(100)];
1601 /* Special boundary walls -- Left and right */
1602 for (y = 1; y < (cur_hgt - 1); y++)
1604 c_ptr = &cave[y][0];
1606 /* Lose room and vault */
1607 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1609 /* Set boundary mimic if needed */
1610 if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = floor_type[randint0(100)];
1612 c_ptr = &cave[y][cur_wid - 1];
1614 /* Lose room and vault */
1615 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1617 /* Set boundary mimic if needed */
1618 if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = floor_type[randint0(100)];
1621 /* Mega-Hack -- Forget the view and lite */
1622 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1625 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
1627 /* Update the monsters */
1628 p_ptr->update |= (PU_MONSTERS);
1631 p_ptr->redraw |= (PR_MAP);
1634 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1640 void call_the_(void)
1644 bool do_call = TRUE;
1646 for (i = 0; i < 9; i++)
1648 y = py + ddy_ddd[i];
1649 x = px + ddx_ddd[i];
1651 if (!cave_floor_bold(y, x) && !boundary_floor_bold(y, x))
1660 for (i = 1; i < 10; i++)
1662 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1665 for (i = 1; i < 10; i++)
1667 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1670 for (i = 1; i < 10; i++)
1672 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1676 /* Prevent destruction of quest levels and town */
1677 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1680 msg_print("ÃÏÌ̤¬Íɤ줿¡£");
1682 msg_print("The ground trembles.");
1689 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
1690 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
1691 msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
1693 msg_format("You %s the %s too close to a wall!",
1694 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1695 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1696 msg_print("There is a loud explosion!");
1702 if (!vanish_dungeon()) msg_print("¥À¥ó¥¸¥ç¥ó¤Ï°ì½ÖÀŤޤêÊ֤ä¿¡£");
1704 if (!vanish_dungeon()) msg_print("The dungeon silences a moment.");
1709 if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), FALSE))
1711 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
1713 msg_print("The dungeon collapses...");
1718 msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
1720 msg_print("The dungeon trembles.");
1725 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
1727 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
1734 * Fetch an item (teleport it right underneath the caster)
1736 void fetch(int dir, int wgt, bool require_los)
1741 char o_name[MAX_NLEN];
1743 /* Check to see if an object is already there */
1744 if (cave[py][px].o_idx)
1747 msg_print("¼«Ê¬¤Î¤β¼¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡£");
1749 msg_print("You can't fetch when you're already standing on something.");
1756 if (dir == 5 && target_okay())
1761 if (distance(py, px, ty, tx) > MAX_RANGE)
1764 msg_print("¤½¤ó¤Ê¤Ë±ó¤¯¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡ª");
1766 msg_print("You can't fetch something that far away!");
1772 c_ptr = &cave[ty][tx];
1774 /* We need an item to fetch */
1778 msg_print("¤½¤³¤Ë¤Ï²¿¤â¤¢¤ê¤Þ¤»¤ó¡£");
1780 msg_print("There is no object at this place.");
1786 /* No fetching from vault */
1787 if (c_ptr->info & CAVE_ICKY)
1790 msg_print("¥¢¥¤¥Æ¥à¤¬¥³¥ó¥È¥í¡¼¥ë¤ò³°¤ì¤ÆÍî¤Á¤¿¡£");
1792 msg_print("The item slips from your control.");
1798 /* We need to see the item */
1799 if (require_los && !player_has_los_bold(ty, tx))
1802 msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
1804 msg_print("You have no direct line of sight to that location.");
1812 /* Use a direction */
1813 ty = py; /* Where to drop the item */
1820 c_ptr = &cave[ty][tx];
1822 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1823 !cave_floor_bold(ty, tx)) return;
1825 while (!c_ptr->o_idx);
1828 o_ptr = &o_list[c_ptr->o_idx];
1830 if (o_ptr->weight > wgt)
1832 /* Too heavy to 'fetch' */
1834 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï½Å²á¤®¤Þ¤¹¡£");
1836 msg_print("The object is too heavy.");
1843 c_ptr->o_idx = o_ptr->next_o_idx;
1844 cave[py][px].o_idx = i; /* 'move' it */
1845 o_ptr->next_o_idx = 0;
1846 o_ptr->iy = (byte)py;
1847 o_ptr->ix = (byte)px;
1849 object_desc(o_name, o_ptr, TRUE, 0);
1851 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
1853 msg_format("%^s flies through the air to your feet.", o_name);
1858 p_ptr->redraw |= PR_MAP;
1862 void alter_reality(void)
1864 /* Ironman option */
1865 if (p_ptr->inside_arena || ironman_downward)
1868 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
1870 msg_print("Nothing happens.");
1875 if (!p_ptr->alter_reality)
1877 int turns = randint0(21) + 15;
1879 p_ptr->alter_reality = turns;
1881 msg_print("²ó¤ê¤Î·Ê¿§¤¬ÊѤï¤ê»Ï¤á¤¿...");
1883 msg_print("The view around you begins to change...");
1886 p_ptr->redraw |= (PR_STATUS);
1890 p_ptr->alter_reality = 0;
1892 msg_print("·Ê¿§¤¬¸µ¤ËÌá¤Ã¤¿...");
1894 msg_print("The view around you got back...");
1897 p_ptr->redraw |= (PR_STATUS);
1904 * Leave a "glyph of warding" which prevents monster movement
1906 bool warding_glyph(void)
1909 if (!cave_clean_bold(py, px))
1912 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1914 msg_print("The object resists the spell.");
1920 /* Create a glyph */
1921 cave[py][px].info |= CAVE_OBJECT;
1922 cave[py][px].mimic = FEAT_GLYPH;
1933 bool warding_mirror(void)
1936 if (!cave_clean_bold(py, px))
1939 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1941 msg_print("The object resists the spell.");
1947 /* Create a mirror */
1948 cave[py][px].info |= CAVE_OBJECT;
1949 cave[py][px].mimic = FEAT_MIRROR;
1951 /* Turn on the light */
1952 cave[py][px].info |= CAVE_GLOW;
1965 * Leave an "explosive rune" which prevents monster movement
1967 bool explosive_rune(void)
1970 if (!cave_clean_bold(py, px))
1973 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1975 msg_print("The object resists the spell.");
1981 /* Create a glyph */
1982 cave[py][px].info |= CAVE_OBJECT;
1983 cave[py][px].mimic = FEAT_MINOR_GLYPH;
1996 * Identify everything being carried.
1997 * Done by a potion of "self knowledge".
1999 void identify_pack(void)
2003 /* Simply identify and know every item */
2004 for (i = 0; i < INVEN_TOTAL; i++)
2006 object_type *o_ptr = &inventory[i];
2008 /* Skip non-objects */
2009 if (!o_ptr->k_idx) continue;
2012 identify_item(o_ptr);
2014 /* Auto-inscription */
2015 auto_inscribe_item(i, is_autopick(o_ptr));
2021 * Used by the "enchant" function (chance of failure)
2022 * (modified for Zangband, we need better stuff there...) -- TY
2024 static int enchant_table[16] =
2026 0, 10, 50, 100, 200,
2027 300, 400, 500, 650, 800,
2028 950, 987, 993, 995, 998,
2034 * Removes curses from items in inventory
2036 * Note that Items which are "Perma-Cursed" (The One Ring,
2037 * The Crown of Morgoth) can NEVER be uncursed.
2039 * Note that if "all" is FALSE, then Items which are
2040 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
2041 * will not be uncursed.
2043 static int remove_curse_aux(int all)
2047 /* Attempt to uncurse items being worn */
2048 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2050 object_type *o_ptr = &inventory[i];
2052 /* Skip non-objects */
2053 if (!o_ptr->k_idx) continue;
2055 /* Uncursed already */
2056 if (!cursed_p(o_ptr)) continue;
2058 /* Heavily Cursed Items need a special spell */
2059 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
2061 /* Perma-Cursed Items can NEVER be uncursed */
2062 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2065 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
2070 o_ptr->curse_flags = 0L;
2072 /* Hack -- Assume felt */
2073 o_ptr->ident |= (IDENT_SENSE);
2076 o_ptr->feeling = FEEL_NONE;
2078 /* Recalculate the bonuses */
2079 p_ptr->update |= (PU_BONUS);
2082 p_ptr->window |= (PW_EQUIP);
2084 /* Count the uncursings */
2088 /* Return "something uncursed" */
2094 * Remove most curses
2096 bool remove_curse(void)
2098 return (remove_curse_aux(FALSE));
2104 bool remove_all_curse(void)
2106 return (remove_curse_aux(TRUE));
2111 * Turns an object into gold, gain some of its value in a shop
2120 char o_name[MAX_NLEN];
2121 char out_val[MAX_NLEN+40];
2125 /* Hack -- force destruction */
2126 if (command_arg > 0) force = TRUE;
2130 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
2131 s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2133 q = "Turn which item to gold? ";
2134 s = "You have nothing to turn to gold.";
2137 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2139 /* Get the item (in the pack) */
2142 o_ptr = &inventory[item];
2145 /* Get the item (on the floor) */
2148 o_ptr = &o_list[0 - item];
2152 /* See how many items */
2153 if (o_ptr->number > 1)
2155 /* Get a quantity */
2156 amt = get_quantity(NULL, o_ptr->number);
2158 /* Allow user abort */
2159 if (amt <= 0) return FALSE;
2163 /* Describe the object */
2164 old_number = o_ptr->number;
2165 o_ptr->number = amt;
2166 object_desc(o_name, o_ptr, TRUE, 3);
2167 o_ptr->number = old_number;
2169 /* Verify unless quantity given */
2172 if (confirm_destroy || (object_value(o_ptr) > 0))
2174 /* Make a verification */
2176 sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
2178 sprintf(out_val, "Really turn %s to gold? ", o_name);
2181 if (!get_check(out_val)) return FALSE;
2185 /* Artifacts cannot be destroyed */
2186 if (!can_player_destroy_object(o_ptr))
2190 msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
2192 msg_format("You fail to turn %s to gold!", o_name);
2199 price = object_value_real(o_ptr);
2205 msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
2207 msg_format("You turn %s to fool's gold.", o_name);
2215 if (amt > 1) price *= amt;
2217 if (price > 30000) price = 30000;
2219 msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
2221 msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
2227 p_ptr->redraw |= (PR_GOLD);
2230 p_ptr->window |= (PW_PLAYER);
2234 /* Eliminate the item (from the pack) */
2237 inven_item_increase(item, -amt);
2238 inven_item_describe(item);
2239 inven_item_optimize(item);
2242 /* Eliminate the item (from the floor) */
2245 floor_item_increase(0 - item, -amt);
2246 floor_item_describe(0 - item);
2247 floor_item_optimize(0 - item);
2256 * Hook to specify "weapon"
2258 bool item_tester_hook_weapon(object_type *o_ptr)
2260 switch (o_ptr->tval)
2274 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2281 static bool item_tester_hook_weapon2(object_type *o_ptr)
2283 switch (o_ptr->tval)
2303 * Hook to specify "armour"
2305 bool item_tester_hook_armour(object_type *o_ptr)
2307 switch (o_ptr->tval)
2328 * Check if an object is weapon or armour (but not arrow, bolt, or shot)
2330 bool item_tester_hook_weapon_armour(object_type *o_ptr)
2332 switch (o_ptr->tval)
2361 * Check if an object is nameless weapon or armour
2363 static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2365 switch (o_ptr->tval)
2384 if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
2386 if (object_known_p(o_ptr)) return FALSE;
2396 * Break the curse of an item
2398 static void break_curse(object_type *o_ptr)
2400 if (cursed_p(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2403 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
2405 msg_print("The curse is broken!");
2408 o_ptr->curse_flags = 0L;
2410 o_ptr->ident |= (IDENT_SENSE);
2412 o_ptr->feeling = FEEL_NONE;
2418 * Enchants a plus onto an item. -RAK-
2420 * Revamped! Now takes item pointer, number of times to try enchanting,
2421 * and a flag of what to try enchanting. Artifacts resist enchantment
2422 * some of the time, and successful enchantment to at least +0 might
2423 * break a curse on the item. -CFT-
2425 * Note that an item can technically be enchanted all the way to +15 if
2426 * you wait a very, very, long time. Going from +9 to +10 only works
2427 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2429 * Note that this function can now be used on "piles" of items, and
2430 * the larger the pile, the lower the chance of success.
2432 bool enchant(object_type *o_ptr, int n, int eflag)
2434 int i, chance, prob;
2436 bool a = (artifact_p(o_ptr) || o_ptr->art_name);
2437 bool force = (eflag & ENCH_FORCE);
2440 /* Large piles resist enchantment */
2441 prob = o_ptr->number * 100;
2443 /* Missiles are easy to enchant */
2444 if ((o_ptr->tval == TV_BOLT) ||
2445 (o_ptr->tval == TV_ARROW) ||
2446 (o_ptr->tval == TV_SHOT))
2452 for (i = 0; i < n; i++)
2454 /* Hack -- Roll for pile resistance */
2455 if (!force && randint0(prob) >= 100) continue;
2457 /* Enchant to hit */
2458 if (eflag & ENCH_TOHIT)
2460 if (o_ptr->to_h < 0) chance = 0;
2461 else if (o_ptr->to_h > 15) chance = 1000;
2462 else chance = enchant_table[o_ptr->to_h];
2464 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2469 /* only when you get it above -1 -CFT */
2470 if (o_ptr->to_h >= 0)
2475 /* Enchant to damage */
2476 if (eflag & ENCH_TODAM)
2478 if (o_ptr->to_d < 0) chance = 0;
2479 else if (o_ptr->to_d > 15) chance = 1000;
2480 else chance = enchant_table[o_ptr->to_d];
2482 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2487 /* only when you get it above -1 -CFT */
2488 if (o_ptr->to_d >= 0)
2493 /* Enchant to armor class */
2494 if (eflag & ENCH_TOAC)
2496 if (o_ptr->to_a < 0) chance = 0;
2497 else if (o_ptr->to_a > 15) chance = 1000;
2498 else chance = enchant_table[o_ptr->to_a];
2500 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2505 /* only when you get it above -1 -CFT */
2506 if (o_ptr->to_a >= 0)
2513 if (!res) return (FALSE);
2515 /* Recalculate bonuses */
2516 p_ptr->update |= (PU_BONUS);
2518 /* Combine / Reorder the pack (later) */
2519 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2522 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2533 * Enchant an item (in the inventory or on the floor)
2534 * Note that "num_ac" requires armour, else weapon
2535 * Returns TRUE if attempted, FALSE if cancelled
2537 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2542 char o_name[MAX_NLEN];
2546 /* Assume enchant weapon */
2547 item_tester_hook = item_tester_hook_weapon;
2548 item_tester_no_ryoute = TRUE;
2550 /* Enchant armor if requested */
2551 if (num_ac) item_tester_hook = item_tester_hook_armour;
2555 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2556 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2558 q = "Enchant which item? ";
2559 s = "You have nothing to enchant.";
2562 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2564 /* Get the item (in the pack) */
2567 o_ptr = &inventory[item];
2570 /* Get the item (on the floor) */
2573 o_ptr = &o_list[0 - item];
2578 object_desc(o_name, o_ptr, FALSE, 0);
2582 msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
2585 msg_format("%s %s glow%s brightly!",
2586 ((item >= 0) ? "Your" : "The"), o_name,
2587 ((o_ptr->number > 1) ? "" : "s"));
2592 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2593 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2594 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2600 if (flush_failure) flush();
2604 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2606 msg_print("The enchantment failed.");
2609 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2612 chg_virtue(V_ENCHANT, 1);
2616 /* Something happened */
2621 bool artifact_scroll(void)
2626 char o_name[MAX_NLEN];
2630 item_tester_no_ryoute = TRUE;
2631 /* Enchant weapon/armour */
2632 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2636 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2637 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2639 q = "Enchant which item? ";
2640 s = "You have nothing to enchant.";
2643 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2645 /* Get the item (in the pack) */
2648 o_ptr = &inventory[item];
2651 /* Get the item (on the floor) */
2654 o_ptr = &o_list[0 - item];
2659 object_desc(o_name, o_ptr, FALSE, 0);
2663 msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
2665 msg_format("%s %s radiate%s a blinding light!",
2666 ((item >= 0) ? "Your" : "The"), o_name,
2667 ((o_ptr->number > 1) ? "" : "s"));
2670 if (o_ptr->name1 || o_ptr->art_name)
2673 msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
2675 msg_format("The %s %s already %s!",
2676 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2677 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2683 else if (o_ptr->name2)
2686 msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
2688 msg_format("The %s %s already %s!",
2689 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2690 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2696 else if (o_ptr->xtra3)
2699 msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª", o_name );
2701 msg_format("The %s %s already %s!",
2702 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2703 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2709 if (o_ptr->number > 1)
2712 msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
2713 msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
2715 msg_print("Not enough enough energy to enchant more than one object!");
2716 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2721 inven_item_increase(item, 1-(o_ptr->number));
2725 floor_item_increase(0-item, 1-(o_ptr->number));
2728 okay = create_artifact(o_ptr, TRUE);
2735 if (flush_failure) flush();
2739 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2741 msg_print("The enchantment failed.");
2744 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2747 chg_virtue(V_ENCHANT, 1);
2751 /* Something happened */
2757 * Identify an object
2759 bool identify_item(object_type *o_ptr)
2761 bool old_known = FALSE;
2762 char o_name[MAX_NLEN];
2765 object_desc(o_name, o_ptr, TRUE, 3);
2767 if (o_ptr->ident & IDENT_KNOWN)
2770 if (!(o_ptr->ident & (IDENT_MENTAL)))
2772 if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
2773 chg_virtue(V_KNOWLEDGE, 1);
2776 /* Identify it fully */
2777 object_aware(o_ptr);
2778 object_known(o_ptr);
2780 /* Recalculate bonuses */
2781 p_ptr->update |= (PU_BONUS);
2783 /* Combine / Reorder the pack (later) */
2784 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2787 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2789 strcpy(record_o_name, o_name);
2793 object_desc(o_name, o_ptr, TRUE, 0);
2795 if(record_fix_art && !old_known && artifact_p(o_ptr))
2796 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2797 if(record_rand_art && !old_known && o_ptr->art_name)
2798 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2804 static bool item_tester_hook_identify(object_type *o_ptr)
2806 return (bool)!object_known_p(o_ptr);
2809 static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2811 if (object_known_p(o_ptr))
2813 return item_tester_hook_weapon_armour(o_ptr);
2817 * Identify an object in the inventory (or on the floor)
2818 * This routine does *not* automatically combine objects.
2819 * Returns TRUE if something was identified, else FALSE.
2821 bool ident_spell(bool only_equip)
2825 char o_name[MAX_NLEN];
2830 item_tester_no_ryoute = TRUE;
2833 item_tester_hook = item_tester_hook_identify_weapon_armour;
2835 item_tester_hook = item_tester_hook_identify;
2837 if (!can_get_item())
2841 item_tester_hook = item_tester_hook_weapon_armour;
2845 item_tester_hook = NULL;
2851 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2852 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2854 q = "Identify which item? ";
2855 s = "You have nothing to identify.";
2858 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2860 /* Get the item (in the pack) */
2863 o_ptr = &inventory[item];
2866 /* Get the item (on the floor) */
2869 o_ptr = &o_list[0 - item];
2873 old_known = identify_item(o_ptr);
2876 object_desc(o_name, o_ptr, TRUE, 3);
2879 if (item >= INVEN_RARM)
2882 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
2884 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
2890 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
2892 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
2898 msg_format("¾²¾å: %s¡£", o_name);
2900 msg_format("On the ground: %s.", o_name);
2904 /* Auto-inscription/destroy */
2905 idx = is_autopick(o_ptr);
2906 auto_inscribe_item(item, idx);
2907 if (destroy_identify && !old_known)
2908 auto_destroy_item(item, idx);
2910 /* Something happened */
2916 * Mundanify an object in the inventory (or on the floor)
2917 * This routine does *not* automatically combine objects.
2918 * Returns TRUE if something was mundanified, else FALSE.
2920 bool mundane_spell(bool only_equip)
2926 if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
2927 item_tester_no_ryoute = TRUE;
2931 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
2932 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2934 q = "Use which item? ";
2935 s = "You have nothing you can use.";
2938 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2940 /* Get the item (in the pack) */
2943 o_ptr = &inventory[item];
2946 /* Get the item (on the floor) */
2949 o_ptr = &o_list[0 - item];
2954 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2956 msg_print("There is a bright flash of light!");
2959 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2960 byte ix = o_ptr->ix; /* X-position on map, or zero */
2961 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2962 byte marked = o_ptr->marked; /* Object is marked */
2963 s16b weight = o_ptr->number * o_ptr->weight;
2964 u16b inscription = o_ptr->inscription;
2967 object_prep(o_ptr, o_ptr->k_idx);
2971 o_ptr->next_o_idx = next_o_idx;
2972 o_ptr->marked = marked;
2973 o_ptr->inscription = inscription;
2974 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2978 /* Something happened */
2984 static bool item_tester_hook_identify_fully(object_type *o_ptr)
2986 return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
2989 static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
2991 if (!item_tester_hook_identify_fully(o_ptr))
2993 return item_tester_hook_weapon_armour(o_ptr);
2997 * Fully "identify" an object in the inventory -BEN-
2998 * This routine returns TRUE if an item was identified.
3000 bool identify_fully(bool only_equip)
3004 char o_name[MAX_NLEN];
3009 item_tester_no_ryoute = TRUE;
3011 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
3013 item_tester_hook = item_tester_hook_identify_fully;
3015 if (!can_get_item())
3018 item_tester_hook = item_tester_hook_weapon_armour;
3020 item_tester_hook = NULL;
3025 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
3026 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3028 q = "Identify which item? ";
3029 s = "You have nothing to identify.";
3032 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
3034 /* Get the item (in the pack) */
3037 o_ptr = &inventory[item];
3040 /* Get the item (on the floor) */
3043 o_ptr = &o_list[0 - item];
3047 old_known = identify_item(o_ptr);
3049 /* Mark the item as fully known */
3050 o_ptr->ident |= (IDENT_MENTAL);
3056 object_desc(o_name, o_ptr, TRUE, 3);
3059 if (item >= INVEN_RARM)
3062 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
3064 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
3072 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
3074 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
3080 msg_format("¾²¾å: %s¡£", o_name);
3082 msg_format("On the ground: %s.", o_name);
3086 /* Describe it fully */
3087 (void)screen_object(o_ptr, TRUE);
3089 /* Auto-inscription/destroy */
3090 idx = is_autopick(o_ptr);
3091 auto_inscribe_item(item, idx);
3092 if (destroy_identify && !old_known)
3093 auto_destroy_item(item, idx);
3103 * Hook for "get_item()". Determine if something is rechargable.
3105 bool item_tester_hook_recharge(object_type *o_ptr)
3107 /* Recharge staffs */
3108 if (o_ptr->tval == TV_STAFF) return (TRUE);
3110 /* Recharge wands */
3111 if (o_ptr->tval == TV_WAND) return (TRUE);
3113 /* Hack -- Recharge rods */
3114 if (o_ptr->tval == TV_ROD) return (TRUE);
3122 * Recharge a wand/staff/rod from the pack or on the floor.
3123 * This function has been rewritten in Oangband and ZAngband.
3125 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
3126 * Chaos -- Arcane Binding --> recharge(90)
3128 * Scroll of recharging --> recharge(130)
3129 * Artifact activation/Thingol --> recharge(130)
3131 * It is harder to recharge high level, and highly charged wands,
3132 * staffs, and rods. The more wands in a stack, the more easily and
3133 * strongly they recharge. Staffs, however, each get fewer charges if
3136 * XXX XXX XXX Beware of "sliding index errors".
3138 bool recharge(int power)
3141 int recharge_strength, recharge_amount;
3150 char o_name[MAX_NLEN];
3152 /* Only accept legal items */
3153 item_tester_hook = item_tester_hook_recharge;
3157 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
3158 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3160 q = "Recharge which item? ";
3161 s = "You have nothing to recharge.";
3164 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
3166 /* Get the item (in the pack) */
3169 o_ptr = &inventory[item];
3172 /* Get the item (on the floor) */
3175 o_ptr = &o_list[0 - item];
3178 /* Get the object kind. */
3179 k_ptr = &k_info[o_ptr->k_idx];
3181 /* Extract the object "level" */
3182 lev = get_object_level(o_ptr);
3185 /* Recharge a rod */
3186 if (o_ptr->tval == TV_ROD)
3188 /* Extract a recharge strength by comparing object level to power. */
3189 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
3193 if (one_in_(recharge_strength))
3195 /* Activate the failure code. */
3202 /* Recharge amount */
3203 recharge_amount = (power * damroll(3, 2));
3205 /* Recharge by that amount */
3206 if (o_ptr->timeout > recharge_amount)
3207 o_ptr->timeout -= recharge_amount;
3214 /* Recharge wand/staff */
3217 /* Extract a recharge strength by comparing object level to power.
3218 * Divide up a stack of wands' charges to calculate charge penalty.
3220 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3221 recharge_strength = (100 + power - lev -
3222 (8 * o_ptr->pval / o_ptr->number)) / 15;
3224 /* All staffs, unstacked wands. */
3225 else recharge_strength = (100 + power - lev -
3226 (8 * o_ptr->pval)) / 15;
3229 if (recharge_strength < 0) recharge_strength = 0;
3232 if (one_in_(recharge_strength))
3234 /* Activate the failure code. */
3238 /* If the spell didn't backfire, recharge the wand or staff. */
3241 /* Recharge based on the standard number of charges. */
3242 recharge_amount = randint1(1 + k_ptr->pval / 2);
3244 /* Multiple wands in a stack increase recharging somewhat. */
3245 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3248 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
3249 if (recharge_amount < 1) recharge_amount = 1;
3250 if (recharge_amount > 12) recharge_amount = 12;
3253 /* But each staff in a stack gets fewer additional charges,
3254 * although always at least one.
3256 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
3258 recharge_amount /= o_ptr->number;
3259 if (recharge_amount < 1) recharge_amount = 1;
3262 /* Recharge the wand or staff. */
3263 o_ptr->pval += recharge_amount;
3266 /* Hack -- we no longer "know" the item */
3267 o_ptr->ident &= ~(IDENT_KNOWN);
3269 /* Hack -- we no longer think the item is empty */
3270 o_ptr->ident &= ~(IDENT_EMPTY);
3275 /* Inflict the penalties for failing a recharge. */
3278 /* Artifacts are never destroyed. */
3279 if (artifact_p(o_ptr))
3281 object_desc(o_name, o_ptr, TRUE, 0);
3283 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
3285 msg_format("The recharging backfires - %s is completely drained!", o_name);
3289 /* Artifact rods. */
3290 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3291 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3293 /* Artifact wands and staffs. */
3294 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3299 /* Get the object description */
3300 object_desc(o_name, o_ptr, FALSE, 0);
3302 /*** Determine Seriousness of Failure ***/
3304 /* Mages recharge objects more safely. */
3305 if (p_ptr->pclass == CLASS_MAGE || p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
3307 /* 10% chance to blow up one rod, otherwise draining. */
3308 if (o_ptr->tval == TV_ROD)
3310 if (one_in_(10)) fail_type = 2;
3313 /* 75% chance to blow up one wand, otherwise draining. */
3314 else if (o_ptr->tval == TV_WAND)
3316 if (!one_in_(3)) fail_type = 2;
3319 /* 50% chance to blow up one staff, otherwise no effect. */
3320 else if (o_ptr->tval == TV_STAFF)
3322 if (one_in_(2)) fail_type = 2;
3327 /* All other classes get no special favors. */
3330 /* 33% chance to blow up one rod, otherwise draining. */
3331 if (o_ptr->tval == TV_ROD)
3333 if (one_in_(3)) fail_type = 2;
3336 /* 20% chance of the entire stack, else destroy one wand. */
3337 else if (o_ptr->tval == TV_WAND)
3339 if (one_in_(5)) fail_type = 3;
3342 /* Blow up one staff. */
3343 else if (o_ptr->tval == TV_STAFF)
3349 /*** Apply draining and destruction. ***/
3351 /* Drain object or stack of objects. */
3354 if (o_ptr->tval == TV_ROD)
3357 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
3359 msg_print("The recharge backfires, draining the rod further!");
3362 if (o_ptr->timeout < 10000)
3363 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3365 else if (o_ptr->tval == TV_WAND)
3368 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
3370 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
3375 /* Staffs aren't drained. */
3378 /* Destroy an object or one in a stack of objects. */
3381 if (o_ptr->number > 1)
3383 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
3385 msg_format("Wild magic consumes one of your %s!", o_name);
3390 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3392 msg_format("Wild magic consumes your %s!", o_name);
3396 /* Reduce rod stack maximum timeout, drain wands. */
3397 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3398 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3400 /* Reduce and describe inventory */
3403 inven_item_increase(item, -1);
3404 inven_item_describe(item);
3405 inven_item_optimize(item);
3408 /* Reduce and describe floor item */
3411 floor_item_increase(0 - item, -1);
3412 floor_item_describe(0 - item);
3413 floor_item_optimize(0 - item);
3417 /* Destroy all members of a stack of objects. */
3420 if (o_ptr->number > 1)
3422 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
3424 msg_format("Wild magic consumes all your %s!", o_name);
3429 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3431 msg_format("Wild magic consumes your %s!", o_name);
3436 /* Reduce and describe inventory */
3439 inven_item_increase(item, -999);
3440 inven_item_describe(item);
3441 inven_item_optimize(item);
3444 /* Reduce and describe floor item */
3447 floor_item_increase(0 - item, -999);
3448 floor_item_describe(0 - item);
3449 floor_item_optimize(0 - item);
3455 /* Combine / Reorder the pack (later) */
3456 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3459 p_ptr->window |= (PW_INVEN);
3461 /* Something was done */
3469 bool bless_weapon(void)
3473 u32b flgs[TR_FLAG_SIZE];
3474 char o_name[MAX_NLEN];
3477 item_tester_no_ryoute = TRUE;
3478 /* Assume enchant weapon */
3479 item_tester_hook = item_tester_hook_weapon2;
3483 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
3484 s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3486 q = "Bless which weapon? ";
3487 s = "You have weapon to bless.";
3490 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3493 /* Get the item (in the pack) */
3496 o_ptr = &inventory[item];
3499 /* Get the item (on the floor) */
3502 o_ptr = &o_list[0 - item];
3507 object_desc(o_name, o_ptr, FALSE, 0);
3509 /* Extract the flags */
3510 object_flags(o_ptr, flgs);
3512 if (cursed_p(o_ptr))
3514 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3515 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3518 msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
3521 msg_format("The black aura on %s %s disrupts the blessing!",
3522 ((item >= 0) ? "your" : "the"), o_name);
3529 msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
3532 msg_format("A malignant aura leaves %s %s.",
3533 ((item >= 0) ? "your" : "the"), o_name);
3538 o_ptr->curse_flags = 0L;
3540 /* Hack -- Assume felt */
3541 o_ptr->ident |= (IDENT_SENSE);
3544 o_ptr->feeling = FEEL_NONE;
3546 /* Recalculate the bonuses */
3547 p_ptr->update |= (PU_BONUS);
3550 p_ptr->window |= (PW_EQUIP);
3554 * Next, we try to bless it. Artifacts have a 1/3 chance of
3555 * being blessed, otherwise, the operation simply disenchants
3556 * them, godly power negating the magic. Ok, the explanation
3557 * is silly, but otherwise priests would always bless every
3558 * artifact weapon they find. Ego weapons and normal weapons
3559 * can be blessed automatically.
3561 if (have_flag(flgs, TR_BLESSED))
3564 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
3567 msg_format("%s %s %s blessed already.",
3568 ((item >= 0) ? "Your" : "The"), o_name,
3569 ((o_ptr->number > 1) ? "were" : "was"));
3575 if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || one_in_(3))
3579 msg_format("%s¤Ïµ±¤¤¤¿¡ª",
3582 msg_format("%s %s shine%s!",
3583 ((item >= 0) ? "Your" : "The"), o_name,
3584 ((o_ptr->number > 1) ? "" : "s"));
3587 add_flag(o_ptr->art_flags, TR_BLESSED);
3588 o_ptr->discount = 99;
3592 bool dis_happened = FALSE;
3595 msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
3597 msg_print("The weapon resists your blessing!");
3601 /* Disenchant tohit */
3602 if (o_ptr->to_h > 0)
3605 dis_happened = TRUE;
3608 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3610 /* Disenchant todam */
3611 if (o_ptr->to_d > 0)
3614 dis_happened = TRUE;
3617 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3619 /* Disenchant toac */
3620 if (o_ptr->to_a > 0)
3623 dis_happened = TRUE;
3626 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3631 msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
3633 msg_print("There is a static feeling in the air...");
3637 msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
3640 msg_format("%s %s %s disenchanted!",
3641 ((item >= 0) ? "Your" : "The"), o_name,
3642 ((o_ptr->number > 1) ? "were" : "was"));
3648 /* Recalculate bonuses */
3649 p_ptr->update |= (PU_BONUS);
3652 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3663 bool pulish_shield(void)
3667 u32b flgs[TR_FLAG_SIZE];
3668 char o_name[MAX_NLEN];
3671 item_tester_no_ryoute = TRUE;
3672 /* Assume enchant weapon */
3673 item_tester_tval = TV_SHIELD;
3677 q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
3678 s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3680 q = "Pulish which weapon? ";
3681 s = "You have weapon to pulish.";
3684 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3687 /* Get the item (in the pack) */
3690 o_ptr = &inventory[item];
3693 /* Get the item (on the floor) */
3696 o_ptr = &o_list[0 - item];
3701 object_desc(o_name, o_ptr, FALSE, 0);
3703 /* Extract the flags */
3704 object_flags(o_ptr, flgs);
3706 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
3707 !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3710 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
3712 msg_format("%s %s shine%s!",
3713 ((item >= 0) ? "Your" : "The"), o_name,
3714 ((o_ptr->number > 1) ? "" : "s"));
3716 o_ptr->name2 = EGO_REFLECTION;
3717 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3719 o_ptr->discount = 99;
3720 chg_virtue(V_ENCHANT, 2);
3726 if (flush_failure) flush();
3729 msg_print("¼ºÇÔ¤·¤¿¡£");
3731 msg_print("Failed.");
3734 chg_virtue(V_ENCHANT, -2);
3743 * Potions "smash open" and cause an area effect when
3744 * (1) they are shattered while in the player's inventory,
3745 * due to cold (etc) attacks;
3746 * (2) they are thrown at a monster, or obstacle;
3747 * (3) they are shattered by a "cold ball" or other such spell
3748 * while lying on the floor.
3751 * who --- who caused the potion to shatter (0=player)
3752 * potions that smash on the floor are assumed to
3753 * be caused by no-one (who = 1), as are those that
3754 * shatter inside the player inventory.
3755 * (Not anymore -- I changed this; TY)
3756 * y, x --- coordinates of the potion (or player if
3757 * the potion was in her inventory);
3758 * o_ptr --- pointer to the potion object.
3760 bool potion_smash_effect(int who, int y, int x, int k_idx)
3767 object_kind *k_ptr = &k_info[k_idx];
3769 switch (k_ptr->sval)
3771 case SV_POTION_SALT_WATER:
3772 case SV_POTION_SLIME_MOLD:
3773 case SV_POTION_LOSE_MEMORIES:
3774 case SV_POTION_DEC_STR:
3775 case SV_POTION_DEC_INT:
3776 case SV_POTION_DEC_WIS:
3777 case SV_POTION_DEC_DEX:
3778 case SV_POTION_DEC_CON:
3779 case SV_POTION_DEC_CHR:
3780 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3781 case SV_POTION_APPLE_JUICE:
3784 case SV_POTION_INFRAVISION:
3785 case SV_POTION_DETECT_INVIS:
3786 case SV_POTION_SLOW_POISON:
3787 case SV_POTION_CURE_POISON:
3788 case SV_POTION_BOLDNESS:
3789 case SV_POTION_RESIST_HEAT:
3790 case SV_POTION_RESIST_COLD:
3791 case SV_POTION_HEROISM:
3792 case SV_POTION_BESERK_STRENGTH:
3793 case SV_POTION_RES_STR:
3794 case SV_POTION_RES_INT:
3795 case SV_POTION_RES_WIS:
3796 case SV_POTION_RES_DEX:
3797 case SV_POTION_RES_CON:
3798 case SV_POTION_RES_CHR:
3799 case SV_POTION_INC_STR:
3800 case SV_POTION_INC_INT:
3801 case SV_POTION_INC_WIS:
3802 case SV_POTION_INC_DEX:
3803 case SV_POTION_INC_CON:
3804 case SV_POTION_INC_CHR:
3805 case SV_POTION_AUGMENTATION:
3806 case SV_POTION_ENLIGHTENMENT:
3807 case SV_POTION_STAR_ENLIGHTENMENT:
3808 case SV_POTION_SELF_KNOWLEDGE:
3809 case SV_POTION_EXPERIENCE:
3810 case SV_POTION_RESISTANCE:
3811 case SV_POTION_INVULNERABILITY:
3812 case SV_POTION_NEW_LIFE:
3813 /* All of the above potions have no effect when shattered */
3815 case SV_POTION_SLOWNESS:
3820 case SV_POTION_POISON:
3825 case SV_POTION_BLINDNESS:
3829 case SV_POTION_CONFUSION: /* Booze */
3833 case SV_POTION_SLEEP:
3837 case SV_POTION_RUINATION:
3838 case SV_POTION_DETONATIONS:
3840 dam = damroll(25, 25);
3843 case SV_POTION_DEATH:
3844 dt = GF_DEATH_RAY; /* !! */
3845 dam = k_ptr->level * 10;
3849 case SV_POTION_SPEED:
3852 case SV_POTION_CURE_LIGHT:
3854 dam = damroll(2, 3);
3856 case SV_POTION_CURE_SERIOUS:
3858 dam = damroll(4, 3);
3860 case SV_POTION_CURE_CRITICAL:
3861 case SV_POTION_CURING:
3863 dam = damroll(6, 3);
3865 case SV_POTION_HEALING:
3867 dam = damroll(10, 10);
3869 case SV_POTION_RESTORE_EXP:
3874 case SV_POTION_LIFE:
3876 dam = damroll(50, 50);
3879 case SV_POTION_STAR_HEALING:
3881 dam = damroll(50, 50);
3884 case SV_POTION_RESTORE_MANA: /* MANA */
3886 dam = damroll(10, 10);
3893 (void)project(who, radius, y, x, dam, dt,
3894 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3896 /* XXX those potions that explode need to become "known" */
3902 * Hack -- Display all known spells in a window
3904 * XXX XXX XXX Need to analyze size of the window.
3906 * XXX XXX XXX Need more color coding.
3908 void display_spell_list(void)
3921 /* They have too many spells to list */
3922 if (p_ptr->pclass == CLASS_SORCERER) return;
3923 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3925 /* mind.c type classes */
3926 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3927 (p_ptr->pclass == CLASS_BERSERKER) ||
3928 (p_ptr->pclass == CLASS_NINJA) ||
3929 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3930 (p_ptr->pclass == CLASS_FORCETRAINER))
3936 int plev = p_ptr->lev;
3942 bool use_hp = FALSE;
3944 /* Display a list of spells */
3947 put_str("̾Á°", y, x + 5);
3948 put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
3950 put_str("Name", y, x + 5);
3951 put_str("Lv Mana Fail Info", y, x + 35);
3954 switch(p_ptr->pclass)
3956 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3957 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3958 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3959 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3960 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3961 default: use_mind = 0;break;
3964 /* Dump the spells */
3965 for (i = 0; i < MAX_MIND_POWERS; i++)
3967 byte a = TERM_WHITE;
3969 /* Access the available spell */
3970 spell = mind_powers[use_mind].info[i];
3971 if (spell.min_lev > plev) break;
3973 /* Get the failure rate */
3974 chance = spell.fail;
3976 /* Reduce failure rate by "effective" level adjustment */
3977 chance -= 3 * (p_ptr->lev - spell.min_lev);
3979 /* Reduce failure rate by INT/WIS adjustment */
3980 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3984 /* Not enough mana to cast */
3985 if (spell.mana_cost > p_ptr->csp)
3987 chance += 5 * (spell.mana_cost - p_ptr->csp);
3993 /* Not enough hp to cast */
3994 if (spell.mana_cost > p_ptr->chp)
4001 /* Extract the minimum failure rate */
4002 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
4004 /* Minimum failure rate */
4005 if (chance < minfail) chance = minfail;
4007 /* Stunning makes spells harder */
4008 if (p_ptr->stun > 50) chance += 25;
4009 else if (p_ptr->stun) chance += 15;
4011 /* Always a 5 percent chance of working */
4012 if (chance > 95) chance = 95;
4015 mindcraft_info(comment, use_mind, i);
4017 /* Dump the spell */
4018 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
4020 spell.min_lev, spell.mana_cost, chance, comment);
4022 Term_putstr(x, y + i + 1, -1, a, psi_desc);
4027 /* Cannot read spellbooks */
4028 if (REALM_NONE == p_ptr->realm1) return;
4030 /* Normal spellcaster with books */
4033 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
4037 /* Reset vertical */
4040 /* Vertical location */
4041 y = (j < 3) ? 0 : (m[j - 3] + 2);
4043 /* Horizontal location */
4047 for (i = 0; i < 32; i++)
4049 byte a = TERM_WHITE;
4051 /* Access the spell */
4052 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
4054 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
4058 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
4061 strcpy(name, spell_names[technic2magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2)-1][i % 32]);
4064 if (s_ptr->slevel >= 99)
4068 strcpy(name, "(ȽÆÉÉÔǽ)");
4070 strcpy(name, "(illegible)");
4080 ((p_ptr->spell_forgotten1 & (1L << i))) :
4081 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
4088 else if (!((j < 1) ?
4089 (p_ptr->spell_learned1 & (1L << i)) :
4090 (p_ptr->spell_learned2 & (1L << (i % 32)))))
4097 else if (!((j < 1) ?
4098 (p_ptr->spell_worked1 & (1L << i)) :
4099 (p_ptr->spell_worked2 & (1L << (i % 32)))))
4105 /* Dump the spell --(-- */
4106 sprintf(out_val, "%c/%c) %-20.20s",
4107 I2A(n / 8), I2A(n % 8), name);
4112 /* Dump onto the window */
4113 Term_putstr(x, m[j], -1, a, out_val);
4123 * Returns experience of a spell
4125 s16b experience_of_spell(int spell, int use_realm)
4127 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
4128 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
4129 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
4130 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
4136 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
4138 int mod_need_mana(int need_mana, int spell, int realm)
4140 #define MANA_CONST 2400
4142 #define DEC_MANA_DIV 3
4145 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
4148 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
4149 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
4151 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
4152 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
4153 need_mana /= MANA_CONST * MANA_DIV;
4154 if (need_mana < 1) need_mana = 1;
4157 /* Non-realm magic */
4160 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
4172 * Modify spell fail rate
4173 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
4175 int mod_spell_chance_1(int chance)
4177 chance += p_ptr->to_m_chance;
4179 if (p_ptr->heavy_spell) chance += 20;
4181 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
4182 else if (p_ptr->easy_spell) chance -= 3;
4183 else if (p_ptr->dec_mana) chance -= 2;
4190 * Modify spell fail rate (as "suffix" process)
4191 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
4192 * Note: variable "chance" cannot be negative.
4194 int mod_spell_chance_2(int chance)
4196 if (p_ptr->dec_mana) chance--;
4198 if (p_ptr->heavy_spell) chance += 5;
4200 return MAX(chance, 0);
4205 * Returns spell chance of failure for spell -RAK-
4207 s16b spell_chance(int spell, int use_realm)
4209 int chance, minfail;
4212 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
4215 /* Paranoia -- must be literate */
4216 if (!mp_ptr->spell_book) return (100);
4218 if (use_realm == REALM_HISSATSU) return 0;
4220 /* Access the spell */
4221 if (!is_magic(use_realm))
4223 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4227 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4230 /* Extract the base spell failure rate */
4231 chance = s_ptr->sfail;
4233 /* Reduce failure rate by "effective" level adjustment */
4234 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
4236 /* Reduce failure rate by INT/WIS adjustment */
4237 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
4240 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
4242 /* Extract mana consumption rate */
4243 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
4245 /* Not enough mana to cast */
4246 if (need_mana > p_ptr->csp)
4248 chance += 5 * (need_mana - p_ptr->csp);
4251 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
4253 /* Extract the minimum failure rate */
4254 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
4257 * Non mage/priest characters never get too good
4258 * (added high mage, mindcrafter)
4260 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
4262 if (minfail < 5) minfail = 5;
4265 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
4266 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
4267 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
4269 chance = mod_spell_chance_1(chance);
4271 if ((use_realm == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
4272 if (((use_realm == REALM_LIFE) || (use_realm == REALM_CRUSADE)) && (p_ptr->align < -20)) chance += penalty;
4273 if (((use_realm == REALM_DEATH) || (use_realm == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
4275 /* Minimum failure rate */
4276 if (chance < minfail) chance = minfail;
4278 /* Stunning makes spells harder */
4279 if (p_ptr->stun > 50) chance += 25;
4280 else if (p_ptr->stun) chance += 15;
4282 /* Always a 5 percent chance of working */
4283 if (chance > 95) chance = 95;
4285 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
4286 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4288 s16b exp = experience_of_spell(spell, use_realm);
4289 if (exp >= SPELL_EXP_EXPERT) chance--;
4290 if (exp >= SPELL_EXP_MASTER) chance--;
4293 /* Return the chance */
4294 return mod_spell_chance_2(chance);
4300 * Determine if a spell is "okay" for the player to cast or study
4301 * The spell must be legible, not forgotten, and also, to cast,
4302 * it must be known, and to study, it must not be known.
4304 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
4308 /* Access the spell */
4309 if (!is_magic(use_realm))
4311 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4315 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4318 /* Spell is illegal */
4319 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
4321 /* Spell is forgotten */
4322 if ((use_realm == p_ptr->realm2) ?
4323 (p_ptr->spell_forgotten2 & (1L << spell)) :
4324 (p_ptr->spell_forgotten1 & (1L << spell)))
4330 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
4331 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
4333 /* Spell is learned */
4334 if ((use_realm == p_ptr->realm2) ?
4335 (p_ptr->spell_learned2 & (1L << spell)) :
4336 (p_ptr->spell_learned1 & (1L << spell)))
4339 return (!study_pray);
4342 /* Okay to study, not to cast */
4349 * Extra information on a spell -DRS-
4351 * We can use up to 14 characters of the buffer 'p'
4353 * The strings in this function were extracted from the code in the
4354 * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
4356 static void spell_info(char *p, int spell, int use_realm)
4358 int plev = p_ptr->lev;
4361 int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
4362 p_ptr->pclass == CLASS_HIGH_MAGE ||
4363 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4365 int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
4366 p_ptr->pclass == CLASS_HIGH_MAGE ||
4367 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4369 cptr s_dam = "»½ý:";
4370 cptr s_dur = "´ü´Ö:";
4371 cptr s_range = "ÈÏ°Ï:";
4372 cptr s_heal = "²óÉü:";
4373 cptr s_random = "¥é¥ó¥À¥à";
4374 cptr s_delay = "ÃÙ±ä:";
4376 cptr s_dam = "dam ";
4377 cptr s_dur = "dur ";
4378 cptr s_range = "range ";
4379 cptr s_heal = "heal ";
4380 cptr s_random = "random";
4381 cptr s_delay = "delay ";
4386 /* Analyze the spell */
4389 case REALM_LIFE: /* Life */
4392 case 0: sprintf(p, " %s2d10", s_heal); break;
4393 case 1: sprintf(p, " %s12+d12", s_dur); break;
4394 case 2: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4395 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4396 case 5: sprintf(p, " %s4d10", s_heal); break;
4397 case 9: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 1) / 5)); break;
4398 case 10: sprintf(p, " %s8d10", s_heal); break;
4399 case 11: sprintf(p, " %s20+d20", s_dur); break;
4400 case 14: sprintf(p, " %s300", s_heal); break;
4401 case 18: sprintf(p, " %sd%d", s_dam, 5 * plev); break;
4402 case 20: sprintf(p, " %s%dd15", s_dam, 5 + ((plev - 1) / 3)); break;
4403 case 21: sprintf(p, " %s15+d21", s_delay); break;
4404 case 29: sprintf(p, " %s2000", s_heal); break;
4405 case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
4409 case REALM_SORCERY: /* Sorcery */
4412 case 1: sprintf(p, " %s10", s_range); break;
4413 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4414 case 5: sprintf(p, " %s%d", s_range, plev * 5); break;
4415 case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
4416 case 18: sprintf(p, " %s25+d30", s_dur); break;
4417 case 22: sprintf(p, " %s15+d21", s_delay); break;
4418 case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4419 case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
4421 case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
4423 case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4425 case 27: sprintf(p, " %s25+d30", s_dur); break;
4426 case 31: sprintf(p, " %s4+d4", s_dur); break;
4430 case REALM_NATURE: /* Nature */
4434 case 1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4436 case 1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4438 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4439 case 6: sprintf(p, " %s20+d20", s_dur); break;
4440 case 7: sprintf(p, " %s2d8", s_heal); break;
4441 case 9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
4442 case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
4443 case 12: sprintf(p, " %s6d8", s_dam); break;
4444 case 15: sprintf(p, " %s500", s_heal); break;
4445 case 17: sprintf(p, " %s20+d30", s_dur); break;
4446 case 18: sprintf(p, " %s20+d20", s_dur); break;
4448 case 24: sprintf(p, " Ⱦ·Â:10"); break;
4450 case 24: sprintf(p, " rad 10"); break;
4452 case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
4453 case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
4454 case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
4455 case 29: sprintf(p, " %s75", s_dam); break;
4456 case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
4460 case REALM_CHAOS: /* Chaos */
4463 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4464 case 2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4465 case 4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
4466 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4467 case 6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4468 case 7: sprintf(p, " %s%d", s_range, plev * 5); break;
4469 case 8: sprintf(p, " %s", s_random); break;
4470 case 9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
4471 case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
4472 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4473 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4474 case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
4475 case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
4476 case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
4477 case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
4478 case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
4480 case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4482 case 25: sprintf(p, " dam %d each", plev * 2); break;
4484 case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
4485 case 27: sprintf(p, " %s150 / 250", s_dam); break;
4486 case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
4487 case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
4488 case 31: sprintf(p, " %s3 * 175", s_dam); break;
4492 case REALM_DEATH: /* Death */
4495 case 1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
4496 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4497 case 5: sprintf(p, " %s20+d20", s_dur); break;
4498 case 8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4499 case 9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4500 case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
4502 case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
4504 case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
4506 case 16: sprintf(p, " %s25+d25", s_dur); break;
4507 case 17: sprintf(p, " %s", s_random); break;
4508 case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
4509 case 19: sprintf(p, " %s25+d25", s_dur); break;
4510 case 21: sprintf(p, " %s3*100", s_dam); break;
4511 case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4512 case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
4513 case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4514 case 30: sprintf(p, " %s666", s_dam); break;
4515 case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
4519 case REALM_TRUMP: /* Trump */
4522 case 0: sprintf(p, " %s10", s_range); break;
4523 case 2: sprintf(p, " %s", s_random); break;
4524 case 4: sprintf(p, " %s%d", s_range, plev * 4); break;
4525 case 5: sprintf(p, " %s25+d30", s_dur); break;
4527 case 8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
4529 case 8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4531 case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4532 case 14: sprintf(p, " %s15+d21", s_delay); break;
4533 case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
4535 case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4537 case 28: sprintf(p, " %s%d each", s_dam, plev * 2); break;
4542 case REALM_ARCANE: /* Arcane */
4545 case 0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
4546 case 4: sprintf(p, " %s10", s_range); break;
4547 case 5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
4548 case 7: sprintf(p, " %s2d8", s_heal); break;
4552 case 17: sprintf(p, " %s20+d20", s_dur); break;
4553 case 18: sprintf(p, " %s4d8", s_heal); break;
4554 case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
4555 case 21: sprintf(p, " %s6d8", s_dam); break;
4556 case 24: sprintf(p, " %s24+d24", s_dur); break;
4557 case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
4558 case 30: sprintf(p, " %s15+d21", s_delay); break;
4559 case 31: sprintf(p, " %s25+d30", s_dur); break;
4563 case REALM_ENCHANT: /* Craft */
4566 case 0: sprintf(p, " %s100+d100", s_dur); break;
4567 case 1: sprintf(p, " %s80+d80", s_dur); break;
4573 case 18: sprintf(p, " %s20+d20", s_dur); break;
4574 case 5: sprintf(p, " %s25+d25", s_dur); break;
4575 case 8: sprintf(p, " %s24+d24", s_dur); break;
4576 case 11: sprintf(p, " %s25+d25", s_dur); break;
4577 case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
4578 case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
4579 case 16: sprintf(p, " %s25+d30", s_dur); break;
4580 case 17: sprintf(p, " %s30+d20", s_dur); break;
4581 case 19: sprintf(p, " %s%d+d%d", s_dur, plev, plev+20); break;
4582 case 20: sprintf(p, " %s50+d50", s_dur); break;
4583 case 23: sprintf(p, " %s20+d20", s_dur); break;
4584 case 31: sprintf(p, " %s13+d13", s_dur); break;
4588 case REALM_DAEMON: /* Daemon */
4591 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4592 case 2: sprintf(p, " %s12+d12", s_dur); break;
4593 case 3: sprintf(p, " %s20+d20", s_dur); break;
4594 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4595 case 7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4596 case 10: sprintf(p, " %s20+d20", s_dur); break;
4597 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4598 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4599 case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
4600 case 16: sprintf(p, " %s30+d25", s_dur); break;
4601 case 17: sprintf(p, " %s20+d20", s_dur); break;
4602 case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4603 case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
4604 case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4605 case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
4606 case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
4607 case 24: sprintf(p, " %s25+d25", s_dur); break;
4608 case 25: sprintf(p, " %s20+d20", s_dur); break;
4609 case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
4610 case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
4611 case 30: sprintf(p, " %s600", s_dam); break;
4612 case 31: sprintf(p, " %s15+d15", s_dur); break;
4616 case REALM_CRUSADE: /* Crusade */
4619 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4620 case 5: sprintf(p, " %s%d", s_range, 25+plev/2); break;
4622 case 6: sprintf(p, " %s³Æ%dd2", s_dam, 3+((plev-1)/9)); break;
4624 case 6: sprintf(p, " %s%dd2 each", s_dam, 3+((plev-1)/9)); break;
4626 case 9: sprintf(p, " %s3d6+%d", s_dam, orb); break;
4627 case 10: sprintf(p, " %sd%d", s_dam, plev); break;
4628 case 12: sprintf(p, " %s24+d24", s_dur); break;
4629 case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
4630 case 14: sprintf(p, " %s%d", s_dam, plev*5); break;
4632 case 15: sprintf(p, " »:d%d/²ó:100", 6 * plev); break;
4634 case 15: sprintf(p, " dam:d%d/h100", 6 * plev); break;
4636 case 18: sprintf(p, " %s18+d18", s_dur); break;
4637 case 19: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4638 case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4639 case 22: sprintf(p, " %s%d", s_dam, 2 * plev+100); break;
4640 case 24: sprintf(p, " %s25+d25", s_dur); break;
4641 case 28: sprintf(p, " %s10+d10", s_dur); break;
4643 case 29: sprintf(p, " %s³Æ%d", s_dam, plev*3+25); break;
4645 case 29: sprintf(p, " %s%d each", s_dam, plev*3+25); break;
4648 case 30: sprintf(p, " ²ó100/»%d+%d", plev * 4, plev*11/2); break;
4650 case 30: sprintf(p, " h100/dm%d+%d", plev * 4, plev*11/2); break;
4655 case REALM_MUSIC: /* Music */
4658 case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
4659 case 4 : sprintf(p, " %s2d6", s_heal); break;
4660 case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
4661 case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
4662 case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
4663 case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
4664 case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4665 case 28: sprintf(p, " %s15d10", s_heal); break;
4666 case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
4671 sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", use_realm);
4673 sprintf(p, "Unknown type: %d.", use_realm);
4680 * Print a list of spells (for browsing or casting or viewing)
4682 void print_spells(int target_spell, byte *spells, int num, int y, int x, int use_realm)
4684 int i, spell, exp_level, increment = 64;
4696 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
4698 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
4700 msg_print("Warning! print_spells called with null realm");
4704 /* Title the list */
4706 if (use_realm == REALM_HISSATSU)
4708 strcpy(buf," Lv MP");
4710 strcpy(buf," Lv SP");
4714 strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
4716 strcpy(buf,"Profic Lv SP Fail Effect");
4720 put_str("̾Á°", y, x + 5);
4721 put_str(buf, y, x + 29);
4723 put_str("Name", y, x + 5);
4724 put_str(buf, y, x + 29);
4727 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4728 else if (use_realm == p_ptr->realm1) increment = 0;
4729 else if (use_realm == p_ptr->realm2) increment = 32;
4731 /* Dump the spells */
4732 for (i = 0; i < num; i++)
4734 /* Access the spell */
4737 /* Access the spell */
4738 if (!is_magic(use_realm))
4740 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4744 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4747 if (use_realm == REALM_HISSATSU)
4748 need_mana = s_ptr->smana;
4751 s16b exp = experience_of_spell(spell, use_realm);
4753 /* Extract mana consumption rate */
4754 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
4756 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
4757 else exp_level = spell_exp_level(exp);
4760 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
4761 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
4762 else if (s_ptr->slevel >= 99) max = TRUE;
4763 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
4765 strncpy(ryakuji, exp_level_str[exp_level], 4);
4770 if (use_menu && target_spell)
4772 if (i == (target_spell-1))
4774 strcpy(out_val, " ¡Õ ");
4776 strcpy(out_val, " > ");
4779 strcpy(out_val, " ");
4781 else sprintf(out_val, " %c) ", I2A(i));
4782 /* Skip illegible spells */
4783 if (s_ptr->slevel >= 99)
4786 strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
4788 strcat(out_val, format("%-30s", "(illegible)"));
4791 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4795 /* XXX XXX Could label spells above the players level */
4797 /* Get extra info */
4798 spell_info(info, spell, use_realm);
4803 /* Assume spell is known and tried */
4804 line_attr = TERM_WHITE;
4806 /* Analyze the spell */
4807 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4809 if (s_ptr->slevel > p_ptr->max_plv)
4814 comment = " unknown";
4817 line_attr = TERM_L_BLUE;
4819 else if (s_ptr->slevel > p_ptr->lev)
4824 comment = " forgotten";
4827 line_attr = TERM_YELLOW;
4830 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4835 comment = " unknown";
4838 line_attr = TERM_L_BLUE;
4840 else if ((use_realm == p_ptr->realm1) ?
4841 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4842 ((p_ptr->spell_forgotten2 & (1L << spell))))
4847 comment = " forgotten";
4850 line_attr = TERM_YELLOW;
4852 else if (!((use_realm == p_ptr->realm1) ?
4853 (p_ptr->spell_learned1 & (1L << spell)) :
4854 (p_ptr->spell_learned2 & (1L << spell))))
4859 comment = " unknown";
4862 line_attr = TERM_L_BLUE;
4864 else if (!((use_realm == p_ptr->realm1) ?
4865 (p_ptr->spell_worked1 & (1L << spell)) :
4866 (p_ptr->spell_worked2 & (1L << spell))))
4869 comment = " ̤·Ð¸³";
4871 comment = " untried";
4874 line_attr = TERM_L_GREEN;
4877 /* Dump the spell --(-- */
4878 if (use_realm == REALM_HISSATSU)
4880 strcat(out_val, format("%-25s %2d %4d",
4881 spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
4882 s_ptr->slevel, need_mana));
4886 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
4887 spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
4888 (max ? '!' : ' '), ryakuji,
4889 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
4891 c_prt(line_attr, out_val, y + i + 1, x);
4894 /* Clear the bottom line */
4895 prt("", y + i + 1, x);
4900 * Note that amulets, rods, and high-level spell books are immune
4901 * to "inventory damage" of any kind. Also sling ammo and shovels.
4906 * Does a given class of objects (usually) hate acid?
4907 * Note that acid can either melt or corrode something.
4909 bool hates_acid(object_type *o_ptr)
4911 /* Analyze the type */
4912 switch (o_ptr->tval)
4914 /* Wearable items */
4934 /* Staffs/Scrolls are wood/paper */
4947 /* Junk is useless */
4961 * Does a given object (usually) hate electricity?
4963 bool hates_elec(object_type *o_ptr)
4965 switch (o_ptr->tval)
4979 * Does a given object (usually) hate fire?
4980 * Hafted/Polearm weapons have wooden shafts.
4981 * Arrows/Bows are mostly wooden.
4983 bool hates_fire(object_type *o_ptr)
4985 /* Analyze the type */
4986 switch (o_ptr->tval)
5004 case TV_SORCERY_BOOK:
5005 case TV_NATURE_BOOK:
5009 case TV_ARCANE_BOOK:
5010 case TV_ENCHANT_BOOK:
5011 case TV_DAEMON_BOOK:
5012 case TV_CRUSADE_BOOK:
5014 case TV_HISSATSU_BOOK:
5025 /* Staffs/Scrolls burn */
5038 * Does a given object (usually) hate cold?
5040 bool hates_cold(object_type *o_ptr)
5042 switch (o_ptr->tval)
5059 int set_acid_destroy(object_type *o_ptr)
5061 u32b flgs[TR_FLAG_SIZE];
5062 if (!hates_acid(o_ptr)) return (FALSE);
5063 object_flags(o_ptr, flgs);
5064 if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
5072 int set_elec_destroy(object_type *o_ptr)
5074 u32b flgs[TR_FLAG_SIZE];
5075 if (!hates_elec(o_ptr)) return (FALSE);
5076 object_flags(o_ptr, flgs);
5077 if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
5085 int set_fire_destroy(object_type *o_ptr)
5087 u32b flgs[TR_FLAG_SIZE];
5088 if (!hates_fire(o_ptr)) return (FALSE);
5089 object_flags(o_ptr, flgs);
5090 if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
5098 int set_cold_destroy(object_type *o_ptr)
5100 u32b flgs[TR_FLAG_SIZE];
5101 if (!hates_cold(o_ptr)) return (FALSE);
5102 object_flags(o_ptr, flgs);
5103 if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
5109 * Destroys a type of item on a given percent chance
5110 * Note that missiles are no longer necessarily all destroyed
5111 * Destruction taken from "melee.c" code for "stealing".
5112 * New-style wands and rods handled correctly. -LM-
5113 * Returns number of items destroyed.
5115 int inven_damage(inven_func typ, int perc)
5119 char o_name[MAX_NLEN];
5121 /* Multishadow effects is determined by turn */
5122 if( p_ptr->multishadow && (turn & 1) )return 0;
5124 if (p_ptr->inside_arena) return 0;
5126 /* Count the casualties */
5129 /* Scan through the slots backwards */
5130 for (i = 0; i < INVEN_PACK; i++)
5132 o_ptr = &inventory[i];
5134 /* Skip non-objects */
5135 if (!o_ptr->k_idx) continue;
5137 /* Hack -- for now, skip artifacts */
5138 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
5140 /* Give this item slot a shot at death */
5143 /* Count the casualties */
5144 for (amt = j = 0; j < o_ptr->number; ++j)
5146 if (randint0(100) < perc) amt++;
5149 /* Some casualities */
5152 /* Get a description */
5153 object_desc(o_name, o_ptr, FALSE, 3);
5157 msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
5159 msg_format("%sour %s (%c) %s destroyed!",
5163 o_name, index_to_label(i),
5164 ((o_ptr->number > 1) ?
5165 ((amt == o_ptr->number) ? "Á´Éô" :
5166 (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
5168 ((o_ptr->number > 1) ?
5169 ((amt == o_ptr->number) ? "All of y" :
5170 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
5171 o_name, index_to_label(i),
5172 ((amt > 1) ? "were" : "was"));
5176 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
5177 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
5180 /* Potions smash open */
5181 if (object_is_potion(o_ptr))
5183 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
5186 /* Reduce the charges of rods/wands */
5187 reduce_charges(o_ptr, amt);
5189 /* Destroy "amt" items */
5190 inven_item_increase(i, -amt);
5191 inven_item_optimize(i);
5193 /* Count the casualties */
5199 /* Return the casualty count */
5205 * Acid has hit the player, attempt to affect some armor.
5207 * Note that the "base armor" of an object never changes.
5209 * If any armor is damaged (or resists), the player takes less damage.
5211 static int minus_ac(void)
5213 object_type *o_ptr = NULL;
5214 u32b flgs[TR_FLAG_SIZE];
5215 char o_name[MAX_NLEN];
5218 /* Pick a (possibly empty) inventory slot */
5219 switch (randint1(7))
5221 case 1: o_ptr = &inventory[INVEN_RARM]; break;
5222 case 2: o_ptr = &inventory[INVEN_LARM]; break;
5223 case 3: o_ptr = &inventory[INVEN_BODY]; break;
5224 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
5225 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
5226 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
5227 case 7: o_ptr = &inventory[INVEN_FEET]; break;
5230 /* Nothing to damage */
5231 if (!o_ptr->k_idx) return (FALSE);
5233 if (o_ptr->tval <= TV_WEAPON_END) return (FALSE);
5235 /* No damage left to be done */
5236 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
5240 object_desc(o_name, o_ptr, FALSE, 0);
5242 /* Extract the flags */
5243 object_flags(o_ptr, flgs);
5245 /* Object resists */
5246 if (have_flag(flgs, TR_IGNORE_ACID))
5249 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
5251 msg_format("Your %s is unaffected!", o_name);
5260 msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
5262 msg_format("Your %s is damaged!", o_name);
5266 /* Damage the item */
5269 /* Calculate bonuses */
5270 p_ptr->update |= (PU_BONUS);
5273 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
5277 /* Item was damaged */
5283 * Hurt the player with Acid
5285 int acid_dam(int dam, cptr kb_str, int monspell)
5288 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5289 bool double_resist = IS_OPPOSE_ACID();
5291 /* Total Immunity */
5292 if (p_ptr->immune_acid || (dam <= 0))
5294 learn_spell(monspell);
5298 /* Vulnerability (Ouch!) */
5299 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5300 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5302 /* Resist the damage */
5303 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
5304 if (double_resist) dam = (dam + 2) / 3;
5306 if ((!(double_resist || p_ptr->resist_acid)) &&
5307 one_in_(HURT_CHANCE))
5308 (void)do_dec_stat(A_CHR);
5310 /* If any armor gets hit, defend the player */
5311 if (minus_ac()) dam = (dam + 1) / 2;
5314 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5316 /* Inventory damage */
5317 if (!(double_resist && p_ptr->resist_acid))
5318 inven_damage(set_acid_destroy, inv);
5324 * Hurt the player with electricity
5326 int elec_dam(int dam, cptr kb_str, int monspell)
5329 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5330 bool double_resist = IS_OPPOSE_ELEC();
5332 /* Total immunity */
5333 if (p_ptr->immune_elec || (dam <= 0))
5335 learn_spell(monspell);
5339 /* Vulnerability (Ouch!) */
5340 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5341 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5342 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
5344 /* Resist the damage */
5345 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
5346 if (double_resist) dam = (dam + 2) / 3;
5348 if ((!(double_resist || p_ptr->resist_elec)) &&
5349 one_in_(HURT_CHANCE))
5350 (void)do_dec_stat(A_DEX);
5353 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5355 /* Inventory damage */
5356 if (!(double_resist && p_ptr->resist_elec))
5357 inven_damage(set_elec_destroy, inv);
5364 * Hurt the player with Fire
5366 int fire_dam(int dam, cptr kb_str, int monspell)
5369 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5370 bool double_resist = IS_OPPOSE_FIRE();
5372 /* Totally immune */
5373 if (p_ptr->immune_fire || (dam <= 0))
5375 learn_spell(monspell);
5379 /* Vulnerability (Ouch!) */
5380 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5381 if (prace_is_(RACE_ENT)) dam += dam / 3;
5382 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5384 /* Resist the damage */
5385 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
5386 if (double_resist) dam = (dam + 2) / 3;
5388 if ((!(double_resist || p_ptr->resist_fire)) &&
5389 one_in_(HURT_CHANCE))
5390 (void)do_dec_stat(A_STR);
5393 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5395 /* Inventory damage */
5396 if (!(double_resist && p_ptr->resist_fire))
5397 inven_damage(set_fire_destroy, inv);
5404 * Hurt the player with Cold
5406 int cold_dam(int dam, cptr kb_str, int monspell)
5409 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5410 bool double_resist = IS_OPPOSE_COLD();
5412 /* Total immunity */
5413 if (p_ptr->immune_cold || (dam <= 0))
5415 learn_spell(monspell);
5419 /* Vulnerability (Ouch!) */
5420 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5421 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5423 /* Resist the damage */
5424 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
5425 if (double_resist) dam = (dam + 2) / 3;
5427 if ((!(double_resist || p_ptr->resist_cold)) &&
5428 one_in_(HURT_CHANCE))
5429 (void)do_dec_stat(A_STR);
5432 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5434 /* Inventory damage */
5435 if (!(double_resist && p_ptr->resist_cold))
5436 inven_damage(set_cold_destroy, inv);
5442 bool rustproof(void)
5446 char o_name[MAX_NLEN];
5449 item_tester_no_ryoute = TRUE;
5450 /* Select a piece of armour */
5451 item_tester_hook = item_tester_hook_armour;
5455 q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
5456 s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5458 q = "Rustproof which piece of armour? ";
5459 s = "You have nothing to rustproof.";
5462 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
5464 /* Get the item (in the pack) */
5467 o_ptr = &inventory[item];
5470 /* Get the item (on the floor) */
5473 o_ptr = &o_list[0 - item];
5478 object_desc(o_name, o_ptr, FALSE, 0);
5480 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
5482 if ((o_ptr->to_a < 0) && !cursed_p(o_ptr))
5485 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
5487 msg_format("%s %s look%s as good as new!",
5488 ((item >= 0) ? "Your" : "The"), o_name,
5489 ((o_ptr->number > 1) ? "" : "s"));
5496 msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
5498 msg_format("%s %s %s now protected against corrosion.",
5499 ((item >= 0) ? "Your" : "The"), o_name,
5500 ((o_ptr->number > 1) ? "are" : "is"));
5511 * Curse the players armor
5513 bool curse_armor(void)
5518 char o_name[MAX_NLEN];
5521 /* Curse the body armor */
5522 o_ptr = &inventory[INVEN_BODY];
5524 /* Nothing to curse */
5525 if (!o_ptr->k_idx) return (FALSE);
5529 object_desc(o_name, o_ptr, FALSE, 3);
5531 /* Attempt a saving throw for artifacts */
5532 if ((o_ptr->art_name || artifact_p(o_ptr)) && (randint0(100) < 50))
5536 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5537 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
5539 msg_format("A %s tries to %s, but your %s resists the effects!",
5540 "terrible black aura", "surround your armor", o_name);
5545 /* not artifact or failed save... */
5550 msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5552 msg_format("A terrible black aura blasts your %s!", o_name);
5555 chg_virtue(V_ENCHANT, -5);
5557 /* Blast the armor */
5559 o_ptr->name2 = EGO_BLASTED;
5560 o_ptr->to_a = 0 - randint1(5) - randint1(5);
5567 for (i = 0; i < TR_FLAG_SIZE; i++)
5568 o_ptr->art_flags[i] = 0;
5571 o_ptr->curse_flags = TRC_CURSED;
5574 o_ptr->ident |= (IDENT_BROKEN);
5576 /* Recalculate bonuses */
5577 p_ptr->update |= (PU_BONUS);
5579 /* Recalculate mana */
5580 p_ptr->update |= (PU_MANA);
5583 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5591 * Curse the players weapon
5593 bool curse_weapon(bool force, int slot)
5599 char o_name[MAX_NLEN];
5602 /* Curse the weapon */
5603 o_ptr = &inventory[slot];
5605 /* Nothing to curse */
5606 if (!o_ptr->k_idx) return (FALSE);
5610 object_desc(o_name, o_ptr, FALSE, 3);
5612 /* Attempt a saving throw */
5613 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 50) && !force)
5617 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5618 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
5620 msg_format("A %s tries to %s, but your %s resists the effects!",
5621 "terrible black aura", "surround your weapon", o_name);
5626 /* not artifact or failed save... */
5631 if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5633 if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
5636 chg_virtue(V_ENCHANT, -5);
5638 /* Shatter the weapon */
5640 o_ptr->name2 = EGO_SHATTERED;
5641 o_ptr->to_h = 0 - randint1(5) - randint1(5);
5642 o_ptr->to_d = 0 - randint1(5) - randint1(5);
5648 for (i = 0; i < TR_FLAG_SIZE; i++)
5649 o_ptr->art_flags[i] = 0;
5653 o_ptr->curse_flags = TRC_CURSED;
5656 o_ptr->ident |= (IDENT_BROKEN);
5658 /* Recalculate bonuses */
5659 p_ptr->update |= (PU_BONUS);
5661 /* Recalculate mana */
5662 p_ptr->update |= (PU_MANA);
5665 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5674 * Enchant some bolts
5676 bool brand_bolts(void)
5680 /* Use the first acceptable bolts */
5681 for (i = 0; i < INVEN_PACK; i++)
5683 object_type *o_ptr = &inventory[i];
5685 /* Skip non-bolts */
5686 if (o_ptr->tval != TV_BOLT) continue;
5688 /* Skip artifacts and ego-items */
5689 if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
5692 /* Skip cursed/broken items */
5693 if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
5696 if (randint0(100) < 75) continue;
5700 msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
5702 msg_print("Your bolts are covered in a fiery aura!");
5707 o_ptr->name2 = EGO_FLAME;
5710 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5717 if (flush_failure) flush();
5721 msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
5723 msg_print("The fiery enchantment failed.");
5733 * Helper function -- return a "nearby" race for polymorphing
5735 * Note that this function is one of the more "dangerous" ones...
5737 static s16b poly_r_idx(int r_idx)
5739 monster_race *r_ptr = &r_info[r_idx];
5741 int i, r, lev1, lev2;
5743 /* Hack -- Uniques/Questors never polymorph */
5744 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5745 (r_ptr->flags1 & RF1_QUESTOR))
5748 /* Allowable range of "levels" for resulting monster */
5749 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5750 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5752 /* Pick a (possibly new) non-unique race */
5753 for (i = 0; i < 1000; i++)
5755 /* Pick a new race, using a level calculation */
5756 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5758 /* Handle failure */
5764 /* Ignore unique monsters */
5765 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5767 /* Ignore monsters with incompatible levels */
5768 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5770 /* Use that index */
5782 bool polymorph_monster(int y, int x)
5784 cave_type *c_ptr = &cave[y][x];
5785 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5786 bool polymorphed = FALSE;
5788 int old_r_idx = m_ptr->r_idx;
5789 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5790 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5791 monster_type back_m;
5793 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5795 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
5797 /* Memorize the monster before polymorphing */
5800 /* Pick a "new" monster race */
5801 new_r_idx = poly_r_idx(old_r_idx);
5803 /* Handle polymorph */
5804 if (new_r_idx != old_r_idx)
5808 /* Get the monsters attitude */
5809 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
5810 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5811 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
5813 /* "Kill" the "old" monster */
5814 delete_monster_idx(c_ptr->m_idx);
5816 /* Create a new monster (no groups) */
5817 if (place_monster_aux(0, y, x, new_r_idx, mode))
5824 /* Placing the new monster failed */
5825 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
5826 m_list[hack_m_idx_ii] = back_m;
5829 if (targeted) target_who = hack_m_idx_ii;
5830 if (health_tracked) health_track(hack_m_idx_ii);
5840 bool dimension_door(void)
5842 int plev = p_ptr->lev;
5845 if (!tgt_pt(&x, &y)) return FALSE;
5847 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5849 if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
5850 (distance(y, x, py, px) > plev / 2 + 10) ||
5851 (!randint0(plev / 10 + 10)))
5853 if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
5855 msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
5857 msg_print("You fail to exit the astral plane correctly!");
5863 msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
5865 msg_print("You fail to exit the astral plane correctly!");
5868 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5869 teleport_player((plev+2)*2);
5872 teleport_player_to(y, x, TRUE);
5878 bool eat_magic(int power)
5880 object_type * o_ptr;
5883 int recharge_strength = 0;
5889 char o_name[MAX_NLEN];
5891 item_tester_hook = item_tester_hook_recharge;
5895 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
5896 s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5898 q = "Drain which item? ";
5899 s = "You have nothing to drain.";
5902 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5906 o_ptr = &inventory[item];
5910 o_ptr = &o_list[0 - item];
5913 k_ptr = &k_info[o_ptr->k_idx];
5914 lev = get_object_level(o_ptr);
5916 if (o_ptr->tval == TV_ROD)
5918 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5921 if (one_in_(recharge_strength))
5923 /* Activate the failure code. */
5928 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5931 msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
5933 msg_print("You can't absorb energy from a discharged rod.");
5940 o_ptr->timeout += k_ptr->pval;
5946 /* All staffs, wands. */
5947 recharge_strength = (100 + power - lev) / 15;
5950 if (recharge_strength < 0) recharge_strength = 0;
5953 if (one_in_(recharge_strength))
5955 /* Activate the failure code. */
5960 if (o_ptr->pval > 0)
5962 p_ptr->csp += lev / 2;
5965 /* XXX Hack -- unstack if necessary */
5966 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5971 /* Get local object */
5974 /* Obtain a local object */
5975 object_copy(q_ptr, o_ptr);
5977 /* Modify quantity */
5980 /* Restore the charges */
5983 /* Unstack the used item */
5985 p_ptr->total_weight -= q_ptr->weight;
5986 item = inven_carry(q_ptr);
5990 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
5992 msg_print("You unstack your staff.");
6000 msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
6002 msg_print("There's no energy there to absorb!");
6006 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
6010 /* Inflict the penalties for failing a recharge. */
6013 /* Artifacts are never destroyed. */
6014 if (artifact_p(o_ptr))
6016 object_desc(o_name, o_ptr, TRUE, 0);
6018 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
6020 msg_format("The recharging backfires - %s is completely drained!", o_name);
6024 /* Artifact rods. */
6025 if (o_ptr->tval == TV_ROD)
6026 o_ptr->timeout = k_ptr->pval * o_ptr->number;
6028 /* Artifact wands and staffs. */
6029 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
6034 /* Get the object description */
6035 object_desc(o_name, o_ptr, FALSE, 0);
6037 /*** Determine Seriousness of Failure ***/
6039 /* Mages recharge objects more safely. */
6040 if (p_ptr->pclass == CLASS_MAGE || p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
6042 /* 10% chance to blow up one rod, otherwise draining. */
6043 if (o_ptr->tval == TV_ROD)
6045 if (one_in_(10)) fail_type = 2;
6048 /* 75% chance to blow up one wand, otherwise draining. */
6049 else if (o_ptr->tval == TV_WAND)
6051 if (!one_in_(3)) fail_type = 2;
6054 /* 50% chance to blow up one staff, otherwise no effect. */
6055 else if (o_ptr->tval == TV_STAFF)
6057 if (one_in_(2)) fail_type = 2;
6062 /* All other classes get no special favors. */
6065 /* 33% chance to blow up one rod, otherwise draining. */
6066 if (o_ptr->tval == TV_ROD)
6068 if (one_in_(3)) fail_type = 2;
6071 /* 20% chance of the entire stack, else destroy one wand. */
6072 else if (o_ptr->tval == TV_WAND)
6074 if (one_in_(5)) fail_type = 3;
6077 /* Blow up one staff. */
6078 else if (o_ptr->tval == TV_STAFF)
6084 /*** Apply draining and destruction. ***/
6086 /* Drain object or stack of objects. */
6089 if (o_ptr->tval == TV_ROD)
6092 msg_print("¥í¥Ã¥É¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤÏÁ´¤Æ¼º¤Ê¤ï¤ì¤¿¡£");
6094 msg_format("You save your rod from destruction, but all charges are lost.", o_name);
6097 o_ptr->timeout = k_ptr->pval * o_ptr->number;
6099 else if (o_ptr->tval == TV_WAND)
6102 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
6104 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
6109 /* Staffs aren't drained. */
6112 /* Destroy an object or one in a stack of objects. */
6115 if (o_ptr->number > 1)
6118 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
6120 msg_format("Wild magic consumes one of your %s!", o_name);
6123 /* Reduce rod stack maximum timeout, drain wands. */
6124 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
6125 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
6130 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
6132 msg_format("Wild magic consumes your %s!", o_name);
6135 /* Reduce and describe inventory */
6138 inven_item_increase(item, -1);
6139 inven_item_describe(item);
6140 inven_item_optimize(item);
6143 /* Reduce and describe floor item */
6146 floor_item_increase(0 - item, -1);
6147 floor_item_describe(0 - item);
6148 floor_item_optimize(0 - item);
6152 /* Destroy all members of a stack of objects. */
6155 if (o_ptr->number > 1)
6157 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
6159 msg_format("Wild magic consumes all your %s!", o_name);
6164 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
6166 msg_format("Wild magic consumes your %s!", o_name);
6171 /* Reduce and describe inventory */
6174 inven_item_increase(item, -999);
6175 inven_item_describe(item);
6176 inven_item_optimize(item);
6179 /* Reduce and describe floor item */
6182 floor_item_increase(0 - item, -999);
6183 floor_item_describe(0 - item);
6184 floor_item_optimize(0 - item);
6190 if (p_ptr->csp > p_ptr->msp)
6192 p_ptr->csp = p_ptr->msp;
6195 /* Redraw mana and hp */
6196 p_ptr->redraw |= (PR_MANA);
6198 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6199 p_ptr->window |= (PW_INVEN);
6205 bool summon_kin_player(int level, int y, int x, u32b mode)
6207 bool pet = (bool)(mode & PM_FORCE_PET);
6208 if (!pet) mode |= PM_NO_PET;
6210 switch (p_ptr->mimic_form)
6213 switch (p_ptr->prace)
6217 case RACE_BARBARIAN:
6220 summon_kin_type = 'p';
6230 case RACE_MIND_FLAYER:
6233 summon_kin_type = 'h';
6236 summon_kin_type = 'o';
6238 case RACE_HALF_TROLL:
6239 summon_kin_type = 'T';
6241 case RACE_HALF_OGRE:
6242 summon_kin_type = 'O';
6244 case RACE_HALF_GIANT:
6245 case RACE_HALF_TITAN:
6247 summon_kin_type = 'P';
6250 summon_kin_type = 'y';
6253 summon_kin_type = 'K';
6256 summon_kin_type = 'k';
6259 if (one_in_(13)) summon_kin_type = 'U';
6260 else summon_kin_type = 'u';
6262 case RACE_DRACONIAN:
6263 summon_kin_type = 'd';
6267 summon_kin_type = 'g';
6270 if (one_in_(13)) summon_kin_type = 'L';
6271 else summon_kin_type = 's';
6274 summon_kin_type = 'z';
6277 summon_kin_type = 'V';
6280 summon_kin_type = 'G';
6283 summon_kin_type = 'I';
6286 summon_kin_type = '#';
6289 summon_kin_type = 'A';
6292 summon_kin_type = 'U';
6295 summon_kin_type = 'p';
6300 if (one_in_(13)) summon_kin_type = 'U';
6301 else summon_kin_type = 'u';
6303 case MIMIC_DEMON_LORD:
6304 summon_kin_type = 'U';
6307 summon_kin_type = 'V';
6310 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);