3 /* Purpose: Spell code (part 3) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
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 (cave[ny][nx].feat == FEAT_GLYPH) continue;
85 if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) 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 */
143 * Teleport monster next to the player
145 void teleport_to_player(int m_idx, int power)
147 int ny, nx, oy, ox, d, i, min;
151 monster_type *m_ptr = &m_list[m_idx];
155 if (!m_ptr->r_idx) return;
158 if (randint1(100) > power) return;
164 /* Save the old location */
168 /* Minimum distance */
171 /* Look until done */
172 while (look && --attempts)
174 /* Verify max distance */
175 if (dis > 200) dis = 200;
177 /* Try several locations */
178 for (i = 0; i < 500; i++)
180 /* Pick a (possibly illegal) location */
183 ny = rand_spread(py, dis);
184 nx = rand_spread(px, dis);
185 d = distance(py, px, ny, nx);
186 if ((d >= min) && (d <= dis)) break;
189 /* Ignore illegal locations */
190 if (!in_bounds(ny, nx)) continue;
192 /* Require "empty" floor space */
193 if (!cave_empty_bold(ny, nx)) continue;
195 /* Hack -- no teleport onto glyph of warding */
196 if (cave[ny][nx].feat == FEAT_GLYPH) continue;
197 if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) continue;
199 /* ...nor onto the Pattern */
200 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
201 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
203 /* No teleporting into vaults and such */
204 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
206 /* This grid looks good */
213 /* Increase the maximum distance */
216 /* Decrease the minimum distance */
220 if (attempts < 1) return;
223 sound(SOUND_TPOTHER);
225 /* Update the new location */
226 cave[ny][nx].m_idx = m_idx;
228 /* Update the old location */
229 cave[oy][ox].m_idx = 0;
231 /* Move the monster */
235 /* Update the monster (new location) */
236 update_mon(m_idx, TRUE);
238 /* Redraw the old grid */
241 /* Redraw the new grid */
244 p_ptr->update |= (PU_MON_LITE);
249 * Teleport the player to a location up to "dis" grids away.
251 * If no such spaces are readily available, the distance may increase.
252 * Try very hard to move the player at least a quarter that distance.
254 * When long-range teleport effects are considered, there is a nasty
255 * tendency to "bounce" the player between two or three different spots
256 * because these are the only spots that are "far enough" way to satisfy
257 * the algorithm. Therefore, if the teleport distance is more than 50,
258 * we decrease the minimum acceptable distance to try to increase randomness.
261 void teleport_player(int dis)
263 int d, i, min, ox, oy;
266 int xx = -1, yy = -1;
274 if (p_ptr->wild_mode) return;
276 if (p_ptr->anti_tele)
279 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
281 msg_print("A mysterious force prevents you from teleporting!");
287 if (dis > 200) dis = 200; /* To be on the safe side... */
289 /* Minimum distance */
290 min = dis / (dis > 50 ? 3 : 2);
292 /* Look until done */
297 /* Verify max distance */
298 if (dis > 200) dis = 200;
300 /* Try several locations */
301 for (i = 0; i < 500; i++)
303 /* Pick a (possibly illegal) location */
306 y = rand_spread(py, dis);
307 x = rand_spread(px, dis);
308 d = distance(py, px, y, x);
309 if ((d >= min) && (d <= dis)) break;
312 /* Ignore illegal locations */
313 if (!in_bounds(y, x)) continue;
315 /* Require "naked" floor space or trees */
316 if (!(cave_naked_bold(y, x) ||
317 (cave[y][x].feat == FEAT_TREES))) continue;
319 /* No teleporting into vaults and such */
320 if (cave[y][x].info & CAVE_ICKY) continue;
322 /* This grid looks good */
329 /* Increase the maximum distance */
332 /* Decrease the minimum distance */
335 /* Stop after MAX_TRIES tries */
336 if (tries > MAX_TRIES) return;
340 sound(SOUND_TELEPORT);
343 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
344 msg_format("¡Ø¤³¤Ã¤Á¤À¤¡¡¢%s¡Ù", player_name);
347 /* Save the old location */
351 /* Move the player */
358 tmp = cave[py][px].m_idx;
359 cave[py][px].m_idx = cave[oy][ox].m_idx;
360 cave[oy][ox].m_idx = tmp;
361 m_list[p_ptr->riding].fy = py;
362 m_list[p_ptr->riding].fx = px;
363 update_mon(cave[py][px].m_idx, TRUE);
366 /* Redraw the old spot */
369 /* Monsters with teleport ability may follow the player */
376 if (xx == 0 && yy == 0)
382 if (cave[oy+yy][ox+xx].m_idx)
384 if ((r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags6 & RF6_TPORT) &&
385 !(r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags3 & RF3_RES_TELE))
387 * The latter limitation is to avoid
388 * totally unkillable suckers...
391 if (!(m_list[cave[oy+yy][ox+xx].m_idx].csleep))
392 teleport_to_player(cave[oy+yy][ox+xx].m_idx, r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].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) || ((y == py) && (x == px))) 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 */
485 tmp = cave[py][px].m_idx;
486 cave[py][px].m_idx = cave[oy][ox].m_idx;
487 cave[oy][ox].m_idx = tmp;
488 m_list[p_ptr->riding].fy = py;
489 m_list[p_ptr->riding].fx = px;
490 update_mon(cave[py][px].m_idx, TRUE);
495 /* Redraw the old spot */
498 /* Redraw the new spot */
501 /* Check for new panel (redraw map) */
505 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
507 /* Update the monsters */
508 p_ptr->update |= (PU_DISTANCE);
511 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
513 /* Handle stuff XXX XXX XXX */
520 * Teleport the player one level up or down (random when legal)
522 void teleport_player_level(void)
524 /* No effect in arena or quest */
525 if (p_ptr->inside_arena || (p_ptr->inside_quest && !random_quest_number(dun_level)) ||
526 (quest_number(dun_level) && (dun_level > 1) && ironman_downward))
529 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
531 msg_print("There is no effect.");
537 if (p_ptr->anti_tele)
540 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
542 msg_print("A mysterious force prevents you from teleporting!");
548 if (ironman_downward || (dun_level <= d_info[dungeon_type].mindepth))
551 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
553 msg_print("You sink through the floor.");
557 dungeon_type = p_ptr->recall_dungeon;
562 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
564 if (autosave_l) do_cmd_save_game(TRUE);
568 dun_level = d_info[dungeon_type].mindepth;
576 p_ptr->leaving = TRUE;
578 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
581 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
583 msg_print("You rise up through the ceiling.");
587 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
589 if (autosave_l) do_cmd_save_game(TRUE);
593 if (!dun_level) dungeon_type = 0;
598 p_ptr->inside_quest = 0;
599 p_ptr->leaving = TRUE;
601 else if (randint0(100) < 50)
604 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
606 msg_print("You rise up through the ceiling.");
610 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
612 if (autosave_l) do_cmd_save_game(TRUE);
616 if (!dun_level) dungeon_type = 0;
619 p_ptr->leaving = TRUE;
624 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
626 msg_print("You sink through the floor.");
629 if (!dun_level) dungeon_type = p_ptr->recall_dungeon;
631 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
633 if (autosave_l) do_cmd_save_game(TRUE);
638 p_ptr->leaving = TRUE;
641 if (!dun_level && dungeon_type)
643 p_ptr->leaving_dungeon = TRUE;
644 p_ptr->wilderness_y = d_info[dungeon_type].dy;
645 p_ptr->wilderness_x = d_info[dungeon_type].dx;
646 p_ptr->recall_dungeon = dungeon_type;
649 if (!dun_level) dungeon_type = 0;
652 sound(SOUND_TPLEVEL);
657 static int choose_dungeon(cptr note)
663 /* Allocate the "dun" array */
664 C_MAKE(dun, max_d_idx, s16b);
667 for(i = 1; i < max_d_idx; i++)
672 if (!d_info[i].maxdepth) continue;
673 if (!max_dlv[i]) continue;
674 if (d_info[i].final_guardian)
676 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
678 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
681 sprintf(buf," %c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
683 sprintf(buf," %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
689 prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
691 prt(format("Which dungeon do you %s?: ", note), 0, 0);
698 /* Free the "dun" array */
699 C_KILL(dun, max_d_idx, s16b);
704 if (i >= 'a' && i <('a'+num))
706 select_dungeon = dun[i-'a'];
713 /* Free the "dun" array */
714 C_KILL(dun, max_d_idx, s16b);
716 return select_dungeon;
721 * Recall the player to town or dungeon
723 bool recall_player(int turns)
726 * TODO: Recall the player to the last
727 * visited town when in the wilderness
731 if (p_ptr->inside_arena || ironman_downward)
734 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
736 msg_print("Nothing happens.");
742 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
745 if (get_check("¤³¤³¤ÏºÇ¿¼Åþ㳬¤è¤êÀõ¤¤³¬¤Ç¤¹¡£¤³¤Î³¬¤ËÌá¤Ã¤ÆÍè¤Þ¤¹¤«¡© "))
747 if (get_check("Reset recall depth? "))
750 max_dlv[dungeon_type] = dun_level;
751 if (record_maxdeapth)
753 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤¤Ë");
755 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "when recall from dungeon");
760 if (!p_ptr->word_recall)
766 select_dungeon = choose_dungeon("¤Ëµ¢´Ô");
768 select_dungeon = choose_dungeon("recall");
770 if (!select_dungeon) return FALSE;
771 p_ptr->recall_dungeon = select_dungeon;
773 p_ptr->word_recall = turns;
775 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
777 msg_print("The air about you becomes charged...");
780 p_ptr->redraw |= (PR_STATUS);
784 p_ptr->word_recall = 0;
786 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
788 msg_print("A tension leaves the air around you...");
791 p_ptr->redraw |= (PR_STATUS);
797 bool word_of_recall(void)
799 return(recall_player(randint0(21) + 15));
803 bool reset_recall(void)
805 int select_dungeon, dummy = 0;
810 select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È");
812 select_dungeon = choose_dungeon("reset");
815 if (!select_dungeon) return FALSE;
818 sprintf(ppp, "²¿³¬¤Ë¥»¥Ã¥È¤·¤Þ¤¹¤« (%d-%d):", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
820 sprintf(ppp, "Reset to which level (%d-%d): ", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
825 sprintf(tmp_val, "%d", MAX(dun_level, 1));
827 /* Ask for a level */
828 if (get_string(ppp, tmp_val, 10))
830 /* Extract request */
831 dummy = atoi(tmp_val);
834 if (dummy < 1) dummy = 1;
837 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
838 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
840 max_dlv[select_dungeon] = dummy;
842 if (record_maxdeapth)
844 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
846 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "using a scroll of reset recall");
850 msg_format("%s¤Îµ¢´Ô¥ì¥Ù¥ë¤ò %d ³¬¤Ë¥»¥Ã¥È¡£", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
852 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
865 * Apply disenchantment to the player's stuff
867 * XXX XXX XXX This function is also called from the "melee" code
869 * Return "TRUE" if the player notices anything
871 bool apply_disenchant(int mode)
875 char o_name[MAX_NLEN];
876 int to_h, to_d, to_a, pval;
878 /* Pick a random slot */
881 case 1: t = INVEN_RARM; break;
882 case 2: t = INVEN_LARM; break;
883 case 3: t = INVEN_BOW; break;
884 case 4: t = INVEN_BODY; break;
885 case 5: t = INVEN_OUTER; break;
886 case 6: t = INVEN_HEAD; break;
887 case 7: t = INVEN_HANDS; break;
888 case 8: t = INVEN_FEET; break;
892 o_ptr = &inventory[t];
894 /* No item, nothing happens */
895 if (!o_ptr->k_idx) return (FALSE);
898 /* Nothing to disenchant */
899 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
901 /* Nothing to notice */
906 /* Describe the object */
907 object_desc(o_name, o_ptr, FALSE, 0);
910 /* Artifacts have 71% chance to resist */
911 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 71))
915 msg_format("%s(%c)¤ÏÎô²½¤òÄ·¤ÍÊÖ¤·¤¿¡ª",o_name, index_to_label(t) );
917 msg_format("Your %s (%c) resist%s disenchantment!",
918 o_name, index_to_label(t),
919 ((o_ptr->number != 1) ? "" : "s"));
928 /* Memorize old value */
934 /* Disenchant tohit */
935 if (o_ptr->to_h > 0) o_ptr->to_h--;
936 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
938 /* Disenchant todam */
939 if (o_ptr->to_d > 0) o_ptr->to_d--;
940 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
942 /* Disenchant toac */
943 if (o_ptr->to_a > 0) o_ptr->to_a--;
944 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
946 /* Disenchant pval (occasionally) */
947 /* Unless called from wild_magic() */
948 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
950 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
951 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
955 msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
956 o_name, index_to_label(t) );
958 msg_format("Your %s (%c) %s disenchanted!",
959 o_name, index_to_label(t),
960 ((o_ptr->number != 1) ? "were" : "was"));
963 chg_virtue(V_HARMONY, 1);
964 chg_virtue(V_ENCHANT, -2);
966 /* Recalculate bonuses */
967 p_ptr->update |= (PU_BONUS);
970 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
980 void mutate_player(void)
982 int max1, cur1, max2, cur2, ii, jj, i;
984 /* Pick a pair of stats */
986 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
988 max1 = p_ptr->stat_max[ii];
989 cur1 = p_ptr->stat_cur[ii];
990 max2 = p_ptr->stat_max[jj];
991 cur2 = p_ptr->stat_cur[jj];
993 p_ptr->stat_max[ii] = max2;
994 p_ptr->stat_cur[ii] = cur2;
995 p_ptr->stat_max[jj] = max1;
996 p_ptr->stat_cur[jj] = cur1;
1000 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1001 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1004 p_ptr->update |= (PU_BONUS);
1011 void apply_nexus(monster_type *m_ptr)
1013 switch (randint1(7))
1015 case 1: case 2: case 3:
1017 teleport_player(200);
1023 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
1029 if (randint0(100) < p_ptr->skill_sav)
1032 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1034 msg_print("You resist the effects!");
1040 /* Teleport Level */
1041 teleport_player_level();
1047 if (randint0(100) < p_ptr->skill_sav)
1050 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1052 msg_print("You resist the effects!");
1059 msg_print("ÂΤ¬¤Í¤¸¤ì»Ï¤á¤¿...");
1061 msg_print("Your body starts to scramble...");
1072 * Charge a lite (torch or latern)
1074 void phlogiston(void)
1077 object_type * o_ptr = &inventory[INVEN_LITE];
1080 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1082 max_flog = FUEL_LAMP;
1086 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1088 max_flog = FUEL_TORCH;
1091 /* No torch to refill */
1095 msg_print("dzÁǤò¾ÃÈñ¤¹¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Þ¤»¤ó¡£");
1097 msg_print("You are not wielding anything which uses phlogiston.");
1103 if (o_ptr->xtra4 >= max_flog)
1106 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¤³¤ì°Ê¾ådzÁǤòÊä½¼¤Ç¤¤Þ¤»¤ó¡£");
1108 msg_print("No more phlogiston can be put in this item.");
1115 o_ptr->xtra4 += (max_flog / 2);
1119 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ËdzÁǤòÊä½¼¤·¤¿¡£");
1121 msg_print("You add phlogiston to your light item.");
1126 if (o_ptr->xtra4 >= max_flog)
1128 o_ptr->xtra4 = max_flog;
1130 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ÏËþ¥¿¥ó¤Ë¤Ê¤Ã¤¿¡£");
1132 msg_print("Your light item is full.");
1137 /* Recalculate torch */
1138 p_ptr->update |= (PU_TORCH);
1142 static bool item_tester_hook_weapon_nobow(object_type *o_ptr)
1144 switch (o_ptr->tval)
1154 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
1162 * Brand the current weapon
1164 void brand_weapon(int brand_type)
1171 /* Assume enchant weapon */
1172 item_tester_hook = item_tester_hook_weapon_nobow;
1173 item_tester_no_ryoute = TRUE;
1177 q = "¤É¤ÎÉð´ï¤ò¶¯²½¤·¤Þ¤¹¤«? ";
1178 s = "¶¯²½¤Ç¤¤ëÉð´ï¤¬¤Ê¤¤¡£";
1180 q = "Enchant which weapon? ";
1181 s = "You have nothing to enchant.";
1184 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1186 /* Get the item (in the pack) */
1189 o_ptr = &inventory[item];
1192 /* Get the item (on the floor) */
1195 o_ptr = &o_list[0 - item];
1199 /* you can never modify artifacts / ego-items */
1200 /* you can never modify cursed items */
1201 /* TY: You _can_ modify broken items (if you're silly enough) */
1202 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
1203 !o_ptr->art_name && !cursed_p(o_ptr) &&
1204 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1205 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1206 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1210 /* Let's get the name before it is changed... */
1211 char o_name[MAX_NLEN];
1212 object_desc(o_name, o_ptr, FALSE, 0);
1217 if (o_ptr->tval == TV_SWORD)
1220 act = "¤Ï±Ô¤µ¤òÁý¤·¤¿¡ª";
1222 act = "becomes very sharp!";
1225 o_ptr->name2 = EGO_SHARPNESS;
1226 o_ptr->pval = m_bonus(5, dun_level) + 1;
1231 act = "¤ÏÇ˲õÎϤòÁý¤·¤¿¡ª";
1233 act = "seems very powerful.";
1236 o_ptr->name2 = EGO_EARTHQUAKES;
1237 o_ptr->pval = m_bonus(3, dun_level);
1242 act = "¤Ï¿Í´Ö¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1244 act = "seems looking for human!";
1247 o_ptr->name2 = EGO_SLAY_HUMAN;
1251 act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
1253 act = "coverd with lightning!";
1256 o_ptr->name2 = EGO_BRAND_ELEC;
1260 act = "¤Ï»À¤Ëʤ¤ï¤ì¤¿¡ª";
1262 act = "coated with acid!";
1265 o_ptr->name2 = EGO_BRAND_ACID;
1269 act = "¤Ï¼Ù°¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
1271 act = "seems looking for evil monster!";
1274 o_ptr->name2 = EGO_SLAY_EVIL;
1278 act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
1280 act = "seems looking for demon!";
1283 o_ptr->name2 = EGO_SLAY_DEMON;
1287 act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
1289 act = "seems looking for undead!";
1292 o_ptr->name2 = EGO_SLAY_UNDEAD;
1296 act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1298 act = "seems looking for animal!";
1301 o_ptr->name2 = EGO_SLAY_ANIMAL;
1305 act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1307 act = "seems looking for dragon!";
1310 o_ptr->name2 = EGO_SLAY_DRAGON;
1314 act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1316 act = "seems looking for troll!";
1319 o_ptr->name2 = EGO_SLAY_TROLL;
1323 act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1325 act = "seems looking for orc!";
1328 o_ptr->name2 = EGO_SLAY_ORC;
1332 act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1334 act = "seems looking for giant!";
1337 o_ptr->name2 = EGO_SLAY_GIANT;
1341 act = "¤ÏÈó¾ï¤ËÉÔ°ÂÄê¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡£";
1343 act = "seems very unstable now.";
1346 o_ptr->name2 = EGO_TRUMP;
1347 o_ptr->pval = randint1(2);
1351 act = "¤Ï·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1353 act = "thirsts for blood!";
1356 o_ptr->name2 = EGO_VAMPIRIC;
1360 act = "¤ÏÆǤËʤ¤ï¤ì¤¿¡£";
1362 act = "is coated with poison.";
1365 o_ptr->name2 = EGO_BRAND_POIS;
1369 act = "¤Ï½ã¥í¥°¥ë¥¹¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£";
1371 act = "is engulfed in raw Logrus!";
1374 o_ptr->name2 = EGO_CHAOTIC;
1378 act = "¤Ï±ê¤Î¥·¡¼¥ë¥É¤Ëʤ¤ï¤ì¤¿¡ª";
1380 act = "is covered in a fiery shield!";
1383 o_ptr->name2 = EGO_BRAND_FIRE;
1387 act = "¤Ï¿¼¤¯Î䤿¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿¡ª";
1389 act = "glows deep, icy blue!";
1392 o_ptr->name2 = EGO_BRAND_COLD;
1397 msg_format("¤¢¤Ê¤¿¤Î%s%s", o_name, act);
1399 msg_format("Your %s %s", o_name, act);
1403 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1405 o_ptr->discount = 99;
1406 chg_virtue(V_ENCHANT, 2);
1410 if (flush_failure) flush();
1413 msg_print("°ÀÉղä˼ºÇÔ¤·¤¿¡£");
1415 msg_print("The Branding failed.");
1418 chg_virtue(V_ENCHANT, -2);
1424 void call_the_(void)
1428 if (cave_floor_bold(py - 1, px - 1) &&
1429 cave_floor_bold(py - 1, px ) &&
1430 cave_floor_bold(py - 1, px + 1) &&
1431 cave_floor_bold(py , px - 1) &&
1432 cave_floor_bold(py , px + 1) &&
1433 cave_floor_bold(py + 1, px - 1) &&
1434 cave_floor_bold(py + 1, px ) &&
1435 cave_floor_bold(py + 1, px + 1))
1437 for (i = 1; i < 10; i++)
1439 if (i-5) fire_ball(GF_ROCKET, i, 175, 2);
1442 for (i = 1; i < 10; i++)
1444 if (i-5) fire_ball(GF_MANA, i, 175, 3);
1447 for (i = 1; i < 10; i++)
1449 if (i-5) fire_ball(GF_NUKE, i, 175, 4);
1455 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
1456 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
1457 msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
1459 msg_format("You %s the %s too close to a wall!",
1460 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1461 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1462 msg_print("There is a loud explosion!");
1466 if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), TRUE))
1468 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
1470 msg_print("The dungeon collapses...");
1475 msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
1477 msg_print("The dungeon trembles.");
1482 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
1484 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
1492 * Fetch an item (teleport it right underneath the caster)
1494 void fetch(int dir, int wgt, bool require_los)
1500 char o_name[MAX_NLEN];
1502 /* Check to see if an object is already there */
1503 if (cave[py][px].o_idx)
1506 msg_print("¼«Ê¬¤Î¤β¼¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡£");
1508 msg_print("You can't fetch when you're already standing on something.");
1515 if (dir == 5 && target_okay())
1520 if (distance(py, px, ty, tx) > MAX_RANGE)
1523 msg_print("¤½¤ó¤Ê¤Ë±ó¤¯¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡ª");
1525 msg_print("You can't fetch something that far away!");
1531 c_ptr = &cave[ty][tx];
1533 /* We need an item to fetch */
1537 msg_print("¤½¤³¤Ë¤Ï²¿¤â¤¢¤ê¤Þ¤»¤ó¡£");
1539 msg_print("There is no object at this place.");
1545 /* No fetching from vault */
1546 if (c_ptr->info & CAVE_ICKY)
1549 msg_print("¥¢¥¤¥Æ¥à¤¬¥³¥ó¥È¥í¡¼¥ë¤ò³°¤ì¤ÆÍî¤Á¤¿¡£");
1551 msg_print("The item slips from your control.");
1557 /* We need to see the item */
1558 if (require_los && !player_has_los_bold(ty, tx))
1561 msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
1563 msg_print("You have no direct line of sight to that location.");
1571 /* Use a direction */
1572 ty = py; /* Where to drop the item */
1580 c_ptr = &cave[ty][tx];
1582 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1583 !cave_floor_bold(ty, tx)) return;
1585 while (!c_ptr->o_idx);
1588 o_ptr = &o_list[c_ptr->o_idx];
1590 if (o_ptr->weight > wgt)
1592 /* Too heavy to 'fetch' */
1594 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï½Å²á¤®¤Þ¤¹¡£");
1596 msg_print("The object is too heavy.");
1603 c_ptr->o_idx = o_ptr->next_o_idx;
1604 cave[py][px].o_idx = i; /* 'move' it */
1605 o_ptr->next_o_idx = 0;
1606 o_ptr->iy = (byte)py;
1607 o_ptr->ix = (byte)px;
1609 object_desc(o_name, o_ptr, TRUE, 0);
1611 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
1613 msg_format("%^s flies through the air to your feet.", o_name);
1618 p_ptr->redraw |= PR_MAP;
1622 void alter_reality(void)
1624 if (!quest_number(dun_level) && dun_level)
1627 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
1629 msg_print("The world changes!");
1633 if (autosave_l) do_cmd_save_game(TRUE);
1636 p_ptr->leaving = TRUE;
1641 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
1643 msg_print("The world seems to change for a moment!");
1651 * Leave a "glyph of warding" which prevents monster movement
1653 bool warding_glyph(void)
1656 if (!cave_clean_bold(py, px))
1659 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1661 msg_print("The object resists the spell.");
1667 /* Create a glyph */
1668 cave_set_feat(py, px, FEAT_GLYPH);
1673 bool warding_mirror(void)
1676 if (!cave_clean_bold(py, px))
1679 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1681 msg_print("The object resists the spell.");
1687 /* Create a mirror */
1688 cave[py][px].info |= CAVE_IN_MIRROR;
1690 /* Turn on the light */
1691 cave[py][px].info |= CAVE_GLOW;
1704 * Leave an "explosive rune" which prevents monster movement
1706 bool explosive_rune(void)
1709 if (!cave_clean_bold(py, px))
1712 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1714 msg_print("The object resists the spell.");
1720 /* Create a glyph */
1721 cave_set_feat(py, px, FEAT_MINOR_GLYPH);
1728 * Identify everything being carried.
1729 * Done by a potion of "self knowledge".
1731 void identify_pack(void)
1735 /* Simply identify and know every item */
1736 for (i = 0; i < INVEN_TOTAL; i++)
1738 object_type *o_ptr = &inventory[i];
1740 /* Skip non-objects */
1741 if (!o_ptr->k_idx) continue;
1744 identify_item(o_ptr);
1750 * Used by the "enchant" function (chance of failure)
1751 * (modified for Zangband, we need better stuff there...) -- TY
1753 static int enchant_table[16] =
1755 0, 10, 50, 100, 200,
1756 300, 400, 500, 650, 800,
1757 950, 987, 993, 995, 998,
1763 * Removes curses from items in inventory
1765 * Note that Items which are "Perma-Cursed" (The One Ring,
1766 * The Crown of Morgoth) can NEVER be uncursed.
1768 * Note that if "all" is FALSE, then Items which are
1769 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1770 * will not be uncursed.
1772 static int remove_curse_aux(int all)
1776 /* Attempt to uncurse items being worn */
1777 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1779 object_type *o_ptr = &inventory[i];
1781 /* Skip non-objects */
1782 if (!o_ptr->k_idx) continue;
1784 /* Uncursed already */
1785 if (!cursed_p(o_ptr)) continue;
1787 /* Heavily Cursed Items need a special spell */
1788 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1790 /* Perma-Cursed Items can NEVER be uncursed */
1791 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1794 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1799 o_ptr->curse_flags = 0L;
1801 /* Hack -- Assume felt */
1802 o_ptr->ident |= (IDENT_SENSE);
1805 o_ptr->feeling = FEEL_NONE;
1807 /* Recalculate the bonuses */
1808 p_ptr->update |= (PU_BONUS);
1811 p_ptr->window |= (PW_EQUIP);
1813 /* Count the uncursings */
1817 /* Return "something uncursed" */
1823 * Remove most curses
1825 bool remove_curse(void)
1827 return (remove_curse_aux(FALSE));
1833 bool remove_all_curse(void)
1835 return (remove_curse_aux(TRUE));
1840 * Turns an object into gold, gain some of its value in a shop
1849 char o_name[MAX_NLEN];
1850 char out_val[MAX_NLEN+40];
1854 /* Hack -- force destruction */
1855 if (command_arg > 0) force = TRUE;
1859 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
1860 s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1862 q = "Turn which item to gold? ";
1863 s = "You have nothing to turn to gold.";
1866 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1868 /* Get the item (in the pack) */
1871 o_ptr = &inventory[item];
1874 /* Get the item (on the floor) */
1877 o_ptr = &o_list[0 - item];
1881 /* See how many items */
1882 if (o_ptr->number > 1)
1884 /* Get a quantity */
1885 amt = get_quantity(NULL, o_ptr->number);
1887 /* Allow user abort */
1888 if (amt <= 0) return FALSE;
1892 /* Describe the object */
1893 old_number = o_ptr->number;
1894 o_ptr->number = amt;
1895 object_desc(o_name, o_ptr, TRUE, 3);
1896 o_ptr->number = old_number;
1898 /* Verify unless quantity given */
1901 if (confirm_destroy || (object_value(o_ptr) > 0))
1903 /* Make a verification */
1905 sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
1907 sprintf(out_val, "Really turn %s to gold? ", o_name);
1910 if (!get_check(out_val)) return FALSE;
1914 /* Artifacts cannot be destroyed */
1915 if (!can_player_destroy_object(o_ptr))
1919 msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
1921 msg_format("You fail to turn %s to gold!", o_name);
1928 price = object_value_real(o_ptr);
1934 msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
1936 msg_format("You turn %s to fool's gold.", o_name);
1944 if (amt > 1) price *= amt;
1946 if (price > 30000) price = 30000;
1948 msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
1950 msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
1956 p_ptr->redraw |= (PR_GOLD);
1959 p_ptr->window |= (PW_PLAYER);
1963 /* Eliminate the item (from the pack) */
1966 inven_item_increase(item, -amt);
1967 inven_item_describe(item);
1968 inven_item_optimize(item);
1971 /* Eliminate the item (from the floor) */
1974 floor_item_increase(0 - item, -amt);
1975 floor_item_describe(0 - item);
1976 floor_item_optimize(0 - item);
1984 * Create stairs at the player location
1986 void stair_creation(void)
1989 if (!cave_valid_bold(py, px))
1992 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1994 msg_print("The object resists the spell.");
2001 delete_object(py, px);
2003 /* Create a staircase */
2004 if (p_ptr->inside_arena || (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || p_ptr->inside_battle || !dun_level)
2006 /* arena or quest */
2008 msg_print("¸ú²Ì¤¬¤¢¤ê¤Þ¤»¤ó¡ª");
2010 msg_print("There is no effect!");
2014 else if (ironman_downward)
2016 /* Town/wilderness or Ironman */
2017 cave_set_feat(py, px, FEAT_MORE);
2019 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
2022 cave_set_feat(py, px, FEAT_LESS);
2024 else if (randint0(100) < 50)
2026 cave_set_feat(py, px, FEAT_MORE);
2030 cave_set_feat(py, px, FEAT_LESS);
2036 * Hook to specify "weapon"
2038 bool item_tester_hook_weapon(object_type *o_ptr)
2040 switch (o_ptr->tval)
2054 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2061 static bool item_tester_hook_weapon2(object_type *o_ptr)
2063 switch (o_ptr->tval)
2083 * Hook to specify "armour"
2085 bool item_tester_hook_armour(object_type *o_ptr)
2087 switch (o_ptr->tval)
2107 static bool item_tester_hook_corpse(object_type *o_ptr)
2109 switch (o_ptr->tval)
2122 * Check if an object is weapon or armour (but not arrow, bolt, or shot)
2124 bool item_tester_hook_weapon_armour(object_type *o_ptr)
2126 switch (o_ptr->tval)
2155 * Check if an object is nameless weapon or armour
2157 static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2159 if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
2162 switch (o_ptr->tval)
2191 * Break the curse of an item
2193 static void break_curse(object_type *o_ptr)
2195 if (cursed_p(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2198 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
2200 msg_print("The curse is broken!");
2203 o_ptr->curse_flags = 0L;
2205 o_ptr->ident |= (IDENT_SENSE);
2207 o_ptr->feeling = FEEL_NONE;
2213 * Enchants a plus onto an item. -RAK-
2215 * Revamped! Now takes item pointer, number of times to try enchanting,
2216 * and a flag of what to try enchanting. Artifacts resist enchantment
2217 * some of the time, and successful enchantment to at least +0 might
2218 * break a curse on the item. -CFT-
2220 * Note that an item can technically be enchanted all the way to +15 if
2221 * you wait a very, very, long time. Going from +9 to +10 only works
2222 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2224 * Note that this function can now be used on "piles" of items, and
2225 * the larger the pile, the lower the chance of success.
2227 bool enchant(object_type *o_ptr, int n, int eflag)
2229 int i, chance, prob;
2231 bool a = (artifact_p(o_ptr) || o_ptr->art_name);
2232 bool force = (eflag & ENCH_FORCE);
2235 /* Large piles resist enchantment */
2236 prob = o_ptr->number * 100;
2238 /* Missiles are easy to enchant */
2239 if ((o_ptr->tval == TV_BOLT) ||
2240 (o_ptr->tval == TV_ARROW) ||
2241 (o_ptr->tval == TV_SHOT))
2247 for (i = 0; i < n; i++)
2249 /* Hack -- Roll for pile resistance */
2250 if (!force && randint0(prob) >= 100) continue;
2252 /* Enchant to hit */
2253 if (eflag & ENCH_TOHIT)
2255 if (o_ptr->to_h < 0) chance = 0;
2256 else if (o_ptr->to_h > 15) chance = 1000;
2257 else chance = enchant_table[o_ptr->to_h];
2259 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2264 /* only when you get it above -1 -CFT */
2265 if (o_ptr->to_h >= 0)
2270 /* Enchant to damage */
2271 if (eflag & ENCH_TODAM)
2273 if (o_ptr->to_d < 0) chance = 0;
2274 else if (o_ptr->to_d > 15) chance = 1000;
2275 else chance = enchant_table[o_ptr->to_d];
2277 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2282 /* only when you get it above -1 -CFT */
2283 if (o_ptr->to_d >= 0)
2288 /* Enchant to armor class */
2289 if (eflag & ENCH_TOAC)
2291 if (o_ptr->to_a < 0) chance = 0;
2292 else if (o_ptr->to_a > 15) chance = 1000;
2293 else chance = enchant_table[o_ptr->to_a];
2295 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2300 /* only when you get it above -1 -CFT */
2301 if (o_ptr->to_a >= 0)
2308 if (!res) return (FALSE);
2310 /* Recalculate bonuses */
2311 p_ptr->update |= (PU_BONUS);
2313 /* Combine / Reorder the pack (later) */
2314 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2317 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2328 * Enchant an item (in the inventory or on the floor)
2329 * Note that "num_ac" requires armour, else weapon
2330 * Returns TRUE if attempted, FALSE if cancelled
2332 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2337 char o_name[MAX_NLEN];
2341 /* Assume enchant weapon */
2342 item_tester_hook = item_tester_hook_weapon;
2343 item_tester_no_ryoute = TRUE;
2345 /* Enchant armor if requested */
2346 if (num_ac) item_tester_hook = item_tester_hook_armour;
2350 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2351 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2353 q = "Enchant which item? ";
2354 s = "You have nothing to enchant.";
2357 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2359 /* Get the item (in the pack) */
2362 o_ptr = &inventory[item];
2365 /* Get the item (on the floor) */
2368 o_ptr = &o_list[0 - item];
2373 object_desc(o_name, o_ptr, FALSE, 0);
2377 msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
2380 msg_format("%s %s glow%s brightly!",
2381 ((item >= 0) ? "Your" : "The"), o_name,
2382 ((o_ptr->number > 1) ? "" : "s"));
2387 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2388 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2389 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2395 if (flush_failure) flush();
2399 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2401 msg_print("The enchantment failed.");
2404 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2407 chg_virtue(V_ENCHANT, 1);
2411 /* Something happened */
2416 bool artifact_scroll(void)
2421 char o_name[MAX_NLEN];
2425 item_tester_no_ryoute = TRUE;
2426 /* Enchant weapon/armour */
2427 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2431 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2432 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2434 q = "Enchant which item? ";
2435 s = "You have nothing to enchant.";
2438 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2440 /* Get the item (in the pack) */
2443 o_ptr = &inventory[item];
2446 /* Get the item (on the floor) */
2449 o_ptr = &o_list[0 - item];
2454 object_desc(o_name, o_ptr, FALSE, 0);
2458 msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
2460 msg_format("%s %s radiate%s a blinding light!",
2461 ((item >= 0) ? "Your" : "The"), o_name,
2462 ((o_ptr->number > 1) ? "" : "s"));
2465 if (o_ptr->name1 || o_ptr->art_name)
2468 msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2471 msg_format("The %s %s already %s!",
2472 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2473 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2479 else if (o_ptr->name2)
2482 msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2485 msg_format("The %s %s already %s!",
2486 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2487 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2493 else if (o_ptr->xtra3)
2496 msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª",
2499 msg_format("The %s %s already %s!",
2500 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2501 ((o_ptr->number > 1) ? "kaji items" : "an kaji item"));
2507 if (o_ptr->number > 1)
2510 msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
2511 msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
2513 msg_print("Not enough enough energy to enchant more than one object!");
2514 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2519 inven_item_increase(item, 1-(o_ptr->number));
2523 floor_item_increase(0-item, 1-(o_ptr->number));
2526 okay = create_artifact(o_ptr, TRUE);
2533 if (flush_failure) flush();
2537 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2539 msg_print("The enchantment failed.");
2542 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2545 chg_virtue(V_ENCHANT, 1);
2549 /* Something happened */
2555 * Identify an object
2557 bool identify_item(object_type *o_ptr)
2559 bool old_known = FALSE;
2560 char o_name[MAX_NLEN];
2563 object_desc(o_name, o_ptr, TRUE, 3);
2565 if (o_ptr->ident & IDENT_KNOWN)
2568 if (!(o_ptr->ident & (IDENT_MENTAL)))
2570 if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
2571 chg_virtue(V_KNOWLEDGE, 1);
2574 /* Identify it fully */
2575 object_aware(o_ptr);
2576 object_known(o_ptr);
2578 /* Recalculate bonuses */
2579 p_ptr->update |= (PU_BONUS);
2581 /* Combine / Reorder the pack (later) */
2582 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2585 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2587 strcpy(record_o_name, o_name);
2591 object_desc(o_name, o_ptr, TRUE, 0);
2593 if(record_fix_art && !old_known && artifact_p(o_ptr))
2594 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2595 if(record_rand_art && !old_known && o_ptr->art_name)
2596 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2602 static bool item_tester_hook_identify(object_type *o_ptr)
2604 return (bool)!object_known_p(o_ptr);
2607 static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2609 if (object_known_p(o_ptr))
2611 return item_tester_hook_weapon_armour(o_ptr);
2615 * Identify an object in the inventory (or on the floor)
2616 * This routine does *not* automatically combine objects.
2617 * Returns TRUE if something was identified, else FALSE.
2619 bool ident_spell(bool only_equip, bool wait_optimize)
2623 char o_name[MAX_NLEN];
2628 item_tester_no_ryoute = TRUE;
2631 item_tester_hook = item_tester_hook_identify_weapon_armour;
2633 item_tester_hook = item_tester_hook_identify;
2635 if (!can_get_item())
2639 item_tester_hook = item_tester_hook_weapon_armour;
2643 item_tester_hook = NULL;
2649 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2650 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2652 q = "Identify which item? ";
2653 s = "You have nothing to identify.";
2656 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2658 /* Get the item (in the pack) */
2661 o_ptr = &inventory[item];
2664 /* Get the item (on the floor) */
2667 o_ptr = &o_list[0 - item];
2671 old_known = identify_item(o_ptr);
2674 object_desc(o_name, o_ptr, TRUE, 3);
2677 if (item >= INVEN_RARM)
2680 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
2682 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
2688 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
2690 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
2696 msg_format("¾²¾å: %s¡£", o_name);
2698 msg_format("On the ground: %s.", o_name);
2702 /* Auto-inscription/destroy */
2703 idx = is_autopick(o_ptr);
2704 auto_inscribe_item(item, idx);
2705 if (destroy_identify && !old_known)
2706 auto_destroy_item(item, idx, wait_optimize);
2708 /* Something happened */
2714 * Mundanify an object in the inventory (or on the floor)
2715 * This routine does *not* automatically combine objects.
2716 * Returns TRUE if something was mundanified, else FALSE.
2718 bool mundane_spell(bool only_equip)
2724 if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
2725 item_tester_no_ryoute = TRUE;
2729 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
2730 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2732 q = "Use which item? ";
2733 s = "You have nothing you can use.";
2736 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2738 /* Get the item (in the pack) */
2741 o_ptr = &inventory[item];
2744 /* Get the item (on the floor) */
2747 o_ptr = &o_list[0 - item];
2752 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2754 msg_print("There is a bright flash of light!");
2757 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2758 byte ix = o_ptr->ix; /* X-position on map, or zero */
2759 s16b next_o_idx= o_ptr->next_o_idx; /* Next object in stack (if any) */
2760 byte marked=o_ptr->marked; /* Object is marked */
2761 s16b weight = (o_ptr->number*o_ptr->weight);
2764 object_prep(o_ptr, o_ptr->k_idx);
2768 o_ptr->next_o_idx=next_o_idx;
2769 o_ptr->marked=marked;
2770 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2774 /* Something happened */
2780 static bool item_tester_hook_identify_fully(object_type *o_ptr)
2782 return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
2785 static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
2787 if (!item_tester_hook_identify_fully(o_ptr))
2789 return item_tester_hook_weapon_armour(o_ptr);
2793 * Fully "identify" an object in the inventory -BEN-
2794 * This routine returns TRUE if an item was identified.
2796 bool identify_fully(bool only_equip, bool wait_optimize)
2800 char o_name[MAX_NLEN];
2805 item_tester_no_ryoute = TRUE;
2807 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2809 item_tester_hook = item_tester_hook_identify_fully;
2811 if (!can_get_item())
2814 item_tester_hook = item_tester_hook_weapon_armour;
2816 item_tester_hook = NULL;
2821 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2822 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2824 q = "Identify which item? ";
2825 s = "You have nothing to identify.";
2828 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2830 /* Get the item (in the pack) */
2833 o_ptr = &inventory[item];
2836 /* Get the item (on the floor) */
2839 o_ptr = &o_list[0 - item];
2843 old_known = identify_item(o_ptr);
2845 /* Mark the item as fully known */
2846 o_ptr->ident |= (IDENT_MENTAL);
2852 object_desc(o_name, o_ptr, TRUE, 3);
2855 if (item >= INVEN_RARM)
2858 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
2860 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
2868 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
2870 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
2876 msg_format("¾²¾å: %s¡£", o_name);
2878 msg_format("On the ground: %s.", o_name);
2882 /* Describe it fully */
2883 (void)identify_fully_aux(o_ptr);
2885 /* Auto-inscription/destroy */
2886 idx = is_autopick(o_ptr);
2887 auto_inscribe_item(item, idx);
2888 if (destroy_identify && !old_known)
2889 auto_destroy_item(item, idx, wait_optimize);
2899 * Hook for "get_item()". Determine if something is rechargable.
2901 bool item_tester_hook_recharge(object_type *o_ptr)
2903 /* Recharge staffs */
2904 if (o_ptr->tval == TV_STAFF) return (TRUE);
2906 /* Recharge wands */
2907 if (o_ptr->tval == TV_WAND) return (TRUE);
2909 /* Hack -- Recharge rods */
2910 if (o_ptr->tval == TV_ROD) return (TRUE);
2918 * Recharge a wand/staff/rod from the pack or on the floor.
2919 * This function has been rewritten in Oangband and ZAngband.
2921 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2922 * Chaos -- Arcane Binding --> recharge(90)
2924 * Scroll of recharging --> recharge(130)
2925 * Artifact activation/Thingol --> recharge(130)
2927 * It is harder to recharge high level, and highly charged wands,
2928 * staffs, and rods. The more wands in a stack, the more easily and
2929 * strongly they recharge. Staffs, however, each get fewer charges if
2932 * XXX XXX XXX Beware of "sliding index errors".
2934 bool recharge(int power)
2937 int recharge_strength, recharge_amount;
2946 char o_name[MAX_NLEN];
2948 /* Only accept legal items */
2949 item_tester_hook = item_tester_hook_recharge;
2953 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
2954 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2956 q = "Recharge which item? ";
2957 s = "You have nothing to recharge.";
2960 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2962 /* Get the item (in the pack) */
2965 o_ptr = &inventory[item];
2968 /* Get the item (on the floor) */
2971 o_ptr = &o_list[0 - item];
2974 /* Get the object kind. */
2975 k_ptr = &k_info[o_ptr->k_idx];
2977 /* Extract the object "level" */
2978 lev = get_object_level(o_ptr);
2981 /* Recharge a rod */
2982 if (o_ptr->tval == TV_ROD)
2984 /* Extract a recharge strength by comparing object level to power. */
2985 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2989 if (one_in_(recharge_strength))
2991 /* Activate the failure code. */
2998 /* Recharge amount */
2999 recharge_amount = (power * damroll(3, 2));
3001 /* Recharge by that amount */
3002 if (o_ptr->timeout > recharge_amount)
3003 o_ptr->timeout -= recharge_amount;
3010 /* Recharge wand/staff */
3013 /* Extract a recharge strength by comparing object level to power.
3014 * Divide up a stack of wands' charges to calculate charge penalty.
3016 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3017 recharge_strength = (100 + power - lev -
3018 (8 * o_ptr->pval / o_ptr->number)) / 15;
3020 /* All staffs, unstacked wands. */
3021 else recharge_strength = (100 + power - lev -
3022 (8 * o_ptr->pval)) / 15;
3025 if (recharge_strength < 0) recharge_strength = 0;
3028 if (one_in_(recharge_strength))
3030 /* Activate the failure code. */
3034 /* If the spell didn't backfire, recharge the wand or staff. */
3037 /* Recharge based on the standard number of charges. */
3038 recharge_amount = randint1(1 + k_ptr->pval / 2);
3040 /* Multiple wands in a stack increase recharging somewhat. */
3041 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3044 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
3045 if (recharge_amount < 1) recharge_amount = 1;
3046 if (recharge_amount > 12) recharge_amount = 12;
3049 /* But each staff in a stack gets fewer additional charges,
3050 * although always at least one.
3052 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
3054 recharge_amount /= o_ptr->number;
3055 if (recharge_amount < 1) recharge_amount = 1;
3058 /* Recharge the wand or staff. */
3059 o_ptr->pval += recharge_amount;
3062 /* Hack -- we no longer "know" the item */
3063 o_ptr->ident &= ~(IDENT_KNOWN);
3065 /* Hack -- we no longer think the item is empty */
3066 o_ptr->ident &= ~(IDENT_EMPTY);
3071 /* Inflict the penalties for failing a recharge. */
3074 /* Artifacts are never destroyed. */
3075 if (artifact_p(o_ptr))
3077 object_desc(o_name, o_ptr, TRUE, 0);
3079 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
3081 msg_format("The recharging backfires - %s is completely drained!", o_name);
3085 /* Artifact rods. */
3086 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3087 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3089 /* Artifact wands and staffs. */
3090 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3095 /* Get the object description */
3096 object_desc(o_name, o_ptr, FALSE, 0);
3098 /*** Determine Seriousness of Failure ***/
3100 /* Mages recharge objects more safely. */
3101 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)
3103 /* 10% chance to blow up one rod, otherwise draining. */
3104 if (o_ptr->tval == TV_ROD)
3106 if (one_in_(10)) fail_type = 2;
3109 /* 75% chance to blow up one wand, otherwise draining. */
3110 else if (o_ptr->tval == TV_WAND)
3112 if (!one_in_(3)) fail_type = 2;
3115 /* 50% chance to blow up one staff, otherwise no effect. */
3116 else if (o_ptr->tval == TV_STAFF)
3118 if (one_in_(2)) fail_type = 2;
3123 /* All other classes get no special favors. */
3126 /* 33% chance to blow up one rod, otherwise draining. */
3127 if (o_ptr->tval == TV_ROD)
3129 if (one_in_(3)) fail_type = 2;
3132 /* 20% chance of the entire stack, else destroy one wand. */
3133 else if (o_ptr->tval == TV_WAND)
3135 if (one_in_(5)) fail_type = 3;
3138 /* Blow up one staff. */
3139 else if (o_ptr->tval == TV_STAFF)
3145 /*** Apply draining and destruction. ***/
3147 /* Drain object or stack of objects. */
3150 if (o_ptr->tval == TV_ROD)
3153 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
3155 msg_print("The recharge backfires, draining the rod further!");
3158 if (o_ptr->timeout < 10000)
3159 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3161 else if (o_ptr->tval == TV_WAND)
3164 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
3166 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
3171 /* Staffs aren't drained. */
3174 /* Destroy an object or one in a stack of objects. */
3177 if (o_ptr->number > 1)
3179 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
3181 msg_format("Wild magic consumes one of your %s!", o_name);
3186 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3188 msg_format("Wild magic consumes your %s!", o_name);
3192 /* Reduce rod stack maximum timeout, drain wands. */
3193 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3194 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3196 /* Reduce and describe inventory */
3199 inven_item_increase(item, -1);
3200 inven_item_describe(item);
3201 inven_item_optimize(item);
3204 /* Reduce and describe floor item */
3207 floor_item_increase(0 - item, -1);
3208 floor_item_describe(0 - item);
3209 floor_item_optimize(0 - item);
3213 /* Destroy all members of a stack of objects. */
3216 if (o_ptr->number > 1)
3218 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
3220 msg_format("Wild magic consumes all your %s!", o_name);
3225 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3227 msg_format("Wild magic consumes your %s!", o_name);
3232 /* Reduce and describe inventory */
3235 inven_item_increase(item, -999);
3236 inven_item_describe(item);
3237 inven_item_optimize(item);
3240 /* Reduce and describe floor item */
3243 floor_item_increase(0 - item, -999);
3244 floor_item_describe(0 - item);
3245 floor_item_optimize(0 - item);
3251 /* Combine / Reorder the pack (later) */
3252 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3255 p_ptr->window |= (PW_INVEN);
3257 /* Something was done */
3265 bool bless_weapon(void)
3269 u32b flgs[TR_FLAG_SIZE];
3270 char o_name[MAX_NLEN];
3273 item_tester_no_ryoute = TRUE;
3274 /* Assume enchant weapon */
3275 item_tester_hook = item_tester_hook_weapon2;
3279 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
3280 s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3282 q = "Bless which weapon? ";
3283 s = "You have weapon to bless.";
3286 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3289 /* Get the item (in the pack) */
3292 o_ptr = &inventory[item];
3295 /* Get the item (on the floor) */
3298 o_ptr = &o_list[0 - item];
3303 object_desc(o_name, o_ptr, FALSE, 0);
3305 /* Extract the flags */
3306 object_flags(o_ptr, flgs);
3308 if (cursed_p(o_ptr))
3310 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3311 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3314 msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
3317 msg_format("The black aura on %s %s disrupts the blessing!",
3318 ((item >= 0) ? "your" : "the"), o_name);
3325 msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
3328 msg_format("A malignant aura leaves %s %s.",
3329 ((item >= 0) ? "your" : "the"), o_name);
3334 o_ptr->curse_flags = 0L;
3336 /* Hack -- Assume felt */
3337 o_ptr->ident |= (IDENT_SENSE);
3340 o_ptr->feeling = FEEL_NONE;
3342 /* Recalculate the bonuses */
3343 p_ptr->update |= (PU_BONUS);
3346 p_ptr->window |= (PW_EQUIP);
3350 * Next, we try to bless it. Artifacts have a 1/3 chance of
3351 * being blessed, otherwise, the operation simply disenchants
3352 * them, godly power negating the magic. Ok, the explanation
3353 * is silly, but otherwise priests would always bless every
3354 * artifact weapon they find. Ego weapons and normal weapons
3355 * can be blessed automatically.
3357 if (have_flag(flgs, TR_BLESSED))
3360 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
3363 msg_format("%s %s %s blessed already.",
3364 ((item >= 0) ? "Your" : "The"), o_name,
3365 ((o_ptr->number > 1) ? "were" : "was"));
3371 if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || one_in_(3))
3375 msg_format("%s¤Ïµ±¤¤¤¿¡ª",
3378 msg_format("%s %s shine%s!",
3379 ((item >= 0) ? "Your" : "The"), o_name,
3380 ((o_ptr->number > 1) ? "" : "s"));
3383 add_flag(o_ptr->art_flags, TR_BLESSED);
3384 o_ptr->discount = 99;
3388 bool dis_happened = FALSE;
3391 msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
3393 msg_print("The weapon resists your blessing!");
3397 /* Disenchant tohit */
3398 if (o_ptr->to_h > 0)
3401 dis_happened = TRUE;
3404 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3406 /* Disenchant todam */
3407 if (o_ptr->to_d > 0)
3410 dis_happened = TRUE;
3413 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3415 /* Disenchant toac */
3416 if (o_ptr->to_a > 0)
3419 dis_happened = TRUE;
3422 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3427 msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
3429 msg_print("There is a static feeling in the air...");
3433 msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
3436 msg_format("%s %s %s disenchanted!",
3437 ((item >= 0) ? "Your" : "The"), o_name,
3438 ((o_ptr->number > 1) ? "were" : "was"));
3444 /* Recalculate bonuses */
3445 p_ptr->update |= (PU_BONUS);
3448 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3459 bool pulish_shield(void)
3463 u32b flgs[TR_FLAG_SIZE];
3464 char o_name[MAX_NLEN];
3467 item_tester_no_ryoute = TRUE;
3468 /* Assume enchant weapon */
3469 item_tester_tval = TV_SHIELD;
3473 q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
3474 s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3476 q = "Pulish which weapon? ";
3477 s = "You have weapon to pulish.";
3480 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3483 /* Get the item (in the pack) */
3486 o_ptr = &inventory[item];
3489 /* Get the item (on the floor) */
3492 o_ptr = &o_list[0 - item];
3497 object_desc(o_name, o_ptr, FALSE, 0);
3499 /* Extract the flags */
3500 object_flags(o_ptr, flgs);
3502 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
3503 !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_SHIELD_OF_DEFLECTION))
3506 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
3508 msg_format("%s %s shine%s!",
3509 ((item >= 0) ? "Your" : "The"), o_name,
3510 ((o_ptr->number > 1) ? "" : "s"));
3512 o_ptr->name2 = EGO_REFLECTION;
3513 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3515 o_ptr->discount = 99;
3516 chg_virtue(V_ENCHANT, 2);
3522 if (flush_failure) flush();
3525 msg_print("¼ºÇÔ¤·¤¿¡£");
3527 msg_print("Failed.");
3530 chg_virtue(V_ENCHANT, -2);
3539 * Potions "smash open" and cause an area effect when
3540 * (1) they are shattered while in the player's inventory,
3541 * due to cold (etc) attacks;
3542 * (2) they are thrown at a monster, or obstacle;
3543 * (3) they are shattered by a "cold ball" or other such spell
3544 * while lying on the floor.
3547 * who --- who caused the potion to shatter (0=player)
3548 * potions that smash on the floor are assumed to
3549 * be caused by no-one (who = 1), as are those that
3550 * shatter inside the player inventory.
3551 * (Not anymore -- I changed this; TY)
3552 * y, x --- coordinates of the potion (or player if
3553 * the potion was in her inventory);
3554 * o_ptr --- pointer to the potion object.
3556 bool potion_smash_effect(int who, int y, int x, int k_idx)
3564 object_kind *k_ptr = &k_info[k_idx];
3566 switch (k_ptr->sval)
3568 case SV_POTION_SALT_WATER:
3569 case SV_POTION_SLIME_MOLD:
3570 case SV_POTION_LOSE_MEMORIES:
3571 case SV_POTION_DEC_STR:
3572 case SV_POTION_DEC_INT:
3573 case SV_POTION_DEC_WIS:
3574 case SV_POTION_DEC_DEX:
3575 case SV_POTION_DEC_CON:
3576 case SV_POTION_DEC_CHR:
3577 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3578 case SV_POTION_APPLE_JUICE:
3581 case SV_POTION_INFRAVISION:
3582 case SV_POTION_DETECT_INVIS:
3583 case SV_POTION_SLOW_POISON:
3584 case SV_POTION_CURE_POISON:
3585 case SV_POTION_BOLDNESS:
3586 case SV_POTION_RESIST_HEAT:
3587 case SV_POTION_RESIST_COLD:
3588 case SV_POTION_HEROISM:
3589 case SV_POTION_BESERK_STRENGTH:
3590 case SV_POTION_RES_STR:
3591 case SV_POTION_RES_INT:
3592 case SV_POTION_RES_WIS:
3593 case SV_POTION_RES_DEX:
3594 case SV_POTION_RES_CON:
3595 case SV_POTION_RES_CHR:
3596 case SV_POTION_INC_STR:
3597 case SV_POTION_INC_INT:
3598 case SV_POTION_INC_WIS:
3599 case SV_POTION_INC_DEX:
3600 case SV_POTION_INC_CON:
3601 case SV_POTION_INC_CHR:
3602 case SV_POTION_AUGMENTATION:
3603 case SV_POTION_ENLIGHTENMENT:
3604 case SV_POTION_STAR_ENLIGHTENMENT:
3605 case SV_POTION_SELF_KNOWLEDGE:
3606 case SV_POTION_EXPERIENCE:
3607 case SV_POTION_RESISTANCE:
3608 case SV_POTION_INVULNERABILITY:
3609 case SV_POTION_NEW_LIFE:
3610 /* All of the above potions have no effect when shattered */
3612 case SV_POTION_SLOWNESS:
3618 case SV_POTION_POISON:
3624 case SV_POTION_BLINDNESS:
3629 case SV_POTION_CONFUSION: /* Booze */
3634 case SV_POTION_SLEEP:
3639 case SV_POTION_RUINATION:
3640 case SV_POTION_DETONATIONS:
3642 dam = damroll(25, 25);
3646 case SV_POTION_DEATH:
3647 dt = GF_DEATH_RAY; /* !! */
3648 dam = k_ptr->level * 10;
3653 case SV_POTION_SPEED:
3657 case SV_POTION_CURE_LIGHT:
3659 dam = damroll(2, 3);
3662 case SV_POTION_CURE_SERIOUS:
3664 dam = damroll(4, 3);
3667 case SV_POTION_CURE_CRITICAL:
3668 case SV_POTION_CURING:
3670 dam = damroll(6, 3);
3673 case SV_POTION_HEALING:
3675 dam = damroll(10, 10);
3678 case SV_POTION_RESTORE_EXP:
3684 case SV_POTION_LIFE:
3686 dam = damroll(50, 50);
3690 case SV_POTION_STAR_HEALING:
3692 dam = damroll(50, 50);
3696 case SV_POTION_RESTORE_MANA: /* MANA */
3698 dam = damroll(10, 10);
3706 (void)project(who, radius, y, x, dam, dt,
3707 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3709 /* XXX those potions that explode need to become "known" */
3715 * Hack -- Display all known spells in a window
3717 * XXX XXX XXX Need to analyze size of the window.
3719 * XXX XXX XXX Need more color coding.
3721 void display_spell_list(void)
3734 /* They have too many spells to list */
3735 if (p_ptr->pclass == CLASS_SORCERER) return;
3736 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3738 /* mind.c type classes */
3739 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3740 (p_ptr->pclass == CLASS_BERSERKER) ||
3741 (p_ptr->pclass == CLASS_NINJA) ||
3742 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3743 (p_ptr->pclass == CLASS_FORCETRAINER))
3749 int plev = p_ptr->lev;
3755 bool use_hp = FALSE;
3757 /* Display a list of spells */
3760 put_str("̾Á°", y, x + 5);
3761 put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
3763 put_str("Name", y, x + 5);
3764 put_str("Lv Mana Fail Info", y, x + 35);
3767 switch(p_ptr->pclass)
3769 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3770 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3771 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3772 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3773 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3774 default: use_mind = 0;break;
3777 /* Dump the spells */
3778 for (i = 0; i < MAX_MIND_POWERS; i++)
3780 byte a = TERM_WHITE;
3782 /* Access the available spell */
3783 spell = mind_powers[use_mind].info[i];
3784 if (spell.min_lev > plev) break;
3786 /* Get the failure rate */
3787 chance = spell.fail;
3789 /* Reduce failure rate by "effective" level adjustment */
3790 chance -= 3 * (p_ptr->lev - spell.min_lev);
3792 /* Reduce failure rate by INT/WIS adjustment */
3793 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3797 /* Not enough mana to cast */
3798 if (spell.mana_cost > p_ptr->csp)
3800 chance += 5 * (spell.mana_cost - p_ptr->csp);
3806 /* Not enough hp to cast */
3807 if (spell.mana_cost > p_ptr->chp)
3814 /* Extract the minimum failure rate */
3815 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3817 /* Minimum failure rate */
3818 if (chance < minfail) chance = minfail;
3820 /* Stunning makes spells harder */
3821 if (p_ptr->stun > 50) chance += 25;
3822 else if (p_ptr->stun) chance += 15;
3824 /* Always a 5 percent chance of working */
3825 if (chance > 95) chance = 95;
3828 mindcraft_info(comment, use_mind, i);
3830 /* Dump the spell */
3831 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3833 spell.min_lev, spell.mana_cost, chance, comment);
3835 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3840 /* Cannot read spellbooks */
3841 if (REALM_NONE == p_ptr->realm1) return;
3843 /* Normal spellcaster with books */
3846 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3850 /* Reset vertical */
3853 /* Vertical location */
3854 y = (j < 3) ? 0 : (m[j - 3] + 2);
3856 /* Horizontal location */
3860 for (i = 0; i < 32; i++)
3862 byte a = TERM_WHITE;
3864 /* Access the spell */
3865 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3867 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3871 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3874 strcpy(name, spell_names[technic2magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2)-1][i % 32]);
3877 if (s_ptr->slevel >= 99)
3881 strcpy(name, "(ȽÆÉÉÔǽ)");
3883 strcpy(name, "(illegible)");
3893 ((p_ptr->spell_forgotten1 & (1L << i))) :
3894 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3901 else if (!((j < 1) ?
3902 (p_ptr->spell_learned1 & (1L << i)) :
3903 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3910 else if (!((j < 1) ?
3911 (p_ptr->spell_worked1 & (1L << i)) :
3912 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3918 /* Dump the spell --(-- */
3919 sprintf(out_val, "%c/%c) %-20.20s",
3920 I2A(n / 8), I2A(n % 8), name);
3925 /* Dump onto the window */
3926 Term_putstr(x, m[j], -1, a, out_val);
3936 * Returns experience of a spell
3938 s16b experience_of_spell(int spell, int use_realm)
3940 if (p_ptr->pclass == CLASS_SORCERER) return 1600;
3941 else if (p_ptr->pclass == CLASS_RED_MAGE) return 1200;
3942 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3943 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3949 * Returns spell chance of failure for spell -RAK-
3951 s16b spell_chance(int spell, int use_realm)
3953 int chance, minfail;
3956 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3959 /* Paranoia -- must be literate */
3960 if (!mp_ptr->spell_book) return (100);
3962 if (use_realm == REALM_HISSATSU) return 0;
3964 /* Access the spell */
3965 if (!is_magic(use_realm))
3967 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3971 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3974 /* Extract the base spell failure rate */
3975 chance = s_ptr->sfail;
3977 /* Reduce failure rate by "effective" level adjustment */
3978 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3980 /* Reduce failure rate by INT/WIS adjustment */
3981 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3984 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level-p_ptr->skill_exp[GINOU_RIDING]/100-10,0));
3986 /* Extract mana consumption rate */
3987 shouhimana = s_ptr->smana*(3800 - experience_of_spell(spell, use_realm)) + 2399;
3989 if(p_ptr->dec_mana) shouhimana *= 3;
3990 else shouhimana *= 4;
3993 if(shouhimana < 1) shouhimana = 1;
3995 /* Not enough mana to cast */
3996 if (shouhimana > p_ptr->csp)
3998 chance += 5 * (shouhimana - p_ptr->csp);
4001 chance += p_ptr->to_m_chance;
4002 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
4004 /* Extract the minimum failure rate */
4005 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
4008 * Non mage/priest characters never get too good
4009 * (added high mage, mindcrafter)
4011 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
4013 if (minfail < 5) minfail = 5;
4016 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
4017 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
4018 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
4020 if (p_ptr->heavy_spell) chance += 20;
4021 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
4022 else if (p_ptr->easy_spell) chance-=3;
4023 else if (p_ptr->dec_mana) chance-=2;
4025 if ((use_realm == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
4026 if (((use_realm == REALM_LIFE) || (use_realm == REALM_CRUSADE)) && (p_ptr->align < -20)) chance += penalty;
4027 if (((use_realm == REALM_DEATH) || (use_realm == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
4029 /* Minimum failure rate */
4030 if (chance < minfail) chance = minfail;
4032 /* Stunning makes spells harder */
4033 if (p_ptr->stun > 50) chance += 25;
4034 else if (p_ptr->stun) chance += 15;
4036 /* Always a 5 percent chance of working */
4037 if (chance > 95) chance = 95;
4039 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2))
4041 s16b exp = experience_of_spell(spell, use_realm);
4042 if(exp > 1399) chance--;
4043 if(exp > 1599) chance--;
4045 if(p_ptr->dec_mana) chance--;
4046 if (p_ptr->heavy_spell) chance += 5;
4048 chance = MAX(chance,0);
4050 /* Return the chance */
4057 * Determine if a spell is "okay" for the player to cast or study
4058 * The spell must be legible, not forgotten, and also, to cast,
4059 * it must be known, and to study, it must not be known.
4061 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
4065 /* Access the spell */
4066 if (!is_magic(use_realm))
4068 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4072 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4075 /* Spell is illegal */
4076 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
4078 /* Spell is forgotten */
4079 if ((use_realm == p_ptr->realm2) ?
4080 (p_ptr->spell_forgotten2 & (1L << spell)) :
4081 (p_ptr->spell_forgotten1 & (1L << spell)))
4087 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
4088 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
4090 /* Spell is learned */
4091 if ((use_realm == p_ptr->realm2) ?
4092 (p_ptr->spell_learned2 & (1L << spell)) :
4093 (p_ptr->spell_learned1 & (1L << spell)))
4096 return (!study_pray);
4099 /* Okay to study, not to cast */
4106 * Extra information on a spell -DRS-
4108 * We can use up to 14 characters of the buffer 'p'
4110 * The strings in this function were extracted from the code in the
4111 * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
4113 static void spell_info(char *p, int spell, int use_realm)
4115 int plev = p_ptr->lev;
4118 int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
4119 p_ptr->pclass == CLASS_HIGH_MAGE ||
4120 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4122 int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
4123 p_ptr->pclass == CLASS_HIGH_MAGE ||
4124 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4126 cptr s_dam = "»½ý:";
4127 cptr s_dur = "´ü´Ö:";
4128 cptr s_range = "ÈÏ°Ï:";
4129 cptr s_heal = "²óÉü:";
4130 cptr s_random = "¥é¥ó¥À¥à";
4131 cptr s_delay = "ÃÙ±ä:";
4133 cptr s_dam = "dam ";
4134 cptr s_dur = "dur ";
4135 cptr s_range = "range ";
4136 cptr s_heal = "heal ";
4137 cptr s_random = "random";
4138 cptr s_delay = "delay ";
4143 /* Analyze the spell */
4146 case REALM_LIFE: /* Life */
4149 case 0: sprintf(p, " %s2d10", s_heal); break;
4150 case 1: sprintf(p, " %s12+d12", s_dur); break;
4151 case 2: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4152 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4153 case 5: sprintf(p, " %s4d10", s_heal); break;
4154 case 9: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 1) / 5)); break;
4155 case 10: sprintf(p, " %s8d10", s_heal); break;
4156 case 11: sprintf(p, " %s20+d20", s_dur); break;
4157 case 14: sprintf(p, " %s300", s_heal); break;
4158 case 18: sprintf(p, " %sd%d", s_dam, 5 * plev); break;
4159 case 20: sprintf(p, " %s%dd15", s_dam, 5 + ((plev - 1) / 3)); break;
4160 case 21: sprintf(p, " %s15+d21", s_delay); break;
4161 case 29: sprintf(p, " %s2000", s_heal); break;
4162 case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
4166 case REALM_SORCERY: /* Sorcery */
4169 case 1: sprintf(p, " %s10", s_range); break;
4170 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4171 case 5: sprintf(p, " %s%d", s_range, plev * 5); break;
4172 case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
4173 case 18: sprintf(p, " %s25+d30", s_dur); break;
4174 case 22: sprintf(p, " %s15+d21", s_delay); break;
4175 case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4176 case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
4178 case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
4180 case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4182 case 27: sprintf(p, " %s25+d30", s_dur); break;
4183 case 31: sprintf(p, " %s4+d4", s_dur); break;
4187 case REALM_NATURE: /* Nature */
4191 case 1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4193 case 1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4195 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4196 case 6: sprintf(p, " %s20+d20", s_dur); break;
4197 case 7: sprintf(p, " %s2d8", s_heal); break;
4198 case 9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
4199 case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
4200 case 12: sprintf(p, " %s6d8", s_dam); break;
4201 case 15: sprintf(p, " %s500", s_heal); break;
4202 case 17: sprintf(p, " %s20+d30", s_dur); break;
4203 case 18: sprintf(p, " %s20+d20", s_dur); break;
4205 case 24: sprintf(p, " Ⱦ·Â:10"); break;
4207 case 24: sprintf(p, " rad 10"); break;
4209 case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
4210 case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
4211 case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
4212 case 29: sprintf(p, " %s75", s_dam); break;
4213 case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
4217 case REALM_CHAOS: /* Chaos */
4220 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4221 case 2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4222 case 4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
4223 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4224 case 6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4225 case 7: sprintf(p, " %s%d", s_range, plev * 5); break;
4226 case 8: sprintf(p, " %s", s_random); break;
4227 case 9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
4228 case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
4229 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4230 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4231 case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
4232 case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
4233 case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
4234 case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
4235 case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
4237 case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4239 case 25: sprintf(p, " dam %d each", plev * 2); break;
4241 case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
4242 case 27: sprintf(p, " %s150 / 250", s_dam); break;
4243 case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
4244 case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
4245 case 31: sprintf(p, " %s3 * 175", s_dam); break;
4249 case REALM_DEATH: /* Death */
4252 case 1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
4253 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4254 case 5: sprintf(p, " %s20+d20", s_dur); break;
4255 case 8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4256 case 9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4257 case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
4259 case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
4261 case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
4263 case 16: sprintf(p, " %s25+d25", s_dur); break;
4264 case 17: sprintf(p, " %s", s_random); break;
4265 case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
4266 case 19: sprintf(p, " %s25+d25", s_dur); break;
4267 case 21: sprintf(p, " %s3*100", s_dam); break;
4268 case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4269 case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
4270 case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4271 case 30: sprintf(p, " %s666", s_dam); break;
4272 case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
4276 case REALM_TRUMP: /* Trump */
4279 case 0: sprintf(p, " %s10", s_range); break;
4280 case 2: sprintf(p, " %s", s_random); break;
4281 case 4: sprintf(p, " %s%d", s_range, plev * 4); break;
4282 case 5: sprintf(p, " %s25+d30", s_dur); break;
4284 case 8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
4286 case 8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4288 case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4289 case 14: sprintf(p, " %s15+d21", s_delay); break;
4290 case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
4292 case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4294 case 28: sprintf(p, " %s%d each", s_dam, plev * 2); break;
4299 case REALM_ARCANE: /* Arcane */
4302 case 0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
4303 case 4: sprintf(p, " %s10", s_range); break;
4304 case 5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
4305 case 7: sprintf(p, " %s2d8", s_heal); break;
4309 case 17: sprintf(p, " %s20+d20", s_dur); break;
4310 case 18: sprintf(p, " %s4d8", s_heal); break;
4311 case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
4312 case 21: sprintf(p, " %s6d8", s_dam); break;
4313 case 24: sprintf(p, " %s24+d24", s_dur); break;
4314 case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
4315 case 30: sprintf(p, " %s15+d21", s_delay); break;
4316 case 31: sprintf(p, " %s25+d30", s_dur); break;
4320 case REALM_ENCHANT: /* Craft */
4323 case 0: sprintf(p, " %s100+d100", s_dur); break;
4324 case 1: sprintf(p, " %s80+d80", s_dur); break;
4330 case 18: sprintf(p, " %s20+d20", s_dur); break;
4331 case 5: sprintf(p, " %s25+d25", s_dur); break;
4332 case 8: sprintf(p, " %s24+d24", s_dur); break;
4333 case 11: sprintf(p, " %s25+d25", s_dur); break;
4334 case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
4335 case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
4336 case 16: sprintf(p, " %s25+d30", s_dur); break;
4337 case 17: sprintf(p, " %s30+d20", s_dur); break;
4338 case 19: sprintf(p, " %s%d+d%d", s_dur, plev+20, plev); break;
4339 case 20: sprintf(p, " %s50+d50", s_dur); break;
4340 case 23: sprintf(p, " %s20+d20", s_dur); break;
4341 case 31: sprintf(p, " %s13+d13", s_dur); break;
4345 case REALM_DAEMON: /* Daemon */
4348 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4349 case 2: sprintf(p, " %s12+d12", s_dur); break;
4350 case 3: sprintf(p, " %s20+d20", s_dur); break;
4351 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4352 case 7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4353 case 10: sprintf(p, " %s20+d20", s_dur); break;
4354 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4355 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4356 case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
4357 case 16: sprintf(p, " %s30+d25", s_dur); break;
4358 case 17: sprintf(p, " %s20+d20", s_dur); break;
4359 case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4360 case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
4361 case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4362 case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
4363 case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
4364 case 24: sprintf(p, " %s25+d25", s_dur); break;
4365 case 25: sprintf(p, " %s20+d20", s_dur); break;
4366 case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
4367 case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
4368 case 30: sprintf(p, " %s600", s_dam); break;
4369 case 31: sprintf(p, " %s15+d15", s_dur); break;
4373 case REALM_CRUSADE: /* Crusade */
4376 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4377 case 5: sprintf(p, " %s%d", s_range, 25+plev/2); break;
4379 case 6: sprintf(p, " %s³Æ%dd2", s_dam, 3+((plev-1)/9)); break;
4381 case 6: sprintf(p, " %s%dd2 each", s_dam, 3+((plev-1)/9)); break;
4383 case 9: sprintf(p, " %s3d6+%d", s_dam, orb); break;
4384 case 10: sprintf(p, " %sd%d", s_dam, plev); break;
4385 case 12: sprintf(p, " %s24+d24", s_dur); break;
4386 case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
4387 case 14: sprintf(p, " %s%d", s_dam, plev*5); break;
4389 case 15: sprintf(p, " »:d%d/²ó:100", 6 * plev); break;
4391 case 15: sprintf(p, " dam:d%d/h100", 6 * plev); break;
4393 case 18: sprintf(p, " %s18+d18", s_dur); break;
4394 case 19: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4395 case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4396 case 22: sprintf(p, " %s%d", s_dam, 2 * plev+100); break;
4397 case 24: sprintf(p, " %s25+d25", s_dur); break;
4398 case 28: sprintf(p, " %s10+d10", s_dur); break;
4400 case 29: sprintf(p, " %s³Æ%d", s_dam, plev*3+25); break;
4402 case 29: sprintf(p, " %s%d each", s_dam, plev*3+25); break;
4405 case 30: sprintf(p, " ²ó100/»%d+%d", plev * 4, plev*11/2); break;
4407 case 30: sprintf(p, " h100/dm%d+%d", plev * 4, plev*11/2); break;
4412 case REALM_MUSIC: /* Music */
4415 case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
4416 case 4 : sprintf(p, " %s2d6", s_heal); break;
4417 case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
4418 case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
4419 case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
4420 case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
4421 case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4422 case 28: sprintf(p, " %s15d10", s_heal); break;
4423 case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
4428 sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", use_realm);
4430 sprintf(p, "Unknown type: %d.", use_realm);
4437 * Print a list of spells (for browsing or casting or viewing)
4439 void print_spells(int target_spell, byte *spells, int num, int y, int x, int use_realm)
4441 int i, spell, shougou, increment = 64;
4453 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
4455 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
4457 msg_print("Warning! print_spells called with null realm");
4461 /* Title the list */
4463 if (use_realm == REALM_HISSATSU)
4465 strcpy(buf," Lv MP");
4467 strcpy(buf," Lv SP");
4471 strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
4473 strcpy(buf,"Profic Lv SP Fail Effect");
4477 put_str("̾Á°", y, x + 5);
4478 put_str(buf, y, x + 29);
4480 put_str("Name", y, x + 5);
4481 put_str(buf, y, x + 29);
4484 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4485 else if (use_realm == p_ptr->realm1) increment = 0;
4486 else if (use_realm == p_ptr->realm2) increment = 32;
4488 /* Dump the spells */
4489 for (i = 0; i < num; i++)
4491 /* Access the spell */
4494 /* Access the spell */
4495 if (!is_magic(use_realm))
4497 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4501 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4504 if (use_realm == REALM_HISSATSU)
4505 shouhimana = s_ptr->smana;
4508 s16b exp = experience_of_spell(spell, use_realm);
4510 /* Extract mana consumption rate */
4511 shouhimana = s_ptr->smana*(3800 - exp) + 2399;
4513 if(p_ptr->dec_mana) shouhimana *= 3;
4514 else shouhimana *= 4;
4517 if(shouhimana < 1) shouhimana = 1;
4519 if ((increment == 64) || (s_ptr->slevel >= 99)) shougou = 0;
4520 else if (exp < 900) shougou = 0;
4521 else if (exp < 1200) shougou = 1;
4522 else if (exp < 1400) shougou = 2;
4523 else if (exp < 1600) shougou = 3;
4527 if (!increment && (shougou == 4)) max = TRUE;
4528 else if ((increment == 32) && (shougou == 3)) max = TRUE;
4529 else if (s_ptr->slevel >= 99) max = TRUE;
4530 else if (p_ptr->pclass == CLASS_RED_MAGE) max = TRUE;
4532 strncpy(ryakuji,shougou_moji[shougou],4);
4537 if (use_menu && target_spell)
4539 if (i == (target_spell-1))
4541 strcpy(out_val, " ¡Õ ");
4543 strcpy(out_val, " > ");
4546 strcpy(out_val, " ");
4548 else sprintf(out_val, " %c) ", I2A(i));
4549 /* Skip illegible spells */
4550 if (s_ptr->slevel >= 99)
4553 strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
4555 strcat(out_val, format("%-30s", "(illegible)"));
4558 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4562 /* XXX XXX Could label spells above the players level */
4564 /* Get extra info */
4565 spell_info(info, spell, use_realm);
4570 /* Assume spell is known and tried */
4571 line_attr = TERM_WHITE;
4573 /* Analyze the spell */
4574 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4576 if (s_ptr->slevel > p_ptr->max_plv)
4581 comment = " unknown";
4584 line_attr = TERM_L_BLUE;
4586 else if (s_ptr->slevel > p_ptr->lev)
4591 comment = " forgotten";
4594 line_attr = TERM_YELLOW;
4597 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4602 comment = " unknown";
4605 line_attr = TERM_L_BLUE;
4607 else if ((use_realm == p_ptr->realm1) ?
4608 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4609 ((p_ptr->spell_forgotten2 & (1L << spell))))
4614 comment = " forgotten";
4617 line_attr = TERM_YELLOW;
4619 else if (!((use_realm == p_ptr->realm1) ?
4620 (p_ptr->spell_learned1 & (1L << spell)) :
4621 (p_ptr->spell_learned2 & (1L << spell))))
4626 comment = " unknown";
4629 line_attr = TERM_L_BLUE;
4631 else if (!((use_realm == p_ptr->realm1) ?
4632 (p_ptr->spell_worked1 & (1L << spell)) :
4633 (p_ptr->spell_worked2 & (1L << spell))))
4636 comment = " ̤·Ð¸³";
4638 comment = " untried";
4641 line_attr = TERM_L_GREEN;
4644 /* Dump the spell --(-- */
4645 if (use_realm == REALM_HISSATSU)
4647 strcat(out_val, format("%-25s %2d %4d",
4648 spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
4649 s_ptr->slevel, shouhimana));
4653 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
4654 spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
4655 (max ? '!' : ' '), ryakuji,
4656 s_ptr->slevel, shouhimana, spell_chance(spell, use_realm), comment));
4658 c_prt(line_attr, out_val, y + i + 1, x);
4661 /* Clear the bottom line */
4662 prt("", y + i + 1, x);
4667 * Note that amulets, rods, and high-level spell books are immune
4668 * to "inventory damage" of any kind. Also sling ammo and shovels.
4673 * Does a given class of objects (usually) hate acid?
4674 * Note that acid can either melt or corrode something.
4676 bool hates_acid(object_type *o_ptr)
4678 /* Analyze the type */
4679 switch (o_ptr->tval)
4681 /* Wearable items */
4701 /* Staffs/Scrolls are wood/paper */
4714 /* Junk is useless */
4728 * Does a given object (usually) hate electricity?
4730 bool hates_elec(object_type *o_ptr)
4732 switch (o_ptr->tval)
4746 * Does a given object (usually) hate fire?
4747 * Hafted/Polearm weapons have wooden shafts.
4748 * Arrows/Bows are mostly wooden.
4750 bool hates_fire(object_type *o_ptr)
4752 /* Analyze the type */
4753 switch (o_ptr->tval)
4771 case TV_SORCERY_BOOK:
4772 case TV_NATURE_BOOK:
4776 case TV_ARCANE_BOOK:
4777 case TV_ENCHANT_BOOK:
4778 case TV_DAEMON_BOOK:
4779 case TV_CRUSADE_BOOK:
4781 case TV_HISSATSU_BOOK:
4792 /* Staffs/Scrolls burn */
4805 * Does a given object (usually) hate cold?
4807 bool hates_cold(object_type *o_ptr)
4809 switch (o_ptr->tval)
4826 int set_acid_destroy(object_type *o_ptr)
4828 u32b flgs[TR_FLAG_SIZE];
4829 if (!hates_acid(o_ptr)) return (FALSE);
4830 object_flags(o_ptr, flgs);
4831 if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
4839 int set_elec_destroy(object_type *o_ptr)
4841 u32b flgs[TR_FLAG_SIZE];
4842 if (!hates_elec(o_ptr)) return (FALSE);
4843 object_flags(o_ptr, flgs);
4844 if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
4852 int set_fire_destroy(object_type *o_ptr)
4854 u32b flgs[TR_FLAG_SIZE];
4855 if (!hates_fire(o_ptr)) return (FALSE);
4856 object_flags(o_ptr, flgs);
4857 if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
4865 int set_cold_destroy(object_type *o_ptr)
4867 u32b flgs[TR_FLAG_SIZE];
4868 if (!hates_cold(o_ptr)) return (FALSE);
4869 object_flags(o_ptr, flgs);
4870 if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
4876 * Destroys a type of item on a given percent chance
4877 * Note that missiles are no longer necessarily all destroyed
4878 * Destruction taken from "melee.c" code for "stealing".
4879 * New-style wands and rods handled correctly. -LM-
4880 * Returns number of items destroyed.
4882 int inven_damage(inven_func typ, int perc)
4886 char o_name[MAX_NLEN];
4888 /* Multishadow effects is determined by turn */
4889 if( p_ptr->multishadow && (turn & 1) )return 0;
4891 if (p_ptr->inside_arena) return 0;
4893 /* Count the casualties */
4896 /* Scan through the slots backwards */
4897 for (i = 0; i < INVEN_PACK; i++)
4899 o_ptr = &inventory[i];
4901 /* Skip non-objects */
4902 if (!o_ptr->k_idx) continue;
4904 /* Hack -- for now, skip artifacts */
4905 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
4907 /* Give this item slot a shot at death */
4910 /* Count the casualties */
4911 for (amt = j = 0; j < o_ptr->number; ++j)
4913 if (randint0(100) < perc) amt++;
4916 /* Some casualities */
4919 /* Get a description */
4920 object_desc(o_name, o_ptr, FALSE, 3);
4924 msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
4926 msg_format("%sour %s (%c) %s destroyed!",
4930 o_name, index_to_label(i),
4931 ((o_ptr->number > 1) ?
4932 ((amt == o_ptr->number) ? "Á´Éô" :
4933 (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
4935 ((o_ptr->number > 1) ?
4936 ((amt == o_ptr->number) ? "All of y" :
4937 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4938 o_name, index_to_label(i),
4939 ((amt > 1) ? "were" : "was"));
4943 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4944 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
4947 /* Potions smash open */
4948 if (object_is_potion(o_ptr))
4950 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
4953 /* Reduce the charges of rods/wands */
4954 reduce_charges(o_ptr, amt);
4956 /* Destroy "amt" items */
4957 inven_item_increase(i, -amt);
4958 inven_item_optimize(i);
4960 /* Count the casualties */
4966 /* Return the casualty count */
4972 * Acid has hit the player, attempt to affect some armor.
4974 * Note that the "base armor" of an object never changes.
4976 * If any armor is damaged (or resists), the player takes less damage.
4978 static int minus_ac(void)
4980 object_type *o_ptr = NULL;
4981 u32b flgs[TR_FLAG_SIZE];
4982 char o_name[MAX_NLEN];
4985 /* Pick a (possibly empty) inventory slot */
4986 switch (randint1(7))
4988 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4989 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4990 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4991 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4992 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4993 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4994 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4997 /* Nothing to damage */
4998 if (!o_ptr->k_idx) return (FALSE);
5000 if (o_ptr->tval < TV_BOOTS) return (FALSE);
5002 /* No damage left to be done */
5003 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
5007 object_desc(o_name, o_ptr, FALSE, 0);
5009 /* Extract the flags */
5010 object_flags(o_ptr, flgs);
5012 /* Object resists */
5013 if (have_flag(flgs, TR_IGNORE_ACID))
5016 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
5018 msg_format("Your %s is unaffected!", o_name);
5027 msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
5029 msg_format("Your %s is damaged!", o_name);
5033 /* Damage the item */
5036 /* Calculate bonuses */
5037 p_ptr->update |= (PU_BONUS);
5040 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
5044 /* Item was damaged */
5050 * Hurt the player with Acid
5052 int acid_dam(int dam, cptr kb_str, int monspell)
5055 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5056 bool double_resist = (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5058 /* Total Immunity */
5059 if (p_ptr->immune_acid || (dam <= 0))
5061 learn_spell(monspell);
5065 /* Vulnerability (Ouch!) */
5066 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5067 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5069 /* Resist the damage */
5070 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
5071 if (double_resist) dam = (dam + 2) / 3;
5073 if ((!(double_resist || p_ptr->resist_acid)) &&
5074 one_in_(HURT_CHANCE))
5075 (void)do_dec_stat(A_CHR);
5077 /* If any armor gets hit, defend the player */
5078 if (minus_ac()) dam = (dam + 1) / 2;
5081 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5083 /* Inventory damage */
5084 if (!(double_resist && p_ptr->resist_acid))
5085 inven_damage(set_acid_destroy, inv);
5091 * Hurt the player with electricity
5093 int elec_dam(int dam, cptr kb_str, int monspell)
5096 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5097 bool double_resist = (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5099 /* Total immunity */
5100 if (p_ptr->immune_elec || (dam <= 0))
5102 learn_spell(monspell);
5106 /* Vulnerability (Ouch!) */
5107 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5108 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5109 if (p_ptr->prace == RACE_ANDROID) dam += dam / 3;
5111 /* Resist the damage */
5112 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
5113 if (double_resist) dam = (dam + 2) / 3;
5115 if ((!(double_resist || p_ptr->resist_elec)) &&
5116 one_in_(HURT_CHANCE))
5117 (void)do_dec_stat(A_DEX);
5120 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5122 /* Inventory damage */
5123 if (!(double_resist && p_ptr->resist_elec))
5124 inven_damage(set_elec_destroy, inv);
5131 * Hurt the player with Fire
5133 int fire_dam(int dam, cptr kb_str, int monspell)
5136 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5137 bool double_resist = (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5139 /* Totally immune */
5140 if (p_ptr->immune_fire || (dam <= 0))
5142 learn_spell(monspell);
5146 /* Vulnerability (Ouch!) */
5147 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5148 if (prace_is_(RACE_ENT)) dam += dam / 3;
5149 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5151 /* Resist the damage */
5152 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
5153 if (double_resist) dam = (dam + 2) / 3;
5155 if ((!(double_resist || p_ptr->resist_fire)) &&
5156 one_in_(HURT_CHANCE))
5157 (void)do_dec_stat(A_STR);
5160 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5162 /* Inventory damage */
5163 if (!(double_resist && p_ptr->resist_fire))
5164 inven_damage(set_fire_destroy, inv);
5171 * Hurt the player with Cold
5173 int cold_dam(int dam, cptr kb_str, int monspell)
5176 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5177 bool double_resist = (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5179 /* Total immunity */
5180 if (p_ptr->immune_cold || (dam <= 0))
5182 learn_spell(monspell);
5186 /* Vulnerability (Ouch!) */
5187 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5188 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5190 /* Resist the damage */
5191 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
5192 if (double_resist) dam = (dam + 2) / 3;
5194 if ((!(double_resist || p_ptr->resist_cold)) &&
5195 one_in_(HURT_CHANCE))
5196 (void)do_dec_stat(A_STR);
5199 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5201 /* Inventory damage */
5202 if (!(double_resist && p_ptr->resist_cold))
5203 inven_damage(set_cold_destroy, inv);
5209 bool rustproof(void)
5213 char o_name[MAX_NLEN];
5216 item_tester_no_ryoute = TRUE;
5217 /* Select a piece of armour */
5218 item_tester_hook = item_tester_hook_armour;
5222 q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
5223 s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5225 q = "Rustproof which piece of armour? ";
5226 s = "You have nothing to rustproof.";
5229 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
5231 /* Get the item (in the pack) */
5234 o_ptr = &inventory[item];
5237 /* Get the item (on the floor) */
5240 o_ptr = &o_list[0 - item];
5245 object_desc(o_name, o_ptr, FALSE, 0);
5247 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
5249 if ((o_ptr->to_a < 0) && !cursed_p(o_ptr))
5252 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
5254 msg_format("%s %s look%s as good as new!",
5255 ((item >= 0) ? "Your" : "The"), o_name,
5256 ((o_ptr->number > 1) ? "" : "s"));
5263 msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
5265 msg_format("%s %s %s now protected against corrosion.",
5266 ((item >= 0) ? "Your" : "The"), o_name,
5267 ((o_ptr->number > 1) ? "are" : "is"));
5278 * Curse the players armor
5280 bool curse_armor(void)
5285 char o_name[MAX_NLEN];
5288 /* Curse the body armor */
5289 o_ptr = &inventory[INVEN_BODY];
5291 /* Nothing to curse */
5292 if (!o_ptr->k_idx) return (FALSE);
5296 object_desc(o_name, o_ptr, FALSE, 3);
5298 /* Attempt a saving throw for artifacts */
5299 if ((o_ptr->art_name || artifact_p(o_ptr)) && (randint0(100) < 50))
5303 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5304 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
5306 msg_format("A %s tries to %s, but your %s resists the effects!",
5307 "terrible black aura", "surround your armor", o_name);
5312 /* not artifact or failed save... */
5317 msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5319 msg_format("A terrible black aura blasts your %s!", o_name);
5322 chg_virtue(V_ENCHANT, -5);
5324 /* Blast the armor */
5326 o_ptr->name2 = EGO_BLASTED;
5327 o_ptr->to_a = 0 - randint1(5) - randint1(5);
5334 for (i = 0; i < TR_FLAG_SIZE; i++)
5335 o_ptr->art_flags[i] = 0;
5338 o_ptr->curse_flags = TRC_CURSED;
5341 o_ptr->ident |= (IDENT_BROKEN);
5343 /* Recalculate bonuses */
5344 p_ptr->update |= (PU_BONUS);
5346 /* Recalculate mana */
5347 p_ptr->update |= (PU_MANA);
5350 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5358 * Curse the players weapon
5360 bool curse_weapon(bool force, int slot)
5366 char o_name[MAX_NLEN];
5369 /* Curse the weapon */
5370 o_ptr = &inventory[slot];
5372 /* Nothing to curse */
5373 if (!o_ptr->k_idx) return (FALSE);
5377 object_desc(o_name, o_ptr, FALSE, 3);
5379 /* Attempt a saving throw */
5380 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 50) && !force)
5384 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5385 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
5387 msg_format("A %s tries to %s, but your %s resists the effects!",
5388 "terrible black aura", "surround your weapon", o_name);
5393 /* not artifact or failed save... */
5398 if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5400 if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
5403 chg_virtue(V_ENCHANT, -5);
5405 /* Shatter the weapon */
5407 o_ptr->name2 = EGO_SHATTERED;
5408 o_ptr->to_h = 0 - randint1(5) - randint1(5);
5409 o_ptr->to_d = 0 - randint1(5) - randint1(5);
5415 for (i = 0; i < TR_FLAG_SIZE; i++)
5416 o_ptr->art_flags[i] = 0;
5420 o_ptr->curse_flags = TRC_CURSED;
5423 o_ptr->ident |= (IDENT_BROKEN);
5425 /* Recalculate bonuses */
5426 p_ptr->update |= (PU_BONUS);
5428 /* Recalculate mana */
5429 p_ptr->update |= (PU_MANA);
5432 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5441 * Enchant some bolts
5443 bool brand_bolts(void)
5447 /* Use the first acceptable bolts */
5448 for (i = 0; i < INVEN_PACK; i++)
5450 object_type *o_ptr = &inventory[i];
5452 /* Skip non-bolts */
5453 if (o_ptr->tval != TV_BOLT) continue;
5455 /* Skip artifacts and ego-items */
5456 if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
5459 /* Skip cursed/broken items */
5460 if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
5463 if (randint0(100) < 75) continue;
5467 msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
5469 msg_print("Your bolts are covered in a fiery aura!");
5474 o_ptr->name2 = EGO_FLAME;
5477 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5484 if (flush_failure) flush();
5488 msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
5490 msg_print("The fiery enchantment failed.");
5500 * Helper function -- return a "nearby" race for polymorphing
5502 * Note that this function is one of the more "dangerous" ones...
5504 static s16b poly_r_idx(int r_idx)
5506 monster_race *r_ptr = &r_info[r_idx];
5508 int i, r, lev1, lev2;
5510 /* Hack -- Uniques/Questors never polymorph */
5511 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5512 (r_ptr->flags1 & RF1_QUESTOR))
5515 /* Allowable range of "levels" for resulting monster */
5516 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5517 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5519 /* Pick a (possibly new) non-unique race */
5520 for (i = 0; i < 1000; i++)
5522 /* Pick a new race, using a level calculation */
5523 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5525 /* Handle failure */
5531 /* Ignore unique monsters */
5532 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5534 /* Ignore monsters with incompatible levels */
5535 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5537 /* Use that index */
5549 bool polymorph_monster(int y, int x)
5551 cave_type *c_ptr = &cave[y][x];
5552 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5553 bool polymorphed = FALSE;
5555 int old_r_idx = m_ptr->r_idx;
5556 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5557 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5558 monster_type back_m;
5560 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5562 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG_KAGE)) return (FALSE);
5564 /* Memorize the monster before polymorphing */
5567 /* Pick a "new" monster race */
5568 new_r_idx = poly_r_idx(old_r_idx);
5570 /* Handle polymorph */
5571 if (new_r_idx != old_r_idx)
5575 /* Get the monsters attitude */
5576 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
5577 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5578 if (m_ptr->mflag2 & MFLAG_NOPET) mode |= PM_NO_PET;
5580 /* "Kill" the "old" monster */
5581 delete_monster_idx(c_ptr->m_idx);
5583 /* Create a new monster (no groups) */
5584 if (place_monster_aux(0, y, x, new_r_idx, mode))
5591 /* Placing the new monster failed */
5592 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
5593 m_list[hack_m_idx_ii] = back_m;
5596 if (targeted) target_who = hack_m_idx_ii;
5597 if (health_tracked) health_track(hack_m_idx_ii);
5607 bool dimension_door(void)
5609 int plev = p_ptr->lev;
5612 if (!tgt_pt(&x, &y)) return FALSE;
5614 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5616 if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
5617 (distance(y, x, py, px) > plev / 2 + 10) ||
5618 (!randint0(plev / 10 + 10)))
5620 if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
5622 msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
5624 msg_print("You fail to exit the astral plane correctly!");
5630 msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
5632 msg_print("You fail to exit the astral plane correctly!");
5635 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5636 teleport_player((plev+2)*2);
5639 teleport_player_to(y, x, TRUE);
5645 bool eat_magic(int power)
5647 object_type * o_ptr;
5650 int recharge_strength = 0;
5656 char o_name[MAX_NLEN];
5658 item_tester_hook = item_tester_hook_recharge;
5662 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
5663 s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5665 q = "Drain which item? ";
5666 s = "You have nothing to drain.";
5669 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5673 o_ptr = &inventory[item];
5677 o_ptr = &o_list[0 - item];
5680 k_ptr = &k_info[o_ptr->k_idx];
5681 lev = get_object_level(o_ptr);
5683 if (o_ptr->tval == TV_ROD)
5685 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5688 if (one_in_(recharge_strength))
5690 /* Activate the failure code. */
5695 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5698 msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
5700 msg_print("You can't absorb energy from a discharged rod.");
5707 o_ptr->timeout += k_ptr->pval;
5713 /* All staffs, wands. */
5714 recharge_strength = (100 + power - lev) / 15;
5717 if (recharge_strength < 0) recharge_strength = 0;
5720 if (one_in_(recharge_strength))
5722 /* Activate the failure code. */
5727 if (o_ptr->pval > 0)
5729 p_ptr->csp += lev / 2;
5732 /* XXX Hack -- unstack if necessary */
5733 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5738 /* Get local object */
5741 /* Obtain a local object */
5742 object_copy(q_ptr, o_ptr);
5744 /* Modify quantity */
5747 /* Restore the charges */
5750 /* Unstack the used item */
5752 p_ptr->total_weight -= q_ptr->weight;
5753 item = inven_carry(q_ptr);
5757 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
5759 msg_print("You unstack your staff.");
5767 msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
5769 msg_print("There's no energy there to absorb!");
5773 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5777 /* Inflict the penalties for failing a recharge. */
5780 /* Artifacts are never destroyed. */
5781 if (artifact_p(o_ptr))
5783 object_desc(o_name, o_ptr, TRUE, 0);
5785 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
5787 msg_format("The recharging backfires - %s is completely drained!", o_name);
5791 /* Artifact rods. */
5792 if (o_ptr->tval == TV_ROD)
5793 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5795 /* Artifact wands and staffs. */
5796 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5801 /* Get the object description */
5802 object_desc(o_name, o_ptr, FALSE, 0);
5804 /*** Determine Seriousness of Failure ***/
5806 /* Mages recharge objects more safely. */
5807 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)
5809 /* 10% chance to blow up one rod, otherwise draining. */
5810 if (o_ptr->tval == TV_ROD)
5812 if (one_in_(10)) fail_type = 2;
5815 /* 75% chance to blow up one wand, otherwise draining. */
5816 else if (o_ptr->tval == TV_WAND)
5818 if (!one_in_(3)) fail_type = 2;
5821 /* 50% chance to blow up one staff, otherwise no effect. */
5822 else if (o_ptr->tval == TV_STAFF)
5824 if (one_in_(2)) fail_type = 2;
5829 /* All other classes get no special favors. */
5832 /* 33% chance to blow up one rod, otherwise draining. */
5833 if (o_ptr->tval == TV_ROD)
5835 if (one_in_(3)) fail_type = 2;
5838 /* 20% chance of the entire stack, else destroy one wand. */
5839 else if (o_ptr->tval == TV_WAND)
5841 if (one_in_(5)) fail_type = 3;
5844 /* Blow up one staff. */
5845 else if (o_ptr->tval == TV_STAFF)
5851 /*** Apply draining and destruction. ***/
5853 /* Drain object or stack of objects. */
5856 if (o_ptr->tval == TV_ROD)
5859 msg_print("¥í¥Ã¥É¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤÏÁ´¤Æ¼º¤Ê¤ï¤ì¤¿¡£");
5861 msg_format("You save your rod from destruction, but all charges are lost.", o_name);
5864 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5866 else if (o_ptr->tval == TV_WAND)
5869 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
5871 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
5876 /* Staffs aren't drained. */
5879 /* Destroy an object or one in a stack of objects. */
5882 if (o_ptr->number > 1)
5885 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
5887 msg_format("Wild magic consumes one of your %s!", o_name);
5890 /* Reduce rod stack maximum timeout, drain wands. */
5891 if (o_ptr->tval == TV_ROD) o_ptr->timeout -= k_ptr->pval;
5892 if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5897 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
5899 msg_format("Wild magic consumes your %s!", o_name);
5902 /* Reduce and describe inventory */
5905 inven_item_increase(item, -1);
5906 inven_item_describe(item);
5907 inven_item_optimize(item);
5910 /* Reduce and describe floor item */
5913 floor_item_increase(0 - item, -1);
5914 floor_item_describe(0 - item);
5915 floor_item_optimize(0 - item);
5919 /* Destroy all members of a stack of objects. */
5922 if (o_ptr->number > 1)
5924 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
5926 msg_format("Wild magic consumes all your %s!", o_name);
5931 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
5933 msg_format("Wild magic consumes your %s!", o_name);
5938 /* Reduce and describe inventory */
5941 inven_item_increase(item, -999);
5942 inven_item_describe(item);
5943 inven_item_optimize(item);
5946 /* Reduce and describe floor item */
5949 floor_item_increase(0 - item, -999);
5950 floor_item_describe(0 - item);
5951 floor_item_optimize(0 - item);
5957 if (p_ptr->csp > p_ptr->msp)
5959 p_ptr->csp = p_ptr->msp;
5962 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5963 p_ptr->window |= (PW_INVEN);
5969 bool summon_kin_player(int level, int y, int x, u32b mode)
5971 bool pet = (bool)(mode & PM_FORCE_PET);
5972 if (!pet) mode |= PM_NO_PET;
5974 switch (p_ptr->mimic_form)
5977 switch (p_ptr->prace)
5981 case RACE_BARBARIAN:
5984 summon_kin_type = 'p';
5994 case RACE_MIND_FLAYER:
5997 summon_kin_type = 'h';
6000 summon_kin_type = 'o';
6002 case RACE_HALF_TROLL:
6003 summon_kin_type = 'T';
6005 case RACE_HALF_OGRE:
6006 summon_kin_type = 'O';
6008 case RACE_HALF_GIANT:
6009 case RACE_HALF_TITAN:
6011 summon_kin_type = 'P';
6014 summon_kin_type = 'y';
6017 summon_kin_type = 'K';
6020 summon_kin_type = 'k';
6023 if (one_in_(13)) summon_kin_type = 'U';
6024 else summon_kin_type = 'u';
6026 case RACE_DRACONIAN:
6027 summon_kin_type = 'd';
6031 summon_kin_type = 'g';
6034 if (one_in_(13)) summon_kin_type = 'L';
6035 else summon_kin_type = 's';
6038 summon_kin_type = 'z';
6041 summon_kin_type = 'V';
6044 summon_kin_type = 'G';
6047 summon_kin_type = 'I';
6050 summon_kin_type = '#';
6053 summon_kin_type = 'A';
6056 summon_kin_type = 'U';
6059 summon_kin_type = 'p';
6064 if (one_in_(13)) summon_kin_type = 'U';
6065 else summon_kin_type = 'u';
6067 case MIMIC_DEMON_LORD:
6068 summon_kin_type = 'U';
6071 summon_kin_type = 'V';
6074 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);