4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Spell code (part 3) */
15 /* Maximum number of tries for teleporting */
18 /* 1/x chance of reducing stats (for elemental attacks) */
19 #define HURT_CHANCE 16
23 * Teleport a monster, normally up to "dis" grids away.
25 * Attempt to move the monster at least "dis/2" grids away.
27 * But allow variation to prevent infinite loops.
29 bool teleport_away(int m_idx, int dis, bool dec_valour)
31 int oy, ox, d, i, min;
37 monster_type *m_ptr = &m_list[m_idx];
41 if (!m_ptr->r_idx) return (FALSE);
43 /* Save the old location */
47 /* Minimum distance */
51 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
52 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
54 chg_virtue(V_VALOUR, -1);
62 /* Verify max distance */
63 if (dis > 200) dis = 200;
65 /* Try several locations */
66 for (i = 0; i < 500; i++)
68 /* Pick a (possibly illegal) location */
71 ny = rand_spread(oy, dis);
72 nx = rand_spread(ox, dis);
73 d = distance(oy, ox, ny, nx);
74 if ((d >= min) && (d <= dis)) break;
77 /* Ignore illegal locations */
78 if (!in_bounds(ny, nx)) continue;
80 /* Require "empty" floor space */
81 if (!cave_empty_bold(ny, nx)) continue;
83 /* Hack -- no teleport onto glyph of warding */
84 if (is_glyph_grid(&cave[ny][nx])) continue;
85 if (is_explosive_rune_grid(&cave[ny][nx])) continue;
87 /* ...nor onto the Pattern */
88 if (pattern_tile(ny, nx)) continue;
90 /* No teleporting into vaults and such */
91 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
92 if (cave[ny][nx].info & CAVE_ICKY) continue;
94 /* This grid looks good */
101 /* Increase the maximum distance */
104 /* Decrease the minimum distance */
107 /* Stop after MAX_TRIES tries */
108 if (tries > MAX_TRIES) return (FALSE);
112 sound(SOUND_TPOTHER);
114 /* Update the new location */
115 cave[ny][nx].m_idx = m_idx;
117 /* Update the old location */
118 cave[oy][ox].m_idx = 0;
120 /* Move the monster */
124 /* Forget the counter target */
127 /* Update the monster (new location) */
128 update_mon(m_idx, TRUE);
130 /* Redraw the old grid */
133 /* Redraw the new grid */
136 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
137 p_ptr->update |= (PU_MON_LITE);
145 * Teleport monster next to a grid near the given location
147 void teleport_monster_to(int m_idx, int ty, int tx, int power)
149 int ny, nx, oy, ox, d, i, min;
153 monster_type *m_ptr = &m_list[m_idx];
157 if (!m_ptr->r_idx) return;
160 if (randint1(100) > power) return;
166 /* Save the old location */
170 /* Minimum distance */
173 /* Look until done */
174 while (look && --attempts)
176 /* Verify max distance */
177 if (dis > 200) dis = 200;
179 /* Try several locations */
180 for (i = 0; i < 500; i++)
184 /* Pick a (possibly illegal) location */
187 ny = rand_spread(ty, dis);
188 nx = rand_spread(tx, dis);
189 d = distance(ty, tx, ny, nx);
190 if ((d >= min) && (d <= dis)) break;
193 /* Ignore illegal locations */
194 if (!in_bounds(ny, nx)) continue;
196 /* Require "empty" floor space */
197 if (!cave_empty_bold(ny, nx)) continue;
199 c_ptr = &cave[ny][nx];
201 /* Hack -- no teleport onto glyph of warding */
202 if (is_glyph_grid(c_ptr)) continue;
203 if (is_explosive_rune_grid(c_ptr)) continue;
205 /* ...nor onto the Pattern */
206 if (pattern_tile(ny, nx)) continue;
208 /* No teleporting into vaults and such */
209 /* if (c_ptr->info & (CAVE_ICKY)) continue; */
211 /* This grid looks good */
218 /* Increase the maximum distance */
221 /* Decrease the minimum distance */
225 if (attempts < 1) return;
228 sound(SOUND_TPOTHER);
230 /* Update the new location */
231 cave[ny][nx].m_idx = m_idx;
233 /* Update the old location */
234 cave[oy][ox].m_idx = 0;
236 /* Move the monster */
240 /* Update the monster (new location) */
241 update_mon(m_idx, TRUE);
243 /* Redraw the old grid */
246 /* Redraw the new grid */
249 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
250 p_ptr->update |= (PU_MON_LITE);
254 bool cave_teleportable_bold(int y, int x, u16b mode)
256 cave_type *c_ptr = &cave[y][x];
257 feature_type *f_ptr = &f_info[c_ptr->feat];
259 /* Require "teleportable" space */
260 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
262 if (!(mode & TELEPORT_ALLOW_OBJECT) && (c_ptr->info & CAVE_OBJECT)) return FALSE;
264 if (c_ptr->m_idx) return FALSE;
265 if (player_bold(y, x)) return FALSE;
267 if (!player_can_enter(c_ptr->feat, 0)) return FALSE;
269 if ((mode & TELEPORT_REQUIRE_PROJECT) && !have_flag(f_ptr->flags, FF_PROJECT)) return FALSE;
271 if (!(mode & TELEPORT_ALLOW_DEEP))
273 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
275 if (!p_ptr->ffall && !p_ptr->can_swim) return FALSE;
277 if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
279 if (have_flag(f_ptr->flags, FF_DEEP) || !p_ptr->ffall) return FALSE;
288 * Teleport the player to a location up to "dis" grids away.
290 * If no such spaces are readily available, the distance may increase.
291 * Try very hard to move the player at least a quarter that distance.
293 * When long-range teleport effects are considered, there is a nasty
294 * tendency to "bounce" the player between two or three different spots
295 * because these are the only spots that are "far enough" way to satisfy
296 * the algorithm. Therefore, if the teleport distance is more than 50,
297 * we decrease the minimum acceptable distance to try to increase randomness.
300 void teleport_player(int dis)
302 int d, i, min, ox, oy;
313 if (p_ptr->wild_mode) return;
315 if (p_ptr->anti_tele)
318 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
320 msg_print("A mysterious force prevents you from teleporting!");
326 if (dis > 200) dis = 200; /* To be on the safe side... */
328 /* Minimum distance */
329 min = dis / (dis > 50 ? 3 : 2);
331 /* Look until done */
336 /* Verify max distance */
337 if (dis > 200) dis = 200;
339 /* Try several locations */
340 for (i = 0; i < 500; i++)
342 /* Pick a (possibly illegal) location */
345 y = rand_spread(py, dis);
346 x = rand_spread(px, dis);
347 d = distance(py, px, y, x);
348 if ((d >= min) && (d <= dis)) break;
351 /* Ignore illegal locations */
352 if (!in_bounds(y, x)) continue;
354 /* No teleporting into vaults and such */
355 if (cave[y][x].info & CAVE_ICKY) continue;
357 if (!cave_teleportable_bold(y, x, 0)) continue;
359 /* This grid looks good */
366 /* Increase the maximum distance */
369 /* Decrease the minimum distance */
372 /* Stop after MAX_TRIES tries */
373 if (tries > MAX_TRIES) return;
377 sound(SOUND_TELEPORT);
380 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
381 msg_format("¡Ø¤³¤Ã¤Á¤À¤¡¡¢%s¡Ù", player_name);
384 /* Save the old location */
388 /* Move the player */
394 cave[oy][ox].m_idx = cave[py][px].m_idx;
395 cave[py][px].m_idx = p_ptr->riding;
396 m_list[p_ptr->riding].fy = py;
397 m_list[p_ptr->riding].fx = px;
398 update_mon(p_ptr->riding, TRUE);
401 /* Redraw the old spot */
404 /* Monsters with teleport ability may follow the player */
405 for (xx = -1; xx < 2; xx++)
407 for (yy = -1; yy < 2; yy++)
409 int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
411 /* A monster except your mount may follow */
412 if (tmp_m_idx && p_ptr->riding != tmp_m_idx)
414 monster_type *m_ptr = &m_list[tmp_m_idx];
415 monster_race *r_ptr = &r_info[m_ptr->r_idx];
418 * The latter limitation is to avoid
419 * totally unkillable suckers...
421 if ((r_ptr->flags6 & RF6_TPORT) &&
422 !(r_ptr->flagsr & RFR_RES_TELE))
424 if (!m_ptr->csleep) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level);
432 /* Redraw the new spot */
435 /* Check for new panel (redraw map) */
439 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
441 /* Update the monsters */
442 p_ptr->update |= (PU_DISTANCE);
445 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
447 /* Handle stuff XXX XXX XXX */
454 * Teleport player to a grid near the given location
456 * This function is slightly obsessive about correctness.
457 * This function allows teleporting into vaults (!)
459 void teleport_player_to(int ny, int nx, bool no_tele)
461 int y, x, oy, ox, dis = 0, ctr = 0;
463 if (p_ptr->anti_tele && no_tele)
466 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
468 msg_print("A mysterious force prevents you from teleporting!");
474 /* Find a usable location */
477 /* Pick a nearby legal location */
480 y = rand_spread(ny, dis);
481 x = rand_spread(nx, dis);
482 if (in_bounds(y, x)) break;
485 /* Accept "naked" floor grids */
486 if (!no_tele && player_bold(y, x)) break;
487 if (cave_teleportable_bold(y, x, TELEPORT_ALLOW_DEEP | (no_tele ? 0 : TELEPORT_ALLOW_OBJECT))) break;
489 /* Occasionally advance the distance */
490 if (++ctr > (4 * dis * dis + 4 * dis + 1))
498 sound(SOUND_TELEPORT);
500 /* Save the old location */
504 /* Move the player */
510 cave[oy][ox].m_idx = cave[py][px].m_idx;
511 cave[py][px].m_idx = p_ptr->riding;
512 m_list[p_ptr->riding].fy = py;
513 m_list[p_ptr->riding].fx = px;
514 update_mon(p_ptr->riding, TRUE);
519 /* Redraw the old spot */
522 /* Redraw the new spot */
525 /* Check for new panel (redraw map) */
529 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
531 /* Update the monsters */
532 p_ptr->update |= (PU_DISTANCE);
535 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
537 /* Handle stuff XXX XXX XXX */
544 * Teleport the player one level up or down (random when legal)
545 * Note: If m_idx <= 0, target is player.
547 void teleport_level(int m_idx)
553 if (m_idx <= 0) /* To player */
556 strcpy(m_name, "¤¢¤Ê¤¿");
558 strcpy(m_name, "you");
561 else /* To monster */
563 monster_type *m_ptr = &m_list[m_idx];
565 /* Get the monster name (or "it") */
566 monster_desc(m_name, m_ptr, 0);
571 /* No effect in some case */
572 if (TELE_LEVEL_IS_INEFF(m_idx))
575 if (see_m) msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
577 if (see_m) msg_print("There is no effect.");
583 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
586 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
588 msg_print("A mysterious force prevents you from teleporting!");
593 /* Choose up or down */
594 if (randint0(100) < 50) go_up = TRUE;
597 if ((m_idx <= 0) && p_ptr->wizard)
599 if (get_check("Force to go up? ")) go_up = TRUE;
600 else if (get_check("Force to go down? ")) go_up = FALSE;
604 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
607 if (see_m) msg_format("%^s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
609 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
611 if (m_idx <= 0) /* To player */
615 dungeon_type = p_ptr->recall_dungeon;
620 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
622 if (autosave_l) do_cmd_save_game(TRUE);
626 dun_level = d_info[dungeon_type].mindepth;
627 prepare_change_floor_mode(CFM_RAND_PLACE);
631 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
635 p_ptr->leaving = TRUE;
640 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
643 if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
645 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
649 if (m_idx <= 0) /* To player */
651 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
653 if (autosave_l) do_cmd_save_game(TRUE);
655 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
660 p_ptr->inside_quest = 0;
661 p_ptr->leaving = TRUE;
667 if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
669 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
673 if (m_idx <= 0) /* To player */
675 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
677 if (autosave_l) do_cmd_save_game(TRUE);
679 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
682 p_ptr->leaving = TRUE;
688 if (see_m) msg_format("%^s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
690 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
693 if (m_idx <= 0) /* To player */
695 /* Never reach this code on the surface */
696 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
698 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
700 if (autosave_l) do_cmd_save_game(TRUE);
702 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
705 p_ptr->leaving = TRUE;
709 /* Monster level teleportation is simple deleting now */
712 monster_type *m_ptr = &m_list[m_idx];
714 /* Check for quest completion */
715 check_quest_completion(m_ptr);
717 delete_monster_idx(m_idx);
721 sound(SOUND_TPLEVEL);
726 int choose_dungeon(cptr note, int y, int x)
732 /* Hack -- No need to choose dungeon in some case */
733 if (lite_town || vanilla_town || ironman_downward)
735 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
739 msg_format("¤Þ¤À%s¤ËÆþ¤Ã¤¿¤³¤È¤Ï¤Ê¤¤¡£", d_name + d_info[DUNGEON_ANGBAND].name);
741 msg_format("You haven't entered %s yet.", d_name + d_info[DUNGEON_ANGBAND].name);
748 /* Allocate the "dun" array */
749 C_MAKE(dun, max_d_idx, s16b);
752 for(i = 1; i < max_d_idx; i++)
757 if (!d_info[i].maxdepth) continue;
758 if (!max_dlv[i]) continue;
759 if (d_info[i].final_guardian)
761 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
763 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
766 sprintf(buf," %c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
768 sprintf(buf," %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
770 prt(buf, y + num, x);
777 prt(" Áª¤Ù¤ë¥À¥ó¥¸¥ç¥ó¤¬¤Ê¤¤¡£", y, x);
779 prt(" No dungeon is available.", y, x);
784 prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
786 prt(format("Which dungeon do you %s?: ", note), 0, 0);
791 if ((i == ESCAPE) || !num)
793 /* Free the "dun" array */
794 C_KILL(dun, max_d_idx, s16b);
799 if (i >= 'a' && i <('a'+num))
801 select_dungeon = dun[i-'a'];
808 /* Free the "dun" array */
809 C_KILL(dun, max_d_idx, s16b);
811 return select_dungeon;
816 * Recall the player to town or dungeon
818 bool recall_player(int turns)
821 * TODO: Recall the player to the last
822 * visited town when in the wilderness
826 if (p_ptr->inside_arena || ironman_downward)
829 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
831 msg_print("Nothing happens.");
837 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
840 if (get_check("¤³¤³¤ÏºÇ¿¼Åþ㳬¤è¤êÀõ¤¤³¬¤Ç¤¹¡£¤³¤Î³¬¤ËÌá¤Ã¤ÆÍè¤Þ¤¹¤«¡© "))
842 if (get_check("Reset recall depth? "))
845 max_dlv[dungeon_type] = dun_level;
846 if (record_maxdeapth)
848 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤¤Ë");
850 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "when recall from dungeon");
855 if (!p_ptr->word_recall)
861 select_dungeon = choose_dungeon("¤Ëµ¢´Ô", 2, 14);
863 select_dungeon = choose_dungeon("recall", 2, 14);
865 if (!select_dungeon) return FALSE;
866 p_ptr->recall_dungeon = select_dungeon;
868 p_ptr->word_recall = turns;
870 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
872 msg_print("The air about you becomes charged...");
875 p_ptr->redraw |= (PR_STATUS);
879 p_ptr->word_recall = 0;
881 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
883 msg_print("A tension leaves the air around you...");
886 p_ptr->redraw |= (PR_STATUS);
892 bool word_of_recall(void)
894 return(recall_player(randint0(21) + 15));
898 bool reset_recall(void)
900 int select_dungeon, dummy = 0;
905 select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È", 2, 14);
907 select_dungeon = choose_dungeon("reset", 2, 14);
911 if (ironman_downward)
914 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
916 msg_print("Nothing happens.");
922 if (!select_dungeon) return FALSE;
925 sprintf(ppp, "²¿³¬¤Ë¥»¥Ã¥È¤·¤Þ¤¹¤« (%d-%d):", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
927 sprintf(ppp, "Reset to which level (%d-%d): ", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
932 sprintf(tmp_val, "%d", MAX(dun_level, 1));
934 /* Ask for a level */
935 if (get_string(ppp, tmp_val, 10))
937 /* Extract request */
938 dummy = atoi(tmp_val);
941 if (dummy < 1) dummy = 1;
944 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
945 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
947 max_dlv[select_dungeon] = dummy;
949 if (record_maxdeapth)
951 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
953 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "using a scroll of reset recall");
957 msg_format("%s¤Îµ¢´Ô¥ì¥Ù¥ë¤ò %d ³¬¤Ë¥»¥Ã¥È¡£", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
959 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
972 * Apply disenchantment to the player's stuff
974 * XXX XXX XXX This function is also called from the "melee" code
976 * Return "TRUE" if the player notices anything
978 bool apply_disenchant(int mode)
982 char o_name[MAX_NLEN];
983 int to_h, to_d, to_a, pval;
985 /* Pick a random slot */
988 case 1: t = INVEN_RARM; break;
989 case 2: t = INVEN_LARM; break;
990 case 3: t = INVEN_BOW; break;
991 case 4: t = INVEN_BODY; break;
992 case 5: t = INVEN_OUTER; break;
993 case 6: t = INVEN_HEAD; break;
994 case 7: t = INVEN_HANDS; break;
995 case 8: t = INVEN_FEET; break;
999 o_ptr = &inventory[t];
1001 /* No item, nothing happens */
1002 if (!o_ptr->k_idx) return (FALSE);
1005 /* Nothing to disenchant */
1006 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
1008 /* Nothing to notice */
1013 /* Describe the object */
1014 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1017 /* Artifacts have 71% chance to resist */
1018 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 71))
1022 msg_format("%s(%c)¤ÏÎô²½¤òÄ·¤ÍÊÖ¤·¤¿¡ª",o_name, index_to_label(t) );
1024 msg_format("Your %s (%c) resist%s disenchantment!",
1025 o_name, index_to_label(t),
1026 ((o_ptr->number != 1) ? "" : "s"));
1035 /* Memorize old value */
1041 /* Disenchant tohit */
1042 if (o_ptr->to_h > 0) o_ptr->to_h--;
1043 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1045 /* Disenchant todam */
1046 if (o_ptr->to_d > 0) o_ptr->to_d--;
1047 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1049 /* Disenchant toac */
1050 if (o_ptr->to_a > 0) o_ptr->to_a--;
1051 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1053 /* Disenchant pval (occasionally) */
1054 /* Unless called from wild_magic() */
1055 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1057 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1058 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1062 msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
1063 o_name, index_to_label(t) );
1065 msg_format("Your %s (%c) %s disenchanted!",
1066 o_name, index_to_label(t),
1067 ((o_ptr->number != 1) ? "were" : "was"));
1070 chg_virtue(V_HARMONY, 1);
1071 chg_virtue(V_ENCHANT, -2);
1073 /* Recalculate bonuses */
1074 p_ptr->update |= (PU_BONUS);
1077 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1087 void mutate_player(void)
1089 int max1, cur1, max2, cur2, ii, jj, i;
1091 /* Pick a pair of stats */
1093 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1095 max1 = p_ptr->stat_max[ii];
1096 cur1 = p_ptr->stat_cur[ii];
1097 max2 = p_ptr->stat_max[jj];
1098 cur2 = p_ptr->stat_cur[jj];
1100 p_ptr->stat_max[ii] = max2;
1101 p_ptr->stat_cur[ii] = cur2;
1102 p_ptr->stat_max[jj] = max1;
1103 p_ptr->stat_cur[jj] = cur1;
1107 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1108 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1111 p_ptr->update |= (PU_BONUS);
1118 void apply_nexus(monster_type *m_ptr)
1120 switch (randint1(7))
1122 case 1: case 2: case 3:
1124 teleport_player(200);
1130 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
1136 if (randint0(100) < p_ptr->skill_sav)
1139 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1141 msg_print("You resist the effects!");
1147 /* Teleport Level */
1154 if (randint0(100) < p_ptr->skill_sav)
1157 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1159 msg_print("You resist the effects!");
1166 msg_print("ÂΤ¬¤Í¤¸¤ì»Ï¤á¤¿...");
1168 msg_print("Your body starts to scramble...");
1179 * Charge a lite (torch or latern)
1181 void phlogiston(void)
1184 object_type * o_ptr = &inventory[INVEN_LITE];
1187 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1189 max_flog = FUEL_LAMP;
1193 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1195 max_flog = FUEL_TORCH;
1198 /* No torch to refill */
1202 msg_print("dzÁǤò¾ÃÈñ¤¹¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Þ¤»¤ó¡£");
1204 msg_print("You are not wielding anything which uses phlogiston.");
1210 if (o_ptr->xtra4 >= max_flog)
1213 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¤³¤ì°Ê¾ådzÁǤòÊä½¼¤Ç¤¤Þ¤»¤ó¡£");
1215 msg_print("No more phlogiston can be put in this item.");
1222 o_ptr->xtra4 += (max_flog / 2);
1226 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ËdzÁǤòÊä½¼¤·¤¿¡£");
1228 msg_print("You add phlogiston to your light item.");
1233 if (o_ptr->xtra4 >= max_flog)
1235 o_ptr->xtra4 = max_flog;
1237 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ÏËþ¥¿¥ó¤Ë¤Ê¤Ã¤¿¡£");
1239 msg_print("Your light item is full.");
1244 /* Recalculate torch */
1245 p_ptr->update |= (PU_TORCH);
1249 static bool item_tester_hook_weapon_nobow(object_type *o_ptr)
1251 switch (o_ptr->tval)
1261 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
1269 * Brand the current weapon
1271 void brand_weapon(int brand_type)
1278 /* Assume enchant weapon */
1279 item_tester_hook = item_tester_hook_weapon_nobow;
1280 item_tester_no_ryoute = TRUE;
1284 q = "¤É¤ÎÉð´ï¤ò¶¯²½¤·¤Þ¤¹¤«? ";
1285 s = "¶¯²½¤Ç¤¤ëÉð´ï¤¬¤Ê¤¤¡£";
1287 q = "Enchant which weapon? ";
1288 s = "You have nothing to enchant.";
1291 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1293 /* Get the item (in the pack) */
1296 o_ptr = &inventory[item];
1299 /* Get the item (on the floor) */
1302 o_ptr = &o_list[0 - item];
1306 /* you can never modify artifacts / ego-items */
1307 /* you can never modify cursed items */
1308 /* TY: You _can_ modify broken items (if you're silly enough) */
1309 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
1310 !o_ptr->art_name && !cursed_p(o_ptr) &&
1311 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1312 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1313 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1317 /* Let's get the name before it is changed... */
1318 char o_name[MAX_NLEN];
1319 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1324 if (o_ptr->tval == TV_SWORD)
1327 act = "¤Ï±Ô¤µ¤òÁý¤·¤¿¡ª";
1329 act = "becomes very sharp!";
1332 o_ptr->name2 = EGO_SHARPNESS;
1333 o_ptr->pval = m_bonus(5, dun_level) + 1;
1338 act = "¤ÏÇ˲õÎϤòÁý¤·¤¿¡ª";
1340 act = "seems very powerful.";
1343 o_ptr->name2 = EGO_EARTHQUAKES;
1344 o_ptr->pval = m_bonus(3, dun_level);
1349 act = "¤Ï¿Í´Ö¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1351 act = "seems to be looking for humans!";
1354 o_ptr->name2 = EGO_SLAY_HUMAN;
1358 act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
1360 act = "covered with lightning!";
1363 o_ptr->name2 = EGO_BRAND_ELEC;
1367 act = "¤Ï»À¤Ëʤ¤ï¤ì¤¿¡ª";
1369 act = "coated with acid!";
1372 o_ptr->name2 = EGO_BRAND_ACID;
1376 act = "¤Ï¼Ù°¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
1378 act = "seems to be looking for evil monsters!";
1381 o_ptr->name2 = EGO_SLAY_EVIL;
1385 act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
1387 act = "seems to be looking for demons!";
1390 o_ptr->name2 = EGO_SLAY_DEMON;
1394 act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
1396 act = "seems to be looking for undead!";
1399 o_ptr->name2 = EGO_SLAY_UNDEAD;
1403 act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1405 act = "seems to be looking for animals!";
1408 o_ptr->name2 = EGO_SLAY_ANIMAL;
1412 act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1414 act = "seems to be looking for dragons!";
1417 o_ptr->name2 = EGO_SLAY_DRAGON;
1421 act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1423 act = "seems to be looking for troll!s";
1426 o_ptr->name2 = EGO_SLAY_TROLL;
1430 act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1432 act = "seems to be looking for orcs!";
1435 o_ptr->name2 = EGO_SLAY_ORC;
1439 act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1441 act = "seems to be looking for giants!";
1444 o_ptr->name2 = EGO_SLAY_GIANT;
1448 act = "¤ÏÈó¾ï¤ËÉÔ°ÂÄê¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡£";
1450 act = "seems very unstable now.";
1453 o_ptr->name2 = EGO_TRUMP;
1454 o_ptr->pval = randint1(2);
1458 act = "¤Ï·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1460 act = "thirsts for blood!";
1463 o_ptr->name2 = EGO_VAMPIRIC;
1467 act = "¤ÏÆǤËʤ¤ï¤ì¤¿¡£";
1469 act = "is coated with poison.";
1472 o_ptr->name2 = EGO_BRAND_POIS;
1476 act = "¤Ï½ã¥í¥°¥ë¥¹¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£";
1478 act = "is engulfed in raw Logrus!";
1481 o_ptr->name2 = EGO_CHAOTIC;
1485 act = "¤Ï±ê¤Î¥·¡¼¥ë¥É¤Ëʤ¤ï¤ì¤¿¡ª";
1487 act = "is covered in a fiery shield!";
1490 o_ptr->name2 = EGO_BRAND_FIRE;
1494 act = "¤Ï¿¼¤¯Î䤿¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿¡ª";
1496 act = "glows deep, icy blue!";
1499 o_ptr->name2 = EGO_BRAND_COLD;
1504 msg_format("¤¢¤Ê¤¿¤Î%s%s", o_name, act);
1506 msg_format("Your %s %s", o_name, act);
1510 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1512 o_ptr->discount = 99;
1513 chg_virtue(V_ENCHANT, 2);
1517 if (flush_failure) flush();
1520 msg_print("°ÀÉղä˼ºÇÔ¤·¤¿¡£");
1522 msg_print("The Branding failed.");
1525 chg_virtue(V_ENCHANT, -2);
1532 * Vanish all walls in this floor
1534 static bool vanish_dungeon(void)
1538 feature_type *f_ptr;
1539 monster_type *m_ptr;
1542 /* Prevent vasishing of quest levels and town */
1543 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1548 /* Scan all normal grids */
1549 for (y = 1; y < cur_hgt - 1; y++)
1551 for (x = 1; x < cur_wid - 1; x++)
1553 c_ptr = &cave[y][x];
1555 /* Seeing true feature code (ignore mimic) */
1556 f_ptr = &f_info[c_ptr->feat];
1558 /* Lose room and vault */
1559 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1561 m_ptr = &m_list[c_ptr->m_idx];
1564 if (c_ptr->m_idx && m_ptr->csleep)
1566 /* Reset sleep counter */
1569 /* Notice the "waking up" */
1572 /* Acquire the monster name */
1573 monster_desc(m_name, m_ptr, 0);
1575 /* Dump a message */
1577 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
1579 msg_format("%^s wakes up.", m_name);
1582 /* Redraw the health bar */
1583 if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
1584 if (p_ptr->riding == c_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
1588 /* Process all walls, doors and patterns */
1589 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1593 /* Special boundary walls -- Top and bottom */
1594 for (x = 0; x < cur_wid; x++)
1596 c_ptr = &cave[0][x];
1597 f_ptr = &f_info[c_ptr->mimic];
1599 /* Lose room and vault */
1600 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1602 /* Set boundary mimic if needed */
1603 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1605 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1607 /* Check for change to boring grid */
1608 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1611 c_ptr = &cave[cur_hgt - 1][x];
1612 f_ptr = &f_info[c_ptr->mimic];
1614 /* Lose room and vault */
1615 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1617 /* Set boundary mimic if needed */
1618 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1620 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1622 /* Check for change to boring grid */
1623 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1627 /* Special boundary walls -- Left and right */
1628 for (y = 1; y < (cur_hgt - 1); y++)
1630 c_ptr = &cave[y][0];
1631 f_ptr = &f_info[c_ptr->mimic];
1633 /* Lose room and vault */
1634 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1636 /* Set boundary mimic if needed */
1637 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1639 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1641 /* Check for change to boring grid */
1642 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1645 c_ptr = &cave[y][cur_wid - 1];
1646 f_ptr = &f_info[c_ptr->mimic];
1648 /* Lose room and vault */
1649 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1651 /* Set boundary mimic if needed */
1652 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1654 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1656 /* Check for change to boring grid */
1657 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1661 /* Mega-Hack -- Forget the view and lite */
1662 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1665 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
1667 /* Update the monsters */
1668 p_ptr->update |= (PU_MONSTERS);
1671 p_ptr->redraw |= (PR_MAP);
1674 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1680 void call_the_(void)
1684 bool do_call = TRUE;
1686 for (i = 0; i < 9; i++)
1688 y = py + ddy_ddd[i];
1689 x = px + ddx_ddd[i];
1691 if (!cave_floor_bold(y, x) && !boundary_floor_bold(y, x))
1700 for (i = 1; i < 10; i++)
1702 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1705 for (i = 1; i < 10; i++)
1707 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1710 for (i = 1; i < 10; i++)
1712 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1716 /* Prevent destruction of quest levels and town */
1717 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1720 msg_print("ÃÏÌ̤¬Íɤ줿¡£");
1722 msg_print("The ground trembles.");
1729 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
1730 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
1731 msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
1733 msg_format("You %s the %s too close to a wall!",
1734 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1735 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1736 msg_print("There is a loud explosion!");
1742 if (!vanish_dungeon()) msg_print("¥À¥ó¥¸¥ç¥ó¤Ï°ì½ÖÀŤޤêÊ֤ä¿¡£");
1744 if (!vanish_dungeon()) msg_print("The dungeon silences a moment.");
1749 if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), FALSE))
1751 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
1753 msg_print("The dungeon collapses...");
1758 msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
1760 msg_print("The dungeon trembles.");
1765 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
1767 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
1774 * Fetch an item (teleport it right underneath the caster)
1776 void fetch(int dir, int wgt, bool require_los)
1781 char o_name[MAX_NLEN];
1783 /* Check to see if an object is already there */
1784 if (cave[py][px].o_idx)
1787 msg_print("¼«Ê¬¤Î¤β¼¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡£");
1789 msg_print("You can't fetch when you're already standing on something.");
1796 if (dir == 5 && target_okay())
1801 if (distance(py, px, ty, tx) > MAX_RANGE)
1804 msg_print("¤½¤ó¤Ê¤Ë±ó¤¯¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡ª");
1806 msg_print("You can't fetch something that far away!");
1812 c_ptr = &cave[ty][tx];
1814 /* We need an item to fetch */
1818 msg_print("¤½¤³¤Ë¤Ï²¿¤â¤¢¤ê¤Þ¤»¤ó¡£");
1820 msg_print("There is no object at this place.");
1826 /* No fetching from vault */
1827 if (c_ptr->info & CAVE_ICKY)
1830 msg_print("¥¢¥¤¥Æ¥à¤¬¥³¥ó¥È¥í¡¼¥ë¤ò³°¤ì¤ÆÍî¤Á¤¿¡£");
1832 msg_print("The item slips from your control.");
1838 /* We need to see the item */
1839 if (require_los && !player_has_los_bold(ty, tx))
1842 msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
1844 msg_print("You have no direct line of sight to that location.");
1852 /* Use a direction */
1853 ty = py; /* Where to drop the item */
1860 c_ptr = &cave[ty][tx];
1862 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1863 !cave_floor_bold(ty, tx)) return;
1865 while (!c_ptr->o_idx);
1868 o_ptr = &o_list[c_ptr->o_idx];
1870 if (o_ptr->weight > wgt)
1872 /* Too heavy to 'fetch' */
1874 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï½Å²á¤®¤Þ¤¹¡£");
1876 msg_print("The object is too heavy.");
1883 c_ptr->o_idx = o_ptr->next_o_idx;
1884 cave[py][px].o_idx = i; /* 'move' it */
1885 o_ptr->next_o_idx = 0;
1886 o_ptr->iy = (byte)py;
1887 o_ptr->ix = (byte)px;
1889 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1891 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
1893 msg_format("%^s flies through the air to your feet.", o_name);
1898 p_ptr->redraw |= PR_MAP;
1902 void alter_reality(void)
1904 /* Ironman option */
1905 if (p_ptr->inside_arena || ironman_downward)
1908 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
1910 msg_print("Nothing happens.");
1915 if (!p_ptr->alter_reality)
1917 int turns = randint0(21) + 15;
1919 p_ptr->alter_reality = turns;
1921 msg_print("²ó¤ê¤Î·Ê¿§¤¬ÊѤï¤ê»Ï¤á¤¿...");
1923 msg_print("The view around you begins to change...");
1926 p_ptr->redraw |= (PR_STATUS);
1930 p_ptr->alter_reality = 0;
1932 msg_print("·Ê¿§¤¬¸µ¤ËÌá¤Ã¤¿...");
1934 msg_print("The view around you got back...");
1937 p_ptr->redraw |= (PR_STATUS);
1944 * Leave a "glyph of warding" which prevents monster movement
1946 bool warding_glyph(void)
1949 if (!cave_clean_bold(py, px))
1952 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1954 msg_print("The object resists the spell.");
1960 /* Create a glyph */
1961 cave[py][px].info |= CAVE_OBJECT;
1962 cave[py][px].mimic = FEAT_GLYPH;
1973 bool place_mirror(void)
1976 if (!cave_clean_bold(py, px))
1979 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1981 msg_print("The object resists the spell.");
1987 /* Create a mirror */
1988 cave[py][px].info |= CAVE_OBJECT;
1989 cave[py][px].mimic = FEAT_MIRROR;
1991 /* Turn on the light */
1992 cave[py][px].info |= CAVE_GLOW;
2005 * Leave an "explosive rune" which prevents monster movement
2007 bool explosive_rune(void)
2010 if (!cave_clean_bold(py, px))
2013 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
2015 msg_print("The object resists the spell.");
2021 /* Create a glyph */
2022 cave[py][px].info |= CAVE_OBJECT;
2023 cave[py][px].mimic = FEAT_MINOR_GLYPH;
2036 * Identify everything being carried.
2037 * Done by a potion of "self knowledge".
2039 void identify_pack(void)
2043 /* Simply identify and know every item */
2044 for (i = 0; i < INVEN_TOTAL; i++)
2046 object_type *o_ptr = &inventory[i];
2048 /* Skip non-objects */
2049 if (!o_ptr->k_idx) continue;
2052 identify_item(o_ptr);
2054 /* Auto-inscription */
2055 autopick_alter_item(i, FALSE);
2061 * Used by the "enchant" function (chance of failure)
2062 * (modified for Zangband, we need better stuff there...) -- TY
2064 static int enchant_table[16] =
2066 0, 10, 50, 100, 200,
2067 300, 400, 500, 650, 800,
2068 950, 987, 993, 995, 998,
2074 * Removes curses from items in inventory
2076 * Note that Items which are "Perma-Cursed" (The One Ring,
2077 * The Crown of Morgoth) can NEVER be uncursed.
2079 * Note that if "all" is FALSE, then Items which are
2080 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
2081 * will not be uncursed.
2083 static int remove_curse_aux(int all)
2087 /* Attempt to uncurse items being worn */
2088 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2090 object_type *o_ptr = &inventory[i];
2092 /* Skip non-objects */
2093 if (!o_ptr->k_idx) continue;
2095 /* Uncursed already */
2096 if (!cursed_p(o_ptr)) continue;
2098 /* Heavily Cursed Items need a special spell */
2099 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
2101 /* Perma-Cursed Items can NEVER be uncursed */
2102 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2105 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
2110 o_ptr->curse_flags = 0L;
2112 /* Hack -- Assume felt */
2113 o_ptr->ident |= (IDENT_SENSE);
2116 o_ptr->feeling = FEEL_NONE;
2118 /* Recalculate the bonuses */
2119 p_ptr->update |= (PU_BONUS);
2122 p_ptr->window |= (PW_EQUIP);
2124 /* Count the uncursings */
2128 /* Return "something uncursed" */
2134 * Remove most curses
2136 bool remove_curse(void)
2138 return (remove_curse_aux(FALSE));
2144 bool remove_all_curse(void)
2146 return (remove_curse_aux(TRUE));
2151 * Turns an object into gold, gain some of its value in a shop
2160 char o_name[MAX_NLEN];
2161 char out_val[MAX_NLEN+40];
2165 /* Hack -- force destruction */
2166 if (command_arg > 0) force = TRUE;
2170 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
2171 s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2173 q = "Turn which item to gold? ";
2174 s = "You have nothing to turn to gold.";
2177 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2179 /* Get the item (in the pack) */
2182 o_ptr = &inventory[item];
2185 /* Get the item (on the floor) */
2188 o_ptr = &o_list[0 - item];
2192 /* See how many items */
2193 if (o_ptr->number > 1)
2195 /* Get a quantity */
2196 amt = get_quantity(NULL, o_ptr->number);
2198 /* Allow user abort */
2199 if (amt <= 0) return FALSE;
2203 /* Describe the object */
2204 old_number = o_ptr->number;
2205 o_ptr->number = amt;
2206 object_desc(o_name, o_ptr, 0);
2207 o_ptr->number = old_number;
2209 /* Verify unless quantity given */
2212 if (confirm_destroy || (object_value(o_ptr) > 0))
2214 /* Make a verification */
2216 sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
2218 sprintf(out_val, "Really turn %s to gold? ", o_name);
2221 if (!get_check(out_val)) return FALSE;
2225 /* Artifacts cannot be destroyed */
2226 if (!can_player_destroy_object(o_ptr))
2230 msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
2232 msg_format("You fail to turn %s to gold!", o_name);
2239 price = object_value_real(o_ptr);
2245 msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
2247 msg_format("You turn %s to fool's gold.", o_name);
2255 if (amt > 1) price *= amt;
2257 if (price > 30000) price = 30000;
2259 msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
2261 msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
2267 p_ptr->redraw |= (PR_GOLD);
2270 p_ptr->window |= (PW_PLAYER);
2274 /* Eliminate the item (from the pack) */
2277 inven_item_increase(item, -amt);
2278 inven_item_describe(item);
2279 inven_item_optimize(item);
2282 /* Eliminate the item (from the floor) */
2285 floor_item_increase(0 - item, -amt);
2286 floor_item_describe(0 - item);
2287 floor_item_optimize(0 - item);
2296 * Hook to specify "weapon"
2298 bool item_tester_hook_weapon(object_type *o_ptr)
2300 switch (o_ptr->tval)
2314 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2321 static bool item_tester_hook_weapon2(object_type *o_ptr)
2323 switch (o_ptr->tval)
2343 * Hook to specify "armour"
2345 bool item_tester_hook_armour(object_type *o_ptr)
2347 switch (o_ptr->tval)
2368 * Check if an object is weapon or armour (but not arrow, bolt, or shot)
2370 bool item_tester_hook_weapon_armour(object_type *o_ptr)
2372 switch (o_ptr->tval)
2401 * Check if an object is nameless weapon or armour
2403 static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2405 switch (o_ptr->tval)
2424 if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
2426 if (object_known_p(o_ptr)) return FALSE;
2436 * Break the curse of an item
2438 static void break_curse(object_type *o_ptr)
2440 if (cursed_p(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2443 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
2445 msg_print("The curse is broken!");
2448 o_ptr->curse_flags = 0L;
2450 o_ptr->ident |= (IDENT_SENSE);
2452 o_ptr->feeling = FEEL_NONE;
2458 * Enchants a plus onto an item. -RAK-
2460 * Revamped! Now takes item pointer, number of times to try enchanting,
2461 * and a flag of what to try enchanting. Artifacts resist enchantment
2462 * some of the time, and successful enchantment to at least +0 might
2463 * break a curse on the item. -CFT-
2465 * Note that an item can technically be enchanted all the way to +15 if
2466 * you wait a very, very, long time. Going from +9 to +10 only works
2467 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2469 * Note that this function can now be used on "piles" of items, and
2470 * the larger the pile, the lower the chance of success.
2472 bool enchant(object_type *o_ptr, int n, int eflag)
2474 int i, chance, prob;
2476 bool a = (artifact_p(o_ptr) || o_ptr->art_name);
2477 bool force = (eflag & ENCH_FORCE);
2480 /* Large piles resist enchantment */
2481 prob = o_ptr->number * 100;
2483 /* Missiles are easy to enchant */
2484 if ((o_ptr->tval == TV_BOLT) ||
2485 (o_ptr->tval == TV_ARROW) ||
2486 (o_ptr->tval == TV_SHOT))
2492 for (i = 0; i < n; i++)
2494 /* Hack -- Roll for pile resistance */
2495 if (!force && randint0(prob) >= 100) continue;
2497 /* Enchant to hit */
2498 if (eflag & ENCH_TOHIT)
2500 if (o_ptr->to_h < 0) chance = 0;
2501 else if (o_ptr->to_h > 15) chance = 1000;
2502 else chance = enchant_table[o_ptr->to_h];
2504 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2509 /* only when you get it above -1 -CFT */
2510 if (o_ptr->to_h >= 0)
2515 /* Enchant to damage */
2516 if (eflag & ENCH_TODAM)
2518 if (o_ptr->to_d < 0) chance = 0;
2519 else if (o_ptr->to_d > 15) chance = 1000;
2520 else chance = enchant_table[o_ptr->to_d];
2522 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2527 /* only when you get it above -1 -CFT */
2528 if (o_ptr->to_d >= 0)
2533 /* Enchant to armor class */
2534 if (eflag & ENCH_TOAC)
2536 if (o_ptr->to_a < 0) chance = 0;
2537 else if (o_ptr->to_a > 15) chance = 1000;
2538 else chance = enchant_table[o_ptr->to_a];
2540 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2545 /* only when you get it above -1 -CFT */
2546 if (o_ptr->to_a >= 0)
2553 if (!res) return (FALSE);
2555 /* Recalculate bonuses */
2556 p_ptr->update |= (PU_BONUS);
2558 /* Combine / Reorder the pack (later) */
2559 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2562 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2573 * Enchant an item (in the inventory or on the floor)
2574 * Note that "num_ac" requires armour, else weapon
2575 * Returns TRUE if attempted, FALSE if cancelled
2577 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2582 char o_name[MAX_NLEN];
2586 /* Assume enchant weapon */
2587 item_tester_hook = item_tester_hook_weapon;
2588 item_tester_no_ryoute = TRUE;
2590 /* Enchant armor if requested */
2591 if (num_ac) item_tester_hook = item_tester_hook_armour;
2595 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2596 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2598 q = "Enchant which item? ";
2599 s = "You have nothing to enchant.";
2602 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2604 /* Get the item (in the pack) */
2607 o_ptr = &inventory[item];
2610 /* Get the item (on the floor) */
2613 o_ptr = &o_list[0 - item];
2618 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2622 msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
2625 msg_format("%s %s glow%s brightly!",
2626 ((item >= 0) ? "Your" : "The"), o_name,
2627 ((o_ptr->number > 1) ? "" : "s"));
2632 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2633 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2634 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2640 if (flush_failure) flush();
2644 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2646 msg_print("The enchantment failed.");
2649 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2652 chg_virtue(V_ENCHANT, 1);
2656 /* Something happened */
2661 bool artifact_scroll(void)
2666 char o_name[MAX_NLEN];
2670 item_tester_no_ryoute = TRUE;
2671 /* Enchant weapon/armour */
2672 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2676 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2677 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2679 q = "Enchant which item? ";
2680 s = "You have nothing to enchant.";
2683 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2685 /* Get the item (in the pack) */
2688 o_ptr = &inventory[item];
2691 /* Get the item (on the floor) */
2694 o_ptr = &o_list[0 - item];
2699 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2703 msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
2705 msg_format("%s %s radiate%s a blinding light!",
2706 ((item >= 0) ? "Your" : "The"), o_name,
2707 ((o_ptr->number > 1) ? "" : "s"));
2710 if (o_ptr->name1 || o_ptr->art_name)
2713 msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
2715 msg_format("The %s %s already %s!",
2716 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2717 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2723 else if (o_ptr->name2)
2726 msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
2728 msg_format("The %s %s already %s!",
2729 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2730 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2736 else if (o_ptr->xtra3)
2739 msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª", o_name );
2741 msg_format("The %s %s already %s!",
2742 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2743 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2749 if (o_ptr->number > 1)
2752 msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
2753 msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
2755 msg_print("Not enough enough energy to enchant more than one object!");
2756 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2761 inven_item_increase(item, 1-(o_ptr->number));
2765 floor_item_increase(0-item, 1-(o_ptr->number));
2768 okay = create_artifact(o_ptr, TRUE);
2775 if (flush_failure) flush();
2779 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2781 msg_print("The enchantment failed.");
2784 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2787 chg_virtue(V_ENCHANT, 1);
2791 /* Something happened */
2797 * Identify an object
2799 bool identify_item(object_type *o_ptr)
2801 bool old_known = FALSE;
2802 char o_name[MAX_NLEN];
2805 object_desc(o_name, o_ptr, 0);
2807 if (o_ptr->ident & IDENT_KNOWN)
2810 if (!(o_ptr->ident & (IDENT_MENTAL)))
2812 if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
2813 chg_virtue(V_KNOWLEDGE, 1);
2816 /* Identify it fully */
2817 object_aware(o_ptr);
2818 object_known(o_ptr);
2820 /* Recalculate bonuses */
2821 p_ptr->update |= (PU_BONUS);
2823 /* Combine / Reorder the pack (later) */
2824 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2827 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2829 strcpy(record_o_name, o_name);
2833 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2835 if(record_fix_art && !old_known && artifact_p(o_ptr))
2836 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2837 if(record_rand_art && !old_known && o_ptr->art_name)
2838 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2844 static bool item_tester_hook_identify(object_type *o_ptr)
2846 return (bool)!object_known_p(o_ptr);
2849 static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2851 if (object_known_p(o_ptr))
2853 return item_tester_hook_weapon_armour(o_ptr);
2857 * Identify an object in the inventory (or on the floor)
2858 * This routine does *not* automatically combine objects.
2859 * Returns TRUE if something was identified, else FALSE.
2861 bool ident_spell(bool only_equip)
2865 char o_name[MAX_NLEN];
2869 item_tester_no_ryoute = TRUE;
2872 item_tester_hook = item_tester_hook_identify_weapon_armour;
2874 item_tester_hook = item_tester_hook_identify;
2876 if (!can_get_item())
2880 item_tester_hook = item_tester_hook_weapon_armour;
2884 item_tester_hook = NULL;
2890 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2891 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2893 q = "Identify which item? ";
2894 s = "You have nothing to identify.";
2897 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2899 /* Get the item (in the pack) */
2902 o_ptr = &inventory[item];
2905 /* Get the item (on the floor) */
2908 o_ptr = &o_list[0 - item];
2912 old_known = identify_item(o_ptr);
2915 object_desc(o_name, o_ptr, 0);
2918 if (item >= INVEN_RARM)
2921 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
2923 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
2929 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
2931 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
2937 msg_format("¾²¾å: %s¡£", o_name);
2939 msg_format("On the ground: %s.", o_name);
2943 /* Auto-inscription/destroy */
2944 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2946 /* Something happened */
2952 * Mundanify an object in the inventory (or on the floor)
2953 * This routine does *not* automatically combine objects.
2954 * Returns TRUE if something was mundanified, else FALSE.
2956 bool mundane_spell(bool only_equip)
2962 if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
2963 item_tester_no_ryoute = TRUE;
2967 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
2968 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2970 q = "Use which item? ";
2971 s = "You have nothing you can use.";
2974 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2976 /* Get the item (in the pack) */
2979 o_ptr = &inventory[item];
2982 /* Get the item (on the floor) */
2985 o_ptr = &o_list[0 - item];
2990 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2992 msg_print("There is a bright flash of light!");
2995 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2996 byte ix = o_ptr->ix; /* X-position on map, or zero */
2997 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2998 byte marked = o_ptr->marked; /* Object is marked */
2999 s16b weight = o_ptr->number * o_ptr->weight;
3000 u16b inscription = o_ptr->inscription;
3003 object_prep(o_ptr, o_ptr->k_idx);
3007 o_ptr->next_o_idx = next_o_idx;
3008 o_ptr->marked = marked;
3009 o_ptr->inscription = inscription;
3010 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
3014 /* Something happened */
3020 static bool item_tester_hook_identify_fully(object_type *o_ptr)
3022 return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
3025 static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
3027 if (!item_tester_hook_identify_fully(o_ptr))
3029 return item_tester_hook_weapon_armour(o_ptr);
3033 * Fully "identify" an object in the inventory -BEN-
3034 * This routine returns TRUE if an item was identified.
3036 bool identify_fully(bool only_equip)
3040 char o_name[MAX_NLEN];
3044 item_tester_no_ryoute = TRUE;
3046 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
3048 item_tester_hook = item_tester_hook_identify_fully;
3050 if (!can_get_item())
3053 item_tester_hook = item_tester_hook_weapon_armour;
3055 item_tester_hook = NULL;
3060 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
3061 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3063 q = "Identify which item? ";
3064 s = "You have nothing to identify.";
3067 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
3069 /* Get the item (in the pack) */
3072 o_ptr = &inventory[item];
3075 /* Get the item (on the floor) */
3078 o_ptr = &o_list[0 - item];
3082 old_known = identify_item(o_ptr);
3084 /* Mark the item as fully known */
3085 o_ptr->ident |= (IDENT_MENTAL);
3091 object_desc(o_name, o_ptr, 0);
3094 if (item >= INVEN_RARM)
3097 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
3099 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
3107 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
3109 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
3115 msg_format("¾²¾å: %s¡£", o_name);
3117 msg_format("On the ground: %s.", o_name);
3121 /* Describe it fully */
3122 (void)screen_object(o_ptr, TRUE);
3124 /* Auto-inscription/destroy */
3125 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
3135 * Hook for "get_item()". Determine if something is rechargable.
3137 bool item_tester_hook_recharge(object_type *o_ptr)
3139 /* Recharge staffs */
3140 if (o_ptr->tval == TV_STAFF) return (TRUE);
3142 /* Recharge wands */
3143 if (o_ptr->tval == TV_WAND) return (TRUE);
3145 /* Hack -- Recharge rods */
3146 if (o_ptr->tval == TV_ROD) return (TRUE);
3154 * Recharge a wand/staff/rod from the pack or on the floor.
3155 * This function has been rewritten in Oangband and ZAngband.
3157 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
3158 * Chaos -- Arcane Binding --> recharge(90)
3160 * Scroll of recharging --> recharge(130)
3161 * Artifact activation/Thingol --> recharge(130)
3163 * It is harder to recharge high level, and highly charged wands,
3164 * staffs, and rods. The more wands in a stack, the more easily and
3165 * strongly they recharge. Staffs, however, each get fewer charges if
3168 * XXX XXX XXX Beware of "sliding index errors".
3170 bool recharge(int power)
3173 int recharge_strength, recharge_amount;
3182 char o_name[MAX_NLEN];
3184 /* Only accept legal items */
3185 item_tester_hook = item_tester_hook_recharge;
3189 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
3190 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3192 q = "Recharge which item? ";
3193 s = "You have nothing to recharge.";
3196 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
3198 /* Get the item (in the pack) */
3201 o_ptr = &inventory[item];
3204 /* Get the item (on the floor) */
3207 o_ptr = &o_list[0 - item];
3210 /* Get the object kind. */
3211 k_ptr = &k_info[o_ptr->k_idx];
3213 /* Extract the object "level" */
3214 lev = get_object_level(o_ptr);
3217 /* Recharge a rod */
3218 if (o_ptr->tval == TV_ROD)
3220 /* Extract a recharge strength by comparing object level to power. */
3221 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
3225 if (one_in_(recharge_strength))
3227 /* Activate the failure code. */
3234 /* Recharge amount */
3235 recharge_amount = (power * damroll(3, 2));
3237 /* Recharge by that amount */
3238 if (o_ptr->timeout > recharge_amount)
3239 o_ptr->timeout -= recharge_amount;
3246 /* Recharge wand/staff */
3249 /* Extract a recharge strength by comparing object level to power.
3250 * Divide up a stack of wands' charges to calculate charge penalty.
3252 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3253 recharge_strength = (100 + power - lev -
3254 (8 * o_ptr->pval / o_ptr->number)) / 15;
3256 /* All staffs, unstacked wands. */
3257 else recharge_strength = (100 + power - lev -
3258 (8 * o_ptr->pval)) / 15;
3261 if (recharge_strength < 0) recharge_strength = 0;
3264 if (one_in_(recharge_strength))
3266 /* Activate the failure code. */
3270 /* If the spell didn't backfire, recharge the wand or staff. */
3273 /* Recharge based on the standard number of charges. */
3274 recharge_amount = randint1(1 + k_ptr->pval / 2);
3276 /* Multiple wands in a stack increase recharging somewhat. */
3277 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3280 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
3281 if (recharge_amount < 1) recharge_amount = 1;
3282 if (recharge_amount > 12) recharge_amount = 12;
3285 /* But each staff in a stack gets fewer additional charges,
3286 * although always at least one.
3288 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
3290 recharge_amount /= o_ptr->number;
3291 if (recharge_amount < 1) recharge_amount = 1;
3294 /* Recharge the wand or staff. */
3295 o_ptr->pval += recharge_amount;
3298 /* Hack -- we no longer "know" the item */
3299 o_ptr->ident &= ~(IDENT_KNOWN);
3301 /* Hack -- we no longer think the item is empty */
3302 o_ptr->ident &= ~(IDENT_EMPTY);
3307 /* Inflict the penalties for failing a recharge. */
3310 /* Artifacts are never destroyed. */
3311 if (artifact_p(o_ptr))
3313 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3315 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
3317 msg_format("The recharging backfires - %s is completely drained!", o_name);
3321 /* Artifact rods. */
3322 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3323 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3325 /* Artifact wands and staffs. */
3326 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3331 /* Get the object description */
3332 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3334 /*** Determine Seriousness of Failure ***/
3336 /* Mages recharge objects more safely. */
3337 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)
3339 /* 10% chance to blow up one rod, otherwise draining. */
3340 if (o_ptr->tval == TV_ROD)
3342 if (one_in_(10)) fail_type = 2;
3345 /* 75% chance to blow up one wand, otherwise draining. */
3346 else if (o_ptr->tval == TV_WAND)
3348 if (!one_in_(3)) fail_type = 2;
3351 /* 50% chance to blow up one staff, otherwise no effect. */
3352 else if (o_ptr->tval == TV_STAFF)
3354 if (one_in_(2)) fail_type = 2;
3359 /* All other classes get no special favors. */
3362 /* 33% chance to blow up one rod, otherwise draining. */
3363 if (o_ptr->tval == TV_ROD)
3365 if (one_in_(3)) fail_type = 2;
3368 /* 20% chance of the entire stack, else destroy one wand. */
3369 else if (o_ptr->tval == TV_WAND)
3371 if (one_in_(5)) fail_type = 3;
3374 /* Blow up one staff. */
3375 else if (o_ptr->tval == TV_STAFF)
3381 /*** Apply draining and destruction. ***/
3383 /* Drain object or stack of objects. */
3386 if (o_ptr->tval == TV_ROD)
3389 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
3391 msg_print("The recharge backfires, draining the rod further!");
3394 if (o_ptr->timeout < 10000)
3395 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3397 else if (o_ptr->tval == TV_WAND)
3400 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
3402 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
3407 /* Staffs aren't drained. */
3410 /* Destroy an object or one in a stack of objects. */
3413 if (o_ptr->number > 1)
3415 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
3417 msg_format("Wild magic consumes one of your %s!", o_name);
3422 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3424 msg_format("Wild magic consumes your %s!", o_name);
3428 /* Reduce rod stack maximum timeout, drain wands. */
3429 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3430 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3432 /* Reduce and describe inventory */
3435 inven_item_increase(item, -1);
3436 inven_item_describe(item);
3437 inven_item_optimize(item);
3440 /* Reduce and describe floor item */
3443 floor_item_increase(0 - item, -1);
3444 floor_item_describe(0 - item);
3445 floor_item_optimize(0 - item);
3449 /* Destroy all members of a stack of objects. */
3452 if (o_ptr->number > 1)
3454 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
3456 msg_format("Wild magic consumes all your %s!", o_name);
3461 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3463 msg_format("Wild magic consumes your %s!", o_name);
3468 /* Reduce and describe inventory */
3471 inven_item_increase(item, -999);
3472 inven_item_describe(item);
3473 inven_item_optimize(item);
3476 /* Reduce and describe floor item */
3479 floor_item_increase(0 - item, -999);
3480 floor_item_describe(0 - item);
3481 floor_item_optimize(0 - item);
3487 /* Combine / Reorder the pack (later) */
3488 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3491 p_ptr->window |= (PW_INVEN);
3493 /* Something was done */
3501 bool bless_weapon(void)
3505 u32b flgs[TR_FLAG_SIZE];
3506 char o_name[MAX_NLEN];
3509 item_tester_no_ryoute = TRUE;
3510 /* Assume enchant weapon */
3511 item_tester_hook = item_tester_hook_weapon2;
3515 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
3516 s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3518 q = "Bless which weapon? ";
3519 s = "You have weapon to bless.";
3522 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3525 /* Get the item (in the pack) */
3528 o_ptr = &inventory[item];
3531 /* Get the item (on the floor) */
3534 o_ptr = &o_list[0 - item];
3539 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3541 /* Extract the flags */
3542 object_flags(o_ptr, flgs);
3544 if (cursed_p(o_ptr))
3546 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3547 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3550 msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
3553 msg_format("The black aura on %s %s disrupts the blessing!",
3554 ((item >= 0) ? "your" : "the"), o_name);
3561 msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
3564 msg_format("A malignant aura leaves %s %s.",
3565 ((item >= 0) ? "your" : "the"), o_name);
3570 o_ptr->curse_flags = 0L;
3572 /* Hack -- Assume felt */
3573 o_ptr->ident |= (IDENT_SENSE);
3576 o_ptr->feeling = FEEL_NONE;
3578 /* Recalculate the bonuses */
3579 p_ptr->update |= (PU_BONUS);
3582 p_ptr->window |= (PW_EQUIP);
3586 * Next, we try to bless it. Artifacts have a 1/3 chance of
3587 * being blessed, otherwise, the operation simply disenchants
3588 * them, godly power negating the magic. Ok, the explanation
3589 * is silly, but otherwise priests would always bless every
3590 * artifact weapon they find. Ego weapons and normal weapons
3591 * can be blessed automatically.
3593 if (have_flag(flgs, TR_BLESSED))
3596 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
3599 msg_format("%s %s %s blessed already.",
3600 ((item >= 0) ? "Your" : "The"), o_name,
3601 ((o_ptr->number > 1) ? "were" : "was"));
3607 if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || one_in_(3))
3611 msg_format("%s¤Ïµ±¤¤¤¿¡ª",
3614 msg_format("%s %s shine%s!",
3615 ((item >= 0) ? "Your" : "The"), o_name,
3616 ((o_ptr->number > 1) ? "" : "s"));
3619 add_flag(o_ptr->art_flags, TR_BLESSED);
3620 o_ptr->discount = 99;
3624 bool dis_happened = FALSE;
3627 msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
3629 msg_print("The weapon resists your blessing!");
3633 /* Disenchant tohit */
3634 if (o_ptr->to_h > 0)
3637 dis_happened = TRUE;
3640 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3642 /* Disenchant todam */
3643 if (o_ptr->to_d > 0)
3646 dis_happened = TRUE;
3649 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3651 /* Disenchant toac */
3652 if (o_ptr->to_a > 0)
3655 dis_happened = TRUE;
3658 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3663 msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
3665 msg_print("There is a static feeling in the air...");
3669 msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
3672 msg_format("%s %s %s disenchanted!",
3673 ((item >= 0) ? "Your" : "The"), o_name,
3674 ((o_ptr->number > 1) ? "were" : "was"));
3680 /* Recalculate bonuses */
3681 p_ptr->update |= (PU_BONUS);
3684 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3695 bool pulish_shield(void)
3699 u32b flgs[TR_FLAG_SIZE];
3700 char o_name[MAX_NLEN];
3703 item_tester_no_ryoute = TRUE;
3704 /* Assume enchant weapon */
3705 item_tester_tval = TV_SHIELD;
3709 q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
3710 s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3712 q = "Pulish which weapon? ";
3713 s = "You have weapon to pulish.";
3716 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3719 /* Get the item (in the pack) */
3722 o_ptr = &inventory[item];
3725 /* Get the item (on the floor) */
3728 o_ptr = &o_list[0 - item];
3733 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3735 /* Extract the flags */
3736 object_flags(o_ptr, flgs);
3738 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
3739 !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3742 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
3744 msg_format("%s %s shine%s!",
3745 ((item >= 0) ? "Your" : "The"), o_name,
3746 ((o_ptr->number > 1) ? "" : "s"));
3748 o_ptr->name2 = EGO_REFLECTION;
3749 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3751 o_ptr->discount = 99;
3752 chg_virtue(V_ENCHANT, 2);
3758 if (flush_failure) flush();
3761 msg_print("¼ºÇÔ¤·¤¿¡£");
3763 msg_print("Failed.");
3766 chg_virtue(V_ENCHANT, -2);
3775 * Potions "smash open" and cause an area effect when
3776 * (1) they are shattered while in the player's inventory,
3777 * due to cold (etc) attacks;
3778 * (2) they are thrown at a monster, or obstacle;
3779 * (3) they are shattered by a "cold ball" or other such spell
3780 * while lying on the floor.
3783 * who --- who caused the potion to shatter (0=player)
3784 * potions that smash on the floor are assumed to
3785 * be caused by no-one (who = 1), as are those that
3786 * shatter inside the player inventory.
3787 * (Not anymore -- I changed this; TY)
3788 * y, x --- coordinates of the potion (or player if
3789 * the potion was in her inventory);
3790 * o_ptr --- pointer to the potion object.
3792 bool potion_smash_effect(int who, int y, int x, int k_idx)
3799 object_kind *k_ptr = &k_info[k_idx];
3801 switch (k_ptr->sval)
3803 case SV_POTION_SALT_WATER:
3804 case SV_POTION_SLIME_MOLD:
3805 case SV_POTION_LOSE_MEMORIES:
3806 case SV_POTION_DEC_STR:
3807 case SV_POTION_DEC_INT:
3808 case SV_POTION_DEC_WIS:
3809 case SV_POTION_DEC_DEX:
3810 case SV_POTION_DEC_CON:
3811 case SV_POTION_DEC_CHR:
3812 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3813 case SV_POTION_APPLE_JUICE:
3816 case SV_POTION_INFRAVISION:
3817 case SV_POTION_DETECT_INVIS:
3818 case SV_POTION_SLOW_POISON:
3819 case SV_POTION_CURE_POISON:
3820 case SV_POTION_BOLDNESS:
3821 case SV_POTION_RESIST_HEAT:
3822 case SV_POTION_RESIST_COLD:
3823 case SV_POTION_HEROISM:
3824 case SV_POTION_BESERK_STRENGTH:
3825 case SV_POTION_RES_STR:
3826 case SV_POTION_RES_INT:
3827 case SV_POTION_RES_WIS:
3828 case SV_POTION_RES_DEX:
3829 case SV_POTION_RES_CON:
3830 case SV_POTION_RES_CHR:
3831 case SV_POTION_INC_STR:
3832 case SV_POTION_INC_INT:
3833 case SV_POTION_INC_WIS:
3834 case SV_POTION_INC_DEX:
3835 case SV_POTION_INC_CON:
3836 case SV_POTION_INC_CHR:
3837 case SV_POTION_AUGMENTATION:
3838 case SV_POTION_ENLIGHTENMENT:
3839 case SV_POTION_STAR_ENLIGHTENMENT:
3840 case SV_POTION_SELF_KNOWLEDGE:
3841 case SV_POTION_EXPERIENCE:
3842 case SV_POTION_RESISTANCE:
3843 case SV_POTION_INVULNERABILITY:
3844 case SV_POTION_NEW_LIFE:
3845 /* All of the above potions have no effect when shattered */
3847 case SV_POTION_SLOWNESS:
3852 case SV_POTION_POISON:
3857 case SV_POTION_BLINDNESS:
3861 case SV_POTION_CONFUSION: /* Booze */
3865 case SV_POTION_SLEEP:
3869 case SV_POTION_RUINATION:
3870 case SV_POTION_DETONATIONS:
3872 dam = damroll(25, 25);
3875 case SV_POTION_DEATH:
3876 dt = GF_DEATH_RAY; /* !! */
3877 dam = k_ptr->level * 10;
3881 case SV_POTION_SPEED:
3884 case SV_POTION_CURE_LIGHT:
3886 dam = damroll(2, 3);
3888 case SV_POTION_CURE_SERIOUS:
3890 dam = damroll(4, 3);
3892 case SV_POTION_CURE_CRITICAL:
3893 case SV_POTION_CURING:
3895 dam = damroll(6, 3);
3897 case SV_POTION_HEALING:
3899 dam = damroll(10, 10);
3901 case SV_POTION_RESTORE_EXP:
3906 case SV_POTION_LIFE:
3908 dam = damroll(50, 50);
3911 case SV_POTION_STAR_HEALING:
3913 dam = damroll(50, 50);
3916 case SV_POTION_RESTORE_MANA: /* MANA */
3918 dam = damroll(10, 10);
3925 (void)project(who, radius, y, x, dam, dt,
3926 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3928 /* XXX those potions that explode need to become "known" */
3934 * Hack -- Display all known spells in a window
3936 * XXX XXX XXX Need to analyze size of the window.
3938 * XXX XXX XXX Need more color coding.
3940 void display_spell_list(void)
3953 /* They have too many spells to list */
3954 if (p_ptr->pclass == CLASS_SORCERER) return;
3955 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3957 /* mind.c type classes */
3958 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3959 (p_ptr->pclass == CLASS_BERSERKER) ||
3960 (p_ptr->pclass == CLASS_NINJA) ||
3961 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3962 (p_ptr->pclass == CLASS_FORCETRAINER))
3968 int plev = p_ptr->lev;
3974 bool use_hp = FALSE;
3976 /* Display a list of spells */
3979 put_str("̾Á°", y, x + 5);
3980 put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
3982 put_str("Name", y, x + 5);
3983 put_str("Lv Mana Fail Info", y, x + 35);
3986 switch(p_ptr->pclass)
3988 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3989 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3990 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3991 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3992 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3993 default: use_mind = 0;break;
3996 /* Dump the spells */
3997 for (i = 0; i < MAX_MIND_POWERS; i++)
3999 byte a = TERM_WHITE;
4001 /* Access the available spell */
4002 spell = mind_powers[use_mind].info[i];
4003 if (spell.min_lev > plev) break;
4005 /* Get the failure rate */
4006 chance = spell.fail;
4008 /* Reduce failure rate by "effective" level adjustment */
4009 chance -= 3 * (p_ptr->lev - spell.min_lev);
4011 /* Reduce failure rate by INT/WIS adjustment */
4012 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
4016 /* Not enough mana to cast */
4017 if (spell.mana_cost > p_ptr->csp)
4019 chance += 5 * (spell.mana_cost - p_ptr->csp);
4025 /* Not enough hp to cast */
4026 if (spell.mana_cost > p_ptr->chp)
4033 /* Extract the minimum failure rate */
4034 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
4036 /* Minimum failure rate */
4037 if (chance < minfail) chance = minfail;
4039 /* Stunning makes spells harder */
4040 if (p_ptr->stun > 50) chance += 25;
4041 else if (p_ptr->stun) chance += 15;
4043 /* Always a 5 percent chance of working */
4044 if (chance > 95) chance = 95;
4047 mindcraft_info(comment, use_mind, i);
4049 /* Dump the spell */
4050 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
4052 spell.min_lev, spell.mana_cost, chance, comment);
4054 Term_putstr(x, y + i + 1, -1, a, psi_desc);
4059 /* Cannot read spellbooks */
4060 if (REALM_NONE == p_ptr->realm1) return;
4062 /* Normal spellcaster with books */
4065 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
4069 /* Reset vertical */
4072 /* Vertical location */
4073 y = (j < 3) ? 0 : (m[j - 3] + 2);
4075 /* Horizontal location */
4079 for (i = 0; i < 32; i++)
4081 byte a = TERM_WHITE;
4083 /* Access the spell */
4084 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
4086 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
4090 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
4093 strcpy(name, spell_names[technic2magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2)-1][i % 32]);
4096 if (s_ptr->slevel >= 99)
4100 strcpy(name, "(ȽÆÉÉÔǽ)");
4102 strcpy(name, "(illegible)");
4112 ((p_ptr->spell_forgotten1 & (1L << i))) :
4113 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
4120 else if (!((j < 1) ?
4121 (p_ptr->spell_learned1 & (1L << i)) :
4122 (p_ptr->spell_learned2 & (1L << (i % 32)))))
4129 else if (!((j < 1) ?
4130 (p_ptr->spell_worked1 & (1L << i)) :
4131 (p_ptr->spell_worked2 & (1L << (i % 32)))))
4137 /* Dump the spell --(-- */
4138 sprintf(out_val, "%c/%c) %-20.20s",
4139 I2A(n / 8), I2A(n % 8), name);
4144 /* Dump onto the window */
4145 Term_putstr(x, m[j], -1, a, out_val);
4155 * Returns experience of a spell
4157 s16b experience_of_spell(int spell, int use_realm)
4159 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
4160 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
4161 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
4162 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
4168 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
4170 int mod_need_mana(int need_mana, int spell, int realm)
4172 #define MANA_CONST 2400
4174 #define DEC_MANA_DIV 3
4177 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
4180 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
4181 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
4183 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
4184 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
4185 need_mana /= MANA_CONST * MANA_DIV;
4186 if (need_mana < 1) need_mana = 1;
4189 /* Non-realm magic */
4192 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
4204 * Modify spell fail rate
4205 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
4207 int mod_spell_chance_1(int chance)
4209 chance += p_ptr->to_m_chance;
4211 if (p_ptr->heavy_spell) chance += 20;
4213 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
4214 else if (p_ptr->easy_spell) chance -= 3;
4215 else if (p_ptr->dec_mana) chance -= 2;
4222 * Modify spell fail rate (as "suffix" process)
4223 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
4224 * Note: variable "chance" cannot be negative.
4226 int mod_spell_chance_2(int chance)
4228 if (p_ptr->dec_mana) chance--;
4230 if (p_ptr->heavy_spell) chance += 5;
4232 return MAX(chance, 0);
4237 * Returns spell chance of failure for spell -RAK-
4239 s16b spell_chance(int spell, int use_realm)
4241 int chance, minfail;
4244 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
4247 /* Paranoia -- must be literate */
4248 if (!mp_ptr->spell_book) return (100);
4250 if (use_realm == REALM_HISSATSU) return 0;
4252 /* Access the spell */
4253 if (!is_magic(use_realm))
4255 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4259 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4262 /* Extract the base spell failure rate */
4263 chance = s_ptr->sfail;
4265 /* Reduce failure rate by "effective" level adjustment */
4266 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
4268 /* Reduce failure rate by INT/WIS adjustment */
4269 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
4272 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
4274 /* Extract mana consumption rate */
4275 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
4277 /* Not enough mana to cast */
4278 if (need_mana > p_ptr->csp)
4280 chance += 5 * (need_mana - p_ptr->csp);
4283 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
4285 /* Extract the minimum failure rate */
4286 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
4289 * Non mage/priest characters never get too good
4290 * (added high mage, mindcrafter)
4292 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
4294 if (minfail < 5) minfail = 5;
4297 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
4298 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
4299 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
4301 chance = mod_spell_chance_1(chance);
4303 if ((use_realm == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
4304 if (((use_realm == REALM_LIFE) || (use_realm == REALM_CRUSADE)) && (p_ptr->align < -20)) chance += penalty;
4305 if (((use_realm == REALM_DEATH) || (use_realm == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
4307 /* Minimum failure rate */
4308 if (chance < minfail) chance = minfail;
4310 /* Stunning makes spells harder */
4311 if (p_ptr->stun > 50) chance += 25;
4312 else if (p_ptr->stun) chance += 15;
4314 /* Always a 5 percent chance of working */
4315 if (chance > 95) chance = 95;
4317 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
4318 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4320 s16b exp = experience_of_spell(spell, use_realm);
4321 if (exp >= SPELL_EXP_EXPERT) chance--;
4322 if (exp >= SPELL_EXP_MASTER) chance--;
4325 /* Return the chance */
4326 return mod_spell_chance_2(chance);
4332 * Determine if a spell is "okay" for the player to cast or study
4333 * The spell must be legible, not forgotten, and also, to cast,
4334 * it must be known, and to study, it must not be known.
4336 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
4340 /* Access the spell */
4341 if (!is_magic(use_realm))
4343 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4347 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4350 /* Spell is illegal */
4351 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
4353 /* Spell is forgotten */
4354 if ((use_realm == p_ptr->realm2) ?
4355 (p_ptr->spell_forgotten2 & (1L << spell)) :
4356 (p_ptr->spell_forgotten1 & (1L << spell)))
4362 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
4363 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
4365 /* Spell is learned */
4366 if ((use_realm == p_ptr->realm2) ?
4367 (p_ptr->spell_learned2 & (1L << spell)) :
4368 (p_ptr->spell_learned1 & (1L << spell)))
4371 return (!study_pray);
4374 /* Okay to study, not to cast */
4381 * Extra information on a spell -DRS-
4383 * We can use up to 14 characters of the buffer 'p'
4385 * The strings in this function were extracted from the code in the
4386 * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
4388 static void spell_info(char *p, int spell, int use_realm)
4390 int plev = p_ptr->lev;
4393 int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
4394 p_ptr->pclass == CLASS_HIGH_MAGE ||
4395 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4397 int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
4398 p_ptr->pclass == CLASS_HIGH_MAGE ||
4399 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4401 cptr s_dam = "»½ý:";
4402 cptr s_dur = "´ü´Ö:";
4403 cptr s_range = "ÈÏ°Ï:";
4404 cptr s_heal = "²óÉü:";
4405 cptr s_random = "¥é¥ó¥À¥à";
4406 cptr s_delay = "ÃÙ±ä:";
4408 cptr s_dam = "dam ";
4409 cptr s_dur = "dur ";
4410 cptr s_range = "range ";
4411 cptr s_heal = "heal ";
4412 cptr s_random = "random";
4413 cptr s_delay = "delay ";
4418 /* Analyze the spell */
4421 case REALM_LIFE: /* Life */
4424 case 0: sprintf(p, " %s2d10", s_heal); break;
4425 case 1: sprintf(p, " %s12+d12", s_dur); break;
4426 case 2: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4427 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4428 case 5: sprintf(p, " %s4d10", s_heal); break;
4429 case 9: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 1) / 5)); break;
4430 case 10: sprintf(p, " %s8d10", s_heal); break;
4431 case 11: sprintf(p, " %s20+d20", s_dur); break;
4432 case 14: sprintf(p, " %s300", s_heal); break;
4433 case 18: sprintf(p, " %sd%d", s_dam, 5 * plev); break;
4434 case 20: sprintf(p, " %s%dd15", s_dam, 5 + ((plev - 1) / 3)); break;
4435 case 21: sprintf(p, " %s15+d21", s_delay); break;
4436 case 29: sprintf(p, " %s2000", s_heal); break;
4437 case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
4441 case REALM_SORCERY: /* Sorcery */
4444 case 1: sprintf(p, " %s10", s_range); break;
4445 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4446 case 5: sprintf(p, " %s%d", s_range, plev * 5); break;
4447 case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
4448 case 18: sprintf(p, " %s25+d30", s_dur); break;
4449 case 22: sprintf(p, " %s15+d21", s_delay); break;
4450 case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4451 case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
4453 case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
4455 case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4457 case 27: sprintf(p, " %s25+d30", s_dur); break;
4458 case 31: sprintf(p, " %s4+d4", s_dur); break;
4462 case REALM_NATURE: /* Nature */
4466 case 1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4468 case 1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4470 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4471 case 6: sprintf(p, " %s20+d20", s_dur); break;
4472 case 7: sprintf(p, " %s2d8", s_heal); break;
4473 case 9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
4474 case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
4475 case 12: sprintf(p, " %s6d8", s_dam); break;
4476 case 15: sprintf(p, " %s500", s_heal); break;
4477 case 17: sprintf(p, " %s20+d30", s_dur); break;
4478 case 18: sprintf(p, " %s20+d20", s_dur); break;
4480 case 24: sprintf(p, " Ⱦ·Â:10"); break;
4482 case 24: sprintf(p, " rad 10"); break;
4484 case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
4485 case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
4486 case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
4487 case 29: sprintf(p, " %s75", s_dam); break;
4488 case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
4492 case REALM_CHAOS: /* Chaos */
4495 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4496 case 2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4497 case 4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
4498 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4499 case 6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4500 case 7: sprintf(p, " %s%d", s_range, plev * 5); break;
4501 case 8: sprintf(p, " %s", s_random); break;
4502 case 9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
4503 case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
4504 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4505 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4506 case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
4507 case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
4508 case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
4509 case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
4510 case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
4512 case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4514 case 25: sprintf(p, " dam %d each", plev * 2); break;
4516 case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
4517 case 27: sprintf(p, " %s150 / 250", s_dam); break;
4518 case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
4519 case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
4520 case 31: sprintf(p, " %s3 * 175", s_dam); break;
4524 case REALM_DEATH: /* Death */
4527 case 1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
4528 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4529 case 5: sprintf(p, " %s20+d20", s_dur); break;
4530 case 8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4531 case 9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4532 case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
4534 case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
4536 case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
4538 case 16: sprintf(p, " %s25+d25", s_dur); break;
4539 case 17: sprintf(p, " %s", s_random); break;
4540 case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
4541 case 19: sprintf(p, " %s25+d25", s_dur); break;
4542 case 21: sprintf(p, " %s3*100", s_dam); break;
4543 case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4544 case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
4545 case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4546 case 30: sprintf(p, " %s666", s_dam); break;
4547 case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
4551 case REALM_TRUMP: /* Trump */
4554 case 0: sprintf(p, " %s10", s_range); break;
4555 case 2: sprintf(p, " %s", s_random); break;
4556 case 4: sprintf(p, " %s%d", s_range, plev * 4); break;
4557 case 5: sprintf(p, " %s25+d30", s_dur); break;
4559 case 8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
4561 case 8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4563 case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4564 case 14: sprintf(p, " %s15+d21", s_delay); break;
4565 case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
4567 case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4569 case 28: sprintf(p, " %s%d each", s_dam, plev * 2); break;
4574 case REALM_ARCANE: /* Arcane */
4577 case 0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
4578 case 4: sprintf(p, " %s10", s_range); break;
4579 case 5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
4580 case 7: sprintf(p, " %s2d8", s_heal); break;
4584 case 17: sprintf(p, " %s20+d20", s_dur); break;
4585 case 18: sprintf(p, " %s4d8", s_heal); break;
4586 case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
4587 case 21: sprintf(p, " %s6d8", s_dam); break;
4588 case 24: sprintf(p, " %s24+d24", s_dur); break;
4589 case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
4590 case 30: sprintf(p, " %s15+d21", s_delay); break;
4591 case 31: sprintf(p, " %s25+d30", s_dur); break;
4595 case REALM_ENCHANT: /* Craft */
4598 case 0: sprintf(p, " %s100+d100", s_dur); break;
4599 case 1: sprintf(p, " %s80+d80", s_dur); break;
4605 case 18: sprintf(p, " %s20+d20", s_dur); break;
4606 case 5: sprintf(p, " %s25+d25", s_dur); break;
4607 case 8: sprintf(p, " %s24+d24", s_dur); break;
4608 case 11: sprintf(p, " %s25+d25", s_dur); break;
4609 case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
4610 case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
4611 case 16: sprintf(p, " %s25+d30", s_dur); break;
4612 case 17: sprintf(p, " %s30+d20", s_dur); break;
4613 case 19: sprintf(p, " %s%d+d%d", s_dur, plev, plev+20); break;
4614 case 20: sprintf(p, " %s50+d50", s_dur); break;
4615 case 23: sprintf(p, " %s20+d20", s_dur); break;
4616 case 31: sprintf(p, " %s13+d13", s_dur); break;
4620 case REALM_DAEMON: /* Daemon */
4623 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4624 case 2: sprintf(p, " %s12+d12", s_dur); break;
4625 case 3: sprintf(p, " %s20+d20", s_dur); break;
4626 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4627 case 7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4628 case 10: sprintf(p, " %s20+d20", s_dur); break;
4629 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4630 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4631 case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
4632 case 16: sprintf(p, " %s30+d25", s_dur); break;
4633 case 17: sprintf(p, " %s20+d20", s_dur); break;
4634 case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4635 case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
4636 case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4637 case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
4638 case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
4639 case 24: sprintf(p, " %s25+d25", s_dur); break;
4640 case 25: sprintf(p, " %s20+d20", s_dur); break;
4641 case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
4642 case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
4643 case 30: sprintf(p, " %s600", s_dam); break;
4644 case 31: sprintf(p, " %s15+d15", s_dur); break;
4648 case REALM_CRUSADE: /* Crusade */
4651 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4652 case 5: sprintf(p, " %s%d", s_range, 25+plev/2); break;
4654 case 6: sprintf(p, " %s³Æ%dd2", s_dam, 3+((plev-1)/9)); break;
4656 case 6: sprintf(p, " %s%dd2 each", s_dam, 3+((plev-1)/9)); break;
4658 case 9: sprintf(p, " %s3d6+%d", s_dam, orb); break;
4659 case 10: sprintf(p, " %sd%d", s_dam, plev); break;
4660 case 12: sprintf(p, " %s24+d24", s_dur); break;
4661 case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
4662 case 14: sprintf(p, " %s%d", s_dam, plev*5); break;
4664 case 15: sprintf(p, " »:d%d/²ó:100", 6 * plev); break;
4666 case 15: sprintf(p, " dam:d%d/h100", 6 * plev); break;
4668 case 18: sprintf(p, " %s18+d18", s_dur); break;
4669 case 19: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4670 case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4671 case 22: sprintf(p, " %s%d", s_dam, 2 * plev+100); break;
4672 case 24: sprintf(p, " %s25+d25", s_dur); break;
4673 case 28: sprintf(p, " %s10+d10", s_dur); break;
4675 case 29: sprintf(p, " %s³Æ%d", s_dam, plev*3+25); break;
4677 case 29: sprintf(p, " %s%d each", s_dam, plev*3+25); break;
4680 case 30: sprintf(p, " ²ó100/»%d+%d", plev * 4, plev*11/2); break;
4682 case 30: sprintf(p, " h100/dm%d+%d", plev * 4, plev*11/2); break;
4687 case REALM_MUSIC: /* Music */
4690 case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
4691 case 4 : sprintf(p, " %s2d6", s_heal); break;
4692 case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
4693 case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
4694 case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
4695 case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
4696 case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4697 case 28: sprintf(p, " %s15d10", s_heal); break;
4698 case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
4703 sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", use_realm);
4705 sprintf(p, "Unknown type: %d.", use_realm);
4712 * Print a list of spells (for browsing or casting or viewing)
4714 void print_spells(int target_spell, byte *spells, int num, int y, int x, int use_realm)
4716 int i, spell, exp_level, increment = 64;
4728 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
4730 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
4732 msg_print("Warning! print_spells called with null realm");
4736 /* Title the list */
4738 if (use_realm == REALM_HISSATSU)
4740 strcpy(buf," Lv MP");
4742 strcpy(buf," Lv SP");
4746 strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
4748 strcpy(buf,"Profic Lv SP Fail Effect");
4752 put_str("̾Á°", y, x + 5);
4753 put_str(buf, y, x + 29);
4755 put_str("Name", y, x + 5);
4756 put_str(buf, y, x + 29);
4759 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4760 else if (use_realm == p_ptr->realm1) increment = 0;
4761 else if (use_realm == p_ptr->realm2) increment = 32;
4763 /* Dump the spells */
4764 for (i = 0; i < num; i++)
4766 /* Access the spell */
4769 /* Access the spell */
4770 if (!is_magic(use_realm))
4772 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4776 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4779 if (use_realm == REALM_HISSATSU)
4780 need_mana = s_ptr->smana;
4783 s16b exp = experience_of_spell(spell, use_realm);
4785 /* Extract mana consumption rate */
4786 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
4788 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
4789 else exp_level = spell_exp_level(exp);
4792 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
4793 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
4794 else if (s_ptr->slevel >= 99) max = TRUE;
4795 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
4797 strncpy(ryakuji, exp_level_str[exp_level], 4);
4802 if (use_menu && target_spell)
4804 if (i == (target_spell-1))
4806 strcpy(out_val, " ¡Õ ");
4808 strcpy(out_val, " > ");
4811 strcpy(out_val, " ");
4813 else sprintf(out_val, " %c) ", I2A(i));
4814 /* Skip illegible spells */
4815 if (s_ptr->slevel >= 99)
4818 strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
4820 strcat(out_val, format("%-30s", "(illegible)"));
4823 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4827 /* XXX XXX Could label spells above the players level */
4829 /* Get extra info */
4830 spell_info(info, spell, use_realm);
4835 /* Assume spell is known and tried */
4836 line_attr = TERM_WHITE;
4838 /* Analyze the spell */
4839 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4841 if (s_ptr->slevel > p_ptr->max_plv)
4846 comment = " unknown";
4849 line_attr = TERM_L_BLUE;
4851 else if (s_ptr->slevel > p_ptr->lev)
4856 comment = " forgotten";
4859 line_attr = TERM_YELLOW;
4862 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4867 comment = " unknown";
4870 line_attr = TERM_L_BLUE;
4872 else if ((use_realm == p_ptr->realm1) ?
4873 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4874 ((p_ptr->spell_forgotten2 & (1L << spell))))
4879 comment = " forgotten";
4882 line_attr = TERM_YELLOW;
4884 else if (!((use_realm == p_ptr->realm1) ?
4885 (p_ptr->spell_learned1 & (1L << spell)) :
4886 (p_ptr->spell_learned2 & (1L << spell))))
4891 comment = " unknown";
4894 line_attr = TERM_L_BLUE;
4896 else if (!((use_realm == p_ptr->realm1) ?
4897 (p_ptr->spell_worked1 & (1L << spell)) :
4898 (p_ptr->spell_worked2 & (1L << spell))))
4901 comment = " ̤·Ð¸³";
4903 comment = " untried";
4906 line_attr = TERM_L_GREEN;
4909 /* Dump the spell --(-- */
4910 if (use_realm == REALM_HISSATSU)
4912 strcat(out_val, format("%-25s %2d %4d",
4913 spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
4914 s_ptr->slevel, need_mana));
4918 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
4919 spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
4920 (max ? '!' : ' '), ryakuji,
4921 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
4923 c_prt(line_attr, out_val, y + i + 1, x);
4926 /* Clear the bottom line */
4927 prt("", y + i + 1, x);
4932 * Note that amulets, rods, and high-level spell books are immune
4933 * to "inventory damage" of any kind. Also sling ammo and shovels.
4938 * Does a given class of objects (usually) hate acid?
4939 * Note that acid can either melt or corrode something.
4941 bool hates_acid(object_type *o_ptr)
4943 /* Analyze the type */
4944 switch (o_ptr->tval)
4946 /* Wearable items */
4966 /* Staffs/Scrolls are wood/paper */
4979 /* Junk is useless */
4993 * Does a given object (usually) hate electricity?
4995 bool hates_elec(object_type *o_ptr)
4997 switch (o_ptr->tval)
5011 * Does a given object (usually) hate fire?
5012 * Hafted/Polearm weapons have wooden shafts.
5013 * Arrows/Bows are mostly wooden.
5015 bool hates_fire(object_type *o_ptr)
5017 /* Analyze the type */
5018 switch (o_ptr->tval)
5036 case TV_SORCERY_BOOK:
5037 case TV_NATURE_BOOK:
5041 case TV_ARCANE_BOOK:
5042 case TV_ENCHANT_BOOK:
5043 case TV_DAEMON_BOOK:
5044 case TV_CRUSADE_BOOK:
5046 case TV_HISSATSU_BOOK:
5057 /* Staffs/Scrolls burn */
5070 * Does a given object (usually) hate cold?
5072 bool hates_cold(object_type *o_ptr)
5074 switch (o_ptr->tval)
5091 int set_acid_destroy(object_type *o_ptr)
5093 u32b flgs[TR_FLAG_SIZE];
5094 if (!hates_acid(o_ptr)) return (FALSE);
5095 object_flags(o_ptr, flgs);
5096 if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
5104 int set_elec_destroy(object_type *o_ptr)
5106 u32b flgs[TR_FLAG_SIZE];
5107 if (!hates_elec(o_ptr)) return (FALSE);
5108 object_flags(o_ptr, flgs);
5109 if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
5117 int set_fire_destroy(object_type *o_ptr)
5119 u32b flgs[TR_FLAG_SIZE];
5120 if (!hates_fire(o_ptr)) return (FALSE);
5121 object_flags(o_ptr, flgs);
5122 if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
5130 int set_cold_destroy(object_type *o_ptr)
5132 u32b flgs[TR_FLAG_SIZE];
5133 if (!hates_cold(o_ptr)) return (FALSE);
5134 object_flags(o_ptr, flgs);
5135 if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
5141 * Destroys a type of item on a given percent chance
5142 * Note that missiles are no longer necessarily all destroyed
5143 * Destruction taken from "melee.c" code for "stealing".
5144 * New-style wands and rods handled correctly. -LM-
5145 * Returns number of items destroyed.
5147 int inven_damage(inven_func typ, int perc)
5151 char o_name[MAX_NLEN];
5153 /* Multishadow effects is determined by turn */
5154 if( p_ptr->multishadow && (turn & 1) )return 0;
5156 if (p_ptr->inside_arena) return 0;
5158 /* Count the casualties */
5161 /* Scan through the slots backwards */
5162 for (i = 0; i < INVEN_PACK; i++)
5164 o_ptr = &inventory[i];
5166 /* Skip non-objects */
5167 if (!o_ptr->k_idx) continue;
5169 /* Hack -- for now, skip artifacts */
5170 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
5172 /* Give this item slot a shot at death */
5175 /* Count the casualties */
5176 for (amt = j = 0; j < o_ptr->number; ++j)
5178 if (randint0(100) < perc) amt++;
5181 /* Some casualities */
5184 /* Get a description */
5185 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
5189 msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
5191 msg_format("%sour %s (%c) %s destroyed!",
5195 o_name, index_to_label(i),
5196 ((o_ptr->number > 1) ?
5197 ((amt == o_ptr->number) ? "Á´Éô" :
5198 (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
5200 ((o_ptr->number > 1) ?
5201 ((amt == o_ptr->number) ? "All of y" :
5202 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
5203 o_name, index_to_label(i),
5204 ((amt > 1) ? "were" : "was"));
5208 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
5209 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
5212 /* Potions smash open */
5213 if (object_is_potion(o_ptr))
5215 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
5218 /* Reduce the charges of rods/wands */
5219 reduce_charges(o_ptr, amt);
5221 /* Destroy "amt" items */
5222 inven_item_increase(i, -amt);
5223 inven_item_optimize(i);
5225 /* Count the casualties */
5231 /* Return the casualty count */
5237 * Acid has hit the player, attempt to affect some armor.
5239 * Note that the "base armor" of an object never changes.
5241 * If any armor is damaged (or resists), the player takes less damage.
5243 static int minus_ac(void)
5245 object_type *o_ptr = NULL;
5246 u32b flgs[TR_FLAG_SIZE];
5247 char o_name[MAX_NLEN];
5250 /* Pick a (possibly empty) inventory slot */
5251 switch (randint1(7))
5253 case 1: o_ptr = &inventory[INVEN_RARM]; break;
5254 case 2: o_ptr = &inventory[INVEN_LARM]; break;
5255 case 3: o_ptr = &inventory[INVEN_BODY]; break;
5256 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
5257 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
5258 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
5259 case 7: o_ptr = &inventory[INVEN_FEET]; break;
5262 /* Nothing to damage */
5263 if (!o_ptr->k_idx) return (FALSE);
5265 if (o_ptr->tval <= TV_WEAPON_END) return (FALSE);
5267 /* No damage left to be done */
5268 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
5272 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5274 /* Extract the flags */
5275 object_flags(o_ptr, flgs);
5277 /* Object resists */
5278 if (have_flag(flgs, TR_IGNORE_ACID))
5281 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
5283 msg_format("Your %s is unaffected!", o_name);
5292 msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
5294 msg_format("Your %s is damaged!", o_name);
5298 /* Damage the item */
5301 /* Calculate bonuses */
5302 p_ptr->update |= (PU_BONUS);
5305 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
5309 /* Item was damaged */
5315 * Hurt the player with Acid
5317 int acid_dam(int dam, cptr kb_str, int monspell)
5320 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5321 bool double_resist = IS_OPPOSE_ACID();
5323 /* Total Immunity */
5324 if (p_ptr->immune_acid || (dam <= 0))
5326 learn_spell(monspell);
5330 /* Vulnerability (Ouch!) */
5331 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5332 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5334 /* Resist the damage */
5335 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
5336 if (double_resist) dam = (dam + 2) / 3;
5338 if ((!(double_resist || p_ptr->resist_acid)) &&
5339 one_in_(HURT_CHANCE))
5340 (void)do_dec_stat(A_CHR);
5342 /* If any armor gets hit, defend the player */
5343 if (minus_ac()) dam = (dam + 1) / 2;
5346 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5348 /* Inventory damage */
5349 if (!(double_resist && p_ptr->resist_acid))
5350 inven_damage(set_acid_destroy, inv);
5356 * Hurt the player with electricity
5358 int elec_dam(int dam, cptr kb_str, int monspell)
5361 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5362 bool double_resist = IS_OPPOSE_ELEC();
5364 /* Total immunity */
5365 if (p_ptr->immune_elec || (dam <= 0))
5367 learn_spell(monspell);
5371 /* Vulnerability (Ouch!) */
5372 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5373 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5374 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
5376 /* Resist the damage */
5377 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
5378 if (double_resist) dam = (dam + 2) / 3;
5380 if ((!(double_resist || p_ptr->resist_elec)) &&
5381 one_in_(HURT_CHANCE))
5382 (void)do_dec_stat(A_DEX);
5385 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5387 /* Inventory damage */
5388 if (!(double_resist && p_ptr->resist_elec))
5389 inven_damage(set_elec_destroy, inv);
5396 * Hurt the player with Fire
5398 int fire_dam(int dam, cptr kb_str, int monspell)
5401 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5402 bool double_resist = IS_OPPOSE_FIRE();
5404 /* Totally immune */
5405 if (p_ptr->immune_fire || (dam <= 0))
5407 learn_spell(monspell);
5411 /* Vulnerability (Ouch!) */
5412 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5413 if (prace_is_(RACE_ENT)) dam += dam / 3;
5414 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5416 /* Resist the damage */
5417 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
5418 if (double_resist) dam = (dam + 2) / 3;
5420 if ((!(double_resist || p_ptr->resist_fire)) &&
5421 one_in_(HURT_CHANCE))
5422 (void)do_dec_stat(A_STR);
5425 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5427 /* Inventory damage */
5428 if (!(double_resist && p_ptr->resist_fire))
5429 inven_damage(set_fire_destroy, inv);
5436 * Hurt the player with Cold
5438 int cold_dam(int dam, cptr kb_str, int monspell)
5441 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5442 bool double_resist = IS_OPPOSE_COLD();
5444 /* Total immunity */
5445 if (p_ptr->immune_cold || (dam <= 0))
5447 learn_spell(monspell);
5451 /* Vulnerability (Ouch!) */
5452 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5453 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5455 /* Resist the damage */
5456 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
5457 if (double_resist) dam = (dam + 2) / 3;
5459 if ((!(double_resist || p_ptr->resist_cold)) &&
5460 one_in_(HURT_CHANCE))
5461 (void)do_dec_stat(A_STR);
5464 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5466 /* Inventory damage */
5467 if (!(double_resist && p_ptr->resist_cold))
5468 inven_damage(set_cold_destroy, inv);
5474 bool rustproof(void)
5478 char o_name[MAX_NLEN];
5481 item_tester_no_ryoute = TRUE;
5482 /* Select a piece of armour */
5483 item_tester_hook = item_tester_hook_armour;
5487 q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
5488 s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5490 q = "Rustproof which piece of armour? ";
5491 s = "You have nothing to rustproof.";
5494 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
5496 /* Get the item (in the pack) */
5499 o_ptr = &inventory[item];
5502 /* Get the item (on the floor) */
5505 o_ptr = &o_list[0 - item];
5510 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5512 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
5514 if ((o_ptr->to_a < 0) && !cursed_p(o_ptr))
5517 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
5519 msg_format("%s %s look%s as good as new!",
5520 ((item >= 0) ? "Your" : "The"), o_name,
5521 ((o_ptr->number > 1) ? "" : "s"));
5528 msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
5530 msg_format("%s %s %s now protected against corrosion.",
5531 ((item >= 0) ? "Your" : "The"), o_name,
5532 ((o_ptr->number > 1) ? "are" : "is"));
5543 * Curse the players armor
5545 bool curse_armor(void)
5550 char o_name[MAX_NLEN];
5553 /* Curse the body armor */
5554 o_ptr = &inventory[INVEN_BODY];
5556 /* Nothing to curse */
5557 if (!o_ptr->k_idx) return (FALSE);
5561 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
5563 /* Attempt a saving throw for artifacts */
5564 if ((o_ptr->art_name || artifact_p(o_ptr)) && (randint0(100) < 50))
5568 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5569 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
5571 msg_format("A %s tries to %s, but your %s resists the effects!",
5572 "terrible black aura", "surround your armor", o_name);
5577 /* not artifact or failed save... */
5582 msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5584 msg_format("A terrible black aura blasts your %s!", o_name);
5587 chg_virtue(V_ENCHANT, -5);
5589 /* Blast the armor */
5591 o_ptr->name2 = EGO_BLASTED;
5592 o_ptr->to_a = 0 - randint1(5) - randint1(5);
5599 for (i = 0; i < TR_FLAG_SIZE; i++)
5600 o_ptr->art_flags[i] = 0;
5603 o_ptr->curse_flags = TRC_CURSED;
5606 o_ptr->ident |= (IDENT_BROKEN);
5608 /* Recalculate bonuses */
5609 p_ptr->update |= (PU_BONUS);
5611 /* Recalculate mana */
5612 p_ptr->update |= (PU_MANA);
5615 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5623 * Curse the players weapon
5625 bool curse_weapon(bool force, int slot)
5631 char o_name[MAX_NLEN];
5634 /* Curse the weapon */
5635 o_ptr = &inventory[slot];
5637 /* Nothing to curse */
5638 if (!o_ptr->k_idx) return (FALSE);
5642 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
5644 /* Attempt a saving throw */
5645 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 50) && !force)
5649 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5650 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
5652 msg_format("A %s tries to %s, but your %s resists the effects!",
5653 "terrible black aura", "surround your weapon", o_name);
5658 /* not artifact or failed save... */
5663 if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5665 if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
5668 chg_virtue(V_ENCHANT, -5);
5670 /* Shatter the weapon */
5672 o_ptr->name2 = EGO_SHATTERED;
5673 o_ptr->to_h = 0 - randint1(5) - randint1(5);
5674 o_ptr->to_d = 0 - randint1(5) - randint1(5);
5680 for (i = 0; i < TR_FLAG_SIZE; i++)
5681 o_ptr->art_flags[i] = 0;
5685 o_ptr->curse_flags = TRC_CURSED;
5688 o_ptr->ident |= (IDENT_BROKEN);
5690 /* Recalculate bonuses */
5691 p_ptr->update |= (PU_BONUS);
5693 /* Recalculate mana */
5694 p_ptr->update |= (PU_MANA);
5697 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5706 * Enchant some bolts
5708 bool brand_bolts(void)
5712 /* Use the first acceptable bolts */
5713 for (i = 0; i < INVEN_PACK; i++)
5715 object_type *o_ptr = &inventory[i];
5717 /* Skip non-bolts */
5718 if (o_ptr->tval != TV_BOLT) continue;
5720 /* Skip artifacts and ego-items */
5721 if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
5724 /* Skip cursed/broken items */
5725 if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
5728 if (randint0(100) < 75) continue;
5732 msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
5734 msg_print("Your bolts are covered in a fiery aura!");
5739 o_ptr->name2 = EGO_FLAME;
5742 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5749 if (flush_failure) flush();
5753 msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
5755 msg_print("The fiery enchantment failed.");
5765 * Helper function -- return a "nearby" race for polymorphing
5767 * Note that this function is one of the more "dangerous" ones...
5769 static s16b poly_r_idx(int r_idx)
5771 monster_race *r_ptr = &r_info[r_idx];
5773 int i, r, lev1, lev2;
5775 /* Hack -- Uniques/Questors never polymorph */
5776 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5777 (r_ptr->flags1 & RF1_QUESTOR))
5780 /* Allowable range of "levels" for resulting monster */
5781 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5782 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5784 /* Pick a (possibly new) non-unique race */
5785 for (i = 0; i < 1000; i++)
5787 /* Pick a new race, using a level calculation */
5788 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5790 /* Handle failure */
5796 /* Ignore unique monsters */
5797 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5799 /* Ignore monsters with incompatible levels */
5800 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5802 /* Use that index */
5814 bool polymorph_monster(int y, int x)
5816 cave_type *c_ptr = &cave[y][x];
5817 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5818 bool polymorphed = FALSE;
5820 int old_r_idx = m_ptr->r_idx;
5821 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5822 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5823 monster_type back_m;
5825 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5827 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
5829 /* Memorize the monster before polymorphing */
5832 /* Pick a "new" monster race */
5833 new_r_idx = poly_r_idx(old_r_idx);
5835 /* Handle polymorph */
5836 if (new_r_idx != old_r_idx)
5840 /* Get the monsters attitude */
5841 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
5842 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5843 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
5845 /* "Kill" the "old" monster */
5846 delete_monster_idx(c_ptr->m_idx);
5848 /* Create a new monster (no groups) */
5849 if (place_monster_aux(0, y, x, new_r_idx, mode))
5856 /* Placing the new monster failed */
5857 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
5858 m_list[hack_m_idx_ii] = back_m;
5861 if (targeted) target_who = hack_m_idx_ii;
5862 if (health_tracked) health_track(hack_m_idx_ii);
5872 static bool dimension_door_aux(int x, int y)
5874 int plev = p_ptr->lev;
5876 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5878 if (!cave_teleportable_bold(y, x, TELEPORT_ALLOW_DEEP | TELEPORT_ALLOW_OBJECT | TELEPORT_REQUIRE_PROJECT) ||
5879 (cave[y][x].info & CAVE_ICKY) ||
5880 (distance(y, x, py, px) > plev / 2 + 10) ||
5881 (!randint0(plev / 10 + 10)))
5883 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5884 teleport_player((plev+2)*2);
5891 teleport_player_to(y, x, TRUE);
5902 bool dimension_door(void)
5906 /* Rerutn FALSE if cancelled */
5907 if (!tgt_pt(&x, &y)) return FALSE;
5909 if (dimension_door_aux(x, y)) return TRUE;
5912 msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
5914 msg_print("You fail to exit the astral plane correctly!");
5922 * Mirror Master's Dimension Door
5924 bool mirror_tunnel(void)
5928 /* Rerutn FALSE if cancelled */
5929 if (!tgt_pt(&x, &y)) return FALSE;
5931 if (dimension_door_aux(x, y)) return TRUE;
5934 msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
5936 msg_print("You fail to pass the mirror plane correctly!");
5943 bool eat_magic(int power)
5945 object_type * o_ptr;
5948 int recharge_strength = 0;
5954 char o_name[MAX_NLEN];
5956 item_tester_hook = item_tester_hook_recharge;
5960 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
5961 s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5963 q = "Drain which item? ";
5964 s = "You have nothing to drain.";
5967 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5971 o_ptr = &inventory[item];
5975 o_ptr = &o_list[0 - item];
5978 k_ptr = &k_info[o_ptr->k_idx];
5979 lev = get_object_level(o_ptr);
5981 if (o_ptr->tval == TV_ROD)
5983 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5986 if (one_in_(recharge_strength))
5988 /* Activate the failure code. */
5993 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5996 msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
5998 msg_print("You can't absorb energy from a discharged rod.");
6005 o_ptr->timeout += k_ptr->pval;
6011 /* All staffs, wands. */
6012 recharge_strength = (100 + power - lev) / 15;
6015 if (recharge_strength < 0) recharge_strength = 0;
6018 if (one_in_(recharge_strength))
6020 /* Activate the failure code. */
6025 if (o_ptr->pval > 0)
6027 p_ptr->csp += lev / 2;
6030 /* XXX Hack -- unstack if necessary */
6031 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
6036 /* Get local object */
6039 /* Obtain a local object */
6040 object_copy(q_ptr, o_ptr);
6042 /* Modify quantity */
6045 /* Restore the charges */
6048 /* Unstack the used item */
6050 p_ptr->total_weight -= q_ptr->weight;
6051 item = inven_carry(q_ptr);
6055 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
6057 msg_print("You unstack your staff.");
6065 msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
6067 msg_print("There's no energy there to absorb!");
6071 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
6075 /* Inflict the penalties for failing a recharge. */
6078 /* Artifacts are never destroyed. */
6079 if (artifact_p(o_ptr))
6081 object_desc(o_name, o_ptr, OD_NAME_ONLY);
6083 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
6085 msg_format("The recharging backfires - %s is completely drained!", o_name);
6089 /* Artifact rods. */
6090 if (o_ptr->tval == TV_ROD)
6091 o_ptr->timeout = k_ptr->pval * o_ptr->number;
6093 /* Artifact wands and staffs. */
6094 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
6099 /* Get the object description */
6100 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
6102 /*** Determine Seriousness of Failure ***/
6104 /* Mages recharge objects more safely. */
6105 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)
6107 /* 10% chance to blow up one rod, otherwise draining. */
6108 if (o_ptr->tval == TV_ROD)
6110 if (one_in_(10)) fail_type = 2;
6113 /* 75% chance to blow up one wand, otherwise draining. */
6114 else if (o_ptr->tval == TV_WAND)
6116 if (!one_in_(3)) fail_type = 2;
6119 /* 50% chance to blow up one staff, otherwise no effect. */
6120 else if (o_ptr->tval == TV_STAFF)
6122 if (one_in_(2)) fail_type = 2;
6127 /* All other classes get no special favors. */
6130 /* 33% chance to blow up one rod, otherwise draining. */
6131 if (o_ptr->tval == TV_ROD)
6133 if (one_in_(3)) fail_type = 2;
6136 /* 20% chance of the entire stack, else destroy one wand. */
6137 else if (o_ptr->tval == TV_WAND)
6139 if (one_in_(5)) fail_type = 3;
6142 /* Blow up one staff. */
6143 else if (o_ptr->tval == TV_STAFF)
6149 /*** Apply draining and destruction. ***/
6151 /* Drain object or stack of objects. */
6154 if (o_ptr->tval == TV_ROD)
6157 msg_print("¥í¥Ã¥É¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤÏÁ´¤Æ¼º¤Ê¤ï¤ì¤¿¡£");
6159 msg_format("You save your rod from destruction, but all charges are lost.", o_name);
6162 o_ptr->timeout = k_ptr->pval * o_ptr->number;
6164 else if (o_ptr->tval == TV_WAND)
6167 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
6169 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
6174 /* Staffs aren't drained. */
6177 /* Destroy an object or one in a stack of objects. */
6180 if (o_ptr->number > 1)
6183 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
6185 msg_format("Wild magic consumes one of your %s!", o_name);
6188 /* Reduce rod stack maximum timeout, drain wands. */
6189 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
6190 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
6195 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
6197 msg_format("Wild magic consumes your %s!", o_name);
6200 /* Reduce and describe inventory */
6203 inven_item_increase(item, -1);
6204 inven_item_describe(item);
6205 inven_item_optimize(item);
6208 /* Reduce and describe floor item */
6211 floor_item_increase(0 - item, -1);
6212 floor_item_describe(0 - item);
6213 floor_item_optimize(0 - item);
6217 /* Destroy all members of a stack of objects. */
6220 if (o_ptr->number > 1)
6222 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
6224 msg_format("Wild magic consumes all your %s!", o_name);
6229 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
6231 msg_format("Wild magic consumes your %s!", o_name);
6236 /* Reduce and describe inventory */
6239 inven_item_increase(item, -999);
6240 inven_item_describe(item);
6241 inven_item_optimize(item);
6244 /* Reduce and describe floor item */
6247 floor_item_increase(0 - item, -999);
6248 floor_item_describe(0 - item);
6249 floor_item_optimize(0 - item);
6255 if (p_ptr->csp > p_ptr->msp)
6257 p_ptr->csp = p_ptr->msp;
6260 /* Redraw mana and hp */
6261 p_ptr->redraw |= (PR_MANA);
6263 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
6264 p_ptr->window |= (PW_INVEN);
6270 bool summon_kin_player(int level, int y, int x, u32b mode)
6272 bool pet = (bool)(mode & PM_FORCE_PET);
6273 if (!pet) mode |= PM_NO_PET;
6275 switch (p_ptr->mimic_form)
6278 switch (p_ptr->prace)
6282 case RACE_BARBARIAN:
6285 summon_kin_type = 'p';
6295 case RACE_MIND_FLAYER:
6298 summon_kin_type = 'h';
6301 summon_kin_type = 'o';
6303 case RACE_HALF_TROLL:
6304 summon_kin_type = 'T';
6306 case RACE_HALF_OGRE:
6307 summon_kin_type = 'O';
6309 case RACE_HALF_GIANT:
6310 case RACE_HALF_TITAN:
6312 summon_kin_type = 'P';
6315 summon_kin_type = 'y';
6318 summon_kin_type = 'K';
6321 summon_kin_type = 'k';
6324 if (one_in_(13)) summon_kin_type = 'U';
6325 else summon_kin_type = 'u';
6327 case RACE_DRACONIAN:
6328 summon_kin_type = 'd';
6332 summon_kin_type = 'g';
6335 if (one_in_(13)) summon_kin_type = 'L';
6336 else summon_kin_type = 's';
6339 summon_kin_type = 'z';
6342 summon_kin_type = 'V';
6345 summon_kin_type = 'G';
6348 summon_kin_type = 'I';
6351 summon_kin_type = '#';
6354 summon_kin_type = 'A';
6357 summon_kin_type = 'U';
6360 summon_kin_type = 'p';
6365 if (one_in_(13)) summon_kin_type = 'U';
6366 else summon_kin_type = 'u';
6368 case MIMIC_DEMON_LORD:
6369 summon_kin_type = 'U';
6372 summon_kin_type = 'V';
6375 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);