3 /* Purpose: Spell code (part 3) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
15 /* Maximum number of tries for teleporting */
18 /* 1/x chance of reducing stats (for elemental attacks) */
19 #define HURT_CHANCE 16
23 * Teleport a monster, normally up to "dis" grids away.
25 * Attempt to move the monster at least "dis/2" grids away.
27 * But allow variation to prevent infinite loops.
29 bool teleport_away(int m_idx, int dis, bool dec_valour)
31 int oy, ox, d, i, min;
37 monster_type *m_ptr = &m_list[m_idx];
41 if (!m_ptr->r_idx) return (FALSE);
43 /* Save the old location */
47 /* Minimum distance */
51 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
52 (4+randint(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
54 chg_virtue(V_VALOUR, -1);
62 /* Verify max distance */
63 if (dis > 200) dis = 200;
65 /* Try several locations */
66 for (i = 0; i < 500; i++)
68 /* Pick a (possibly illegal) location */
71 ny = rand_spread(oy, dis);
72 nx = rand_spread(ox, dis);
73 d = distance(oy, ox, ny, nx);
74 if ((d >= min) && (d <= dis)) break;
77 /* Ignore illegal locations */
78 if (!in_bounds(ny, nx)) continue;
80 /* Require "empty" floor space */
81 if (!cave_empty_bold(ny, nx)) continue;
83 /* Hack -- no teleport onto glyph of warding */
84 if (cave[ny][nx].feat == FEAT_GLYPH) continue;
85 if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) continue;
87 /* ...nor onto the Pattern */
88 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
89 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
91 /* No teleporting into vaults and such */
92 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
93 if (cave[ny][nx].info & CAVE_ICKY) continue;
95 /* This grid looks good */
102 /* Increase the maximum distance */
105 /* Decrease the minimum distance */
108 /* Stop after MAX_TRIES tries */
109 if (tries > MAX_TRIES) return (FALSE);
113 sound(SOUND_TPOTHER);
115 /* Update the new location */
116 cave[ny][nx].m_idx = m_idx;
118 /* Update the old location */
119 cave[oy][ox].m_idx = 0;
121 /* Move the monster */
125 /* Update the monster (new location) */
126 update_mon(m_idx, TRUE);
128 /* Redraw the old grid */
131 /* Redraw the new grid */
140 * Teleport monster next to the player
142 void teleport_to_player(int m_idx, int power)
144 int ny, nx, oy, ox, d, i, min;
148 monster_type *m_ptr = &m_list[m_idx];
152 if (!m_ptr->r_idx) return;
155 if (randint(100) > power) return;
161 /* Save the old location */
165 /* Minimum distance */
168 /* Look until done */
169 while (look && --attempts)
171 /* Verify max distance */
172 if (dis > 200) dis = 200;
174 /* Try several locations */
175 for (i = 0; i < 500; i++)
177 /* Pick a (possibly illegal) location */
180 ny = rand_spread(py, dis);
181 nx = rand_spread(px, dis);
182 d = distance(py, px, ny, nx);
183 if ((d >= min) && (d <= dis)) break;
186 /* Ignore illegal locations */
187 if (!in_bounds(ny, nx)) continue;
189 /* Require "empty" floor space */
190 if (!cave_empty_bold(ny, nx)) continue;
192 /* Hack -- no teleport onto glyph of warding */
193 if (cave[ny][nx].feat == FEAT_GLYPH) continue;
194 if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) continue;
196 /* ...nor onto the Pattern */
197 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
198 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
200 /* No teleporting into vaults and such */
201 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
203 /* This grid looks good */
210 /* Increase the maximum distance */
213 /* Decrease the minimum distance */
217 if (attempts < 1) return;
220 sound(SOUND_TPOTHER);
222 /* Update the new location */
223 cave[ny][nx].m_idx = m_idx;
225 /* Update the old location */
226 cave[oy][ox].m_idx = 0;
228 /* Move the monster */
232 /* Update the monster (new location) */
233 update_mon(m_idx, TRUE);
235 /* Redraw the old grid */
238 /* Redraw the new grid */
241 p_ptr->update |= (PU_MON_LITE);
246 * Teleport the player to a location up to "dis" grids away.
248 * If no such spaces are readily available, the distance may increase.
249 * Try very hard to move the player at least a quarter that distance.
251 * When long-range teleport effects are considered, there is a nasty
252 * tendency to "bounce" the player between two or three different spots
253 * because these are the only spots that are "far enough" way to satisfy
254 * the algorithm. Therefore, if the teleport distance is more than 50,
255 * we decrease the minimum acceptable distance to try to increase randomness.
258 void teleport_player(int dis)
260 int d, i, min, ox, oy;
263 int xx = -1, yy = -1;
271 if (p_ptr->wild_mode) return;
273 if (p_ptr->anti_tele)
276 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
278 msg_print("A mysterious force prevents you from teleporting!");
284 if (dis > 200) dis = 200; /* To be on the safe side... */
286 /* Minimum distance */
287 min = dis / (dis > 50 ? 3 : 2);
289 /* Look until done */
294 /* Verify max distance */
295 if (dis > 200) dis = 200;
297 /* Try several locations */
298 for (i = 0; i < 500; i++)
300 /* Pick a (possibly illegal) location */
303 y = rand_spread(py, dis);
304 x = rand_spread(px, dis);
305 d = distance(py, px, y, x);
306 if ((d >= min) && (d <= dis)) break;
309 /* Ignore illegal locations */
310 if (!in_bounds(y, x)) continue;
312 /* Require "naked" floor space or trees */
313 if (!(cave_naked_bold(y, x) ||
314 (cave[y][x].feat == FEAT_TREES))) continue;
316 /* No teleporting into vaults and such */
317 if (cave[y][x].info & CAVE_ICKY) continue;
319 /* This grid looks good */
326 /* Increase the maximum distance */
329 /* Decrease the minimum distance */
332 /* Stop after MAX_TRIES tries */
333 if (tries > MAX_TRIES) return;
337 sound(SOUND_TELEPORT);
340 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
341 msg_format("¡Ø¤³¤Ã¤Á¤À¤¡¡¢%s¡Ù", player_name);
344 /* Save the old location */
348 /* Move the player */
355 tmp = cave[py][px].m_idx;
356 cave[py][px].m_idx = cave[oy][ox].m_idx;
357 cave[oy][ox].m_idx = tmp;
358 m_list[p_ptr->riding].fy = py;
359 m_list[p_ptr->riding].fx = px;
360 update_mon(cave[py][px].m_idx, TRUE);
363 /* Redraw the old spot */
366 /* Monsters with teleport ability may follow the player */
373 if (xx == 0 && yy == 0)
379 if (cave[oy+yy][ox+xx].m_idx)
381 if ((r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags6 & RF6_TPORT) &&
382 !(r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags3 & RF3_RES_TELE))
384 * The latter limitation is to avoid
385 * totally unkillable suckers...
388 if (!(m_list[cave[oy+yy][ox+xx].m_idx].csleep))
389 teleport_to_player(cave[oy+yy][ox+xx].m_idx, r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].level);
400 /* Redraw the new spot */
403 /* Check for new panel (redraw map) */
407 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
409 /* Update the monsters */
410 p_ptr->update |= (PU_DISTANCE);
413 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
415 /* Handle stuff XXX XXX XXX */
422 * Teleport player to a grid near the given location
424 * This function is slightly obsessive about correctness.
425 * This function allows teleporting into vaults (!)
427 void teleport_player_to(int ny, int nx, bool no_tele)
429 int y, x, oy, ox, dis = 0, ctr = 0;
431 if (p_ptr->anti_tele && no_tele)
434 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
436 msg_print("A mysterious force prevents you from teleporting!");
442 /* Find a usable location */
445 /* Pick a nearby legal location */
448 y = rand_spread(ny, dis);
449 x = rand_spread(nx, dis);
450 if (in_bounds(y, x)) break;
453 /* Accept "naked" floor grids */
456 if (cave_naked_bold(y, x) || (((cave[y][x].feat == FEAT_DEEP_LAVA) || (cave[y][x].feat == FEAT_DEEP_WATER)) && !cave[y][x].m_idx)) break;
458 else if (cave_empty_bold(y, x) || ((y == py) && (x == px))) break;
460 /* Occasionally advance the distance */
461 if (++ctr > (4 * dis * dis + 4 * dis + 1))
469 sound(SOUND_TELEPORT);
471 /* Save the old location */
475 /* Move the player */
482 tmp = cave[py][px].m_idx;
483 cave[py][px].m_idx = cave[oy][ox].m_idx;
484 cave[oy][ox].m_idx = tmp;
485 m_list[p_ptr->riding].fy = py;
486 m_list[p_ptr->riding].fx = px;
487 update_mon(cave[py][px].m_idx, TRUE);
492 /* Redraw the old spot */
495 /* Redraw the new spot */
498 /* Check for new panel (redraw map) */
502 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
504 /* Update the monsters */
505 p_ptr->update |= (PU_DISTANCE);
508 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
510 /* Handle stuff XXX XXX XXX */
517 * Teleport the player one level up or down (random when legal)
519 void teleport_player_level(void)
521 /* No effect in arena or quest */
522 if (p_ptr->inside_arena || (p_ptr->inside_quest && !random_quest_number(dun_level)) ||
523 (quest_number(dun_level) && (dun_level > 1) && ironman_downward))
526 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
528 msg_print("There is no effect.");
534 if (p_ptr->anti_tele)
537 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
539 msg_print("A mysterious force prevents you from teleporting!");
545 if (ironman_downward || (dun_level <= d_info[dungeon_type].mindepth))
548 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
550 msg_print("You sink through the floor.");
554 dungeon_type = p_ptr->recall_dungeon;
559 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
561 if (autosave_l) do_cmd_save_game(TRUE);
565 dun_level = d_info[dungeon_type].mindepth;
573 p_ptr->leaving = TRUE;
575 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
578 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
580 msg_print("You rise up through the ceiling.");
584 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
586 if (autosave_l) do_cmd_save_game(TRUE);
590 if (!dun_level) dungeon_type = 0;
592 leaving_quest = p_ptr->inside_quest;
595 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
596 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
598 quest[leaving_quest].status = QUEST_STATUS_FAILED;
599 quest[leaving_quest].complev = p_ptr->lev;
600 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
602 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
603 if (record_rand_quest)
604 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
606 else if (record_fix_quest)
607 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
611 p_ptr->inside_quest = 0;
612 p_ptr->leaving = TRUE;
614 else if (rand_int(100) < 50)
617 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
619 msg_print("You rise up through the ceiling.");
623 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
625 if (autosave_l) do_cmd_save_game(TRUE);
629 if (!dun_level) dungeon_type = 0;
632 p_ptr->leaving = TRUE;
637 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
639 msg_print("You sink through the floor.");
642 if (!dun_level) dungeon_type = p_ptr->recall_dungeon;
644 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
646 if (autosave_l) do_cmd_save_game(TRUE);
651 p_ptr->leaving = TRUE;
654 if (!dun_level && dungeon_type)
656 p_ptr->leaving_dungeon = TRUE;
657 p_ptr->wilderness_y = d_info[dungeon_type].dy;
658 p_ptr->wilderness_x = d_info[dungeon_type].dx;
659 p_ptr->recall_dungeon = dungeon_type;
662 if (!dun_level) dungeon_type = 0;
665 sound(SOUND_TPLEVEL);
670 static int choose_dungeon(cptr note)
676 /* Allocate the "dun" array */
677 C_MAKE(dun, max_d_idx, s16b);
680 for(i = 1; i < max_d_idx; i++)
685 if (!d_info[i].maxdepth) continue;
686 if (!max_dlv[i]) continue;
687 if (d_info[i].final_guardian)
689 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
691 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
694 sprintf(buf," %c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
696 sprintf(buf," %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
702 prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
704 prt(format("Which dungeon do you %s?: ", note), 0, 0);
714 if (i >= 'a' && i <('a'+num))
716 select_dungeon = dun[i-'a'];
722 return select_dungeon;
727 * Recall the player to town or dungeon
729 bool recall_player(int turns)
732 * TODO: Recall the player to the last
733 * visited town when in the wilderness
737 if (p_ptr->inside_arena || ironman_downward)
740 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
742 msg_print("Nothing happens.");
748 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
751 if (get_check("¤³¤³¤ÏºÇ¿¼Åþ㳬¤è¤êÀõ¤¤³¬¤Ç¤¹¡£¤³¤Î³¬¤ËÌá¤Ã¤ÆÍè¤Þ¤¹¤«¡© "))
753 if (get_check("Reset recall depth? "))
756 max_dlv[dungeon_type] = dun_level;
757 if (record_maxdeapth)
759 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤¤Ë");
761 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "when recall from dungeon");
766 if (!p_ptr->word_recall)
772 select_dungeon = choose_dungeon("¤Ëµ¢´Ô");
774 select_dungeon = choose_dungeon("recall");
776 if (!select_dungeon) return FALSE;
777 p_ptr->recall_dungeon = select_dungeon;
779 p_ptr->word_recall = turns;
781 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
783 msg_print("The air about you becomes charged...");
786 p_ptr->redraw |= (PR_STATUS);
790 p_ptr->word_recall = 0;
792 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
794 msg_print("A tension leaves the air around you...");
797 p_ptr->redraw |= (PR_STATUS);
803 bool word_of_recall(void)
805 return(recall_player(rand_int(21) + 15));
809 bool reset_recall(void)
811 int select_dungeon, dummy = 0;
816 select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È");
818 select_dungeon = choose_dungeon("reset");
821 if (!select_dungeon) return FALSE;
824 sprintf(ppp, "²¿³¬¤Ë¥»¥Ã¥È¤·¤Þ¤¹¤« (%d-%d):", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
826 sprintf(ppp, "Reset to which level (%d-%d): ", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
831 sprintf(tmp_val, "%d", MAX(dun_level, 1));
833 /* Ask for a level */
834 if (get_string(ppp, tmp_val, 10))
836 /* Extract request */
837 dummy = atoi(tmp_val);
840 if (dummy < 1) dummy = 1;
843 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
844 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
846 max_dlv[select_dungeon] = dummy;
848 if (record_maxdeapth)
850 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
852 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "using a scroll of reset recall");
856 msg_format("%s¤Îµ¢´Ô¥ì¥Ù¥ë¤ò %d ³¬¤Ë¥»¥Ã¥È¡£", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
858 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
871 * Apply disenchantment to the player's stuff
873 * XXX XXX XXX This function is also called from the "melee" code
875 * The "mode" is currently unused.
877 * Return "TRUE" if the player notices anything
879 bool apply_disenchant(int mode)
883 char o_name[MAX_NLEN];
890 /* Pick a random slot */
893 case 1: t = INVEN_RARM; break;
894 case 2: t = INVEN_LARM; break;
895 case 3: t = INVEN_BOW; break;
896 case 4: t = INVEN_BODY; break;
897 case 5: t = INVEN_OUTER; break;
898 case 6: t = INVEN_HEAD; break;
899 case 7: t = INVEN_HANDS; break;
900 case 8: t = INVEN_FEET; break;
904 o_ptr = &inventory[t];
906 /* No item, nothing happens */
907 if (!o_ptr->k_idx) return (FALSE);
910 /* Nothing to disenchant */
911 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0))
913 /* Nothing to notice */
918 /* Describe the object */
919 object_desc(o_name, o_ptr, FALSE, 0);
922 /* Artifacts have 71% chance to resist */
923 if ((artifact_p(o_ptr) || o_ptr->art_name) && (rand_int(100) < 71))
927 msg_format("%s(%c)¤ÏÎô²½¤òÄ·¤ÍÊÖ¤·¤¿¡ª",o_name, index_to_label(t) );
929 msg_format("Your %s (%c) resist%s disenchantment!",
930 o_name, index_to_label(t),
931 ((o_ptr->number != 1) ? "" : "s"));
940 /* Disenchant tohit */
941 if (o_ptr->to_h > 0) o_ptr->to_h--;
942 if ((o_ptr->to_h > 5) && (rand_int(100) < 20)) o_ptr->to_h--;
944 /* Disenchant todam */
945 if (o_ptr->to_d > 0) o_ptr->to_d--;
946 if ((o_ptr->to_d > 5) && (rand_int(100) < 20)) o_ptr->to_d--;
948 /* Disenchant toac */
949 if (o_ptr->to_a > 0) o_ptr->to_a--;
950 if ((o_ptr->to_a > 5) && (rand_int(100) < 20)) o_ptr->to_a--;
954 msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
955 o_name, index_to_label(t) );
957 msg_format("Your %s (%c) %s disenchanted!",
958 o_name, index_to_label(t),
959 ((o_ptr->number != 1) ? "were" : "was"));
962 chg_virtue(V_HARMONY, 1);
963 chg_virtue(V_ENCHANT, -2);
965 /* Recalculate bonuses */
966 p_ptr->update |= (PU_BONUS);
969 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
978 void mutate_player(void)
980 int max1, cur1, max2, cur2, ii, jj, i;
982 /* Pick a pair of stats */
984 for (jj = ii; jj == ii; jj = rand_int(6)) /* loop */;
986 max1 = p_ptr->stat_max[ii];
987 cur1 = p_ptr->stat_cur[ii];
988 max2 = p_ptr->stat_max[jj];
989 cur2 = p_ptr->stat_cur[jj];
991 p_ptr->stat_max[ii] = max2;
992 p_ptr->stat_cur[ii] = cur2;
993 p_ptr->stat_max[jj] = max1;
994 p_ptr->stat_cur[jj] = cur1;
998 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
999 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1002 p_ptr->update |= (PU_BONUS);
1009 void apply_nexus(monster_type *m_ptr)
1013 case 1: case 2: case 3:
1015 teleport_player(200);
1021 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
1027 if (rand_int(100) < p_ptr->skill_sav)
1030 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1032 msg_print("You resist the effects!");
1038 /* Teleport Level */
1039 teleport_player_level();
1045 if (rand_int(100) < p_ptr->skill_sav)
1048 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1050 msg_print("You resist the effects!");
1057 msg_print("ÂΤ¬¤Í¤¸¤ì»Ï¤á¤¿...");
1059 msg_print("Your body starts to scramble...");
1070 * Charge a lite (torch or latern)
1072 void phlogiston(void)
1075 object_type * o_ptr = &inventory[INVEN_LITE];
1078 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1080 max_flog = FUEL_LAMP;
1084 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1086 max_flog = FUEL_TORCH;
1089 /* No torch to refill */
1093 msg_print("dzÁǤò¾ÃÈñ¤¹¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Þ¤»¤ó¡£");
1095 msg_print("You are not wielding anything which uses phlogiston.");
1101 if (o_ptr->xtra4 >= max_flog)
1104 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¤³¤ì°Ê¾ådzÁǤòÊä½¼¤Ç¤¤Þ¤»¤ó¡£");
1106 msg_print("No more phlogiston can be put in this item.");
1113 o_ptr->xtra4 += (max_flog / 2);
1117 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ËdzÁǤòÊä½¼¤·¤¿¡£");
1119 msg_print("You add phlogiston to your light item.");
1124 if (o_ptr->xtra4 >= max_flog)
1126 o_ptr->xtra4 = max_flog;
1128 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ÏËþ¥¿¥ó¤Ë¤Ê¤Ã¤¿¡£");
1130 msg_print("Your light item is full.");
1135 /* Recalculate torch */
1136 p_ptr->update |= (PU_TORCH);
1140 bool item_tester_hook_weapon_nobow(object_type *o_ptr)
1142 switch (o_ptr->tval)
1152 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
1160 * Brand the current weapon
1162 void brand_weapon(int brand_type)
1169 /* Assume enchant weapon */
1170 item_tester_hook = item_tester_hook_weapon_nobow;
1171 item_tester_no_ryoute = TRUE;
1175 q = "¤É¤ÎÉð´ï¤ò¶¯²½¤·¤Þ¤¹¤«? ";
1176 s = "¶¯²½¤Ç¤¤ëÉð´ï¤¬¤Ê¤¤¡£";
1178 q = "Enchant which weapon? ";
1179 s = "You have nothing to enchant.";
1182 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1184 /* Get the item (in the pack) */
1187 o_ptr = &inventory[item];
1190 /* Get the item (on the floor) */
1193 o_ptr = &o_list[0 - item];
1197 /* you can never modify artifacts / ego-items */
1198 /* you can never modify cursed items */
1199 /* TY: You _can_ modify broken items (if you're silly enough) */
1200 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
1201 !o_ptr->art_name && !cursed_p(o_ptr) &&
1202 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1203 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1204 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1208 /* Let's get the name before it is changed... */
1209 char o_name[MAX_NLEN];
1210 object_desc(o_name, o_ptr, FALSE, 0);
1215 if (o_ptr->tval == TV_SWORD)
1218 act = "¤Ï±Ô¤µ¤òÁý¤·¤¿¡ª";
1220 act = "becomes very sharp!";
1223 o_ptr->name2 = EGO_SHARPNESS;
1224 o_ptr->pval = m_bonus(5, dun_level) + 1;
1229 act = "¤ÏÇ˲õÎϤòÁý¤·¤¿¡ª";
1231 act = "seems very powerful.";
1234 o_ptr->name2 = EGO_EARTHQUAKES;
1235 o_ptr->pval = m_bonus(3, dun_level);
1240 act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
1242 act = "coverd with lightning!";
1245 o_ptr->name2 = EGO_BRAND_ELEC;
1249 act = "¤Ï»À¤Ëʤ¤ï¤ì¤¿¡ª";
1251 act = "coated with acid!";
1254 o_ptr->name2 = EGO_BRAND_ACID;
1258 act = "¤Ï¼Ù°¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
1260 act = "seems looking for evil monster!";
1263 o_ptr->name2 = EGO_SLAY_EVIL;
1267 act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
1269 act = "seems looking for demon!";
1272 o_ptr->name2 = EGO_SLAY_DEMON;
1276 act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
1278 act = "seems looking for undead!";
1281 o_ptr->name2 = EGO_SLAY_UNDEAD;
1285 act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1287 act = "seems looking for animal!";
1290 o_ptr->name2 = EGO_SLAY_ANIMAL;
1294 act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1296 act = "seems looking for dragon!";
1299 o_ptr->name2 = EGO_SLAY_DRAGON;
1303 act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1305 act = "seems looking for troll!";
1308 o_ptr->name2 = EGO_SLAY_TROLL;
1312 act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1314 act = "seems looking for orc!";
1317 o_ptr->name2 = EGO_SLAY_ORC;
1321 act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1323 act = "seems looking for giant!";
1326 o_ptr->name2 = EGO_SLAY_GIANT;
1330 act = "¤ÏÈó¾ï¤ËÉÔ°ÂÄê¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡£";
1332 act = "seems very unstable now.";
1335 o_ptr->name2 = EGO_TRUMP;
1336 o_ptr->pval = randint(2);
1340 act = "¤Ï·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1342 act = "thirsts for blood!";
1345 o_ptr->name2 = EGO_VAMPIRIC;
1349 act = "¤ÏÆǤËʤ¤ï¤ì¤¿¡£";
1351 act = "is coated with poison.";
1354 o_ptr->name2 = EGO_BRAND_POIS;
1358 act = "¤Ï½ã¥í¥°¥ë¥¹¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£";
1360 act = "is engulfed in raw Logrus!";
1363 o_ptr->name2 = EGO_CHAOTIC;
1367 act = "¤Ï±ê¤Î¥·¡¼¥ë¥É¤Ëʤ¤ï¤ì¤¿¡ª";
1369 act = "is covered in a fiery shield!";
1372 o_ptr->name2 = EGO_BRAND_FIRE;
1376 act = "¤Ï¿¼¤¯Î䤿¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿¡ª";
1378 act = "glows deep, icy blue!";
1381 o_ptr->name2 = EGO_BRAND_COLD;
1386 msg_format("¤¢¤Ê¤¿¤Î%s%s", o_name, act);
1388 msg_format("Your %s %s", o_name, act);
1392 enchant(o_ptr, rand_int(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1394 o_ptr->discount = 99;
1395 chg_virtue(V_ENCHANT, 2);
1399 if (flush_failure) flush();
1402 msg_print("°ÀÉղä˼ºÇÔ¤·¤¿¡£");
1404 msg_print("The Branding failed.");
1407 chg_virtue(V_ENCHANT, -2);
1413 void call_the_(void)
1417 if (cave_floor_bold(py - 1, px - 1) &&
1418 cave_floor_bold(py - 1, px ) &&
1419 cave_floor_bold(py - 1, px + 1) &&
1420 cave_floor_bold(py , px - 1) &&
1421 cave_floor_bold(py , px + 1) &&
1422 cave_floor_bold(py + 1, px - 1) &&
1423 cave_floor_bold(py + 1, px ) &&
1424 cave_floor_bold(py + 1, px + 1))
1426 for (i = 1; i < 10; i++)
1428 if (i-5) fire_ball(GF_ROCKET, i, 175, 2);
1431 for (i = 1; i < 10; i++)
1433 if (i-5) fire_ball(GF_MANA, i, 175, 3);
1436 for (i = 1; i < 10; i++)
1438 if (i-5) fire_ball(GF_NUKE, i, 175, 4);
1444 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
1445 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
1446 msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
1448 msg_format("You %s the %s too close to a wall!",
1449 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1450 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1451 msg_print("There is a loud explosion!");
1455 if (destroy_area(py, px, 15 + p_ptr->lev + rand_int(11), TRUE))
1457 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
1459 msg_print("The dungeon collapses...");
1464 msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
1466 msg_print("The dungeon trembles.");
1471 take_hit(DAMAGE_NOESCAPE, 100 + randint(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
1473 take_hit(DAMAGE_NOESCAPE, 100 + randint(150), "a suicidal Call the Void", -1);
1481 * Fetch an item (teleport it right underneath the caster)
1483 void fetch(int dir, int wgt, bool require_los)
1489 char o_name[MAX_NLEN];
1491 /* Check to see if an object is already there */
1492 if (cave[py][px].o_idx)
1495 msg_print("¼«Ê¬¤Î¤β¼¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡£");
1497 msg_print("You can't fetch when you're already standing on something.");
1504 if (dir == 5 && target_okay())
1509 if (distance(py, px, ty, tx) > MAX_RANGE)
1512 msg_print("¤½¤ó¤Ê¤Ë±ó¤¯¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡ª");
1514 msg_print("You can't fetch something that far away!");
1520 c_ptr = &cave[ty][tx];
1522 /* We need an item to fetch */
1526 msg_print("¤½¤³¤Ë¤Ï²¿¤â¤¢¤ê¤Þ¤»¤ó¡£");
1528 msg_print("There is no object at this place.");
1534 /* No fetching from vault */
1535 if (c_ptr->info & CAVE_ICKY)
1538 msg_print("¥¢¥¤¥Æ¥à¤¬¥³¥ó¥È¥í¡¼¥ë¤ò³°¤ì¤ÆÍî¤Á¤¿¡£");
1540 msg_print("The item slips from your control.");
1546 /* We need to see the item */
1547 if (require_los && !player_has_los_bold(ty, tx))
1550 msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
1552 msg_print("You have no direct line of sight to that location.");
1560 /* Use a direction */
1561 ty = py; /* Where to drop the item */
1569 c_ptr = &cave[ty][tx];
1571 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1572 !cave_floor_bold(ty, tx)) return;
1574 while (!c_ptr->o_idx);
1577 o_ptr = &o_list[c_ptr->o_idx];
1579 if (o_ptr->weight > wgt)
1581 /* Too heavy to 'fetch' */
1583 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï½Å²á¤®¤Þ¤¹¡£");
1585 msg_print("The object is too heavy.");
1592 c_ptr->o_idx = o_ptr->next_o_idx;
1593 cave[py][px].o_idx = i; /* 'move' it */
1594 o_ptr->next_o_idx = 0;
1595 o_ptr->iy = (byte)py;
1596 o_ptr->ix = (byte)px;
1598 object_desc(o_name, o_ptr, TRUE, 0);
1600 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
1602 msg_format("%^s flies through the air to your feet.", o_name);
1607 p_ptr->redraw |= PR_MAP;
1611 void alter_reality(void)
1613 if (!quest_number(dun_level) && dun_level)
1616 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
1618 msg_print("The world changes!");
1622 if (autosave_l) do_cmd_save_game(TRUE);
1625 p_ptr->leaving = TRUE;
1630 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
1632 msg_print("The world seems to change for a moment!");
1640 * Leave a "glyph of warding" which prevents monster movement
1642 bool warding_glyph(void)
1645 if (!cave_clean_bold(py, px))
1648 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1650 msg_print("The object resists the spell.");
1656 /* Create a glyph */
1657 cave_set_feat(py, px, FEAT_GLYPH);
1662 bool warding_mirror(void)
1665 if (!cave_clean_bold(py, px))
1668 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1670 msg_print("The object resists the spell.");
1676 /* Create a glyph */
1677 cave_set_feat(py, px, FEAT_MIRROR);
1686 * Leave an "explosive rune" which prevents monster movement
1688 bool explosive_rune(void)
1691 if (!cave_clean_bold(py, px))
1694 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1696 msg_print("The object resists the spell.");
1702 /* Create a glyph */
1703 cave_set_feat(py, px, FEAT_MINOR_GLYPH);
1710 * Identify everything being carried.
1711 * Done by a potion of "self knowledge".
1713 void identify_pack(void)
1717 /* Simply identify and know every item */
1718 for (i = 0; i < INVEN_TOTAL; i++)
1720 object_type *o_ptr = &inventory[i];
1722 /* Skip non-objects */
1723 if (!o_ptr->k_idx) continue;
1726 identify_item(o_ptr);
1732 * Used by the "enchant" function (chance of failure)
1733 * (modified for Zangband, we need better stuff there...) -- TY
1735 static int enchant_table[16] =
1737 0, 10, 50, 100, 200,
1738 300, 400, 500, 650, 800,
1739 950, 987, 993, 995, 998,
1745 * Removes curses from items in inventory
1747 * Note that Items which are "Perma-Cursed" (The One Ring,
1748 * The Crown of Morgoth) can NEVER be uncursed.
1750 * Note that if "all" is FALSE, then Items which are
1751 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1752 * will not be uncursed.
1754 static int remove_curse_aux(int all)
1758 /* Attempt to uncurse items being worn */
1759 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1763 object_type *o_ptr = &inventory[i];
1765 /* Skip non-objects */
1766 if (!o_ptr->k_idx) continue;
1768 /* Uncursed already */
1769 if (!cursed_p(o_ptr)) continue;
1771 /* Extract the flags */
1772 object_flags(o_ptr, &f1, &f2, &f3);
1774 /* Heavily Cursed Items need a special spell */
1775 if (!all && (f3 & TR3_HEAVY_CURSE)) continue;
1777 /* Perma-Cursed Items can NEVER be uncursed */
1778 if (f3 & TR3_PERMA_CURSE) continue;
1781 o_ptr->ident &= ~(IDENT_CURSED);
1783 /* Hack -- Assume felt */
1784 o_ptr->ident |= (IDENT_SENSE);
1786 if (o_ptr->art_flags3 & TR3_CURSED)
1787 o_ptr->art_flags3 &= ~(TR3_CURSED);
1789 if (o_ptr->art_flags3 & TR3_HEAVY_CURSE)
1790 o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
1793 o_ptr->feeling = FEEL_NONE;
1795 /* Recalculate the bonuses */
1796 p_ptr->update |= (PU_BONUS);
1799 p_ptr->window |= (PW_EQUIP);
1801 /* Count the uncursings */
1805 /* Return "something uncursed" */
1811 * Remove most curses
1813 bool remove_curse(void)
1815 return (remove_curse_aux(FALSE));
1821 bool remove_all_curse(void)
1823 return (remove_curse_aux(TRUE));
1828 * Turns an object into gold, gain some of its value in a shop
1837 char o_name[MAX_NLEN];
1838 char out_val[MAX_NLEN+40];
1842 /* Hack -- force destruction */
1843 if (command_arg > 0) force = TRUE;
1847 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
1848 s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1850 q = "Turn which item to gold? ";
1851 s = "You have nothing to turn to gold.";
1854 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1856 /* Get the item (in the pack) */
1859 o_ptr = &inventory[item];
1862 /* Get the item (on the floor) */
1865 o_ptr = &o_list[0 - item];
1869 /* See how many items */
1870 if (o_ptr->number > 1)
1872 /* Get a quantity */
1873 amt = get_quantity(NULL, o_ptr->number);
1875 /* Allow user abort */
1876 if (amt <= 0) return FALSE;
1880 /* Describe the object */
1881 old_number = o_ptr->number;
1882 o_ptr->number = amt;
1883 object_desc(o_name, o_ptr, TRUE, 3);
1884 o_ptr->number = old_number;
1886 /* Verify unless quantity given */
1889 if (confirm_destroy || (object_value(o_ptr) > 0))
1891 /* Make a verification */
1893 sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
1895 sprintf(out_val, "Really turn %s to gold? ", o_name);
1898 if (!get_check(out_val)) return FALSE;
1902 /* Artifacts cannot be destroyed */
1903 if (artifact_p(o_ptr) || o_ptr->art_name)
1905 byte feel = FEEL_SPECIAL;
1909 msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
1911 msg_format("You fail to turn %s to gold!", o_name);
1915 /* Hack -- Handle icky artifacts */
1916 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1918 /* Hack -- inscribe the artifact */
1919 o_ptr->feeling = feel;
1921 /* We have "felt" it (again) */
1922 o_ptr->ident |= (IDENT_SENSE);
1924 /* Combine the pack */
1925 p_ptr->notice |= (PN_COMBINE);
1928 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1934 price = object_value_real(o_ptr);
1940 msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
1942 msg_format("You turn %s to fool's gold.", o_name);
1950 if (amt > 1) price *= amt;
1952 if (price > 30000) price = 30000;
1954 msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
1956 msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
1962 p_ptr->redraw |= (PR_GOLD);
1965 p_ptr->window |= (PW_PLAYER);
1969 /* Eliminate the item (from the pack) */
1972 inven_item_increase(item, -amt);
1973 inven_item_describe(item);
1974 inven_item_optimize(item);
1977 /* Eliminate the item (from the floor) */
1980 floor_item_increase(0 - item, -amt);
1981 floor_item_describe(0 - item);
1982 floor_item_optimize(0 - item);
1990 * Create stairs at the player location
1992 void stair_creation(void)
1995 if (!cave_valid_bold(py, px))
1998 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
2000 msg_print("The object resists the spell.");
2007 delete_object(py, px);
2009 /* Create a staircase */
2010 if (p_ptr->inside_arena || (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || p_ptr->inside_battle || !dun_level)
2012 /* arena or quest */
2014 msg_print("¸ú²Ì¤¬¤¢¤ê¤Þ¤»¤ó¡ª");
2016 msg_print("There is no effect!");
2020 else if (ironman_downward)
2022 /* Town/wilderness or Ironman */
2023 cave_set_feat(py, px, FEAT_MORE);
2025 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
2028 cave_set_feat(py, px, FEAT_LESS);
2030 else if (rand_int(100) < 50)
2032 cave_set_feat(py, px, FEAT_MORE);
2036 cave_set_feat(py, px, FEAT_LESS);
2042 * Hook to specify "weapon"
2044 bool item_tester_hook_weapon(object_type *o_ptr)
2046 switch (o_ptr->tval)
2060 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2067 bool item_tester_hook_weapon2(object_type *o_ptr)
2069 switch (o_ptr->tval)
2089 * Hook to specify "armour"
2091 bool item_tester_hook_armour(object_type *o_ptr)
2093 switch (o_ptr->tval)
2113 bool item_tester_hook_corpse(object_type *o_ptr)
2115 switch (o_ptr->tval)
2128 * Check if an object is weapon or armour (but not arrow, bolt, or shot)
2130 bool item_tester_hook_weapon_armour(object_type *o_ptr)
2132 switch (o_ptr->tval)
2161 * Break the curse of an item
2163 static void break_curse(object_type *o_ptr)
2167 /* Extract the flags */
2168 object_flags(o_ptr, &f1, &f2, &f3);
2170 if (cursed_p(o_ptr) && !(f3 & TR3_PERMA_CURSE) && !(f3 & TR3_HEAVY_CURSE) && (rand_int(100) < 25))
2173 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
2175 msg_print("The curse is broken!");
2179 o_ptr->ident &= ~(IDENT_CURSED);
2180 o_ptr->ident |= (IDENT_SENSE);
2182 if (o_ptr->art_flags3 & TR3_CURSED)
2183 o_ptr->art_flags3 &= ~(TR3_CURSED);
2185 o_ptr->feeling = FEEL_NONE;
2191 * Enchants a plus onto an item. -RAK-
2193 * Revamped! Now takes item pointer, number of times to try enchanting,
2194 * and a flag of what to try enchanting. Artifacts resist enchantment
2195 * some of the time, and successful enchantment to at least +0 might
2196 * break a curse on the item. -CFT-
2198 * Note that an item can technically be enchanted all the way to +15 if
2199 * you wait a very, very, long time. Going from +9 to +10 only works
2200 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2202 * Note that this function can now be used on "piles" of items, and
2203 * the larger the pile, the lower the chance of success.
2205 bool enchant(object_type *o_ptr, int n, int eflag)
2207 int i, chance, prob;
2209 bool a = (artifact_p(o_ptr) || o_ptr->art_name);
2210 bool force = (eflag & ENCH_FORCE);
2213 /* Large piles resist enchantment */
2214 prob = o_ptr->number * 100;
2216 /* Missiles are easy to enchant */
2217 if ((o_ptr->tval == TV_BOLT) ||
2218 (o_ptr->tval == TV_ARROW) ||
2219 (o_ptr->tval == TV_SHOT))
2225 for (i = 0; i < n; i++)
2227 /* Hack -- Roll for pile resistance */
2228 if (!force && rand_int(prob) >= 100) continue;
2230 /* Enchant to hit */
2231 if (eflag & ENCH_TOHIT)
2233 if (o_ptr->to_h < 0) chance = 0;
2234 else if (o_ptr->to_h > 15) chance = 1000;
2235 else chance = enchant_table[o_ptr->to_h];
2237 if (force || ((randint(1000) > chance) && (!a || (rand_int(100) < 50))))
2242 /* only when you get it above -1 -CFT */
2243 if (o_ptr->to_h >= 0)
2248 /* Enchant to damage */
2249 if (eflag & ENCH_TODAM)
2251 if (o_ptr->to_d < 0) chance = 0;
2252 else if (o_ptr->to_d > 15) chance = 1000;
2253 else chance = enchant_table[o_ptr->to_d];
2255 if (force || ((randint(1000) > chance) && (!a || (rand_int(100) < 50))))
2260 /* only when you get it above -1 -CFT */
2261 if (o_ptr->to_d >= 0)
2266 /* Enchant to armor class */
2267 if (eflag & ENCH_TOAC)
2269 if (o_ptr->to_a < 0) chance = 0;
2270 else if (o_ptr->to_a > 15) chance = 1000;
2271 else chance = enchant_table[o_ptr->to_a];
2273 if (force || ((randint(1000) > chance) && (!a || (rand_int(100) < 50))))
2278 /* only when you get it above -1 -CFT */
2279 if (o_ptr->to_a >= 0)
2286 if (!res) return (FALSE);
2288 /* Recalculate bonuses */
2289 p_ptr->update |= (PU_BONUS);
2291 /* Combine / Reorder the pack (later) */
2292 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2295 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2306 * Enchant an item (in the inventory or on the floor)
2307 * Note that "num_ac" requires armour, else weapon
2308 * Returns TRUE if attempted, FALSE if cancelled
2310 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2315 char o_name[MAX_NLEN];
2319 /* Assume enchant weapon */
2320 item_tester_hook = item_tester_hook_weapon;
2321 item_tester_no_ryoute = TRUE;
2323 /* Enchant armor if requested */
2324 if (num_ac) item_tester_hook = item_tester_hook_armour;
2328 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2329 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2331 q = "Enchant which item? ";
2332 s = "You have nothing to enchant.";
2335 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2337 /* Get the item (in the pack) */
2340 o_ptr = &inventory[item];
2343 /* Get the item (on the floor) */
2346 o_ptr = &o_list[0 - item];
2351 object_desc(o_name, o_ptr, FALSE, 0);
2355 msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
2358 msg_format("%s %s glow%s brightly!",
2359 ((item >= 0) ? "Your" : "The"), o_name,
2360 ((o_ptr->number > 1) ? "" : "s"));
2365 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2366 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2367 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2373 if (flush_failure) flush();
2377 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2379 msg_print("The enchantment failed.");
2382 if (randint(3)==1) chg_virtue(V_ENCHANT, -1);
2385 chg_virtue(V_ENCHANT, 1);
2389 /* Something happened */
2394 bool artifact_scroll(void)
2399 char o_name[MAX_NLEN];
2403 item_tester_no_ryoute = TRUE;
2404 /* Enchant weapon/armour */
2405 item_tester_hook = item_tester_hook_weapon_armour;
2409 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2410 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2412 q = "Enchant which item? ";
2413 s = "You have nothing to enchant.";
2416 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2418 /* Get the item (in the pack) */
2421 o_ptr = &inventory[item];
2424 /* Get the item (on the floor) */
2427 o_ptr = &o_list[0 - item];
2432 object_desc(o_name, o_ptr, FALSE, 0);
2436 msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
2438 msg_format("%s %s radiate%s a blinding light!",
2439 ((item >= 0) ? "Your" : "The"), o_name,
2440 ((o_ptr->number > 1) ? "" : "s"));
2443 if (o_ptr->name1 || o_ptr->art_name)
2446 msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2449 msg_format("The %s %s already %s!",
2450 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2451 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2457 else if (o_ptr->name2)
2460 msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2463 msg_format("The %s %s already %s!",
2464 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2465 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2471 else if (o_ptr->xtra3)
2474 msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª",
2477 msg_format("The %s %s already %s!",
2478 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2479 ((o_ptr->number > 1) ? "kaji items" : "an kaji item"));
2485 if (o_ptr->number > 1)
2488 msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
2489 msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
2491 msg_print("Not enough enough energy to enchant more than one object!");
2492 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2497 inven_item_increase(item, 1-(o_ptr->number));
2501 floor_item_increase(0-item, 1-(o_ptr->number));
2504 okay = create_artifact(o_ptr, TRUE);
2511 if (flush_failure) flush();
2515 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2517 msg_print("The enchantment failed.");
2520 if (randint(3)==1) chg_virtue(V_ENCHANT, -1);
2523 chg_virtue(V_ENCHANT, 1);
2527 /* Something happened */
2533 * Identify an object
2535 void identify_item(object_type *o_ptr)
2537 bool motoart = TRUE;
2538 char o_name[MAX_NLEN];
2541 object_desc(o_name, o_ptr, TRUE, 3);
2543 if ((artifact_p(o_ptr) || o_ptr->art_name) &&
2544 !object_known_p(o_ptr) && !(o_ptr->ident&IDENT_SENSE))
2547 if (!(o_ptr->ident & (IDENT_MENTAL)))
2549 if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
2550 chg_virtue(V_KNOWLEDGE, 1);
2553 /* Identify it fully */
2554 object_aware(o_ptr);
2555 object_known(o_ptr);
2557 /* Recalculate bonuses */
2558 p_ptr->update |= (PU_BONUS);
2560 /* Combine / Reorder the pack (later) */
2561 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2564 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2566 strcpy(record_o_name, o_name);
2570 object_desc(o_name, o_ptr, TRUE, 0);
2572 if(record_fix_art && !motoart && artifact_p(o_ptr))
2573 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2574 if(record_rand_art && !motoart && o_ptr->art_name)
2575 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2580 * Identify an object in the inventory (or on the floor)
2581 * This routine does *not* automatically combine objects.
2582 * Returns TRUE if something was identified, else FALSE.
2584 bool ident_spell(bool only_equip)
2588 char o_name[MAX_NLEN];
2591 item_tester_no_ryoute = TRUE;
2594 item_tester_hook = item_tester_hook_weapon_armour;
2598 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2599 s = "´ÕÄê¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2601 q = "Identify which item? ";
2602 s = "You have nothing to identify.";
2605 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2607 /* Get the item (in the pack) */
2610 o_ptr = &inventory[item];
2613 /* Get the item (on the floor) */
2616 o_ptr = &o_list[0 - item];
2620 identify_item(o_ptr);
2623 object_desc(o_name, o_ptr, TRUE, 3);
2626 if (item >= INVEN_RARM)
2629 msg_format("%^s: %s(%c)¡£",
2631 msg_format("%^s: %s (%c).",
2634 describe_use(item), o_name, index_to_label(item));
2639 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£",
2641 msg_format("In your pack: %s (%c).",
2644 o_name, index_to_label(item));
2649 msg_format("¾²¾å: %s¡£",
2651 msg_format("On the ground: %s.",
2657 /* Something happened */
2663 * Mundanify an object in the inventory (or on the floor)
2664 * This routine does *not* automatically combine objects.
2665 * Returns TRUE if something was mundanified, else FALSE.
2667 bool mundane_spell(bool only_equip)
2673 if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
2674 item_tester_no_ryoute = TRUE;
2678 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
2679 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2681 q = "Use which item? ";
2682 s = "You have nothing you can use.";
2685 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2687 /* Get the item (in the pack) */
2690 o_ptr = &inventory[item];
2693 /* Get the item (on the floor) */
2696 o_ptr = &o_list[0 - item];
2701 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2703 msg_print("There is a bright flash of light!");
2706 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2707 byte ix = o_ptr->ix; /* X-position on map, or zero */
2708 s16b next_o_idx= o_ptr->next_o_idx; /* Next object in stack (if any) */
2709 byte marked=o_ptr->marked; /* Object is marked */
2710 s16b weight = (o_ptr->number*o_ptr->weight);
2713 object_prep(o_ptr, o_ptr->k_idx);
2717 o_ptr->next_o_idx=next_o_idx;
2718 o_ptr->marked=marked;
2719 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2723 /* Something happened */
2730 * Fully "identify" an object in the inventory -BEN-
2731 * This routine returns TRUE if an item was identified.
2733 bool identify_fully(bool only_equip)
2737 char o_name[MAX_NLEN];
2740 item_tester_no_ryoute = TRUE;
2742 item_tester_hook = item_tester_hook_weapon_armour;
2746 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2747 s = "´ÕÄê¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2749 q = "Identify which item? ";
2750 s = "You have nothing to identify.";
2753 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2755 /* Get the item (in the pack) */
2758 o_ptr = &inventory[item];
2761 /* Get the item (on the floor) */
2764 o_ptr = &o_list[0 - item];
2768 identify_item(o_ptr);
2770 /* Mark the item as fully known */
2771 o_ptr->ident |= (IDENT_MENTAL);
2777 object_desc(o_name, o_ptr, TRUE, 3);
2780 if (item >= INVEN_RARM)
2783 msg_format("%^s: %s(%c)¡£",
2785 msg_format("%^s: %s (%c).",
2788 describe_use(item), o_name, index_to_label(item));
2793 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£",
2795 msg_format("In your pack: %s (%c).",
2798 o_name, index_to_label(item));
2803 msg_format("¾²¾å: %s¡£",
2805 msg_format("On the ground: %s.",
2811 /* Describe it fully */
2812 (void)identify_fully_aux(o_ptr);
2822 * Hook for "get_item()". Determine if something is rechargable.
2824 bool item_tester_hook_recharge(object_type *o_ptr)
2826 /* Recharge staffs */
2827 if (o_ptr->tval == TV_STAFF) return (TRUE);
2829 /* Recharge wands */
2830 if (o_ptr->tval == TV_WAND) return (TRUE);
2832 /* Hack -- Recharge rods */
2833 if (o_ptr->tval == TV_ROD) return (TRUE);
2841 * Recharge a wand/staff/rod from the pack or on the floor.
2842 * This function has been rewritten in Oangband and ZAngband.
2844 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2845 * Chaos -- Arcane Binding --> recharge(90)
2847 * Scroll of recharging --> recharge(130)
2848 * Artifact activation/Thingol --> recharge(130)
2850 * It is harder to recharge high level, and highly charged wands,
2851 * staffs, and rods. The more wands in a stack, the more easily and
2852 * strongly they recharge. Staffs, however, each get fewer charges if
2855 * XXX XXX XXX Beware of "sliding index errors".
2857 bool recharge(int power)
2860 int recharge_strength, recharge_amount;
2869 char o_name[MAX_NLEN];
2871 /* Only accept legal items */
2872 item_tester_hook = item_tester_hook_recharge;
2876 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
2877 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2879 q = "Recharge which item? ";
2880 s = "You have nothing to recharge.";
2883 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2885 /* Get the item (in the pack) */
2888 o_ptr = &inventory[item];
2891 /* Get the item (on the floor) */
2894 o_ptr = &o_list[0 - item];
2897 /* Get the object kind. */
2898 k_ptr = &k_info[o_ptr->k_idx];
2900 /* Extract the object "level" */
2901 lev = get_object_level(o_ptr);
2904 /* Recharge a rod */
2905 if (o_ptr->tval == TV_ROD)
2907 /* Extract a recharge strength by comparing object level to power. */
2908 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2912 if (rand_int(recharge_strength) == 0)
2914 /* Activate the failure code. */
2921 /* Recharge amount */
2922 recharge_amount = (power * damroll(3, 2));
2924 /* Recharge by that amount */
2925 if (o_ptr->timeout > recharge_amount)
2926 o_ptr->timeout -= recharge_amount;
2933 /* Recharge wand/staff */
2936 /* Extract a recharge strength by comparing object level to power.
2937 * Divide up a stack of wands' charges to calculate charge penalty.
2939 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2940 recharge_strength = (100 + power - lev -
2941 (8 * o_ptr->pval / o_ptr->number)) / 15;
2943 /* All staffs, unstacked wands. */
2944 else recharge_strength = (100 + power - lev -
2945 (8 * o_ptr->pval)) / 15;
2948 if (recharge_strength < 0) recharge_strength = 0;
2951 if (rand_int(recharge_strength) == 0)
2953 /* Activate the failure code. */
2957 /* If the spell didn't backfire, recharge the wand or staff. */
2960 /* Recharge based on the standard number of charges. */
2961 recharge_amount = randint(1 + k_ptr->pval / 2);
2963 /* Multiple wands in a stack increase recharging somewhat. */
2964 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2967 (randint(recharge_amount * (o_ptr->number - 1))) / 2;
2968 if (recharge_amount < 1) recharge_amount = 1;
2969 if (recharge_amount > 12) recharge_amount = 12;
2972 /* But each staff in a stack gets fewer additional charges,
2973 * although always at least one.
2975 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
2977 recharge_amount /= o_ptr->number;
2978 if (recharge_amount < 1) recharge_amount = 1;
2981 /* Recharge the wand or staff. */
2982 o_ptr->pval += recharge_amount;
2985 /* Hack -- we no longer "know" the item */
2986 o_ptr->ident &= ~(IDENT_KNOWN);
2988 /* Hack -- we no longer think the item is empty */
2989 o_ptr->ident &= ~(IDENT_EMPTY);
2994 /* Inflict the penalties for failing a recharge. */
2997 /* Artifacts are never destroyed. */
2998 if (artifact_p(o_ptr))
3000 object_desc(o_name, o_ptr, TRUE, 0);
3002 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
3004 msg_format("The recharging backfires - %s is completely drained!", o_name);
3008 /* Artifact rods. */
3009 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3010 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3012 /* Artifact wands and staffs. */
3013 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3018 /* Get the object description */
3019 object_desc(o_name, o_ptr, FALSE, 0);
3021 /*** Determine Seriousness of Failure ***/
3023 /* Mages recharge objects more safely. */
3024 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)
3026 /* 10% chance to blow up one rod, otherwise draining. */
3027 if (o_ptr->tval == TV_ROD)
3029 if (randint(10) == 1) fail_type = 2;
3032 /* 75% chance to blow up one wand, otherwise draining. */
3033 else if (o_ptr->tval == TV_WAND)
3035 if (randint(3) != 1) fail_type = 2;
3038 /* 50% chance to blow up one staff, otherwise no effect. */
3039 else if (o_ptr->tval == TV_STAFF)
3041 if (randint(2) == 1) fail_type = 2;
3046 /* All other classes get no special favors. */
3049 /* 33% chance to blow up one rod, otherwise draining. */
3050 if (o_ptr->tval == TV_ROD)
3052 if (randint(3) == 1) fail_type = 2;
3055 /* 20% chance of the entire stack, else destroy one wand. */
3056 else if (o_ptr->tval == TV_WAND)
3058 if (randint(5) == 1) fail_type = 3;
3061 /* Blow up one staff. */
3062 else if (o_ptr->tval == TV_STAFF)
3068 /*** Apply draining and destruction. ***/
3070 /* Drain object or stack of objects. */
3073 if (o_ptr->tval == TV_ROD)
3076 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
3078 msg_print("The recharge backfires, draining the rod further!");
3081 if (o_ptr->timeout < 10000)
3082 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3084 else if (o_ptr->tval == TV_WAND)
3087 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
3089 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
3094 /* Staffs aren't drained. */
3097 /* Destroy an object or one in a stack of objects. */
3100 if (o_ptr->number > 1)
3102 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
3104 msg_format("Wild magic consumes one of your %s!", o_name);
3109 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3111 msg_format("Wild magic consumes your %s!", o_name);
3115 /* Reduce rod stack maximum timeout, drain wands. */
3116 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3117 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3119 /* Reduce and describe inventory */
3122 inven_item_increase(item, -1);
3123 inven_item_describe(item);
3124 inven_item_optimize(item);
3127 /* Reduce and describe floor item */
3130 floor_item_increase(0 - item, -1);
3131 floor_item_describe(0 - item);
3132 floor_item_optimize(0 - item);
3136 /* Destroy all members of a stack of objects. */
3139 if (o_ptr->number > 1)
3141 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
3143 msg_format("Wild magic consumes all your %s!", o_name);
3148 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3150 msg_format("Wild magic consumes your %s!", o_name);
3155 /* Reduce and describe inventory */
3158 inven_item_increase(item, -999);
3159 inven_item_describe(item);
3160 inven_item_optimize(item);
3163 /* Reduce and describe floor item */
3166 floor_item_increase(0 - item, -999);
3167 floor_item_describe(0 - item);
3168 floor_item_optimize(0 - item);
3174 /* Combine / Reorder the pack (later) */
3175 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3178 p_ptr->window |= (PW_INVEN);
3180 /* Something was done */
3188 bool bless_weapon(void)
3193 char o_name[MAX_NLEN];
3196 item_tester_no_ryoute = TRUE;
3197 /* Assume enchant weapon */
3198 item_tester_hook = item_tester_hook_weapon2;
3202 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
3203 s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3205 q = "Bless which weapon? ";
3206 s = "You have weapon to bless.";
3209 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3212 /* Get the item (in the pack) */
3215 o_ptr = &inventory[item];
3218 /* Get the item (on the floor) */
3221 o_ptr = &o_list[0 - item];
3226 object_desc(o_name, o_ptr, FALSE, 0);
3228 /* Extract the flags */
3229 object_flags(o_ptr, &f1, &f2, &f3);
3231 if (o_ptr->ident & IDENT_CURSED)
3233 if (((f3 & TR3_HEAVY_CURSE) && (randint(100) < 33)) ||
3234 (f3 & TR3_PERMA_CURSE))
3237 msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
3240 msg_format("The black aura on %s %s disrupts the blessing!",
3241 ((item >= 0) ? "your" : "the"), o_name);
3248 msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
3251 msg_format("A malignant aura leaves %s %s.",
3252 ((item >= 0) ? "your" : "the"), o_name);
3257 o_ptr->ident &= ~(IDENT_CURSED);
3259 /* Hack -- Assume felt */
3260 o_ptr->ident |= (IDENT_SENSE);
3263 o_ptr->feeling = FEEL_NONE;
3265 /* Recalculate the bonuses */
3266 p_ptr->update |= (PU_BONUS);
3269 p_ptr->window |= (PW_EQUIP);
3273 * Next, we try to bless it. Artifacts have a 1/3 chance of
3274 * being blessed, otherwise, the operation simply disenchants
3275 * them, godly power negating the magic. Ok, the explanation
3276 * is silly, but otherwise priests would always bless every
3277 * artifact weapon they find. Ego weapons and normal weapons
3278 * can be blessed automatically.
3280 if (f3 & TR3_BLESSED)
3283 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
3286 msg_format("%s %s %s blessed already.",
3287 ((item >= 0) ? "Your" : "The"), o_name,
3288 ((o_ptr->number > 1) ? "were" : "was"));
3294 if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || (randint(3) == 1))
3298 msg_format("%s¤Ïµ±¤¤¤¿¡ª",
3301 msg_format("%s %s shine%s!",
3302 ((item >= 0) ? "Your" : "The"), o_name,
3303 ((o_ptr->number > 1) ? "" : "s"));
3306 o_ptr->art_flags3 |= TR3_BLESSED;
3307 o_ptr->discount = 99;
3311 bool dis_happened = FALSE;
3314 msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
3316 msg_print("The weapon resists your blessing!");
3320 /* Disenchant tohit */
3321 if (o_ptr->to_h > 0)
3324 dis_happened = TRUE;
3327 if ((o_ptr->to_h > 5) && (rand_int(100) < 33)) o_ptr->to_h--;
3329 /* Disenchant todam */
3330 if (o_ptr->to_d > 0)
3333 dis_happened = TRUE;
3336 if ((o_ptr->to_d > 5) && (rand_int(100) < 33)) o_ptr->to_d--;
3338 /* Disenchant toac */
3339 if (o_ptr->to_a > 0)
3342 dis_happened = TRUE;
3345 if ((o_ptr->to_a > 5) && (rand_int(100) < 33)) o_ptr->to_a--;
3350 msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
3352 msg_print("There is a static feeling in the air...");
3356 msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
3359 msg_format("%s %s %s disenchanted!",
3360 ((item >= 0) ? "Your" : "The"), o_name,
3361 ((o_ptr->number > 1) ? "were" : "was"));
3367 /* Recalculate bonuses */
3368 p_ptr->update |= (PU_BONUS);
3371 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3382 bool pulish_shield(void)
3387 char o_name[MAX_NLEN];
3390 item_tester_no_ryoute = TRUE;
3391 /* Assume enchant weapon */
3392 item_tester_tval = TV_SHIELD;
3396 q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
3397 s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3399 q = "Pulish which weapon? ";
3400 s = "You have weapon to pulish.";
3403 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3406 /* Get the item (in the pack) */
3409 o_ptr = &inventory[item];
3412 /* Get the item (on the floor) */
3415 o_ptr = &o_list[0 - item];
3420 object_desc(o_name, o_ptr, FALSE, 0);
3422 /* Extract the flags */
3423 object_flags(o_ptr, &f1, &f2, &f3);
3425 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
3426 !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_SHIELD_OF_DEFLECTION))
3429 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
3431 msg_format("%s %s shine%s!",
3432 ((item >= 0) ? "Your" : "The"), o_name,
3433 ((o_ptr->number > 1) ? "" : "s"));
3435 o_ptr->name2 = EGO_REFLECTION;
3436 enchant(o_ptr, rand_int(3) + 4, ENCH_TOAC);
3438 o_ptr->discount = 99;
3439 chg_virtue(V_ENCHANT, 2);
3445 if (flush_failure) flush();
3448 msg_print("¼ºÇÔ¤·¤¿¡£");
3450 msg_print("Failed.");
3453 chg_virtue(V_ENCHANT, -2);
3462 * Potions "smash open" and cause an area effect when
3463 * (1) they are shattered while in the player's inventory,
3464 * due to cold (etc) attacks;
3465 * (2) they are thrown at a monster, or obstacle;
3466 * (3) they are shattered by a "cold ball" or other such spell
3467 * while lying on the floor.
3470 * who --- who caused the potion to shatter (0=player)
3471 * potions that smash on the floor are assumed to
3472 * be caused by no-one (who = 1), as are those that
3473 * shatter inside the player inventory.
3474 * (Not anymore -- I changed this; TY)
3475 * y, x --- coordinates of the potion (or player if
3476 * the potion was in her inventory);
3477 * o_ptr --- pointer to the potion object.
3479 bool potion_smash_effect(int who, int y, int x, int k_idx)
3487 object_kind *k_ptr = &k_info[k_idx];
3489 switch (k_ptr->sval)
3491 case SV_POTION_SALT_WATER:
3492 case SV_POTION_SLIME_MOLD:
3493 case SV_POTION_LOSE_MEMORIES:
3494 case SV_POTION_DEC_STR:
3495 case SV_POTION_DEC_INT:
3496 case SV_POTION_DEC_WIS:
3497 case SV_POTION_DEC_DEX:
3498 case SV_POTION_DEC_CON:
3499 case SV_POTION_DEC_CHR:
3500 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3501 case SV_POTION_APPLE_JUICE:
3504 case SV_POTION_INFRAVISION:
3505 case SV_POTION_DETECT_INVIS:
3506 case SV_POTION_SLOW_POISON:
3507 case SV_POTION_CURE_POISON:
3508 case SV_POTION_BOLDNESS:
3509 case SV_POTION_RESIST_HEAT:
3510 case SV_POTION_RESIST_COLD:
3511 case SV_POTION_HEROISM:
3512 case SV_POTION_BESERK_STRENGTH:
3513 case SV_POTION_RES_STR:
3514 case SV_POTION_RES_INT:
3515 case SV_POTION_RES_WIS:
3516 case SV_POTION_RES_DEX:
3517 case SV_POTION_RES_CON:
3518 case SV_POTION_RES_CHR:
3519 case SV_POTION_INC_STR:
3520 case SV_POTION_INC_INT:
3521 case SV_POTION_INC_WIS:
3522 case SV_POTION_INC_DEX:
3523 case SV_POTION_INC_CON:
3524 case SV_POTION_INC_CHR:
3525 case SV_POTION_AUGMENTATION:
3526 case SV_POTION_ENLIGHTENMENT:
3527 case SV_POTION_STAR_ENLIGHTENMENT:
3528 case SV_POTION_SELF_KNOWLEDGE:
3529 case SV_POTION_EXPERIENCE:
3530 case SV_POTION_RESISTANCE:
3531 case SV_POTION_INVULNERABILITY:
3532 case SV_POTION_NEW_LIFE:
3533 /* All of the above potions have no effect when shattered */
3535 case SV_POTION_SLOWNESS:
3541 case SV_POTION_POISON:
3547 case SV_POTION_BLINDNESS:
3552 case SV_POTION_CONFUSION: /* Booze */
3557 case SV_POTION_SLEEP:
3562 case SV_POTION_RUINATION:
3563 case SV_POTION_DETONATIONS:
3565 dam = damroll(25, 25);
3569 case SV_POTION_DEATH:
3570 dt = GF_DEATH_RAY; /* !! */
3571 dam = k_ptr->level * 10;
3576 case SV_POTION_SPEED:
3580 case SV_POTION_CURE_LIGHT:
3582 dam = damroll(2, 3);
3585 case SV_POTION_CURE_SERIOUS:
3587 dam = damroll(4, 3);
3590 case SV_POTION_CURE_CRITICAL:
3591 case SV_POTION_CURING:
3593 dam = damroll(6, 3);
3596 case SV_POTION_HEALING:
3598 dam = damroll(10, 10);
3601 case SV_POTION_RESTORE_EXP:
3607 case SV_POTION_LIFE:
3609 dam = damroll(50, 50);
3613 case SV_POTION_STAR_HEALING:
3615 dam = damroll(50, 50);
3619 case SV_POTION_RESTORE_MANA: /* MANA */
3621 dam = damroll(10, 10);
3629 (void)project(who, radius, y, x, dam, dt,
3630 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3632 /* XXX those potions that explode need to become "known" */
3638 * Hack -- Display all known spells in a window
3640 * XXX XXX XXX Need to analyze size of the window.
3642 * XXX XXX XXX Need more color coding.
3644 void display_spell_list(void)
3648 int use_realm1 = p_ptr->realm1 - 1;
3649 int use_realm2 = p_ptr->realm2 - 1;
3659 /* Warriors are illiterate */
3660 if (!mp_ptr->spell_book) return;
3661 if (p_ptr->pclass == CLASS_SORCERER) return;
3662 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3664 /* Mindcrafter spell-list */
3665 if ((p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_FORCETRAINER))
3671 int plev = p_ptr->lev;
3678 /* Display a list of spells */
3681 put_str("̾Á°", y, x + 5);
3682 put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
3684 put_str("Name", y, x + 5);
3685 put_str("Lv Mana Fail Info", y, x + 35);
3688 switch(p_ptr->pclass)
3690 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3691 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3692 default: use_mind = 0;break;
3695 /* Dump the spells */
3696 for (i = 0; i < MAX_MIND_POWERS; i++)
3698 byte a = TERM_WHITE;
3700 /* Access the available spell */
3701 spell = mind_powers[use_mind].info[i];
3702 if (spell.min_lev > plev) break;
3704 /* Get the failure rate */
3705 chance = spell.fail;
3707 /* Reduce failure rate by "effective" level adjustment */
3708 chance -= 3 * (p_ptr->lev - spell.min_lev);
3710 /* Reduce failure rate by INT/WIS adjustment */
3711 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3713 /* Not enough mana to cast */
3714 if (spell.mana_cost > p_ptr->csp)
3716 chance += 5 * (spell.mana_cost - p_ptr->csp);
3720 /* Extract the minimum failure rate */
3721 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3723 /* Minimum failure rate */
3724 if (chance < minfail) chance = minfail;
3726 /* Stunning makes spells harder */
3727 if (p_ptr->stun > 50) chance += 25;
3728 else if (p_ptr->stun) chance += 15;
3730 /* Always a 5 percent chance of working */
3731 if (chance > 95) chance = 95;
3734 mindcraft_info(comment, use_mind, i);
3736 /* Dump the spell */
3737 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3739 spell.min_lev, spell.mana_cost, chance, comment);
3741 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3746 /* Normal spellcaster with books */
3749 for (j = 0; j < ((use_realm2 > -1) ? 2 : 1); j++)
3753 /* Reset vertical */
3756 /* Vertical location */
3757 y = (j < 3) ? 0 : (m[j - 3] + 2);
3759 /* Horizontal location */
3763 for (i = 0; i < 32; i++)
3765 byte a = TERM_WHITE;
3767 /* Access the spell */
3768 if (!is_magic((j < 1) ? use_realm1 : use_realm2))
3770 s_ptr = &technic_info[(j < 1) ? use_realm1 : use_realm2 - MIN_TECHNIC][i % 32];
3774 s_ptr = &mp_ptr->info[(j < 1) ? use_realm1 : use_realm2][i % 32];
3777 strcpy(name, spell_names[technic2magic((j < 1) ? use_realm1+1 : use_realm2+1)-1][i % 32]);
3780 if (s_ptr->slevel >= 99)
3784 strcpy(name, "(ȽÆÉÉÔǽ)");
3786 strcpy(name, "(illegible)");
3796 ((spell_forgotten1 & (1L << i))) :
3797 ((spell_forgotten2 & (1L << (i % 32)))))
3804 else if (!((j < 1) ?
3805 (spell_learned1 & (1L << i)) :
3806 (spell_learned2 & (1L << (i % 32)))))
3813 else if (!((j < 1) ?
3814 (spell_worked1 & (1L << i)) :
3815 (spell_worked2 & (1L << (i % 32)))))
3821 /* Dump the spell --(-- */
3822 sprintf(out_val, "%c/%c) %-20.20s",
3823 I2A(n / 8), I2A(n % 8), name);
3828 /* Dump onto the window */
3829 Term_putstr(x, m[j], -1, a, out_val);
3840 * Returns spell chance of failure for spell -RAK-
3842 s16b spell_chance(int spell, int realm)
3844 int chance, minfail;
3847 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3850 /* Paranoia -- must be literate */
3851 if (!mp_ptr->spell_book) return (100);
3853 if (realm+1 == REALM_HISSATSU) return 0;
3855 /* Access the spell */
3856 if (!is_magic(realm+1))
3858 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
3862 s_ptr = &mp_ptr->info[realm][spell];
3865 /* Extract the base spell failure rate */
3866 chance = s_ptr->sfail;
3868 /* Reduce failure rate by "effective" level adjustment */
3869 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3871 /* Reduce failure rate by INT/WIS adjustment */
3872 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3875 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level-skill_exp[GINOU_RIDING]/100-10,0));
3877 if (p_ptr->pclass == CLASS_SORCERER)
3878 shouhimana = s_ptr->smana*2200 + 2399;
3879 else if (p_ptr->pclass == CLASS_RED_MAGE)
3880 shouhimana = s_ptr->smana*2600 + 2399;
3881 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
3882 shouhimana = (s_ptr->smana*(3800-spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)])+2399);
3883 else shouhimana = s_ptr->smana*3800;
3886 else shouhimana *= 4;
3888 if(shouhimana < 1) shouhimana = 1;
3890 /* Not enough mana to cast */
3891 if (shouhimana > p_ptr->csp)
3893 chance += 5 * (shouhimana - p_ptr->csp);
3896 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance += 10;
3897 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) chance -= 3;
3898 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) chance++;
3899 if (((realm + 1) != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3901 /* Extract the minimum failure rate */
3902 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3905 * Non mage/priest characters never get too good
3906 * (added high mage, mindcrafter)
3908 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3910 if (minfail < 5) minfail = 5;
3913 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3914 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3915 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3917 if (p_ptr->heavy_spell) chance += 20;
3918 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
3919 else if (p_ptr->easy_spell) chance-=3;
3920 else if (p_ptr->dec_mana) chance-=2;
3922 if ((realm+1 == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
3923 if ((realm+1 == REALM_LIFE) && (p_ptr->align < -20)) chance += penalty;
3924 if (((realm+1 == REALM_DEATH) || (realm+1 == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
3926 /* Minimum failure rate */
3927 if (chance < minfail) chance = minfail;
3929 /* Stunning makes spells harder */
3930 if (p_ptr->stun > 50) chance += 25;
3931 else if (p_ptr->stun) chance += 15;
3933 /* Always a 5 percent chance of working */
3934 if (chance > 95) chance = 95;
3936 if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
3938 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1399) chance--;
3939 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1599) chance--;
3941 if(p_ptr->dec_mana) chance--;
3942 if (p_ptr->heavy_spell) chance += 5;
3944 chance = MAX(chance,0);
3946 /* Return the chance */
3953 * Determine if a spell is "okay" for the player to cast or study
3954 * The spell must be legible, not forgotten, and also, to cast,
3955 * it must be known, and to study, it must not be known.
3957 bool spell_okay(int spell, bool learned, bool study_pray, int realm)
3961 /* Access the spell */
3962 if (!is_magic(realm+1))
3964 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
3968 s_ptr = &mp_ptr->info[realm][spell];
3971 /* Spell is illegal */
3972 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
3974 /* Spell is forgotten */
3975 if ((realm == p_ptr->realm2 - 1) ?
3976 (spell_forgotten2 & (1L << spell)) :
3977 (spell_forgotten1 & (1L << spell)))
3983 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
3984 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
3986 /* Spell is learned */
3987 if ((realm == p_ptr->realm2 - 1) ?
3988 (spell_learned2 & (1L << spell)) :
3989 (spell_learned1 & (1L << spell)))
3992 return (!study_pray);
3995 /* Okay to study, not to cast */
4002 * Extra information on a spell -DRS-
4004 * We can use up to 14 characters of the buffer 'p'
4006 * The strings in this function were extracted from the code in the
4007 * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
4009 static void spell_info(char *p, int spell, int realm)
4011 int plev = p_ptr->lev;
4014 int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
4015 p_ptr->pclass == CLASS_HIGH_MAGE ||
4016 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4018 int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
4019 p_ptr->pclass == CLASS_HIGH_MAGE ||
4020 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4022 cptr s_dam = "»½ý:";
4023 cptr s_dur = "´ü´Ö:";
4024 cptr s_range = "ÈÏ°Ï:";
4025 cptr s_heal = "²óÉü:";
4026 cptr s_random = "¥é¥ó¥À¥à";
4027 cptr s_delay = "ÃÙ±ä:";
4029 cptr s_dam = "dam ";
4030 cptr s_dur = "dur ";
4031 cptr s_range = "range ";
4032 cptr s_heal = "heal ";
4033 cptr s_random = "random";
4034 cptr s_delay = "delay ";
4039 /* Analyze the spell */
4045 case 1: sprintf(p, " %s2d10", s_heal); break;
4046 case 2: sprintf(p, " %s12+d12", s_dur); break;
4047 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4048 case 6: sprintf(p, " %s4d10", s_heal); break;
4049 case 10: sprintf(p, " %s8d10", s_heal); break;
4050 case 11: sprintf(p, " %s24+d24", s_dur); break;
4051 case 12: sprintf(p, " %s3d6+%d", s_dam, orb); break;
4052 case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
4053 case 14: sprintf(p, " %s300", s_heal); break;
4054 case 16: sprintf(p, " %sd%d", s_dam, plev); break;
4055 case 18: sprintf(p, " %sd%d", s_dam, 3 * plev); break;
4056 case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4058 case 22: sprintf(p, " »:d%d/²ó:1000", 4 * plev); break;
4060 case 22: sprintf(p, " d %d/h 1000", 4 * plev); break;
4062 case 24: sprintf(p, " %s25+d25", s_dur); break;
4063 case 25: sprintf(p, " %s48+d48", s_dur); break;
4064 case 28: sprintf(p, " %s2000", s_heal); break;
4066 case 30: sprintf(p, " ²ó300/»%d+250", plev * 4); break;
4068 case 30: sprintf(p, " h300/d%d+250", plev * 4); break;
4070 case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
4074 case 1: /* Sorcery */
4077 case 1: sprintf(p, " %s10", s_range); break;
4078 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4079 case 5: sprintf(p, " %s%d", s_range, plev * 5); break;
4080 case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
4081 case 18: sprintf(p, " %s25+d30", s_dur); break;
4082 case 22: sprintf(p, " %s15+d21", s_delay); break;
4083 case 23: sprintf(p, " %s7d7+%d", s_dam, plev / 2); break;
4085 case 25: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
4087 case 25: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4089 case 26: sprintf(p, " %s25+d30", s_dur); break;
4090 case 28: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4091 case 31: sprintf(p, " %s4+d4", s_dur); break;
4095 case 2: /* Nature */
4099 case 1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4101 case 1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4103 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4104 case 6: sprintf(p, " %s20+d20", s_dur); break;
4105 case 7: sprintf(p, " %s2d8", s_heal); break;
4106 case 9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
4107 case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
4108 case 12: sprintf(p, " %s6d8", s_dam); break;
4109 case 15: sprintf(p, " %s500", s_heal); break;
4110 case 17: sprintf(p, " %s20+d30", s_dur); break;
4111 case 18: sprintf(p, " %s20+d20", s_dur); break;
4113 case 24: sprintf(p, " Ⱦ·Â:10"); break;
4115 case 24: sprintf(p, " rad 10"); break;
4117 case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
4118 case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
4119 case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
4120 case 29: sprintf(p, " %s75", s_dam); break;
4121 case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
4128 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4129 case 2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4130 case 4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
4131 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4132 case 6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4133 case 7: sprintf(p, " %s%d", s_range, plev * 5); break;
4134 case 8: sprintf(p, " %s", s_random); break;
4135 case 9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
4136 case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
4137 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4138 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4139 case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
4140 case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
4141 case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
4142 case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
4143 case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
4145 case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4147 case 25: sprintf(p, " dam %d each", plev * 2); break;
4149 case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
4150 case 27: sprintf(p, " %s150 / 250", s_dam); break;
4151 case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
4152 case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
4153 case 31: sprintf(p, " %s3 * 175", s_dam); break;
4160 case 1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
4161 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4162 case 5: sprintf(p, " %s20+d20", s_dur); break;
4163 case 8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4164 case 9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4165 case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
4167 case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
4169 case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
4171 case 16: sprintf(p, " %s25+d25", s_dur); break;
4172 case 17: sprintf(p, " %s", s_random); break;
4173 case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
4174 case 19: sprintf(p, " ºÇÂç%s50", s_dur); break;
4175 case 21: sprintf(p, " %s3*100", s_dam); break;
4176 case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4177 case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
4178 case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4179 case 30: sprintf(p, " %s666", s_dam); break;
4180 case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
4187 case 0: sprintf(p, " %s10", s_range); break;
4188 case 2: sprintf(p, " %s", s_random); break;
4189 case 4: sprintf(p, " %s%d", s_range, plev * 4); break;
4190 case 5: sprintf(p, " %s25+d30", s_dur); break;
4192 case 8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
4194 case 8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4196 case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4197 case 14: sprintf(p, " %s15+d21", s_delay); break;
4198 case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
4200 case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4202 case 28: sprintf(p, " dam %d each", plev * 2); break;
4207 case 6: /* Arcane */
4210 case 0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
4211 case 4: sprintf(p, " %s10", s_range); break;
4212 case 5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
4213 case 7: sprintf(p, " %s2d8", s_heal); break;
4217 case 17: sprintf(p, " %s20+d20", s_dur); break;
4218 case 18: sprintf(p, " %s4d8", s_heal); break;
4219 case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
4220 case 21: sprintf(p, " %s6d8", s_dam); break;
4221 case 24: sprintf(p, " %s24+d24", s_dur); break;
4222 case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
4223 case 30: sprintf(p, " %s15+d21", s_delay); break;
4224 case 31: sprintf(p, " %s25+d30", s_dur); break;
4231 case 0: sprintf(p, " %s100+d100", s_dur); break;
4232 case 1: sprintf(p, " %s80+d80", s_dur); break;
4238 case 18: sprintf(p, " %s20+d20", s_dur); break;
4239 case 5: sprintf(p, " %s25+d25", s_dur); break;
4240 case 8: sprintf(p, " %s24+d24", s_dur); break;
4241 case 11: sprintf(p, " %s25+d25", s_dur); break;
4242 case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
4243 case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
4244 case 16: sprintf(p, " %s25+d30", s_dur); break;
4245 case 17: sprintf(p, " %s30+d20", s_dur); break;
4246 case 19: sprintf(p, " %s%d+d%d", s_dur, plev+20, plev); break;
4247 case 20: sprintf(p, " %s50+d50", s_dur); break;
4248 case 23: sprintf(p, " %s20+d20", s_dur); break;
4249 case 31: sprintf(p, " %s13+d13", s_dur); break;
4253 case 8: /* Daemon */
4256 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4257 case 2: sprintf(p, " %s12+d12", s_dur); break;
4258 case 3: sprintf(p, " %s20+d20", s_dur); break;
4259 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4260 case 7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4261 case 10: sprintf(p, " %s20+d20", s_dur); break;
4262 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4263 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4264 case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
4265 case 16: sprintf(p, " %s30+d25", s_dur); break;
4266 case 17: sprintf(p, " %s20+d20", s_dur); break;
4267 case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4268 case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
4269 case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4270 case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
4271 case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
4272 case 24: sprintf(p, " %s25+d25", s_dur); break;
4273 case 25: sprintf(p, " %s20+d20", s_dur); break;
4274 case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
4275 case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
4276 case 30: sprintf(p, " %s600", s_dam); break;
4277 case 31: sprintf(p, " %s15+d15", s_dur); break;
4281 case 15: /* Music */
4284 case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
4285 case 4 : sprintf(p, " %s2d6", s_heal); break;
4286 case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
4287 case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
4288 case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
4289 case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
4290 case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4291 case 28: sprintf(p, " %s15d10", s_heal); break;
4292 case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
4297 sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", realm);
4299 sprintf(p, "Unknown type: %d.", realm);
4306 * Print a list of spells (for browsing or casting or viewing)
4308 void print_spells(int target_spell, byte *spells, int num, int y, int x, int realm)
4310 int i, spell, shougou, increment = 64;
4322 if (((realm < 0) || (realm > MAX_REALM - 1)) && wizard)
4324 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
4326 msg_print("Warning! print_spells called with null realm");
4330 /* Title the list */
4332 if (realm+1 == REALM_HISSATSU)
4334 strcpy(buf," Lv MP");
4336 strcpy(buf," Lv SP");
4340 strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
4342 strcpy(buf,"Profic Lv SP Fail Effect");
4346 put_str("̾Á°", y, x + 5);
4347 put_str(buf, y, x + 29);
4349 put_str("Name", y, x + 5);
4350 put_str(buf, y, x + 29);
4353 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4354 else if ((realm + 1) == p_ptr->realm1) increment = 0;
4355 else if ((realm + 1) == p_ptr->realm2) increment = 32;
4357 /* Dump the spells */
4358 for (i = 0; i < num; i++)
4360 /* Access the spell */
4363 /* Access the spell */
4364 if (!is_magic(realm+1))
4366 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
4370 s_ptr = &mp_ptr->info[realm][spell];
4373 if (realm+1 == REALM_HISSATSU)
4374 shouhimana = s_ptr->smana;
4377 if (p_ptr->pclass == CLASS_SORCERER)
4378 shouhimana = s_ptr->smana*2200 + 2399;
4379 else if (p_ptr->pclass == CLASS_RED_MAGE)
4380 shouhimana = s_ptr->smana*2600 + 2399;
4381 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
4382 shouhimana = (s_ptr->smana*(3800-spell_exp[(spell+increment)])+2399);
4384 shouhimana = s_ptr->smana*3800+2399;
4387 else shouhimana *= 4;
4389 if(shouhimana < 1) shouhimana = 1;
4392 if ((increment == 64) || (s_ptr->slevel >= 99)) shougou = 0;
4393 else if (spell_exp[spell+increment]<900) shougou = 0;
4394 else if (spell_exp[spell+increment]<1200) shougou = 1;
4395 else if (spell_exp[spell+increment]<1400) shougou = 2;
4396 else if (spell_exp[spell+increment]<1600) shougou = 3;
4399 if (!increment && (shougou == 4)) max = TRUE;
4400 else if ((increment == 32) && (shougou == 3)) max = TRUE;
4401 else if (s_ptr->slevel >= 99) max = TRUE;
4402 else if (p_ptr->pclass == CLASS_RED_MAGE) max = TRUE;
4404 strncpy(ryakuji,shougou_moji[shougou],4);
4408 if (use_menu && target_spell)
4410 if (i == (target_spell-1))
4412 strcpy(out_val, " ¡Õ ");
4414 strcpy(out_val, " > ");
4417 strcpy(out_val, " ");
4419 else sprintf(out_val, " %c) ", I2A(i));
4420 /* Skip illegible spells */
4421 if (s_ptr->slevel >= 99)
4424 strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
4426 strcat(out_val, format("%-30s", "(illegible)"));
4429 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4433 /* XXX XXX Could label spells above the players level */
4435 /* Get extra info */
4436 spell_info(info, spell, realm);
4441 /* Assume spell is known and tried */
4442 line_attr = TERM_WHITE;
4444 /* Analyze the spell */
4445 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4447 if (s_ptr->slevel > p_ptr->max_plv)
4452 comment = " unknown";
4455 line_attr = TERM_L_BLUE;
4457 else if (s_ptr->slevel > p_ptr->lev)
4462 comment = " forgotten";
4465 line_attr = TERM_YELLOW;
4468 else if ((realm+1 != p_ptr->realm1) && (realm+1 != p_ptr->realm2))
4473 comment = " unknown";
4476 line_attr = TERM_L_BLUE;
4478 else if ((realm + 1 == p_ptr->realm1) ?
4479 ((spell_forgotten1 & (1L << spell))) :
4480 ((spell_forgotten2 & (1L << spell))))
4485 comment = " forgotten";
4488 line_attr = TERM_YELLOW;
4490 else if (!((realm + 1 == p_ptr->realm1) ?
4491 (spell_learned1 & (1L << spell)) :
4492 (spell_learned2 & (1L << spell))))
4497 comment = " unknown";
4500 line_attr = TERM_L_BLUE;
4502 else if (!((realm + 1 == p_ptr->realm1) ?
4503 (spell_worked1 & (1L << spell)) :
4504 (spell_worked2 & (1L << spell))))
4507 comment = " ̤·Ð¸³";
4509 comment = " untried";
4512 line_attr = TERM_L_GREEN;
4515 /* Dump the spell --(-- */
4516 if (realm+1 == REALM_HISSATSU)
4518 strcat(out_val, format("%-25s %2d %4d",
4519 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4520 s_ptr->slevel, shouhimana));
4524 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
4525 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4526 (max ? '!' : ' '), ryakuji,
4527 s_ptr->slevel, shouhimana, spell_chance(spell, realm), comment));
4529 c_prt(line_attr, out_val, y + i + 1, x);
4532 /* Clear the bottom line */
4533 prt("", y + i + 1, x);
4538 * Note that amulets, rods, and high-level spell books are immune
4539 * to "inventory damage" of any kind. Also sling ammo and shovels.
4544 * Does a given class of objects (usually) hate acid?
4545 * Note that acid can either melt or corrode something.
4547 bool hates_acid(object_type *o_ptr)
4549 /* Analyze the type */
4550 switch (o_ptr->tval)
4552 /* Wearable items */
4572 /* Staffs/Scrolls are wood/paper */
4585 /* Junk is useless */
4599 * Does a given object (usually) hate electricity?
4601 bool hates_elec(object_type *o_ptr)
4603 switch (o_ptr->tval)
4617 * Does a given object (usually) hate fire?
4618 * Hafted/Polearm weapons have wooden shafts.
4619 * Arrows/Bows are mostly wooden.
4621 bool hates_fire(object_type *o_ptr)
4623 /* Analyze the type */
4624 switch (o_ptr->tval)
4642 case TV_SORCERY_BOOK:
4643 case TV_NATURE_BOOK:
4647 case TV_ARCANE_BOOK:
4648 case TV_ENCHANT_BOOK:
4649 case TV_DAEMON_BOOK:
4651 case TV_HISSATSU_BOOK:
4662 /* Staffs/Scrolls burn */
4675 * Does a given object (usually) hate cold?
4677 bool hates_cold(object_type *o_ptr)
4679 switch (o_ptr->tval)
4696 int set_acid_destroy(object_type *o_ptr)
4699 if (!hates_acid(o_ptr)) return (FALSE);
4700 object_flags(o_ptr, &f1, &f2, &f3);
4701 if (f3 & TR3_IGNORE_ACID) return (FALSE);
4709 int set_elec_destroy(object_type *o_ptr)
4712 if (!hates_elec(o_ptr)) return (FALSE);
4713 object_flags(o_ptr, &f1, &f2, &f3);
4714 if (f3 & TR3_IGNORE_ELEC) return (FALSE);
4722 int set_fire_destroy(object_type *o_ptr)
4725 if (!hates_fire(o_ptr)) return (FALSE);
4726 object_flags(o_ptr, &f1, &f2, &f3);
4727 if (f3 & TR3_IGNORE_FIRE) return (FALSE);
4735 int set_cold_destroy(object_type *o_ptr)
4738 if (!hates_cold(o_ptr)) return (FALSE);
4739 object_flags(o_ptr, &f1, &f2, &f3);
4740 if (f3 & TR3_IGNORE_COLD) return (FALSE);
4746 * Destroys a type of item on a given percent chance
4747 * Note that missiles are no longer necessarily all destroyed
4748 * Destruction taken from "melee.c" code for "stealing".
4749 * New-style wands and rods handled correctly. -LM-
4750 * Returns number of items destroyed.
4752 int inven_damage(inven_func typ, int perc)
4756 char o_name[MAX_NLEN];
4758 /* Multishadow effects is determined by turn */
4759 if( p_ptr->multishadow && (turn & 1) )return 0;
4761 if (p_ptr->inside_arena) return 0;
4763 /* Count the casualties */
4766 /* Scan through the slots backwards */
4767 for (i = 0; i < INVEN_PACK; i++)
4769 o_ptr = &inventory[i];
4771 /* Skip non-objects */
4772 if (!o_ptr->k_idx) continue;
4774 /* Hack -- for now, skip artifacts */
4775 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
4777 /* Give this item slot a shot at death */
4780 /* Count the casualties */
4781 for (amt = j = 0; j < o_ptr->number; ++j)
4783 if (rand_int(100) < perc) amt++;
4786 /* Some casualities */
4789 /* Get a description */
4790 object_desc(o_name, o_ptr, FALSE, 3);
4794 msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
4796 msg_format("%sour %s (%c) %s destroyed!",
4800 o_name, index_to_label(i),
4801 ((o_ptr->number > 1) ?
4802 ((amt == o_ptr->number) ? "Á´Éô" :
4803 (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
4805 ((o_ptr->number > 1) ?
4806 ((amt == o_ptr->number) ? "All of y" :
4807 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4808 o_name, index_to_label(i),
4809 ((amt > 1) ? "were" : "was"));
4813 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4814 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
4817 /* Potions smash open */
4818 if (object_is_potion(o_ptr))
4820 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
4823 /* Reduce the charges of rods/wands */
4824 reduce_charges(o_ptr, amt);
4826 /* Destroy "amt" items */
4827 inven_item_increase(i, -amt);
4828 inven_item_optimize(i);
4830 /* Count the casualties */
4836 /* Return the casualty count */
4842 * Acid has hit the player, attempt to affect some armor.
4844 * Note that the "base armor" of an object never changes.
4846 * If any armor is damaged (or resists), the player takes less damage.
4848 static int minus_ac(void)
4850 object_type *o_ptr = NULL;
4852 char o_name[MAX_NLEN];
4855 /* Pick a (possibly empty) inventory slot */
4858 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4859 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4860 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4861 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4862 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4863 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4864 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4867 /* Nothing to damage */
4868 if (!o_ptr->k_idx) return (FALSE);
4870 if (o_ptr->tval < TV_BOOTS) return (FALSE);
4872 /* No damage left to be done */
4873 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4877 object_desc(o_name, o_ptr, FALSE, 0);
4879 /* Extract the flags */
4880 object_flags(o_ptr, &f1, &f2, &f3);
4882 /* Object resists */
4883 if (f3 & TR3_IGNORE_ACID)
4886 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
4888 msg_format("Your %s is unaffected!", o_name);
4897 msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
4899 msg_format("Your %s is damaged!", o_name);
4903 /* Damage the item */
4906 /* Calculate bonuses */
4907 p_ptr->update |= (PU_BONUS);
4910 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
4914 /* Item was damaged */
4920 * Hurt the player with Acid
4922 void acid_dam(int dam, cptr kb_str, int monspell)
4924 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4925 bool double_resist = (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
4927 /* Total Immunity */
4928 if (p_ptr->immune_acid || (dam <= 0))
4930 learn_spell(monspell);
4934 /* Vulnerability (Ouch!) */
4935 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4936 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4938 /* Resist the damage */
4939 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
4940 if (double_resist) dam = (dam + 2) / 3;
4942 if ((!(double_resist || p_ptr->resist_acid)) &&
4943 randint(HURT_CHANCE) == 1)
4944 (void)do_dec_stat(A_CHR);
4946 /* If any armor gets hit, defend the player */
4947 if (minus_ac()) dam = (dam + 1) / 2;
4950 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
4952 /* Inventory damage */
4953 if (!(double_resist && p_ptr->resist_acid))
4954 inven_damage(set_acid_destroy, inv);
4959 * Hurt the player with electricity
4961 void elec_dam(int dam, cptr kb_str, int monspell)
4963 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4964 bool double_resist = (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
4966 /* Total immunity */
4967 if (p_ptr->immune_elec || (dam <= 0))
4969 learn_spell(monspell);
4973 /* Vulnerability (Ouch!) */
4974 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4975 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4976 if (p_ptr->prace == RACE_ANDROID) dam += dam / 3;
4978 /* Resist the damage */
4979 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
4980 if (double_resist) dam = (dam + 2) / 3;
4982 if ((!(double_resist || p_ptr->resist_elec)) &&
4983 randint(HURT_CHANCE) == 1)
4984 (void)do_dec_stat(A_DEX);
4987 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
4989 /* Inventory damage */
4990 if (!(double_resist && p_ptr->resist_elec))
4991 inven_damage(set_elec_destroy, inv);
4996 * Hurt the player with Fire
4998 void fire_dam(int dam, cptr kb_str, int monspell)
5000 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5001 bool double_resist = (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5003 /* Totally immune */
5004 if (p_ptr->immune_fire || (dam <= 0))
5006 learn_spell(monspell);
5010 /* Vulnerability (Ouch!) */
5011 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5012 if (prace_is_(RACE_ENT)) dam += dam / 3;
5013 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5015 /* Resist the damage */
5016 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
5017 if (double_resist) dam = (dam + 2) / 3;
5019 if ((!(double_resist || p_ptr->resist_fire)) &&
5020 randint(HURT_CHANCE) == 1)
5021 (void)do_dec_stat(A_STR);
5024 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5026 /* Inventory damage */
5027 if (!(double_resist && p_ptr->resist_fire))
5028 inven_damage(set_fire_destroy, inv);
5033 * Hurt the player with Cold
5035 void cold_dam(int dam, cptr kb_str, int monspell)
5037 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5038 bool double_resist = (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5040 /* Total immunity */
5041 if (p_ptr->immune_cold || (dam <= 0))
5043 learn_spell(monspell);
5047 /* Vulnerability (Ouch!) */
5048 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5049 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5051 /* Resist the damage */
5052 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
5053 if (double_resist) dam = (dam + 2) / 3;
5055 if ((!(double_resist || p_ptr->resist_cold)) &&
5056 randint(HURT_CHANCE) == 1)
5057 (void)do_dec_stat(A_STR);
5060 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5062 /* Inventory damage */
5063 if (!(double_resist && p_ptr->resist_cold))
5064 inven_damage(set_cold_destroy, inv);
5068 bool rustproof(void)
5072 char o_name[MAX_NLEN];
5075 item_tester_no_ryoute = TRUE;
5076 /* Select a piece of armour */
5077 item_tester_hook = item_tester_hook_armour;
5081 q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
5082 s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5084 q = "Rustproof which piece of armour? ";
5085 s = "You have nothing to rustproof.";
5088 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
5090 /* Get the item (in the pack) */
5093 o_ptr = &inventory[item];
5096 /* Get the item (on the floor) */
5099 o_ptr = &o_list[0 - item];
5104 object_desc(o_name, o_ptr, FALSE, 0);
5106 o_ptr->art_flags3 |= TR3_IGNORE_ACID;
5108 if ((o_ptr->to_a < 0) && !(o_ptr->ident & IDENT_CURSED))
5111 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
5113 msg_format("%s %s look%s as good as new!",
5114 ((item >= 0) ? "Your" : "The"), o_name,
5115 ((o_ptr->number > 1) ? "" : "s"));
5122 msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
5124 msg_format("%s %s %s now protected against corrosion.",
5125 ((item >= 0) ? "Your" : "The"), o_name,
5126 ((o_ptr->number > 1) ? "are" : "is"));
5137 * Curse the players armor
5139 bool curse_armor(void)
5143 char o_name[MAX_NLEN];
5146 /* Curse the body armor */
5147 o_ptr = &inventory[INVEN_BODY];
5149 /* Nothing to curse */
5150 if (!o_ptr->k_idx) return (FALSE);
5154 object_desc(o_name, o_ptr, FALSE, 3);
5156 /* Attempt a saving throw for artifacts */
5157 if ((o_ptr->art_name || artifact_p(o_ptr)) && (rand_int(100) < 50))
5161 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5162 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
5164 msg_format("A %s tries to %s, but your %s resists the effects!",
5165 "terrible black aura", "surround your armor", o_name);
5170 /* not artifact or failed save... */
5175 msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5177 msg_format("A terrible black aura blasts your %s!", o_name);
5180 chg_virtue(V_ENCHANT, -5);
5182 /* Blast the armor */
5184 o_ptr->name2 = EGO_BLASTED;
5185 o_ptr->to_a = 0 - randint(5) - randint(5);
5191 o_ptr->art_flags1 = 0;
5192 o_ptr->art_flags2 = 0;
5193 o_ptr->art_flags3 = 0;
5196 o_ptr->ident |= (IDENT_CURSED);
5199 o_ptr->ident |= (IDENT_BROKEN);
5201 /* Recalculate bonuses */
5202 p_ptr->update |= (PU_BONUS);
5204 /* Recalculate mana */
5205 p_ptr->update |= (PU_MANA);
5208 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5216 * Curse the players weapon
5218 bool curse_weapon(bool force, int slot)
5222 char o_name[MAX_NLEN];
5225 /* Curse the weapon */
5226 o_ptr = &inventory[slot];
5228 /* Nothing to curse */
5229 if (!o_ptr->k_idx) return (FALSE);
5233 object_desc(o_name, o_ptr, FALSE, 3);
5235 /* Attempt a saving throw */
5236 if ((artifact_p(o_ptr) || o_ptr->art_name) && (rand_int(100) < 50) && !force)
5240 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5241 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
5243 msg_format("A %s tries to %s, but your %s resists the effects!",
5244 "terrible black aura", "surround your weapon", o_name);
5249 /* not artifact or failed save... */
5254 if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5256 if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
5259 chg_virtue(V_ENCHANT, -5);
5261 /* Shatter the weapon */
5263 o_ptr->name2 = EGO_SHATTERED;
5264 o_ptr->to_h = 0 - randint(5) - randint(5);
5265 o_ptr->to_d = 0 - randint(5) - randint(5);
5270 o_ptr->art_flags1 = 0;
5271 o_ptr->art_flags2 = 0;
5272 o_ptr->art_flags3 = 0;
5276 o_ptr->ident |= (IDENT_CURSED);
5279 o_ptr->ident |= (IDENT_BROKEN);
5281 /* Recalculate bonuses */
5282 p_ptr->update |= (PU_BONUS);
5284 /* Recalculate mana */
5285 p_ptr->update |= (PU_MANA);
5288 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5297 * Enchant some bolts
5299 bool brand_bolts(void)
5303 /* Use the first acceptable bolts */
5304 for (i = 0; i < INVEN_PACK; i++)
5306 object_type *o_ptr = &inventory[i];
5308 /* Skip non-bolts */
5309 if (o_ptr->tval != TV_BOLT) continue;
5311 /* Skip artifacts and ego-items */
5312 if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
5315 /* Skip cursed/broken items */
5316 if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
5319 if (rand_int(100) < 75) continue;
5323 msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
5325 msg_print("Your bolts are covered in a fiery aura!");
5330 o_ptr->name2 = EGO_FLAME;
5333 enchant(o_ptr, rand_int(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5340 if (flush_failure) flush();
5344 msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
5346 msg_print("The fiery enchantment failed.");
5356 * Helper function -- return a "nearby" race for polymorphing
5358 * Note that this function is one of the more "dangerous" ones...
5360 static s16b poly_r_idx(int r_idx)
5362 monster_race *r_ptr = &r_info[r_idx];
5364 int i, r, lev1, lev2;
5366 /* Hack -- Uniques/Questors never polymorph */
5367 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5368 (r_ptr->flags1 & RF1_QUESTOR))
5371 /* Allowable range of "levels" for resulting monster */
5372 lev1 = r_ptr->level - ((randint(20) / randint(9)) + 1);
5373 lev2 = r_ptr->level + ((randint(20) / randint(9)) + 1);
5375 /* Pick a (possibly new) non-unique race */
5376 for (i = 0; i < 1000; i++)
5378 /* Pick a new race, using a level calculation */
5379 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5381 /* Handle failure */
5387 /* Ignore unique monsters */
5388 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5390 /* Ignore monsters with incompatible levels */
5391 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5393 /* Use that index */
5405 bool polymorph_monster(int y, int x)
5407 cave_type *c_ptr = &cave[y][x];
5408 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5410 bool polymorphed = FALSE;
5412 int old_r_idx = m_ptr->r_idx;
5414 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5416 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG_KAGE)) return (FALSE);
5418 /* Get the monsters attitude */
5419 friendly = is_friendly(m_ptr);
5420 pet = is_pet(m_ptr);
5422 /* Pick a "new" monster race */
5423 new_r_idx = poly_r_idx(old_r_idx);
5425 /* Handle polymorph */
5426 if (new_r_idx != old_r_idx)
5428 /* "Kill" the "old" monster */
5429 delete_monster_idx(c_ptr->m_idx);
5431 /* Create a new monster (no groups) */
5432 if (place_monster_aux(y, x, new_r_idx, FALSE, FALSE, friendly, pet, FALSE, (m_ptr->mflag2 & MFLAG_NOPET)))
5439 monster_terrain_sensitive = FALSE;
5441 /* Placing the new monster failed */
5442 place_monster_aux(y, x, old_r_idx, FALSE, FALSE, friendly, pet, TRUE, (m_ptr->mflag2 & MFLAG_NOPET));
5444 monster_terrain_sensitive = TRUE;
5455 bool dimension_door(void)
5457 int plev = p_ptr->lev;
5460 if (!tgt_pt(&x, &y)) return FALSE;
5462 p_ptr->energy -= 60 - plev;
5464 if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
5465 (distance(y, x, py, px) > plev / 2 + 10) ||
5466 (!rand_int(plev / 10 + 10)))
5468 if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
5470 msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
5472 msg_print("You fail to exit the astral plane correctly!");
5477 msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
5479 msg_print("You fail to exit the astral plane correctly!");
5482 p_ptr->energy -= 60 - plev;
5483 teleport_player((plev+2)*2);
5485 else teleport_player_to(y, x, TRUE);
5491 bool eat_magic(int power)
5493 object_type * o_ptr;
5496 int recharge_strength = 0;
5502 char o_name[MAX_NLEN];
5504 item_tester_hook = item_tester_hook_recharge;
5508 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
5509 s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5511 q = "Drain which item? ";
5512 s = "You have nothing to drain.";
5515 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5519 o_ptr = &inventory[item];
5523 o_ptr = &o_list[0 - item];
5526 k_ptr = &k_info[o_ptr->k_idx];
5527 lev = get_object_level(o_ptr);
5529 if (o_ptr->tval == TV_ROD)
5531 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5534 if (rand_int(recharge_strength) == 0)
5536 /* Activate the failure code. */
5541 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5544 msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
5546 msg_print("You can't absorb energy from a discharged rod.");
5553 o_ptr->timeout += k_ptr->pval;
5559 /* All staffs, wands. */
5560 recharge_strength = (100 + power - lev) / 15;
5563 if (recharge_strength < 0) recharge_strength = 0;
5566 if (rand_int(recharge_strength) == 0)
5568 /* Activate the failure code. */
5573 if (o_ptr->pval > 0)
5575 p_ptr->csp += lev / 2;
5578 /* XXX Hack -- unstack if necessary */
5579 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5584 /* Get local object */
5587 /* Obtain a local object */
5588 object_copy(q_ptr, o_ptr);
5590 /* Modify quantity */
5593 /* Restore the charges */
5596 /* Unstack the used item */
5598 p_ptr->total_weight -= q_ptr->weight;
5599 item = inven_carry(q_ptr);
5603 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
5605 msg_print("You unstack your staff.");
5613 msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
5615 msg_print("There's no energy there to absorb!");
5619 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5623 /* Inflict the penalties for failing a recharge. */
5626 /* Artifacts are never destroyed. */
5627 if (artifact_p(o_ptr))
5629 object_desc(o_name, o_ptr, TRUE, 0);
5631 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
5633 msg_format("The recharging backfires - %s is completely drained!", o_name);
5637 /* Artifact rods. */
5638 if (o_ptr->tval == TV_ROD)
5639 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5641 /* Artifact wands and staffs. */
5642 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5647 /* Get the object description */
5648 object_desc(o_name, o_ptr, FALSE, 0);
5650 /*** Determine Seriousness of Failure ***/
5652 /* Mages recharge objects more safely. */
5653 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)
5655 /* 10% chance to blow up one rod, otherwise draining. */
5656 if (o_ptr->tval == TV_ROD)
5658 if (randint(10) == 1) fail_type = 2;
5661 /* 75% chance to blow up one wand, otherwise draining. */
5662 else if (o_ptr->tval == TV_WAND)
5664 if (randint(3) != 1) fail_type = 2;
5667 /* 50% chance to blow up one staff, otherwise no effect. */
5668 else if (o_ptr->tval == TV_STAFF)
5670 if (randint(2) == 1) fail_type = 2;
5675 /* All other classes get no special favors. */
5678 /* 33% chance to blow up one rod, otherwise draining. */
5679 if (o_ptr->tval == TV_ROD)
5681 if (randint(3) == 1) fail_type = 2;
5684 /* 20% chance of the entire stack, else destroy one wand. */
5685 else if (o_ptr->tval == TV_WAND)
5687 if (randint(5) == 1) fail_type = 3;
5690 /* Blow up one staff. */
5691 else if (o_ptr->tval == TV_STAFF)
5697 /*** Apply draining and destruction. ***/
5699 /* Drain object or stack of objects. */
5702 if (o_ptr->tval == TV_ROD)
5705 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
5707 msg_print("The recharge backfires, draining the rod further!");
5710 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5712 else if (o_ptr->tval == TV_WAND)
5715 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
5717 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
5722 /* Staffs aren't drained. */
5725 /* Destroy an object or one in a stack of objects. */
5728 if (o_ptr->number > 1)
5731 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
5733 msg_format("Wild magic consumes one of your %s!", o_name);
5736 /* Reduce rod stack maximum timeout, drain wands. */
5737 if (o_ptr->tval == TV_ROD) o_ptr->timeout -= k_ptr->pval;
5738 if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5743 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
5745 msg_format("Wild magic consumes your %s!", o_name);
5748 /* Reduce and describe inventory */
5751 inven_item_increase(item, -1);
5752 inven_item_describe(item);
5753 inven_item_optimize(item);
5756 /* Reduce and describe floor item */
5759 floor_item_increase(0 - item, -1);
5760 floor_item_describe(0 - item);
5761 floor_item_optimize(0 - item);
5765 /* Destroy all members of a stack of objects. */
5768 if (o_ptr->number > 1)
5770 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
5772 msg_format("Wild magic consumes all your %s!", o_name);
5777 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
5779 msg_format("Wild magic consumes your %s!", o_name);
5784 /* Reduce and describe inventory */
5787 inven_item_increase(item, -999);
5788 inven_item_describe(item);
5789 inven_item_optimize(item);
5792 /* Reduce and describe floor item */
5795 floor_item_increase(0 - item, -999);
5796 floor_item_describe(0 - item);
5797 floor_item_optimize(0 - item);
5803 if (p_ptr->csp > p_ptr->msp)
5805 p_ptr->csp = p_ptr->msp;
5808 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5809 p_ptr->window |= (PW_INVEN);
5815 bool summon_kin_player(bool pet, int level, int y, int x, bool group)
5817 switch (p_ptr->mimic_form)
5820 switch (p_ptr->prace)
5824 case RACE_BARBARIAN:
5827 summon_kin_type = 'p';
5837 case RACE_MIND_FLAYER:
5840 summon_kin_type = 'h';
5843 summon_kin_type = 'o';
5845 case RACE_HALF_TROLL:
5846 summon_kin_type = 'T';
5848 case RACE_HALF_OGRE:
5849 summon_kin_type = 'O';
5851 case RACE_HALF_GIANT:
5852 case RACE_HALF_TITAN:
5854 summon_kin_type = 'P';
5857 summon_kin_type = 'y';
5860 summon_kin_type = 'K';
5863 summon_kin_type = 'k';
5866 if (one_in_(13)) summon_kin_type = 'U';
5867 else summon_kin_type = 'u';
5869 case RACE_DRACONIAN:
5870 summon_kin_type = 'd';
5874 summon_kin_type = 'g';
5877 if (one_in_(13)) summon_kin_type = 'L';
5878 else summon_kin_type = 's';
5881 summon_kin_type = 'z';
5884 summon_kin_type = 'V';
5887 summon_kin_type = 'G';
5890 summon_kin_type = 'I';
5893 summon_kin_type = '#';
5896 summon_kin_type = 'A';
5899 summon_kin_type = 'U';
5902 summon_kin_type = 'p';
5907 if (one_in_(13)) summon_kin_type = 'U';
5908 else summon_kin_type = 'u';
5910 case MIMIC_DEMON_LORD:
5911 summon_kin_type = 'U';
5914 summon_kin_type = 'V';
5917 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, group, FALSE, pet, FALSE, !pet);