4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Spell code (part 3) */
15 /* Maximum number of tries for teleporting */
18 /* 1/x chance of reducing stats (for elemental attacks) */
19 #define HURT_CHANCE 16
23 * Teleport a monster, normally up to "dis" grids away.
25 * Attempt to move the monster at least "dis/2" grids away.
27 * But allow variation to prevent infinite loops.
29 bool teleport_away(int m_idx, int dis, bool dec_valour)
31 int oy, ox, d, i, min;
37 monster_type *m_ptr = &m_list[m_idx];
41 if (!m_ptr->r_idx) return (FALSE);
43 /* Save the old location */
47 /* Minimum distance */
51 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
52 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
54 chg_virtue(V_VALOUR, -1);
62 /* Verify max distance */
63 if (dis > 200) dis = 200;
65 /* Try several locations */
66 for (i = 0; i < 500; i++)
68 /* Pick a (possibly illegal) location */
71 ny = rand_spread(oy, dis);
72 nx = rand_spread(ox, dis);
73 d = distance(oy, ox, ny, nx);
74 if ((d >= min) && (d <= dis)) break;
77 /* Ignore illegal locations */
78 if (!in_bounds(ny, nx)) continue;
80 /* Require "empty" floor space */
81 if (!cave_empty_bold(ny, nx)) continue;
83 /* Hack -- no teleport onto glyph of warding */
84 if (is_glyph_grid(&cave[ny][nx])) continue;
85 if (is_explosive_rune_grid(&cave[ny][nx])) continue;
87 /* ...nor onto the Pattern */
88 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
89 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
91 /* No teleporting into vaults and such */
92 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
93 if (cave[ny][nx].info & CAVE_ICKY) continue;
95 /* This grid looks good */
102 /* Increase the maximum distance */
105 /* Decrease the minimum distance */
108 /* Stop after MAX_TRIES tries */
109 if (tries > MAX_TRIES) return (FALSE);
113 sound(SOUND_TPOTHER);
115 /* Update the new location */
116 cave[ny][nx].m_idx = m_idx;
118 /* Update the old location */
119 cave[oy][ox].m_idx = 0;
121 /* Move the monster */
125 /* Forget the counter target */
128 /* Update the monster (new location) */
129 update_mon(m_idx, TRUE);
131 /* Redraw the old grid */
134 /* Redraw the new grid */
143 * Teleport monster next to the player
145 void teleport_to_player(int m_idx, int power)
147 int ny, nx, oy, ox, d, i, min;
151 monster_type *m_ptr = &m_list[m_idx];
155 if (!m_ptr->r_idx) return;
158 if (randint1(100) > power) return;
164 /* Save the old location */
168 /* Minimum distance */
171 /* Look until done */
172 while (look && --attempts)
174 /* Verify max distance */
175 if (dis > 200) dis = 200;
177 /* Try several locations */
178 for (i = 0; i < 500; i++)
180 /* Pick a (possibly illegal) location */
183 ny = rand_spread(py, dis);
184 nx = rand_spread(px, dis);
185 d = distance(py, px, ny, nx);
186 if ((d >= min) && (d <= dis)) break;
189 /* Ignore illegal locations */
190 if (!in_bounds(ny, nx)) continue;
192 /* Require "empty" floor space */
193 if (!cave_empty_bold(ny, nx)) continue;
195 /* Hack -- no teleport onto glyph of warding */
196 if (is_glyph_grid(&cave[ny][nx])) continue;
197 if (is_explosive_rune_grid(&cave[ny][nx])) continue;
199 /* ...nor onto the Pattern */
200 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
201 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
203 /* No teleporting into vaults and such */
204 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
206 /* This grid looks good */
213 /* Increase the maximum distance */
216 /* Decrease the minimum distance */
220 if (attempts < 1) return;
223 sound(SOUND_TPOTHER);
225 /* Update the new location */
226 cave[ny][nx].m_idx = m_idx;
228 /* Update the old location */
229 cave[oy][ox].m_idx = 0;
231 /* Move the monster */
235 /* Update the monster (new location) */
236 update_mon(m_idx, TRUE);
238 /* Redraw the old grid */
241 /* Redraw the new grid */
244 p_ptr->update |= (PU_MON_LITE);
249 * Teleport the player to a location up to "dis" grids away.
251 * If no such spaces are readily available, the distance may increase.
252 * Try very hard to move the player at least a quarter that distance.
254 * When long-range teleport effects are considered, there is a nasty
255 * tendency to "bounce" the player between two or three different spots
256 * because these are the only spots that are "far enough" way to satisfy
257 * the algorithm. Therefore, if the teleport distance is more than 50,
258 * we decrease the minimum acceptable distance to try to increase randomness.
261 void teleport_player(int dis)
263 int d, i, min, ox, oy;
274 if (p_ptr->wild_mode) return;
276 if (p_ptr->anti_tele)
279 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
281 msg_print("A mysterious force prevents you from teleporting!");
287 if (dis > 200) dis = 200; /* To be on the safe side... */
289 /* Minimum distance */
290 min = dis / (dis > 50 ? 3 : 2);
292 /* Look until done */
297 /* Verify max distance */
298 if (dis > 200) dis = 200;
300 /* Try several locations */
301 for (i = 0; i < 500; i++)
303 /* Pick a (possibly illegal) location */
306 y = rand_spread(py, dis);
307 x = rand_spread(px, dis);
308 d = distance(py, px, y, x);
309 if ((d >= min) && (d <= dis)) break;
312 /* Ignore illegal locations */
313 if (!in_bounds(y, x)) continue;
315 /* Require "naked" floor space or trees */
316 if (!(cave_naked_bold(y, x) ||
317 (cave[y][x].feat == FEAT_TREES))) continue;
319 /* No teleporting into vaults and such */
320 if (cave[y][x].info & CAVE_ICKY) continue;
322 /* This grid looks good */
329 /* Increase the maximum distance */
332 /* Decrease the minimum distance */
335 /* Stop after MAX_TRIES tries */
336 if (tries > MAX_TRIES) return;
340 sound(SOUND_TELEPORT);
343 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
344 msg_format("¡Ø¤³¤Ã¤Á¤À¤¡¡¢%s¡Ù", player_name);
347 /* Save the old location */
351 /* Move the player */
358 tmp = cave[py][px].m_idx;
359 cave[py][px].m_idx = cave[oy][ox].m_idx;
360 cave[oy][ox].m_idx = tmp;
361 m_list[p_ptr->riding].fy = py;
362 m_list[p_ptr->riding].fx = px;
363 update_mon(cave[py][px].m_idx, TRUE);
366 /* Redraw the old spot */
369 /* Monsters with teleport ability may follow the player */
370 for (xx = -1; xx < 2; xx++)
372 for (yy = -1; yy < 2; yy++)
374 int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
376 /* A monster except your mount may follow */
377 if (tmp_m_idx && p_ptr->riding != tmp_m_idx)
379 monster_type *m_ptr = &m_list[tmp_m_idx];
380 monster_race *r_ptr = &r_info[m_ptr->r_idx];
383 * The latter limitation is to avoid
384 * totally unkillable suckers...
386 if ((r_ptr->flags6 & RF6_TPORT) &&
387 !(r_ptr->flags3 & RF3_RES_TELE))
389 if (!m_ptr->csleep) teleport_to_player(tmp_m_idx, r_ptr->level);
397 /* Redraw the new spot */
400 /* Check for new panel (redraw map) */
404 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
406 /* Update the monsters */
407 p_ptr->update |= (PU_DISTANCE);
410 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
412 /* Handle stuff XXX XXX XXX */
419 * Teleport player to a grid near the given location
421 * This function is slightly obsessive about correctness.
422 * This function allows teleporting into vaults (!)
424 void teleport_player_to(int ny, int nx, bool no_tele)
426 int y, x, oy, ox, dis = 0, ctr = 0;
428 if (p_ptr->anti_tele && no_tele)
431 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
433 msg_print("A mysterious force prevents you from teleporting!");
439 /* Find a usable location */
442 /* Pick a nearby legal location */
445 y = rand_spread(ny, dis);
446 x = rand_spread(nx, dis);
447 if (in_bounds(y, x)) break;
450 /* Accept "naked" floor grids */
453 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;
455 else if (cave_empty_bold(y, x) || ((y == py) && (x == px))) break;
457 /* Occasionally advance the distance */
458 if (++ctr > (4 * dis * dis + 4 * dis + 1))
466 sound(SOUND_TELEPORT);
468 /* Save the old location */
472 /* Move the player */
479 tmp = cave[py][px].m_idx;
480 cave[py][px].m_idx = cave[oy][ox].m_idx;
481 cave[oy][ox].m_idx = tmp;
482 m_list[p_ptr->riding].fy = py;
483 m_list[p_ptr->riding].fx = px;
484 update_mon(cave[py][px].m_idx, TRUE);
489 /* Redraw the old spot */
492 /* Redraw the new spot */
495 /* Check for new panel (redraw map) */
499 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
501 /* Update the monsters */
502 p_ptr->update |= (PU_DISTANCE);
505 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
507 /* Handle stuff XXX XXX XXX */
514 * Teleport the player one level up or down (random when legal)
516 void teleport_player_level(void)
520 /* No effect in arena or quest */
521 if (p_ptr->inside_arena || (p_ptr->inside_quest && !random_quest_number(dun_level)) ||
522 ((quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) && (dun_level > 1) && ironman_downward))
525 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
527 msg_print("There is no effect.");
533 if (p_ptr->anti_tele)
536 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
538 msg_print("A mysterious force prevents you from teleporting!");
544 /* Choose up or down */
545 if (randint0(100) < 50) go_up = TRUE;
550 if (get_check("Force to go up? ")) go_up = TRUE;
551 else if (get_check("Force to go down? ")) go_up = FALSE;
555 if (ironman_downward || (dun_level <= d_info[dungeon_type].mindepth))
558 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
560 msg_print("You sink through the floor.");
564 dungeon_type = p_ptr->recall_dungeon;
569 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
571 if (autosave_l) do_cmd_save_game(TRUE);
575 dun_level = d_info[dungeon_type].mindepth;
576 prepare_change_floor_mode(CFM_RAND_PLACE | CFM_CLEAR_ALL);
580 prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
584 p_ptr->leaving = TRUE;
588 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
591 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
593 msg_print("You rise up through the ceiling.");
597 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
599 if (autosave_l) do_cmd_save_game(TRUE);
601 prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
606 p_ptr->inside_quest = 0;
607 p_ptr->leaving = TRUE;
612 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
614 msg_print("You rise up through the ceiling.");
618 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
620 if (autosave_l) do_cmd_save_game(TRUE);
622 prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
625 p_ptr->leaving = TRUE;
630 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
632 msg_print("You sink through the floor.");
635 /* Never reach this code on the surface */
636 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
638 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
640 if (autosave_l) do_cmd_save_game(TRUE);
642 prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
645 p_ptr->leaving = TRUE;
649 sound(SOUND_TPLEVEL);
654 static int choose_dungeon(cptr note)
660 /* Allocate the "dun" array */
661 C_MAKE(dun, max_d_idx, s16b);
664 for(i = 1; i < max_d_idx; i++)
669 if (!d_info[i].maxdepth) continue;
670 if (!max_dlv[i]) continue;
671 if (d_info[i].final_guardian)
673 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
675 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
678 sprintf(buf," %c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
680 sprintf(buf," %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
686 prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
688 prt(format("Which dungeon do you %s?: ", note), 0, 0);
695 /* Free the "dun" array */
696 C_KILL(dun, max_d_idx, s16b);
701 if (i >= 'a' && i <('a'+num))
703 select_dungeon = dun[i-'a'];
710 /* Free the "dun" array */
711 C_KILL(dun, max_d_idx, s16b);
713 return select_dungeon;
718 * Recall the player to town or dungeon
720 bool recall_player(int turns)
723 * TODO: Recall the player to the last
724 * visited town when in the wilderness
728 if (p_ptr->inside_arena || ironman_downward)
731 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
733 msg_print("Nothing happens.");
739 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
742 if (get_check("¤³¤³¤ÏºÇ¿¼Åþ㳬¤è¤êÀõ¤¤³¬¤Ç¤¹¡£¤³¤Î³¬¤ËÌá¤Ã¤ÆÍè¤Þ¤¹¤«¡© "))
744 if (get_check("Reset recall depth? "))
747 max_dlv[dungeon_type] = dun_level;
748 if (record_maxdeapth)
750 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤¤Ë");
752 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "when recall from dungeon");
757 if (!p_ptr->word_recall)
763 select_dungeon = choose_dungeon("¤Ëµ¢´Ô");
765 select_dungeon = choose_dungeon("recall");
767 if (!select_dungeon) return FALSE;
768 p_ptr->recall_dungeon = select_dungeon;
770 p_ptr->word_recall = turns;
772 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
774 msg_print("The air about you becomes charged...");
777 p_ptr->redraw |= (PR_STATUS);
781 p_ptr->word_recall = 0;
783 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
785 msg_print("A tension leaves the air around you...");
788 p_ptr->redraw |= (PR_STATUS);
794 bool word_of_recall(void)
796 return(recall_player(randint0(21) + 15));
800 bool reset_recall(void)
802 int select_dungeon, dummy = 0;
807 select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È");
809 select_dungeon = choose_dungeon("reset");
813 if (ironman_downward)
816 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
818 msg_print("Nothing happens.");
824 if (!select_dungeon) return FALSE;
827 sprintf(ppp, "²¿³¬¤Ë¥»¥Ã¥È¤·¤Þ¤¹¤« (%d-%d):", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
829 sprintf(ppp, "Reset to which level (%d-%d): ", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
834 sprintf(tmp_val, "%d", MAX(dun_level, 1));
836 /* Ask for a level */
837 if (get_string(ppp, tmp_val, 10))
839 /* Extract request */
840 dummy = atoi(tmp_val);
843 if (dummy < 1) dummy = 1;
846 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
847 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
849 max_dlv[select_dungeon] = dummy;
851 if (record_maxdeapth)
853 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
855 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "using a scroll of reset recall");
859 msg_format("%s¤Îµ¢´Ô¥ì¥Ù¥ë¤ò %d ³¬¤Ë¥»¥Ã¥È¡£", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
861 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
874 * Apply disenchantment to the player's stuff
876 * XXX XXX XXX This function is also called from the "melee" code
878 * Return "TRUE" if the player notices anything
880 bool apply_disenchant(int mode)
884 char o_name[MAX_NLEN];
885 int to_h, to_d, to_a, pval;
887 /* Pick a random slot */
890 case 1: t = INVEN_RARM; break;
891 case 2: t = INVEN_LARM; break;
892 case 3: t = INVEN_BOW; break;
893 case 4: t = INVEN_BODY; break;
894 case 5: t = INVEN_OUTER; break;
895 case 6: t = INVEN_HEAD; break;
896 case 7: t = INVEN_HANDS; break;
897 case 8: t = INVEN_FEET; break;
901 o_ptr = &inventory[t];
903 /* No item, nothing happens */
904 if (!o_ptr->k_idx) return (FALSE);
907 /* Nothing to disenchant */
908 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
910 /* Nothing to notice */
915 /* Describe the object */
916 object_desc(o_name, o_ptr, FALSE, 0);
919 /* Artifacts have 71% chance to resist */
920 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 71))
924 msg_format("%s(%c)¤ÏÎô²½¤òÄ·¤ÍÊÖ¤·¤¿¡ª",o_name, index_to_label(t) );
926 msg_format("Your %s (%c) resist%s disenchantment!",
927 o_name, index_to_label(t),
928 ((o_ptr->number != 1) ? "" : "s"));
937 /* Memorize old value */
943 /* Disenchant tohit */
944 if (o_ptr->to_h > 0) o_ptr->to_h--;
945 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
947 /* Disenchant todam */
948 if (o_ptr->to_d > 0) o_ptr->to_d--;
949 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
951 /* Disenchant toac */
952 if (o_ptr->to_a > 0) o_ptr->to_a--;
953 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
955 /* Disenchant pval (occasionally) */
956 /* Unless called from wild_magic() */
957 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
959 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
960 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
964 msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
965 o_name, index_to_label(t) );
967 msg_format("Your %s (%c) %s disenchanted!",
968 o_name, index_to_label(t),
969 ((o_ptr->number != 1) ? "were" : "was"));
972 chg_virtue(V_HARMONY, 1);
973 chg_virtue(V_ENCHANT, -2);
975 /* Recalculate bonuses */
976 p_ptr->update |= (PU_BONUS);
979 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
989 void mutate_player(void)
991 int max1, cur1, max2, cur2, ii, jj, i;
993 /* Pick a pair of stats */
995 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
997 max1 = p_ptr->stat_max[ii];
998 cur1 = p_ptr->stat_cur[ii];
999 max2 = p_ptr->stat_max[jj];
1000 cur2 = p_ptr->stat_cur[jj];
1002 p_ptr->stat_max[ii] = max2;
1003 p_ptr->stat_cur[ii] = cur2;
1004 p_ptr->stat_max[jj] = max1;
1005 p_ptr->stat_cur[jj] = cur1;
1009 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1010 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1013 p_ptr->update |= (PU_BONUS);
1020 void apply_nexus(monster_type *m_ptr)
1022 switch (randint1(7))
1024 case 1: case 2: case 3:
1026 teleport_player(200);
1032 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
1038 if (randint0(100) < p_ptr->skill_sav)
1041 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1043 msg_print("You resist the effects!");
1049 /* Teleport Level */
1050 teleport_player_level();
1056 if (randint0(100) < p_ptr->skill_sav)
1059 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1061 msg_print("You resist the effects!");
1068 msg_print("ÂΤ¬¤Í¤¸¤ì»Ï¤á¤¿...");
1070 msg_print("Your body starts to scramble...");
1081 * Charge a lite (torch or latern)
1083 void phlogiston(void)
1086 object_type * o_ptr = &inventory[INVEN_LITE];
1089 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1091 max_flog = FUEL_LAMP;
1095 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1097 max_flog = FUEL_TORCH;
1100 /* No torch to refill */
1104 msg_print("dzÁǤò¾ÃÈñ¤¹¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Þ¤»¤ó¡£");
1106 msg_print("You are not wielding anything which uses phlogiston.");
1112 if (o_ptr->xtra4 >= max_flog)
1115 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¤³¤ì°Ê¾ådzÁǤòÊä½¼¤Ç¤¤Þ¤»¤ó¡£");
1117 msg_print("No more phlogiston can be put in this item.");
1124 o_ptr->xtra4 += (max_flog / 2);
1128 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ËdzÁǤòÊä½¼¤·¤¿¡£");
1130 msg_print("You add phlogiston to your light item.");
1135 if (o_ptr->xtra4 >= max_flog)
1137 o_ptr->xtra4 = max_flog;
1139 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ÏËþ¥¿¥ó¤Ë¤Ê¤Ã¤¿¡£");
1141 msg_print("Your light item is full.");
1146 /* Recalculate torch */
1147 p_ptr->update |= (PU_TORCH);
1151 static bool item_tester_hook_weapon_nobow(object_type *o_ptr)
1153 switch (o_ptr->tval)
1163 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
1171 * Brand the current weapon
1173 void brand_weapon(int brand_type)
1180 /* Assume enchant weapon */
1181 item_tester_hook = item_tester_hook_weapon_nobow;
1182 item_tester_no_ryoute = TRUE;
1186 q = "¤É¤ÎÉð´ï¤ò¶¯²½¤·¤Þ¤¹¤«? ";
1187 s = "¶¯²½¤Ç¤¤ëÉð´ï¤¬¤Ê¤¤¡£";
1189 q = "Enchant which weapon? ";
1190 s = "You have nothing to enchant.";
1193 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1195 /* Get the item (in the pack) */
1198 o_ptr = &inventory[item];
1201 /* Get the item (on the floor) */
1204 o_ptr = &o_list[0 - item];
1208 /* you can never modify artifacts / ego-items */
1209 /* you can never modify cursed items */
1210 /* TY: You _can_ modify broken items (if you're silly enough) */
1211 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
1212 !o_ptr->art_name && !cursed_p(o_ptr) &&
1213 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1214 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1215 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1219 /* Let's get the name before it is changed... */
1220 char o_name[MAX_NLEN];
1221 object_desc(o_name, o_ptr, FALSE, 0);
1226 if (o_ptr->tval == TV_SWORD)
1229 act = "¤Ï±Ô¤µ¤òÁý¤·¤¿¡ª";
1231 act = "becomes very sharp!";
1234 o_ptr->name2 = EGO_SHARPNESS;
1235 o_ptr->pval = m_bonus(5, dun_level) + 1;
1240 act = "¤ÏÇ˲õÎϤòÁý¤·¤¿¡ª";
1242 act = "seems very powerful.";
1245 o_ptr->name2 = EGO_EARTHQUAKES;
1246 o_ptr->pval = m_bonus(3, dun_level);
1251 act = "¤Ï¿Í´Ö¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1253 act = "seems to be looking for humans!";
1256 o_ptr->name2 = EGO_SLAY_HUMAN;
1260 act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
1262 act = "covered with lightning!";
1265 o_ptr->name2 = EGO_BRAND_ELEC;
1269 act = "¤Ï»À¤Ëʤ¤ï¤ì¤¿¡ª";
1271 act = "coated with acid!";
1274 o_ptr->name2 = EGO_BRAND_ACID;
1278 act = "¤Ï¼Ù°¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
1280 act = "seems to be looking for evil monsters!";
1283 o_ptr->name2 = EGO_SLAY_EVIL;
1287 act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
1289 act = "seems to be looking for demons!";
1292 o_ptr->name2 = EGO_SLAY_DEMON;
1296 act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
1298 act = "seems to be looking for undead!";
1301 o_ptr->name2 = EGO_SLAY_UNDEAD;
1305 act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1307 act = "seems to be looking for animals!";
1310 o_ptr->name2 = EGO_SLAY_ANIMAL;
1314 act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1316 act = "seems to be looking for dragons!";
1319 o_ptr->name2 = EGO_SLAY_DRAGON;
1323 act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1325 act = "seems to be looking for troll!s";
1328 o_ptr->name2 = EGO_SLAY_TROLL;
1332 act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1334 act = "seems to be looking for orcs!";
1337 o_ptr->name2 = EGO_SLAY_ORC;
1341 act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1343 act = "seems to be looking for giants!";
1346 o_ptr->name2 = EGO_SLAY_GIANT;
1350 act = "¤ÏÈó¾ï¤ËÉÔ°ÂÄê¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡£";
1352 act = "seems very unstable now.";
1355 o_ptr->name2 = EGO_TRUMP;
1356 o_ptr->pval = randint1(2);
1360 act = "¤Ï·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1362 act = "thirsts for blood!";
1365 o_ptr->name2 = EGO_VAMPIRIC;
1369 act = "¤ÏÆǤËʤ¤ï¤ì¤¿¡£";
1371 act = "is coated with poison.";
1374 o_ptr->name2 = EGO_BRAND_POIS;
1378 act = "¤Ï½ã¥í¥°¥ë¥¹¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£";
1380 act = "is engulfed in raw Logrus!";
1383 o_ptr->name2 = EGO_CHAOTIC;
1387 act = "¤Ï±ê¤Î¥·¡¼¥ë¥É¤Ëʤ¤ï¤ì¤¿¡ª";
1389 act = "is covered in a fiery shield!";
1392 o_ptr->name2 = EGO_BRAND_FIRE;
1396 act = "¤Ï¿¼¤¯Î䤿¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿¡ª";
1398 act = "glows deep, icy blue!";
1401 o_ptr->name2 = EGO_BRAND_COLD;
1406 msg_format("¤¢¤Ê¤¿¤Î%s%s", o_name, act);
1408 msg_format("Your %s %s", o_name, act);
1412 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1414 o_ptr->discount = 99;
1415 chg_virtue(V_ENCHANT, 2);
1419 if (flush_failure) flush();
1422 msg_print("°ÀÉղä˼ºÇÔ¤·¤¿¡£");
1424 msg_print("The Branding failed.");
1427 chg_virtue(V_ENCHANT, -2);
1433 void call_the_(void)
1437 bool do_call = TRUE;
1439 for (i = 0; i < 9; i++)
1441 y = py + ddy_ddd[i];
1442 x = px + ddx_ddd[i];
1444 if (!cave_floor_bold(y, x) && !boundary_floor_bold(y, x))
1453 for (i = 1; i < 10; i++)
1455 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1458 for (i = 1; i < 10; i++)
1460 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1463 for (i = 1; i < 10; i++)
1465 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1471 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
1472 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
1473 msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
1475 msg_format("You %s the %s too close to a wall!",
1476 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1477 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1478 msg_print("There is a loud explosion!");
1482 if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), FALSE))
1484 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
1486 msg_print("The dungeon collapses...");
1491 msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
1493 msg_print("The dungeon trembles.");
1498 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
1500 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
1508 * Fetch an item (teleport it right underneath the caster)
1510 void fetch(int dir, int wgt, bool require_los)
1515 char o_name[MAX_NLEN];
1517 /* Check to see if an object is already there */
1518 if (cave[py][px].o_idx)
1521 msg_print("¼«Ê¬¤Î¤β¼¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡£");
1523 msg_print("You can't fetch when you're already standing on something.");
1530 if (dir == 5 && target_okay())
1535 if (distance(py, px, ty, tx) > MAX_RANGE)
1538 msg_print("¤½¤ó¤Ê¤Ë±ó¤¯¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡ª");
1540 msg_print("You can't fetch something that far away!");
1546 c_ptr = &cave[ty][tx];
1548 /* We need an item to fetch */
1552 msg_print("¤½¤³¤Ë¤Ï²¿¤â¤¢¤ê¤Þ¤»¤ó¡£");
1554 msg_print("There is no object at this place.");
1560 /* No fetching from vault */
1561 if (c_ptr->info & CAVE_ICKY)
1564 msg_print("¥¢¥¤¥Æ¥à¤¬¥³¥ó¥È¥í¡¼¥ë¤ò³°¤ì¤ÆÍî¤Á¤¿¡£");
1566 msg_print("The item slips from your control.");
1572 /* We need to see the item */
1573 if (require_los && !player_has_los_bold(ty, tx))
1576 msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
1578 msg_print("You have no direct line of sight to that location.");
1586 /* Use a direction */
1587 ty = py; /* Where to drop the item */
1594 c_ptr = &cave[ty][tx];
1596 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1597 !cave_floor_bold(ty, tx)) return;
1599 while (!c_ptr->o_idx);
1602 o_ptr = &o_list[c_ptr->o_idx];
1604 if (o_ptr->weight > wgt)
1606 /* Too heavy to 'fetch' */
1608 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï½Å²á¤®¤Þ¤¹¡£");
1610 msg_print("The object is too heavy.");
1617 c_ptr->o_idx = o_ptr->next_o_idx;
1618 cave[py][px].o_idx = i; /* 'move' it */
1619 o_ptr->next_o_idx = 0;
1620 o_ptr->iy = (byte)py;
1621 o_ptr->ix = (byte)px;
1623 object_desc(o_name, o_ptr, TRUE, 0);
1625 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
1627 msg_format("%^s flies through the air to your feet.", o_name);
1632 p_ptr->redraw |= PR_MAP;
1636 void alter_reality(void)
1638 /* Ironman option */
1639 if (p_ptr->inside_arena || ironman_downward)
1642 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
1644 msg_print("Nothing happens.");
1649 if (!p_ptr->alter_reality)
1651 int turns = randint0(21) + 15;
1653 p_ptr->alter_reality = turns;
1655 msg_print("²ó¤ê¤Î·Ê¿§¤¬ÊѤï¤ê»Ï¤á¤¿...");
1657 msg_print("The view around you begins to change...");
1660 p_ptr->redraw |= (PR_STATUS);
1664 p_ptr->alter_reality = 0;
1666 msg_print("·Ê¿§¤¬¸µ¤ËÌá¤Ã¤¿...");
1668 msg_print("The view around you got back...");
1671 p_ptr->redraw |= (PR_STATUS);
1678 * Leave a "glyph of warding" which prevents monster movement
1680 bool warding_glyph(void)
1683 if (!cave_clean_bold(py, px))
1686 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1688 msg_print("The object resists the spell.");
1694 /* Create a glyph */
1695 cave[py][px].info |= CAVE_OBJECT;
1696 cave[py][px].mimic = FEAT_GLYPH;
1707 bool warding_mirror(void)
1710 if (!cave_clean_bold(py, px))
1713 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1715 msg_print("The object resists the spell.");
1721 /* Create a mirror */
1722 cave[py][px].info |= CAVE_OBJECT;
1723 cave[py][px].mimic = FEAT_MIRROR;
1725 /* Turn on the light */
1726 cave[py][px].info |= CAVE_GLOW;
1739 * Leave an "explosive rune" which prevents monster movement
1741 bool explosive_rune(void)
1744 if (!cave_clean_bold(py, px))
1747 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1749 msg_print("The object resists the spell.");
1755 /* Create a glyph */
1756 cave[py][px].info |= CAVE_OBJECT;
1757 cave[py][px].mimic = FEAT_MINOR_GLYPH;
1770 * Identify everything being carried.
1771 * Done by a potion of "self knowledge".
1773 void identify_pack(void)
1777 /* Simply identify and know every item */
1778 for (i = 0; i < INVEN_TOTAL; i++)
1780 object_type *o_ptr = &inventory[i];
1782 /* Skip non-objects */
1783 if (!o_ptr->k_idx) continue;
1786 identify_item(o_ptr);
1792 * Used by the "enchant" function (chance of failure)
1793 * (modified for Zangband, we need better stuff there...) -- TY
1795 static int enchant_table[16] =
1797 0, 10, 50, 100, 200,
1798 300, 400, 500, 650, 800,
1799 950, 987, 993, 995, 998,
1805 * Removes curses from items in inventory
1807 * Note that Items which are "Perma-Cursed" (The One Ring,
1808 * The Crown of Morgoth) can NEVER be uncursed.
1810 * Note that if "all" is FALSE, then Items which are
1811 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1812 * will not be uncursed.
1814 static int remove_curse_aux(int all)
1818 /* Attempt to uncurse items being worn */
1819 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1821 object_type *o_ptr = &inventory[i];
1823 /* Skip non-objects */
1824 if (!o_ptr->k_idx) continue;
1826 /* Uncursed already */
1827 if (!cursed_p(o_ptr)) continue;
1829 /* Heavily Cursed Items need a special spell */
1830 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1832 /* Perma-Cursed Items can NEVER be uncursed */
1833 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1836 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1841 o_ptr->curse_flags = 0L;
1843 /* Hack -- Assume felt */
1844 o_ptr->ident |= (IDENT_SENSE);
1847 o_ptr->feeling = FEEL_NONE;
1849 /* Recalculate the bonuses */
1850 p_ptr->update |= (PU_BONUS);
1853 p_ptr->window |= (PW_EQUIP);
1855 /* Count the uncursings */
1859 /* Return "something uncursed" */
1865 * Remove most curses
1867 bool remove_curse(void)
1869 return (remove_curse_aux(FALSE));
1875 bool remove_all_curse(void)
1877 return (remove_curse_aux(TRUE));
1882 * Turns an object into gold, gain some of its value in a shop
1891 char o_name[MAX_NLEN];
1892 char out_val[MAX_NLEN+40];
1896 /* Hack -- force destruction */
1897 if (command_arg > 0) force = TRUE;
1901 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
1902 s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1904 q = "Turn which item to gold? ";
1905 s = "You have nothing to turn to gold.";
1908 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1910 /* Get the item (in the pack) */
1913 o_ptr = &inventory[item];
1916 /* Get the item (on the floor) */
1919 o_ptr = &o_list[0 - item];
1923 /* See how many items */
1924 if (o_ptr->number > 1)
1926 /* Get a quantity */
1927 amt = get_quantity(NULL, o_ptr->number);
1929 /* Allow user abort */
1930 if (amt <= 0) return FALSE;
1934 /* Describe the object */
1935 old_number = o_ptr->number;
1936 o_ptr->number = amt;
1937 object_desc(o_name, o_ptr, TRUE, 3);
1938 o_ptr->number = old_number;
1940 /* Verify unless quantity given */
1943 if (confirm_destroy || (object_value(o_ptr) > 0))
1945 /* Make a verification */
1947 sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
1949 sprintf(out_val, "Really turn %s to gold? ", o_name);
1952 if (!get_check(out_val)) return FALSE;
1956 /* Artifacts cannot be destroyed */
1957 if (!can_player_destroy_object(o_ptr))
1961 msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
1963 msg_format("You fail to turn %s to gold!", o_name);
1970 price = object_value_real(o_ptr);
1976 msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
1978 msg_format("You turn %s to fool's gold.", o_name);
1986 if (amt > 1) price *= amt;
1988 if (price > 30000) price = 30000;
1990 msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
1992 msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
1998 p_ptr->redraw |= (PR_GOLD);
2001 p_ptr->window |= (PW_PLAYER);
2005 /* Eliminate the item (from the pack) */
2008 inven_item_increase(item, -amt);
2009 inven_item_describe(item);
2010 inven_item_optimize(item);
2013 /* Eliminate the item (from the floor) */
2016 floor_item_increase(0 - item, -amt);
2017 floor_item_describe(0 - item);
2018 floor_item_optimize(0 - item);
2027 * Hook to specify "weapon"
2029 bool item_tester_hook_weapon(object_type *o_ptr)
2031 switch (o_ptr->tval)
2045 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2052 static bool item_tester_hook_weapon2(object_type *o_ptr)
2054 switch (o_ptr->tval)
2074 * Hook to specify "armour"
2076 bool item_tester_hook_armour(object_type *o_ptr)
2078 switch (o_ptr->tval)
2099 * Check if an object is weapon or armour (but not arrow, bolt, or shot)
2101 bool item_tester_hook_weapon_armour(object_type *o_ptr)
2103 switch (o_ptr->tval)
2132 * Check if an object is nameless weapon or armour
2134 static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2136 if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
2139 switch (o_ptr->tval)
2168 * Break the curse of an item
2170 static void break_curse(object_type *o_ptr)
2172 if (cursed_p(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2175 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
2177 msg_print("The curse is broken!");
2180 o_ptr->curse_flags = 0L;
2182 o_ptr->ident |= (IDENT_SENSE);
2184 o_ptr->feeling = FEEL_NONE;
2190 * Enchants a plus onto an item. -RAK-
2192 * Revamped! Now takes item pointer, number of times to try enchanting,
2193 * and a flag of what to try enchanting. Artifacts resist enchantment
2194 * some of the time, and successful enchantment to at least +0 might
2195 * break a curse on the item. -CFT-
2197 * Note that an item can technically be enchanted all the way to +15 if
2198 * you wait a very, very, long time. Going from +9 to +10 only works
2199 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2201 * Note that this function can now be used on "piles" of items, and
2202 * the larger the pile, the lower the chance of success.
2204 bool enchant(object_type *o_ptr, int n, int eflag)
2206 int i, chance, prob;
2208 bool a = (artifact_p(o_ptr) || o_ptr->art_name);
2209 bool force = (eflag & ENCH_FORCE);
2212 /* Large piles resist enchantment */
2213 prob = o_ptr->number * 100;
2215 /* Missiles are easy to enchant */
2216 if ((o_ptr->tval == TV_BOLT) ||
2217 (o_ptr->tval == TV_ARROW) ||
2218 (o_ptr->tval == TV_SHOT))
2224 for (i = 0; i < n; i++)
2226 /* Hack -- Roll for pile resistance */
2227 if (!force && randint0(prob) >= 100) continue;
2229 /* Enchant to hit */
2230 if (eflag & ENCH_TOHIT)
2232 if (o_ptr->to_h < 0) chance = 0;
2233 else if (o_ptr->to_h > 15) chance = 1000;
2234 else chance = enchant_table[o_ptr->to_h];
2236 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2241 /* only when you get it above -1 -CFT */
2242 if (o_ptr->to_h >= 0)
2247 /* Enchant to damage */
2248 if (eflag & ENCH_TODAM)
2250 if (o_ptr->to_d < 0) chance = 0;
2251 else if (o_ptr->to_d > 15) chance = 1000;
2252 else chance = enchant_table[o_ptr->to_d];
2254 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2259 /* only when you get it above -1 -CFT */
2260 if (o_ptr->to_d >= 0)
2265 /* Enchant to armor class */
2266 if (eflag & ENCH_TOAC)
2268 if (o_ptr->to_a < 0) chance = 0;
2269 else if (o_ptr->to_a > 15) chance = 1000;
2270 else chance = enchant_table[o_ptr->to_a];
2272 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2277 /* only when you get it above -1 -CFT */
2278 if (o_ptr->to_a >= 0)
2285 if (!res) return (FALSE);
2287 /* Recalculate bonuses */
2288 p_ptr->update |= (PU_BONUS);
2290 /* Combine / Reorder the pack (later) */
2291 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2294 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2305 * Enchant an item (in the inventory or on the floor)
2306 * Note that "num_ac" requires armour, else weapon
2307 * Returns TRUE if attempted, FALSE if cancelled
2309 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2314 char o_name[MAX_NLEN];
2318 /* Assume enchant weapon */
2319 item_tester_hook = item_tester_hook_weapon;
2320 item_tester_no_ryoute = TRUE;
2322 /* Enchant armor if requested */
2323 if (num_ac) item_tester_hook = item_tester_hook_armour;
2327 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2328 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2330 q = "Enchant which item? ";
2331 s = "You have nothing to enchant.";
2334 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2336 /* Get the item (in the pack) */
2339 o_ptr = &inventory[item];
2342 /* Get the item (on the floor) */
2345 o_ptr = &o_list[0 - item];
2350 object_desc(o_name, o_ptr, FALSE, 0);
2354 msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
2357 msg_format("%s %s glow%s brightly!",
2358 ((item >= 0) ? "Your" : "The"), o_name,
2359 ((o_ptr->number > 1) ? "" : "s"));
2364 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2365 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2366 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2372 if (flush_failure) flush();
2376 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2378 msg_print("The enchantment failed.");
2381 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2384 chg_virtue(V_ENCHANT, 1);
2388 /* Something happened */
2393 bool artifact_scroll(void)
2398 char o_name[MAX_NLEN];
2402 item_tester_no_ryoute = TRUE;
2403 /* Enchant weapon/armour */
2404 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2408 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2409 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2411 q = "Enchant which item? ";
2412 s = "You have nothing to enchant.";
2415 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2417 /* Get the item (in the pack) */
2420 o_ptr = &inventory[item];
2423 /* Get the item (on the floor) */
2426 o_ptr = &o_list[0 - item];
2431 object_desc(o_name, o_ptr, FALSE, 0);
2435 msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
2437 msg_format("%s %s radiate%s a blinding light!",
2438 ((item >= 0) ? "Your" : "The"), o_name,
2439 ((o_ptr->number > 1) ? "" : "s"));
2442 if (o_ptr->name1 || o_ptr->art_name)
2445 msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2448 msg_format("The %s %s already %s!",
2449 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2450 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2456 else if (o_ptr->name2)
2459 msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2462 msg_format("The %s %s already %s!",
2463 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2464 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2470 else if (o_ptr->xtra3)
2473 msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª",
2476 msg_format("The %s %s already %s!",
2477 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2478 ((o_ptr->number > 1) ? "kaji items" : "an kaji item"));
2484 if (o_ptr->number > 1)
2487 msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
2488 msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
2490 msg_print("Not enough enough energy to enchant more than one object!");
2491 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2496 inven_item_increase(item, 1-(o_ptr->number));
2500 floor_item_increase(0-item, 1-(o_ptr->number));
2503 okay = create_artifact(o_ptr, TRUE);
2510 if (flush_failure) flush();
2514 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2516 msg_print("The enchantment failed.");
2519 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2522 chg_virtue(V_ENCHANT, 1);
2526 /* Something happened */
2532 * Identify an object
2534 bool identify_item(object_type *o_ptr)
2536 bool old_known = FALSE;
2537 char o_name[MAX_NLEN];
2540 object_desc(o_name, o_ptr, TRUE, 3);
2542 if (o_ptr->ident & IDENT_KNOWN)
2545 if (!(o_ptr->ident & (IDENT_MENTAL)))
2547 if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
2548 chg_virtue(V_KNOWLEDGE, 1);
2551 /* Identify it fully */
2552 object_aware(o_ptr);
2553 object_known(o_ptr);
2555 /* Recalculate bonuses */
2556 p_ptr->update |= (PU_BONUS);
2558 /* Combine / Reorder the pack (later) */
2559 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2562 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2564 strcpy(record_o_name, o_name);
2568 object_desc(o_name, o_ptr, TRUE, 0);
2570 if(record_fix_art && !old_known && artifact_p(o_ptr))
2571 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2572 if(record_rand_art && !old_known && o_ptr->art_name)
2573 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2579 static bool item_tester_hook_identify(object_type *o_ptr)
2581 return (bool)!object_known_p(o_ptr);
2584 static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2586 if (object_known_p(o_ptr))
2588 return item_tester_hook_weapon_armour(o_ptr);
2592 * Identify an object in the inventory (or on the floor)
2593 * This routine does *not* automatically combine objects.
2594 * Returns TRUE if something was identified, else FALSE.
2596 bool ident_spell(bool only_equip)
2600 char o_name[MAX_NLEN];
2605 item_tester_no_ryoute = TRUE;
2608 item_tester_hook = item_tester_hook_identify_weapon_armour;
2610 item_tester_hook = item_tester_hook_identify;
2612 if (!can_get_item())
2616 item_tester_hook = item_tester_hook_weapon_armour;
2620 item_tester_hook = NULL;
2626 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2627 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2629 q = "Identify which item? ";
2630 s = "You have nothing to identify.";
2633 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2635 /* Get the item (in the pack) */
2638 o_ptr = &inventory[item];
2641 /* Get the item (on the floor) */
2644 o_ptr = &o_list[0 - item];
2648 old_known = identify_item(o_ptr);
2651 object_desc(o_name, o_ptr, TRUE, 3);
2654 if (item >= INVEN_RARM)
2657 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
2659 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
2665 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
2667 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
2673 msg_format("¾²¾å: %s¡£", o_name);
2675 msg_format("On the ground: %s.", o_name);
2679 /* Auto-inscription/destroy */
2680 idx = is_autopick(o_ptr);
2681 auto_inscribe_item(item, idx);
2682 if (destroy_identify && !old_known)
2683 auto_destroy_item(item, idx);
2685 /* Something happened */
2691 * Mundanify an object in the inventory (or on the floor)
2692 * This routine does *not* automatically combine objects.
2693 * Returns TRUE if something was mundanified, else FALSE.
2695 bool mundane_spell(bool only_equip)
2701 if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
2702 item_tester_no_ryoute = TRUE;
2706 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
2707 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2709 q = "Use which item? ";
2710 s = "You have nothing you can use.";
2713 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2715 /* Get the item (in the pack) */
2718 o_ptr = &inventory[item];
2721 /* Get the item (on the floor) */
2724 o_ptr = &o_list[0 - item];
2729 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2731 msg_print("There is a bright flash of light!");
2734 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2735 byte ix = o_ptr->ix; /* X-position on map, or zero */
2736 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2737 byte marked = o_ptr->marked; /* Object is marked */
2738 s16b weight = o_ptr->number * o_ptr->weight;
2739 u16b inscription = o_ptr->inscription;
2742 object_prep(o_ptr, o_ptr->k_idx);
2746 o_ptr->next_o_idx = next_o_idx;
2747 o_ptr->marked = marked;
2748 o_ptr->inscription = inscription;
2749 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2753 /* Something happened */
2759 static bool item_tester_hook_identify_fully(object_type *o_ptr)
2761 return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
2764 static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
2766 if (!item_tester_hook_identify_fully(o_ptr))
2768 return item_tester_hook_weapon_armour(o_ptr);
2772 * Fully "identify" an object in the inventory -BEN-
2773 * This routine returns TRUE if an item was identified.
2775 bool identify_fully(bool only_equip)
2779 char o_name[MAX_NLEN];
2784 item_tester_no_ryoute = TRUE;
2786 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2788 item_tester_hook = item_tester_hook_identify_fully;
2790 if (!can_get_item())
2793 item_tester_hook = item_tester_hook_weapon_armour;
2795 item_tester_hook = NULL;
2800 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2801 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2803 q = "Identify which item? ";
2804 s = "You have nothing to identify.";
2807 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2809 /* Get the item (in the pack) */
2812 o_ptr = &inventory[item];
2815 /* Get the item (on the floor) */
2818 o_ptr = &o_list[0 - item];
2822 old_known = identify_item(o_ptr);
2824 /* Mark the item as fully known */
2825 o_ptr->ident |= (IDENT_MENTAL);
2831 object_desc(o_name, o_ptr, TRUE, 3);
2834 if (item >= INVEN_RARM)
2837 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
2839 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
2847 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
2849 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
2855 msg_format("¾²¾å: %s¡£", o_name);
2857 msg_format("On the ground: %s.", o_name);
2861 /* Describe it fully */
2862 (void)screen_object(o_ptr, TRUE);
2864 /* Auto-inscription/destroy */
2865 idx = is_autopick(o_ptr);
2866 auto_inscribe_item(item, idx);
2867 if (destroy_identify && !old_known)
2868 auto_destroy_item(item, idx);
2878 * Hook for "get_item()". Determine if something is rechargable.
2880 bool item_tester_hook_recharge(object_type *o_ptr)
2882 /* Recharge staffs */
2883 if (o_ptr->tval == TV_STAFF) return (TRUE);
2885 /* Recharge wands */
2886 if (o_ptr->tval == TV_WAND) return (TRUE);
2888 /* Hack -- Recharge rods */
2889 if (o_ptr->tval == TV_ROD) return (TRUE);
2897 * Recharge a wand/staff/rod from the pack or on the floor.
2898 * This function has been rewritten in Oangband and ZAngband.
2900 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2901 * Chaos -- Arcane Binding --> recharge(90)
2903 * Scroll of recharging --> recharge(130)
2904 * Artifact activation/Thingol --> recharge(130)
2906 * It is harder to recharge high level, and highly charged wands,
2907 * staffs, and rods. The more wands in a stack, the more easily and
2908 * strongly they recharge. Staffs, however, each get fewer charges if
2911 * XXX XXX XXX Beware of "sliding index errors".
2913 bool recharge(int power)
2916 int recharge_strength, recharge_amount;
2925 char o_name[MAX_NLEN];
2927 /* Only accept legal items */
2928 item_tester_hook = item_tester_hook_recharge;
2932 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
2933 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2935 q = "Recharge which item? ";
2936 s = "You have nothing to recharge.";
2939 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2941 /* Get the item (in the pack) */
2944 o_ptr = &inventory[item];
2947 /* Get the item (on the floor) */
2950 o_ptr = &o_list[0 - item];
2953 /* Get the object kind. */
2954 k_ptr = &k_info[o_ptr->k_idx];
2956 /* Extract the object "level" */
2957 lev = get_object_level(o_ptr);
2960 /* Recharge a rod */
2961 if (o_ptr->tval == TV_ROD)
2963 /* Extract a recharge strength by comparing object level to power. */
2964 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2968 if (one_in_(recharge_strength))
2970 /* Activate the failure code. */
2977 /* Recharge amount */
2978 recharge_amount = (power * damroll(3, 2));
2980 /* Recharge by that amount */
2981 if (o_ptr->timeout > recharge_amount)
2982 o_ptr->timeout -= recharge_amount;
2989 /* Recharge wand/staff */
2992 /* Extract a recharge strength by comparing object level to power.
2993 * Divide up a stack of wands' charges to calculate charge penalty.
2995 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2996 recharge_strength = (100 + power - lev -
2997 (8 * o_ptr->pval / o_ptr->number)) / 15;
2999 /* All staffs, unstacked wands. */
3000 else recharge_strength = (100 + power - lev -
3001 (8 * o_ptr->pval)) / 15;
3004 if (recharge_strength < 0) recharge_strength = 0;
3007 if (one_in_(recharge_strength))
3009 /* Activate the failure code. */
3013 /* If the spell didn't backfire, recharge the wand or staff. */
3016 /* Recharge based on the standard number of charges. */
3017 recharge_amount = randint1(1 + k_ptr->pval / 2);
3019 /* Multiple wands in a stack increase recharging somewhat. */
3020 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3023 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
3024 if (recharge_amount < 1) recharge_amount = 1;
3025 if (recharge_amount > 12) recharge_amount = 12;
3028 /* But each staff in a stack gets fewer additional charges,
3029 * although always at least one.
3031 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
3033 recharge_amount /= o_ptr->number;
3034 if (recharge_amount < 1) recharge_amount = 1;
3037 /* Recharge the wand or staff. */
3038 o_ptr->pval += recharge_amount;
3041 /* Hack -- we no longer "know" the item */
3042 o_ptr->ident &= ~(IDENT_KNOWN);
3044 /* Hack -- we no longer think the item is empty */
3045 o_ptr->ident &= ~(IDENT_EMPTY);
3050 /* Inflict the penalties for failing a recharge. */
3053 /* Artifacts are never destroyed. */
3054 if (artifact_p(o_ptr))
3056 object_desc(o_name, o_ptr, TRUE, 0);
3058 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
3060 msg_format("The recharging backfires - %s is completely drained!", o_name);
3064 /* Artifact rods. */
3065 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3066 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3068 /* Artifact wands and staffs. */
3069 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3074 /* Get the object description */
3075 object_desc(o_name, o_ptr, FALSE, 0);
3077 /*** Determine Seriousness of Failure ***/
3079 /* Mages recharge objects more safely. */
3080 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)
3082 /* 10% chance to blow up one rod, otherwise draining. */
3083 if (o_ptr->tval == TV_ROD)
3085 if (one_in_(10)) fail_type = 2;
3088 /* 75% chance to blow up one wand, otherwise draining. */
3089 else if (o_ptr->tval == TV_WAND)
3091 if (!one_in_(3)) fail_type = 2;
3094 /* 50% chance to blow up one staff, otherwise no effect. */
3095 else if (o_ptr->tval == TV_STAFF)
3097 if (one_in_(2)) fail_type = 2;
3102 /* All other classes get no special favors. */
3105 /* 33% chance to blow up one rod, otherwise draining. */
3106 if (o_ptr->tval == TV_ROD)
3108 if (one_in_(3)) fail_type = 2;
3111 /* 20% chance of the entire stack, else destroy one wand. */
3112 else if (o_ptr->tval == TV_WAND)
3114 if (one_in_(5)) fail_type = 3;
3117 /* Blow up one staff. */
3118 else if (o_ptr->tval == TV_STAFF)
3124 /*** Apply draining and destruction. ***/
3126 /* Drain object or stack of objects. */
3129 if (o_ptr->tval == TV_ROD)
3132 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
3134 msg_print("The recharge backfires, draining the rod further!");
3137 if (o_ptr->timeout < 10000)
3138 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3140 else if (o_ptr->tval == TV_WAND)
3143 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
3145 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
3150 /* Staffs aren't drained. */
3153 /* Destroy an object or one in a stack of objects. */
3156 if (o_ptr->number > 1)
3158 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
3160 msg_format("Wild magic consumes one of your %s!", o_name);
3165 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3167 msg_format("Wild magic consumes your %s!", o_name);
3171 /* Reduce rod stack maximum timeout, drain wands. */
3172 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3173 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3175 /* Reduce and describe inventory */
3178 inven_item_increase(item, -1);
3179 inven_item_describe(item);
3180 inven_item_optimize(item);
3183 /* Reduce and describe floor item */
3186 floor_item_increase(0 - item, -1);
3187 floor_item_describe(0 - item);
3188 floor_item_optimize(0 - item);
3192 /* Destroy all members of a stack of objects. */
3195 if (o_ptr->number > 1)
3197 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
3199 msg_format("Wild magic consumes all your %s!", o_name);
3204 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3206 msg_format("Wild magic consumes your %s!", o_name);
3211 /* Reduce and describe inventory */
3214 inven_item_increase(item, -999);
3215 inven_item_describe(item);
3216 inven_item_optimize(item);
3219 /* Reduce and describe floor item */
3222 floor_item_increase(0 - item, -999);
3223 floor_item_describe(0 - item);
3224 floor_item_optimize(0 - item);
3230 /* Combine / Reorder the pack (later) */
3231 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3234 p_ptr->window |= (PW_INVEN);
3236 /* Something was done */
3244 bool bless_weapon(void)
3248 u32b flgs[TR_FLAG_SIZE];
3249 char o_name[MAX_NLEN];
3252 item_tester_no_ryoute = TRUE;
3253 /* Assume enchant weapon */
3254 item_tester_hook = item_tester_hook_weapon2;
3258 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
3259 s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3261 q = "Bless which weapon? ";
3262 s = "You have weapon to bless.";
3265 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3268 /* Get the item (in the pack) */
3271 o_ptr = &inventory[item];
3274 /* Get the item (on the floor) */
3277 o_ptr = &o_list[0 - item];
3282 object_desc(o_name, o_ptr, FALSE, 0);
3284 /* Extract the flags */
3285 object_flags(o_ptr, flgs);
3287 if (cursed_p(o_ptr))
3289 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3290 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3293 msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
3296 msg_format("The black aura on %s %s disrupts the blessing!",
3297 ((item >= 0) ? "your" : "the"), o_name);
3304 msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
3307 msg_format("A malignant aura leaves %s %s.",
3308 ((item >= 0) ? "your" : "the"), o_name);
3313 o_ptr->curse_flags = 0L;
3315 /* Hack -- Assume felt */
3316 o_ptr->ident |= (IDENT_SENSE);
3319 o_ptr->feeling = FEEL_NONE;
3321 /* Recalculate the bonuses */
3322 p_ptr->update |= (PU_BONUS);
3325 p_ptr->window |= (PW_EQUIP);
3329 * Next, we try to bless it. Artifacts have a 1/3 chance of
3330 * being blessed, otherwise, the operation simply disenchants
3331 * them, godly power negating the magic. Ok, the explanation
3332 * is silly, but otherwise priests would always bless every
3333 * artifact weapon they find. Ego weapons and normal weapons
3334 * can be blessed automatically.
3336 if (have_flag(flgs, TR_BLESSED))
3339 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
3342 msg_format("%s %s %s blessed already.",
3343 ((item >= 0) ? "Your" : "The"), o_name,
3344 ((o_ptr->number > 1) ? "were" : "was"));
3350 if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || one_in_(3))
3354 msg_format("%s¤Ïµ±¤¤¤¿¡ª",
3357 msg_format("%s %s shine%s!",
3358 ((item >= 0) ? "Your" : "The"), o_name,
3359 ((o_ptr->number > 1) ? "" : "s"));
3362 add_flag(o_ptr->art_flags, TR_BLESSED);
3363 o_ptr->discount = 99;
3367 bool dis_happened = FALSE;
3370 msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
3372 msg_print("The weapon resists your blessing!");
3376 /* Disenchant tohit */
3377 if (o_ptr->to_h > 0)
3380 dis_happened = TRUE;
3383 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3385 /* Disenchant todam */
3386 if (o_ptr->to_d > 0)
3389 dis_happened = TRUE;
3392 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3394 /* Disenchant toac */
3395 if (o_ptr->to_a > 0)
3398 dis_happened = TRUE;
3401 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3406 msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
3408 msg_print("There is a static feeling in the air...");
3412 msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
3415 msg_format("%s %s %s disenchanted!",
3416 ((item >= 0) ? "Your" : "The"), o_name,
3417 ((o_ptr->number > 1) ? "were" : "was"));
3423 /* Recalculate bonuses */
3424 p_ptr->update |= (PU_BONUS);
3427 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3438 bool pulish_shield(void)
3442 u32b flgs[TR_FLAG_SIZE];
3443 char o_name[MAX_NLEN];
3446 item_tester_no_ryoute = TRUE;
3447 /* Assume enchant weapon */
3448 item_tester_tval = TV_SHIELD;
3452 q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
3453 s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3455 q = "Pulish which weapon? ";
3456 s = "You have weapon to pulish.";
3459 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3462 /* Get the item (in the pack) */
3465 o_ptr = &inventory[item];
3468 /* Get the item (on the floor) */
3471 o_ptr = &o_list[0 - item];
3476 object_desc(o_name, o_ptr, FALSE, 0);
3478 /* Extract the flags */
3479 object_flags(o_ptr, flgs);
3481 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
3482 !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3485 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
3487 msg_format("%s %s shine%s!",
3488 ((item >= 0) ? "Your" : "The"), o_name,
3489 ((o_ptr->number > 1) ? "" : "s"));
3491 o_ptr->name2 = EGO_REFLECTION;
3492 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3494 o_ptr->discount = 99;
3495 chg_virtue(V_ENCHANT, 2);
3501 if (flush_failure) flush();
3504 msg_print("¼ºÇÔ¤·¤¿¡£");
3506 msg_print("Failed.");
3509 chg_virtue(V_ENCHANT, -2);
3518 * Potions "smash open" and cause an area effect when
3519 * (1) they are shattered while in the player's inventory,
3520 * due to cold (etc) attacks;
3521 * (2) they are thrown at a monster, or obstacle;
3522 * (3) they are shattered by a "cold ball" or other such spell
3523 * while lying on the floor.
3526 * who --- who caused the potion to shatter (0=player)
3527 * potions that smash on the floor are assumed to
3528 * be caused by no-one (who = 1), as are those that
3529 * shatter inside the player inventory.
3530 * (Not anymore -- I changed this; TY)
3531 * y, x --- coordinates of the potion (or player if
3532 * the potion was in her inventory);
3533 * o_ptr --- pointer to the potion object.
3535 bool potion_smash_effect(int who, int y, int x, int k_idx)
3542 object_kind *k_ptr = &k_info[k_idx];
3544 switch (k_ptr->sval)
3546 case SV_POTION_SALT_WATER:
3547 case SV_POTION_SLIME_MOLD:
3548 case SV_POTION_LOSE_MEMORIES:
3549 case SV_POTION_DEC_STR:
3550 case SV_POTION_DEC_INT:
3551 case SV_POTION_DEC_WIS:
3552 case SV_POTION_DEC_DEX:
3553 case SV_POTION_DEC_CON:
3554 case SV_POTION_DEC_CHR:
3555 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3556 case SV_POTION_APPLE_JUICE:
3559 case SV_POTION_INFRAVISION:
3560 case SV_POTION_DETECT_INVIS:
3561 case SV_POTION_SLOW_POISON:
3562 case SV_POTION_CURE_POISON:
3563 case SV_POTION_BOLDNESS:
3564 case SV_POTION_RESIST_HEAT:
3565 case SV_POTION_RESIST_COLD:
3566 case SV_POTION_HEROISM:
3567 case SV_POTION_BESERK_STRENGTH:
3568 case SV_POTION_RES_STR:
3569 case SV_POTION_RES_INT:
3570 case SV_POTION_RES_WIS:
3571 case SV_POTION_RES_DEX:
3572 case SV_POTION_RES_CON:
3573 case SV_POTION_RES_CHR:
3574 case SV_POTION_INC_STR:
3575 case SV_POTION_INC_INT:
3576 case SV_POTION_INC_WIS:
3577 case SV_POTION_INC_DEX:
3578 case SV_POTION_INC_CON:
3579 case SV_POTION_INC_CHR:
3580 case SV_POTION_AUGMENTATION:
3581 case SV_POTION_ENLIGHTENMENT:
3582 case SV_POTION_STAR_ENLIGHTENMENT:
3583 case SV_POTION_SELF_KNOWLEDGE:
3584 case SV_POTION_EXPERIENCE:
3585 case SV_POTION_RESISTANCE:
3586 case SV_POTION_INVULNERABILITY:
3587 case SV_POTION_NEW_LIFE:
3588 /* All of the above potions have no effect when shattered */
3590 case SV_POTION_SLOWNESS:
3595 case SV_POTION_POISON:
3600 case SV_POTION_BLINDNESS:
3604 case SV_POTION_CONFUSION: /* Booze */
3608 case SV_POTION_SLEEP:
3612 case SV_POTION_RUINATION:
3613 case SV_POTION_DETONATIONS:
3615 dam = damroll(25, 25);
3618 case SV_POTION_DEATH:
3619 dt = GF_DEATH_RAY; /* !! */
3620 dam = k_ptr->level * 10;
3624 case SV_POTION_SPEED:
3627 case SV_POTION_CURE_LIGHT:
3629 dam = damroll(2, 3);
3631 case SV_POTION_CURE_SERIOUS:
3633 dam = damroll(4, 3);
3635 case SV_POTION_CURE_CRITICAL:
3636 case SV_POTION_CURING:
3638 dam = damroll(6, 3);
3640 case SV_POTION_HEALING:
3642 dam = damroll(10, 10);
3644 case SV_POTION_RESTORE_EXP:
3649 case SV_POTION_LIFE:
3651 dam = damroll(50, 50);
3654 case SV_POTION_STAR_HEALING:
3656 dam = damroll(50, 50);
3659 case SV_POTION_RESTORE_MANA: /* MANA */
3661 dam = damroll(10, 10);
3668 (void)project(who, radius, y, x, dam, dt,
3669 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3671 /* XXX those potions that explode need to become "known" */
3677 * Hack -- Display all known spells in a window
3679 * XXX XXX XXX Need to analyze size of the window.
3681 * XXX XXX XXX Need more color coding.
3683 void display_spell_list(void)
3696 /* They have too many spells to list */
3697 if (p_ptr->pclass == CLASS_SORCERER) return;
3698 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3700 /* mind.c type classes */
3701 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3702 (p_ptr->pclass == CLASS_BERSERKER) ||
3703 (p_ptr->pclass == CLASS_NINJA) ||
3704 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3705 (p_ptr->pclass == CLASS_FORCETRAINER))
3711 int plev = p_ptr->lev;
3717 bool use_hp = FALSE;
3719 /* Display a list of spells */
3722 put_str("̾Á°", y, x + 5);
3723 put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
3725 put_str("Name", y, x + 5);
3726 put_str("Lv Mana Fail Info", y, x + 35);
3729 switch(p_ptr->pclass)
3731 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3732 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3733 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3734 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3735 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3736 default: use_mind = 0;break;
3739 /* Dump the spells */
3740 for (i = 0; i < MAX_MIND_POWERS; i++)
3742 byte a = TERM_WHITE;
3744 /* Access the available spell */
3745 spell = mind_powers[use_mind].info[i];
3746 if (spell.min_lev > plev) break;
3748 /* Get the failure rate */
3749 chance = spell.fail;
3751 /* Reduce failure rate by "effective" level adjustment */
3752 chance -= 3 * (p_ptr->lev - spell.min_lev);
3754 /* Reduce failure rate by INT/WIS adjustment */
3755 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3759 /* Not enough mana to cast */
3760 if (spell.mana_cost > p_ptr->csp)
3762 chance += 5 * (spell.mana_cost - p_ptr->csp);
3768 /* Not enough hp to cast */
3769 if (spell.mana_cost > p_ptr->chp)
3776 /* Extract the minimum failure rate */
3777 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3779 /* Minimum failure rate */
3780 if (chance < minfail) chance = minfail;
3782 /* Stunning makes spells harder */
3783 if (p_ptr->stun > 50) chance += 25;
3784 else if (p_ptr->stun) chance += 15;
3786 /* Always a 5 percent chance of working */
3787 if (chance > 95) chance = 95;
3790 mindcraft_info(comment, use_mind, i);
3792 /* Dump the spell */
3793 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3795 spell.min_lev, spell.mana_cost, chance, comment);
3797 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3802 /* Cannot read spellbooks */
3803 if (REALM_NONE == p_ptr->realm1) return;
3805 /* Normal spellcaster with books */
3808 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3812 /* Reset vertical */
3815 /* Vertical location */
3816 y = (j < 3) ? 0 : (m[j - 3] + 2);
3818 /* Horizontal location */
3822 for (i = 0; i < 32; i++)
3824 byte a = TERM_WHITE;
3826 /* Access the spell */
3827 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3829 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3833 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3836 strcpy(name, spell_names[technic2magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2)-1][i % 32]);
3839 if (s_ptr->slevel >= 99)
3843 strcpy(name, "(ȽÆÉÉÔǽ)");
3845 strcpy(name, "(illegible)");
3855 ((p_ptr->spell_forgotten1 & (1L << i))) :
3856 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3863 else if (!((j < 1) ?
3864 (p_ptr->spell_learned1 & (1L << i)) :
3865 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3872 else if (!((j < 1) ?
3873 (p_ptr->spell_worked1 & (1L << i)) :
3874 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3880 /* Dump the spell --(-- */
3881 sprintf(out_val, "%c/%c) %-20.20s",
3882 I2A(n / 8), I2A(n % 8), name);
3887 /* Dump onto the window */
3888 Term_putstr(x, m[j], -1, a, out_val);
3898 * Returns experience of a spell
3900 s16b experience_of_spell(int spell, int use_realm)
3902 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3903 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3904 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3905 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3911 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3913 int mod_need_mana(int need_mana, int spell, int realm)
3915 #define MANA_CONST 2400
3917 #define DEC_MANA_DIV 3
3920 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3923 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3924 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3926 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3927 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3928 need_mana /= MANA_CONST * MANA_DIV;
3929 if (need_mana < 1) need_mana = 1;
3932 /* Non-realm magic */
3935 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3947 * Returns spell chance of failure for spell -RAK-
3949 s16b spell_chance(int spell, int use_realm)
3951 int chance, minfail;
3954 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3957 /* Paranoia -- must be literate */
3958 if (!mp_ptr->spell_book) return (100);
3960 if (use_realm == REALM_HISSATSU) return 0;
3962 /* Access the spell */
3963 if (!is_magic(use_realm))
3965 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3969 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3972 /* Extract the base spell failure rate */
3973 chance = s_ptr->sfail;
3975 /* Reduce failure rate by "effective" level adjustment */
3976 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3978 /* Reduce failure rate by INT/WIS adjustment */
3979 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3982 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3984 /* Extract mana consumption rate */
3985 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3987 /* Not enough mana to cast */
3988 if (need_mana > p_ptr->csp)
3990 chance += 5 * (need_mana - p_ptr->csp);
3993 chance += p_ptr->to_m_chance;
3994 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3996 /* Extract the minimum failure rate */
3997 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
4000 * Non mage/priest characters never get too good
4001 * (added high mage, mindcrafter)
4003 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
4005 if (minfail < 5) minfail = 5;
4008 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
4009 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
4010 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
4012 if (p_ptr->heavy_spell) chance += 20;
4013 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
4014 else if (p_ptr->easy_spell) chance-=3;
4015 else if (p_ptr->dec_mana) chance-=2;
4017 if ((use_realm == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
4018 if (((use_realm == REALM_LIFE) || (use_realm == REALM_CRUSADE)) && (p_ptr->align < -20)) chance += penalty;
4019 if (((use_realm == REALM_DEATH) || (use_realm == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
4021 /* Minimum failure rate */
4022 if (chance < minfail) chance = minfail;
4024 /* Stunning makes spells harder */
4025 if (p_ptr->stun > 50) chance += 25;
4026 else if (p_ptr->stun) chance += 15;
4028 /* Always a 5 percent chance of working */
4029 if (chance > 95) chance = 95;
4031 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
4032 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4034 s16b exp = experience_of_spell(spell, use_realm);
4035 if (exp >= SPELL_EXP_EXPERT) chance--;
4036 if (exp >= SPELL_EXP_MASTER) chance--;
4038 if(p_ptr->dec_mana) chance--;
4039 if (p_ptr->heavy_spell) chance += 5;
4041 chance = MAX(chance,0);
4043 /* Return the chance */
4050 * Determine if a spell is "okay" for the player to cast or study
4051 * The spell must be legible, not forgotten, and also, to cast,
4052 * it must be known, and to study, it must not be known.
4054 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
4058 /* Access the spell */
4059 if (!is_magic(use_realm))
4061 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4065 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4068 /* Spell is illegal */
4069 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
4071 /* Spell is forgotten */
4072 if ((use_realm == p_ptr->realm2) ?
4073 (p_ptr->spell_forgotten2 & (1L << spell)) :
4074 (p_ptr->spell_forgotten1 & (1L << spell)))
4080 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
4081 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
4083 /* Spell is learned */
4084 if ((use_realm == p_ptr->realm2) ?
4085 (p_ptr->spell_learned2 & (1L << spell)) :
4086 (p_ptr->spell_learned1 & (1L << spell)))
4089 return (!study_pray);
4092 /* Okay to study, not to cast */
4099 * Extra information on a spell -DRS-
4101 * We can use up to 14 characters of the buffer 'p'
4103 * The strings in this function were extracted from the code in the
4104 * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
4106 static void spell_info(char *p, int spell, int use_realm)
4108 int plev = p_ptr->lev;
4111 int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
4112 p_ptr->pclass == CLASS_HIGH_MAGE ||
4113 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4115 int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
4116 p_ptr->pclass == CLASS_HIGH_MAGE ||
4117 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4119 cptr s_dam = "»½ý:";
4120 cptr s_dur = "´ü´Ö:";
4121 cptr s_range = "ÈÏ°Ï:";
4122 cptr s_heal = "²óÉü:";
4123 cptr s_random = "¥é¥ó¥À¥à";
4124 cptr s_delay = "ÃÙ±ä:";
4126 cptr s_dam = "dam ";
4127 cptr s_dur = "dur ";
4128 cptr s_range = "range ";
4129 cptr s_heal = "heal ";
4130 cptr s_random = "random";
4131 cptr s_delay = "delay ";
4136 /* Analyze the spell */
4139 case REALM_LIFE: /* Life */
4142 case 0: sprintf(p, " %s2d10", s_heal); break;
4143 case 1: sprintf(p, " %s12+d12", s_dur); break;
4144 case 2: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4145 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4146 case 5: sprintf(p, " %s4d10", s_heal); break;
4147 case 9: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 1) / 5)); break;
4148 case 10: sprintf(p, " %s8d10", s_heal); break;
4149 case 11: sprintf(p, " %s20+d20", s_dur); break;
4150 case 14: sprintf(p, " %s300", s_heal); break;
4151 case 18: sprintf(p, " %sd%d", s_dam, 5 * plev); break;
4152 case 20: sprintf(p, " %s%dd15", s_dam, 5 + ((plev - 1) / 3)); break;
4153 case 21: sprintf(p, " %s15+d21", s_delay); break;
4154 case 29: sprintf(p, " %s2000", s_heal); break;
4155 case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
4159 case REALM_SORCERY: /* Sorcery */
4162 case 1: sprintf(p, " %s10", s_range); break;
4163 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4164 case 5: sprintf(p, " %s%d", s_range, plev * 5); break;
4165 case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
4166 case 18: sprintf(p, " %s25+d30", s_dur); break;
4167 case 22: sprintf(p, " %s15+d21", s_delay); break;
4168 case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4169 case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
4171 case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
4173 case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4175 case 27: sprintf(p, " %s25+d30", s_dur); break;
4176 case 31: sprintf(p, " %s4+d4", s_dur); break;
4180 case REALM_NATURE: /* Nature */
4184 case 1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4186 case 1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4188 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4189 case 6: sprintf(p, " %s20+d20", s_dur); break;
4190 case 7: sprintf(p, " %s2d8", s_heal); break;
4191 case 9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
4192 case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
4193 case 12: sprintf(p, " %s6d8", s_dam); break;
4194 case 15: sprintf(p, " %s500", s_heal); break;
4195 case 17: sprintf(p, " %s20+d30", s_dur); break;
4196 case 18: sprintf(p, " %s20+d20", s_dur); break;
4198 case 24: sprintf(p, " Ⱦ·Â:10"); break;
4200 case 24: sprintf(p, " rad 10"); break;
4202 case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
4203 case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
4204 case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
4205 case 29: sprintf(p, " %s75", s_dam); break;
4206 case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
4210 case REALM_CHAOS: /* Chaos */
4213 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4214 case 2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4215 case 4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
4216 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4217 case 6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4218 case 7: sprintf(p, " %s%d", s_range, plev * 5); break;
4219 case 8: sprintf(p, " %s", s_random); break;
4220 case 9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
4221 case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
4222 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4223 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4224 case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
4225 case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
4226 case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
4227 case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
4228 case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
4230 case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4232 case 25: sprintf(p, " dam %d each", plev * 2); break;
4234 case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
4235 case 27: sprintf(p, " %s150 / 250", s_dam); break;
4236 case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
4237 case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
4238 case 31: sprintf(p, " %s3 * 175", s_dam); break;
4242 case REALM_DEATH: /* Death */
4245 case 1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
4246 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4247 case 5: sprintf(p, " %s20+d20", s_dur); break;
4248 case 8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4249 case 9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4250 case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
4252 case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
4254 case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
4256 case 16: sprintf(p, " %s25+d25", s_dur); break;
4257 case 17: sprintf(p, " %s", s_random); break;
4258 case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
4259 case 19: sprintf(p, " %s25+d25", s_dur); break;
4260 case 21: sprintf(p, " %s3*100", s_dam); break;
4261 case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4262 case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
4263 case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4264 case 30: sprintf(p, " %s666", s_dam); break;
4265 case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
4269 case REALM_TRUMP: /* Trump */
4272 case 0: sprintf(p, " %s10", s_range); break;
4273 case 2: sprintf(p, " %s", s_random); break;
4274 case 4: sprintf(p, " %s%d", s_range, plev * 4); break;
4275 case 5: sprintf(p, " %s25+d30", s_dur); break;
4277 case 8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
4279 case 8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4281 case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4282 case 14: sprintf(p, " %s15+d21", s_delay); break;
4283 case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
4285 case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4287 case 28: sprintf(p, " %s%d each", s_dam, plev * 2); break;
4292 case REALM_ARCANE: /* Arcane */
4295 case 0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
4296 case 4: sprintf(p, " %s10", s_range); break;
4297 case 5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
4298 case 7: sprintf(p, " %s2d8", s_heal); break;
4302 case 17: sprintf(p, " %s20+d20", s_dur); break;
4303 case 18: sprintf(p, " %s4d8", s_heal); break;
4304 case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
4305 case 21: sprintf(p, " %s6d8", s_dam); break;
4306 case 24: sprintf(p, " %s24+d24", s_dur); break;
4307 case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
4308 case 30: sprintf(p, " %s15+d21", s_delay); break;
4309 case 31: sprintf(p, " %s25+d30", s_dur); break;
4313 case REALM_ENCHANT: /* Craft */
4316 case 0: sprintf(p, " %s100+d100", s_dur); break;
4317 case 1: sprintf(p, " %s80+d80", s_dur); break;
4323 case 18: sprintf(p, " %s20+d20", s_dur); break;
4324 case 5: sprintf(p, " %s25+d25", s_dur); break;
4325 case 8: sprintf(p, " %s24+d24", s_dur); break;
4326 case 11: sprintf(p, " %s25+d25", s_dur); break;
4327 case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
4328 case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
4329 case 16: sprintf(p, " %s25+d30", s_dur); break;
4330 case 17: sprintf(p, " %s30+d20", s_dur); break;
4331 case 19: sprintf(p, " %s%d+d%d", s_dur, plev, plev+20); break;
4332 case 20: sprintf(p, " %s50+d50", s_dur); break;
4333 case 23: sprintf(p, " %s20+d20", s_dur); break;
4334 case 31: sprintf(p, " %s13+d13", s_dur); break;
4338 case REALM_DAEMON: /* Daemon */
4341 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4342 case 2: sprintf(p, " %s12+d12", s_dur); break;
4343 case 3: sprintf(p, " %s20+d20", s_dur); break;
4344 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4345 case 7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4346 case 10: sprintf(p, " %s20+d20", s_dur); break;
4347 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4348 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4349 case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
4350 case 16: sprintf(p, " %s30+d25", s_dur); break;
4351 case 17: sprintf(p, " %s20+d20", s_dur); break;
4352 case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4353 case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
4354 case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4355 case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
4356 case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
4357 case 24: sprintf(p, " %s25+d25", s_dur); break;
4358 case 25: sprintf(p, " %s20+d20", s_dur); break;
4359 case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
4360 case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
4361 case 30: sprintf(p, " %s600", s_dam); break;
4362 case 31: sprintf(p, " %s15+d15", s_dur); break;
4366 case REALM_CRUSADE: /* Crusade */
4369 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4370 case 5: sprintf(p, " %s%d", s_range, 25+plev/2); break;
4372 case 6: sprintf(p, " %s³Æ%dd2", s_dam, 3+((plev-1)/9)); break;
4374 case 6: sprintf(p, " %s%dd2 each", s_dam, 3+((plev-1)/9)); break;
4376 case 9: sprintf(p, " %s3d6+%d", s_dam, orb); break;
4377 case 10: sprintf(p, " %sd%d", s_dam, plev); break;
4378 case 12: sprintf(p, " %s24+d24", s_dur); break;
4379 case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
4380 case 14: sprintf(p, " %s%d", s_dam, plev*5); break;
4382 case 15: sprintf(p, " »:d%d/²ó:100", 6 * plev); break;
4384 case 15: sprintf(p, " dam:d%d/h100", 6 * plev); break;
4386 case 18: sprintf(p, " %s18+d18", s_dur); break;
4387 case 19: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4388 case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4389 case 22: sprintf(p, " %s%d", s_dam, 2 * plev+100); break;
4390 case 24: sprintf(p, " %s25+d25", s_dur); break;
4391 case 28: sprintf(p, " %s10+d10", s_dur); break;
4393 case 29: sprintf(p, " %s³Æ%d", s_dam, plev*3+25); break;
4395 case 29: sprintf(p, " %s%d each", s_dam, plev*3+25); break;
4398 case 30: sprintf(p, " ²ó100/»%d+%d", plev * 4, plev*11/2); break;
4400 case 30: sprintf(p, " h100/dm%d+%d", plev * 4, plev*11/2); break;
4405 case REALM_MUSIC: /* Music */
4408 case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
4409 case 4 : sprintf(p, " %s2d6", s_heal); break;
4410 case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
4411 case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
4412 case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
4413 case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
4414 case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4415 case 28: sprintf(p, " %s15d10", s_heal); break;
4416 case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
4421 sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", use_realm);
4423 sprintf(p, "Unknown type: %d.", use_realm);
4430 * Print a list of spells (for browsing or casting or viewing)
4432 void print_spells(int target_spell, byte *spells, int num, int y, int x, int use_realm)
4434 int i, spell, exp_level, increment = 64;
4446 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
4448 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
4450 msg_print("Warning! print_spells called with null realm");
4454 /* Title the list */
4456 if (use_realm == REALM_HISSATSU)
4458 strcpy(buf," Lv MP");
4460 strcpy(buf," Lv SP");
4464 strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
4466 strcpy(buf,"Profic Lv SP Fail Effect");
4470 put_str("̾Á°", y, x + 5);
4471 put_str(buf, y, x + 29);
4473 put_str("Name", y, x + 5);
4474 put_str(buf, y, x + 29);
4477 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4478 else if (use_realm == p_ptr->realm1) increment = 0;
4479 else if (use_realm == p_ptr->realm2) increment = 32;
4481 /* Dump the spells */
4482 for (i = 0; i < num; i++)
4484 /* Access the spell */
4487 /* Access the spell */
4488 if (!is_magic(use_realm))
4490 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4494 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4497 if (use_realm == REALM_HISSATSU)
4498 need_mana = s_ptr->smana;
4501 s16b exp = experience_of_spell(spell, use_realm);
4503 /* Extract mana consumption rate */
4504 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
4506 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
4507 else exp_level = spell_exp_level(exp);
4510 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
4511 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
4512 else if (s_ptr->slevel >= 99) max = TRUE;
4513 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
4515 strncpy(ryakuji, exp_level_str[exp_level], 4);
4520 if (use_menu && target_spell)
4522 if (i == (target_spell-1))
4524 strcpy(out_val, " ¡Õ ");
4526 strcpy(out_val, " > ");
4529 strcpy(out_val, " ");
4531 else sprintf(out_val, " %c) ", I2A(i));
4532 /* Skip illegible spells */
4533 if (s_ptr->slevel >= 99)
4536 strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
4538 strcat(out_val, format("%-30s", "(illegible)"));
4541 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4545 /* XXX XXX Could label spells above the players level */
4547 /* Get extra info */
4548 spell_info(info, spell, use_realm);
4553 /* Assume spell is known and tried */
4554 line_attr = TERM_WHITE;
4556 /* Analyze the spell */
4557 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4559 if (s_ptr->slevel > p_ptr->max_plv)
4564 comment = " unknown";
4567 line_attr = TERM_L_BLUE;
4569 else if (s_ptr->slevel > p_ptr->lev)
4574 comment = " forgotten";
4577 line_attr = TERM_YELLOW;
4580 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4585 comment = " unknown";
4588 line_attr = TERM_L_BLUE;
4590 else if ((use_realm == p_ptr->realm1) ?
4591 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4592 ((p_ptr->spell_forgotten2 & (1L << spell))))
4597 comment = " forgotten";
4600 line_attr = TERM_YELLOW;
4602 else if (!((use_realm == p_ptr->realm1) ?
4603 (p_ptr->spell_learned1 & (1L << spell)) :
4604 (p_ptr->spell_learned2 & (1L << spell))))
4609 comment = " unknown";
4612 line_attr = TERM_L_BLUE;
4614 else if (!((use_realm == p_ptr->realm1) ?
4615 (p_ptr->spell_worked1 & (1L << spell)) :
4616 (p_ptr->spell_worked2 & (1L << spell))))
4619 comment = " ̤·Ð¸³";
4621 comment = " untried";
4624 line_attr = TERM_L_GREEN;
4627 /* Dump the spell --(-- */
4628 if (use_realm == REALM_HISSATSU)
4630 strcat(out_val, format("%-25s %2d %4d",
4631 spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
4632 s_ptr->slevel, need_mana));
4636 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
4637 spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
4638 (max ? '!' : ' '), ryakuji,
4639 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
4641 c_prt(line_attr, out_val, y + i + 1, x);
4644 /* Clear the bottom line */
4645 prt("", y + i + 1, x);
4650 * Note that amulets, rods, and high-level spell books are immune
4651 * to "inventory damage" of any kind. Also sling ammo and shovels.
4656 * Does a given class of objects (usually) hate acid?
4657 * Note that acid can either melt or corrode something.
4659 bool hates_acid(object_type *o_ptr)
4661 /* Analyze the type */
4662 switch (o_ptr->tval)
4664 /* Wearable items */
4684 /* Staffs/Scrolls are wood/paper */
4697 /* Junk is useless */
4711 * Does a given object (usually) hate electricity?
4713 bool hates_elec(object_type *o_ptr)
4715 switch (o_ptr->tval)
4729 * Does a given object (usually) hate fire?
4730 * Hafted/Polearm weapons have wooden shafts.
4731 * Arrows/Bows are mostly wooden.
4733 bool hates_fire(object_type *o_ptr)
4735 /* Analyze the type */
4736 switch (o_ptr->tval)
4754 case TV_SORCERY_BOOK:
4755 case TV_NATURE_BOOK:
4759 case TV_ARCANE_BOOK:
4760 case TV_ENCHANT_BOOK:
4761 case TV_DAEMON_BOOK:
4762 case TV_CRUSADE_BOOK:
4764 case TV_HISSATSU_BOOK:
4775 /* Staffs/Scrolls burn */
4788 * Does a given object (usually) hate cold?
4790 bool hates_cold(object_type *o_ptr)
4792 switch (o_ptr->tval)
4809 int set_acid_destroy(object_type *o_ptr)
4811 u32b flgs[TR_FLAG_SIZE];
4812 if (!hates_acid(o_ptr)) return (FALSE);
4813 object_flags(o_ptr, flgs);
4814 if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
4822 int set_elec_destroy(object_type *o_ptr)
4824 u32b flgs[TR_FLAG_SIZE];
4825 if (!hates_elec(o_ptr)) return (FALSE);
4826 object_flags(o_ptr, flgs);
4827 if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
4835 int set_fire_destroy(object_type *o_ptr)
4837 u32b flgs[TR_FLAG_SIZE];
4838 if (!hates_fire(o_ptr)) return (FALSE);
4839 object_flags(o_ptr, flgs);
4840 if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
4848 int set_cold_destroy(object_type *o_ptr)
4850 u32b flgs[TR_FLAG_SIZE];
4851 if (!hates_cold(o_ptr)) return (FALSE);
4852 object_flags(o_ptr, flgs);
4853 if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
4859 * Destroys a type of item on a given percent chance
4860 * Note that missiles are no longer necessarily all destroyed
4861 * Destruction taken from "melee.c" code for "stealing".
4862 * New-style wands and rods handled correctly. -LM-
4863 * Returns number of items destroyed.
4865 int inven_damage(inven_func typ, int perc)
4869 char o_name[MAX_NLEN];
4871 /* Multishadow effects is determined by turn */
4872 if( p_ptr->multishadow && (turn & 1) )return 0;
4874 if (p_ptr->inside_arena) return 0;
4876 /* Count the casualties */
4879 /* Scan through the slots backwards */
4880 for (i = 0; i < INVEN_PACK; i++)
4882 o_ptr = &inventory[i];
4884 /* Skip non-objects */
4885 if (!o_ptr->k_idx) continue;
4887 /* Hack -- for now, skip artifacts */
4888 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
4890 /* Give this item slot a shot at death */
4893 /* Count the casualties */
4894 for (amt = j = 0; j < o_ptr->number; ++j)
4896 if (randint0(100) < perc) amt++;
4899 /* Some casualities */
4902 /* Get a description */
4903 object_desc(o_name, o_ptr, FALSE, 3);
4907 msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
4909 msg_format("%sour %s (%c) %s destroyed!",
4913 o_name, index_to_label(i),
4914 ((o_ptr->number > 1) ?
4915 ((amt == o_ptr->number) ? "Á´Éô" :
4916 (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
4918 ((o_ptr->number > 1) ?
4919 ((amt == o_ptr->number) ? "All of y" :
4920 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4921 o_name, index_to_label(i),
4922 ((amt > 1) ? "were" : "was"));
4926 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4927 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
4930 /* Potions smash open */
4931 if (object_is_potion(o_ptr))
4933 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
4936 /* Reduce the charges of rods/wands */
4937 reduce_charges(o_ptr, amt);
4939 /* Destroy "amt" items */
4940 inven_item_increase(i, -amt);
4941 inven_item_optimize(i);
4943 /* Count the casualties */
4949 /* Return the casualty count */
4955 * Acid has hit the player, attempt to affect some armor.
4957 * Note that the "base armor" of an object never changes.
4959 * If any armor is damaged (or resists), the player takes less damage.
4961 static int minus_ac(void)
4963 object_type *o_ptr = NULL;
4964 u32b flgs[TR_FLAG_SIZE];
4965 char o_name[MAX_NLEN];
4968 /* Pick a (possibly empty) inventory slot */
4969 switch (randint1(7))
4971 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4972 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4973 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4974 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4975 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4976 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4977 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4980 /* Nothing to damage */
4981 if (!o_ptr->k_idx) return (FALSE);
4983 if (o_ptr->tval < TV_BOOTS) return (FALSE);
4985 /* No damage left to be done */
4986 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4990 object_desc(o_name, o_ptr, FALSE, 0);
4992 /* Extract the flags */
4993 object_flags(o_ptr, flgs);
4995 /* Object resists */
4996 if (have_flag(flgs, TR_IGNORE_ACID))
4999 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
5001 msg_format("Your %s is unaffected!", o_name);
5010 msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
5012 msg_format("Your %s is damaged!", o_name);
5016 /* Damage the item */
5019 /* Calculate bonuses */
5020 p_ptr->update |= (PU_BONUS);
5023 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
5027 /* Item was damaged */
5033 * Hurt the player with Acid
5035 int acid_dam(int dam, cptr kb_str, int monspell)
5038 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5039 bool double_resist = IS_OPPOSE_ACID();
5041 /* Total Immunity */
5042 if (p_ptr->immune_acid || (dam <= 0))
5044 learn_spell(monspell);
5048 /* Vulnerability (Ouch!) */
5049 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5050 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5052 /* Resist the damage */
5053 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
5054 if (double_resist) dam = (dam + 2) / 3;
5056 if ((!(double_resist || p_ptr->resist_acid)) &&
5057 one_in_(HURT_CHANCE))
5058 (void)do_dec_stat(A_CHR);
5060 /* If any armor gets hit, defend the player */
5061 if (minus_ac()) dam = (dam + 1) / 2;
5064 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5066 /* Inventory damage */
5067 if (!(double_resist && p_ptr->resist_acid))
5068 inven_damage(set_acid_destroy, inv);
5074 * Hurt the player with electricity
5076 int elec_dam(int dam, cptr kb_str, int monspell)
5079 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5080 bool double_resist = IS_OPPOSE_ELEC();
5082 /* Total immunity */
5083 if (p_ptr->immune_elec || (dam <= 0))
5085 learn_spell(monspell);
5089 /* Vulnerability (Ouch!) */
5090 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5091 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5092 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
5094 /* Resist the damage */
5095 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
5096 if (double_resist) dam = (dam + 2) / 3;
5098 if ((!(double_resist || p_ptr->resist_elec)) &&
5099 one_in_(HURT_CHANCE))
5100 (void)do_dec_stat(A_DEX);
5103 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5105 /* Inventory damage */
5106 if (!(double_resist && p_ptr->resist_elec))
5107 inven_damage(set_elec_destroy, inv);
5114 * Hurt the player with Fire
5116 int fire_dam(int dam, cptr kb_str, int monspell)
5119 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5120 bool double_resist = IS_OPPOSE_FIRE();
5122 /* Totally immune */
5123 if (p_ptr->immune_fire || (dam <= 0))
5125 learn_spell(monspell);
5129 /* Vulnerability (Ouch!) */
5130 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5131 if (prace_is_(RACE_ENT)) dam += dam / 3;
5132 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5134 /* Resist the damage */
5135 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
5136 if (double_resist) dam = (dam + 2) / 3;
5138 if ((!(double_resist || p_ptr->resist_fire)) &&
5139 one_in_(HURT_CHANCE))
5140 (void)do_dec_stat(A_STR);
5143 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5145 /* Inventory damage */
5146 if (!(double_resist && p_ptr->resist_fire))
5147 inven_damage(set_fire_destroy, inv);
5154 * Hurt the player with Cold
5156 int cold_dam(int dam, cptr kb_str, int monspell)
5159 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5160 bool double_resist = IS_OPPOSE_COLD();
5162 /* Total immunity */
5163 if (p_ptr->immune_cold || (dam <= 0))
5165 learn_spell(monspell);
5169 /* Vulnerability (Ouch!) */
5170 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5171 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5173 /* Resist the damage */
5174 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
5175 if (double_resist) dam = (dam + 2) / 3;
5177 if ((!(double_resist || p_ptr->resist_cold)) &&
5178 one_in_(HURT_CHANCE))
5179 (void)do_dec_stat(A_STR);
5182 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5184 /* Inventory damage */
5185 if (!(double_resist && p_ptr->resist_cold))
5186 inven_damage(set_cold_destroy, inv);
5192 bool rustproof(void)
5196 char o_name[MAX_NLEN];
5199 item_tester_no_ryoute = TRUE;
5200 /* Select a piece of armour */
5201 item_tester_hook = item_tester_hook_armour;
5205 q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
5206 s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5208 q = "Rustproof which piece of armour? ";
5209 s = "You have nothing to rustproof.";
5212 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
5214 /* Get the item (in the pack) */
5217 o_ptr = &inventory[item];
5220 /* Get the item (on the floor) */
5223 o_ptr = &o_list[0 - item];
5228 object_desc(o_name, o_ptr, FALSE, 0);
5230 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
5232 if ((o_ptr->to_a < 0) && !cursed_p(o_ptr))
5235 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
5237 msg_format("%s %s look%s as good as new!",
5238 ((item >= 0) ? "Your" : "The"), o_name,
5239 ((o_ptr->number > 1) ? "" : "s"));
5246 msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
5248 msg_format("%s %s %s now protected against corrosion.",
5249 ((item >= 0) ? "Your" : "The"), o_name,
5250 ((o_ptr->number > 1) ? "are" : "is"));
5261 * Curse the players armor
5263 bool curse_armor(void)
5268 char o_name[MAX_NLEN];
5271 /* Curse the body armor */
5272 o_ptr = &inventory[INVEN_BODY];
5274 /* Nothing to curse */
5275 if (!o_ptr->k_idx) return (FALSE);
5279 object_desc(o_name, o_ptr, FALSE, 3);
5281 /* Attempt a saving throw for artifacts */
5282 if ((o_ptr->art_name || artifact_p(o_ptr)) && (randint0(100) < 50))
5286 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5287 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
5289 msg_format("A %s tries to %s, but your %s resists the effects!",
5290 "terrible black aura", "surround your armor", o_name);
5295 /* not artifact or failed save... */
5300 msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5302 msg_format("A terrible black aura blasts your %s!", o_name);
5305 chg_virtue(V_ENCHANT, -5);
5307 /* Blast the armor */
5309 o_ptr->name2 = EGO_BLASTED;
5310 o_ptr->to_a = 0 - randint1(5) - randint1(5);
5317 for (i = 0; i < TR_FLAG_SIZE; i++)
5318 o_ptr->art_flags[i] = 0;
5321 o_ptr->curse_flags = TRC_CURSED;
5324 o_ptr->ident |= (IDENT_BROKEN);
5326 /* Recalculate bonuses */
5327 p_ptr->update |= (PU_BONUS);
5329 /* Recalculate mana */
5330 p_ptr->update |= (PU_MANA);
5333 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5341 * Curse the players weapon
5343 bool curse_weapon(bool force, int slot)
5349 char o_name[MAX_NLEN];
5352 /* Curse the weapon */
5353 o_ptr = &inventory[slot];
5355 /* Nothing to curse */
5356 if (!o_ptr->k_idx) return (FALSE);
5360 object_desc(o_name, o_ptr, FALSE, 3);
5362 /* Attempt a saving throw */
5363 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 50) && !force)
5367 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5368 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
5370 msg_format("A %s tries to %s, but your %s resists the effects!",
5371 "terrible black aura", "surround your weapon", o_name);
5376 /* not artifact or failed save... */
5381 if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5383 if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
5386 chg_virtue(V_ENCHANT, -5);
5388 /* Shatter the weapon */
5390 o_ptr->name2 = EGO_SHATTERED;
5391 o_ptr->to_h = 0 - randint1(5) - randint1(5);
5392 o_ptr->to_d = 0 - randint1(5) - randint1(5);
5398 for (i = 0; i < TR_FLAG_SIZE; i++)
5399 o_ptr->art_flags[i] = 0;
5403 o_ptr->curse_flags = TRC_CURSED;
5406 o_ptr->ident |= (IDENT_BROKEN);
5408 /* Recalculate bonuses */
5409 p_ptr->update |= (PU_BONUS);
5411 /* Recalculate mana */
5412 p_ptr->update |= (PU_MANA);
5415 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5424 * Enchant some bolts
5426 bool brand_bolts(void)
5430 /* Use the first acceptable bolts */
5431 for (i = 0; i < INVEN_PACK; i++)
5433 object_type *o_ptr = &inventory[i];
5435 /* Skip non-bolts */
5436 if (o_ptr->tval != TV_BOLT) continue;
5438 /* Skip artifacts and ego-items */
5439 if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
5442 /* Skip cursed/broken items */
5443 if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
5446 if (randint0(100) < 75) continue;
5450 msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
5452 msg_print("Your bolts are covered in a fiery aura!");
5457 o_ptr->name2 = EGO_FLAME;
5460 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5467 if (flush_failure) flush();
5471 msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
5473 msg_print("The fiery enchantment failed.");
5483 * Helper function -- return a "nearby" race for polymorphing
5485 * Note that this function is one of the more "dangerous" ones...
5487 static s16b poly_r_idx(int r_idx)
5489 monster_race *r_ptr = &r_info[r_idx];
5491 int i, r, lev1, lev2;
5493 /* Hack -- Uniques/Questors never polymorph */
5494 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5495 (r_ptr->flags1 & RF1_QUESTOR))
5498 /* Allowable range of "levels" for resulting monster */
5499 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5500 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5502 /* Pick a (possibly new) non-unique race */
5503 for (i = 0; i < 1000; i++)
5505 /* Pick a new race, using a level calculation */
5506 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5508 /* Handle failure */
5514 /* Ignore unique monsters */
5515 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5517 /* Ignore monsters with incompatible levels */
5518 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5520 /* Use that index */
5532 bool polymorph_monster(int y, int x)
5534 cave_type *c_ptr = &cave[y][x];
5535 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5536 bool polymorphed = FALSE;
5538 int old_r_idx = m_ptr->r_idx;
5539 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5540 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5541 monster_type back_m;
5543 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5545 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
5547 /* Memorize the monster before polymorphing */
5550 /* Pick a "new" monster race */
5551 new_r_idx = poly_r_idx(old_r_idx);
5553 /* Handle polymorph */
5554 if (new_r_idx != old_r_idx)
5558 /* Get the monsters attitude */
5559 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
5560 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5561 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
5563 /* "Kill" the "old" monster */
5564 delete_monster_idx(c_ptr->m_idx);
5566 /* Create a new monster (no groups) */
5567 if (place_monster_aux(0, y, x, new_r_idx, mode))
5574 /* Placing the new monster failed */
5575 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
5576 m_list[hack_m_idx_ii] = back_m;
5579 if (targeted) target_who = hack_m_idx_ii;
5580 if (health_tracked) health_track(hack_m_idx_ii);
5590 bool dimension_door(void)
5592 int plev = p_ptr->lev;
5595 if (!tgt_pt(&x, &y)) return FALSE;
5597 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5599 if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
5600 (distance(y, x, py, px) > plev / 2 + 10) ||
5601 (!randint0(plev / 10 + 10)))
5603 if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
5605 msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
5607 msg_print("You fail to exit the astral plane correctly!");
5613 msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
5615 msg_print("You fail to exit the astral plane correctly!");
5618 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5619 teleport_player((plev+2)*2);
5622 teleport_player_to(y, x, TRUE);
5628 bool eat_magic(int power)
5630 object_type * o_ptr;
5633 int recharge_strength = 0;
5639 char o_name[MAX_NLEN];
5641 item_tester_hook = item_tester_hook_recharge;
5645 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
5646 s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5648 q = "Drain which item? ";
5649 s = "You have nothing to drain.";
5652 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5656 o_ptr = &inventory[item];
5660 o_ptr = &o_list[0 - item];
5663 k_ptr = &k_info[o_ptr->k_idx];
5664 lev = get_object_level(o_ptr);
5666 if (o_ptr->tval == TV_ROD)
5668 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5671 if (one_in_(recharge_strength))
5673 /* Activate the failure code. */
5678 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5681 msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
5683 msg_print("You can't absorb energy from a discharged rod.");
5690 o_ptr->timeout += k_ptr->pval;
5696 /* All staffs, wands. */
5697 recharge_strength = (100 + power - lev) / 15;
5700 if (recharge_strength < 0) recharge_strength = 0;
5703 if (one_in_(recharge_strength))
5705 /* Activate the failure code. */
5710 if (o_ptr->pval > 0)
5712 p_ptr->csp += lev / 2;
5715 /* XXX Hack -- unstack if necessary */
5716 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5721 /* Get local object */
5724 /* Obtain a local object */
5725 object_copy(q_ptr, o_ptr);
5727 /* Modify quantity */
5730 /* Restore the charges */
5733 /* Unstack the used item */
5735 p_ptr->total_weight -= q_ptr->weight;
5736 item = inven_carry(q_ptr);
5740 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
5742 msg_print("You unstack your staff.");
5750 msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
5752 msg_print("There's no energy there to absorb!");
5756 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5760 /* Inflict the penalties for failing a recharge. */
5763 /* Artifacts are never destroyed. */
5764 if (artifact_p(o_ptr))
5766 object_desc(o_name, o_ptr, TRUE, 0);
5768 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
5770 msg_format("The recharging backfires - %s is completely drained!", o_name);
5774 /* Artifact rods. */
5775 if (o_ptr->tval == TV_ROD)
5776 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5778 /* Artifact wands and staffs. */
5779 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5784 /* Get the object description */
5785 object_desc(o_name, o_ptr, FALSE, 0);
5787 /*** Determine Seriousness of Failure ***/
5789 /* Mages recharge objects more safely. */
5790 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)
5792 /* 10% chance to blow up one rod, otherwise draining. */
5793 if (o_ptr->tval == TV_ROD)
5795 if (one_in_(10)) fail_type = 2;
5798 /* 75% chance to blow up one wand, otherwise draining. */
5799 else if (o_ptr->tval == TV_WAND)
5801 if (!one_in_(3)) fail_type = 2;
5804 /* 50% chance to blow up one staff, otherwise no effect. */
5805 else if (o_ptr->tval == TV_STAFF)
5807 if (one_in_(2)) fail_type = 2;
5812 /* All other classes get no special favors. */
5815 /* 33% chance to blow up one rod, otherwise draining. */
5816 if (o_ptr->tval == TV_ROD)
5818 if (one_in_(3)) fail_type = 2;
5821 /* 20% chance of the entire stack, else destroy one wand. */
5822 else if (o_ptr->tval == TV_WAND)
5824 if (one_in_(5)) fail_type = 3;
5827 /* Blow up one staff. */
5828 else if (o_ptr->tval == TV_STAFF)
5834 /*** Apply draining and destruction. ***/
5836 /* Drain object or stack of objects. */
5839 if (o_ptr->tval == TV_ROD)
5842 msg_print("¥í¥Ã¥É¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤÏÁ´¤Æ¼º¤Ê¤ï¤ì¤¿¡£");
5844 msg_format("You save your rod from destruction, but all charges are lost.", o_name);
5847 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5849 else if (o_ptr->tval == TV_WAND)
5852 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
5854 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
5859 /* Staffs aren't drained. */
5862 /* Destroy an object or one in a stack of objects. */
5865 if (o_ptr->number > 1)
5868 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
5870 msg_format("Wild magic consumes one of your %s!", o_name);
5873 /* Reduce rod stack maximum timeout, drain wands. */
5874 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
5875 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5880 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
5882 msg_format("Wild magic consumes your %s!", o_name);
5885 /* Reduce and describe inventory */
5888 inven_item_increase(item, -1);
5889 inven_item_describe(item);
5890 inven_item_optimize(item);
5893 /* Reduce and describe floor item */
5896 floor_item_increase(0 - item, -1);
5897 floor_item_describe(0 - item);
5898 floor_item_optimize(0 - item);
5902 /* Destroy all members of a stack of objects. */
5905 if (o_ptr->number > 1)
5907 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
5909 msg_format("Wild magic consumes all your %s!", o_name);
5914 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
5916 msg_format("Wild magic consumes your %s!", o_name);
5921 /* Reduce and describe inventory */
5924 inven_item_increase(item, -999);
5925 inven_item_describe(item);
5926 inven_item_optimize(item);
5929 /* Reduce and describe floor item */
5932 floor_item_increase(0 - item, -999);
5933 floor_item_describe(0 - item);
5934 floor_item_optimize(0 - item);
5940 if (p_ptr->csp > p_ptr->msp)
5942 p_ptr->csp = p_ptr->msp;
5945 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5946 p_ptr->window |= (PW_INVEN);
5952 bool summon_kin_player(int level, int y, int x, u32b mode)
5954 bool pet = (bool)(mode & PM_FORCE_PET);
5955 if (!pet) mode |= PM_NO_PET;
5957 switch (p_ptr->mimic_form)
5960 switch (p_ptr->prace)
5964 case RACE_BARBARIAN:
5967 summon_kin_type = 'p';
5977 case RACE_MIND_FLAYER:
5980 summon_kin_type = 'h';
5983 summon_kin_type = 'o';
5985 case RACE_HALF_TROLL:
5986 summon_kin_type = 'T';
5988 case RACE_HALF_OGRE:
5989 summon_kin_type = 'O';
5991 case RACE_HALF_GIANT:
5992 case RACE_HALF_TITAN:
5994 summon_kin_type = 'P';
5997 summon_kin_type = 'y';
6000 summon_kin_type = 'K';
6003 summon_kin_type = 'k';
6006 if (one_in_(13)) summon_kin_type = 'U';
6007 else summon_kin_type = 'u';
6009 case RACE_DRACONIAN:
6010 summon_kin_type = 'd';
6014 summon_kin_type = 'g';
6017 if (one_in_(13)) summon_kin_type = 'L';
6018 else summon_kin_type = 's';
6021 summon_kin_type = 'z';
6024 summon_kin_type = 'V';
6027 summon_kin_type = 'G';
6030 summon_kin_type = 'I';
6033 summon_kin_type = '#';
6036 summon_kin_type = 'A';
6039 summon_kin_type = 'U';
6042 summon_kin_type = 'p';
6047 if (one_in_(13)) summon_kin_type = 'U';
6048 else summon_kin_type = 'u';
6050 case MIMIC_DEMON_LORD:
6051 summon_kin_type = 'U';
6054 summon_kin_type = 'V';
6057 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);