3 /* Purpose: Spell code (part 3) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
15 /* Maximum number of tries for teleporting */
18 /* 1/x chance of reducing stats (for elemental attacks) */
19 #define HURT_CHANCE 16
23 * Teleport a monster, normally up to "dis" grids away.
25 * Attempt to move the monster at least "dis/2" grids away.
27 * But allow variation to prevent infinite loops.
29 bool teleport_away(int m_idx, int dis, bool dec_valour)
31 int oy, ox, d, i, min;
37 monster_type *m_ptr = &m_list[m_idx];
41 if (!m_ptr->r_idx) return (FALSE);
43 /* Save the old location */
47 /* Minimum distance */
51 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
52 (4+randint(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
54 chg_virtue(V_VALOUR, -1);
62 /* Verify max distance */
63 if (dis > 200) dis = 200;
65 /* Try several locations */
66 for (i = 0; i < 500; i++)
68 /* Pick a (possibly illegal) location */
71 ny = rand_spread(oy, dis);
72 nx = rand_spread(ox, dis);
73 d = distance(oy, ox, ny, nx);
74 if ((d >= min) && (d <= dis)) break;
77 /* Ignore illegal locations */
78 if (!in_bounds(ny, nx)) continue;
80 /* Require "empty" floor space */
81 if (!cave_empty_bold(ny, nx)) continue;
83 /* Hack -- no teleport onto glyph of warding */
84 if (cave[ny][nx].feat == FEAT_GLYPH) continue;
85 if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) continue;
87 /* ...nor onto the Pattern */
88 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
89 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
91 /* No teleporting into vaults and such */
92 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
93 if (cave[ny][nx].info & CAVE_ICKY) continue;
95 /* This grid looks good */
102 /* Increase the maximum distance */
105 /* Decrease the minimum distance */
108 /* Stop after MAX_TRIES tries */
109 if (tries > MAX_TRIES) return (FALSE);
113 sound(SOUND_TPOTHER);
115 /* Update the new location */
116 cave[ny][nx].m_idx = m_idx;
118 /* Update the old location */
119 cave[oy][ox].m_idx = 0;
121 /* Move the monster */
125 /* Update the monster (new location) */
126 update_mon(m_idx, TRUE);
128 /* Redraw the old grid */
131 /* Redraw the new grid */
140 * Teleport monster next to the player
142 void teleport_to_player(int m_idx, int power)
144 int ny, nx, oy, ox, d, i, min;
148 monster_type *m_ptr = &m_list[m_idx];
152 if (!m_ptr->r_idx) return;
155 if (randint(100) > power) return;
161 /* Save the old location */
165 /* Minimum distance */
168 /* Look until done */
169 while (look && --attempts)
171 /* Verify max distance */
172 if (dis > 200) dis = 200;
174 /* Try several locations */
175 for (i = 0; i < 500; i++)
177 /* Pick a (possibly illegal) location */
180 ny = rand_spread(py, dis);
181 nx = rand_spread(px, dis);
182 d = distance(py, px, ny, nx);
183 if ((d >= min) && (d <= dis)) break;
186 /* Ignore illegal locations */
187 if (!in_bounds(ny, nx)) continue;
189 /* Require "empty" floor space */
190 if (!cave_empty_bold(ny, nx)) continue;
192 /* Hack -- no teleport onto glyph of warding */
193 if (cave[ny][nx].feat == FEAT_GLYPH) continue;
194 if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) continue;
196 /* ...nor onto the Pattern */
197 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
198 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
200 /* No teleporting into vaults and such */
201 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
203 /* This grid looks good */
210 /* Increase the maximum distance */
213 /* Decrease the minimum distance */
217 if (attempts < 1) return;
220 sound(SOUND_TPOTHER);
222 /* Update the new location */
223 cave[ny][nx].m_idx = m_idx;
225 /* Update the old location */
226 cave[oy][ox].m_idx = 0;
228 /* Move the monster */
232 /* Update the monster (new location) */
233 update_mon(m_idx, TRUE);
235 /* Redraw the old grid */
238 /* Redraw the new grid */
241 p_ptr->update |= (PU_MON_LITE);
246 * Teleport the player to a location up to "dis" grids away.
248 * If no such spaces are readily available, the distance may increase.
249 * Try very hard to move the player at least a quarter that distance.
251 * When long-range teleport effects are considered, there is a nasty
252 * tendency to "bounce" the player between two or three different spots
253 * because these are the only spots that are "far enough" way to satisfy
254 * the algorithm. Therefore, if the teleport distance is more than 50,
255 * we decrease the minimum acceptable distance to try to increase randomness.
258 void teleport_player(int dis)
260 int d, i, min, ox, oy;
263 int xx = -1, yy = -1;
271 if (p_ptr->wild_mode) return;
273 if (p_ptr->anti_tele)
276 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
278 msg_print("A mysterious force prevents you from teleporting!");
284 if (dis > 200) dis = 200; /* To be on the safe side... */
286 /* Minimum distance */
287 min = dis / (dis > 50 ? 3 : 2);
289 /* Look until done */
294 /* Verify max distance */
295 if (dis > 200) dis = 200;
297 /* Try several locations */
298 for (i = 0; i < 500; i++)
300 /* Pick a (possibly illegal) location */
303 y = rand_spread(py, dis);
304 x = rand_spread(px, dis);
305 d = distance(py, px, y, x);
306 if ((d >= min) && (d <= dis)) break;
309 /* Ignore illegal locations */
310 if (!in_bounds(y, x)) continue;
312 /* Require "naked" floor space or trees */
313 if (!(cave_naked_bold(y, x) ||
314 (cave[y][x].feat == FEAT_TREES))) continue;
316 /* No teleporting into vaults and such */
317 if (cave[y][x].info & CAVE_ICKY) continue;
319 /* This grid looks good */
326 /* Increase the maximum distance */
329 /* Decrease the minimum distance */
332 /* Stop after MAX_TRIES tries */
333 if (tries > MAX_TRIES) return;
337 sound(SOUND_TELEPORT);
340 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
341 msg_format("¡Ø¤³¤Ã¤Á¤À¤¡¡¢%s¡Ù", player_name);
344 /* Save the old location */
348 /* Move the player */
355 tmp = cave[py][px].m_idx;
356 cave[py][px].m_idx = cave[oy][ox].m_idx;
357 cave[oy][ox].m_idx = tmp;
358 m_list[p_ptr->riding].fy = py;
359 m_list[p_ptr->riding].fx = px;
360 update_mon(cave[py][px].m_idx, TRUE);
363 /* Redraw the old spot */
366 /* Monsters with teleport ability may follow the player */
373 if (xx == 0 && yy == 0)
379 if (cave[oy+yy][ox+xx].m_idx)
381 if ((r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags6 & RF6_TPORT) &&
382 !(r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags3 & RF3_RES_TELE))
384 * The latter limitation is to avoid
385 * totally unkillable suckers...
388 if (!(m_list[cave[oy+yy][ox+xx].m_idx].csleep))
389 teleport_to_player(cave[oy+yy][ox+xx].m_idx, r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].level);
400 /* Redraw the new spot */
403 /* Check for new panel (redraw map) */
407 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
409 /* Update the monsters */
410 p_ptr->update |= (PU_DISTANCE);
413 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
415 /* Handle stuff XXX XXX XXX */
422 * Teleport player to a grid near the given location
424 * This function is slightly obsessive about correctness.
425 * This function allows teleporting into vaults (!)
427 void teleport_player_to(int ny, int nx, bool no_tele)
429 int y, x, oy, ox, dis = 0, ctr = 0;
431 if (p_ptr->anti_tele && no_tele)
434 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
436 msg_print("A mysterious force prevents you from teleporting!");
442 /* Find a usable location */
445 /* Pick a nearby legal location */
448 y = rand_spread(ny, dis);
449 x = rand_spread(nx, dis);
450 if (in_bounds(y, x)) break;
453 /* Accept "naked" floor grids */
456 if (cave_naked_bold(y, x) || (((cave[y][x].feat == FEAT_DEEP_LAVA) || (cave[y][x].feat == FEAT_DEEP_WATER)) && !cave[y][x].m_idx)) break;
458 else if (cave_empty_bold(y, x) || ((y == py) && (x == px))) break;
460 /* Occasionally advance the distance */
461 if (++ctr > (4 * dis * dis + 4 * dis + 1))
469 sound(SOUND_TELEPORT);
471 /* Save the old location */
475 /* Move the player */
482 tmp = cave[py][px].m_idx;
483 cave[py][px].m_idx = cave[oy][ox].m_idx;
484 cave[oy][ox].m_idx = tmp;
485 m_list[p_ptr->riding].fy = py;
486 m_list[p_ptr->riding].fx = px;
487 update_mon(cave[py][px].m_idx, TRUE);
492 /* Redraw the old spot */
495 /* Redraw the new spot */
498 /* Check for new panel (redraw map) */
502 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
504 /* Update the monsters */
505 p_ptr->update |= (PU_DISTANCE);
508 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
510 /* Handle stuff XXX XXX XXX */
517 * Teleport the player one level up or down (random when legal)
519 void teleport_player_level(void)
521 /* No effect in arena or quest */
522 if (p_ptr->inside_arena || (p_ptr->inside_quest && !random_quest_number(dun_level)) ||
523 (quest_number(dun_level) && (dun_level > 1) && ironman_downward))
526 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
528 msg_print("There is no effect.");
534 if (p_ptr->anti_tele)
537 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
539 msg_print("A mysterious force prevents you from teleporting!");
545 if (ironman_downward || (dun_level <= d_info[dungeon_type].mindepth))
548 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
550 msg_print("You sink through the floor.");
554 dungeon_type = p_ptr->recall_dungeon;
559 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
561 if (autosave_l) do_cmd_save_game(TRUE);
565 dun_level = d_info[dungeon_type].mindepth;
573 p_ptr->leaving = TRUE;
575 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
578 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
580 msg_print("You rise up through the ceiling.");
584 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
586 if (autosave_l) do_cmd_save_game(TRUE);
590 if (!dun_level) dungeon_type = 0;
592 leaving_quest = p_ptr->inside_quest;
595 ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
596 (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
598 quest[leaving_quest].status = QUEST_STATUS_FAILED;
599 quest[leaving_quest].complev = (byte)p_ptr->lev;
600 if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
602 r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
603 if (record_rand_quest)
604 do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
606 else if (record_fix_quest)
607 do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
611 p_ptr->inside_quest = 0;
612 p_ptr->leaving = TRUE;
614 else if (rand_int(100) < 50)
617 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
619 msg_print("You rise up through the ceiling.");
623 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
625 if (autosave_l) do_cmd_save_game(TRUE);
629 if (!dun_level) dungeon_type = 0;
632 p_ptr->leaving = TRUE;
637 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
639 msg_print("You sink through the floor.");
642 if (!dun_level) dungeon_type = p_ptr->recall_dungeon;
644 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
646 if (autosave_l) do_cmd_save_game(TRUE);
651 p_ptr->leaving = TRUE;
654 if (!dun_level && dungeon_type)
656 p_ptr->leaving_dungeon = TRUE;
657 p_ptr->wilderness_y = d_info[dungeon_type].dy;
658 p_ptr->wilderness_x = d_info[dungeon_type].dx;
659 p_ptr->recall_dungeon = dungeon_type;
662 if (!dun_level) dungeon_type = 0;
665 sound(SOUND_TPLEVEL);
670 static int choose_dungeon(cptr note)
676 /* Allocate the "dun" array */
677 C_MAKE(dun, max_d_idx, s16b);
680 for(i = 1; i < max_d_idx; i++)
685 if (!d_info[i].maxdepth) continue;
686 if (!max_dlv[i]) continue;
687 if (d_info[i].final_guardian)
689 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
691 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
694 sprintf(buf," %c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
696 sprintf(buf," %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
702 prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
704 prt(format("Which dungeon do you %s?: ", note), 0, 0);
711 /* Free the "dun" array */
712 C_KILL(dun, max_d_idx, s16b);
717 if (i >= 'a' && i <('a'+num))
719 select_dungeon = dun[i-'a'];
726 /* Free the "dun" array */
727 C_KILL(dun, max_d_idx, s16b);
729 return select_dungeon;
734 * Recall the player to town or dungeon
736 bool recall_player(int turns)
739 * TODO: Recall the player to the last
740 * visited town when in the wilderness
744 if (p_ptr->inside_arena || ironman_downward)
747 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
749 msg_print("Nothing happens.");
755 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
758 if (get_check("¤³¤³¤ÏºÇ¿¼Åþ㳬¤è¤êÀõ¤¤³¬¤Ç¤¹¡£¤³¤Î³¬¤ËÌá¤Ã¤ÆÍè¤Þ¤¹¤«¡© "))
760 if (get_check("Reset recall depth? "))
763 max_dlv[dungeon_type] = dun_level;
764 if (record_maxdeapth)
766 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤¤Ë");
768 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "when recall from dungeon");
773 if (!p_ptr->word_recall)
779 select_dungeon = choose_dungeon("¤Ëµ¢´Ô");
781 select_dungeon = choose_dungeon("recall");
783 if (!select_dungeon) return FALSE;
784 p_ptr->recall_dungeon = select_dungeon;
786 p_ptr->word_recall = turns;
788 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
790 msg_print("The air about you becomes charged...");
793 p_ptr->redraw |= (PR_STATUS);
797 p_ptr->word_recall = 0;
799 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
801 msg_print("A tension leaves the air around you...");
804 p_ptr->redraw |= (PR_STATUS);
810 bool word_of_recall(void)
812 return(recall_player(rand_int(21) + 15));
816 bool reset_recall(void)
818 int select_dungeon, dummy = 0;
823 select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È");
825 select_dungeon = choose_dungeon("reset");
828 if (!select_dungeon) return FALSE;
831 sprintf(ppp, "²¿³¬¤Ë¥»¥Ã¥È¤·¤Þ¤¹¤« (%d-%d):", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
833 sprintf(ppp, "Reset to which level (%d-%d): ", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
838 sprintf(tmp_val, "%d", MAX(dun_level, 1));
840 /* Ask for a level */
841 if (get_string(ppp, tmp_val, 10))
843 /* Extract request */
844 dummy = atoi(tmp_val);
847 if (dummy < 1) dummy = 1;
850 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
851 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
853 max_dlv[select_dungeon] = dummy;
855 if (record_maxdeapth)
857 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
859 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "using a scroll of reset recall");
863 msg_format("%s¤Îµ¢´Ô¥ì¥Ù¥ë¤ò %d ³¬¤Ë¥»¥Ã¥È¡£", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
865 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
878 * Apply disenchantment to the player's stuff
880 * XXX XXX XXX This function is also called from the "melee" code
882 * The "mode" is currently unused.
884 * Return "TRUE" if the player notices anything
886 bool apply_disenchant(int mode)
890 char o_name[MAX_NLEN];
897 /* Pick a random slot */
900 case 1: t = INVEN_RARM; break;
901 case 2: t = INVEN_LARM; break;
902 case 3: t = INVEN_BOW; break;
903 case 4: t = INVEN_BODY; break;
904 case 5: t = INVEN_OUTER; break;
905 case 6: t = INVEN_HEAD; break;
906 case 7: t = INVEN_HANDS; break;
907 case 8: t = INVEN_FEET; break;
911 o_ptr = &inventory[t];
913 /* No item, nothing happens */
914 if (!o_ptr->k_idx) return (FALSE);
917 /* Nothing to disenchant */
918 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0))
920 /* Nothing to notice */
925 /* Describe the object */
926 object_desc(o_name, o_ptr, FALSE, 0);
929 /* Artifacts have 71% chance to resist */
930 if ((artifact_p(o_ptr) || o_ptr->art_name) && (rand_int(100) < 71))
934 msg_format("%s(%c)¤ÏÎô²½¤òÄ·¤ÍÊÖ¤·¤¿¡ª",o_name, index_to_label(t) );
936 msg_format("Your %s (%c) resist%s disenchantment!",
937 o_name, index_to_label(t),
938 ((o_ptr->number != 1) ? "" : "s"));
947 /* Disenchant tohit */
948 if (o_ptr->to_h > 0) o_ptr->to_h--;
949 if ((o_ptr->to_h > 5) && (rand_int(100) < 20)) o_ptr->to_h--;
951 /* Disenchant todam */
952 if (o_ptr->to_d > 0) o_ptr->to_d--;
953 if ((o_ptr->to_d > 5) && (rand_int(100) < 20)) o_ptr->to_d--;
955 /* Disenchant toac */
956 if (o_ptr->to_a > 0) o_ptr->to_a--;
957 if ((o_ptr->to_a > 5) && (rand_int(100) < 20)) o_ptr->to_a--;
961 msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
962 o_name, index_to_label(t) );
964 msg_format("Your %s (%c) %s disenchanted!",
965 o_name, index_to_label(t),
966 ((o_ptr->number != 1) ? "were" : "was"));
969 chg_virtue(V_HARMONY, 1);
970 chg_virtue(V_ENCHANT, -2);
972 /* Recalculate bonuses */
973 p_ptr->update |= (PU_BONUS);
976 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
985 void mutate_player(void)
987 int max1, cur1, max2, cur2, ii, jj, i;
989 /* Pick a pair of stats */
991 for (jj = ii; jj == ii; jj = rand_int(6)) /* loop */;
993 max1 = p_ptr->stat_max[ii];
994 cur1 = p_ptr->stat_cur[ii];
995 max2 = p_ptr->stat_max[jj];
996 cur2 = p_ptr->stat_cur[jj];
998 p_ptr->stat_max[ii] = max2;
999 p_ptr->stat_cur[ii] = cur2;
1000 p_ptr->stat_max[jj] = max1;
1001 p_ptr->stat_cur[jj] = cur1;
1005 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1006 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1009 p_ptr->update |= (PU_BONUS);
1016 void apply_nexus(monster_type *m_ptr)
1020 case 1: case 2: case 3:
1022 teleport_player(200);
1028 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
1034 if (rand_int(100) < p_ptr->skill_sav)
1037 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1039 msg_print("You resist the effects!");
1045 /* Teleport Level */
1046 teleport_player_level();
1052 if (rand_int(100) < p_ptr->skill_sav)
1055 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1057 msg_print("You resist the effects!");
1064 msg_print("ÂΤ¬¤Í¤¸¤ì»Ï¤á¤¿...");
1066 msg_print("Your body starts to scramble...");
1077 * Charge a lite (torch or latern)
1079 void phlogiston(void)
1082 object_type * o_ptr = &inventory[INVEN_LITE];
1085 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1087 max_flog = FUEL_LAMP;
1091 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1093 max_flog = FUEL_TORCH;
1096 /* No torch to refill */
1100 msg_print("dzÁǤò¾ÃÈñ¤¹¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Þ¤»¤ó¡£");
1102 msg_print("You are not wielding anything which uses phlogiston.");
1108 if (o_ptr->xtra4 >= max_flog)
1111 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¤³¤ì°Ê¾ådzÁǤòÊä½¼¤Ç¤¤Þ¤»¤ó¡£");
1113 msg_print("No more phlogiston can be put in this item.");
1120 o_ptr->xtra4 += (max_flog / 2);
1124 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ËdzÁǤòÊä½¼¤·¤¿¡£");
1126 msg_print("You add phlogiston to your light item.");
1131 if (o_ptr->xtra4 >= max_flog)
1133 o_ptr->xtra4 = max_flog;
1135 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ÏËþ¥¿¥ó¤Ë¤Ê¤Ã¤¿¡£");
1137 msg_print("Your light item is full.");
1142 /* Recalculate torch */
1143 p_ptr->update |= (PU_TORCH);
1147 bool item_tester_hook_weapon_nobow(object_type *o_ptr)
1149 switch (o_ptr->tval)
1159 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
1167 * Brand the current weapon
1169 void brand_weapon(int brand_type)
1176 /* Assume enchant weapon */
1177 item_tester_hook = item_tester_hook_weapon_nobow;
1178 item_tester_no_ryoute = TRUE;
1182 q = "¤É¤ÎÉð´ï¤ò¶¯²½¤·¤Þ¤¹¤«? ";
1183 s = "¶¯²½¤Ç¤¤ëÉð´ï¤¬¤Ê¤¤¡£";
1185 q = "Enchant which weapon? ";
1186 s = "You have nothing to enchant.";
1189 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1191 /* Get the item (in the pack) */
1194 o_ptr = &inventory[item];
1197 /* Get the item (on the floor) */
1200 o_ptr = &o_list[0 - item];
1204 /* you can never modify artifacts / ego-items */
1205 /* you can never modify cursed items */
1206 /* TY: You _can_ modify broken items (if you're silly enough) */
1207 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
1208 !o_ptr->art_name && !cursed_p(o_ptr) &&
1209 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1210 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1211 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1215 /* Let's get the name before it is changed... */
1216 char o_name[MAX_NLEN];
1217 object_desc(o_name, o_ptr, FALSE, 0);
1222 if (o_ptr->tval == TV_SWORD)
1225 act = "¤Ï±Ô¤µ¤òÁý¤·¤¿¡ª";
1227 act = "becomes very sharp!";
1230 o_ptr->name2 = EGO_SHARPNESS;
1231 o_ptr->pval = m_bonus(5, dun_level) + 1;
1236 act = "¤ÏÇ˲õÎϤòÁý¤·¤¿¡ª";
1238 act = "seems very powerful.";
1241 o_ptr->name2 = EGO_EARTHQUAKES;
1242 o_ptr->pval = m_bonus(3, dun_level);
1247 act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
1249 act = "coverd with lightning!";
1252 o_ptr->name2 = EGO_BRAND_ELEC;
1256 act = "¤Ï»À¤Ëʤ¤ï¤ì¤¿¡ª";
1258 act = "coated with acid!";
1261 o_ptr->name2 = EGO_BRAND_ACID;
1265 act = "¤Ï¼Ù°¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
1267 act = "seems looking for evil monster!";
1270 o_ptr->name2 = EGO_SLAY_EVIL;
1274 act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
1276 act = "seems looking for demon!";
1279 o_ptr->name2 = EGO_SLAY_DEMON;
1283 act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
1285 act = "seems looking for undead!";
1288 o_ptr->name2 = EGO_SLAY_UNDEAD;
1292 act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1294 act = "seems looking for animal!";
1297 o_ptr->name2 = EGO_SLAY_ANIMAL;
1301 act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1303 act = "seems looking for dragon!";
1306 o_ptr->name2 = EGO_SLAY_DRAGON;
1310 act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1312 act = "seems looking for troll!";
1315 o_ptr->name2 = EGO_SLAY_TROLL;
1319 act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1321 act = "seems looking for orc!";
1324 o_ptr->name2 = EGO_SLAY_ORC;
1328 act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1330 act = "seems looking for giant!";
1333 o_ptr->name2 = EGO_SLAY_GIANT;
1337 act = "¤ÏÈó¾ï¤ËÉÔ°ÂÄê¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡£";
1339 act = "seems very unstable now.";
1342 o_ptr->name2 = EGO_TRUMP;
1343 o_ptr->pval = randint(2);
1347 act = "¤Ï·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1349 act = "thirsts for blood!";
1352 o_ptr->name2 = EGO_VAMPIRIC;
1356 act = "¤ÏÆǤËʤ¤ï¤ì¤¿¡£";
1358 act = "is coated with poison.";
1361 o_ptr->name2 = EGO_BRAND_POIS;
1365 act = "¤Ï½ã¥í¥°¥ë¥¹¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£";
1367 act = "is engulfed in raw Logrus!";
1370 o_ptr->name2 = EGO_CHAOTIC;
1374 act = "¤Ï±ê¤Î¥·¡¼¥ë¥É¤Ëʤ¤ï¤ì¤¿¡ª";
1376 act = "is covered in a fiery shield!";
1379 o_ptr->name2 = EGO_BRAND_FIRE;
1383 act = "¤Ï¿¼¤¯Î䤿¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿¡ª";
1385 act = "glows deep, icy blue!";
1388 o_ptr->name2 = EGO_BRAND_COLD;
1393 msg_format("¤¢¤Ê¤¿¤Î%s%s", o_name, act);
1395 msg_format("Your %s %s", o_name, act);
1399 enchant(o_ptr, rand_int(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1401 o_ptr->discount = 99;
1402 chg_virtue(V_ENCHANT, 2);
1406 if (flush_failure) flush();
1409 msg_print("°ÀÉղä˼ºÇÔ¤·¤¿¡£");
1411 msg_print("The Branding failed.");
1414 chg_virtue(V_ENCHANT, -2);
1420 void call_the_(void)
1424 if (cave_floor_bold(py - 1, px - 1) &&
1425 cave_floor_bold(py - 1, px ) &&
1426 cave_floor_bold(py - 1, px + 1) &&
1427 cave_floor_bold(py , px - 1) &&
1428 cave_floor_bold(py , px + 1) &&
1429 cave_floor_bold(py + 1, px - 1) &&
1430 cave_floor_bold(py + 1, px ) &&
1431 cave_floor_bold(py + 1, px + 1))
1433 for (i = 1; i < 10; i++)
1435 if (i-5) fire_ball(GF_ROCKET, i, 175, 2);
1438 for (i = 1; i < 10; i++)
1440 if (i-5) fire_ball(GF_MANA, i, 175, 3);
1443 for (i = 1; i < 10; i++)
1445 if (i-5) fire_ball(GF_NUKE, i, 175, 4);
1451 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
1452 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
1453 msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
1455 msg_format("You %s the %s too close to a wall!",
1456 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1457 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1458 msg_print("There is a loud explosion!");
1462 if (destroy_area(py, px, 15 + p_ptr->lev + rand_int(11), TRUE))
1464 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
1466 msg_print("The dungeon collapses...");
1471 msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
1473 msg_print("The dungeon trembles.");
1478 take_hit(DAMAGE_NOESCAPE, 100 + randint(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
1480 take_hit(DAMAGE_NOESCAPE, 100 + randint(150), "a suicidal Call the Void", -1);
1488 * Fetch an item (teleport it right underneath the caster)
1490 void fetch(int dir, int wgt, bool require_los)
1496 char o_name[MAX_NLEN];
1498 /* Check to see if an object is already there */
1499 if (cave[py][px].o_idx)
1502 msg_print("¼«Ê¬¤Î¤β¼¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡£");
1504 msg_print("You can't fetch when you're already standing on something.");
1511 if (dir == 5 && target_okay())
1516 if (distance(py, px, ty, tx) > MAX_RANGE)
1519 msg_print("¤½¤ó¤Ê¤Ë±ó¤¯¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡ª");
1521 msg_print("You can't fetch something that far away!");
1527 c_ptr = &cave[ty][tx];
1529 /* We need an item to fetch */
1533 msg_print("¤½¤³¤Ë¤Ï²¿¤â¤¢¤ê¤Þ¤»¤ó¡£");
1535 msg_print("There is no object at this place.");
1541 /* No fetching from vault */
1542 if (c_ptr->info & CAVE_ICKY)
1545 msg_print("¥¢¥¤¥Æ¥à¤¬¥³¥ó¥È¥í¡¼¥ë¤ò³°¤ì¤ÆÍî¤Á¤¿¡£");
1547 msg_print("The item slips from your control.");
1553 /* We need to see the item */
1554 if (require_los && !player_has_los_bold(ty, tx))
1557 msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
1559 msg_print("You have no direct line of sight to that location.");
1567 /* Use a direction */
1568 ty = py; /* Where to drop the item */
1576 c_ptr = &cave[ty][tx];
1578 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1579 !cave_floor_bold(ty, tx)) return;
1581 while (!c_ptr->o_idx);
1584 o_ptr = &o_list[c_ptr->o_idx];
1586 if (o_ptr->weight > wgt)
1588 /* Too heavy to 'fetch' */
1590 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï½Å²á¤®¤Þ¤¹¡£");
1592 msg_print("The object is too heavy.");
1599 c_ptr->o_idx = o_ptr->next_o_idx;
1600 cave[py][px].o_idx = i; /* 'move' it */
1601 o_ptr->next_o_idx = 0;
1602 o_ptr->iy = (byte)py;
1603 o_ptr->ix = (byte)px;
1605 object_desc(o_name, o_ptr, TRUE, 0);
1607 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
1609 msg_format("%^s flies through the air to your feet.", o_name);
1614 p_ptr->redraw |= PR_MAP;
1618 void alter_reality(void)
1620 if (!quest_number(dun_level) && dun_level)
1623 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
1625 msg_print("The world changes!");
1629 if (autosave_l) do_cmd_save_game(TRUE);
1632 p_ptr->leaving = TRUE;
1637 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
1639 msg_print("The world seems to change for a moment!");
1647 * Leave a "glyph of warding" which prevents monster movement
1649 bool warding_glyph(void)
1652 if (!cave_clean_bold(py, px))
1655 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1657 msg_print("The object resists the spell.");
1663 /* Create a glyph */
1664 cave_set_feat(py, px, FEAT_GLYPH);
1669 bool warding_mirror(void)
1672 if (!cave_clean_bold(py, px))
1675 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1677 msg_print("The object resists the spell.");
1683 /* Create a glyph */
1684 cave_set_feat(py, px, FEAT_MIRROR);
1693 * Leave an "explosive rune" which prevents monster movement
1695 bool explosive_rune(void)
1698 if (!cave_clean_bold(py, px))
1701 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1703 msg_print("The object resists the spell.");
1709 /* Create a glyph */
1710 cave_set_feat(py, px, FEAT_MINOR_GLYPH);
1717 * Identify everything being carried.
1718 * Done by a potion of "self knowledge".
1720 void identify_pack(void)
1724 /* Simply identify and know every item */
1725 for (i = 0; i < INVEN_TOTAL; i++)
1727 object_type *o_ptr = &inventory[i];
1729 /* Skip non-objects */
1730 if (!o_ptr->k_idx) continue;
1733 identify_item(o_ptr);
1739 * Used by the "enchant" function (chance of failure)
1740 * (modified for Zangband, we need better stuff there...) -- TY
1742 static int enchant_table[16] =
1744 0, 10, 50, 100, 200,
1745 300, 400, 500, 650, 800,
1746 950, 987, 993, 995, 998,
1752 * Removes curses from items in inventory
1754 * Note that Items which are "Perma-Cursed" (The One Ring,
1755 * The Crown of Morgoth) can NEVER be uncursed.
1757 * Note that if "all" is FALSE, then Items which are
1758 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1759 * will not be uncursed.
1761 static int remove_curse_aux(int all)
1765 /* Attempt to uncurse items being worn */
1766 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1770 object_type *o_ptr = &inventory[i];
1772 /* Skip non-objects */
1773 if (!o_ptr->k_idx) continue;
1775 /* Uncursed already */
1776 if (!cursed_p(o_ptr)) continue;
1778 /* Extract the flags */
1779 object_flags(o_ptr, &f1, &f2, &f3);
1781 /* Heavily Cursed Items need a special spell */
1782 if (!all && (f3 & TR3_HEAVY_CURSE)) continue;
1784 /* Perma-Cursed Items can NEVER be uncursed */
1785 if (f3 & TR3_PERMA_CURSE) continue;
1788 o_ptr->ident &= ~(IDENT_CURSED);
1790 /* Hack -- Assume felt */
1791 o_ptr->ident |= (IDENT_SENSE);
1793 if (o_ptr->art_flags3 & TR3_CURSED)
1794 o_ptr->art_flags3 &= ~(TR3_CURSED);
1796 if (o_ptr->art_flags3 & TR3_HEAVY_CURSE)
1797 o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
1800 o_ptr->feeling = FEEL_NONE;
1802 /* Recalculate the bonuses */
1803 p_ptr->update |= (PU_BONUS);
1806 p_ptr->window |= (PW_EQUIP);
1808 /* Count the uncursings */
1812 /* Return "something uncursed" */
1818 * Remove most curses
1820 bool remove_curse(void)
1822 return (remove_curse_aux(FALSE));
1828 bool remove_all_curse(void)
1830 return (remove_curse_aux(TRUE));
1835 * Turns an object into gold, gain some of its value in a shop
1844 char o_name[MAX_NLEN];
1845 char out_val[MAX_NLEN+40];
1849 /* Hack -- force destruction */
1850 if (command_arg > 0) force = TRUE;
1854 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
1855 s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1857 q = "Turn which item to gold? ";
1858 s = "You have nothing to turn to gold.";
1861 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1863 /* Get the item (in the pack) */
1866 o_ptr = &inventory[item];
1869 /* Get the item (on the floor) */
1872 o_ptr = &o_list[0 - item];
1876 /* See how many items */
1877 if (o_ptr->number > 1)
1879 /* Get a quantity */
1880 amt = get_quantity(NULL, o_ptr->number);
1882 /* Allow user abort */
1883 if (amt <= 0) return FALSE;
1887 /* Describe the object */
1888 old_number = o_ptr->number;
1889 o_ptr->number = amt;
1890 object_desc(o_name, o_ptr, TRUE, 3);
1891 o_ptr->number = old_number;
1893 /* Verify unless quantity given */
1896 if (confirm_destroy || (object_value(o_ptr) > 0))
1898 /* Make a verification */
1900 sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
1902 sprintf(out_val, "Really turn %s to gold? ", o_name);
1905 if (!get_check(out_val)) return FALSE;
1909 /* Artifacts cannot be destroyed */
1910 if (artifact_p(o_ptr) || o_ptr->art_name)
1912 byte feel = FEEL_SPECIAL;
1916 msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
1918 msg_format("You fail to turn %s to gold!", o_name);
1922 /* Hack -- Handle icky artifacts */
1923 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1925 /* Hack -- inscribe the artifact */
1926 o_ptr->feeling = feel;
1928 /* We have "felt" it (again) */
1929 o_ptr->ident |= (IDENT_SENSE);
1931 /* Combine the pack */
1932 p_ptr->notice |= (PN_COMBINE);
1935 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1941 price = object_value_real(o_ptr);
1947 msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
1949 msg_format("You turn %s to fool's gold.", o_name);
1957 if (amt > 1) price *= amt;
1959 if (price > 30000) price = 30000;
1961 msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
1963 msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
1969 p_ptr->redraw |= (PR_GOLD);
1972 p_ptr->window |= (PW_PLAYER);
1976 /* Eliminate the item (from the pack) */
1979 inven_item_increase(item, -amt);
1980 inven_item_describe(item);
1981 inven_item_optimize(item);
1984 /* Eliminate the item (from the floor) */
1987 floor_item_increase(0 - item, -amt);
1988 floor_item_describe(0 - item);
1989 floor_item_optimize(0 - item);
1997 * Create stairs at the player location
1999 void stair_creation(void)
2002 if (!cave_valid_bold(py, px))
2005 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
2007 msg_print("The object resists the spell.");
2014 delete_object(py, px);
2016 /* Create a staircase */
2017 if (p_ptr->inside_arena || (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || p_ptr->inside_battle || !dun_level)
2019 /* arena or quest */
2021 msg_print("¸ú²Ì¤¬¤¢¤ê¤Þ¤»¤ó¡ª");
2023 msg_print("There is no effect!");
2027 else if (ironman_downward)
2029 /* Town/wilderness or Ironman */
2030 cave_set_feat(py, px, FEAT_MORE);
2032 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
2035 cave_set_feat(py, px, FEAT_LESS);
2037 else if (rand_int(100) < 50)
2039 cave_set_feat(py, px, FEAT_MORE);
2043 cave_set_feat(py, px, FEAT_LESS);
2049 * Hook to specify "weapon"
2051 bool item_tester_hook_weapon(object_type *o_ptr)
2053 switch (o_ptr->tval)
2067 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2074 bool item_tester_hook_weapon2(object_type *o_ptr)
2076 switch (o_ptr->tval)
2096 * Hook to specify "armour"
2098 bool item_tester_hook_armour(object_type *o_ptr)
2100 switch (o_ptr->tval)
2120 bool item_tester_hook_corpse(object_type *o_ptr)
2122 switch (o_ptr->tval)
2135 * Check if an object is weapon or armour (but not arrow, bolt, or shot)
2137 bool item_tester_hook_weapon_armour(object_type *o_ptr)
2139 switch (o_ptr->tval)
2168 * Check if an object is nameless weapon or armour
2170 bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2172 if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
2175 switch (o_ptr->tval)
2204 * Break the curse of an item
2206 static void break_curse(object_type *o_ptr)
2210 /* Extract the flags */
2211 object_flags(o_ptr, &f1, &f2, &f3);
2213 if (cursed_p(o_ptr) && !(f3 & TR3_PERMA_CURSE) && !(f3 & TR3_HEAVY_CURSE) && (rand_int(100) < 25))
2216 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
2218 msg_print("The curse is broken!");
2222 o_ptr->ident &= ~(IDENT_CURSED);
2223 o_ptr->ident |= (IDENT_SENSE);
2225 if (o_ptr->art_flags3 & TR3_CURSED)
2226 o_ptr->art_flags3 &= ~(TR3_CURSED);
2228 o_ptr->feeling = FEEL_NONE;
2234 * Enchants a plus onto an item. -RAK-
2236 * Revamped! Now takes item pointer, number of times to try enchanting,
2237 * and a flag of what to try enchanting. Artifacts resist enchantment
2238 * some of the time, and successful enchantment to at least +0 might
2239 * break a curse on the item. -CFT-
2241 * Note that an item can technically be enchanted all the way to +15 if
2242 * you wait a very, very, long time. Going from +9 to +10 only works
2243 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2245 * Note that this function can now be used on "piles" of items, and
2246 * the larger the pile, the lower the chance of success.
2248 bool enchant(object_type *o_ptr, int n, int eflag)
2250 int i, chance, prob;
2252 bool a = (artifact_p(o_ptr) || o_ptr->art_name);
2253 bool force = (eflag & ENCH_FORCE);
2256 /* Large piles resist enchantment */
2257 prob = o_ptr->number * 100;
2259 /* Missiles are easy to enchant */
2260 if ((o_ptr->tval == TV_BOLT) ||
2261 (o_ptr->tval == TV_ARROW) ||
2262 (o_ptr->tval == TV_SHOT))
2268 for (i = 0; i < n; i++)
2270 /* Hack -- Roll for pile resistance */
2271 if (!force && rand_int(prob) >= 100) continue;
2273 /* Enchant to hit */
2274 if (eflag & ENCH_TOHIT)
2276 if (o_ptr->to_h < 0) chance = 0;
2277 else if (o_ptr->to_h > 15) chance = 1000;
2278 else chance = enchant_table[o_ptr->to_h];
2280 if (force || ((randint(1000) > chance) && (!a || (rand_int(100) < 50))))
2285 /* only when you get it above -1 -CFT */
2286 if (o_ptr->to_h >= 0)
2291 /* Enchant to damage */
2292 if (eflag & ENCH_TODAM)
2294 if (o_ptr->to_d < 0) chance = 0;
2295 else if (o_ptr->to_d > 15) chance = 1000;
2296 else chance = enchant_table[o_ptr->to_d];
2298 if (force || ((randint(1000) > chance) && (!a || (rand_int(100) < 50))))
2303 /* only when you get it above -1 -CFT */
2304 if (o_ptr->to_d >= 0)
2309 /* Enchant to armor class */
2310 if (eflag & ENCH_TOAC)
2312 if (o_ptr->to_a < 0) chance = 0;
2313 else if (o_ptr->to_a > 15) chance = 1000;
2314 else chance = enchant_table[o_ptr->to_a];
2316 if (force || ((randint(1000) > chance) && (!a || (rand_int(100) < 50))))
2321 /* only when you get it above -1 -CFT */
2322 if (o_ptr->to_a >= 0)
2329 if (!res) return (FALSE);
2331 /* Recalculate bonuses */
2332 p_ptr->update |= (PU_BONUS);
2334 /* Combine / Reorder the pack (later) */
2335 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2338 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2349 * Enchant an item (in the inventory or on the floor)
2350 * Note that "num_ac" requires armour, else weapon
2351 * Returns TRUE if attempted, FALSE if cancelled
2353 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2358 char o_name[MAX_NLEN];
2362 /* Assume enchant weapon */
2363 item_tester_hook = item_tester_hook_weapon;
2364 item_tester_no_ryoute = TRUE;
2366 /* Enchant armor if requested */
2367 if (num_ac) item_tester_hook = item_tester_hook_armour;
2371 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2372 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2374 q = "Enchant which item? ";
2375 s = "You have nothing to enchant.";
2378 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2380 /* Get the item (in the pack) */
2383 o_ptr = &inventory[item];
2386 /* Get the item (on the floor) */
2389 o_ptr = &o_list[0 - item];
2394 object_desc(o_name, o_ptr, FALSE, 0);
2398 msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
2401 msg_format("%s %s glow%s brightly!",
2402 ((item >= 0) ? "Your" : "The"), o_name,
2403 ((o_ptr->number > 1) ? "" : "s"));
2408 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2409 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2410 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2416 if (flush_failure) flush();
2420 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2422 msg_print("The enchantment failed.");
2425 if (randint(3)==1) chg_virtue(V_ENCHANT, -1);
2428 chg_virtue(V_ENCHANT, 1);
2432 /* Something happened */
2437 bool artifact_scroll(void)
2442 char o_name[MAX_NLEN];
2446 item_tester_no_ryoute = TRUE;
2447 /* Enchant weapon/armour */
2448 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2452 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2453 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2455 q = "Enchant which item? ";
2456 s = "You have nothing to enchant.";
2459 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2461 /* Get the item (in the pack) */
2464 o_ptr = &inventory[item];
2467 /* Get the item (on the floor) */
2470 o_ptr = &o_list[0 - item];
2475 object_desc(o_name, o_ptr, FALSE, 0);
2479 msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
2481 msg_format("%s %s radiate%s a blinding light!",
2482 ((item >= 0) ? "Your" : "The"), o_name,
2483 ((o_ptr->number > 1) ? "" : "s"));
2486 if (o_ptr->name1 || o_ptr->art_name)
2489 msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2492 msg_format("The %s %s already %s!",
2493 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2494 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2500 else if (o_ptr->name2)
2503 msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2506 msg_format("The %s %s already %s!",
2507 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2508 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2514 else if (o_ptr->xtra3)
2517 msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª",
2520 msg_format("The %s %s already %s!",
2521 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2522 ((o_ptr->number > 1) ? "kaji items" : "an kaji item"));
2528 if (o_ptr->number > 1)
2531 msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
2532 msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
2534 msg_print("Not enough enough energy to enchant more than one object!");
2535 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2540 inven_item_increase(item, 1-(o_ptr->number));
2544 floor_item_increase(0-item, 1-(o_ptr->number));
2547 okay = create_artifact(o_ptr, TRUE);
2554 if (flush_failure) flush();
2558 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2560 msg_print("The enchantment failed.");
2563 if (randint(3)==1) chg_virtue(V_ENCHANT, -1);
2566 chg_virtue(V_ENCHANT, 1);
2570 /* Something happened */
2576 * Identify an object
2578 void identify_item(object_type *o_ptr)
2580 bool motoart = TRUE;
2581 char o_name[MAX_NLEN];
2584 object_desc(o_name, o_ptr, TRUE, 3);
2586 if ((artifact_p(o_ptr) || o_ptr->art_name) && !(o_ptr->ident & IDENT_KNOWN))
2589 if (!(o_ptr->ident & (IDENT_MENTAL)))
2591 if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
2592 chg_virtue(V_KNOWLEDGE, 1);
2595 /* Identify it fully */
2596 object_aware(o_ptr);
2597 object_known(o_ptr);
2599 /* Recalculate bonuses */
2600 p_ptr->update |= (PU_BONUS);
2602 /* Combine / Reorder the pack (later) */
2603 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2606 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2608 strcpy(record_o_name, o_name);
2612 object_desc(o_name, o_ptr, TRUE, 0);
2614 if(record_fix_art && !motoart && artifact_p(o_ptr))
2615 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2616 if(record_rand_art && !motoart && o_ptr->art_name)
2617 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2621 bool item_tester_hook_identify(object_type *o_ptr)
2623 return (bool)!object_known_p(o_ptr);
2626 bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2628 if (object_known_p(o_ptr))
2630 return item_tester_hook_weapon_armour(o_ptr);
2634 * Identify an object in the inventory (or on the floor)
2635 * This routine does *not* automatically combine objects.
2636 * Returns TRUE if something was identified, else FALSE.
2638 bool ident_spell(bool only_equip)
2642 char o_name[MAX_NLEN];
2645 item_tester_no_ryoute = TRUE;
2648 item_tester_hook = item_tester_hook_identify_weapon_armour;
2650 item_tester_hook = item_tester_hook_identify;
2652 if (!can_get_item())
2656 item_tester_hook = item_tester_hook_weapon_armour;
2660 item_tester_hook = NULL;
2666 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2667 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2669 q = "Identify which item? ";
2670 s = "You have nothing to identify.";
2673 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2675 /* Get the item (in the pack) */
2678 o_ptr = &inventory[item];
2681 /* Get the item (on the floor) */
2684 o_ptr = &o_list[0 - item];
2688 identify_item(o_ptr);
2691 object_desc(o_name, o_ptr, TRUE, 3);
2694 if (item >= INVEN_RARM)
2697 msg_format("%^s: %s(%c)¡£",
2699 msg_format("%^s: %s (%c).",
2702 describe_use(item), o_name, index_to_label(item));
2707 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£",
2709 msg_format("In your pack: %s (%c).",
2712 o_name, index_to_label(item));
2717 msg_format("¾²¾å: %s¡£",
2719 msg_format("On the ground: %s.",
2725 /* Something happened */
2731 * Mundanify an object in the inventory (or on the floor)
2732 * This routine does *not* automatically combine objects.
2733 * Returns TRUE if something was mundanified, else FALSE.
2735 bool mundane_spell(bool only_equip)
2741 if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
2742 item_tester_no_ryoute = TRUE;
2746 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
2747 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2749 q = "Use which item? ";
2750 s = "You have nothing you can use.";
2753 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2755 /* Get the item (in the pack) */
2758 o_ptr = &inventory[item];
2761 /* Get the item (on the floor) */
2764 o_ptr = &o_list[0 - item];
2769 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2771 msg_print("There is a bright flash of light!");
2774 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2775 byte ix = o_ptr->ix; /* X-position on map, or zero */
2776 s16b next_o_idx= o_ptr->next_o_idx; /* Next object in stack (if any) */
2777 byte marked=o_ptr->marked; /* Object is marked */
2778 s16b weight = (o_ptr->number*o_ptr->weight);
2781 object_prep(o_ptr, o_ptr->k_idx);
2785 o_ptr->next_o_idx=next_o_idx;
2786 o_ptr->marked=marked;
2787 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2791 /* Something happened */
2797 bool item_tester_hook_identify_fully(object_type *o_ptr)
2799 return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
2802 bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
2804 if (!item_tester_hook_identify_fully(o_ptr))
2806 return item_tester_hook_weapon_armour(o_ptr);
2810 * Fully "identify" an object in the inventory -BEN-
2811 * This routine returns TRUE if an item was identified.
2813 bool identify_fully(bool only_equip)
2817 char o_name[MAX_NLEN];
2820 item_tester_no_ryoute = TRUE;
2822 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2824 item_tester_hook = item_tester_hook_identify_fully;
2826 if (!can_get_item())
2829 item_tester_hook = item_tester_hook_weapon_armour;
2831 item_tester_hook = NULL;
2836 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2837 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2839 q = "Identify which item? ";
2840 s = "You have nothing to identify.";
2843 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2845 /* Get the item (in the pack) */
2848 o_ptr = &inventory[item];
2851 /* Get the item (on the floor) */
2854 o_ptr = &o_list[0 - item];
2858 identify_item(o_ptr);
2860 /* Mark the item as fully known */
2861 o_ptr->ident |= (IDENT_MENTAL);
2867 object_desc(o_name, o_ptr, TRUE, 3);
2870 if (item >= INVEN_RARM)
2873 msg_format("%^s: %s(%c)¡£",
2875 msg_format("%^s: %s (%c).",
2878 describe_use(item), o_name, index_to_label(item));
2883 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£",
2885 msg_format("In your pack: %s (%c).",
2888 o_name, index_to_label(item));
2893 msg_format("¾²¾å: %s¡£",
2895 msg_format("On the ground: %s.",
2901 /* Describe it fully */
2902 (void)identify_fully_aux(o_ptr);
2912 * Hook for "get_item()". Determine if something is rechargable.
2914 bool item_tester_hook_recharge(object_type *o_ptr)
2916 /* Recharge staffs */
2917 if (o_ptr->tval == TV_STAFF) return (TRUE);
2919 /* Recharge wands */
2920 if (o_ptr->tval == TV_WAND) return (TRUE);
2922 /* Hack -- Recharge rods */
2923 if (o_ptr->tval == TV_ROD) return (TRUE);
2931 * Recharge a wand/staff/rod from the pack or on the floor.
2932 * This function has been rewritten in Oangband and ZAngband.
2934 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2935 * Chaos -- Arcane Binding --> recharge(90)
2937 * Scroll of recharging --> recharge(130)
2938 * Artifact activation/Thingol --> recharge(130)
2940 * It is harder to recharge high level, and highly charged wands,
2941 * staffs, and rods. The more wands in a stack, the more easily and
2942 * strongly they recharge. Staffs, however, each get fewer charges if
2945 * XXX XXX XXX Beware of "sliding index errors".
2947 bool recharge(int power)
2950 int recharge_strength, recharge_amount;
2959 char o_name[MAX_NLEN];
2961 /* Only accept legal items */
2962 item_tester_hook = item_tester_hook_recharge;
2966 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
2967 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2969 q = "Recharge which item? ";
2970 s = "You have nothing to recharge.";
2973 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2975 /* Get the item (in the pack) */
2978 o_ptr = &inventory[item];
2981 /* Get the item (on the floor) */
2984 o_ptr = &o_list[0 - item];
2987 /* Get the object kind. */
2988 k_ptr = &k_info[o_ptr->k_idx];
2990 /* Extract the object "level" */
2991 lev = get_object_level(o_ptr);
2994 /* Recharge a rod */
2995 if (o_ptr->tval == TV_ROD)
2997 /* Extract a recharge strength by comparing object level to power. */
2998 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
3002 if (rand_int(recharge_strength) == 0)
3004 /* Activate the failure code. */
3011 /* Recharge amount */
3012 recharge_amount = (power * damroll(3, 2));
3014 /* Recharge by that amount */
3015 if (o_ptr->timeout > recharge_amount)
3016 o_ptr->timeout -= recharge_amount;
3023 /* Recharge wand/staff */
3026 /* Extract a recharge strength by comparing object level to power.
3027 * Divide up a stack of wands' charges to calculate charge penalty.
3029 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3030 recharge_strength = (100 + power - lev -
3031 (8 * o_ptr->pval / o_ptr->number)) / 15;
3033 /* All staffs, unstacked wands. */
3034 else recharge_strength = (100 + power - lev -
3035 (8 * o_ptr->pval)) / 15;
3038 if (recharge_strength < 0) recharge_strength = 0;
3041 if (rand_int(recharge_strength) == 0)
3043 /* Activate the failure code. */
3047 /* If the spell didn't backfire, recharge the wand or staff. */
3050 /* Recharge based on the standard number of charges. */
3051 recharge_amount = randint(1 + k_ptr->pval / 2);
3053 /* Multiple wands in a stack increase recharging somewhat. */
3054 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3057 (randint(recharge_amount * (o_ptr->number - 1))) / 2;
3058 if (recharge_amount < 1) recharge_amount = 1;
3059 if (recharge_amount > 12) recharge_amount = 12;
3062 /* But each staff in a stack gets fewer additional charges,
3063 * although always at least one.
3065 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
3067 recharge_amount /= o_ptr->number;
3068 if (recharge_amount < 1) recharge_amount = 1;
3071 /* Recharge the wand or staff. */
3072 o_ptr->pval += recharge_amount;
3075 /* Hack -- we no longer "know" the item */
3076 o_ptr->ident &= ~(IDENT_KNOWN);
3078 /* Hack -- we no longer think the item is empty */
3079 o_ptr->ident &= ~(IDENT_EMPTY);
3084 /* Inflict the penalties for failing a recharge. */
3087 /* Artifacts are never destroyed. */
3088 if (artifact_p(o_ptr))
3090 object_desc(o_name, o_ptr, TRUE, 0);
3092 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
3094 msg_format("The recharging backfires - %s is completely drained!", o_name);
3098 /* Artifact rods. */
3099 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3100 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3102 /* Artifact wands and staffs. */
3103 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3108 /* Get the object description */
3109 object_desc(o_name, o_ptr, FALSE, 0);
3111 /*** Determine Seriousness of Failure ***/
3113 /* Mages recharge objects more safely. */
3114 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)
3116 /* 10% chance to blow up one rod, otherwise draining. */
3117 if (o_ptr->tval == TV_ROD)
3119 if (randint(10) == 1) fail_type = 2;
3122 /* 75% chance to blow up one wand, otherwise draining. */
3123 else if (o_ptr->tval == TV_WAND)
3125 if (randint(3) != 1) fail_type = 2;
3128 /* 50% chance to blow up one staff, otherwise no effect. */
3129 else if (o_ptr->tval == TV_STAFF)
3131 if (randint(2) == 1) fail_type = 2;
3136 /* All other classes get no special favors. */
3139 /* 33% chance to blow up one rod, otherwise draining. */
3140 if (o_ptr->tval == TV_ROD)
3142 if (randint(3) == 1) fail_type = 2;
3145 /* 20% chance of the entire stack, else destroy one wand. */
3146 else if (o_ptr->tval == TV_WAND)
3148 if (randint(5) == 1) fail_type = 3;
3151 /* Blow up one staff. */
3152 else if (o_ptr->tval == TV_STAFF)
3158 /*** Apply draining and destruction. ***/
3160 /* Drain object or stack of objects. */
3163 if (o_ptr->tval == TV_ROD)
3166 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
3168 msg_print("The recharge backfires, draining the rod further!");
3171 if (o_ptr->timeout < 10000)
3172 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3174 else if (o_ptr->tval == TV_WAND)
3177 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
3179 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
3184 /* Staffs aren't drained. */
3187 /* Destroy an object or one in a stack of objects. */
3190 if (o_ptr->number > 1)
3192 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
3194 msg_format("Wild magic consumes one of your %s!", o_name);
3199 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3201 msg_format("Wild magic consumes your %s!", o_name);
3205 /* Reduce rod stack maximum timeout, drain wands. */
3206 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3207 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3209 /* Reduce and describe inventory */
3212 inven_item_increase(item, -1);
3213 inven_item_describe(item);
3214 inven_item_optimize(item);
3217 /* Reduce and describe floor item */
3220 floor_item_increase(0 - item, -1);
3221 floor_item_describe(0 - item);
3222 floor_item_optimize(0 - item);
3226 /* Destroy all members of a stack of objects. */
3229 if (o_ptr->number > 1)
3231 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
3233 msg_format("Wild magic consumes all your %s!", o_name);
3238 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3240 msg_format("Wild magic consumes your %s!", o_name);
3245 /* Reduce and describe inventory */
3248 inven_item_increase(item, -999);
3249 inven_item_describe(item);
3250 inven_item_optimize(item);
3253 /* Reduce and describe floor item */
3256 floor_item_increase(0 - item, -999);
3257 floor_item_describe(0 - item);
3258 floor_item_optimize(0 - item);
3264 /* Combine / Reorder the pack (later) */
3265 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3268 p_ptr->window |= (PW_INVEN);
3270 /* Something was done */
3278 bool bless_weapon(void)
3283 char o_name[MAX_NLEN];
3286 item_tester_no_ryoute = TRUE;
3287 /* Assume enchant weapon */
3288 item_tester_hook = item_tester_hook_weapon2;
3292 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
3293 s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3295 q = "Bless which weapon? ";
3296 s = "You have weapon to bless.";
3299 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3302 /* Get the item (in the pack) */
3305 o_ptr = &inventory[item];
3308 /* Get the item (on the floor) */
3311 o_ptr = &o_list[0 - item];
3316 object_desc(o_name, o_ptr, FALSE, 0);
3318 /* Extract the flags */
3319 object_flags(o_ptr, &f1, &f2, &f3);
3321 if (o_ptr->ident & IDENT_CURSED)
3323 if (((f3 & TR3_HEAVY_CURSE) && (randint(100) < 33)) ||
3324 (f3 & TR3_PERMA_CURSE))
3327 msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
3330 msg_format("The black aura on %s %s disrupts the blessing!",
3331 ((item >= 0) ? "your" : "the"), o_name);
3338 msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
3341 msg_format("A malignant aura leaves %s %s.",
3342 ((item >= 0) ? "your" : "the"), o_name);
3347 o_ptr->ident &= ~(IDENT_CURSED);
3349 /* Hack -- Assume felt */
3350 o_ptr->ident |= (IDENT_SENSE);
3353 o_ptr->feeling = FEEL_NONE;
3355 /* Recalculate the bonuses */
3356 p_ptr->update |= (PU_BONUS);
3359 p_ptr->window |= (PW_EQUIP);
3363 * Next, we try to bless it. Artifacts have a 1/3 chance of
3364 * being blessed, otherwise, the operation simply disenchants
3365 * them, godly power negating the magic. Ok, the explanation
3366 * is silly, but otherwise priests would always bless every
3367 * artifact weapon they find. Ego weapons and normal weapons
3368 * can be blessed automatically.
3370 if (f3 & TR3_BLESSED)
3373 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
3376 msg_format("%s %s %s blessed already.",
3377 ((item >= 0) ? "Your" : "The"), o_name,
3378 ((o_ptr->number > 1) ? "were" : "was"));
3384 if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || (randint(3) == 1))
3388 msg_format("%s¤Ïµ±¤¤¤¿¡ª",
3391 msg_format("%s %s shine%s!",
3392 ((item >= 0) ? "Your" : "The"), o_name,
3393 ((o_ptr->number > 1) ? "" : "s"));
3396 o_ptr->art_flags3 |= TR3_BLESSED;
3397 o_ptr->discount = 99;
3401 bool dis_happened = FALSE;
3404 msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
3406 msg_print("The weapon resists your blessing!");
3410 /* Disenchant tohit */
3411 if (o_ptr->to_h > 0)
3414 dis_happened = TRUE;
3417 if ((o_ptr->to_h > 5) && (rand_int(100) < 33)) o_ptr->to_h--;
3419 /* Disenchant todam */
3420 if (o_ptr->to_d > 0)
3423 dis_happened = TRUE;
3426 if ((o_ptr->to_d > 5) && (rand_int(100) < 33)) o_ptr->to_d--;
3428 /* Disenchant toac */
3429 if (o_ptr->to_a > 0)
3432 dis_happened = TRUE;
3435 if ((o_ptr->to_a > 5) && (rand_int(100) < 33)) o_ptr->to_a--;
3440 msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
3442 msg_print("There is a static feeling in the air...");
3446 msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
3449 msg_format("%s %s %s disenchanted!",
3450 ((item >= 0) ? "Your" : "The"), o_name,
3451 ((o_ptr->number > 1) ? "were" : "was"));
3457 /* Recalculate bonuses */
3458 p_ptr->update |= (PU_BONUS);
3461 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3472 bool pulish_shield(void)
3477 char o_name[MAX_NLEN];
3480 item_tester_no_ryoute = TRUE;
3481 /* Assume enchant weapon */
3482 item_tester_tval = TV_SHIELD;
3486 q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
3487 s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3489 q = "Pulish which weapon? ";
3490 s = "You have weapon to pulish.";
3493 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3496 /* Get the item (in the pack) */
3499 o_ptr = &inventory[item];
3502 /* Get the item (on the floor) */
3505 o_ptr = &o_list[0 - item];
3510 object_desc(o_name, o_ptr, FALSE, 0);
3512 /* Extract the flags */
3513 object_flags(o_ptr, &f1, &f2, &f3);
3515 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
3516 !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_SHIELD_OF_DEFLECTION))
3519 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
3521 msg_format("%s %s shine%s!",
3522 ((item >= 0) ? "Your" : "The"), o_name,
3523 ((o_ptr->number > 1) ? "" : "s"));
3525 o_ptr->name2 = EGO_REFLECTION;
3526 enchant(o_ptr, rand_int(3) + 4, ENCH_TOAC);
3528 o_ptr->discount = 99;
3529 chg_virtue(V_ENCHANT, 2);
3535 if (flush_failure) flush();
3538 msg_print("¼ºÇÔ¤·¤¿¡£");
3540 msg_print("Failed.");
3543 chg_virtue(V_ENCHANT, -2);
3552 * Potions "smash open" and cause an area effect when
3553 * (1) they are shattered while in the player's inventory,
3554 * due to cold (etc) attacks;
3555 * (2) they are thrown at a monster, or obstacle;
3556 * (3) they are shattered by a "cold ball" or other such spell
3557 * while lying on the floor.
3560 * who --- who caused the potion to shatter (0=player)
3561 * potions that smash on the floor are assumed to
3562 * be caused by no-one (who = 1), as are those that
3563 * shatter inside the player inventory.
3564 * (Not anymore -- I changed this; TY)
3565 * y, x --- coordinates of the potion (or player if
3566 * the potion was in her inventory);
3567 * o_ptr --- pointer to the potion object.
3569 bool potion_smash_effect(int who, int y, int x, int k_idx)
3577 object_kind *k_ptr = &k_info[k_idx];
3579 switch (k_ptr->sval)
3581 case SV_POTION_SALT_WATER:
3582 case SV_POTION_SLIME_MOLD:
3583 case SV_POTION_LOSE_MEMORIES:
3584 case SV_POTION_DEC_STR:
3585 case SV_POTION_DEC_INT:
3586 case SV_POTION_DEC_WIS:
3587 case SV_POTION_DEC_DEX:
3588 case SV_POTION_DEC_CON:
3589 case SV_POTION_DEC_CHR:
3590 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3591 case SV_POTION_APPLE_JUICE:
3594 case SV_POTION_INFRAVISION:
3595 case SV_POTION_DETECT_INVIS:
3596 case SV_POTION_SLOW_POISON:
3597 case SV_POTION_CURE_POISON:
3598 case SV_POTION_BOLDNESS:
3599 case SV_POTION_RESIST_HEAT:
3600 case SV_POTION_RESIST_COLD:
3601 case SV_POTION_HEROISM:
3602 case SV_POTION_BESERK_STRENGTH:
3603 case SV_POTION_RES_STR:
3604 case SV_POTION_RES_INT:
3605 case SV_POTION_RES_WIS:
3606 case SV_POTION_RES_DEX:
3607 case SV_POTION_RES_CON:
3608 case SV_POTION_RES_CHR:
3609 case SV_POTION_INC_STR:
3610 case SV_POTION_INC_INT:
3611 case SV_POTION_INC_WIS:
3612 case SV_POTION_INC_DEX:
3613 case SV_POTION_INC_CON:
3614 case SV_POTION_INC_CHR:
3615 case SV_POTION_AUGMENTATION:
3616 case SV_POTION_ENLIGHTENMENT:
3617 case SV_POTION_STAR_ENLIGHTENMENT:
3618 case SV_POTION_SELF_KNOWLEDGE:
3619 case SV_POTION_EXPERIENCE:
3620 case SV_POTION_RESISTANCE:
3621 case SV_POTION_INVULNERABILITY:
3622 case SV_POTION_NEW_LIFE:
3623 /* All of the above potions have no effect when shattered */
3625 case SV_POTION_SLOWNESS:
3631 case SV_POTION_POISON:
3637 case SV_POTION_BLINDNESS:
3642 case SV_POTION_CONFUSION: /* Booze */
3647 case SV_POTION_SLEEP:
3652 case SV_POTION_RUINATION:
3653 case SV_POTION_DETONATIONS:
3655 dam = damroll(25, 25);
3659 case SV_POTION_DEATH:
3660 dt = GF_DEATH_RAY; /* !! */
3661 dam = k_ptr->level * 10;
3666 case SV_POTION_SPEED:
3670 case SV_POTION_CURE_LIGHT:
3672 dam = damroll(2, 3);
3675 case SV_POTION_CURE_SERIOUS:
3677 dam = damroll(4, 3);
3680 case SV_POTION_CURE_CRITICAL:
3681 case SV_POTION_CURING:
3683 dam = damroll(6, 3);
3686 case SV_POTION_HEALING:
3688 dam = damroll(10, 10);
3691 case SV_POTION_RESTORE_EXP:
3697 case SV_POTION_LIFE:
3699 dam = damroll(50, 50);
3703 case SV_POTION_STAR_HEALING:
3705 dam = damroll(50, 50);
3709 case SV_POTION_RESTORE_MANA: /* MANA */
3711 dam = damroll(10, 10);
3719 (void)project(who, radius, y, x, dam, dt,
3720 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3722 /* XXX those potions that explode need to become "known" */
3728 * Hack -- Display all known spells in a window
3730 * XXX XXX XXX Need to analyze size of the window.
3732 * XXX XXX XXX Need more color coding.
3734 void display_spell_list(void)
3738 int use_realm1 = p_ptr->realm1 - 1;
3739 int use_realm2 = p_ptr->realm2 - 1;
3749 /* Warriors are illiterate */
3750 if (!mp_ptr->spell_book) return;
3751 if (p_ptr->pclass == CLASS_SORCERER) return;
3752 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3754 /* Mindcrafter spell-list */
3755 if ((p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_FORCETRAINER))
3761 int plev = p_ptr->lev;
3768 /* Display a list of spells */
3771 put_str("̾Á°", y, x + 5);
3772 put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
3774 put_str("Name", y, x + 5);
3775 put_str("Lv Mana Fail Info", y, x + 35);
3778 switch(p_ptr->pclass)
3780 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3781 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3782 default: use_mind = 0;break;
3785 /* Dump the spells */
3786 for (i = 0; i < MAX_MIND_POWERS; i++)
3788 byte a = TERM_WHITE;
3790 /* Access the available spell */
3791 spell = mind_powers[use_mind].info[i];
3792 if (spell.min_lev > plev) break;
3794 /* Get the failure rate */
3795 chance = spell.fail;
3797 /* Reduce failure rate by "effective" level adjustment */
3798 chance -= 3 * (p_ptr->lev - spell.min_lev);
3800 /* Reduce failure rate by INT/WIS adjustment */
3801 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3803 /* Not enough mana to cast */
3804 if (spell.mana_cost > p_ptr->csp)
3806 chance += 5 * (spell.mana_cost - p_ptr->csp);
3810 /* Extract the minimum failure rate */
3811 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3813 /* Minimum failure rate */
3814 if (chance < minfail) chance = minfail;
3816 /* Stunning makes spells harder */
3817 if (p_ptr->stun > 50) chance += 25;
3818 else if (p_ptr->stun) chance += 15;
3820 /* Always a 5 percent chance of working */
3821 if (chance > 95) chance = 95;
3824 mindcraft_info(comment, use_mind, i);
3826 /* Dump the spell */
3827 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3829 spell.min_lev, spell.mana_cost, chance, comment);
3831 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3836 /* Normal spellcaster with books */
3839 for (j = 0; j < ((use_realm2 > -1) ? 2 : 1); j++)
3843 /* Reset vertical */
3846 /* Vertical location */
3847 y = (j < 3) ? 0 : (m[j - 3] + 2);
3849 /* Horizontal location */
3853 for (i = 0; i < 32; i++)
3855 byte a = TERM_WHITE;
3857 /* Access the spell */
3858 if (!is_magic((j < 1) ? use_realm1 : use_realm2))
3860 s_ptr = &technic_info[(j < 1) ? use_realm1 : use_realm2 - MIN_TECHNIC][i % 32];
3864 s_ptr = &mp_ptr->info[(j < 1) ? use_realm1 : use_realm2][i % 32];
3867 strcpy(name, spell_names[technic2magic((j < 1) ? use_realm1+1 : use_realm2+1)-1][i % 32]);
3870 if (s_ptr->slevel >= 99)
3874 strcpy(name, "(ȽÆÉÉÔǽ)");
3876 strcpy(name, "(illegible)");
3886 ((spell_forgotten1 & (1L << i))) :
3887 ((spell_forgotten2 & (1L << (i % 32)))))
3894 else if (!((j < 1) ?
3895 (spell_learned1 & (1L << i)) :
3896 (spell_learned2 & (1L << (i % 32)))))
3903 else if (!((j < 1) ?
3904 (spell_worked1 & (1L << i)) :
3905 (spell_worked2 & (1L << (i % 32)))))
3911 /* Dump the spell --(-- */
3912 sprintf(out_val, "%c/%c) %-20.20s",
3913 I2A(n / 8), I2A(n % 8), name);
3918 /* Dump onto the window */
3919 Term_putstr(x, m[j], -1, a, out_val);
3930 * Returns spell chance of failure for spell -RAK-
3932 s16b spell_chance(int spell, int realm)
3934 int chance, minfail;
3937 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3940 /* Paranoia -- must be literate */
3941 if (!mp_ptr->spell_book) return (100);
3943 if (realm+1 == REALM_HISSATSU) return 0;
3945 /* Access the spell */
3946 if (!is_magic(realm+1))
3948 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
3952 s_ptr = &mp_ptr->info[realm][spell];
3955 /* Extract the base spell failure rate */
3956 chance = s_ptr->sfail;
3958 /* Reduce failure rate by "effective" level adjustment */
3959 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3961 /* Reduce failure rate by INT/WIS adjustment */
3962 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3965 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level-skill_exp[GINOU_RIDING]/100-10,0));
3967 if (p_ptr->pclass == CLASS_SORCERER)
3968 shouhimana = s_ptr->smana*2200 + 2399;
3969 else if (p_ptr->pclass == CLASS_RED_MAGE)
3970 shouhimana = s_ptr->smana*2600 + 2399;
3971 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
3972 shouhimana = (s_ptr->smana*(3800-spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)])+2399);
3973 else shouhimana = s_ptr->smana*3800;
3976 else shouhimana *= 4;
3978 if(shouhimana < 1) shouhimana = 1;
3980 /* Not enough mana to cast */
3981 if (shouhimana > p_ptr->csp)
3983 chance += 5 * (shouhimana - p_ptr->csp);
3986 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance += 10;
3987 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) chance -= 3;
3988 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) chance++;
3989 if (((realm + 1) != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3991 /* Extract the minimum failure rate */
3992 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3995 * Non mage/priest characters never get too good
3996 * (added high mage, mindcrafter)
3998 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
4000 if (minfail < 5) minfail = 5;
4003 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
4004 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
4005 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
4007 if (p_ptr->heavy_spell) chance += 20;
4008 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
4009 else if (p_ptr->easy_spell) chance-=3;
4010 else if (p_ptr->dec_mana) chance-=2;
4012 if ((realm+1 == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
4013 if ((realm+1 == REALM_LIFE) && (p_ptr->align < -20)) chance += penalty;
4014 if (((realm+1 == REALM_DEATH) || (realm+1 == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
4016 /* Minimum failure rate */
4017 if (chance < minfail) chance = minfail;
4019 /* Stunning makes spells harder */
4020 if (p_ptr->stun > 50) chance += 25;
4021 else if (p_ptr->stun) chance += 15;
4023 /* Always a 5 percent chance of working */
4024 if (chance > 95) chance = 95;
4026 if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
4028 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1399) chance--;
4029 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1599) chance--;
4031 if(p_ptr->dec_mana) chance--;
4032 if (p_ptr->heavy_spell) chance += 5;
4034 chance = MAX(chance,0);
4036 /* Return the chance */
4043 * Determine if a spell is "okay" for the player to cast or study
4044 * The spell must be legible, not forgotten, and also, to cast,
4045 * it must be known, and to study, it must not be known.
4047 bool spell_okay(int spell, bool learned, bool study_pray, int realm)
4051 /* Access the spell */
4052 if (!is_magic(realm+1))
4054 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
4058 s_ptr = &mp_ptr->info[realm][spell];
4061 /* Spell is illegal */
4062 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
4064 /* Spell is forgotten */
4065 if ((realm == p_ptr->realm2 - 1) ?
4066 (spell_forgotten2 & (1L << spell)) :
4067 (spell_forgotten1 & (1L << spell)))
4073 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
4074 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
4076 /* Spell is learned */
4077 if ((realm == p_ptr->realm2 - 1) ?
4078 (spell_learned2 & (1L << spell)) :
4079 (spell_learned1 & (1L << spell)))
4082 return (!study_pray);
4085 /* Okay to study, not to cast */
4092 * Extra information on a spell -DRS-
4094 * We can use up to 14 characters of the buffer 'p'
4096 * The strings in this function were extracted from the code in the
4097 * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
4099 static void spell_info(char *p, int spell, int realm)
4101 int plev = p_ptr->lev;
4104 int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
4105 p_ptr->pclass == CLASS_HIGH_MAGE ||
4106 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4108 int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
4109 p_ptr->pclass == CLASS_HIGH_MAGE ||
4110 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4112 cptr s_dam = "»½ý:";
4113 cptr s_dur = "´ü´Ö:";
4114 cptr s_range = "ÈÏ°Ï:";
4115 cptr s_heal = "²óÉü:";
4116 cptr s_random = "¥é¥ó¥À¥à";
4117 cptr s_delay = "ÃÙ±ä:";
4119 cptr s_dam = "dam ";
4120 cptr s_dur = "dur ";
4121 cptr s_range = "range ";
4122 cptr s_heal = "heal ";
4123 cptr s_random = "random";
4124 cptr s_delay = "delay ";
4129 /* Analyze the spell */
4135 case 1: sprintf(p, " %s2d10", s_heal); break;
4136 case 2: sprintf(p, " %s12+d12", s_dur); break;
4137 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4138 case 6: sprintf(p, " %s4d10", s_heal); break;
4139 case 10: sprintf(p, " %s8d10", s_heal); break;
4140 case 11: sprintf(p, " %s24+d24", s_dur); break;
4141 case 12: sprintf(p, " %s3d6+%d", s_dam, orb); break;
4142 case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
4143 case 14: sprintf(p, " %s300", s_heal); break;
4144 case 16: sprintf(p, " %sd%d", s_dam, plev); break;
4145 case 18: sprintf(p, " %sd%d", s_dam, 3 * plev); break;
4146 case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4148 case 22: sprintf(p, " »:d%d/²ó:1000", 4 * plev); break;
4150 case 22: sprintf(p, " d %d/h 1000", 4 * plev); break;
4152 case 24: sprintf(p, " %s25+d25", s_dur); break;
4153 case 25: sprintf(p, " %s48+d48", s_dur); break;
4154 case 28: sprintf(p, " %s2000", s_heal); break;
4156 case 30: sprintf(p, " ²ó300/»%d+250", plev * 4); break;
4158 case 30: sprintf(p, " h300/d%d+250", plev * 4); break;
4160 case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
4164 case 1: /* Sorcery */
4167 case 1: sprintf(p, " %s10", s_range); break;
4168 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4169 case 5: sprintf(p, " %s%d", s_range, plev * 5); break;
4170 case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
4171 case 18: sprintf(p, " %s25+d30", s_dur); break;
4172 case 22: sprintf(p, " %s15+d21", s_delay); break;
4173 case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4174 case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
4176 case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
4178 case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4180 case 27: sprintf(p, " %s25+d30", s_dur); break;
4181 case 31: sprintf(p, " %s4+d4", s_dur); break;
4185 case 2: /* Nature */
4189 case 1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4191 case 1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4193 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4194 case 6: sprintf(p, " %s20+d20", s_dur); break;
4195 case 7: sprintf(p, " %s2d8", s_heal); break;
4196 case 9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
4197 case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
4198 case 12: sprintf(p, " %s6d8", s_dam); break;
4199 case 15: sprintf(p, " %s500", s_heal); break;
4200 case 17: sprintf(p, " %s20+d30", s_dur); break;
4201 case 18: sprintf(p, " %s20+d20", s_dur); break;
4203 case 24: sprintf(p, " Ⱦ·Â:10"); break;
4205 case 24: sprintf(p, " rad 10"); break;
4207 case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
4208 case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
4209 case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
4210 case 29: sprintf(p, " %s75", s_dam); break;
4211 case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
4218 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4219 case 2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4220 case 4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
4221 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4222 case 6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4223 case 7: sprintf(p, " %s%d", s_range, plev * 5); break;
4224 case 8: sprintf(p, " %s", s_random); break;
4225 case 9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
4226 case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
4227 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4228 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4229 case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
4230 case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
4231 case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
4232 case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
4233 case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
4235 case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4237 case 25: sprintf(p, " dam %d each", plev * 2); break;
4239 case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
4240 case 27: sprintf(p, " %s150 / 250", s_dam); break;
4241 case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
4242 case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
4243 case 31: sprintf(p, " %s3 * 175", s_dam); break;
4250 case 1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
4251 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4252 case 5: sprintf(p, " %s20+d20", s_dur); break;
4253 case 8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4254 case 9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4255 case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
4257 case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
4259 case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
4261 case 16: sprintf(p, " %s25+d25", s_dur); break;
4262 case 17: sprintf(p, " %s", s_random); break;
4263 case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
4264 case 19: sprintf(p, " %s25+d25", s_dur); break;
4265 case 21: sprintf(p, " %s3*100", s_dam); break;
4266 case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4267 case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
4268 case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4269 case 30: sprintf(p, " %s666", s_dam); break;
4270 case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
4277 case 0: sprintf(p, " %s10", s_range); break;
4278 case 2: sprintf(p, " %s", s_random); break;
4279 case 4: sprintf(p, " %s%d", s_range, plev * 4); break;
4280 case 5: sprintf(p, " %s25+d30", s_dur); break;
4282 case 8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
4284 case 8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4286 case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4287 case 14: sprintf(p, " %s15+d21", s_delay); break;
4288 case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
4290 case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4292 case 28: sprintf(p, " dam %d each", plev * 2); break;
4297 case 6: /* Arcane */
4300 case 0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
4301 case 4: sprintf(p, " %s10", s_range); break;
4302 case 5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
4303 case 7: sprintf(p, " %s2d8", s_heal); break;
4307 case 17: sprintf(p, " %s20+d20", s_dur); break;
4308 case 18: sprintf(p, " %s4d8", s_heal); break;
4309 case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
4310 case 21: sprintf(p, " %s6d8", s_dam); break;
4311 case 24: sprintf(p, " %s24+d24", s_dur); break;
4312 case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
4313 case 30: sprintf(p, " %s15+d21", s_delay); break;
4314 case 31: sprintf(p, " %s25+d30", s_dur); break;
4321 case 0: sprintf(p, " %s100+d100", s_dur); break;
4322 case 1: sprintf(p, " %s80+d80", s_dur); break;
4328 case 18: sprintf(p, " %s20+d20", s_dur); break;
4329 case 5: sprintf(p, " %s25+d25", s_dur); break;
4330 case 8: sprintf(p, " %s24+d24", s_dur); break;
4331 case 11: sprintf(p, " %s25+d25", s_dur); break;
4332 case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
4333 case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
4334 case 16: sprintf(p, " %s25+d30", s_dur); break;
4335 case 17: sprintf(p, " %s30+d20", s_dur); break;
4336 case 19: sprintf(p, " %s%d+d%d", s_dur, plev+20, plev); break;
4337 case 20: sprintf(p, " %s50+d50", s_dur); break;
4338 case 23: sprintf(p, " %s20+d20", s_dur); break;
4339 case 31: sprintf(p, " %s13+d13", s_dur); break;
4343 case 8: /* Daemon */
4346 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4347 case 2: sprintf(p, " %s12+d12", s_dur); break;
4348 case 3: sprintf(p, " %s20+d20", s_dur); break;
4349 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4350 case 7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4351 case 10: sprintf(p, " %s20+d20", s_dur); break;
4352 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4353 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4354 case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
4355 case 16: sprintf(p, " %s30+d25", s_dur); break;
4356 case 17: sprintf(p, " %s20+d20", s_dur); break;
4357 case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4358 case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
4359 case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4360 case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
4361 case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
4362 case 24: sprintf(p, " %s25+d25", s_dur); break;
4363 case 25: sprintf(p, " %s20+d20", s_dur); break;
4364 case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
4365 case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
4366 case 30: sprintf(p, " %s600", s_dam); break;
4367 case 31: sprintf(p, " %s15+d15", s_dur); break;
4371 case 15: /* Music */
4374 case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
4375 case 4 : sprintf(p, " %s2d6", s_heal); break;
4376 case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
4377 case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
4378 case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
4379 case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
4380 case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4381 case 28: sprintf(p, " %s15d10", s_heal); break;
4382 case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
4387 sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", realm);
4389 sprintf(p, "Unknown type: %d.", realm);
4396 * Print a list of spells (for browsing or casting or viewing)
4398 void print_spells(int target_spell, byte *spells, int num, int y, int x, int realm)
4400 int i, spell, shougou, increment = 64;
4412 if (((realm < 0) || (realm > MAX_REALM - 1)) && wizard)
4414 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
4416 msg_print("Warning! print_spells called with null realm");
4420 /* Title the list */
4422 if (realm+1 == REALM_HISSATSU)
4424 strcpy(buf," Lv MP");
4426 strcpy(buf," Lv SP");
4430 strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
4432 strcpy(buf,"Profic Lv SP Fail Effect");
4436 put_str("̾Á°", y, x + 5);
4437 put_str(buf, y, x + 29);
4439 put_str("Name", y, x + 5);
4440 put_str(buf, y, x + 29);
4443 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4444 else if ((realm + 1) == p_ptr->realm1) increment = 0;
4445 else if ((realm + 1) == p_ptr->realm2) increment = 32;
4447 /* Dump the spells */
4448 for (i = 0; i < num; i++)
4450 /* Access the spell */
4453 /* Access the spell */
4454 if (!is_magic(realm+1))
4456 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
4460 s_ptr = &mp_ptr->info[realm][spell];
4463 if (realm+1 == REALM_HISSATSU)
4464 shouhimana = s_ptr->smana;
4467 if (p_ptr->pclass == CLASS_SORCERER)
4468 shouhimana = s_ptr->smana*2200 + 2399;
4469 else if (p_ptr->pclass == CLASS_RED_MAGE)
4470 shouhimana = s_ptr->smana*2600 + 2399;
4471 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
4472 shouhimana = (s_ptr->smana*(3800-spell_exp[(spell+increment)])+2399);
4474 shouhimana = s_ptr->smana*3800+2399;
4477 else shouhimana *= 4;
4479 if(shouhimana < 1) shouhimana = 1;
4482 if ((increment == 64) || (s_ptr->slevel >= 99)) shougou = 0;
4483 else if (spell_exp[spell+increment]<900) shougou = 0;
4484 else if (spell_exp[spell+increment]<1200) shougou = 1;
4485 else if (spell_exp[spell+increment]<1400) shougou = 2;
4486 else if (spell_exp[spell+increment]<1600) shougou = 3;
4489 if (!increment && (shougou == 4)) max = TRUE;
4490 else if ((increment == 32) && (shougou == 3)) max = TRUE;
4491 else if (s_ptr->slevel >= 99) max = TRUE;
4492 else if (p_ptr->pclass == CLASS_RED_MAGE) max = TRUE;
4494 strncpy(ryakuji,shougou_moji[shougou],4);
4498 if (use_menu && target_spell)
4500 if (i == (target_spell-1))
4502 strcpy(out_val, " ¡Õ ");
4504 strcpy(out_val, " > ");
4507 strcpy(out_val, " ");
4509 else sprintf(out_val, " %c) ", I2A(i));
4510 /* Skip illegible spells */
4511 if (s_ptr->slevel >= 99)
4514 strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
4516 strcat(out_val, format("%-30s", "(illegible)"));
4519 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4523 /* XXX XXX Could label spells above the players level */
4525 /* Get extra info */
4526 spell_info(info, spell, realm);
4531 /* Assume spell is known and tried */
4532 line_attr = TERM_WHITE;
4534 /* Analyze the spell */
4535 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4537 if (s_ptr->slevel > p_ptr->max_plv)
4542 comment = " unknown";
4545 line_attr = TERM_L_BLUE;
4547 else if (s_ptr->slevel > p_ptr->lev)
4552 comment = " forgotten";
4555 line_attr = TERM_YELLOW;
4558 else if ((realm+1 != p_ptr->realm1) && (realm+1 != p_ptr->realm2))
4563 comment = " unknown";
4566 line_attr = TERM_L_BLUE;
4568 else if ((realm + 1 == p_ptr->realm1) ?
4569 ((spell_forgotten1 & (1L << spell))) :
4570 ((spell_forgotten2 & (1L << spell))))
4575 comment = " forgotten";
4578 line_attr = TERM_YELLOW;
4580 else if (!((realm + 1 == p_ptr->realm1) ?
4581 (spell_learned1 & (1L << spell)) :
4582 (spell_learned2 & (1L << spell))))
4587 comment = " unknown";
4590 line_attr = TERM_L_BLUE;
4592 else if (!((realm + 1 == p_ptr->realm1) ?
4593 (spell_worked1 & (1L << spell)) :
4594 (spell_worked2 & (1L << spell))))
4597 comment = " ̤·Ð¸³";
4599 comment = " untried";
4602 line_attr = TERM_L_GREEN;
4605 /* Dump the spell --(-- */
4606 if (realm+1 == REALM_HISSATSU)
4608 strcat(out_val, format("%-25s %2d %4d",
4609 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4610 s_ptr->slevel, shouhimana));
4614 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
4615 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4616 (max ? '!' : ' '), ryakuji,
4617 s_ptr->slevel, shouhimana, spell_chance(spell, realm), comment));
4619 c_prt(line_attr, out_val, y + i + 1, x);
4622 /* Clear the bottom line */
4623 prt("", y + i + 1, x);
4628 * Note that amulets, rods, and high-level spell books are immune
4629 * to "inventory damage" of any kind. Also sling ammo and shovels.
4634 * Does a given class of objects (usually) hate acid?
4635 * Note that acid can either melt or corrode something.
4637 bool hates_acid(object_type *o_ptr)
4639 /* Analyze the type */
4640 switch (o_ptr->tval)
4642 /* Wearable items */
4662 /* Staffs/Scrolls are wood/paper */
4675 /* Junk is useless */
4689 * Does a given object (usually) hate electricity?
4691 bool hates_elec(object_type *o_ptr)
4693 switch (o_ptr->tval)
4707 * Does a given object (usually) hate fire?
4708 * Hafted/Polearm weapons have wooden shafts.
4709 * Arrows/Bows are mostly wooden.
4711 bool hates_fire(object_type *o_ptr)
4713 /* Analyze the type */
4714 switch (o_ptr->tval)
4732 case TV_SORCERY_BOOK:
4733 case TV_NATURE_BOOK:
4737 case TV_ARCANE_BOOK:
4738 case TV_ENCHANT_BOOK:
4739 case TV_DAEMON_BOOK:
4741 case TV_HISSATSU_BOOK:
4752 /* Staffs/Scrolls burn */
4765 * Does a given object (usually) hate cold?
4767 bool hates_cold(object_type *o_ptr)
4769 switch (o_ptr->tval)
4786 int set_acid_destroy(object_type *o_ptr)
4789 if (!hates_acid(o_ptr)) return (FALSE);
4790 object_flags(o_ptr, &f1, &f2, &f3);
4791 if (f3 & TR3_IGNORE_ACID) return (FALSE);
4799 int set_elec_destroy(object_type *o_ptr)
4802 if (!hates_elec(o_ptr)) return (FALSE);
4803 object_flags(o_ptr, &f1, &f2, &f3);
4804 if (f3 & TR3_IGNORE_ELEC) return (FALSE);
4812 int set_fire_destroy(object_type *o_ptr)
4815 if (!hates_fire(o_ptr)) return (FALSE);
4816 object_flags(o_ptr, &f1, &f2, &f3);
4817 if (f3 & TR3_IGNORE_FIRE) return (FALSE);
4825 int set_cold_destroy(object_type *o_ptr)
4828 if (!hates_cold(o_ptr)) return (FALSE);
4829 object_flags(o_ptr, &f1, &f2, &f3);
4830 if (f3 & TR3_IGNORE_COLD) return (FALSE);
4836 * Destroys a type of item on a given percent chance
4837 * Note that missiles are no longer necessarily all destroyed
4838 * Destruction taken from "melee.c" code for "stealing".
4839 * New-style wands and rods handled correctly. -LM-
4840 * Returns number of items destroyed.
4842 int inven_damage(inven_func typ, int perc)
4846 char o_name[MAX_NLEN];
4848 /* Multishadow effects is determined by turn */
4849 if( p_ptr->multishadow && (turn & 1) )return 0;
4851 if (p_ptr->inside_arena) return 0;
4853 /* Count the casualties */
4856 /* Scan through the slots backwards */
4857 for (i = 0; i < INVEN_PACK; i++)
4859 o_ptr = &inventory[i];
4861 /* Skip non-objects */
4862 if (!o_ptr->k_idx) continue;
4864 /* Hack -- for now, skip artifacts */
4865 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
4867 /* Give this item slot a shot at death */
4870 /* Count the casualties */
4871 for (amt = j = 0; j < o_ptr->number; ++j)
4873 if (rand_int(100) < perc) amt++;
4876 /* Some casualities */
4879 /* Get a description */
4880 object_desc(o_name, o_ptr, FALSE, 3);
4884 msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
4886 msg_format("%sour %s (%c) %s destroyed!",
4890 o_name, index_to_label(i),
4891 ((o_ptr->number > 1) ?
4892 ((amt == o_ptr->number) ? "Á´Éô" :
4893 (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
4895 ((o_ptr->number > 1) ?
4896 ((amt == o_ptr->number) ? "All of y" :
4897 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4898 o_name, index_to_label(i),
4899 ((amt > 1) ? "were" : "was"));
4903 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4904 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
4907 /* Potions smash open */
4908 if (object_is_potion(o_ptr))
4910 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
4913 /* Reduce the charges of rods/wands */
4914 reduce_charges(o_ptr, amt);
4916 /* Destroy "amt" items */
4917 inven_item_increase(i, -amt);
4918 inven_item_optimize(i);
4920 /* Count the casualties */
4926 /* Return the casualty count */
4932 * Acid has hit the player, attempt to affect some armor.
4934 * Note that the "base armor" of an object never changes.
4936 * If any armor is damaged (or resists), the player takes less damage.
4938 static int minus_ac(void)
4940 object_type *o_ptr = NULL;
4942 char o_name[MAX_NLEN];
4945 /* Pick a (possibly empty) inventory slot */
4948 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4949 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4950 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4951 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4952 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4953 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4954 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4957 /* Nothing to damage */
4958 if (!o_ptr->k_idx) return (FALSE);
4960 if (o_ptr->tval < TV_BOOTS) return (FALSE);
4962 /* No damage left to be done */
4963 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4967 object_desc(o_name, o_ptr, FALSE, 0);
4969 /* Extract the flags */
4970 object_flags(o_ptr, &f1, &f2, &f3);
4972 /* Object resists */
4973 if (f3 & TR3_IGNORE_ACID)
4976 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
4978 msg_format("Your %s is unaffected!", o_name);
4987 msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
4989 msg_format("Your %s is damaged!", o_name);
4993 /* Damage the item */
4996 /* Calculate bonuses */
4997 p_ptr->update |= (PU_BONUS);
5000 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
5004 /* Item was damaged */
5010 * Hurt the player with Acid
5012 void acid_dam(int dam, cptr kb_str, int monspell)
5014 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5015 bool double_resist = (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5017 /* Total Immunity */
5018 if (p_ptr->immune_acid || (dam <= 0))
5020 learn_spell(monspell);
5024 /* Vulnerability (Ouch!) */
5025 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5026 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5028 /* Resist the damage */
5029 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
5030 if (double_resist) dam = (dam + 2) / 3;
5032 if ((!(double_resist || p_ptr->resist_acid)) &&
5033 randint(HURT_CHANCE) == 1)
5034 (void)do_dec_stat(A_CHR);
5036 /* If any armor gets hit, defend the player */
5037 if (minus_ac()) dam = (dam + 1) / 2;
5040 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5042 /* Inventory damage */
5043 if (!(double_resist && p_ptr->resist_acid))
5044 inven_damage(set_acid_destroy, inv);
5049 * Hurt the player with electricity
5051 void elec_dam(int dam, cptr kb_str, int monspell)
5053 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5054 bool double_resist = (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5056 /* Total immunity */
5057 if (p_ptr->immune_elec || (dam <= 0))
5059 learn_spell(monspell);
5063 /* Vulnerability (Ouch!) */
5064 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5065 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5066 if (p_ptr->prace == RACE_ANDROID) dam += dam / 3;
5068 /* Resist the damage */
5069 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
5070 if (double_resist) dam = (dam + 2) / 3;
5072 if ((!(double_resist || p_ptr->resist_elec)) &&
5073 randint(HURT_CHANCE) == 1)
5074 (void)do_dec_stat(A_DEX);
5077 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5079 /* Inventory damage */
5080 if (!(double_resist && p_ptr->resist_elec))
5081 inven_damage(set_elec_destroy, inv);
5086 * Hurt the player with Fire
5088 void fire_dam(int dam, cptr kb_str, int monspell)
5090 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5091 bool double_resist = (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5093 /* Totally immune */
5094 if (p_ptr->immune_fire || (dam <= 0))
5096 learn_spell(monspell);
5100 /* Vulnerability (Ouch!) */
5101 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5102 if (prace_is_(RACE_ENT)) dam += dam / 3;
5103 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5105 /* Resist the damage */
5106 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
5107 if (double_resist) dam = (dam + 2) / 3;
5109 if ((!(double_resist || p_ptr->resist_fire)) &&
5110 randint(HURT_CHANCE) == 1)
5111 (void)do_dec_stat(A_STR);
5114 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5116 /* Inventory damage */
5117 if (!(double_resist && p_ptr->resist_fire))
5118 inven_damage(set_fire_destroy, inv);
5123 * Hurt the player with Cold
5125 void cold_dam(int dam, cptr kb_str, int monspell)
5127 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5128 bool double_resist = (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5130 /* Total immunity */
5131 if (p_ptr->immune_cold || (dam <= 0))
5133 learn_spell(monspell);
5137 /* Vulnerability (Ouch!) */
5138 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5139 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5141 /* Resist the damage */
5142 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
5143 if (double_resist) dam = (dam + 2) / 3;
5145 if ((!(double_resist || p_ptr->resist_cold)) &&
5146 randint(HURT_CHANCE) == 1)
5147 (void)do_dec_stat(A_STR);
5150 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5152 /* Inventory damage */
5153 if (!(double_resist && p_ptr->resist_cold))
5154 inven_damage(set_cold_destroy, inv);
5158 bool rustproof(void)
5162 char o_name[MAX_NLEN];
5165 item_tester_no_ryoute = TRUE;
5166 /* Select a piece of armour */
5167 item_tester_hook = item_tester_hook_armour;
5171 q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
5172 s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5174 q = "Rustproof which piece of armour? ";
5175 s = "You have nothing to rustproof.";
5178 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
5180 /* Get the item (in the pack) */
5183 o_ptr = &inventory[item];
5186 /* Get the item (on the floor) */
5189 o_ptr = &o_list[0 - item];
5194 object_desc(o_name, o_ptr, FALSE, 0);
5196 o_ptr->art_flags3 |= TR3_IGNORE_ACID;
5198 if ((o_ptr->to_a < 0) && !(o_ptr->ident & IDENT_CURSED))
5201 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
5203 msg_format("%s %s look%s as good as new!",
5204 ((item >= 0) ? "Your" : "The"), o_name,
5205 ((o_ptr->number > 1) ? "" : "s"));
5212 msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
5214 msg_format("%s %s %s now protected against corrosion.",
5215 ((item >= 0) ? "Your" : "The"), o_name,
5216 ((o_ptr->number > 1) ? "are" : "is"));
5227 * Curse the players armor
5229 bool curse_armor(void)
5233 char o_name[MAX_NLEN];
5236 /* Curse the body armor */
5237 o_ptr = &inventory[INVEN_BODY];
5239 /* Nothing to curse */
5240 if (!o_ptr->k_idx) return (FALSE);
5244 object_desc(o_name, o_ptr, FALSE, 3);
5246 /* Attempt a saving throw for artifacts */
5247 if ((o_ptr->art_name || artifact_p(o_ptr)) && (rand_int(100) < 50))
5251 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5252 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
5254 msg_format("A %s tries to %s, but your %s resists the effects!",
5255 "terrible black aura", "surround your armor", o_name);
5260 /* not artifact or failed save... */
5265 msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5267 msg_format("A terrible black aura blasts your %s!", o_name);
5270 chg_virtue(V_ENCHANT, -5);
5272 /* Blast the armor */
5274 o_ptr->name2 = EGO_BLASTED;
5275 o_ptr->to_a = 0 - randint(5) - randint(5);
5281 o_ptr->art_flags1 = 0;
5282 o_ptr->art_flags2 = 0;
5283 o_ptr->art_flags3 = 0;
5286 o_ptr->ident |= (IDENT_CURSED);
5289 o_ptr->ident |= (IDENT_BROKEN);
5291 /* Recalculate bonuses */
5292 p_ptr->update |= (PU_BONUS);
5294 /* Recalculate mana */
5295 p_ptr->update |= (PU_MANA);
5298 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5306 * Curse the players weapon
5308 bool curse_weapon(bool force, int slot)
5312 char o_name[MAX_NLEN];
5315 /* Curse the weapon */
5316 o_ptr = &inventory[slot];
5318 /* Nothing to curse */
5319 if (!o_ptr->k_idx) return (FALSE);
5323 object_desc(o_name, o_ptr, FALSE, 3);
5325 /* Attempt a saving throw */
5326 if ((artifact_p(o_ptr) || o_ptr->art_name) && (rand_int(100) < 50) && !force)
5330 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5331 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
5333 msg_format("A %s tries to %s, but your %s resists the effects!",
5334 "terrible black aura", "surround your weapon", o_name);
5339 /* not artifact or failed save... */
5344 if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5346 if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
5349 chg_virtue(V_ENCHANT, -5);
5351 /* Shatter the weapon */
5353 o_ptr->name2 = EGO_SHATTERED;
5354 o_ptr->to_h = 0 - randint(5) - randint(5);
5355 o_ptr->to_d = 0 - randint(5) - randint(5);
5360 o_ptr->art_flags1 = 0;
5361 o_ptr->art_flags2 = 0;
5362 o_ptr->art_flags3 = 0;
5366 o_ptr->ident |= (IDENT_CURSED);
5369 o_ptr->ident |= (IDENT_BROKEN);
5371 /* Recalculate bonuses */
5372 p_ptr->update |= (PU_BONUS);
5374 /* Recalculate mana */
5375 p_ptr->update |= (PU_MANA);
5378 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5387 * Enchant some bolts
5389 bool brand_bolts(void)
5393 /* Use the first acceptable bolts */
5394 for (i = 0; i < INVEN_PACK; i++)
5396 object_type *o_ptr = &inventory[i];
5398 /* Skip non-bolts */
5399 if (o_ptr->tval != TV_BOLT) continue;
5401 /* Skip artifacts and ego-items */
5402 if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
5405 /* Skip cursed/broken items */
5406 if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
5409 if (rand_int(100) < 75) continue;
5413 msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
5415 msg_print("Your bolts are covered in a fiery aura!");
5420 o_ptr->name2 = EGO_FLAME;
5423 enchant(o_ptr, rand_int(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5430 if (flush_failure) flush();
5434 msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
5436 msg_print("The fiery enchantment failed.");
5446 * Helper function -- return a "nearby" race for polymorphing
5448 * Note that this function is one of the more "dangerous" ones...
5450 static s16b poly_r_idx(int r_idx)
5452 monster_race *r_ptr = &r_info[r_idx];
5454 int i, r, lev1, lev2;
5456 /* Hack -- Uniques/Questors never polymorph */
5457 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5458 (r_ptr->flags1 & RF1_QUESTOR))
5461 /* Allowable range of "levels" for resulting monster */
5462 lev1 = r_ptr->level - ((randint(20) / randint(9)) + 1);
5463 lev2 = r_ptr->level + ((randint(20) / randint(9)) + 1);
5465 /* Pick a (possibly new) non-unique race */
5466 for (i = 0; i < 1000; i++)
5468 /* Pick a new race, using a level calculation */
5469 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5471 /* Handle failure */
5477 /* Ignore unique monsters */
5478 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5480 /* Ignore monsters with incompatible levels */
5481 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5483 /* Use that index */
5495 bool polymorph_monster(int y, int x)
5497 cave_type *c_ptr = &cave[y][x];
5498 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5500 bool polymorphed = FALSE;
5502 int old_r_idx = m_ptr->r_idx;
5504 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5506 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG_KAGE)) return (FALSE);
5508 /* Get the monsters attitude */
5509 friendly = is_friendly(m_ptr);
5510 pet = is_pet(m_ptr);
5512 /* Pick a "new" monster race */
5513 new_r_idx = poly_r_idx(old_r_idx);
5515 /* Handle polymorph */
5516 if (new_r_idx != old_r_idx)
5518 /* "Kill" the "old" monster */
5519 delete_monster_idx(c_ptr->m_idx);
5521 /* Create a new monster (no groups) */
5522 if (place_monster_aux(y, x, new_r_idx, FALSE, FALSE, friendly, pet, FALSE, (bool)(m_ptr->mflag2 & MFLAG_NOPET)))
5529 monster_terrain_sensitive = FALSE;
5531 /* Placing the new monster failed */
5532 place_monster_aux(y, x, old_r_idx, FALSE, FALSE, friendly, pet, TRUE, (bool)(m_ptr->mflag2 & MFLAG_NOPET));
5534 monster_terrain_sensitive = TRUE;
5545 bool dimension_door(void)
5547 int plev = p_ptr->lev;
5550 if (!tgt_pt(&x, &y)) return FALSE;
5552 p_ptr->energy -= 60 - plev;
5554 if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
5555 (distance(y, x, py, px) > plev / 2 + 10) ||
5556 (!rand_int(plev / 10 + 10)))
5558 if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
5560 msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
5562 msg_print("You fail to exit the astral plane correctly!");
5567 msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
5569 msg_print("You fail to exit the astral plane correctly!");
5572 p_ptr->energy -= 60 - plev;
5573 teleport_player((plev+2)*2);
5575 else teleport_player_to(y, x, TRUE);
5581 bool eat_magic(int power)
5583 object_type * o_ptr;
5586 int recharge_strength = 0;
5592 char o_name[MAX_NLEN];
5594 item_tester_hook = item_tester_hook_recharge;
5598 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
5599 s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5601 q = "Drain which item? ";
5602 s = "You have nothing to drain.";
5605 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5609 o_ptr = &inventory[item];
5613 o_ptr = &o_list[0 - item];
5616 k_ptr = &k_info[o_ptr->k_idx];
5617 lev = get_object_level(o_ptr);
5619 if (o_ptr->tval == TV_ROD)
5621 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5624 if (rand_int(recharge_strength) == 0)
5626 /* Activate the failure code. */
5631 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5634 msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
5636 msg_print("You can't absorb energy from a discharged rod.");
5643 o_ptr->timeout += k_ptr->pval;
5649 /* All staffs, wands. */
5650 recharge_strength = (100 + power - lev) / 15;
5653 if (recharge_strength < 0) recharge_strength = 0;
5656 if (rand_int(recharge_strength) == 0)
5658 /* Activate the failure code. */
5663 if (o_ptr->pval > 0)
5665 p_ptr->csp += lev / 2;
5668 /* XXX Hack -- unstack if necessary */
5669 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5674 /* Get local object */
5677 /* Obtain a local object */
5678 object_copy(q_ptr, o_ptr);
5680 /* Modify quantity */
5683 /* Restore the charges */
5686 /* Unstack the used item */
5688 p_ptr->total_weight -= q_ptr->weight;
5689 item = inven_carry(q_ptr);
5693 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
5695 msg_print("You unstack your staff.");
5703 msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
5705 msg_print("There's no energy there to absorb!");
5709 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5713 /* Inflict the penalties for failing a recharge. */
5716 /* Artifacts are never destroyed. */
5717 if (artifact_p(o_ptr))
5719 object_desc(o_name, o_ptr, TRUE, 0);
5721 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
5723 msg_format("The recharging backfires - %s is completely drained!", o_name);
5727 /* Artifact rods. */
5728 if (o_ptr->tval == TV_ROD)
5729 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5731 /* Artifact wands and staffs. */
5732 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5737 /* Get the object description */
5738 object_desc(o_name, o_ptr, FALSE, 0);
5740 /*** Determine Seriousness of Failure ***/
5742 /* Mages recharge objects more safely. */
5743 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)
5745 /* 10% chance to blow up one rod, otherwise draining. */
5746 if (o_ptr->tval == TV_ROD)
5748 if (randint(10) == 1) fail_type = 2;
5751 /* 75% chance to blow up one wand, otherwise draining. */
5752 else if (o_ptr->tval == TV_WAND)
5754 if (randint(3) != 1) fail_type = 2;
5757 /* 50% chance to blow up one staff, otherwise no effect. */
5758 else if (o_ptr->tval == TV_STAFF)
5760 if (randint(2) == 1) fail_type = 2;
5765 /* All other classes get no special favors. */
5768 /* 33% chance to blow up one rod, otherwise draining. */
5769 if (o_ptr->tval == TV_ROD)
5771 if (randint(3) == 1) fail_type = 2;
5774 /* 20% chance of the entire stack, else destroy one wand. */
5775 else if (o_ptr->tval == TV_WAND)
5777 if (randint(5) == 1) fail_type = 3;
5780 /* Blow up one staff. */
5781 else if (o_ptr->tval == TV_STAFF)
5787 /*** Apply draining and destruction. ***/
5789 /* Drain object or stack of objects. */
5792 if (o_ptr->tval == TV_ROD)
5795 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
5797 msg_print("The recharge backfires, draining the rod further!");
5800 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5802 else if (o_ptr->tval == TV_WAND)
5805 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
5807 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
5812 /* Staffs aren't drained. */
5815 /* Destroy an object or one in a stack of objects. */
5818 if (o_ptr->number > 1)
5821 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
5823 msg_format("Wild magic consumes one of your %s!", o_name);
5826 /* Reduce rod stack maximum timeout, drain wands. */
5827 if (o_ptr->tval == TV_ROD) o_ptr->timeout -= k_ptr->pval;
5828 if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5833 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
5835 msg_format("Wild magic consumes your %s!", o_name);
5838 /* Reduce and describe inventory */
5841 inven_item_increase(item, -1);
5842 inven_item_describe(item);
5843 inven_item_optimize(item);
5846 /* Reduce and describe floor item */
5849 floor_item_increase(0 - item, -1);
5850 floor_item_describe(0 - item);
5851 floor_item_optimize(0 - item);
5855 /* Destroy all members of a stack of objects. */
5858 if (o_ptr->number > 1)
5860 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
5862 msg_format("Wild magic consumes all your %s!", o_name);
5867 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
5869 msg_format("Wild magic consumes your %s!", o_name);
5874 /* Reduce and describe inventory */
5877 inven_item_increase(item, -999);
5878 inven_item_describe(item);
5879 inven_item_optimize(item);
5882 /* Reduce and describe floor item */
5885 floor_item_increase(0 - item, -999);
5886 floor_item_describe(0 - item);
5887 floor_item_optimize(0 - item);
5893 if (p_ptr->csp > p_ptr->msp)
5895 p_ptr->csp = p_ptr->msp;
5898 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5899 p_ptr->window |= (PW_INVEN);
5905 bool summon_kin_player(bool pet, int level, int y, int x, bool group)
5907 switch (p_ptr->mimic_form)
5910 switch (p_ptr->prace)
5914 case RACE_BARBARIAN:
5917 summon_kin_type = 'p';
5927 case RACE_MIND_FLAYER:
5930 summon_kin_type = 'h';
5933 summon_kin_type = 'o';
5935 case RACE_HALF_TROLL:
5936 summon_kin_type = 'T';
5938 case RACE_HALF_OGRE:
5939 summon_kin_type = 'O';
5941 case RACE_HALF_GIANT:
5942 case RACE_HALF_TITAN:
5944 summon_kin_type = 'P';
5947 summon_kin_type = 'y';
5950 summon_kin_type = 'K';
5953 summon_kin_type = 'k';
5956 if (one_in_(13)) summon_kin_type = 'U';
5957 else summon_kin_type = 'u';
5959 case RACE_DRACONIAN:
5960 summon_kin_type = 'd';
5964 summon_kin_type = 'g';
5967 if (one_in_(13)) summon_kin_type = 'L';
5968 else summon_kin_type = 's';
5971 summon_kin_type = 'z';
5974 summon_kin_type = 'V';
5977 summon_kin_type = 'G';
5980 summon_kin_type = 'I';
5983 summon_kin_type = '#';
5986 summon_kin_type = 'A';
5989 summon_kin_type = 'U';
5992 summon_kin_type = 'p';
5997 if (one_in_(13)) summon_kin_type = 'U';
5998 else summon_kin_type = 'u';
6000 case MIMIC_DEMON_LORD:
6001 summon_kin_type = 'U';
6004 summon_kin_type = 'V';
6007 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, group, FALSE, pet, FALSE, (bool)(!pet));