4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Spell code (part 3) */
15 /* Maximum number of tries for teleporting */
18 /* 1/x chance of reducing stats (for elemental attacks) */
19 #define HURT_CHANCE 16
23 * Teleport a monster, normally up to "dis" grids away.
25 * Attempt to move the monster at least "dis/2" grids away.
27 * But allow variation to prevent infinite loops.
29 bool teleport_away(int m_idx, int dis, bool dec_valour)
31 int oy, ox, d, i, min;
37 monster_type *m_ptr = &m_list[m_idx];
41 if (!m_ptr->r_idx) return (FALSE);
43 /* Save the old location */
47 /* Minimum distance */
51 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
52 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
54 chg_virtue(V_VALOUR, -1);
62 /* Verify max distance */
63 if (dis > 200) dis = 200;
65 /* Try several locations */
66 for (i = 0; i < 500; i++)
68 /* Pick a (possibly illegal) location */
71 ny = rand_spread(oy, dis);
72 nx = rand_spread(ox, dis);
73 d = distance(oy, ox, ny, nx);
74 if ((d >= min) && (d <= dis)) break;
77 /* Ignore illegal locations */
78 if (!in_bounds(ny, nx)) continue;
80 /* Require "empty" floor space */
81 if (!cave_empty_bold(ny, nx)) continue;
83 /* Hack -- no teleport onto glyph of warding */
84 if (is_glyph_grid(&cave[ny][nx])) continue;
85 if (is_explosive_rune_grid(&cave[ny][nx])) continue;
87 /* ...nor onto the Pattern */
88 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
89 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
91 /* No teleporting into vaults and such */
92 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
93 if (cave[ny][nx].info & CAVE_ICKY) continue;
95 /* This grid looks good */
102 /* Increase the maximum distance */
105 /* Decrease the minimum distance */
108 /* Stop after MAX_TRIES tries */
109 if (tries > MAX_TRIES) return (FALSE);
113 sound(SOUND_TPOTHER);
115 /* Update the new location */
116 cave[ny][nx].m_idx = m_idx;
118 /* Update the old location */
119 cave[oy][ox].m_idx = 0;
121 /* Move the monster */
125 /* Forget the counter target */
128 /* Update the monster (new location) */
129 update_mon(m_idx, TRUE);
131 /* Redraw the old grid */
134 /* Redraw the new grid */
143 * Teleport monster next to the player
145 void teleport_to_player(int m_idx, int power)
147 int ny, nx, oy, ox, d, i, min;
151 monster_type *m_ptr = &m_list[m_idx];
155 if (!m_ptr->r_idx) return;
158 if (randint1(100) > power) return;
164 /* Save the old location */
168 /* Minimum distance */
171 /* Look until done */
172 while (look && --attempts)
174 /* Verify max distance */
175 if (dis > 200) dis = 200;
177 /* Try several locations */
178 for (i = 0; i < 500; i++)
180 /* Pick a (possibly illegal) location */
183 ny = rand_spread(py, dis);
184 nx = rand_spread(px, dis);
185 d = distance(py, px, ny, nx);
186 if ((d >= min) && (d <= dis)) break;
189 /* Ignore illegal locations */
190 if (!in_bounds(ny, nx)) continue;
192 /* Require "empty" floor space */
193 if (!cave_empty_bold(ny, nx)) continue;
195 /* Hack -- no teleport onto glyph of warding */
196 if (is_glyph_grid(&cave[ny][nx])) continue;
197 if (is_explosive_rune_grid(&cave[ny][nx])) continue;
199 /* ...nor onto the Pattern */
200 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
201 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
203 /* No teleporting into vaults and such */
204 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
206 /* This grid looks good */
213 /* Increase the maximum distance */
216 /* Decrease the minimum distance */
220 if (attempts < 1) return;
223 sound(SOUND_TPOTHER);
225 /* Update the new location */
226 cave[ny][nx].m_idx = m_idx;
228 /* Update the old location */
229 cave[oy][ox].m_idx = 0;
231 /* Move the monster */
235 /* Update the monster (new location) */
236 update_mon(m_idx, TRUE);
238 /* Redraw the old grid */
241 /* Redraw the new grid */
244 p_ptr->update |= (PU_MON_LITE);
249 * Teleport the player to a location up to "dis" grids away.
251 * If no such spaces are readily available, the distance may increase.
252 * Try very hard to move the player at least a quarter that distance.
254 * When long-range teleport effects are considered, there is a nasty
255 * tendency to "bounce" the player between two or three different spots
256 * because these are the only spots that are "far enough" way to satisfy
257 * the algorithm. Therefore, if the teleport distance is more than 50,
258 * we decrease the minimum acceptable distance to try to increase randomness.
261 void teleport_player(int dis)
263 int d, i, min, ox, oy;
274 if (p_ptr->wild_mode) return;
276 if (p_ptr->anti_tele)
279 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
281 msg_print("A mysterious force prevents you from teleporting!");
287 if (dis > 200) dis = 200; /* To be on the safe side... */
289 /* Minimum distance */
290 min = dis / (dis > 50 ? 3 : 2);
292 /* Look until done */
297 /* Verify max distance */
298 if (dis > 200) dis = 200;
300 /* Try several locations */
301 for (i = 0; i < 500; i++)
303 /* Pick a (possibly illegal) location */
306 y = rand_spread(py, dis);
307 x = rand_spread(px, dis);
308 d = distance(py, px, y, x);
309 if ((d >= min) && (d <= dis)) break;
312 /* Ignore illegal locations */
313 if (!in_bounds(y, x)) continue;
315 /* Require "naked" floor space or trees */
316 if (!(cave_naked_bold(y, x) ||
317 (cave[y][x].feat == FEAT_TREES))) continue;
319 /* No teleporting into vaults and such */
320 if (cave[y][x].info & CAVE_ICKY) continue;
322 /* This grid looks good */
329 /* Increase the maximum distance */
332 /* Decrease the minimum distance */
335 /* Stop after MAX_TRIES tries */
336 if (tries > MAX_TRIES) return;
340 sound(SOUND_TELEPORT);
343 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
344 msg_format("¡Ø¤³¤Ã¤Á¤À¤¡¡¢%s¡Ù", player_name);
347 /* Save the old location */
351 /* Move the player */
358 tmp = cave[py][px].m_idx;
359 cave[py][px].m_idx = cave[oy][ox].m_idx;
360 cave[oy][ox].m_idx = tmp;
361 m_list[p_ptr->riding].fy = py;
362 m_list[p_ptr->riding].fx = px;
363 update_mon(cave[py][px].m_idx, TRUE);
366 /* Redraw the old spot */
369 /* Monsters with teleport ability may follow the player */
370 for (xx = -1; xx < 2; xx++)
372 for (yy = -1; yy < 2; yy++)
374 int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
376 /* A monster except your mount may follow */
377 if (tmp_m_idx && p_ptr->riding != tmp_m_idx)
379 monster_type *m_ptr = &m_list[tmp_m_idx];
380 monster_race *r_ptr = &r_info[m_ptr->r_idx];
383 * The latter limitation is to avoid
384 * totally unkillable suckers...
386 if ((r_ptr->flags6 & RF6_TPORT) &&
387 !(r_ptr->flags3 & RF3_RES_TELE))
389 if (!m_ptr->csleep) teleport_to_player(tmp_m_idx, r_ptr->level);
397 /* Redraw the new spot */
400 /* Check for new panel (redraw map) */
404 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
406 /* Update the monsters */
407 p_ptr->update |= (PU_DISTANCE);
410 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
412 /* Handle stuff XXX XXX XXX */
419 * Teleport player to a grid near the given location
421 * This function is slightly obsessive about correctness.
422 * This function allows teleporting into vaults (!)
424 void teleport_player_to(int ny, int nx, bool no_tele)
426 int y, x, oy, ox, dis = 0, ctr = 0;
428 if (p_ptr->anti_tele && no_tele)
431 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
433 msg_print("A mysterious force prevents you from teleporting!");
439 /* Find a usable location */
442 /* Pick a nearby legal location */
445 y = rand_spread(ny, dis);
446 x = rand_spread(nx, dis);
447 if (in_bounds(y, x)) break;
450 /* Accept "naked" floor grids */
453 if (cave_naked_bold(y, x) || (((cave[y][x].feat == FEAT_DEEP_LAVA) || (cave[y][x].feat == FEAT_DEEP_WATER)) && !cave[y][x].m_idx)) break;
455 else if (cave_empty_bold(y, x) || ((y == py) && (x == px))) break;
457 /* Occasionally advance the distance */
458 if (++ctr > (4 * dis * dis + 4 * dis + 1))
466 sound(SOUND_TELEPORT);
468 /* Save the old location */
472 /* Move the player */
479 tmp = cave[py][px].m_idx;
480 cave[py][px].m_idx = cave[oy][ox].m_idx;
481 cave[oy][ox].m_idx = tmp;
482 m_list[p_ptr->riding].fy = py;
483 m_list[p_ptr->riding].fx = px;
484 update_mon(cave[py][px].m_idx, TRUE);
489 /* Redraw the old spot */
492 /* Redraw the new spot */
495 /* Check for new panel (redraw map) */
499 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
501 /* Update the monsters */
502 p_ptr->update |= (PU_DISTANCE);
505 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
507 /* Handle stuff XXX XXX XXX */
514 * Teleport the player one level up or down (random when legal)
516 void teleport_player_level(void)
520 /* No effect in arena or quest */
521 if (p_ptr->inside_arena || (p_ptr->inside_quest && !random_quest_number(dun_level)) ||
522 ((quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) && (dun_level > 1) && ironman_downward))
525 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
527 msg_print("There is no effect.");
533 if (p_ptr->anti_tele)
536 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
538 msg_print("A mysterious force prevents you from teleporting!");
544 /* Choose up or down */
545 if (randint0(100) < 50) go_up = TRUE;
550 if (get_check("Force to go up? ")) go_up = TRUE;
551 else if (get_check("Force to go down? ")) go_up = FALSE;
555 if (ironman_downward || (dun_level <= d_info[dungeon_type].mindepth))
558 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
560 msg_print("You sink through the floor.");
564 dungeon_type = p_ptr->recall_dungeon;
569 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
571 if (autosave_l) do_cmd_save_game(TRUE);
575 dun_level = d_info[dungeon_type].mindepth;
576 prepare_change_floor_mode(CFM_RAND_PLACE | CFM_CLEAR_ALL);
580 prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
584 p_ptr->leaving = TRUE;
588 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
591 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
593 msg_print("You rise up through the ceiling.");
597 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
599 if (autosave_l) do_cmd_save_game(TRUE);
601 prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
606 p_ptr->inside_quest = 0;
607 p_ptr->leaving = TRUE;
612 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
614 msg_print("You rise up through the ceiling.");
618 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
620 if (autosave_l) do_cmd_save_game(TRUE);
622 prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
625 p_ptr->leaving = TRUE;
630 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
632 msg_print("You sink through the floor.");
635 /* Never reach this code on the surface */
636 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
638 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
640 if (autosave_l) do_cmd_save_game(TRUE);
642 prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
645 p_ptr->leaving = TRUE;
649 sound(SOUND_TPLEVEL);
654 static int choose_dungeon(cptr note)
660 /* Allocate the "dun" array */
661 C_MAKE(dun, max_d_idx, s16b);
664 for(i = 1; i < max_d_idx; i++)
669 if (!d_info[i].maxdepth) continue;
670 if (!max_dlv[i]) continue;
671 if (d_info[i].final_guardian)
673 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
675 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
678 sprintf(buf," %c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
680 sprintf(buf," %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
686 prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
688 prt(format("Which dungeon do you %s?: ", note), 0, 0);
695 /* Free the "dun" array */
696 C_KILL(dun, max_d_idx, s16b);
701 if (i >= 'a' && i <('a'+num))
703 select_dungeon = dun[i-'a'];
710 /* Free the "dun" array */
711 C_KILL(dun, max_d_idx, s16b);
713 return select_dungeon;
718 * Recall the player to town or dungeon
720 bool recall_player(int turns)
723 * TODO: Recall the player to the last
724 * visited town when in the wilderness
728 if (p_ptr->inside_arena || ironman_downward)
731 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
733 msg_print("Nothing happens.");
739 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
742 if (get_check("¤³¤³¤ÏºÇ¿¼Åþ㳬¤è¤êÀõ¤¤³¬¤Ç¤¹¡£¤³¤Î³¬¤ËÌá¤Ã¤ÆÍè¤Þ¤¹¤«¡© "))
744 if (get_check("Reset recall depth? "))
747 max_dlv[dungeon_type] = dun_level;
748 if (record_maxdeapth)
750 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤¤Ë");
752 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "when recall from dungeon");
757 if (!p_ptr->word_recall)
763 select_dungeon = choose_dungeon("¤Ëµ¢´Ô");
765 select_dungeon = choose_dungeon("recall");
767 if (!select_dungeon) return FALSE;
768 p_ptr->recall_dungeon = select_dungeon;
770 p_ptr->word_recall = turns;
772 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
774 msg_print("The air about you becomes charged...");
777 p_ptr->redraw |= (PR_STATUS);
781 p_ptr->word_recall = 0;
783 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
785 msg_print("A tension leaves the air around you...");
788 p_ptr->redraw |= (PR_STATUS);
794 bool word_of_recall(void)
796 return(recall_player(randint0(21) + 15));
800 bool reset_recall(void)
802 int select_dungeon, dummy = 0;
807 select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È");
809 select_dungeon = choose_dungeon("reset");
812 if (!select_dungeon) return FALSE;
815 sprintf(ppp, "²¿³¬¤Ë¥»¥Ã¥È¤·¤Þ¤¹¤« (%d-%d):", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
817 sprintf(ppp, "Reset to which level (%d-%d): ", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
822 sprintf(tmp_val, "%d", MAX(dun_level, 1));
824 /* Ask for a level */
825 if (get_string(ppp, tmp_val, 10))
827 /* Extract request */
828 dummy = atoi(tmp_val);
831 if (dummy < 1) dummy = 1;
834 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
835 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
837 max_dlv[select_dungeon] = dummy;
839 if (record_maxdeapth)
841 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
843 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "using a scroll of reset recall");
847 msg_format("%s¤Îµ¢´Ô¥ì¥Ù¥ë¤ò %d ³¬¤Ë¥»¥Ã¥È¡£", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
849 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
862 * Apply disenchantment to the player's stuff
864 * XXX XXX XXX This function is also called from the "melee" code
866 * Return "TRUE" if the player notices anything
868 bool apply_disenchant(int mode)
872 char o_name[MAX_NLEN];
873 int to_h, to_d, to_a, pval;
875 /* Pick a random slot */
878 case 1: t = INVEN_RARM; break;
879 case 2: t = INVEN_LARM; break;
880 case 3: t = INVEN_BOW; break;
881 case 4: t = INVEN_BODY; break;
882 case 5: t = INVEN_OUTER; break;
883 case 6: t = INVEN_HEAD; break;
884 case 7: t = INVEN_HANDS; break;
885 case 8: t = INVEN_FEET; break;
889 o_ptr = &inventory[t];
891 /* No item, nothing happens */
892 if (!o_ptr->k_idx) return (FALSE);
895 /* Nothing to disenchant */
896 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
898 /* Nothing to notice */
903 /* Describe the object */
904 object_desc(o_name, o_ptr, FALSE, 0);
907 /* Artifacts have 71% chance to resist */
908 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 71))
912 msg_format("%s(%c)¤ÏÎô²½¤òÄ·¤ÍÊÖ¤·¤¿¡ª",o_name, index_to_label(t) );
914 msg_format("Your %s (%c) resist%s disenchantment!",
915 o_name, index_to_label(t),
916 ((o_ptr->number != 1) ? "" : "s"));
925 /* Memorize old value */
931 /* Disenchant tohit */
932 if (o_ptr->to_h > 0) o_ptr->to_h--;
933 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
935 /* Disenchant todam */
936 if (o_ptr->to_d > 0) o_ptr->to_d--;
937 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
939 /* Disenchant toac */
940 if (o_ptr->to_a > 0) o_ptr->to_a--;
941 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
943 /* Disenchant pval (occasionally) */
944 /* Unless called from wild_magic() */
945 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
947 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
948 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
952 msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
953 o_name, index_to_label(t) );
955 msg_format("Your %s (%c) %s disenchanted!",
956 o_name, index_to_label(t),
957 ((o_ptr->number != 1) ? "were" : "was"));
960 chg_virtue(V_HARMONY, 1);
961 chg_virtue(V_ENCHANT, -2);
963 /* Recalculate bonuses */
964 p_ptr->update |= (PU_BONUS);
967 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
977 void mutate_player(void)
979 int max1, cur1, max2, cur2, ii, jj, i;
981 /* Pick a pair of stats */
983 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
985 max1 = p_ptr->stat_max[ii];
986 cur1 = p_ptr->stat_cur[ii];
987 max2 = p_ptr->stat_max[jj];
988 cur2 = p_ptr->stat_cur[jj];
990 p_ptr->stat_max[ii] = max2;
991 p_ptr->stat_cur[ii] = cur2;
992 p_ptr->stat_max[jj] = max1;
993 p_ptr->stat_cur[jj] = cur1;
997 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
998 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1001 p_ptr->update |= (PU_BONUS);
1008 void apply_nexus(monster_type *m_ptr)
1010 switch (randint1(7))
1012 case 1: case 2: case 3:
1014 teleport_player(200);
1020 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
1026 if (randint0(100) < p_ptr->skill_sav)
1029 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1031 msg_print("You resist the effects!");
1037 /* Teleport Level */
1038 teleport_player_level();
1044 if (randint0(100) < p_ptr->skill_sav)
1047 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1049 msg_print("You resist the effects!");
1056 msg_print("ÂΤ¬¤Í¤¸¤ì»Ï¤á¤¿...");
1058 msg_print("Your body starts to scramble...");
1069 * Charge a lite (torch or latern)
1071 void phlogiston(void)
1074 object_type * o_ptr = &inventory[INVEN_LITE];
1077 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1079 max_flog = FUEL_LAMP;
1083 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1085 max_flog = FUEL_TORCH;
1088 /* No torch to refill */
1092 msg_print("dzÁǤò¾ÃÈñ¤¹¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Þ¤»¤ó¡£");
1094 msg_print("You are not wielding anything which uses phlogiston.");
1100 if (o_ptr->xtra4 >= max_flog)
1103 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¤³¤ì°Ê¾ådzÁǤòÊä½¼¤Ç¤¤Þ¤»¤ó¡£");
1105 msg_print("No more phlogiston can be put in this item.");
1112 o_ptr->xtra4 += (max_flog / 2);
1116 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ËdzÁǤòÊä½¼¤·¤¿¡£");
1118 msg_print("You add phlogiston to your light item.");
1123 if (o_ptr->xtra4 >= max_flog)
1125 o_ptr->xtra4 = max_flog;
1127 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ÏËþ¥¿¥ó¤Ë¤Ê¤Ã¤¿¡£");
1129 msg_print("Your light item is full.");
1134 /* Recalculate torch */
1135 p_ptr->update |= (PU_TORCH);
1139 static bool item_tester_hook_weapon_nobow(object_type *o_ptr)
1141 switch (o_ptr->tval)
1151 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
1159 * Brand the current weapon
1161 void brand_weapon(int brand_type)
1168 /* Assume enchant weapon */
1169 item_tester_hook = item_tester_hook_weapon_nobow;
1170 item_tester_no_ryoute = TRUE;
1174 q = "¤É¤ÎÉð´ï¤ò¶¯²½¤·¤Þ¤¹¤«? ";
1175 s = "¶¯²½¤Ç¤¤ëÉð´ï¤¬¤Ê¤¤¡£";
1177 q = "Enchant which weapon? ";
1178 s = "You have nothing to enchant.";
1181 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1183 /* Get the item (in the pack) */
1186 o_ptr = &inventory[item];
1189 /* Get the item (on the floor) */
1192 o_ptr = &o_list[0 - item];
1196 /* you can never modify artifacts / ego-items */
1197 /* you can never modify cursed items */
1198 /* TY: You _can_ modify broken items (if you're silly enough) */
1199 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
1200 !o_ptr->art_name && !cursed_p(o_ptr) &&
1201 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1202 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1203 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1207 /* Let's get the name before it is changed... */
1208 char o_name[MAX_NLEN];
1209 object_desc(o_name, o_ptr, FALSE, 0);
1214 if (o_ptr->tval == TV_SWORD)
1217 act = "¤Ï±Ô¤µ¤òÁý¤·¤¿¡ª";
1219 act = "becomes very sharp!";
1222 o_ptr->name2 = EGO_SHARPNESS;
1223 o_ptr->pval = m_bonus(5, dun_level) + 1;
1228 act = "¤ÏÇ˲õÎϤòÁý¤·¤¿¡ª";
1230 act = "seems very powerful.";
1233 o_ptr->name2 = EGO_EARTHQUAKES;
1234 o_ptr->pval = m_bonus(3, dun_level);
1239 act = "¤Ï¿Í´Ö¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1241 act = "seems to be looking for humans!";
1244 o_ptr->name2 = EGO_SLAY_HUMAN;
1248 act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
1250 act = "covered with lightning!";
1253 o_ptr->name2 = EGO_BRAND_ELEC;
1257 act = "¤Ï»À¤Ëʤ¤ï¤ì¤¿¡ª";
1259 act = "coated with acid!";
1262 o_ptr->name2 = EGO_BRAND_ACID;
1266 act = "¤Ï¼Ù°¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
1268 act = "seems to be looking for evil monsters!";
1271 o_ptr->name2 = EGO_SLAY_EVIL;
1275 act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
1277 act = "seems to be looking for demons!";
1280 o_ptr->name2 = EGO_SLAY_DEMON;
1284 act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
1286 act = "seems to be looking for undead!";
1289 o_ptr->name2 = EGO_SLAY_UNDEAD;
1293 act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1295 act = "seems to be looking for animals!";
1298 o_ptr->name2 = EGO_SLAY_ANIMAL;
1302 act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1304 act = "seems to be looking for dragons!";
1307 o_ptr->name2 = EGO_SLAY_DRAGON;
1311 act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1313 act = "seems to be looking for troll!s";
1316 o_ptr->name2 = EGO_SLAY_TROLL;
1320 act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1322 act = "seems to be looking for orcs!";
1325 o_ptr->name2 = EGO_SLAY_ORC;
1329 act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1331 act = "seems to be looking for giants!";
1334 o_ptr->name2 = EGO_SLAY_GIANT;
1338 act = "¤ÏÈó¾ï¤ËÉÔ°ÂÄê¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡£";
1340 act = "seems very unstable now.";
1343 o_ptr->name2 = EGO_TRUMP;
1344 o_ptr->pval = randint1(2);
1348 act = "¤Ï·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1350 act = "thirsts for blood!";
1353 o_ptr->name2 = EGO_VAMPIRIC;
1357 act = "¤ÏÆǤËʤ¤ï¤ì¤¿¡£";
1359 act = "is coated with poison.";
1362 o_ptr->name2 = EGO_BRAND_POIS;
1366 act = "¤Ï½ã¥í¥°¥ë¥¹¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£";
1368 act = "is engulfed in raw Logrus!";
1371 o_ptr->name2 = EGO_CHAOTIC;
1375 act = "¤Ï±ê¤Î¥·¡¼¥ë¥É¤Ëʤ¤ï¤ì¤¿¡ª";
1377 act = "is covered in a fiery shield!";
1380 o_ptr->name2 = EGO_BRAND_FIRE;
1384 act = "¤Ï¿¼¤¯Î䤿¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿¡ª";
1386 act = "glows deep, icy blue!";
1389 o_ptr->name2 = EGO_BRAND_COLD;
1394 msg_format("¤¢¤Ê¤¿¤Î%s%s", o_name, act);
1396 msg_format("Your %s %s", o_name, act);
1400 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1402 o_ptr->discount = 99;
1403 chg_virtue(V_ENCHANT, 2);
1407 if (flush_failure) flush();
1410 msg_print("°ÀÉղä˼ºÇÔ¤·¤¿¡£");
1412 msg_print("The Branding failed.");
1415 chg_virtue(V_ENCHANT, -2);
1421 void call_the_(void)
1425 bool do_call = TRUE;
1427 for (i = 0; i < 9; i++)
1429 y = py + ddy_ddd[i];
1430 x = px + ddx_ddd[i];
1432 if (!cave_floor_bold(y, x) && !boundary_floor_bold(y, x))
1441 for (i = 1; i < 10; i++)
1443 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1446 for (i = 1; i < 10; i++)
1448 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1451 for (i = 1; i < 10; i++)
1453 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1459 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
1460 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
1461 msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
1463 msg_format("You %s the %s too close to a wall!",
1464 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1465 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1466 msg_print("There is a loud explosion!");
1470 if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11)))
1472 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
1474 msg_print("The dungeon collapses...");
1479 msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
1481 msg_print("The dungeon trembles.");
1486 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
1488 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
1496 * Fetch an item (teleport it right underneath the caster)
1498 void fetch(int dir, int wgt, bool require_los)
1503 char o_name[MAX_NLEN];
1505 /* Check to see if an object is already there */
1506 if (cave[py][px].o_idx)
1509 msg_print("¼«Ê¬¤Î¤β¼¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡£");
1511 msg_print("You can't fetch when you're already standing on something.");
1518 if (dir == 5 && target_okay())
1523 if (distance(py, px, ty, tx) > MAX_RANGE)
1526 msg_print("¤½¤ó¤Ê¤Ë±ó¤¯¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡ª");
1528 msg_print("You can't fetch something that far away!");
1534 c_ptr = &cave[ty][tx];
1536 /* We need an item to fetch */
1540 msg_print("¤½¤³¤Ë¤Ï²¿¤â¤¢¤ê¤Þ¤»¤ó¡£");
1542 msg_print("There is no object at this place.");
1548 /* No fetching from vault */
1549 if (c_ptr->info & CAVE_ICKY)
1552 msg_print("¥¢¥¤¥Æ¥à¤¬¥³¥ó¥È¥í¡¼¥ë¤ò³°¤ì¤ÆÍî¤Á¤¿¡£");
1554 msg_print("The item slips from your control.");
1560 /* We need to see the item */
1561 if (require_los && !player_has_los_bold(ty, tx))
1564 msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
1566 msg_print("You have no direct line of sight to that location.");
1574 /* Use a direction */
1575 ty = py; /* Where to drop the item */
1582 c_ptr = &cave[ty][tx];
1584 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1585 !cave_floor_bold(ty, tx)) return;
1587 while (!c_ptr->o_idx);
1590 o_ptr = &o_list[c_ptr->o_idx];
1592 if (o_ptr->weight > wgt)
1594 /* Too heavy to 'fetch' */
1596 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï½Å²á¤®¤Þ¤¹¡£");
1598 msg_print("The object is too heavy.");
1605 c_ptr->o_idx = o_ptr->next_o_idx;
1606 cave[py][px].o_idx = i; /* 'move' it */
1607 o_ptr->next_o_idx = 0;
1608 o_ptr->iy = (byte)py;
1609 o_ptr->ix = (byte)px;
1611 object_desc(o_name, o_ptr, TRUE, 0);
1613 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
1615 msg_format("%^s flies through the air to your feet.", o_name);
1620 p_ptr->redraw |= PR_MAP;
1624 void alter_reality(void)
1626 /* Ironman option */
1627 if (p_ptr->inside_arena || ironman_downward)
1630 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
1632 msg_print("Nothing happens.");
1637 if (!p_ptr->alter_reality)
1639 int turns = randint0(21) + 15;
1641 p_ptr->alter_reality = turns;
1643 msg_print("²ó¤ê¤Î·Ê¿§¤¬ÊѤï¤ê»Ï¤á¤¿...");
1645 msg_print("The view around you begins to change...");
1648 p_ptr->redraw |= (PR_STATUS);
1652 p_ptr->alter_reality = 0;
1654 msg_print("·Ê¿§¤¬¸µ¤ËÌá¤Ã¤¿...");
1656 msg_print("The view around you got back...");
1659 p_ptr->redraw |= (PR_STATUS);
1666 * Leave a "glyph of warding" which prevents monster movement
1668 bool warding_glyph(void)
1671 if (!cave_clean_bold(py, px))
1674 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1676 msg_print("The object resists the spell.");
1682 /* Create a glyph */
1683 cave[py][px].info |= CAVE_OBJECT;
1684 cave[py][px].mimic = FEAT_GLYPH;
1695 bool warding_mirror(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 mirror */
1710 cave[py][px].info |= CAVE_OBJECT;
1711 cave[py][px].mimic = FEAT_MIRROR;
1713 /* Turn on the light */
1714 cave[py][px].info |= CAVE_GLOW;
1727 * Leave an "explosive rune" which prevents monster movement
1729 bool explosive_rune(void)
1732 if (!cave_clean_bold(py, px))
1735 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1737 msg_print("The object resists the spell.");
1743 /* Create a glyph */
1744 cave[py][px].info |= CAVE_OBJECT;
1745 cave[py][px].mimic = FEAT_MINOR_GLYPH;
1758 * Identify everything being carried.
1759 * Done by a potion of "self knowledge".
1761 void identify_pack(void)
1765 /* Simply identify and know every item */
1766 for (i = 0; i < INVEN_TOTAL; i++)
1768 object_type *o_ptr = &inventory[i];
1770 /* Skip non-objects */
1771 if (!o_ptr->k_idx) continue;
1774 identify_item(o_ptr);
1780 * Used by the "enchant" function (chance of failure)
1781 * (modified for Zangband, we need better stuff there...) -- TY
1783 static int enchant_table[16] =
1785 0, 10, 50, 100, 200,
1786 300, 400, 500, 650, 800,
1787 950, 987, 993, 995, 998,
1793 * Removes curses from items in inventory
1795 * Note that Items which are "Perma-Cursed" (The One Ring,
1796 * The Crown of Morgoth) can NEVER be uncursed.
1798 * Note that if "all" is FALSE, then Items which are
1799 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1800 * will not be uncursed.
1802 static int remove_curse_aux(int all)
1806 /* Attempt to uncurse items being worn */
1807 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1809 object_type *o_ptr = &inventory[i];
1811 /* Skip non-objects */
1812 if (!o_ptr->k_idx) continue;
1814 /* Uncursed already */
1815 if (!cursed_p(o_ptr)) continue;
1817 /* Heavily Cursed Items need a special spell */
1818 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1820 /* Perma-Cursed Items can NEVER be uncursed */
1821 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1824 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1829 o_ptr->curse_flags = 0L;
1831 /* Hack -- Assume felt */
1832 o_ptr->ident |= (IDENT_SENSE);
1835 o_ptr->feeling = FEEL_NONE;
1837 /* Recalculate the bonuses */
1838 p_ptr->update |= (PU_BONUS);
1841 p_ptr->window |= (PW_EQUIP);
1843 /* Count the uncursings */
1847 /* Return "something uncursed" */
1853 * Remove most curses
1855 bool remove_curse(void)
1857 return (remove_curse_aux(FALSE));
1863 bool remove_all_curse(void)
1865 return (remove_curse_aux(TRUE));
1870 * Turns an object into gold, gain some of its value in a shop
1879 char o_name[MAX_NLEN];
1880 char out_val[MAX_NLEN+40];
1884 /* Hack -- force destruction */
1885 if (command_arg > 0) force = TRUE;
1889 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
1890 s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1892 q = "Turn which item to gold? ";
1893 s = "You have nothing to turn to gold.";
1896 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1898 /* Get the item (in the pack) */
1901 o_ptr = &inventory[item];
1904 /* Get the item (on the floor) */
1907 o_ptr = &o_list[0 - item];
1911 /* See how many items */
1912 if (o_ptr->number > 1)
1914 /* Get a quantity */
1915 amt = get_quantity(NULL, o_ptr->number);
1917 /* Allow user abort */
1918 if (amt <= 0) return FALSE;
1922 /* Describe the object */
1923 old_number = o_ptr->number;
1924 o_ptr->number = amt;
1925 object_desc(o_name, o_ptr, TRUE, 3);
1926 o_ptr->number = old_number;
1928 /* Verify unless quantity given */
1931 if (confirm_destroy || (object_value(o_ptr) > 0))
1933 /* Make a verification */
1935 sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
1937 sprintf(out_val, "Really turn %s to gold? ", o_name);
1940 if (!get_check(out_val)) return FALSE;
1944 /* Artifacts cannot be destroyed */
1945 if (!can_player_destroy_object(o_ptr))
1949 msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
1951 msg_format("You fail to turn %s to gold!", o_name);
1958 price = object_value_real(o_ptr);
1964 msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
1966 msg_format("You turn %s to fool's gold.", o_name);
1974 if (amt > 1) price *= amt;
1976 if (price > 30000) price = 30000;
1978 msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
1980 msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
1986 p_ptr->redraw |= (PR_GOLD);
1989 p_ptr->window |= (PW_PLAYER);
1993 /* Eliminate the item (from the pack) */
1996 inven_item_increase(item, -amt);
1997 inven_item_describe(item);
1998 inven_item_optimize(item);
2001 /* Eliminate the item (from the floor) */
2004 floor_item_increase(0 - item, -amt);
2005 floor_item_describe(0 - item);
2006 floor_item_optimize(0 - item);
2015 * Hook to specify "weapon"
2017 bool item_tester_hook_weapon(object_type *o_ptr)
2019 switch (o_ptr->tval)
2033 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2040 static bool item_tester_hook_weapon2(object_type *o_ptr)
2042 switch (o_ptr->tval)
2062 * Hook to specify "armour"
2064 bool item_tester_hook_armour(object_type *o_ptr)
2066 switch (o_ptr->tval)
2087 * Check if an object is weapon or armour (but not arrow, bolt, or shot)
2089 bool item_tester_hook_weapon_armour(object_type *o_ptr)
2091 switch (o_ptr->tval)
2120 * Check if an object is nameless weapon or armour
2122 static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2124 if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
2127 switch (o_ptr->tval)
2156 * Break the curse of an item
2158 static void break_curse(object_type *o_ptr)
2160 if (cursed_p(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2163 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
2165 msg_print("The curse is broken!");
2168 o_ptr->curse_flags = 0L;
2170 o_ptr->ident |= (IDENT_SENSE);
2172 o_ptr->feeling = FEEL_NONE;
2178 * Enchants a plus onto an item. -RAK-
2180 * Revamped! Now takes item pointer, number of times to try enchanting,
2181 * and a flag of what to try enchanting. Artifacts resist enchantment
2182 * some of the time, and successful enchantment to at least +0 might
2183 * break a curse on the item. -CFT-
2185 * Note that an item can technically be enchanted all the way to +15 if
2186 * you wait a very, very, long time. Going from +9 to +10 only works
2187 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2189 * Note that this function can now be used on "piles" of items, and
2190 * the larger the pile, the lower the chance of success.
2192 bool enchant(object_type *o_ptr, int n, int eflag)
2194 int i, chance, prob;
2196 bool a = (artifact_p(o_ptr) || o_ptr->art_name);
2197 bool force = (eflag & ENCH_FORCE);
2200 /* Large piles resist enchantment */
2201 prob = o_ptr->number * 100;
2203 /* Missiles are easy to enchant */
2204 if ((o_ptr->tval == TV_BOLT) ||
2205 (o_ptr->tval == TV_ARROW) ||
2206 (o_ptr->tval == TV_SHOT))
2212 for (i = 0; i < n; i++)
2214 /* Hack -- Roll for pile resistance */
2215 if (!force && randint0(prob) >= 100) continue;
2217 /* Enchant to hit */
2218 if (eflag & ENCH_TOHIT)
2220 if (o_ptr->to_h < 0) chance = 0;
2221 else if (o_ptr->to_h > 15) chance = 1000;
2222 else chance = enchant_table[o_ptr->to_h];
2224 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2229 /* only when you get it above -1 -CFT */
2230 if (o_ptr->to_h >= 0)
2235 /* Enchant to damage */
2236 if (eflag & ENCH_TODAM)
2238 if (o_ptr->to_d < 0) chance = 0;
2239 else if (o_ptr->to_d > 15) chance = 1000;
2240 else chance = enchant_table[o_ptr->to_d];
2242 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2247 /* only when you get it above -1 -CFT */
2248 if (o_ptr->to_d >= 0)
2253 /* Enchant to armor class */
2254 if (eflag & ENCH_TOAC)
2256 if (o_ptr->to_a < 0) chance = 0;
2257 else if (o_ptr->to_a > 15) chance = 1000;
2258 else chance = enchant_table[o_ptr->to_a];
2260 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2265 /* only when you get it above -1 -CFT */
2266 if (o_ptr->to_a >= 0)
2273 if (!res) return (FALSE);
2275 /* Recalculate bonuses */
2276 p_ptr->update |= (PU_BONUS);
2278 /* Combine / Reorder the pack (later) */
2279 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2282 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2293 * Enchant an item (in the inventory or on the floor)
2294 * Note that "num_ac" requires armour, else weapon
2295 * Returns TRUE if attempted, FALSE if cancelled
2297 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2302 char o_name[MAX_NLEN];
2306 /* Assume enchant weapon */
2307 item_tester_hook = item_tester_hook_weapon;
2308 item_tester_no_ryoute = TRUE;
2310 /* Enchant armor if requested */
2311 if (num_ac) item_tester_hook = item_tester_hook_armour;
2315 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2316 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2318 q = "Enchant which item? ";
2319 s = "You have nothing to enchant.";
2322 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2324 /* Get the item (in the pack) */
2327 o_ptr = &inventory[item];
2330 /* Get the item (on the floor) */
2333 o_ptr = &o_list[0 - item];
2338 object_desc(o_name, o_ptr, FALSE, 0);
2342 msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
2345 msg_format("%s %s glow%s brightly!",
2346 ((item >= 0) ? "Your" : "The"), o_name,
2347 ((o_ptr->number > 1) ? "" : "s"));
2352 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2353 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2354 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2360 if (flush_failure) flush();
2364 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2366 msg_print("The enchantment failed.");
2369 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2372 chg_virtue(V_ENCHANT, 1);
2376 /* Something happened */
2381 bool artifact_scroll(void)
2386 char o_name[MAX_NLEN];
2390 item_tester_no_ryoute = TRUE;
2391 /* Enchant weapon/armour */
2392 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2396 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2397 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2399 q = "Enchant which item? ";
2400 s = "You have nothing to enchant.";
2403 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2405 /* Get the item (in the pack) */
2408 o_ptr = &inventory[item];
2411 /* Get the item (on the floor) */
2414 o_ptr = &o_list[0 - item];
2419 object_desc(o_name, o_ptr, FALSE, 0);
2423 msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
2425 msg_format("%s %s radiate%s a blinding light!",
2426 ((item >= 0) ? "Your" : "The"), o_name,
2427 ((o_ptr->number > 1) ? "" : "s"));
2430 if (o_ptr->name1 || o_ptr->art_name)
2433 msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2436 msg_format("The %s %s already %s!",
2437 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2438 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2444 else if (o_ptr->name2)
2447 msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2450 msg_format("The %s %s already %s!",
2451 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2452 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2458 else if (o_ptr->xtra3)
2461 msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª",
2464 msg_format("The %s %s already %s!",
2465 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2466 ((o_ptr->number > 1) ? "kaji items" : "an kaji item"));
2472 if (o_ptr->number > 1)
2475 msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
2476 msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
2478 msg_print("Not enough enough energy to enchant more than one object!");
2479 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2484 inven_item_increase(item, 1-(o_ptr->number));
2488 floor_item_increase(0-item, 1-(o_ptr->number));
2491 okay = create_artifact(o_ptr, TRUE);
2498 if (flush_failure) flush();
2502 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2504 msg_print("The enchantment failed.");
2507 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2510 chg_virtue(V_ENCHANT, 1);
2514 /* Something happened */
2520 * Identify an object
2522 bool identify_item(object_type *o_ptr)
2524 bool old_known = FALSE;
2525 char o_name[MAX_NLEN];
2528 object_desc(o_name, o_ptr, TRUE, 3);
2530 if (o_ptr->ident & IDENT_KNOWN)
2533 if (!(o_ptr->ident & (IDENT_MENTAL)))
2535 if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
2536 chg_virtue(V_KNOWLEDGE, 1);
2539 /* Identify it fully */
2540 object_aware(o_ptr);
2541 object_known(o_ptr);
2543 /* Recalculate bonuses */
2544 p_ptr->update |= (PU_BONUS);
2546 /* Combine / Reorder the pack (later) */
2547 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2550 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2552 strcpy(record_o_name, o_name);
2556 object_desc(o_name, o_ptr, TRUE, 0);
2558 if(record_fix_art && !old_known && artifact_p(o_ptr))
2559 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2560 if(record_rand_art && !old_known && o_ptr->art_name)
2561 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2567 static bool item_tester_hook_identify(object_type *o_ptr)
2569 return (bool)!object_known_p(o_ptr);
2572 static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2574 if (object_known_p(o_ptr))
2576 return item_tester_hook_weapon_armour(o_ptr);
2580 * Identify an object in the inventory (or on the floor)
2581 * This routine does *not* automatically combine objects.
2582 * Returns TRUE if something was identified, else FALSE.
2584 bool ident_spell(bool only_equip)
2588 char o_name[MAX_NLEN];
2593 item_tester_no_ryoute = TRUE;
2596 item_tester_hook = item_tester_hook_identify_weapon_armour;
2598 item_tester_hook = item_tester_hook_identify;
2600 if (!can_get_item())
2604 item_tester_hook = item_tester_hook_weapon_armour;
2608 item_tester_hook = NULL;
2614 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2615 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2617 q = "Identify which item? ";
2618 s = "You have nothing to identify.";
2621 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2623 /* Get the item (in the pack) */
2626 o_ptr = &inventory[item];
2629 /* Get the item (on the floor) */
2632 o_ptr = &o_list[0 - item];
2636 old_known = identify_item(o_ptr);
2639 object_desc(o_name, o_ptr, TRUE, 3);
2642 if (item >= INVEN_RARM)
2645 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
2647 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
2653 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
2655 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
2661 msg_format("¾²¾å: %s¡£", o_name);
2663 msg_format("On the ground: %s.", o_name);
2667 /* Auto-inscription/destroy */
2668 idx = is_autopick(o_ptr);
2669 auto_inscribe_item(item, idx);
2670 if (destroy_identify && !old_known)
2671 auto_destroy_item(item, idx);
2673 /* Something happened */
2679 * Mundanify an object in the inventory (or on the floor)
2680 * This routine does *not* automatically combine objects.
2681 * Returns TRUE if something was mundanified, else FALSE.
2683 bool mundane_spell(bool only_equip)
2689 if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
2690 item_tester_no_ryoute = TRUE;
2694 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
2695 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2697 q = "Use which item? ";
2698 s = "You have nothing you can use.";
2701 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2703 /* Get the item (in the pack) */
2706 o_ptr = &inventory[item];
2709 /* Get the item (on the floor) */
2712 o_ptr = &o_list[0 - item];
2717 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2719 msg_print("There is a bright flash of light!");
2722 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2723 byte ix = o_ptr->ix; /* X-position on map, or zero */
2724 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2725 byte marked = o_ptr->marked; /* Object is marked */
2726 s16b weight = o_ptr->number * o_ptr->weight;
2727 u16b inscription = o_ptr->inscription;
2730 object_prep(o_ptr, o_ptr->k_idx);
2734 o_ptr->next_o_idx = next_o_idx;
2735 o_ptr->marked = marked;
2736 o_ptr->inscription = inscription;
2737 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2741 /* Something happened */
2747 static bool item_tester_hook_identify_fully(object_type *o_ptr)
2749 return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
2752 static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
2754 if (!item_tester_hook_identify_fully(o_ptr))
2756 return item_tester_hook_weapon_armour(o_ptr);
2760 * Fully "identify" an object in the inventory -BEN-
2761 * This routine returns TRUE if an item was identified.
2763 bool identify_fully(bool only_equip)
2767 char o_name[MAX_NLEN];
2772 item_tester_no_ryoute = TRUE;
2774 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2776 item_tester_hook = item_tester_hook_identify_fully;
2778 if (!can_get_item())
2781 item_tester_hook = item_tester_hook_weapon_armour;
2783 item_tester_hook = NULL;
2788 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2789 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2791 q = "Identify which item? ";
2792 s = "You have nothing to identify.";
2795 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2797 /* Get the item (in the pack) */
2800 o_ptr = &inventory[item];
2803 /* Get the item (on the floor) */
2806 o_ptr = &o_list[0 - item];
2810 old_known = identify_item(o_ptr);
2812 /* Mark the item as fully known */
2813 o_ptr->ident |= (IDENT_MENTAL);
2819 object_desc(o_name, o_ptr, TRUE, 3);
2822 if (item >= INVEN_RARM)
2825 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
2827 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
2835 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
2837 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
2843 msg_format("¾²¾å: %s¡£", o_name);
2845 msg_format("On the ground: %s.", o_name);
2849 /* Describe it fully */
2850 (void)screen_object(o_ptr, TRUE);
2852 /* Auto-inscription/destroy */
2853 idx = is_autopick(o_ptr);
2854 auto_inscribe_item(item, idx);
2855 if (destroy_identify && !old_known)
2856 auto_destroy_item(item, idx);
2866 * Hook for "get_item()". Determine if something is rechargable.
2868 bool item_tester_hook_recharge(object_type *o_ptr)
2870 /* Recharge staffs */
2871 if (o_ptr->tval == TV_STAFF) return (TRUE);
2873 /* Recharge wands */
2874 if (o_ptr->tval == TV_WAND) return (TRUE);
2876 /* Hack -- Recharge rods */
2877 if (o_ptr->tval == TV_ROD) return (TRUE);
2885 * Recharge a wand/staff/rod from the pack or on the floor.
2886 * This function has been rewritten in Oangband and ZAngband.
2888 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2889 * Chaos -- Arcane Binding --> recharge(90)
2891 * Scroll of recharging --> recharge(130)
2892 * Artifact activation/Thingol --> recharge(130)
2894 * It is harder to recharge high level, and highly charged wands,
2895 * staffs, and rods. The more wands in a stack, the more easily and
2896 * strongly they recharge. Staffs, however, each get fewer charges if
2899 * XXX XXX XXX Beware of "sliding index errors".
2901 bool recharge(int power)
2904 int recharge_strength, recharge_amount;
2913 char o_name[MAX_NLEN];
2915 /* Only accept legal items */
2916 item_tester_hook = item_tester_hook_recharge;
2920 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
2921 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2923 q = "Recharge which item? ";
2924 s = "You have nothing to recharge.";
2927 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2929 /* Get the item (in the pack) */
2932 o_ptr = &inventory[item];
2935 /* Get the item (on the floor) */
2938 o_ptr = &o_list[0 - item];
2941 /* Get the object kind. */
2942 k_ptr = &k_info[o_ptr->k_idx];
2944 /* Extract the object "level" */
2945 lev = get_object_level(o_ptr);
2948 /* Recharge a rod */
2949 if (o_ptr->tval == TV_ROD)
2951 /* Extract a recharge strength by comparing object level to power. */
2952 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2956 if (one_in_(recharge_strength))
2958 /* Activate the failure code. */
2965 /* Recharge amount */
2966 recharge_amount = (power * damroll(3, 2));
2968 /* Recharge by that amount */
2969 if (o_ptr->timeout > recharge_amount)
2970 o_ptr->timeout -= recharge_amount;
2977 /* Recharge wand/staff */
2980 /* Extract a recharge strength by comparing object level to power.
2981 * Divide up a stack of wands' charges to calculate charge penalty.
2983 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
2984 recharge_strength = (100 + power - lev -
2985 (8 * o_ptr->pval / o_ptr->number)) / 15;
2987 /* All staffs, unstacked wands. */
2988 else recharge_strength = (100 + power - lev -
2989 (8 * o_ptr->pval)) / 15;
2992 if (recharge_strength < 0) recharge_strength = 0;
2995 if (one_in_(recharge_strength))
2997 /* Activate the failure code. */
3001 /* If the spell didn't backfire, recharge the wand or staff. */
3004 /* Recharge based on the standard number of charges. */
3005 recharge_amount = randint1(1 + k_ptr->pval / 2);
3007 /* Multiple wands in a stack increase recharging somewhat. */
3008 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3011 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
3012 if (recharge_amount < 1) recharge_amount = 1;
3013 if (recharge_amount > 12) recharge_amount = 12;
3016 /* But each staff in a stack gets fewer additional charges,
3017 * although always at least one.
3019 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
3021 recharge_amount /= o_ptr->number;
3022 if (recharge_amount < 1) recharge_amount = 1;
3025 /* Recharge the wand or staff. */
3026 o_ptr->pval += recharge_amount;
3029 /* Hack -- we no longer "know" the item */
3030 o_ptr->ident &= ~(IDENT_KNOWN);
3032 /* Hack -- we no longer think the item is empty */
3033 o_ptr->ident &= ~(IDENT_EMPTY);
3038 /* Inflict the penalties for failing a recharge. */
3041 /* Artifacts are never destroyed. */
3042 if (artifact_p(o_ptr))
3044 object_desc(o_name, o_ptr, TRUE, 0);
3046 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
3048 msg_format("The recharging backfires - %s is completely drained!", o_name);
3052 /* Artifact rods. */
3053 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3054 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3056 /* Artifact wands and staffs. */
3057 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3062 /* Get the object description */
3063 object_desc(o_name, o_ptr, FALSE, 0);
3065 /*** Determine Seriousness of Failure ***/
3067 /* Mages recharge objects more safely. */
3068 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)
3070 /* 10% chance to blow up one rod, otherwise draining. */
3071 if (o_ptr->tval == TV_ROD)
3073 if (one_in_(10)) fail_type = 2;
3076 /* 75% chance to blow up one wand, otherwise draining. */
3077 else if (o_ptr->tval == TV_WAND)
3079 if (!one_in_(3)) fail_type = 2;
3082 /* 50% chance to blow up one staff, otherwise no effect. */
3083 else if (o_ptr->tval == TV_STAFF)
3085 if (one_in_(2)) fail_type = 2;
3090 /* All other classes get no special favors. */
3093 /* 33% chance to blow up one rod, otherwise draining. */
3094 if (o_ptr->tval == TV_ROD)
3096 if (one_in_(3)) fail_type = 2;
3099 /* 20% chance of the entire stack, else destroy one wand. */
3100 else if (o_ptr->tval == TV_WAND)
3102 if (one_in_(5)) fail_type = 3;
3105 /* Blow up one staff. */
3106 else if (o_ptr->tval == TV_STAFF)
3112 /*** Apply draining and destruction. ***/
3114 /* Drain object or stack of objects. */
3117 if (o_ptr->tval == TV_ROD)
3120 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
3122 msg_print("The recharge backfires, draining the rod further!");
3125 if (o_ptr->timeout < 10000)
3126 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3128 else if (o_ptr->tval == TV_WAND)
3131 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
3133 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
3138 /* Staffs aren't drained. */
3141 /* Destroy an object or one in a stack of objects. */
3144 if (o_ptr->number > 1)
3146 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
3148 msg_format("Wild magic consumes one of your %s!", o_name);
3153 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3155 msg_format("Wild magic consumes your %s!", o_name);
3159 /* Reduce rod stack maximum timeout, drain wands. */
3160 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3161 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3163 /* Reduce and describe inventory */
3166 inven_item_increase(item, -1);
3167 inven_item_describe(item);
3168 inven_item_optimize(item);
3171 /* Reduce and describe floor item */
3174 floor_item_increase(0 - item, -1);
3175 floor_item_describe(0 - item);
3176 floor_item_optimize(0 - item);
3180 /* Destroy all members of a stack of objects. */
3183 if (o_ptr->number > 1)
3185 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
3187 msg_format("Wild magic consumes all your %s!", o_name);
3192 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3194 msg_format("Wild magic consumes your %s!", o_name);
3199 /* Reduce and describe inventory */
3202 inven_item_increase(item, -999);
3203 inven_item_describe(item);
3204 inven_item_optimize(item);
3207 /* Reduce and describe floor item */
3210 floor_item_increase(0 - item, -999);
3211 floor_item_describe(0 - item);
3212 floor_item_optimize(0 - item);
3218 /* Combine / Reorder the pack (later) */
3219 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3222 p_ptr->window |= (PW_INVEN);
3224 /* Something was done */
3232 bool bless_weapon(void)
3236 u32b flgs[TR_FLAG_SIZE];
3237 char o_name[MAX_NLEN];
3240 item_tester_no_ryoute = TRUE;
3241 /* Assume enchant weapon */
3242 item_tester_hook = item_tester_hook_weapon2;
3246 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
3247 s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3249 q = "Bless which weapon? ";
3250 s = "You have weapon to bless.";
3253 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3256 /* Get the item (in the pack) */
3259 o_ptr = &inventory[item];
3262 /* Get the item (on the floor) */
3265 o_ptr = &o_list[0 - item];
3270 object_desc(o_name, o_ptr, FALSE, 0);
3272 /* Extract the flags */
3273 object_flags(o_ptr, flgs);
3275 if (cursed_p(o_ptr))
3277 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3278 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3281 msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
3284 msg_format("The black aura on %s %s disrupts the blessing!",
3285 ((item >= 0) ? "your" : "the"), o_name);
3292 msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
3295 msg_format("A malignant aura leaves %s %s.",
3296 ((item >= 0) ? "your" : "the"), o_name);
3301 o_ptr->curse_flags = 0L;
3303 /* Hack -- Assume felt */
3304 o_ptr->ident |= (IDENT_SENSE);
3307 o_ptr->feeling = FEEL_NONE;
3309 /* Recalculate the bonuses */
3310 p_ptr->update |= (PU_BONUS);
3313 p_ptr->window |= (PW_EQUIP);
3317 * Next, we try to bless it. Artifacts have a 1/3 chance of
3318 * being blessed, otherwise, the operation simply disenchants
3319 * them, godly power negating the magic. Ok, the explanation
3320 * is silly, but otherwise priests would always bless every
3321 * artifact weapon they find. Ego weapons and normal weapons
3322 * can be blessed automatically.
3324 if (have_flag(flgs, TR_BLESSED))
3327 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
3330 msg_format("%s %s %s blessed already.",
3331 ((item >= 0) ? "Your" : "The"), o_name,
3332 ((o_ptr->number > 1) ? "were" : "was"));
3338 if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || one_in_(3))
3342 msg_format("%s¤Ïµ±¤¤¤¿¡ª",
3345 msg_format("%s %s shine%s!",
3346 ((item >= 0) ? "Your" : "The"), o_name,
3347 ((o_ptr->number > 1) ? "" : "s"));
3350 add_flag(o_ptr->art_flags, TR_BLESSED);
3351 o_ptr->discount = 99;
3355 bool dis_happened = FALSE;
3358 msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
3360 msg_print("The weapon resists your blessing!");
3364 /* Disenchant tohit */
3365 if (o_ptr->to_h > 0)
3368 dis_happened = TRUE;
3371 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3373 /* Disenchant todam */
3374 if (o_ptr->to_d > 0)
3377 dis_happened = TRUE;
3380 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3382 /* Disenchant toac */
3383 if (o_ptr->to_a > 0)
3386 dis_happened = TRUE;
3389 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3394 msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
3396 msg_print("There is a static feeling in the air...");
3400 msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
3403 msg_format("%s %s %s disenchanted!",
3404 ((item >= 0) ? "Your" : "The"), o_name,
3405 ((o_ptr->number > 1) ? "were" : "was"));
3411 /* Recalculate bonuses */
3412 p_ptr->update |= (PU_BONUS);
3415 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3426 bool pulish_shield(void)
3430 u32b flgs[TR_FLAG_SIZE];
3431 char o_name[MAX_NLEN];
3434 item_tester_no_ryoute = TRUE;
3435 /* Assume enchant weapon */
3436 item_tester_tval = TV_SHIELD;
3440 q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
3441 s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3443 q = "Pulish which weapon? ";
3444 s = "You have weapon to pulish.";
3447 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3450 /* Get the item (in the pack) */
3453 o_ptr = &inventory[item];
3456 /* Get the item (on the floor) */
3459 o_ptr = &o_list[0 - item];
3464 object_desc(o_name, o_ptr, FALSE, 0);
3466 /* Extract the flags */
3467 object_flags(o_ptr, flgs);
3469 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
3470 !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3473 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
3475 msg_format("%s %s shine%s!",
3476 ((item >= 0) ? "Your" : "The"), o_name,
3477 ((o_ptr->number > 1) ? "" : "s"));
3479 o_ptr->name2 = EGO_REFLECTION;
3480 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3482 o_ptr->discount = 99;
3483 chg_virtue(V_ENCHANT, 2);
3489 if (flush_failure) flush();
3492 msg_print("¼ºÇÔ¤·¤¿¡£");
3494 msg_print("Failed.");
3497 chg_virtue(V_ENCHANT, -2);
3506 * Potions "smash open" and cause an area effect when
3507 * (1) they are shattered while in the player's inventory,
3508 * due to cold (etc) attacks;
3509 * (2) they are thrown at a monster, or obstacle;
3510 * (3) they are shattered by a "cold ball" or other such spell
3511 * while lying on the floor.
3514 * who --- who caused the potion to shatter (0=player)
3515 * potions that smash on the floor are assumed to
3516 * be caused by no-one (who = 1), as are those that
3517 * shatter inside the player inventory.
3518 * (Not anymore -- I changed this; TY)
3519 * y, x --- coordinates of the potion (or player if
3520 * the potion was in her inventory);
3521 * o_ptr --- pointer to the potion object.
3523 bool potion_smash_effect(int who, int y, int x, int k_idx)
3530 object_kind *k_ptr = &k_info[k_idx];
3532 switch (k_ptr->sval)
3534 case SV_POTION_SALT_WATER:
3535 case SV_POTION_SLIME_MOLD:
3536 case SV_POTION_LOSE_MEMORIES:
3537 case SV_POTION_DEC_STR:
3538 case SV_POTION_DEC_INT:
3539 case SV_POTION_DEC_WIS:
3540 case SV_POTION_DEC_DEX:
3541 case SV_POTION_DEC_CON:
3542 case SV_POTION_DEC_CHR:
3543 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3544 case SV_POTION_APPLE_JUICE:
3547 case SV_POTION_INFRAVISION:
3548 case SV_POTION_DETECT_INVIS:
3549 case SV_POTION_SLOW_POISON:
3550 case SV_POTION_CURE_POISON:
3551 case SV_POTION_BOLDNESS:
3552 case SV_POTION_RESIST_HEAT:
3553 case SV_POTION_RESIST_COLD:
3554 case SV_POTION_HEROISM:
3555 case SV_POTION_BESERK_STRENGTH:
3556 case SV_POTION_RES_STR:
3557 case SV_POTION_RES_INT:
3558 case SV_POTION_RES_WIS:
3559 case SV_POTION_RES_DEX:
3560 case SV_POTION_RES_CON:
3561 case SV_POTION_RES_CHR:
3562 case SV_POTION_INC_STR:
3563 case SV_POTION_INC_INT:
3564 case SV_POTION_INC_WIS:
3565 case SV_POTION_INC_DEX:
3566 case SV_POTION_INC_CON:
3567 case SV_POTION_INC_CHR:
3568 case SV_POTION_AUGMENTATION:
3569 case SV_POTION_ENLIGHTENMENT:
3570 case SV_POTION_STAR_ENLIGHTENMENT:
3571 case SV_POTION_SELF_KNOWLEDGE:
3572 case SV_POTION_EXPERIENCE:
3573 case SV_POTION_RESISTANCE:
3574 case SV_POTION_INVULNERABILITY:
3575 case SV_POTION_NEW_LIFE:
3576 /* All of the above potions have no effect when shattered */
3578 case SV_POTION_SLOWNESS:
3583 case SV_POTION_POISON:
3588 case SV_POTION_BLINDNESS:
3592 case SV_POTION_CONFUSION: /* Booze */
3596 case SV_POTION_SLEEP:
3600 case SV_POTION_RUINATION:
3601 case SV_POTION_DETONATIONS:
3603 dam = damroll(25, 25);
3606 case SV_POTION_DEATH:
3607 dt = GF_DEATH_RAY; /* !! */
3608 dam = k_ptr->level * 10;
3612 case SV_POTION_SPEED:
3615 case SV_POTION_CURE_LIGHT:
3617 dam = damroll(2, 3);
3619 case SV_POTION_CURE_SERIOUS:
3621 dam = damroll(4, 3);
3623 case SV_POTION_CURE_CRITICAL:
3624 case SV_POTION_CURING:
3626 dam = damroll(6, 3);
3628 case SV_POTION_HEALING:
3630 dam = damroll(10, 10);
3632 case SV_POTION_RESTORE_EXP:
3637 case SV_POTION_LIFE:
3639 dam = damroll(50, 50);
3642 case SV_POTION_STAR_HEALING:
3644 dam = damroll(50, 50);
3647 case SV_POTION_RESTORE_MANA: /* MANA */
3649 dam = damroll(10, 10);
3656 (void)project(who, radius, y, x, dam, dt,
3657 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3659 /* XXX those potions that explode need to become "known" */
3665 * Hack -- Display all known spells in a window
3667 * XXX XXX XXX Need to analyze size of the window.
3669 * XXX XXX XXX Need more color coding.
3671 void display_spell_list(void)
3684 /* They have too many spells to list */
3685 if (p_ptr->pclass == CLASS_SORCERER) return;
3686 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3688 /* mind.c type classes */
3689 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3690 (p_ptr->pclass == CLASS_BERSERKER) ||
3691 (p_ptr->pclass == CLASS_NINJA) ||
3692 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3693 (p_ptr->pclass == CLASS_FORCETRAINER))
3699 int plev = p_ptr->lev;
3705 bool use_hp = FALSE;
3707 /* Display a list of spells */
3710 put_str("̾Á°", y, x + 5);
3711 put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
3713 put_str("Name", y, x + 5);
3714 put_str("Lv Mana Fail Info", y, x + 35);
3717 switch(p_ptr->pclass)
3719 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3720 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3721 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3722 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3723 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3724 default: use_mind = 0;break;
3727 /* Dump the spells */
3728 for (i = 0; i < MAX_MIND_POWERS; i++)
3730 byte a = TERM_WHITE;
3732 /* Access the available spell */
3733 spell = mind_powers[use_mind].info[i];
3734 if (spell.min_lev > plev) break;
3736 /* Get the failure rate */
3737 chance = spell.fail;
3739 /* Reduce failure rate by "effective" level adjustment */
3740 chance -= 3 * (p_ptr->lev - spell.min_lev);
3742 /* Reduce failure rate by INT/WIS adjustment */
3743 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3747 /* Not enough mana to cast */
3748 if (spell.mana_cost > p_ptr->csp)
3750 chance += 5 * (spell.mana_cost - p_ptr->csp);
3756 /* Not enough hp to cast */
3757 if (spell.mana_cost > p_ptr->chp)
3764 /* Extract the minimum failure rate */
3765 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3767 /* Minimum failure rate */
3768 if (chance < minfail) chance = minfail;
3770 /* Stunning makes spells harder */
3771 if (p_ptr->stun > 50) chance += 25;
3772 else if (p_ptr->stun) chance += 15;
3774 /* Always a 5 percent chance of working */
3775 if (chance > 95) chance = 95;
3778 mindcraft_info(comment, use_mind, i);
3780 /* Dump the spell */
3781 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3783 spell.min_lev, spell.mana_cost, chance, comment);
3785 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3790 /* Cannot read spellbooks */
3791 if (REALM_NONE == p_ptr->realm1) return;
3793 /* Normal spellcaster with books */
3796 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
3800 /* Reset vertical */
3803 /* Vertical location */
3804 y = (j < 3) ? 0 : (m[j - 3] + 2);
3806 /* Horizontal location */
3810 for (i = 0; i < 32; i++)
3812 byte a = TERM_WHITE;
3814 /* Access the spell */
3815 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
3817 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
3821 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
3824 strcpy(name, spell_names[technic2magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2)-1][i % 32]);
3827 if (s_ptr->slevel >= 99)
3831 strcpy(name, "(ȽÆÉÉÔǽ)");
3833 strcpy(name, "(illegible)");
3843 ((p_ptr->spell_forgotten1 & (1L << i))) :
3844 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
3851 else if (!((j < 1) ?
3852 (p_ptr->spell_learned1 & (1L << i)) :
3853 (p_ptr->spell_learned2 & (1L << (i % 32)))))
3860 else if (!((j < 1) ?
3861 (p_ptr->spell_worked1 & (1L << i)) :
3862 (p_ptr->spell_worked2 & (1L << (i % 32)))))
3868 /* Dump the spell --(-- */
3869 sprintf(out_val, "%c/%c) %-20.20s",
3870 I2A(n / 8), I2A(n % 8), name);
3875 /* Dump onto the window */
3876 Term_putstr(x, m[j], -1, a, out_val);
3886 * Returns experience of a spell
3888 s16b experience_of_spell(int spell, int use_realm)
3890 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
3891 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
3892 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
3893 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
3899 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
3901 int mod_need_mana(int need_mana, int spell, int realm)
3903 #define MANA_CONST 2400
3905 #define DEC_MANA_DIV 3
3908 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
3911 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
3912 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
3914 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
3915 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
3916 need_mana /= MANA_CONST * MANA_DIV;
3917 if (need_mana < 1) need_mana = 1;
3920 /* Non-realm magic */
3923 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
3935 * Returns spell chance of failure for spell -RAK-
3937 s16b spell_chance(int spell, int use_realm)
3939 int chance, minfail;
3942 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3945 /* Paranoia -- must be literate */
3946 if (!mp_ptr->spell_book) return (100);
3948 if (use_realm == REALM_HISSATSU) return 0;
3950 /* Access the spell */
3951 if (!is_magic(use_realm))
3953 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
3957 s_ptr = &mp_ptr->info[use_realm - 1][spell];
3960 /* Extract the base spell failure rate */
3961 chance = s_ptr->sfail;
3963 /* Reduce failure rate by "effective" level adjustment */
3964 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3966 /* Reduce failure rate by INT/WIS adjustment */
3967 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3970 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
3972 /* Extract mana consumption rate */
3973 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
3975 /* Not enough mana to cast */
3976 if (need_mana > p_ptr->csp)
3978 chance += 5 * (need_mana - p_ptr->csp);
3981 chance += p_ptr->to_m_chance;
3982 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3984 /* Extract the minimum failure rate */
3985 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3988 * Non mage/priest characters never get too good
3989 * (added high mage, mindcrafter)
3991 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3993 if (minfail < 5) minfail = 5;
3996 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3997 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3998 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
4000 if (p_ptr->heavy_spell) chance += 20;
4001 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
4002 else if (p_ptr->easy_spell) chance-=3;
4003 else if (p_ptr->dec_mana) chance-=2;
4005 if ((use_realm == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
4006 if (((use_realm == REALM_LIFE) || (use_realm == REALM_CRUSADE)) && (p_ptr->align < -20)) chance += penalty;
4007 if (((use_realm == REALM_DEATH) || (use_realm == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
4009 /* Minimum failure rate */
4010 if (chance < minfail) chance = minfail;
4012 /* Stunning makes spells harder */
4013 if (p_ptr->stun > 50) chance += 25;
4014 else if (p_ptr->stun) chance += 15;
4016 /* Always a 5 percent chance of working */
4017 if (chance > 95) chance = 95;
4019 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
4020 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4022 s16b exp = experience_of_spell(spell, use_realm);
4023 if (exp >= SPELL_EXP_EXPERT) chance--;
4024 if (exp >= SPELL_EXP_MASTER) chance--;
4026 if(p_ptr->dec_mana) chance--;
4027 if (p_ptr->heavy_spell) chance += 5;
4029 chance = MAX(chance,0);
4031 /* Return the chance */
4038 * Determine if a spell is "okay" for the player to cast or study
4039 * The spell must be legible, not forgotten, and also, to cast,
4040 * it must be known, and to study, it must not be known.
4042 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
4046 /* Access the spell */
4047 if (!is_magic(use_realm))
4049 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4053 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4056 /* Spell is illegal */
4057 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
4059 /* Spell is forgotten */
4060 if ((use_realm == p_ptr->realm2) ?
4061 (p_ptr->spell_forgotten2 & (1L << spell)) :
4062 (p_ptr->spell_forgotten1 & (1L << spell)))
4068 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
4069 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
4071 /* Spell is learned */
4072 if ((use_realm == p_ptr->realm2) ?
4073 (p_ptr->spell_learned2 & (1L << spell)) :
4074 (p_ptr->spell_learned1 & (1L << spell)))
4077 return (!study_pray);
4080 /* Okay to study, not to cast */
4087 * Extra information on a spell -DRS-
4089 * We can use up to 14 characters of the buffer 'p'
4091 * The strings in this function were extracted from the code in the
4092 * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
4094 static void spell_info(char *p, int spell, int use_realm)
4096 int plev = p_ptr->lev;
4099 int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
4100 p_ptr->pclass == CLASS_HIGH_MAGE ||
4101 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4103 int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
4104 p_ptr->pclass == CLASS_HIGH_MAGE ||
4105 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4107 cptr s_dam = "»½ý:";
4108 cptr s_dur = "´ü´Ö:";
4109 cptr s_range = "ÈÏ°Ï:";
4110 cptr s_heal = "²óÉü:";
4111 cptr s_random = "¥é¥ó¥À¥à";
4112 cptr s_delay = "ÃÙ±ä:";
4114 cptr s_dam = "dam ";
4115 cptr s_dur = "dur ";
4116 cptr s_range = "range ";
4117 cptr s_heal = "heal ";
4118 cptr s_random = "random";
4119 cptr s_delay = "delay ";
4124 /* Analyze the spell */
4127 case REALM_LIFE: /* Life */
4130 case 0: sprintf(p, " %s2d10", s_heal); break;
4131 case 1: sprintf(p, " %s12+d12", s_dur); break;
4132 case 2: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4133 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4134 case 5: sprintf(p, " %s4d10", s_heal); break;
4135 case 9: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 1) / 5)); break;
4136 case 10: sprintf(p, " %s8d10", s_heal); break;
4137 case 11: sprintf(p, " %s20+d20", s_dur); break;
4138 case 14: sprintf(p, " %s300", s_heal); break;
4139 case 18: sprintf(p, " %sd%d", s_dam, 5 * plev); break;
4140 case 20: sprintf(p, " %s%dd15", s_dam, 5 + ((plev - 1) / 3)); break;
4141 case 21: sprintf(p, " %s15+d21", s_delay); break;
4142 case 29: sprintf(p, " %s2000", s_heal); break;
4143 case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
4147 case REALM_SORCERY: /* Sorcery */
4150 case 1: sprintf(p, " %s10", s_range); break;
4151 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4152 case 5: sprintf(p, " %s%d", s_range, plev * 5); break;
4153 case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
4154 case 18: sprintf(p, " %s25+d30", s_dur); break;
4155 case 22: sprintf(p, " %s15+d21", s_delay); break;
4156 case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4157 case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
4159 case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
4161 case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4163 case 27: sprintf(p, " %s25+d30", s_dur); break;
4164 case 31: sprintf(p, " %s4+d4", s_dur); break;
4168 case REALM_NATURE: /* Nature */
4172 case 1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4174 case 1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4176 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4177 case 6: sprintf(p, " %s20+d20", s_dur); break;
4178 case 7: sprintf(p, " %s2d8", s_heal); break;
4179 case 9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
4180 case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
4181 case 12: sprintf(p, " %s6d8", s_dam); break;
4182 case 15: sprintf(p, " %s500", s_heal); break;
4183 case 17: sprintf(p, " %s20+d30", s_dur); break;
4184 case 18: sprintf(p, " %s20+d20", s_dur); break;
4186 case 24: sprintf(p, " Ⱦ·Â:10"); break;
4188 case 24: sprintf(p, " rad 10"); break;
4190 case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
4191 case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
4192 case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
4193 case 29: sprintf(p, " %s75", s_dam); break;
4194 case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
4198 case REALM_CHAOS: /* Chaos */
4201 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4202 case 2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4203 case 4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
4204 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4205 case 6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4206 case 7: sprintf(p, " %s%d", s_range, plev * 5); break;
4207 case 8: sprintf(p, " %s", s_random); break;
4208 case 9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
4209 case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
4210 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4211 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4212 case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
4213 case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
4214 case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
4215 case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
4216 case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
4218 case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4220 case 25: sprintf(p, " dam %d each", plev * 2); break;
4222 case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
4223 case 27: sprintf(p, " %s150 / 250", s_dam); break;
4224 case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
4225 case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
4226 case 31: sprintf(p, " %s3 * 175", s_dam); break;
4230 case REALM_DEATH: /* Death */
4233 case 1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
4234 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4235 case 5: sprintf(p, " %s20+d20", s_dur); break;
4236 case 8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4237 case 9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4238 case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
4240 case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
4242 case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
4244 case 16: sprintf(p, " %s25+d25", s_dur); break;
4245 case 17: sprintf(p, " %s", s_random); break;
4246 case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
4247 case 19: sprintf(p, " %s25+d25", s_dur); break;
4248 case 21: sprintf(p, " %s3*100", s_dam); break;
4249 case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4250 case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
4251 case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4252 case 30: sprintf(p, " %s666", s_dam); break;
4253 case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
4257 case REALM_TRUMP: /* Trump */
4260 case 0: sprintf(p, " %s10", s_range); break;
4261 case 2: sprintf(p, " %s", s_random); break;
4262 case 4: sprintf(p, " %s%d", s_range, plev * 4); break;
4263 case 5: sprintf(p, " %s25+d30", s_dur); break;
4265 case 8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
4267 case 8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4269 case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4270 case 14: sprintf(p, " %s15+d21", s_delay); break;
4271 case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
4273 case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4275 case 28: sprintf(p, " %s%d each", s_dam, plev * 2); break;
4280 case REALM_ARCANE: /* Arcane */
4283 case 0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
4284 case 4: sprintf(p, " %s10", s_range); break;
4285 case 5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
4286 case 7: sprintf(p, " %s2d8", s_heal); break;
4290 case 17: sprintf(p, " %s20+d20", s_dur); break;
4291 case 18: sprintf(p, " %s4d8", s_heal); break;
4292 case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
4293 case 21: sprintf(p, " %s6d8", s_dam); break;
4294 case 24: sprintf(p, " %s24+d24", s_dur); break;
4295 case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
4296 case 30: sprintf(p, " %s15+d21", s_delay); break;
4297 case 31: sprintf(p, " %s25+d30", s_dur); break;
4301 case REALM_ENCHANT: /* Craft */
4304 case 0: sprintf(p, " %s100+d100", s_dur); break;
4305 case 1: sprintf(p, " %s80+d80", s_dur); break;
4311 case 18: sprintf(p, " %s20+d20", s_dur); break;
4312 case 5: sprintf(p, " %s25+d25", s_dur); break;
4313 case 8: sprintf(p, " %s24+d24", s_dur); break;
4314 case 11: sprintf(p, " %s25+d25", s_dur); break;
4315 case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
4316 case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
4317 case 16: sprintf(p, " %s25+d30", s_dur); break;
4318 case 17: sprintf(p, " %s30+d20", s_dur); break;
4319 case 19: sprintf(p, " %s%d+d%d", s_dur, plev, plev+20); break;
4320 case 20: sprintf(p, " %s50+d50", s_dur); break;
4321 case 23: sprintf(p, " %s20+d20", s_dur); break;
4322 case 31: sprintf(p, " %s13+d13", s_dur); break;
4326 case REALM_DAEMON: /* Daemon */
4329 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4330 case 2: sprintf(p, " %s12+d12", s_dur); break;
4331 case 3: sprintf(p, " %s20+d20", s_dur); break;
4332 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4333 case 7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4334 case 10: sprintf(p, " %s20+d20", s_dur); break;
4335 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4336 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4337 case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
4338 case 16: sprintf(p, " %s30+d25", s_dur); break;
4339 case 17: sprintf(p, " %s20+d20", s_dur); break;
4340 case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4341 case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
4342 case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4343 case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
4344 case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
4345 case 24: sprintf(p, " %s25+d25", s_dur); break;
4346 case 25: sprintf(p, " %s20+d20", s_dur); break;
4347 case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
4348 case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
4349 case 30: sprintf(p, " %s600", s_dam); break;
4350 case 31: sprintf(p, " %s15+d15", s_dur); break;
4354 case REALM_CRUSADE: /* Crusade */
4357 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4358 case 5: sprintf(p, " %s%d", s_range, 25+plev/2); break;
4360 case 6: sprintf(p, " %s³Æ%dd2", s_dam, 3+((plev-1)/9)); break;
4362 case 6: sprintf(p, " %s%dd2 each", s_dam, 3+((plev-1)/9)); break;
4364 case 9: sprintf(p, " %s3d6+%d", s_dam, orb); break;
4365 case 10: sprintf(p, " %sd%d", s_dam, plev); break;
4366 case 12: sprintf(p, " %s24+d24", s_dur); break;
4367 case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
4368 case 14: sprintf(p, " %s%d", s_dam, plev*5); break;
4370 case 15: sprintf(p, " »:d%d/²ó:100", 6 * plev); break;
4372 case 15: sprintf(p, " dam:d%d/h100", 6 * plev); break;
4374 case 18: sprintf(p, " %s18+d18", s_dur); break;
4375 case 19: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4376 case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4377 case 22: sprintf(p, " %s%d", s_dam, 2 * plev+100); break;
4378 case 24: sprintf(p, " %s25+d25", s_dur); break;
4379 case 28: sprintf(p, " %s10+d10", s_dur); break;
4381 case 29: sprintf(p, " %s³Æ%d", s_dam, plev*3+25); break;
4383 case 29: sprintf(p, " %s%d each", s_dam, plev*3+25); break;
4386 case 30: sprintf(p, " ²ó100/»%d+%d", plev * 4, plev*11/2); break;
4388 case 30: sprintf(p, " h100/dm%d+%d", plev * 4, plev*11/2); break;
4393 case REALM_MUSIC: /* Music */
4396 case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
4397 case 4 : sprintf(p, " %s2d6", s_heal); break;
4398 case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
4399 case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
4400 case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
4401 case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
4402 case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4403 case 28: sprintf(p, " %s15d10", s_heal); break;
4404 case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
4409 sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", use_realm);
4411 sprintf(p, "Unknown type: %d.", use_realm);
4418 * Print a list of spells (for browsing or casting or viewing)
4420 void print_spells(int target_spell, byte *spells, int num, int y, int x, int use_realm)
4422 int i, spell, exp_level, increment = 64;
4434 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
4436 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
4438 msg_print("Warning! print_spells called with null realm");
4442 /* Title the list */
4444 if (use_realm == REALM_HISSATSU)
4446 strcpy(buf," Lv MP");
4448 strcpy(buf," Lv SP");
4452 strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
4454 strcpy(buf,"Profic Lv SP Fail Effect");
4458 put_str("̾Á°", y, x + 5);
4459 put_str(buf, y, x + 29);
4461 put_str("Name", y, x + 5);
4462 put_str(buf, y, x + 29);
4465 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4466 else if (use_realm == p_ptr->realm1) increment = 0;
4467 else if (use_realm == p_ptr->realm2) increment = 32;
4469 /* Dump the spells */
4470 for (i = 0; i < num; i++)
4472 /* Access the spell */
4475 /* Access the spell */
4476 if (!is_magic(use_realm))
4478 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4482 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4485 if (use_realm == REALM_HISSATSU)
4486 need_mana = s_ptr->smana;
4489 s16b exp = experience_of_spell(spell, use_realm);
4491 /* Extract mana consumption rate */
4492 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
4494 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
4495 else exp_level = spell_exp_level(exp);
4498 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
4499 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
4500 else if (s_ptr->slevel >= 99) max = TRUE;
4501 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
4503 strncpy(ryakuji, exp_level_str[exp_level], 4);
4508 if (use_menu && target_spell)
4510 if (i == (target_spell-1))
4512 strcpy(out_val, " ¡Õ ");
4514 strcpy(out_val, " > ");
4517 strcpy(out_val, " ");
4519 else sprintf(out_val, " %c) ", I2A(i));
4520 /* Skip illegible spells */
4521 if (s_ptr->slevel >= 99)
4524 strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
4526 strcat(out_val, format("%-30s", "(illegible)"));
4529 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4533 /* XXX XXX Could label spells above the players level */
4535 /* Get extra info */
4536 spell_info(info, spell, use_realm);
4541 /* Assume spell is known and tried */
4542 line_attr = TERM_WHITE;
4544 /* Analyze the spell */
4545 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4547 if (s_ptr->slevel > p_ptr->max_plv)
4552 comment = " unknown";
4555 line_attr = TERM_L_BLUE;
4557 else if (s_ptr->slevel > p_ptr->lev)
4562 comment = " forgotten";
4565 line_attr = TERM_YELLOW;
4568 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4573 comment = " unknown";
4576 line_attr = TERM_L_BLUE;
4578 else if ((use_realm == p_ptr->realm1) ?
4579 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4580 ((p_ptr->spell_forgotten2 & (1L << spell))))
4585 comment = " forgotten";
4588 line_attr = TERM_YELLOW;
4590 else if (!((use_realm == p_ptr->realm1) ?
4591 (p_ptr->spell_learned1 & (1L << spell)) :
4592 (p_ptr->spell_learned2 & (1L << spell))))
4597 comment = " unknown";
4600 line_attr = TERM_L_BLUE;
4602 else if (!((use_realm == p_ptr->realm1) ?
4603 (p_ptr->spell_worked1 & (1L << spell)) :
4604 (p_ptr->spell_worked2 & (1L << spell))))
4607 comment = " ̤·Ð¸³";
4609 comment = " untried";
4612 line_attr = TERM_L_GREEN;
4615 /* Dump the spell --(-- */
4616 if (use_realm == REALM_HISSATSU)
4618 strcat(out_val, format("%-25s %2d %4d",
4619 spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
4620 s_ptr->slevel, need_mana));
4624 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
4625 spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
4626 (max ? '!' : ' '), ryakuji,
4627 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
4629 c_prt(line_attr, out_val, y + i + 1, x);
4632 /* Clear the bottom line */
4633 prt("", y + i + 1, x);
4638 * Note that amulets, rods, and high-level spell books are immune
4639 * to "inventory damage" of any kind. Also sling ammo and shovels.
4644 * Does a given class of objects (usually) hate acid?
4645 * Note that acid can either melt or corrode something.
4647 bool hates_acid(object_type *o_ptr)
4649 /* Analyze the type */
4650 switch (o_ptr->tval)
4652 /* Wearable items */
4672 /* Staffs/Scrolls are wood/paper */
4685 /* Junk is useless */
4699 * Does a given object (usually) hate electricity?
4701 bool hates_elec(object_type *o_ptr)
4703 switch (o_ptr->tval)
4717 * Does a given object (usually) hate fire?
4718 * Hafted/Polearm weapons have wooden shafts.
4719 * Arrows/Bows are mostly wooden.
4721 bool hates_fire(object_type *o_ptr)
4723 /* Analyze the type */
4724 switch (o_ptr->tval)
4742 case TV_SORCERY_BOOK:
4743 case TV_NATURE_BOOK:
4747 case TV_ARCANE_BOOK:
4748 case TV_ENCHANT_BOOK:
4749 case TV_DAEMON_BOOK:
4750 case TV_CRUSADE_BOOK:
4752 case TV_HISSATSU_BOOK:
4763 /* Staffs/Scrolls burn */
4776 * Does a given object (usually) hate cold?
4778 bool hates_cold(object_type *o_ptr)
4780 switch (o_ptr->tval)
4797 int set_acid_destroy(object_type *o_ptr)
4799 u32b flgs[TR_FLAG_SIZE];
4800 if (!hates_acid(o_ptr)) return (FALSE);
4801 object_flags(o_ptr, flgs);
4802 if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
4810 int set_elec_destroy(object_type *o_ptr)
4812 u32b flgs[TR_FLAG_SIZE];
4813 if (!hates_elec(o_ptr)) return (FALSE);
4814 object_flags(o_ptr, flgs);
4815 if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
4823 int set_fire_destroy(object_type *o_ptr)
4825 u32b flgs[TR_FLAG_SIZE];
4826 if (!hates_fire(o_ptr)) return (FALSE);
4827 object_flags(o_ptr, flgs);
4828 if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
4836 int set_cold_destroy(object_type *o_ptr)
4838 u32b flgs[TR_FLAG_SIZE];
4839 if (!hates_cold(o_ptr)) return (FALSE);
4840 object_flags(o_ptr, flgs);
4841 if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
4847 * Destroys a type of item on a given percent chance
4848 * Note that missiles are no longer necessarily all destroyed
4849 * Destruction taken from "melee.c" code for "stealing".
4850 * New-style wands and rods handled correctly. -LM-
4851 * Returns number of items destroyed.
4853 int inven_damage(inven_func typ, int perc)
4857 char o_name[MAX_NLEN];
4859 /* Multishadow effects is determined by turn */
4860 if( p_ptr->multishadow && (turn & 1) )return 0;
4862 if (p_ptr->inside_arena) return 0;
4864 /* Count the casualties */
4867 /* Scan through the slots backwards */
4868 for (i = 0; i < INVEN_PACK; i++)
4870 o_ptr = &inventory[i];
4872 /* Skip non-objects */
4873 if (!o_ptr->k_idx) continue;
4875 /* Hack -- for now, skip artifacts */
4876 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
4878 /* Give this item slot a shot at death */
4881 /* Count the casualties */
4882 for (amt = j = 0; j < o_ptr->number; ++j)
4884 if (randint0(100) < perc) amt++;
4887 /* Some casualities */
4890 /* Get a description */
4891 object_desc(o_name, o_ptr, FALSE, 3);
4895 msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
4897 msg_format("%sour %s (%c) %s destroyed!",
4901 o_name, index_to_label(i),
4902 ((o_ptr->number > 1) ?
4903 ((amt == o_ptr->number) ? "Á´Éô" :
4904 (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
4906 ((o_ptr->number > 1) ?
4907 ((amt == o_ptr->number) ? "All of y" :
4908 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4909 o_name, index_to_label(i),
4910 ((amt > 1) ? "were" : "was"));
4914 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4915 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
4918 /* Potions smash open */
4919 if (object_is_potion(o_ptr))
4921 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
4924 /* Reduce the charges of rods/wands */
4925 reduce_charges(o_ptr, amt);
4927 /* Destroy "amt" items */
4928 inven_item_increase(i, -amt);
4929 inven_item_optimize(i);
4931 /* Count the casualties */
4937 /* Return the casualty count */
4943 * Acid has hit the player, attempt to affect some armor.
4945 * Note that the "base armor" of an object never changes.
4947 * If any armor is damaged (or resists), the player takes less damage.
4949 static int minus_ac(void)
4951 object_type *o_ptr = NULL;
4952 u32b flgs[TR_FLAG_SIZE];
4953 char o_name[MAX_NLEN];
4956 /* Pick a (possibly empty) inventory slot */
4957 switch (randint1(7))
4959 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4960 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4961 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4962 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4963 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4964 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4965 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4968 /* Nothing to damage */
4969 if (!o_ptr->k_idx) return (FALSE);
4971 if (o_ptr->tval < TV_BOOTS) return (FALSE);
4973 /* No damage left to be done */
4974 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4978 object_desc(o_name, o_ptr, FALSE, 0);
4980 /* Extract the flags */
4981 object_flags(o_ptr, flgs);
4983 /* Object resists */
4984 if (have_flag(flgs, TR_IGNORE_ACID))
4987 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
4989 msg_format("Your %s is unaffected!", o_name);
4998 msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
5000 msg_format("Your %s is damaged!", o_name);
5004 /* Damage the item */
5007 /* Calculate bonuses */
5008 p_ptr->update |= (PU_BONUS);
5011 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
5015 /* Item was damaged */
5021 * Hurt the player with Acid
5023 int acid_dam(int dam, cptr kb_str, int monspell)
5026 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5027 bool double_resist = IS_OPPOSE_ACID();
5029 /* Total Immunity */
5030 if (p_ptr->immune_acid || (dam <= 0))
5032 learn_spell(monspell);
5036 /* Vulnerability (Ouch!) */
5037 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5038 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5040 /* Resist the damage */
5041 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
5042 if (double_resist) dam = (dam + 2) / 3;
5044 if ((!(double_resist || p_ptr->resist_acid)) &&
5045 one_in_(HURT_CHANCE))
5046 (void)do_dec_stat(A_CHR);
5048 /* If any armor gets hit, defend the player */
5049 if (minus_ac()) dam = (dam + 1) / 2;
5052 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5054 /* Inventory damage */
5055 if (!(double_resist && p_ptr->resist_acid))
5056 inven_damage(set_acid_destroy, inv);
5062 * Hurt the player with electricity
5064 int elec_dam(int dam, cptr kb_str, int monspell)
5067 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5068 bool double_resist = IS_OPPOSE_ELEC();
5070 /* Total immunity */
5071 if (p_ptr->immune_elec || (dam <= 0))
5073 learn_spell(monspell);
5077 /* Vulnerability (Ouch!) */
5078 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5079 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5080 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
5082 /* Resist the damage */
5083 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
5084 if (double_resist) dam = (dam + 2) / 3;
5086 if ((!(double_resist || p_ptr->resist_elec)) &&
5087 one_in_(HURT_CHANCE))
5088 (void)do_dec_stat(A_DEX);
5091 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5093 /* Inventory damage */
5094 if (!(double_resist && p_ptr->resist_elec))
5095 inven_damage(set_elec_destroy, inv);
5102 * Hurt the player with Fire
5104 int fire_dam(int dam, cptr kb_str, int monspell)
5107 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5108 bool double_resist = IS_OPPOSE_FIRE();
5110 /* Totally immune */
5111 if (p_ptr->immune_fire || (dam <= 0))
5113 learn_spell(monspell);
5117 /* Vulnerability (Ouch!) */
5118 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5119 if (prace_is_(RACE_ENT)) dam += dam / 3;
5120 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5122 /* Resist the damage */
5123 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
5124 if (double_resist) dam = (dam + 2) / 3;
5126 if ((!(double_resist || p_ptr->resist_fire)) &&
5127 one_in_(HURT_CHANCE))
5128 (void)do_dec_stat(A_STR);
5131 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5133 /* Inventory damage */
5134 if (!(double_resist && p_ptr->resist_fire))
5135 inven_damage(set_fire_destroy, inv);
5142 * Hurt the player with Cold
5144 int cold_dam(int dam, cptr kb_str, int monspell)
5147 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5148 bool double_resist = IS_OPPOSE_COLD();
5150 /* Total immunity */
5151 if (p_ptr->immune_cold || (dam <= 0))
5153 learn_spell(monspell);
5157 /* Vulnerability (Ouch!) */
5158 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5159 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5161 /* Resist the damage */
5162 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
5163 if (double_resist) dam = (dam + 2) / 3;
5165 if ((!(double_resist || p_ptr->resist_cold)) &&
5166 one_in_(HURT_CHANCE))
5167 (void)do_dec_stat(A_STR);
5170 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5172 /* Inventory damage */
5173 if (!(double_resist && p_ptr->resist_cold))
5174 inven_damage(set_cold_destroy, inv);
5180 bool rustproof(void)
5184 char o_name[MAX_NLEN];
5187 item_tester_no_ryoute = TRUE;
5188 /* Select a piece of armour */
5189 item_tester_hook = item_tester_hook_armour;
5193 q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
5194 s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5196 q = "Rustproof which piece of armour? ";
5197 s = "You have nothing to rustproof.";
5200 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
5202 /* Get the item (in the pack) */
5205 o_ptr = &inventory[item];
5208 /* Get the item (on the floor) */
5211 o_ptr = &o_list[0 - item];
5216 object_desc(o_name, o_ptr, FALSE, 0);
5218 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
5220 if ((o_ptr->to_a < 0) && !cursed_p(o_ptr))
5223 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
5225 msg_format("%s %s look%s as good as new!",
5226 ((item >= 0) ? "Your" : "The"), o_name,
5227 ((o_ptr->number > 1) ? "" : "s"));
5234 msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
5236 msg_format("%s %s %s now protected against corrosion.",
5237 ((item >= 0) ? "Your" : "The"), o_name,
5238 ((o_ptr->number > 1) ? "are" : "is"));
5249 * Curse the players armor
5251 bool curse_armor(void)
5256 char o_name[MAX_NLEN];
5259 /* Curse the body armor */
5260 o_ptr = &inventory[INVEN_BODY];
5262 /* Nothing to curse */
5263 if (!o_ptr->k_idx) return (FALSE);
5267 object_desc(o_name, o_ptr, FALSE, 3);
5269 /* Attempt a saving throw for artifacts */
5270 if ((o_ptr->art_name || artifact_p(o_ptr)) && (randint0(100) < 50))
5274 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5275 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
5277 msg_format("A %s tries to %s, but your %s resists the effects!",
5278 "terrible black aura", "surround your armor", o_name);
5283 /* not artifact or failed save... */
5288 msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5290 msg_format("A terrible black aura blasts your %s!", o_name);
5293 chg_virtue(V_ENCHANT, -5);
5295 /* Blast the armor */
5297 o_ptr->name2 = EGO_BLASTED;
5298 o_ptr->to_a = 0 - randint1(5) - randint1(5);
5305 for (i = 0; i < TR_FLAG_SIZE; i++)
5306 o_ptr->art_flags[i] = 0;
5309 o_ptr->curse_flags = TRC_CURSED;
5312 o_ptr->ident |= (IDENT_BROKEN);
5314 /* Recalculate bonuses */
5315 p_ptr->update |= (PU_BONUS);
5317 /* Recalculate mana */
5318 p_ptr->update |= (PU_MANA);
5321 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5329 * Curse the players weapon
5331 bool curse_weapon(bool force, int slot)
5337 char o_name[MAX_NLEN];
5340 /* Curse the weapon */
5341 o_ptr = &inventory[slot];
5343 /* Nothing to curse */
5344 if (!o_ptr->k_idx) return (FALSE);
5348 object_desc(o_name, o_ptr, FALSE, 3);
5350 /* Attempt a saving throw */
5351 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 50) && !force)
5355 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5356 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
5358 msg_format("A %s tries to %s, but your %s resists the effects!",
5359 "terrible black aura", "surround your weapon", o_name);
5364 /* not artifact or failed save... */
5369 if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5371 if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
5374 chg_virtue(V_ENCHANT, -5);
5376 /* Shatter the weapon */
5378 o_ptr->name2 = EGO_SHATTERED;
5379 o_ptr->to_h = 0 - randint1(5) - randint1(5);
5380 o_ptr->to_d = 0 - randint1(5) - randint1(5);
5386 for (i = 0; i < TR_FLAG_SIZE; i++)
5387 o_ptr->art_flags[i] = 0;
5391 o_ptr->curse_flags = TRC_CURSED;
5394 o_ptr->ident |= (IDENT_BROKEN);
5396 /* Recalculate bonuses */
5397 p_ptr->update |= (PU_BONUS);
5399 /* Recalculate mana */
5400 p_ptr->update |= (PU_MANA);
5403 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5412 * Enchant some bolts
5414 bool brand_bolts(void)
5418 /* Use the first acceptable bolts */
5419 for (i = 0; i < INVEN_PACK; i++)
5421 object_type *o_ptr = &inventory[i];
5423 /* Skip non-bolts */
5424 if (o_ptr->tval != TV_BOLT) continue;
5426 /* Skip artifacts and ego-items */
5427 if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
5430 /* Skip cursed/broken items */
5431 if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
5434 if (randint0(100) < 75) continue;
5438 msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
5440 msg_print("Your bolts are covered in a fiery aura!");
5445 o_ptr->name2 = EGO_FLAME;
5448 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5455 if (flush_failure) flush();
5459 msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
5461 msg_print("The fiery enchantment failed.");
5471 * Helper function -- return a "nearby" race for polymorphing
5473 * Note that this function is one of the more "dangerous" ones...
5475 static s16b poly_r_idx(int r_idx)
5477 monster_race *r_ptr = &r_info[r_idx];
5479 int i, r, lev1, lev2;
5481 /* Hack -- Uniques/Questors never polymorph */
5482 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5483 (r_ptr->flags1 & RF1_QUESTOR))
5486 /* Allowable range of "levels" for resulting monster */
5487 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5488 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5490 /* Pick a (possibly new) non-unique race */
5491 for (i = 0; i < 1000; i++)
5493 /* Pick a new race, using a level calculation */
5494 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5496 /* Handle failure */
5502 /* Ignore unique monsters */
5503 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5505 /* Ignore monsters with incompatible levels */
5506 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5508 /* Use that index */
5520 bool polymorph_monster(int y, int x)
5522 cave_type *c_ptr = &cave[y][x];
5523 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5524 bool polymorphed = FALSE;
5526 int old_r_idx = m_ptr->r_idx;
5527 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5528 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5529 monster_type back_m;
5531 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5533 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
5535 /* Memorize the monster before polymorphing */
5538 /* Pick a "new" monster race */
5539 new_r_idx = poly_r_idx(old_r_idx);
5541 /* Handle polymorph */
5542 if (new_r_idx != old_r_idx)
5546 /* Get the monsters attitude */
5547 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
5548 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5549 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
5551 /* "Kill" the "old" monster */
5552 delete_monster_idx(c_ptr->m_idx);
5554 /* Create a new monster (no groups) */
5555 if (place_monster_aux(0, y, x, new_r_idx, mode))
5562 /* Placing the new monster failed */
5563 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
5564 m_list[hack_m_idx_ii] = back_m;
5567 if (targeted) target_who = hack_m_idx_ii;
5568 if (health_tracked) health_track(hack_m_idx_ii);
5578 bool dimension_door(void)
5580 int plev = p_ptr->lev;
5583 if (!tgt_pt(&x, &y)) return FALSE;
5585 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5587 if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
5588 (distance(y, x, py, px) > plev / 2 + 10) ||
5589 (!randint0(plev / 10 + 10)))
5591 if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
5593 msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
5595 msg_print("You fail to exit the astral plane correctly!");
5601 msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
5603 msg_print("You fail to exit the astral plane correctly!");
5606 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5607 teleport_player((plev+2)*2);
5610 teleport_player_to(y, x, TRUE);
5616 bool eat_magic(int power)
5618 object_type * o_ptr;
5621 int recharge_strength = 0;
5627 char o_name[MAX_NLEN];
5629 item_tester_hook = item_tester_hook_recharge;
5633 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
5634 s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5636 q = "Drain which item? ";
5637 s = "You have nothing to drain.";
5640 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5644 o_ptr = &inventory[item];
5648 o_ptr = &o_list[0 - item];
5651 k_ptr = &k_info[o_ptr->k_idx];
5652 lev = get_object_level(o_ptr);
5654 if (o_ptr->tval == TV_ROD)
5656 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5659 if (one_in_(recharge_strength))
5661 /* Activate the failure code. */
5666 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5669 msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
5671 msg_print("You can't absorb energy from a discharged rod.");
5678 o_ptr->timeout += k_ptr->pval;
5684 /* All staffs, wands. */
5685 recharge_strength = (100 + power - lev) / 15;
5688 if (recharge_strength < 0) recharge_strength = 0;
5691 if (one_in_(recharge_strength))
5693 /* Activate the failure code. */
5698 if (o_ptr->pval > 0)
5700 p_ptr->csp += lev / 2;
5703 /* XXX Hack -- unstack if necessary */
5704 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5709 /* Get local object */
5712 /* Obtain a local object */
5713 object_copy(q_ptr, o_ptr);
5715 /* Modify quantity */
5718 /* Restore the charges */
5721 /* Unstack the used item */
5723 p_ptr->total_weight -= q_ptr->weight;
5724 item = inven_carry(q_ptr);
5728 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
5730 msg_print("You unstack your staff.");
5738 msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
5740 msg_print("There's no energy there to absorb!");
5744 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5748 /* Inflict the penalties for failing a recharge. */
5751 /* Artifacts are never destroyed. */
5752 if (artifact_p(o_ptr))
5754 object_desc(o_name, o_ptr, TRUE, 0);
5756 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
5758 msg_format("The recharging backfires - %s is completely drained!", o_name);
5762 /* Artifact rods. */
5763 if (o_ptr->tval == TV_ROD)
5764 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5766 /* Artifact wands and staffs. */
5767 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5772 /* Get the object description */
5773 object_desc(o_name, o_ptr, FALSE, 0);
5775 /*** Determine Seriousness of Failure ***/
5777 /* Mages recharge objects more safely. */
5778 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)
5780 /* 10% chance to blow up one rod, otherwise draining. */
5781 if (o_ptr->tval == TV_ROD)
5783 if (one_in_(10)) fail_type = 2;
5786 /* 75% chance to blow up one wand, otherwise draining. */
5787 else if (o_ptr->tval == TV_WAND)
5789 if (!one_in_(3)) fail_type = 2;
5792 /* 50% chance to blow up one staff, otherwise no effect. */
5793 else if (o_ptr->tval == TV_STAFF)
5795 if (one_in_(2)) fail_type = 2;
5800 /* All other classes get no special favors. */
5803 /* 33% chance to blow up one rod, otherwise draining. */
5804 if (o_ptr->tval == TV_ROD)
5806 if (one_in_(3)) fail_type = 2;
5809 /* 20% chance of the entire stack, else destroy one wand. */
5810 else if (o_ptr->tval == TV_WAND)
5812 if (one_in_(5)) fail_type = 3;
5815 /* Blow up one staff. */
5816 else if (o_ptr->tval == TV_STAFF)
5822 /*** Apply draining and destruction. ***/
5824 /* Drain object or stack of objects. */
5827 if (o_ptr->tval == TV_ROD)
5830 msg_print("¥í¥Ã¥É¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤÏÁ´¤Æ¼º¤Ê¤ï¤ì¤¿¡£");
5832 msg_format("You save your rod from destruction, but all charges are lost.", o_name);
5835 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5837 else if (o_ptr->tval == TV_WAND)
5840 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
5842 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
5847 /* Staffs aren't drained. */
5850 /* Destroy an object or one in a stack of objects. */
5853 if (o_ptr->number > 1)
5856 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
5858 msg_format("Wild magic consumes one of your %s!", o_name);
5861 /* Reduce rod stack maximum timeout, drain wands. */
5862 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
5863 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5868 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
5870 msg_format("Wild magic consumes your %s!", o_name);
5873 /* Reduce and describe inventory */
5876 inven_item_increase(item, -1);
5877 inven_item_describe(item);
5878 inven_item_optimize(item);
5881 /* Reduce and describe floor item */
5884 floor_item_increase(0 - item, -1);
5885 floor_item_describe(0 - item);
5886 floor_item_optimize(0 - item);
5890 /* Destroy all members of a stack of objects. */
5893 if (o_ptr->number > 1)
5895 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
5897 msg_format("Wild magic consumes all your %s!", o_name);
5902 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
5904 msg_format("Wild magic consumes your %s!", o_name);
5909 /* Reduce and describe inventory */
5912 inven_item_increase(item, -999);
5913 inven_item_describe(item);
5914 inven_item_optimize(item);
5917 /* Reduce and describe floor item */
5920 floor_item_increase(0 - item, -999);
5921 floor_item_describe(0 - item);
5922 floor_item_optimize(0 - item);
5928 if (p_ptr->csp > p_ptr->msp)
5930 p_ptr->csp = p_ptr->msp;
5933 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5934 p_ptr->window |= (PW_INVEN);
5940 bool summon_kin_player(int level, int y, int x, u32b mode)
5942 bool pet = (bool)(mode & PM_FORCE_PET);
5943 if (!pet) mode |= PM_NO_PET;
5945 switch (p_ptr->mimic_form)
5948 switch (p_ptr->prace)
5952 case RACE_BARBARIAN:
5955 summon_kin_type = 'p';
5965 case RACE_MIND_FLAYER:
5968 summon_kin_type = 'h';
5971 summon_kin_type = 'o';
5973 case RACE_HALF_TROLL:
5974 summon_kin_type = 'T';
5976 case RACE_HALF_OGRE:
5977 summon_kin_type = 'O';
5979 case RACE_HALF_GIANT:
5980 case RACE_HALF_TITAN:
5982 summon_kin_type = 'P';
5985 summon_kin_type = 'y';
5988 summon_kin_type = 'K';
5991 summon_kin_type = 'k';
5994 if (one_in_(13)) summon_kin_type = 'U';
5995 else summon_kin_type = 'u';
5997 case RACE_DRACONIAN:
5998 summon_kin_type = 'd';
6002 summon_kin_type = 'g';
6005 if (one_in_(13)) summon_kin_type = 'L';
6006 else summon_kin_type = 's';
6009 summon_kin_type = 'z';
6012 summon_kin_type = 'V';
6015 summon_kin_type = 'G';
6018 summon_kin_type = 'I';
6021 summon_kin_type = '#';
6024 summon_kin_type = 'A';
6027 summon_kin_type = 'U';
6030 summon_kin_type = 'p';
6035 if (one_in_(13)) summon_kin_type = 'U';
6036 else summon_kin_type = 'u';
6038 case MIMIC_DEMON_LORD:
6039 summon_kin_type = 'U';
6042 summon_kin_type = 'V';
6045 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);