3 /* Purpose: Spell code (part 3) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
15 /* Maximum number of tries for teleporting */
18 /* 1/x chance of reducing stats (for elemental attacks) */
19 #define HURT_CHANCE 16
23 * Teleport a monster, normally up to "dis" grids away.
25 * Attempt to move the monster at least "dis/2" grids away.
27 * But allow variation to prevent infinite loops.
29 bool teleport_away(int m_idx, int dis, bool dec_valour)
31 int oy, ox, d, i, min;
37 monster_type *m_ptr = &m_list[m_idx];
41 if (!m_ptr->r_idx) return (FALSE);
43 /* Save the old location */
47 /* Minimum distance */
51 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
52 (4+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 (cave[ny][nx].feat == FEAT_GLYPH) continue;
85 if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) continue;
87 /* ...nor onto the Pattern */
88 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
89 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
91 /* No teleporting into vaults and such */
92 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
93 if (cave[ny][nx].info & CAVE_ICKY) continue;
95 /* This grid looks good */
102 /* Increase the maximum distance */
105 /* Decrease the minimum distance */
108 /* Stop after MAX_TRIES tries */
109 if (tries > MAX_TRIES) return (FALSE);
113 sound(SOUND_TPOTHER);
115 /* Update the new location */
116 cave[ny][nx].m_idx = m_idx;
118 /* Update the old location */
119 cave[oy][ox].m_idx = 0;
121 /* Move the monster */
125 /* 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 (cave[ny][nx].feat == FEAT_GLYPH) continue;
197 if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) 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;
266 int xx = -1, yy = -1;
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 */
376 if (xx == 0 && yy == 0)
382 if (cave[oy+yy][ox+xx].m_idx)
384 if ((r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags6 & RF6_TPORT) &&
385 !(r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags3 & RF3_RES_TELE))
387 * The latter limitation is to avoid
388 * totally unkillable suckers...
391 if (!(m_list[cave[oy+yy][ox+xx].m_idx].csleep))
392 teleport_to_player(cave[oy+yy][ox+xx].m_idx, r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].level);
403 /* Redraw the new spot */
406 /* Check for new panel (redraw map) */
410 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
412 /* Update the monsters */
413 p_ptr->update |= (PU_DISTANCE);
416 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
418 /* Handle stuff XXX XXX XXX */
425 * Teleport player to a grid near the given location
427 * This function is slightly obsessive about correctness.
428 * This function allows teleporting into vaults (!)
430 void teleport_player_to(int ny, int nx, bool no_tele)
432 int y, x, oy, ox, dis = 0, ctr = 0;
434 if (p_ptr->anti_tele && no_tele)
437 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
439 msg_print("A mysterious force prevents you from teleporting!");
445 /* Find a usable location */
448 /* Pick a nearby legal location */
451 y = rand_spread(ny, dis);
452 x = rand_spread(nx, dis);
453 if (in_bounds(y, x)) break;
456 /* Accept "naked" floor grids */
459 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;
461 else if (cave_empty_bold(y, x) || ((y == py) && (x == px))) break;
463 /* Occasionally advance the distance */
464 if (++ctr > (4 * dis * dis + 4 * dis + 1))
472 sound(SOUND_TELEPORT);
474 /* Save the old location */
478 /* Move the player */
485 tmp = cave[py][px].m_idx;
486 cave[py][px].m_idx = cave[oy][ox].m_idx;
487 cave[oy][ox].m_idx = tmp;
488 m_list[p_ptr->riding].fy = py;
489 m_list[p_ptr->riding].fx = px;
490 update_mon(cave[py][px].m_idx, TRUE);
495 /* Redraw the old spot */
498 /* Redraw the new spot */
501 /* Check for new panel (redraw map) */
505 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
507 /* Update the monsters */
508 p_ptr->update |= (PU_DISTANCE);
511 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
513 /* Handle stuff XXX XXX XXX */
520 * Teleport the player one level up or down (random when legal)
522 void teleport_player_level(void)
524 /* No effect in arena or quest */
525 if (p_ptr->inside_arena || (p_ptr->inside_quest && !random_quest_number(dun_level)) ||
526 (quest_number(dun_level) && (dun_level > 1) && ironman_downward))
529 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
531 msg_print("There is no effect.");
537 if (p_ptr->anti_tele)
540 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
542 msg_print("A mysterious force prevents you from teleporting!");
548 if (ironman_downward || (dun_level <= d_info[dungeon_type].mindepth))
551 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
553 msg_print("You sink through the floor.");
557 dungeon_type = p_ptr->recall_dungeon;
562 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
564 if (autosave_l) do_cmd_save_game(TRUE);
568 dun_level = d_info[dungeon_type].mindepth;
576 p_ptr->leaving = TRUE;
578 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
581 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
583 msg_print("You rise up through the ceiling.");
587 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
589 if (autosave_l) do_cmd_save_game(TRUE);
593 if (!dun_level) dungeon_type = 0;
598 p_ptr->inside_quest = 0;
599 p_ptr->leaving = TRUE;
601 else if (randint0(100) < 50)
604 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
606 msg_print("You rise up through the ceiling.");
610 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
612 if (autosave_l) do_cmd_save_game(TRUE);
616 if (!dun_level) dungeon_type = 0;
619 p_ptr->leaving = TRUE;
624 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
626 msg_print("You sink through the floor.");
629 if (!dun_level) dungeon_type = p_ptr->recall_dungeon;
631 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
633 if (autosave_l) do_cmd_save_game(TRUE);
638 p_ptr->leaving = TRUE;
641 if (!dun_level && dungeon_type)
643 p_ptr->leaving_dungeon = TRUE;
644 p_ptr->wilderness_y = d_info[dungeon_type].dy;
645 p_ptr->wilderness_x = d_info[dungeon_type].dx;
646 p_ptr->recall_dungeon = dungeon_type;
649 if (!dun_level) dungeon_type = 0;
652 sound(SOUND_TPLEVEL);
657 static int choose_dungeon(cptr note)
663 /* Allocate the "dun" array */
664 C_MAKE(dun, max_d_idx, s16b);
667 for(i = 1; i < max_d_idx; i++)
672 if (!d_info[i].maxdepth) continue;
673 if (!max_dlv[i]) continue;
674 if (d_info[i].final_guardian)
676 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
678 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
681 sprintf(buf," %c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
683 sprintf(buf," %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
689 prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
691 prt(format("Which dungeon do you %s?: ", note), 0, 0);
698 /* Free the "dun" array */
699 C_KILL(dun, max_d_idx, s16b);
704 if (i >= 'a' && i <('a'+num))
706 select_dungeon = dun[i-'a'];
713 /* Free the "dun" array */
714 C_KILL(dun, max_d_idx, s16b);
716 return select_dungeon;
721 * Recall the player to town or dungeon
723 bool recall_player(int turns)
726 * TODO: Recall the player to the last
727 * visited town when in the wilderness
731 if (p_ptr->inside_arena || ironman_downward)
734 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
736 msg_print("Nothing happens.");
742 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
745 if (get_check("¤³¤³¤ÏºÇ¿¼Åþ㳬¤è¤êÀõ¤¤³¬¤Ç¤¹¡£¤³¤Î³¬¤ËÌá¤Ã¤ÆÍè¤Þ¤¹¤«¡© "))
747 if (get_check("Reset recall depth? "))
750 max_dlv[dungeon_type] = dun_level;
751 if (record_maxdeapth)
753 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤¤Ë");
755 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "when recall from dungeon");
760 if (!p_ptr->word_recall)
766 select_dungeon = choose_dungeon("¤Ëµ¢´Ô");
768 select_dungeon = choose_dungeon("recall");
770 if (!select_dungeon) return FALSE;
771 p_ptr->recall_dungeon = select_dungeon;
773 p_ptr->word_recall = turns;
775 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
777 msg_print("The air about you becomes charged...");
780 p_ptr->redraw |= (PR_STATUS);
784 p_ptr->word_recall = 0;
786 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
788 msg_print("A tension leaves the air around you...");
791 p_ptr->redraw |= (PR_STATUS);
797 bool word_of_recall(void)
799 return(recall_player(randint0(21) + 15));
803 bool reset_recall(void)
805 int select_dungeon, dummy = 0;
810 select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È");
812 select_dungeon = choose_dungeon("reset");
815 if (!select_dungeon) return FALSE;
818 sprintf(ppp, "²¿³¬¤Ë¥»¥Ã¥È¤·¤Þ¤¹¤« (%d-%d):", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
820 sprintf(ppp, "Reset to which level (%d-%d): ", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
825 sprintf(tmp_val, "%d", MAX(dun_level, 1));
827 /* Ask for a level */
828 if (get_string(ppp, tmp_val, 10))
830 /* Extract request */
831 dummy = atoi(tmp_val);
834 if (dummy < 1) dummy = 1;
837 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
838 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
840 max_dlv[select_dungeon] = dummy;
842 if (record_maxdeapth)
844 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
846 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "using a scroll of reset recall");
850 msg_format("%s¤Îµ¢´Ô¥ì¥Ù¥ë¤ò %d ³¬¤Ë¥»¥Ã¥È¡£", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
852 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
865 * Apply disenchantment to the player's stuff
867 * XXX XXX XXX This function is also called from the "melee" code
869 * Return "TRUE" if the player notices anything
871 bool apply_disenchant(int mode)
875 char o_name[MAX_NLEN];
876 int to_h, to_d, to_a, pval;
878 /* Pick a random slot */
881 case 1: t = INVEN_RARM; break;
882 case 2: t = INVEN_LARM; break;
883 case 3: t = INVEN_BOW; break;
884 case 4: t = INVEN_BODY; break;
885 case 5: t = INVEN_OUTER; break;
886 case 6: t = INVEN_HEAD; break;
887 case 7: t = INVEN_HANDS; break;
888 case 8: t = INVEN_FEET; break;
892 o_ptr = &inventory[t];
894 /* No item, nothing happens */
895 if (!o_ptr->k_idx) return (FALSE);
898 /* Nothing to disenchant */
899 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
901 /* Nothing to notice */
906 /* Describe the object */
907 object_desc(o_name, o_ptr, FALSE, 0);
910 /* Artifacts have 71% chance to resist */
911 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 71))
915 msg_format("%s(%c)¤ÏÎô²½¤òÄ·¤ÍÊÖ¤·¤¿¡ª",o_name, index_to_label(t) );
917 msg_format("Your %s (%c) resist%s disenchantment!",
918 o_name, index_to_label(t),
919 ((o_ptr->number != 1) ? "" : "s"));
928 /* Memorize old value */
934 /* Disenchant tohit */
935 if (o_ptr->to_h > 0) o_ptr->to_h--;
936 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
938 /* Disenchant todam */
939 if (o_ptr->to_d > 0) o_ptr->to_d--;
940 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
942 /* Disenchant toac */
943 if (o_ptr->to_a > 0) o_ptr->to_a--;
944 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
946 /* Disenchant pval (occasionally) */
947 /* Unless called from wild_magic() */
948 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
950 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
951 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
955 msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
956 o_name, index_to_label(t) );
958 msg_format("Your %s (%c) %s disenchanted!",
959 o_name, index_to_label(t),
960 ((o_ptr->number != 1) ? "were" : "was"));
963 chg_virtue(V_HARMONY, 1);
964 chg_virtue(V_ENCHANT, -2);
966 /* Recalculate bonuses */
967 p_ptr->update |= (PU_BONUS);
970 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
980 void mutate_player(void)
982 int max1, cur1, max2, cur2, ii, jj, i;
984 /* Pick a pair of stats */
986 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
988 max1 = p_ptr->stat_max[ii];
989 cur1 = p_ptr->stat_cur[ii];
990 max2 = p_ptr->stat_max[jj];
991 cur2 = p_ptr->stat_cur[jj];
993 p_ptr->stat_max[ii] = max2;
994 p_ptr->stat_cur[ii] = cur2;
995 p_ptr->stat_max[jj] = max1;
996 p_ptr->stat_cur[jj] = cur1;
1000 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1001 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1004 p_ptr->update |= (PU_BONUS);
1011 void apply_nexus(monster_type *m_ptr)
1013 switch (randint1(7))
1015 case 1: case 2: case 3:
1017 teleport_player(200);
1023 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
1029 if (randint0(100) < p_ptr->skill_sav)
1032 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1034 msg_print("You resist the effects!");
1040 /* Teleport Level */
1041 teleport_player_level();
1047 if (randint0(100) < p_ptr->skill_sav)
1050 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1052 msg_print("You resist the effects!");
1059 msg_print("ÂΤ¬¤Í¤¸¤ì»Ï¤á¤¿...");
1061 msg_print("Your body starts to scramble...");
1072 * Charge a lite (torch or latern)
1074 void phlogiston(void)
1077 object_type * o_ptr = &inventory[INVEN_LITE];
1080 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1082 max_flog = FUEL_LAMP;
1086 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1088 max_flog = FUEL_TORCH;
1091 /* No torch to refill */
1095 msg_print("dzÁǤò¾ÃÈñ¤¹¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Þ¤»¤ó¡£");
1097 msg_print("You are not wielding anything which uses phlogiston.");
1103 if (o_ptr->xtra4 >= max_flog)
1106 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¤³¤ì°Ê¾ådzÁǤòÊä½¼¤Ç¤¤Þ¤»¤ó¡£");
1108 msg_print("No more phlogiston can be put in this item.");
1115 o_ptr->xtra4 += (max_flog / 2);
1119 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ËdzÁǤòÊä½¼¤·¤¿¡£");
1121 msg_print("You add phlogiston to your light item.");
1126 if (o_ptr->xtra4 >= max_flog)
1128 o_ptr->xtra4 = max_flog;
1130 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ÏËþ¥¿¥ó¤Ë¤Ê¤Ã¤¿¡£");
1132 msg_print("Your light item is full.");
1137 /* Recalculate torch */
1138 p_ptr->update |= (PU_TORCH);
1142 bool item_tester_hook_weapon_nobow(object_type *o_ptr)
1144 switch (o_ptr->tval)
1154 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
1162 * Brand the current weapon
1164 void brand_weapon(int brand_type)
1171 /* Assume enchant weapon */
1172 item_tester_hook = item_tester_hook_weapon_nobow;
1173 item_tester_no_ryoute = TRUE;
1177 q = "¤É¤ÎÉð´ï¤ò¶¯²½¤·¤Þ¤¹¤«? ";
1178 s = "¶¯²½¤Ç¤¤ëÉð´ï¤¬¤Ê¤¤¡£";
1180 q = "Enchant which weapon? ";
1181 s = "You have nothing to enchant.";
1184 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1186 /* Get the item (in the pack) */
1189 o_ptr = &inventory[item];
1192 /* Get the item (on the floor) */
1195 o_ptr = &o_list[0 - item];
1199 /* you can never modify artifacts / ego-items */
1200 /* you can never modify cursed items */
1201 /* TY: You _can_ modify broken items (if you're silly enough) */
1202 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
1203 !o_ptr->art_name && !cursed_p(o_ptr) &&
1204 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1205 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1206 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1210 /* Let's get the name before it is changed... */
1211 char o_name[MAX_NLEN];
1212 object_desc(o_name, o_ptr, FALSE, 0);
1217 if (o_ptr->tval == TV_SWORD)
1220 act = "¤Ï±Ô¤µ¤òÁý¤·¤¿¡ª";
1222 act = "becomes very sharp!";
1225 o_ptr->name2 = EGO_SHARPNESS;
1226 o_ptr->pval = m_bonus(5, dun_level) + 1;
1231 act = "¤ÏÇ˲õÎϤòÁý¤·¤¿¡ª";
1233 act = "seems very powerful.";
1236 o_ptr->name2 = EGO_EARTHQUAKES;
1237 o_ptr->pval = m_bonus(3, dun_level);
1242 act = "¤Ï¿Í´Ö¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1244 act = "seems looking for human!";
1247 o_ptr->name2 = EGO_SLAY_HUMAN;
1251 act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
1253 act = "coverd with lightning!";
1256 o_ptr->name2 = EGO_BRAND_ELEC;
1260 act = "¤Ï»À¤Ëʤ¤ï¤ì¤¿¡ª";
1262 act = "coated with acid!";
1265 o_ptr->name2 = EGO_BRAND_ACID;
1269 act = "¤Ï¼Ù°¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
1271 act = "seems looking for evil monster!";
1274 o_ptr->name2 = EGO_SLAY_EVIL;
1278 act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
1280 act = "seems looking for demon!";
1283 o_ptr->name2 = EGO_SLAY_DEMON;
1287 act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
1289 act = "seems looking for undead!";
1292 o_ptr->name2 = EGO_SLAY_UNDEAD;
1296 act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1298 act = "seems looking for animal!";
1301 o_ptr->name2 = EGO_SLAY_ANIMAL;
1305 act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1307 act = "seems looking for dragon!";
1310 o_ptr->name2 = EGO_SLAY_DRAGON;
1314 act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1316 act = "seems looking for troll!";
1319 o_ptr->name2 = EGO_SLAY_TROLL;
1323 act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1325 act = "seems looking for orc!";
1328 o_ptr->name2 = EGO_SLAY_ORC;
1332 act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1334 act = "seems looking for giant!";
1337 o_ptr->name2 = EGO_SLAY_GIANT;
1341 act = "¤ÏÈó¾ï¤ËÉÔ°ÂÄê¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡£";
1343 act = "seems very unstable now.";
1346 o_ptr->name2 = EGO_TRUMP;
1347 o_ptr->pval = randint1(2);
1351 act = "¤Ï·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1353 act = "thirsts for blood!";
1356 o_ptr->name2 = EGO_VAMPIRIC;
1360 act = "¤ÏÆǤËʤ¤ï¤ì¤¿¡£";
1362 act = "is coated with poison.";
1365 o_ptr->name2 = EGO_BRAND_POIS;
1369 act = "¤Ï½ã¥í¥°¥ë¥¹¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£";
1371 act = "is engulfed in raw Logrus!";
1374 o_ptr->name2 = EGO_CHAOTIC;
1378 act = "¤Ï±ê¤Î¥·¡¼¥ë¥É¤Ëʤ¤ï¤ì¤¿¡ª";
1380 act = "is covered in a fiery shield!";
1383 o_ptr->name2 = EGO_BRAND_FIRE;
1387 act = "¤Ï¿¼¤¯Î䤿¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿¡ª";
1389 act = "glows deep, icy blue!";
1392 o_ptr->name2 = EGO_BRAND_COLD;
1397 msg_format("¤¢¤Ê¤¿¤Î%s%s", o_name, act);
1399 msg_format("Your %s %s", o_name, act);
1403 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1405 o_ptr->discount = 99;
1406 chg_virtue(V_ENCHANT, 2);
1410 if (flush_failure) flush();
1413 msg_print("°ÀÉղä˼ºÇÔ¤·¤¿¡£");
1415 msg_print("The Branding failed.");
1418 chg_virtue(V_ENCHANT, -2);
1424 void call_the_(void)
1428 if (cave_floor_bold(py - 1, px - 1) &&
1429 cave_floor_bold(py - 1, px ) &&
1430 cave_floor_bold(py - 1, px + 1) &&
1431 cave_floor_bold(py , px - 1) &&
1432 cave_floor_bold(py , px + 1) &&
1433 cave_floor_bold(py + 1, px - 1) &&
1434 cave_floor_bold(py + 1, px ) &&
1435 cave_floor_bold(py + 1, px + 1))
1437 for (i = 1; i < 10; i++)
1439 if (i-5) fire_ball(GF_ROCKET, i, 175, 2);
1442 for (i = 1; i < 10; i++)
1444 if (i-5) fire_ball(GF_MANA, i, 175, 3);
1447 for (i = 1; i < 10; i++)
1449 if (i-5) fire_ball(GF_NUKE, i, 175, 4);
1455 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
1456 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
1457 msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
1459 msg_format("You %s the %s too close to a wall!",
1460 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1461 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1462 msg_print("There is a loud explosion!");
1466 if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), TRUE))
1468 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
1470 msg_print("The dungeon collapses...");
1475 msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
1477 msg_print("The dungeon trembles.");
1482 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
1484 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
1492 * Fetch an item (teleport it right underneath the caster)
1494 void fetch(int dir, int wgt, bool require_los)
1500 char o_name[MAX_NLEN];
1502 /* Check to see if an object is already there */
1503 if (cave[py][px].o_idx)
1506 msg_print("¼«Ê¬¤Î¤β¼¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡£");
1508 msg_print("You can't fetch when you're already standing on something.");
1515 if (dir == 5 && target_okay())
1520 if (distance(py, px, ty, tx) > MAX_RANGE)
1523 msg_print("¤½¤ó¤Ê¤Ë±ó¤¯¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡ª");
1525 msg_print("You can't fetch something that far away!");
1531 c_ptr = &cave[ty][tx];
1533 /* We need an item to fetch */
1537 msg_print("¤½¤³¤Ë¤Ï²¿¤â¤¢¤ê¤Þ¤»¤ó¡£");
1539 msg_print("There is no object at this place.");
1545 /* No fetching from vault */
1546 if (c_ptr->info & CAVE_ICKY)
1549 msg_print("¥¢¥¤¥Æ¥à¤¬¥³¥ó¥È¥í¡¼¥ë¤ò³°¤ì¤ÆÍî¤Á¤¿¡£");
1551 msg_print("The item slips from your control.");
1557 /* We need to see the item */
1558 if (require_los && !player_has_los_bold(ty, tx))
1561 msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
1563 msg_print("You have no direct line of sight to that location.");
1571 /* Use a direction */
1572 ty = py; /* Where to drop the item */
1580 c_ptr = &cave[ty][tx];
1582 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1583 !cave_floor_bold(ty, tx)) return;
1585 while (!c_ptr->o_idx);
1588 o_ptr = &o_list[c_ptr->o_idx];
1590 if (o_ptr->weight > wgt)
1592 /* Too heavy to 'fetch' */
1594 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï½Å²á¤®¤Þ¤¹¡£");
1596 msg_print("The object is too heavy.");
1603 c_ptr->o_idx = o_ptr->next_o_idx;
1604 cave[py][px].o_idx = i; /* 'move' it */
1605 o_ptr->next_o_idx = 0;
1606 o_ptr->iy = (byte)py;
1607 o_ptr->ix = (byte)px;
1609 object_desc(o_name, o_ptr, TRUE, 0);
1611 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
1613 msg_format("%^s flies through the air to your feet.", o_name);
1618 p_ptr->redraw |= PR_MAP;
1622 void alter_reality(void)
1624 if (!quest_number(dun_level) && dun_level)
1627 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
1629 msg_print("The world changes!");
1633 if (autosave_l) do_cmd_save_game(TRUE);
1636 p_ptr->leaving = TRUE;
1641 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
1643 msg_print("The world seems to change for a moment!");
1651 * Leave a "glyph of warding" which prevents monster movement
1653 bool warding_glyph(void)
1656 if (!cave_clean_bold(py, px))
1659 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1661 msg_print("The object resists the spell.");
1667 /* Create a glyph */
1668 cave_set_feat(py, px, FEAT_GLYPH);
1673 bool warding_mirror(void)
1676 if (!cave_clean_bold(py, px))
1679 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1681 msg_print("The object resists the spell.");
1687 /* Create a glyph */
1688 cave_set_feat(py, px, FEAT_MIRROR);
1697 * Leave an "explosive rune" which prevents monster movement
1699 bool explosive_rune(void)
1702 if (!cave_clean_bold(py, px))
1705 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1707 msg_print("The object resists the spell.");
1713 /* Create a glyph */
1714 cave_set_feat(py, px, FEAT_MINOR_GLYPH);
1721 * Identify everything being carried.
1722 * Done by a potion of "self knowledge".
1724 void identify_pack(void)
1728 /* Simply identify and know every item */
1729 for (i = 0; i < INVEN_TOTAL; i++)
1731 object_type *o_ptr = &inventory[i];
1733 /* Skip non-objects */
1734 if (!o_ptr->k_idx) continue;
1737 identify_item(o_ptr);
1743 * Used by the "enchant" function (chance of failure)
1744 * (modified for Zangband, we need better stuff there...) -- TY
1746 static int enchant_table[16] =
1748 0, 10, 50, 100, 200,
1749 300, 400, 500, 650, 800,
1750 950, 987, 993, 995, 998,
1756 * Removes curses from items in inventory
1758 * Note that Items which are "Perma-Cursed" (The One Ring,
1759 * The Crown of Morgoth) can NEVER be uncursed.
1761 * Note that if "all" is FALSE, then Items which are
1762 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1763 * will not be uncursed.
1765 static int remove_curse_aux(int all)
1769 /* Attempt to uncurse items being worn */
1770 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1772 object_type *o_ptr = &inventory[i];
1774 /* Skip non-objects */
1775 if (!o_ptr->k_idx) continue;
1777 /* Uncursed already */
1778 if (!cursed_p(o_ptr)) continue;
1780 /* Heavily Cursed Items need a special spell */
1781 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1783 /* Perma-Cursed Items can NEVER be uncursed */
1784 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1787 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1792 o_ptr->curse_flags = 0L;
1794 /* Hack -- Assume felt */
1795 o_ptr->ident |= (IDENT_SENSE);
1798 o_ptr->feeling = FEEL_NONE;
1800 /* Recalculate the bonuses */
1801 p_ptr->update |= (PU_BONUS);
1804 p_ptr->window |= (PW_EQUIP);
1806 /* Count the uncursings */
1810 /* Return "something uncursed" */
1816 * Remove most curses
1818 bool remove_curse(void)
1820 return (remove_curse_aux(FALSE));
1826 bool remove_all_curse(void)
1828 return (remove_curse_aux(TRUE));
1833 * Turns an object into gold, gain some of its value in a shop
1842 char o_name[MAX_NLEN];
1843 char out_val[MAX_NLEN+40];
1847 /* Hack -- force destruction */
1848 if (command_arg > 0) force = TRUE;
1852 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
1853 s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1855 q = "Turn which item to gold? ";
1856 s = "You have nothing to turn to gold.";
1859 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1861 /* Get the item (in the pack) */
1864 o_ptr = &inventory[item];
1867 /* Get the item (on the floor) */
1870 o_ptr = &o_list[0 - item];
1874 /* See how many items */
1875 if (o_ptr->number > 1)
1877 /* Get a quantity */
1878 amt = get_quantity(NULL, o_ptr->number);
1880 /* Allow user abort */
1881 if (amt <= 0) return FALSE;
1885 /* Describe the object */
1886 old_number = o_ptr->number;
1887 o_ptr->number = amt;
1888 object_desc(o_name, o_ptr, TRUE, 3);
1889 o_ptr->number = old_number;
1891 /* Verify unless quantity given */
1894 if (confirm_destroy || (object_value(o_ptr) > 0))
1896 /* Make a verification */
1898 sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
1900 sprintf(out_val, "Really turn %s to gold? ", o_name);
1903 if (!get_check(out_val)) return FALSE;
1907 /* Artifacts cannot be destroyed */
1908 if (artifact_p(o_ptr) || o_ptr->art_name)
1910 byte feel = FEEL_SPECIAL;
1914 msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
1916 msg_format("You fail to turn %s to gold!", o_name);
1920 /* Hack -- Handle icky artifacts */
1921 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1923 /* Hack -- inscribe the artifact */
1924 o_ptr->feeling = feel;
1926 /* We have "felt" it (again) */
1927 o_ptr->ident |= (IDENT_SENSE);
1929 /* Combine the pack */
1930 p_ptr->notice |= (PN_COMBINE);
1933 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1939 price = object_value_real(o_ptr);
1945 msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
1947 msg_format("You turn %s to fool's gold.", o_name);
1955 if (amt > 1) price *= amt;
1957 if (price > 30000) price = 30000;
1959 msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
1961 msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
1967 p_ptr->redraw |= (PR_GOLD);
1970 p_ptr->window |= (PW_PLAYER);
1974 /* Eliminate the item (from the pack) */
1977 inven_item_increase(item, -amt);
1978 inven_item_describe(item);
1979 inven_item_optimize(item);
1982 /* Eliminate the item (from the floor) */
1985 floor_item_increase(0 - item, -amt);
1986 floor_item_describe(0 - item);
1987 floor_item_optimize(0 - item);
1995 * Create stairs at the player location
1997 void stair_creation(void)
2000 if (!cave_valid_bold(py, px))
2003 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
2005 msg_print("The object resists the spell.");
2012 delete_object(py, px);
2014 /* Create a staircase */
2015 if (p_ptr->inside_arena || (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || p_ptr->inside_battle || !dun_level)
2017 /* arena or quest */
2019 msg_print("¸ú²Ì¤¬¤¢¤ê¤Þ¤»¤ó¡ª");
2021 msg_print("There is no effect!");
2025 else if (ironman_downward)
2027 /* Town/wilderness or Ironman */
2028 cave_set_feat(py, px, FEAT_MORE);
2030 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
2033 cave_set_feat(py, px, FEAT_LESS);
2035 else if (randint0(100) < 50)
2037 cave_set_feat(py, px, FEAT_MORE);
2041 cave_set_feat(py, px, FEAT_LESS);
2047 * Hook to specify "weapon"
2049 bool item_tester_hook_weapon(object_type *o_ptr)
2051 switch (o_ptr->tval)
2065 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2072 bool item_tester_hook_weapon2(object_type *o_ptr)
2074 switch (o_ptr->tval)
2094 * Hook to specify "armour"
2096 bool item_tester_hook_armour(object_type *o_ptr)
2098 switch (o_ptr->tval)
2118 bool item_tester_hook_corpse(object_type *o_ptr)
2120 switch (o_ptr->tval)
2133 * Check if an object is weapon or armour (but not arrow, bolt, or shot)
2135 bool item_tester_hook_weapon_armour(object_type *o_ptr)
2137 switch (o_ptr->tval)
2166 * Check if an object is nameless weapon or armour
2168 bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2170 if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
2173 switch (o_ptr->tval)
2202 * Break the curse of an item
2204 static void break_curse(object_type *o_ptr)
2206 if (cursed_p(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2209 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
2211 msg_print("The curse is broken!");
2214 o_ptr->curse_flags = 0L;
2216 o_ptr->ident |= (IDENT_SENSE);
2218 o_ptr->feeling = FEEL_NONE;
2224 * Enchants a plus onto an item. -RAK-
2226 * Revamped! Now takes item pointer, number of times to try enchanting,
2227 * and a flag of what to try enchanting. Artifacts resist enchantment
2228 * some of the time, and successful enchantment to at least +0 might
2229 * break a curse on the item. -CFT-
2231 * Note that an item can technically be enchanted all the way to +15 if
2232 * you wait a very, very, long time. Going from +9 to +10 only works
2233 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2235 * Note that this function can now be used on "piles" of items, and
2236 * the larger the pile, the lower the chance of success.
2238 bool enchant(object_type *o_ptr, int n, int eflag)
2240 int i, chance, prob;
2242 bool a = (artifact_p(o_ptr) || o_ptr->art_name);
2243 bool force = (eflag & ENCH_FORCE);
2246 /* Large piles resist enchantment */
2247 prob = o_ptr->number * 100;
2249 /* Missiles are easy to enchant */
2250 if ((o_ptr->tval == TV_BOLT) ||
2251 (o_ptr->tval == TV_ARROW) ||
2252 (o_ptr->tval == TV_SHOT))
2258 for (i = 0; i < n; i++)
2260 /* Hack -- Roll for pile resistance */
2261 if (!force && randint0(prob) >= 100) continue;
2263 /* Enchant to hit */
2264 if (eflag & ENCH_TOHIT)
2266 if (o_ptr->to_h < 0) chance = 0;
2267 else if (o_ptr->to_h > 15) chance = 1000;
2268 else chance = enchant_table[o_ptr->to_h];
2270 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2275 /* only when you get it above -1 -CFT */
2276 if (o_ptr->to_h >= 0)
2281 /* Enchant to damage */
2282 if (eflag & ENCH_TODAM)
2284 if (o_ptr->to_d < 0) chance = 0;
2285 else if (o_ptr->to_d > 15) chance = 1000;
2286 else chance = enchant_table[o_ptr->to_d];
2288 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2293 /* only when you get it above -1 -CFT */
2294 if (o_ptr->to_d >= 0)
2299 /* Enchant to armor class */
2300 if (eflag & ENCH_TOAC)
2302 if (o_ptr->to_a < 0) chance = 0;
2303 else if (o_ptr->to_a > 15) chance = 1000;
2304 else chance = enchant_table[o_ptr->to_a];
2306 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2311 /* only when you get it above -1 -CFT */
2312 if (o_ptr->to_a >= 0)
2319 if (!res) return (FALSE);
2321 /* Recalculate bonuses */
2322 p_ptr->update |= (PU_BONUS);
2324 /* Combine / Reorder the pack (later) */
2325 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2328 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2339 * Enchant an item (in the inventory or on the floor)
2340 * Note that "num_ac" requires armour, else weapon
2341 * Returns TRUE if attempted, FALSE if cancelled
2343 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2348 char o_name[MAX_NLEN];
2352 /* Assume enchant weapon */
2353 item_tester_hook = item_tester_hook_weapon;
2354 item_tester_no_ryoute = TRUE;
2356 /* Enchant armor if requested */
2357 if (num_ac) item_tester_hook = item_tester_hook_armour;
2361 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2362 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2364 q = "Enchant which item? ";
2365 s = "You have nothing to enchant.";
2368 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2370 /* Get the item (in the pack) */
2373 o_ptr = &inventory[item];
2376 /* Get the item (on the floor) */
2379 o_ptr = &o_list[0 - item];
2384 object_desc(o_name, o_ptr, FALSE, 0);
2388 msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
2391 msg_format("%s %s glow%s brightly!",
2392 ((item >= 0) ? "Your" : "The"), o_name,
2393 ((o_ptr->number > 1) ? "" : "s"));
2398 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2399 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2400 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2406 if (flush_failure) flush();
2410 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2412 msg_print("The enchantment failed.");
2415 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2418 chg_virtue(V_ENCHANT, 1);
2422 /* Something happened */
2427 bool artifact_scroll(void)
2432 char o_name[MAX_NLEN];
2436 item_tester_no_ryoute = TRUE;
2437 /* Enchant weapon/armour */
2438 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2442 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2443 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2445 q = "Enchant which item? ";
2446 s = "You have nothing to enchant.";
2449 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2451 /* Get the item (in the pack) */
2454 o_ptr = &inventory[item];
2457 /* Get the item (on the floor) */
2460 o_ptr = &o_list[0 - item];
2465 object_desc(o_name, o_ptr, FALSE, 0);
2469 msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
2471 msg_format("%s %s radiate%s a blinding light!",
2472 ((item >= 0) ? "Your" : "The"), o_name,
2473 ((o_ptr->number > 1) ? "" : "s"));
2476 if (o_ptr->name1 || o_ptr->art_name)
2479 msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2482 msg_format("The %s %s already %s!",
2483 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2484 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2490 else if (o_ptr->name2)
2493 msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2496 msg_format("The %s %s already %s!",
2497 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2498 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2504 else if (o_ptr->xtra3)
2507 msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª",
2510 msg_format("The %s %s already %s!",
2511 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2512 ((o_ptr->number > 1) ? "kaji items" : "an kaji item"));
2518 if (o_ptr->number > 1)
2521 msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
2522 msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
2524 msg_print("Not enough enough energy to enchant more than one object!");
2525 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2530 inven_item_increase(item, 1-(o_ptr->number));
2534 floor_item_increase(0-item, 1-(o_ptr->number));
2537 okay = create_artifact(o_ptr, TRUE);
2544 if (flush_failure) flush();
2548 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2550 msg_print("The enchantment failed.");
2553 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2556 chg_virtue(V_ENCHANT, 1);
2560 /* Something happened */
2566 * Identify an object
2568 bool identify_item(object_type *o_ptr)
2570 bool old_known = FALSE;
2571 char o_name[MAX_NLEN];
2574 object_desc(o_name, o_ptr, TRUE, 3);
2576 if (o_ptr->ident & IDENT_KNOWN)
2579 if (!(o_ptr->ident & (IDENT_MENTAL)))
2581 if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
2582 chg_virtue(V_KNOWLEDGE, 1);
2585 /* Identify it fully */
2586 object_aware(o_ptr);
2587 object_known(o_ptr);
2589 /* Recalculate bonuses */
2590 p_ptr->update |= (PU_BONUS);
2592 /* Combine / Reorder the pack (later) */
2593 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2596 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2598 strcpy(record_o_name, o_name);
2602 object_desc(o_name, o_ptr, TRUE, 0);
2604 if(record_fix_art && !old_known && artifact_p(o_ptr))
2605 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2606 if(record_rand_art && !old_known && o_ptr->art_name)
2607 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2613 bool item_tester_hook_identify(object_type *o_ptr)
2615 return (bool)!object_known_p(o_ptr);
2618 bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2620 if (object_known_p(o_ptr))
2622 return item_tester_hook_weapon_armour(o_ptr);
2626 * Identify an object in the inventory (or on the floor)
2627 * This routine does *not* automatically combine objects.
2628 * Returns TRUE if something was identified, else FALSE.
2630 bool ident_spell(bool only_equip)
2634 char o_name[MAX_NLEN];
2639 item_tester_no_ryoute = TRUE;
2642 item_tester_hook = item_tester_hook_identify_weapon_armour;
2644 item_tester_hook = item_tester_hook_identify;
2646 if (!can_get_item())
2650 item_tester_hook = item_tester_hook_weapon_armour;
2654 item_tester_hook = NULL;
2660 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2661 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2663 q = "Identify which item? ";
2664 s = "You have nothing to identify.";
2667 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2669 /* Get the item (in the pack) */
2672 o_ptr = &inventory[item];
2675 /* Get the item (on the floor) */
2678 o_ptr = &o_list[0 - item];
2682 old_known = identify_item(o_ptr);
2685 object_desc(o_name, o_ptr, TRUE, 3);
2688 if (item >= INVEN_RARM)
2691 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
2693 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
2699 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
2701 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
2707 msg_format("¾²¾å: %s¡£", o_name);
2709 msg_format("On the ground: %s.", o_name);
2713 /* Auto-inscription/destroy */
2714 idx = is_autopick(o_ptr);
2715 auto_inscribe_item(o_ptr, idx);
2716 if (!old_known) auto_destroy_item(item, idx);
2718 /* Something happened */
2724 * Mundanify an object in the inventory (or on the floor)
2725 * This routine does *not* automatically combine objects.
2726 * Returns TRUE if something was mundanified, else FALSE.
2728 bool mundane_spell(bool only_equip)
2734 if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
2735 item_tester_no_ryoute = TRUE;
2739 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
2740 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2742 q = "Use which item? ";
2743 s = "You have nothing you can use.";
2746 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2748 /* Get the item (in the pack) */
2751 o_ptr = &inventory[item];
2754 /* Get the item (on the floor) */
2757 o_ptr = &o_list[0 - item];
2762 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2764 msg_print("There is a bright flash of light!");
2767 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2768 byte ix = o_ptr->ix; /* X-position on map, or zero */
2769 s16b next_o_idx= o_ptr->next_o_idx; /* Next object in stack (if any) */
2770 byte marked=o_ptr->marked; /* Object is marked */
2771 s16b weight = (o_ptr->number*o_ptr->weight);
2774 object_prep(o_ptr, o_ptr->k_idx);
2778 o_ptr->next_o_idx=next_o_idx;
2779 o_ptr->marked=marked;
2780 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2784 /* Something happened */
2790 bool item_tester_hook_identify_fully(object_type *o_ptr)
2792 return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
2795 bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
2797 if (!item_tester_hook_identify_fully(o_ptr))
2799 return item_tester_hook_weapon_armour(o_ptr);
2803 * Fully "identify" an object in the inventory -BEN-
2804 * This routine returns TRUE if an item was identified.
2806 bool identify_fully(bool only_equip)
2810 char o_name[MAX_NLEN];
2815 item_tester_no_ryoute = TRUE;
2817 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2819 item_tester_hook = item_tester_hook_identify_fully;
2821 if (!can_get_item())
2824 item_tester_hook = item_tester_hook_weapon_armour;
2826 item_tester_hook = NULL;
2831 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2832 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2834 q = "Identify which item? ";
2835 s = "You have nothing to identify.";
2838 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2840 /* Get the item (in the pack) */
2843 o_ptr = &inventory[item];
2846 /* Get the item (on the floor) */
2849 o_ptr = &o_list[0 - item];
2853 old_known = identify_item(o_ptr);
2855 /* Mark the item as fully known */
2856 o_ptr->ident |= (IDENT_MENTAL);
2862 object_desc(o_name, o_ptr, TRUE, 3);
2865 if (item >= INVEN_RARM)
2868 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
2870 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
2878 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
2880 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
2886 msg_format("¾²¾å: %s¡£", o_name);
2888 msg_format("On the ground: %s.", o_name);
2892 /* Describe it fully */
2893 (void)identify_fully_aux(o_ptr);
2895 /* Auto-inscription/destroy */
2896 idx = is_autopick(o_ptr);
2897 auto_inscribe_item(o_ptr, idx);
2898 if (!old_known) auto_destroy_item(item, idx);
2908 * Hook for "get_item()". Determine if something is rechargable.
2910 bool item_tester_hook_recharge(object_type *o_ptr)
2912 /* Recharge staffs */
2913 if (o_ptr->tval == TV_STAFF) return (TRUE);
2915 /* Recharge wands */
2916 if (o_ptr->tval == TV_WAND) return (TRUE);
2918 /* Hack -- Recharge rods */
2919 if (o_ptr->tval == TV_ROD) return (TRUE);
2927 * Recharge a wand/staff/rod from the pack or on the floor.
2928 * This function has been rewritten in Oangband and ZAngband.
2930 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2931 * Chaos -- Arcane Binding --> recharge(90)
2933 * Scroll of recharging --> recharge(130)
2934 * Artifact activation/Thingol --> recharge(130)
2936 * It is harder to recharge high level, and highly charged wands,
2937 * staffs, and rods. The more wands in a stack, the more easily and
2938 * strongly they recharge. Staffs, however, each get fewer charges if
2941 * XXX XXX XXX Beware of "sliding index errors".
2943 bool recharge(int power)
2946 int recharge_strength, recharge_amount;
2955 char o_name[MAX_NLEN];
2957 /* Only accept legal items */
2958 item_tester_hook = item_tester_hook_recharge;
2962 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
2963 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2965 q = "Recharge which item? ";
2966 s = "You have nothing to recharge.";
2969 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2971 /* Get the item (in the pack) */
2974 o_ptr = &inventory[item];
2977 /* Get the item (on the floor) */
2980 o_ptr = &o_list[0 - item];
2983 /* Get the object kind. */
2984 k_ptr = &k_info[o_ptr->k_idx];
2986 /* Extract the object "level" */
2987 lev = get_object_level(o_ptr);
2990 /* Recharge a rod */
2991 if (o_ptr->tval == TV_ROD)
2993 /* Extract a recharge strength by comparing object level to power. */
2994 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2998 if (one_in_(recharge_strength))
3000 /* Activate the failure code. */
3007 /* Recharge amount */
3008 recharge_amount = (power * damroll(3, 2));
3010 /* Recharge by that amount */
3011 if (o_ptr->timeout > recharge_amount)
3012 o_ptr->timeout -= recharge_amount;
3019 /* Recharge wand/staff */
3022 /* Extract a recharge strength by comparing object level to power.
3023 * Divide up a stack of wands' charges to calculate charge penalty.
3025 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3026 recharge_strength = (100 + power - lev -
3027 (8 * o_ptr->pval / o_ptr->number)) / 15;
3029 /* All staffs, unstacked wands. */
3030 else recharge_strength = (100 + power - lev -
3031 (8 * o_ptr->pval)) / 15;
3034 if (recharge_strength < 0) recharge_strength = 0;
3037 if (one_in_(recharge_strength))
3039 /* Activate the failure code. */
3043 /* If the spell didn't backfire, recharge the wand or staff. */
3046 /* Recharge based on the standard number of charges. */
3047 recharge_amount = randint1(1 + k_ptr->pval / 2);
3049 /* Multiple wands in a stack increase recharging somewhat. */
3050 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3053 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
3054 if (recharge_amount < 1) recharge_amount = 1;
3055 if (recharge_amount > 12) recharge_amount = 12;
3058 /* But each staff in a stack gets fewer additional charges,
3059 * although always at least one.
3061 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
3063 recharge_amount /= o_ptr->number;
3064 if (recharge_amount < 1) recharge_amount = 1;
3067 /* Recharge the wand or staff. */
3068 o_ptr->pval += recharge_amount;
3071 /* Hack -- we no longer "know" the item */
3072 o_ptr->ident &= ~(IDENT_KNOWN);
3074 /* Hack -- we no longer think the item is empty */
3075 o_ptr->ident &= ~(IDENT_EMPTY);
3080 /* Inflict the penalties for failing a recharge. */
3083 /* Artifacts are never destroyed. */
3084 if (artifact_p(o_ptr))
3086 object_desc(o_name, o_ptr, TRUE, 0);
3088 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
3090 msg_format("The recharging backfires - %s is completely drained!", o_name);
3094 /* Artifact rods. */
3095 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3096 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3098 /* Artifact wands and staffs. */
3099 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3104 /* Get the object description */
3105 object_desc(o_name, o_ptr, FALSE, 0);
3107 /*** Determine Seriousness of Failure ***/
3109 /* Mages recharge objects more safely. */
3110 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)
3112 /* 10% chance to blow up one rod, otherwise draining. */
3113 if (o_ptr->tval == TV_ROD)
3115 if (one_in_(10)) fail_type = 2;
3118 /* 75% chance to blow up one wand, otherwise draining. */
3119 else if (o_ptr->tval == TV_WAND)
3121 if (!one_in_(3)) fail_type = 2;
3124 /* 50% chance to blow up one staff, otherwise no effect. */
3125 else if (o_ptr->tval == TV_STAFF)
3127 if (one_in_(2)) fail_type = 2;
3132 /* All other classes get no special favors. */
3135 /* 33% chance to blow up one rod, otherwise draining. */
3136 if (o_ptr->tval == TV_ROD)
3138 if (one_in_(3)) fail_type = 2;
3141 /* 20% chance of the entire stack, else destroy one wand. */
3142 else if (o_ptr->tval == TV_WAND)
3144 if (one_in_(5)) fail_type = 3;
3147 /* Blow up one staff. */
3148 else if (o_ptr->tval == TV_STAFF)
3154 /*** Apply draining and destruction. ***/
3156 /* Drain object or stack of objects. */
3159 if (o_ptr->tval == TV_ROD)
3162 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
3164 msg_print("The recharge backfires, draining the rod further!");
3167 if (o_ptr->timeout < 10000)
3168 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3170 else if (o_ptr->tval == TV_WAND)
3173 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
3175 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
3180 /* Staffs aren't drained. */
3183 /* Destroy an object or one in a stack of objects. */
3186 if (o_ptr->number > 1)
3188 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
3190 msg_format("Wild magic consumes one of your %s!", o_name);
3195 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3197 msg_format("Wild magic consumes your %s!", o_name);
3201 /* Reduce rod stack maximum timeout, drain wands. */
3202 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3203 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3205 /* Reduce and describe inventory */
3208 inven_item_increase(item, -1);
3209 inven_item_describe(item);
3210 inven_item_optimize(item);
3213 /* Reduce and describe floor item */
3216 floor_item_increase(0 - item, -1);
3217 floor_item_describe(0 - item);
3218 floor_item_optimize(0 - item);
3222 /* Destroy all members of a stack of objects. */
3225 if (o_ptr->number > 1)
3227 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
3229 msg_format("Wild magic consumes all your %s!", o_name);
3234 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3236 msg_format("Wild magic consumes your %s!", o_name);
3241 /* Reduce and describe inventory */
3244 inven_item_increase(item, -999);
3245 inven_item_describe(item);
3246 inven_item_optimize(item);
3249 /* Reduce and describe floor item */
3252 floor_item_increase(0 - item, -999);
3253 floor_item_describe(0 - item);
3254 floor_item_optimize(0 - item);
3260 /* Combine / Reorder the pack (later) */
3261 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3264 p_ptr->window |= (PW_INVEN);
3266 /* Something was done */
3274 bool bless_weapon(void)
3279 char o_name[MAX_NLEN];
3282 item_tester_no_ryoute = TRUE;
3283 /* Assume enchant weapon */
3284 item_tester_hook = item_tester_hook_weapon2;
3288 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
3289 s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3291 q = "Bless which weapon? ";
3292 s = "You have weapon to bless.";
3295 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3298 /* Get the item (in the pack) */
3301 o_ptr = &inventory[item];
3304 /* Get the item (on the floor) */
3307 o_ptr = &o_list[0 - item];
3312 object_desc(o_name, o_ptr, FALSE, 0);
3314 /* Extract the flags */
3315 object_flags(o_ptr, &f1, &f2, &f3);
3317 if (cursed_p(o_ptr))
3319 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3320 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3323 msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
3326 msg_format("The black aura on %s %s disrupts the blessing!",
3327 ((item >= 0) ? "your" : "the"), o_name);
3334 msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
3337 msg_format("A malignant aura leaves %s %s.",
3338 ((item >= 0) ? "your" : "the"), o_name);
3343 o_ptr->curse_flags = 0L;
3345 /* Hack -- Assume felt */
3346 o_ptr->ident |= (IDENT_SENSE);
3349 o_ptr->feeling = FEEL_NONE;
3351 /* Recalculate the bonuses */
3352 p_ptr->update |= (PU_BONUS);
3355 p_ptr->window |= (PW_EQUIP);
3359 * Next, we try to bless it. Artifacts have a 1/3 chance of
3360 * being blessed, otherwise, the operation simply disenchants
3361 * them, godly power negating the magic. Ok, the explanation
3362 * is silly, but otherwise priests would always bless every
3363 * artifact weapon they find. Ego weapons and normal weapons
3364 * can be blessed automatically.
3366 if (f3 & TR3_BLESSED)
3369 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
3372 msg_format("%s %s %s blessed already.",
3373 ((item >= 0) ? "Your" : "The"), o_name,
3374 ((o_ptr->number > 1) ? "were" : "was"));
3380 if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || one_in_(3))
3384 msg_format("%s¤Ïµ±¤¤¤¿¡ª",
3387 msg_format("%s %s shine%s!",
3388 ((item >= 0) ? "Your" : "The"), o_name,
3389 ((o_ptr->number > 1) ? "" : "s"));
3392 o_ptr->art_flags3 |= TR3_BLESSED;
3393 o_ptr->discount = 99;
3397 bool dis_happened = FALSE;
3400 msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
3402 msg_print("The weapon resists your blessing!");
3406 /* Disenchant tohit */
3407 if (o_ptr->to_h > 0)
3410 dis_happened = TRUE;
3413 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3415 /* Disenchant todam */
3416 if (o_ptr->to_d > 0)
3419 dis_happened = TRUE;
3422 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3424 /* Disenchant toac */
3425 if (o_ptr->to_a > 0)
3428 dis_happened = TRUE;
3431 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3436 msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
3438 msg_print("There is a static feeling in the air...");
3442 msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
3445 msg_format("%s %s %s disenchanted!",
3446 ((item >= 0) ? "Your" : "The"), o_name,
3447 ((o_ptr->number > 1) ? "were" : "was"));
3453 /* Recalculate bonuses */
3454 p_ptr->update |= (PU_BONUS);
3457 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3468 bool pulish_shield(void)
3473 char o_name[MAX_NLEN];
3476 item_tester_no_ryoute = TRUE;
3477 /* Assume enchant weapon */
3478 item_tester_tval = TV_SHIELD;
3482 q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
3483 s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3485 q = "Pulish which weapon? ";
3486 s = "You have weapon to pulish.";
3489 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3492 /* Get the item (in the pack) */
3495 o_ptr = &inventory[item];
3498 /* Get the item (on the floor) */
3501 o_ptr = &o_list[0 - item];
3506 object_desc(o_name, o_ptr, FALSE, 0);
3508 /* Extract the flags */
3509 object_flags(o_ptr, &f1, &f2, &f3);
3511 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
3512 !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_SHIELD_OF_DEFLECTION))
3515 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
3517 msg_format("%s %s shine%s!",
3518 ((item >= 0) ? "Your" : "The"), o_name,
3519 ((o_ptr->number > 1) ? "" : "s"));
3521 o_ptr->name2 = EGO_REFLECTION;
3522 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3524 o_ptr->discount = 99;
3525 chg_virtue(V_ENCHANT, 2);
3531 if (flush_failure) flush();
3534 msg_print("¼ºÇÔ¤·¤¿¡£");
3536 msg_print("Failed.");
3539 chg_virtue(V_ENCHANT, -2);
3548 * Potions "smash open" and cause an area effect when
3549 * (1) they are shattered while in the player's inventory,
3550 * due to cold (etc) attacks;
3551 * (2) they are thrown at a monster, or obstacle;
3552 * (3) they are shattered by a "cold ball" or other such spell
3553 * while lying on the floor.
3556 * who --- who caused the potion to shatter (0=player)
3557 * potions that smash on the floor are assumed to
3558 * be caused by no-one (who = 1), as are those that
3559 * shatter inside the player inventory.
3560 * (Not anymore -- I changed this; TY)
3561 * y, x --- coordinates of the potion (or player if
3562 * the potion was in her inventory);
3563 * o_ptr --- pointer to the potion object.
3565 bool potion_smash_effect(int who, int y, int x, int k_idx)
3573 object_kind *k_ptr = &k_info[k_idx];
3575 switch (k_ptr->sval)
3577 case SV_POTION_SALT_WATER:
3578 case SV_POTION_SLIME_MOLD:
3579 case SV_POTION_LOSE_MEMORIES:
3580 case SV_POTION_DEC_STR:
3581 case SV_POTION_DEC_INT:
3582 case SV_POTION_DEC_WIS:
3583 case SV_POTION_DEC_DEX:
3584 case SV_POTION_DEC_CON:
3585 case SV_POTION_DEC_CHR:
3586 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3587 case SV_POTION_APPLE_JUICE:
3590 case SV_POTION_INFRAVISION:
3591 case SV_POTION_DETECT_INVIS:
3592 case SV_POTION_SLOW_POISON:
3593 case SV_POTION_CURE_POISON:
3594 case SV_POTION_BOLDNESS:
3595 case SV_POTION_RESIST_HEAT:
3596 case SV_POTION_RESIST_COLD:
3597 case SV_POTION_HEROISM:
3598 case SV_POTION_BESERK_STRENGTH:
3599 case SV_POTION_RES_STR:
3600 case SV_POTION_RES_INT:
3601 case SV_POTION_RES_WIS:
3602 case SV_POTION_RES_DEX:
3603 case SV_POTION_RES_CON:
3604 case SV_POTION_RES_CHR:
3605 case SV_POTION_INC_STR:
3606 case SV_POTION_INC_INT:
3607 case SV_POTION_INC_WIS:
3608 case SV_POTION_INC_DEX:
3609 case SV_POTION_INC_CON:
3610 case SV_POTION_INC_CHR:
3611 case SV_POTION_AUGMENTATION:
3612 case SV_POTION_ENLIGHTENMENT:
3613 case SV_POTION_STAR_ENLIGHTENMENT:
3614 case SV_POTION_SELF_KNOWLEDGE:
3615 case SV_POTION_EXPERIENCE:
3616 case SV_POTION_RESISTANCE:
3617 case SV_POTION_INVULNERABILITY:
3618 case SV_POTION_NEW_LIFE:
3619 /* All of the above potions have no effect when shattered */
3621 case SV_POTION_SLOWNESS:
3627 case SV_POTION_POISON:
3633 case SV_POTION_BLINDNESS:
3638 case SV_POTION_CONFUSION: /* Booze */
3643 case SV_POTION_SLEEP:
3648 case SV_POTION_RUINATION:
3649 case SV_POTION_DETONATIONS:
3651 dam = damroll(25, 25);
3655 case SV_POTION_DEATH:
3656 dt = GF_DEATH_RAY; /* !! */
3657 dam = k_ptr->level * 10;
3662 case SV_POTION_SPEED:
3666 case SV_POTION_CURE_LIGHT:
3668 dam = damroll(2, 3);
3671 case SV_POTION_CURE_SERIOUS:
3673 dam = damroll(4, 3);
3676 case SV_POTION_CURE_CRITICAL:
3677 case SV_POTION_CURING:
3679 dam = damroll(6, 3);
3682 case SV_POTION_HEALING:
3684 dam = damroll(10, 10);
3687 case SV_POTION_RESTORE_EXP:
3693 case SV_POTION_LIFE:
3695 dam = damroll(50, 50);
3699 case SV_POTION_STAR_HEALING:
3701 dam = damroll(50, 50);
3705 case SV_POTION_RESTORE_MANA: /* MANA */
3707 dam = damroll(10, 10);
3715 (void)project(who, radius, y, x, dam, dt,
3716 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3718 /* XXX those potions that explode need to become "known" */
3724 * Hack -- Display all known spells in a window
3726 * XXX XXX XXX Need to analyze size of the window.
3728 * XXX XXX XXX Need more color coding.
3730 void display_spell_list(void)
3734 int use_realm1 = p_ptr->realm1 - 1;
3735 int use_realm2 = p_ptr->realm2 - 1;
3745 /* Warriors are illiterate */
3746 if (!mp_ptr->spell_book) return;
3747 if (p_ptr->pclass == CLASS_SORCERER) return;
3748 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3750 /* Mindcrafter spell-list */
3751 if ((p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_FORCETRAINER))
3757 int plev = p_ptr->lev;
3764 /* Display a list of spells */
3767 put_str("̾Á°", y, x + 5);
3768 put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
3770 put_str("Name", y, x + 5);
3771 put_str("Lv Mana Fail Info", y, x + 35);
3774 switch(p_ptr->pclass)
3776 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3777 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3778 default: use_mind = 0;break;
3781 /* Dump the spells */
3782 for (i = 0; i < MAX_MIND_POWERS; i++)
3784 byte a = TERM_WHITE;
3786 /* Access the available spell */
3787 spell = mind_powers[use_mind].info[i];
3788 if (spell.min_lev > plev) break;
3790 /* Get the failure rate */
3791 chance = spell.fail;
3793 /* Reduce failure rate by "effective" level adjustment */
3794 chance -= 3 * (p_ptr->lev - spell.min_lev);
3796 /* Reduce failure rate by INT/WIS adjustment */
3797 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3799 /* Not enough mana to cast */
3800 if (spell.mana_cost > p_ptr->csp)
3802 chance += 5 * (spell.mana_cost - p_ptr->csp);
3806 /* Extract the minimum failure rate */
3807 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3809 /* Minimum failure rate */
3810 if (chance < minfail) chance = minfail;
3812 /* Stunning makes spells harder */
3813 if (p_ptr->stun > 50) chance += 25;
3814 else if (p_ptr->stun) chance += 15;
3816 /* Always a 5 percent chance of working */
3817 if (chance > 95) chance = 95;
3820 mindcraft_info(comment, use_mind, i);
3822 /* Dump the spell */
3823 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3825 spell.min_lev, spell.mana_cost, chance, comment);
3827 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3832 /* Normal spellcaster with books */
3835 for (j = 0; j < ((use_realm2 > -1) ? 2 : 1); j++)
3839 /* Reset vertical */
3842 /* Vertical location */
3843 y = (j < 3) ? 0 : (m[j - 3] + 2);
3845 /* Horizontal location */
3849 for (i = 0; i < 32; i++)
3851 byte a = TERM_WHITE;
3853 /* Access the spell */
3854 if (!is_magic((j < 1) ? use_realm1 : use_realm2))
3856 s_ptr = &technic_info[(j < 1) ? use_realm1 : use_realm2 - MIN_TECHNIC][i % 32];
3860 s_ptr = &mp_ptr->info[(j < 1) ? use_realm1 : use_realm2][i % 32];
3863 strcpy(name, spell_names[technic2magic((j < 1) ? use_realm1+1 : use_realm2+1)-1][i % 32]);
3866 if (s_ptr->slevel >= 99)
3870 strcpy(name, "(ȽÆÉÉÔǽ)");
3872 strcpy(name, "(illegible)");
3882 ((spell_forgotten1 & (1L << i))) :
3883 ((spell_forgotten2 & (1L << (i % 32)))))
3890 else if (!((j < 1) ?
3891 (spell_learned1 & (1L << i)) :
3892 (spell_learned2 & (1L << (i % 32)))))
3899 else if (!((j < 1) ?
3900 (spell_worked1 & (1L << i)) :
3901 (spell_worked2 & (1L << (i % 32)))))
3907 /* Dump the spell --(-- */
3908 sprintf(out_val, "%c/%c) %-20.20s",
3909 I2A(n / 8), I2A(n % 8), name);
3914 /* Dump onto the window */
3915 Term_putstr(x, m[j], -1, a, out_val);
3926 * Returns spell chance of failure for spell -RAK-
3928 s16b spell_chance(int spell, int realm)
3930 int chance, minfail;
3933 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3936 /* Paranoia -- must be literate */
3937 if (!mp_ptr->spell_book) return (100);
3939 if (realm+1 == REALM_HISSATSU) return 0;
3941 /* Access the spell */
3942 if (!is_magic(realm+1))
3944 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
3948 s_ptr = &mp_ptr->info[realm][spell];
3951 /* Extract the base spell failure rate */
3952 chance = s_ptr->sfail;
3954 /* Reduce failure rate by "effective" level adjustment */
3955 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3957 /* Reduce failure rate by INT/WIS adjustment */
3958 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3961 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level-skill_exp[GINOU_RIDING]/100-10,0));
3963 if (p_ptr->pclass == CLASS_SORCERER)
3964 shouhimana = s_ptr->smana*2200 + 2399;
3965 else if (p_ptr->pclass == CLASS_RED_MAGE)
3966 shouhimana = s_ptr->smana*2600 + 2399;
3967 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
3968 shouhimana = (s_ptr->smana*(3800-spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)])+2399);
3969 else shouhimana = s_ptr->smana*3800;
3972 else shouhimana *= 4;
3974 if(shouhimana < 1) shouhimana = 1;
3976 /* Not enough mana to cast */
3977 if (shouhimana > p_ptr->csp)
3979 chance += 5 * (shouhimana - p_ptr->csp);
3982 chance += p_ptr->to_m_chance;
3983 if (((realm + 1) != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3985 /* Extract the minimum failure rate */
3986 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3989 * Non mage/priest characters never get too good
3990 * (added high mage, mindcrafter)
3992 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3994 if (minfail < 5) minfail = 5;
3997 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3998 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3999 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
4001 if (p_ptr->heavy_spell) chance += 20;
4002 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
4003 else if (p_ptr->easy_spell) chance-=3;
4004 else if (p_ptr->dec_mana) chance-=2;
4006 if ((realm+1 == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
4007 if ((realm+1 == REALM_LIFE) && (p_ptr->align < -20)) chance += penalty;
4008 if (((realm+1 == REALM_DEATH) || (realm+1 == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
4010 /* Minimum failure rate */
4011 if (chance < minfail) chance = minfail;
4013 /* Stunning makes spells harder */
4014 if (p_ptr->stun > 50) chance += 25;
4015 else if (p_ptr->stun) chance += 15;
4017 /* Always a 5 percent chance of working */
4018 if (chance > 95) chance = 95;
4020 if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
4022 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1399) chance--;
4023 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1599) chance--;
4025 if(p_ptr->dec_mana) chance--;
4026 if (p_ptr->heavy_spell) chance += 5;
4028 chance = MAX(chance,0);
4030 /* Return the chance */
4037 * Determine if a spell is "okay" for the player to cast or study
4038 * The spell must be legible, not forgotten, and also, to cast,
4039 * it must be known, and to study, it must not be known.
4041 bool spell_okay(int spell, bool learned, bool study_pray, int realm)
4045 /* Access the spell */
4046 if (!is_magic(realm+1))
4048 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
4052 s_ptr = &mp_ptr->info[realm][spell];
4055 /* Spell is illegal */
4056 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
4058 /* Spell is forgotten */
4059 if ((realm == p_ptr->realm2 - 1) ?
4060 (spell_forgotten2 & (1L << spell)) :
4061 (spell_forgotten1 & (1L << spell)))
4067 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
4068 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
4070 /* Spell is learned */
4071 if ((realm == p_ptr->realm2 - 1) ?
4072 (spell_learned2 & (1L << spell)) :
4073 (spell_learned1 & (1L << spell)))
4076 return (!study_pray);
4079 /* Okay to study, not to cast */
4086 * Extra information on a spell -DRS-
4088 * We can use up to 14 characters of the buffer 'p'
4090 * The strings in this function were extracted from the code in the
4091 * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
4093 static void spell_info(char *p, int spell, int realm)
4095 int plev = p_ptr->lev;
4098 int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
4099 p_ptr->pclass == CLASS_HIGH_MAGE ||
4100 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4102 int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
4103 p_ptr->pclass == CLASS_HIGH_MAGE ||
4104 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4106 cptr s_dam = "»½ý:";
4107 cptr s_dur = "´ü´Ö:";
4108 cptr s_range = "ÈÏ°Ï:";
4109 cptr s_heal = "²óÉü:";
4110 cptr s_random = "¥é¥ó¥À¥à";
4111 cptr s_delay = "ÃÙ±ä:";
4113 cptr s_dam = "dam ";
4114 cptr s_dur = "dur ";
4115 cptr s_range = "range ";
4116 cptr s_heal = "heal ";
4117 cptr s_random = "random";
4118 cptr s_delay = "delay ";
4123 /* Analyze the spell */
4129 case 1: sprintf(p, " %s2d10", s_heal); break;
4130 case 2: sprintf(p, " %s12+d12", s_dur); break;
4131 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4132 case 6: sprintf(p, " %s4d10", s_heal); break;
4133 case 10: sprintf(p, " %s8d10", s_heal); break;
4134 case 11: sprintf(p, " %s24+d24", s_dur); break;
4135 case 12: sprintf(p, " %s3d6+%d", s_dam, orb); break;
4136 case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
4137 case 14: sprintf(p, " %s300", s_heal); break;
4138 case 16: sprintf(p, " %sd%d", s_dam, plev); break;
4139 case 18: sprintf(p, " %sd%d", s_dam, 3 * plev); break;
4140 case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4142 case 22: sprintf(p, " »:d%d/²ó:1000", 4 * plev); break;
4144 case 22: sprintf(p, " d %d/h 1000", 4 * plev); break;
4146 case 24: sprintf(p, " %s25+d25", s_dur); break;
4147 case 25: sprintf(p, " %s48+d48", s_dur); break;
4148 case 28: sprintf(p, " %s2000", s_heal); break;
4150 case 30: sprintf(p, " ²ó300/»%d+250", plev * 4); break;
4152 case 30: sprintf(p, " h300/d%d+250", plev * 4); break;
4154 case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
4158 case 1: /* Sorcery */
4161 case 1: sprintf(p, " %s10", s_range); break;
4162 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4163 case 5: sprintf(p, " %s%d", s_range, plev * 5); break;
4164 case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
4165 case 18: sprintf(p, " %s25+d30", s_dur); break;
4166 case 22: sprintf(p, " %s15+d21", s_delay); break;
4167 case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4168 case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
4170 case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
4172 case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4174 case 27: sprintf(p, " %s25+d30", s_dur); break;
4175 case 31: sprintf(p, " %s4+d4", s_dur); break;
4179 case 2: /* Nature */
4183 case 1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4185 case 1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4187 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4188 case 6: sprintf(p, " %s20+d20", s_dur); break;
4189 case 7: sprintf(p, " %s2d8", s_heal); break;
4190 case 9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
4191 case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
4192 case 12: sprintf(p, " %s6d8", s_dam); break;
4193 case 15: sprintf(p, " %s500", s_heal); break;
4194 case 17: sprintf(p, " %s20+d30", s_dur); break;
4195 case 18: sprintf(p, " %s20+d20", s_dur); break;
4197 case 24: sprintf(p, " Ⱦ·Â:10"); break;
4199 case 24: sprintf(p, " rad 10"); break;
4201 case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
4202 case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
4203 case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
4204 case 29: sprintf(p, " %s75", s_dam); break;
4205 case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
4212 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4213 case 2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4214 case 4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
4215 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4216 case 6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4217 case 7: sprintf(p, " %s%d", s_range, plev * 5); break;
4218 case 8: sprintf(p, " %s", s_random); break;
4219 case 9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
4220 case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
4221 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4222 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4223 case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
4224 case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
4225 case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
4226 case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
4227 case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
4229 case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4231 case 25: sprintf(p, " dam %d each", plev * 2); break;
4233 case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
4234 case 27: sprintf(p, " %s150 / 250", s_dam); break;
4235 case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
4236 case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
4237 case 31: sprintf(p, " %s3 * 175", s_dam); break;
4244 case 1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
4245 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4246 case 5: sprintf(p, " %s20+d20", s_dur); break;
4247 case 8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4248 case 9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4249 case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
4251 case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
4253 case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
4255 case 16: sprintf(p, " %s25+d25", s_dur); break;
4256 case 17: sprintf(p, " %s", s_random); break;
4257 case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
4258 case 19: sprintf(p, " %s25+d25", s_dur); break;
4259 case 21: sprintf(p, " %s3*100", s_dam); break;
4260 case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4261 case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
4262 case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4263 case 30: sprintf(p, " %s666", s_dam); break;
4264 case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
4271 case 0: sprintf(p, " %s10", s_range); break;
4272 case 2: sprintf(p, " %s", s_random); break;
4273 case 4: sprintf(p, " %s%d", s_range, plev * 4); break;
4274 case 5: sprintf(p, " %s25+d30", s_dur); break;
4276 case 8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
4278 case 8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4280 case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4281 case 14: sprintf(p, " %s15+d21", s_delay); break;
4282 case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
4284 case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4286 case 28: sprintf(p, " dam %d each", plev * 2); break;
4291 case 6: /* Arcane */
4294 case 0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
4295 case 4: sprintf(p, " %s10", s_range); break;
4296 case 5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
4297 case 7: sprintf(p, " %s2d8", s_heal); break;
4301 case 17: sprintf(p, " %s20+d20", s_dur); break;
4302 case 18: sprintf(p, " %s4d8", s_heal); break;
4303 case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
4304 case 21: sprintf(p, " %s6d8", s_dam); break;
4305 case 24: sprintf(p, " %s24+d24", s_dur); break;
4306 case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
4307 case 30: sprintf(p, " %s15+d21", s_delay); break;
4308 case 31: sprintf(p, " %s25+d30", s_dur); break;
4315 case 0: sprintf(p, " %s100+d100", s_dur); break;
4316 case 1: sprintf(p, " %s80+d80", s_dur); break;
4322 case 18: sprintf(p, " %s20+d20", s_dur); break;
4323 case 5: sprintf(p, " %s25+d25", s_dur); break;
4324 case 8: sprintf(p, " %s24+d24", s_dur); break;
4325 case 11: sprintf(p, " %s25+d25", s_dur); break;
4326 case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
4327 case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
4328 case 16: sprintf(p, " %s25+d30", s_dur); break;
4329 case 17: sprintf(p, " %s30+d20", s_dur); break;
4330 case 19: sprintf(p, " %s%d+d%d", s_dur, plev+20, plev); break;
4331 case 20: sprintf(p, " %s50+d50", s_dur); break;
4332 case 23: sprintf(p, " %s20+d20", s_dur); break;
4333 case 31: sprintf(p, " %s13+d13", s_dur); break;
4337 case 8: /* Daemon */
4340 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4341 case 2: sprintf(p, " %s12+d12", s_dur); break;
4342 case 3: sprintf(p, " %s20+d20", s_dur); break;
4343 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4344 case 7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4345 case 10: sprintf(p, " %s20+d20", s_dur); break;
4346 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4347 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4348 case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
4349 case 16: sprintf(p, " %s30+d25", s_dur); break;
4350 case 17: sprintf(p, " %s20+d20", s_dur); break;
4351 case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4352 case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
4353 case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4354 case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
4355 case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
4356 case 24: sprintf(p, " %s25+d25", s_dur); break;
4357 case 25: sprintf(p, " %s20+d20", s_dur); break;
4358 case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
4359 case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
4360 case 30: sprintf(p, " %s600", s_dam); break;
4361 case 31: sprintf(p, " %s15+d15", s_dur); break;
4365 case 15: /* Music */
4368 case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
4369 case 4 : sprintf(p, " %s2d6", s_heal); break;
4370 case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
4371 case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
4372 case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
4373 case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
4374 case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4375 case 28: sprintf(p, " %s15d10", s_heal); break;
4376 case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
4381 sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", realm);
4383 sprintf(p, "Unknown type: %d.", realm);
4390 * Print a list of spells (for browsing or casting or viewing)
4392 void print_spells(int target_spell, byte *spells, int num, int y, int x, int realm)
4394 int i, spell, shougou, increment = 64;
4406 if (((realm < 0) || (realm > MAX_REALM - 1)) && wizard)
4408 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
4410 msg_print("Warning! print_spells called with null realm");
4414 /* Title the list */
4416 if (realm+1 == REALM_HISSATSU)
4418 strcpy(buf," Lv MP");
4420 strcpy(buf," Lv SP");
4424 strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
4426 strcpy(buf,"Profic Lv SP Fail Effect");
4430 put_str("̾Á°", y, x + 5);
4431 put_str(buf, y, x + 29);
4433 put_str("Name", y, x + 5);
4434 put_str(buf, y, x + 29);
4437 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4438 else if ((realm + 1) == p_ptr->realm1) increment = 0;
4439 else if ((realm + 1) == p_ptr->realm2) increment = 32;
4441 /* Dump the spells */
4442 for (i = 0; i < num; i++)
4444 /* Access the spell */
4447 /* Access the spell */
4448 if (!is_magic(realm+1))
4450 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
4454 s_ptr = &mp_ptr->info[realm][spell];
4457 if (realm+1 == REALM_HISSATSU)
4458 shouhimana = s_ptr->smana;
4461 if (p_ptr->pclass == CLASS_SORCERER)
4462 shouhimana = s_ptr->smana*2200 + 2399;
4463 else if (p_ptr->pclass == CLASS_RED_MAGE)
4464 shouhimana = s_ptr->smana*2600 + 2399;
4465 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
4466 shouhimana = (s_ptr->smana*(3800-spell_exp[(spell+increment)])+2399);
4468 shouhimana = s_ptr->smana*3800+2399;
4471 else shouhimana *= 4;
4473 if(shouhimana < 1) shouhimana = 1;
4476 if ((increment == 64) || (s_ptr->slevel >= 99)) shougou = 0;
4477 else if (spell_exp[spell+increment]<900) shougou = 0;
4478 else if (spell_exp[spell+increment]<1200) shougou = 1;
4479 else if (spell_exp[spell+increment]<1400) shougou = 2;
4480 else if (spell_exp[spell+increment]<1600) shougou = 3;
4483 if (!increment && (shougou == 4)) max = TRUE;
4484 else if ((increment == 32) && (shougou == 3)) max = TRUE;
4485 else if (s_ptr->slevel >= 99) max = TRUE;
4486 else if (p_ptr->pclass == CLASS_RED_MAGE) max = TRUE;
4488 strncpy(ryakuji,shougou_moji[shougou],4);
4492 if (use_menu && target_spell)
4494 if (i == (target_spell-1))
4496 strcpy(out_val, " ¡Õ ");
4498 strcpy(out_val, " > ");
4501 strcpy(out_val, " ");
4503 else sprintf(out_val, " %c) ", I2A(i));
4504 /* Skip illegible spells */
4505 if (s_ptr->slevel >= 99)
4508 strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
4510 strcat(out_val, format("%-30s", "(illegible)"));
4513 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4517 /* XXX XXX Could label spells above the players level */
4519 /* Get extra info */
4520 spell_info(info, spell, realm);
4525 /* Assume spell is known and tried */
4526 line_attr = TERM_WHITE;
4528 /* Analyze the spell */
4529 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4531 if (s_ptr->slevel > p_ptr->max_plv)
4536 comment = " unknown";
4539 line_attr = TERM_L_BLUE;
4541 else if (s_ptr->slevel > p_ptr->lev)
4546 comment = " forgotten";
4549 line_attr = TERM_YELLOW;
4552 else if ((realm+1 != p_ptr->realm1) && (realm+1 != p_ptr->realm2))
4557 comment = " unknown";
4560 line_attr = TERM_L_BLUE;
4562 else if ((realm + 1 == p_ptr->realm1) ?
4563 ((spell_forgotten1 & (1L << spell))) :
4564 ((spell_forgotten2 & (1L << spell))))
4569 comment = " forgotten";
4572 line_attr = TERM_YELLOW;
4574 else if (!((realm + 1 == p_ptr->realm1) ?
4575 (spell_learned1 & (1L << spell)) :
4576 (spell_learned2 & (1L << spell))))
4581 comment = " unknown";
4584 line_attr = TERM_L_BLUE;
4586 else if (!((realm + 1 == p_ptr->realm1) ?
4587 (spell_worked1 & (1L << spell)) :
4588 (spell_worked2 & (1L << spell))))
4591 comment = " ̤·Ð¸³";
4593 comment = " untried";
4596 line_attr = TERM_L_GREEN;
4599 /* Dump the spell --(-- */
4600 if (realm+1 == REALM_HISSATSU)
4602 strcat(out_val, format("%-25s %2d %4d",
4603 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4604 s_ptr->slevel, shouhimana));
4608 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
4609 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4610 (max ? '!' : ' '), ryakuji,
4611 s_ptr->slevel, shouhimana, spell_chance(spell, realm), comment));
4613 c_prt(line_attr, out_val, y + i + 1, x);
4616 /* Clear the bottom line */
4617 prt("", y + i + 1, x);
4622 * Note that amulets, rods, and high-level spell books are immune
4623 * to "inventory damage" of any kind. Also sling ammo and shovels.
4628 * Does a given class of objects (usually) hate acid?
4629 * Note that acid can either melt or corrode something.
4631 bool hates_acid(object_type *o_ptr)
4633 /* Analyze the type */
4634 switch (o_ptr->tval)
4636 /* Wearable items */
4656 /* Staffs/Scrolls are wood/paper */
4669 /* Junk is useless */
4683 * Does a given object (usually) hate electricity?
4685 bool hates_elec(object_type *o_ptr)
4687 switch (o_ptr->tval)
4701 * Does a given object (usually) hate fire?
4702 * Hafted/Polearm weapons have wooden shafts.
4703 * Arrows/Bows are mostly wooden.
4705 bool hates_fire(object_type *o_ptr)
4707 /* Analyze the type */
4708 switch (o_ptr->tval)
4726 case TV_SORCERY_BOOK:
4727 case TV_NATURE_BOOK:
4731 case TV_ARCANE_BOOK:
4732 case TV_ENCHANT_BOOK:
4733 case TV_DAEMON_BOOK:
4735 case TV_HISSATSU_BOOK:
4746 /* Staffs/Scrolls burn */
4759 * Does a given object (usually) hate cold?
4761 bool hates_cold(object_type *o_ptr)
4763 switch (o_ptr->tval)
4780 int set_acid_destroy(object_type *o_ptr)
4783 if (!hates_acid(o_ptr)) return (FALSE);
4784 object_flags(o_ptr, &f1, &f2, &f3);
4785 if (f3 & TR3_IGNORE_ACID) return (FALSE);
4793 int set_elec_destroy(object_type *o_ptr)
4796 if (!hates_elec(o_ptr)) return (FALSE);
4797 object_flags(o_ptr, &f1, &f2, &f3);
4798 if (f3 & TR3_IGNORE_ELEC) return (FALSE);
4806 int set_fire_destroy(object_type *o_ptr)
4809 if (!hates_fire(o_ptr)) return (FALSE);
4810 object_flags(o_ptr, &f1, &f2, &f3);
4811 if (f3 & TR3_IGNORE_FIRE) return (FALSE);
4819 int set_cold_destroy(object_type *o_ptr)
4822 if (!hates_cold(o_ptr)) return (FALSE);
4823 object_flags(o_ptr, &f1, &f2, &f3);
4824 if (f3 & TR3_IGNORE_COLD) return (FALSE);
4830 * Destroys a type of item on a given percent chance
4831 * Note that missiles are no longer necessarily all destroyed
4832 * Destruction taken from "melee.c" code for "stealing".
4833 * New-style wands and rods handled correctly. -LM-
4834 * Returns number of items destroyed.
4836 int inven_damage(inven_func typ, int perc)
4840 char o_name[MAX_NLEN];
4842 /* Multishadow effects is determined by turn */
4843 if( p_ptr->multishadow && (turn & 1) )return 0;
4845 if (p_ptr->inside_arena) return 0;
4847 /* Count the casualties */
4850 /* Scan through the slots backwards */
4851 for (i = 0; i < INVEN_PACK; i++)
4853 o_ptr = &inventory[i];
4855 /* Skip non-objects */
4856 if (!o_ptr->k_idx) continue;
4858 /* Hack -- for now, skip artifacts */
4859 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
4861 /* Give this item slot a shot at death */
4864 /* Count the casualties */
4865 for (amt = j = 0; j < o_ptr->number; ++j)
4867 if (randint0(100) < perc) amt++;
4870 /* Some casualities */
4873 /* Get a description */
4874 object_desc(o_name, o_ptr, FALSE, 3);
4878 msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
4880 msg_format("%sour %s (%c) %s destroyed!",
4884 o_name, index_to_label(i),
4885 ((o_ptr->number > 1) ?
4886 ((amt == o_ptr->number) ? "Á´Éô" :
4887 (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
4889 ((o_ptr->number > 1) ?
4890 ((amt == o_ptr->number) ? "All of y" :
4891 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4892 o_name, index_to_label(i),
4893 ((amt > 1) ? "were" : "was"));
4897 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4898 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
4901 /* Potions smash open */
4902 if (object_is_potion(o_ptr))
4904 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
4907 /* Reduce the charges of rods/wands */
4908 reduce_charges(o_ptr, amt);
4910 /* Destroy "amt" items */
4911 inven_item_increase(i, -amt);
4912 inven_item_optimize(i);
4914 /* Count the casualties */
4920 /* Return the casualty count */
4926 * Acid has hit the player, attempt to affect some armor.
4928 * Note that the "base armor" of an object never changes.
4930 * If any armor is damaged (or resists), the player takes less damage.
4932 static int minus_ac(void)
4934 object_type *o_ptr = NULL;
4936 char o_name[MAX_NLEN];
4939 /* Pick a (possibly empty) inventory slot */
4940 switch (randint1(7))
4942 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4943 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4944 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4945 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4946 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4947 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4948 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4951 /* Nothing to damage */
4952 if (!o_ptr->k_idx) return (FALSE);
4954 if (o_ptr->tval < TV_BOOTS) return (FALSE);
4956 /* No damage left to be done */
4957 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4961 object_desc(o_name, o_ptr, FALSE, 0);
4963 /* Extract the flags */
4964 object_flags(o_ptr, &f1, &f2, &f3);
4966 /* Object resists */
4967 if (f3 & TR3_IGNORE_ACID)
4970 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
4972 msg_format("Your %s is unaffected!", o_name);
4981 msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
4983 msg_format("Your %s is damaged!", o_name);
4987 /* Damage the item */
4990 /* Calculate bonuses */
4991 p_ptr->update |= (PU_BONUS);
4994 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
4998 /* Item was damaged */
5004 * Hurt the player with Acid
5006 void acid_dam(int dam, cptr kb_str, int monspell)
5008 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5009 bool double_resist = (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5011 /* Total Immunity */
5012 if (p_ptr->immune_acid || (dam <= 0))
5014 learn_spell(monspell);
5018 /* Vulnerability (Ouch!) */
5019 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5020 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5022 /* Resist the damage */
5023 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
5024 if (double_resist) dam = (dam + 2) / 3;
5026 if ((!(double_resist || p_ptr->resist_acid)) &&
5027 one_in_(HURT_CHANCE))
5028 (void)do_dec_stat(A_CHR);
5030 /* If any armor gets hit, defend the player */
5031 if (minus_ac()) dam = (dam + 1) / 2;
5034 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5036 /* Inventory damage */
5037 if (!(double_resist && p_ptr->resist_acid))
5038 inven_damage(set_acid_destroy, inv);
5043 * Hurt the player with electricity
5045 void elec_dam(int dam, cptr kb_str, int monspell)
5047 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5048 bool double_resist = (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5050 /* Total immunity */
5051 if (p_ptr->immune_elec || (dam <= 0))
5053 learn_spell(monspell);
5057 /* Vulnerability (Ouch!) */
5058 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5059 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5060 if (p_ptr->prace == RACE_ANDROID) dam += dam / 3;
5062 /* Resist the damage */
5063 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
5064 if (double_resist) dam = (dam + 2) / 3;
5066 if ((!(double_resist || p_ptr->resist_elec)) &&
5067 one_in_(HURT_CHANCE))
5068 (void)do_dec_stat(A_DEX);
5071 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5073 /* Inventory damage */
5074 if (!(double_resist && p_ptr->resist_elec))
5075 inven_damage(set_elec_destroy, inv);
5080 * Hurt the player with Fire
5082 void fire_dam(int dam, cptr kb_str, int monspell)
5084 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5085 bool double_resist = (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5087 /* Totally immune */
5088 if (p_ptr->immune_fire || (dam <= 0))
5090 learn_spell(monspell);
5094 /* Vulnerability (Ouch!) */
5095 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5096 if (prace_is_(RACE_ENT)) dam += dam / 3;
5097 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5099 /* Resist the damage */
5100 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
5101 if (double_resist) dam = (dam + 2) / 3;
5103 if ((!(double_resist || p_ptr->resist_fire)) &&
5104 one_in_(HURT_CHANCE))
5105 (void)do_dec_stat(A_STR);
5108 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5110 /* Inventory damage */
5111 if (!(double_resist && p_ptr->resist_fire))
5112 inven_damage(set_fire_destroy, inv);
5117 * Hurt the player with Cold
5119 void cold_dam(int dam, cptr kb_str, int monspell)
5121 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5122 bool double_resist = (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5124 /* Total immunity */
5125 if (p_ptr->immune_cold || (dam <= 0))
5127 learn_spell(monspell);
5131 /* Vulnerability (Ouch!) */
5132 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5133 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5135 /* Resist the damage */
5136 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
5137 if (double_resist) dam = (dam + 2) / 3;
5139 if ((!(double_resist || p_ptr->resist_cold)) &&
5140 one_in_(HURT_CHANCE))
5141 (void)do_dec_stat(A_STR);
5144 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5146 /* Inventory damage */
5147 if (!(double_resist && p_ptr->resist_cold))
5148 inven_damage(set_cold_destroy, inv);
5152 bool rustproof(void)
5156 char o_name[MAX_NLEN];
5159 item_tester_no_ryoute = TRUE;
5160 /* Select a piece of armour */
5161 item_tester_hook = item_tester_hook_armour;
5165 q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
5166 s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5168 q = "Rustproof which piece of armour? ";
5169 s = "You have nothing to rustproof.";
5172 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
5174 /* Get the item (in the pack) */
5177 o_ptr = &inventory[item];
5180 /* Get the item (on the floor) */
5183 o_ptr = &o_list[0 - item];
5188 object_desc(o_name, o_ptr, FALSE, 0);
5190 o_ptr->art_flags3 |= TR3_IGNORE_ACID;
5192 if ((o_ptr->to_a < 0) && !cursed_p(o_ptr))
5195 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
5197 msg_format("%s %s look%s as good as new!",
5198 ((item >= 0) ? "Your" : "The"), o_name,
5199 ((o_ptr->number > 1) ? "" : "s"));
5206 msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
5208 msg_format("%s %s %s now protected against corrosion.",
5209 ((item >= 0) ? "Your" : "The"), o_name,
5210 ((o_ptr->number > 1) ? "are" : "is"));
5221 * Curse the players armor
5223 bool curse_armor(void)
5227 char o_name[MAX_NLEN];
5230 /* Curse the body armor */
5231 o_ptr = &inventory[INVEN_BODY];
5233 /* Nothing to curse */
5234 if (!o_ptr->k_idx) return (FALSE);
5238 object_desc(o_name, o_ptr, FALSE, 3);
5240 /* Attempt a saving throw for artifacts */
5241 if ((o_ptr->art_name || artifact_p(o_ptr)) && (randint0(100) < 50))
5245 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5246 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
5248 msg_format("A %s tries to %s, but your %s resists the effects!",
5249 "terrible black aura", "surround your armor", o_name);
5254 /* not artifact or failed save... */
5259 msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5261 msg_format("A terrible black aura blasts your %s!", o_name);
5264 chg_virtue(V_ENCHANT, -5);
5266 /* Blast the armor */
5268 o_ptr->name2 = EGO_BLASTED;
5269 o_ptr->to_a = 0 - randint1(5) - randint1(5);
5275 o_ptr->art_flags1 = 0;
5276 o_ptr->art_flags2 = 0;
5277 o_ptr->art_flags3 = 0;
5280 o_ptr->curse_flags = TRC_CURSED;
5283 o_ptr->ident |= (IDENT_BROKEN);
5285 /* Recalculate bonuses */
5286 p_ptr->update |= (PU_BONUS);
5288 /* Recalculate mana */
5289 p_ptr->update |= (PU_MANA);
5292 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5300 * Curse the players weapon
5302 bool curse_weapon(bool force, int slot)
5306 char o_name[MAX_NLEN];
5309 /* Curse the weapon */
5310 o_ptr = &inventory[slot];
5312 /* Nothing to curse */
5313 if (!o_ptr->k_idx) return (FALSE);
5317 object_desc(o_name, o_ptr, FALSE, 3);
5319 /* Attempt a saving throw */
5320 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 50) && !force)
5324 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5325 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
5327 msg_format("A %s tries to %s, but your %s resists the effects!",
5328 "terrible black aura", "surround your weapon", o_name);
5333 /* not artifact or failed save... */
5338 if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5340 if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
5343 chg_virtue(V_ENCHANT, -5);
5345 /* Shatter the weapon */
5347 o_ptr->name2 = EGO_SHATTERED;
5348 o_ptr->to_h = 0 - randint1(5) - randint1(5);
5349 o_ptr->to_d = 0 - randint1(5) - randint1(5);
5354 o_ptr->art_flags1 = 0;
5355 o_ptr->art_flags2 = 0;
5356 o_ptr->art_flags3 = 0;
5360 o_ptr->curse_flags = TRC_CURSED;
5363 o_ptr->ident |= (IDENT_BROKEN);
5365 /* Recalculate bonuses */
5366 p_ptr->update |= (PU_BONUS);
5368 /* Recalculate mana */
5369 p_ptr->update |= (PU_MANA);
5372 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5381 * Enchant some bolts
5383 bool brand_bolts(void)
5387 /* Use the first acceptable bolts */
5388 for (i = 0; i < INVEN_PACK; i++)
5390 object_type *o_ptr = &inventory[i];
5392 /* Skip non-bolts */
5393 if (o_ptr->tval != TV_BOLT) continue;
5395 /* Skip artifacts and ego-items */
5396 if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
5399 /* Skip cursed/broken items */
5400 if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
5403 if (randint0(100) < 75) continue;
5407 msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
5409 msg_print("Your bolts are covered in a fiery aura!");
5414 o_ptr->name2 = EGO_FLAME;
5417 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5424 if (flush_failure) flush();
5428 msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
5430 msg_print("The fiery enchantment failed.");
5440 * Helper function -- return a "nearby" race for polymorphing
5442 * Note that this function is one of the more "dangerous" ones...
5444 static s16b poly_r_idx(int r_idx)
5446 monster_race *r_ptr = &r_info[r_idx];
5448 int i, r, lev1, lev2;
5450 /* Hack -- Uniques/Questors never polymorph */
5451 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5452 (r_ptr->flags1 & RF1_QUESTOR))
5455 /* Allowable range of "levels" for resulting monster */
5456 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5457 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5459 /* Pick a (possibly new) non-unique race */
5460 for (i = 0; i < 1000; i++)
5462 /* Pick a new race, using a level calculation */
5463 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5465 /* Handle failure */
5471 /* Ignore unique monsters */
5472 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5474 /* Ignore monsters with incompatible levels */
5475 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5477 /* Use that index */
5489 bool polymorph_monster(int y, int x)
5491 cave_type *c_ptr = &cave[y][x];
5492 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5494 bool polymorphed = FALSE;
5496 int old_r_idx = m_ptr->r_idx;
5497 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5498 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5499 monster_type back_m;
5501 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5503 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG_KAGE)) return (FALSE);
5505 /* Memorize the monster before polymorphing */
5508 /* Get the monsters attitude */
5509 friendly = is_friendly(m_ptr);
5510 pet = is_pet(m_ptr);
5512 /* Pick a "new" monster race */
5513 new_r_idx = poly_r_idx(old_r_idx);
5515 /* Handle polymorph */
5516 if (new_r_idx != old_r_idx)
5518 /* "Kill" the "old" monster */
5519 delete_monster_idx(c_ptr->m_idx);
5521 /* Create a new monster (no groups) */
5522 if (place_monster_aux(0, y, x, new_r_idx, FALSE, FALSE, friendly, pet, FALSE, (bool)(m_ptr->mflag2 & MFLAG_NOPET)))
5529 monster_terrain_sensitive = FALSE;
5531 /* Placing the new monster failed */
5532 place_monster_aux(0, y, x, old_r_idx, FALSE, FALSE, friendly, pet, TRUE, (bool)(m_ptr->mflag2 & MFLAG_NOPET));
5533 m_list[hack_m_idx_ii] = back_m;
5535 monster_terrain_sensitive = TRUE;
5538 if (targeted) target_who = hack_m_idx_ii;
5539 if (health_tracked) health_track(hack_m_idx_ii);
5549 bool dimension_door(void)
5551 int plev = p_ptr->lev;
5554 if (!tgt_pt(&x, &y)) return FALSE;
5556 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5558 if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
5559 (distance(y, x, py, px) > plev / 2 + 10) ||
5560 (!randint0(plev / 10 + 10)))
5562 if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
5564 msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
5566 msg_print("You fail to exit the astral plane correctly!");
5572 msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
5574 msg_print("You fail to exit the astral plane correctly!");
5577 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5578 teleport_player((plev+2)*2);
5581 teleport_player_to(y, x, TRUE);
5587 bool eat_magic(int power)
5589 object_type * o_ptr;
5592 int recharge_strength = 0;
5598 char o_name[MAX_NLEN];
5600 item_tester_hook = item_tester_hook_recharge;
5604 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
5605 s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5607 q = "Drain which item? ";
5608 s = "You have nothing to drain.";
5611 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5615 o_ptr = &inventory[item];
5619 o_ptr = &o_list[0 - item];
5622 k_ptr = &k_info[o_ptr->k_idx];
5623 lev = get_object_level(o_ptr);
5625 if (o_ptr->tval == TV_ROD)
5627 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5630 if (one_in_(recharge_strength))
5632 /* Activate the failure code. */
5637 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5640 msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
5642 msg_print("You can't absorb energy from a discharged rod.");
5649 o_ptr->timeout += k_ptr->pval;
5655 /* All staffs, wands. */
5656 recharge_strength = (100 + power - lev) / 15;
5659 if (recharge_strength < 0) recharge_strength = 0;
5662 if (one_in_(recharge_strength))
5664 /* Activate the failure code. */
5669 if (o_ptr->pval > 0)
5671 p_ptr->csp += lev / 2;
5674 /* XXX Hack -- unstack if necessary */
5675 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5680 /* Get local object */
5683 /* Obtain a local object */
5684 object_copy(q_ptr, o_ptr);
5686 /* Modify quantity */
5689 /* Restore the charges */
5692 /* Unstack the used item */
5694 p_ptr->total_weight -= q_ptr->weight;
5695 item = inven_carry(q_ptr);
5699 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
5701 msg_print("You unstack your staff.");
5709 msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
5711 msg_print("There's no energy there to absorb!");
5715 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5719 /* Inflict the penalties for failing a recharge. */
5722 /* Artifacts are never destroyed. */
5723 if (artifact_p(o_ptr))
5725 object_desc(o_name, o_ptr, TRUE, 0);
5727 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
5729 msg_format("The recharging backfires - %s is completely drained!", o_name);
5733 /* Artifact rods. */
5734 if (o_ptr->tval == TV_ROD)
5735 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5737 /* Artifact wands and staffs. */
5738 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5743 /* Get the object description */
5744 object_desc(o_name, o_ptr, FALSE, 0);
5746 /*** Determine Seriousness of Failure ***/
5748 /* Mages recharge objects more safely. */
5749 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)
5751 /* 10% chance to blow up one rod, otherwise draining. */
5752 if (o_ptr->tval == TV_ROD)
5754 if (one_in_(10)) fail_type = 2;
5757 /* 75% chance to blow up one wand, otherwise draining. */
5758 else if (o_ptr->tval == TV_WAND)
5760 if (!one_in_(3)) fail_type = 2;
5763 /* 50% chance to blow up one staff, otherwise no effect. */
5764 else if (o_ptr->tval == TV_STAFF)
5766 if (one_in_(2)) fail_type = 2;
5771 /* All other classes get no special favors. */
5774 /* 33% chance to blow up one rod, otherwise draining. */
5775 if (o_ptr->tval == TV_ROD)
5777 if (one_in_(3)) fail_type = 2;
5780 /* 20% chance of the entire stack, else destroy one wand. */
5781 else if (o_ptr->tval == TV_WAND)
5783 if (one_in_(5)) fail_type = 3;
5786 /* Blow up one staff. */
5787 else if (o_ptr->tval == TV_STAFF)
5793 /*** Apply draining and destruction. ***/
5795 /* Drain object or stack of objects. */
5798 if (o_ptr->tval == TV_ROD)
5801 msg_print("¥í¥Ã¥É¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤÏÁ´¤Æ¼º¤Ê¤ï¤ì¤¿¡£");
5803 msg_format("You save your rod from destruction, but all charges are lost.", o_name);
5806 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5808 else if (o_ptr->tval == TV_WAND)
5811 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
5813 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
5818 /* Staffs aren't drained. */
5821 /* Destroy an object or one in a stack of objects. */
5824 if (o_ptr->number > 1)
5827 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
5829 msg_format("Wild magic consumes one of your %s!", o_name);
5832 /* Reduce rod stack maximum timeout, drain wands. */
5833 if (o_ptr->tval == TV_ROD) o_ptr->timeout -= k_ptr->pval;
5834 if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5839 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
5841 msg_format("Wild magic consumes your %s!", o_name);
5844 /* Reduce and describe inventory */
5847 inven_item_increase(item, -1);
5848 inven_item_describe(item);
5849 inven_item_optimize(item);
5852 /* Reduce and describe floor item */
5855 floor_item_increase(0 - item, -1);
5856 floor_item_describe(0 - item);
5857 floor_item_optimize(0 - item);
5861 /* Destroy all members of a stack of objects. */
5864 if (o_ptr->number > 1)
5866 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
5868 msg_format("Wild magic consumes all your %s!", o_name);
5873 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
5875 msg_format("Wild magic consumes your %s!", o_name);
5880 /* Reduce and describe inventory */
5883 inven_item_increase(item, -999);
5884 inven_item_describe(item);
5885 inven_item_optimize(item);
5888 /* Reduce and describe floor item */
5891 floor_item_increase(0 - item, -999);
5892 floor_item_describe(0 - item);
5893 floor_item_optimize(0 - item);
5899 if (p_ptr->csp > p_ptr->msp)
5901 p_ptr->csp = p_ptr->msp;
5904 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5905 p_ptr->window |= (PW_INVEN);
5911 bool summon_kin_player(bool pet, int level, int y, int x, bool group)
5913 switch (p_ptr->mimic_form)
5916 switch (p_ptr->prace)
5920 case RACE_BARBARIAN:
5923 summon_kin_type = 'p';
5933 case RACE_MIND_FLAYER:
5936 summon_kin_type = 'h';
5939 summon_kin_type = 'o';
5941 case RACE_HALF_TROLL:
5942 summon_kin_type = 'T';
5944 case RACE_HALF_OGRE:
5945 summon_kin_type = 'O';
5947 case RACE_HALF_GIANT:
5948 case RACE_HALF_TITAN:
5950 summon_kin_type = 'P';
5953 summon_kin_type = 'y';
5956 summon_kin_type = 'K';
5959 summon_kin_type = 'k';
5962 if (one_in_(13)) summon_kin_type = 'U';
5963 else summon_kin_type = 'u';
5965 case RACE_DRACONIAN:
5966 summon_kin_type = 'd';
5970 summon_kin_type = 'g';
5973 if (one_in_(13)) summon_kin_type = 'L';
5974 else summon_kin_type = 's';
5977 summon_kin_type = 'z';
5980 summon_kin_type = 'V';
5983 summon_kin_type = 'G';
5986 summon_kin_type = 'I';
5989 summon_kin_type = '#';
5992 summon_kin_type = 'A';
5995 summon_kin_type = 'U';
5998 summon_kin_type = 'p';
6003 if (one_in_(13)) summon_kin_type = 'U';
6004 else summon_kin_type = 'u';
6006 case MIMIC_DEMON_LORD:
6007 summon_kin_type = 'U';
6010 summon_kin_type = 'V';
6013 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, group, FALSE, pet, FALSE, (bool)(!pet));