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) continue;
1787 o_ptr->curse_flags = 0L;
1789 /* Hack -- Assume felt */
1790 o_ptr->ident |= (IDENT_SENSE);
1793 o_ptr->feeling = FEEL_NONE;
1795 /* Recalculate the bonuses */
1796 p_ptr->update |= (PU_BONUS);
1799 p_ptr->window |= (PW_EQUIP);
1801 /* Count the uncursings */
1805 /* Return "something uncursed" */
1811 * Remove most curses
1813 bool remove_curse(void)
1815 return (remove_curse_aux(FALSE));
1821 bool remove_all_curse(void)
1823 return (remove_curse_aux(TRUE));
1828 * Turns an object into gold, gain some of its value in a shop
1837 char o_name[MAX_NLEN];
1838 char out_val[MAX_NLEN+40];
1842 /* Hack -- force destruction */
1843 if (command_arg > 0) force = TRUE;
1847 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
1848 s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1850 q = "Turn which item to gold? ";
1851 s = "You have nothing to turn to gold.";
1854 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1856 /* Get the item (in the pack) */
1859 o_ptr = &inventory[item];
1862 /* Get the item (on the floor) */
1865 o_ptr = &o_list[0 - item];
1869 /* See how many items */
1870 if (o_ptr->number > 1)
1872 /* Get a quantity */
1873 amt = get_quantity(NULL, o_ptr->number);
1875 /* Allow user abort */
1876 if (amt <= 0) return FALSE;
1880 /* Describe the object */
1881 old_number = o_ptr->number;
1882 o_ptr->number = amt;
1883 object_desc(o_name, o_ptr, TRUE, 3);
1884 o_ptr->number = old_number;
1886 /* Verify unless quantity given */
1889 if (confirm_destroy || (object_value(o_ptr) > 0))
1891 /* Make a verification */
1893 sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
1895 sprintf(out_val, "Really turn %s to gold? ", o_name);
1898 if (!get_check(out_val)) return FALSE;
1902 /* Artifacts cannot be destroyed */
1903 if (artifact_p(o_ptr) || o_ptr->art_name)
1905 byte feel = FEEL_SPECIAL;
1909 msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
1911 msg_format("You fail to turn %s to gold!", o_name);
1915 /* Hack -- Handle icky artifacts */
1916 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1918 /* Hack -- inscribe the artifact */
1919 o_ptr->feeling = feel;
1921 /* We have "felt" it (again) */
1922 o_ptr->ident |= (IDENT_SENSE);
1924 /* Combine the pack */
1925 p_ptr->notice |= (PN_COMBINE);
1928 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1934 price = object_value_real(o_ptr);
1940 msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
1942 msg_format("You turn %s to fool's gold.", o_name);
1950 if (amt > 1) price *= amt;
1952 if (price > 30000) price = 30000;
1954 msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
1956 msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
1962 p_ptr->redraw |= (PR_GOLD);
1965 p_ptr->window |= (PW_PLAYER);
1969 /* Eliminate the item (from the pack) */
1972 inven_item_increase(item, -amt);
1973 inven_item_describe(item);
1974 inven_item_optimize(item);
1977 /* Eliminate the item (from the floor) */
1980 floor_item_increase(0 - item, -amt);
1981 floor_item_describe(0 - item);
1982 floor_item_optimize(0 - item);
1990 * Create stairs at the player location
1992 void stair_creation(void)
1995 if (!cave_valid_bold(py, px))
1998 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
2000 msg_print("The object resists the spell.");
2007 delete_object(py, px);
2009 /* Create a staircase */
2010 if (p_ptr->inside_arena || (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || p_ptr->inside_battle || !dun_level)
2012 /* arena or quest */
2014 msg_print("¸ú²Ì¤¬¤¢¤ê¤Þ¤»¤ó¡ª");
2016 msg_print("There is no effect!");
2020 else if (ironman_downward)
2022 /* Town/wilderness or Ironman */
2023 cave_set_feat(py, px, FEAT_MORE);
2025 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
2028 cave_set_feat(py, px, FEAT_LESS);
2030 else if (randint0(100) < 50)
2032 cave_set_feat(py, px, FEAT_MORE);
2036 cave_set_feat(py, px, FEAT_LESS);
2042 * Hook to specify "weapon"
2044 bool item_tester_hook_weapon(object_type *o_ptr)
2046 switch (o_ptr->tval)
2060 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2067 bool item_tester_hook_weapon2(object_type *o_ptr)
2069 switch (o_ptr->tval)
2089 * Hook to specify "armour"
2091 bool item_tester_hook_armour(object_type *o_ptr)
2093 switch (o_ptr->tval)
2113 bool item_tester_hook_corpse(object_type *o_ptr)
2115 switch (o_ptr->tval)
2128 * Check if an object is weapon or armour (but not arrow, bolt, or shot)
2130 bool item_tester_hook_weapon_armour(object_type *o_ptr)
2132 switch (o_ptr->tval)
2161 * Check if an object is nameless weapon or armour
2163 bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2165 if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
2168 switch (o_ptr->tval)
2197 * Break the curse of an item
2199 static void break_curse(object_type *o_ptr)
2201 if (cursed_p(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2204 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
2206 msg_print("The curse is broken!");
2209 o_ptr->curse_flags = 0L;
2211 o_ptr->ident |= (IDENT_SENSE);
2213 o_ptr->feeling = FEEL_NONE;
2219 * Enchants a plus onto an item. -RAK-
2221 * Revamped! Now takes item pointer, number of times to try enchanting,
2222 * and a flag of what to try enchanting. Artifacts resist enchantment
2223 * some of the time, and successful enchantment to at least +0 might
2224 * break a curse on the item. -CFT-
2226 * Note that an item can technically be enchanted all the way to +15 if
2227 * you wait a very, very, long time. Going from +9 to +10 only works
2228 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2230 * Note that this function can now be used on "piles" of items, and
2231 * the larger the pile, the lower the chance of success.
2233 bool enchant(object_type *o_ptr, int n, int eflag)
2235 int i, chance, prob;
2237 bool a = (artifact_p(o_ptr) || o_ptr->art_name);
2238 bool force = (eflag & ENCH_FORCE);
2241 /* Large piles resist enchantment */
2242 prob = o_ptr->number * 100;
2244 /* Missiles are easy to enchant */
2245 if ((o_ptr->tval == TV_BOLT) ||
2246 (o_ptr->tval == TV_ARROW) ||
2247 (o_ptr->tval == TV_SHOT))
2253 for (i = 0; i < n; i++)
2255 /* Hack -- Roll for pile resistance */
2256 if (!force && randint0(prob) >= 100) continue;
2258 /* Enchant to hit */
2259 if (eflag & ENCH_TOHIT)
2261 if (o_ptr->to_h < 0) chance = 0;
2262 else if (o_ptr->to_h > 15) chance = 1000;
2263 else chance = enchant_table[o_ptr->to_h];
2265 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2270 /* only when you get it above -1 -CFT */
2271 if (o_ptr->to_h >= 0)
2276 /* Enchant to damage */
2277 if (eflag & ENCH_TODAM)
2279 if (o_ptr->to_d < 0) chance = 0;
2280 else if (o_ptr->to_d > 15) chance = 1000;
2281 else chance = enchant_table[o_ptr->to_d];
2283 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2288 /* only when you get it above -1 -CFT */
2289 if (o_ptr->to_d >= 0)
2294 /* Enchant to armor class */
2295 if (eflag & ENCH_TOAC)
2297 if (o_ptr->to_a < 0) chance = 0;
2298 else if (o_ptr->to_a > 15) chance = 1000;
2299 else chance = enchant_table[o_ptr->to_a];
2301 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2306 /* only when you get it above -1 -CFT */
2307 if (o_ptr->to_a >= 0)
2314 if (!res) return (FALSE);
2316 /* Recalculate bonuses */
2317 p_ptr->update |= (PU_BONUS);
2319 /* Combine / Reorder the pack (later) */
2320 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2323 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2334 * Enchant an item (in the inventory or on the floor)
2335 * Note that "num_ac" requires armour, else weapon
2336 * Returns TRUE if attempted, FALSE if cancelled
2338 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2343 char o_name[MAX_NLEN];
2347 /* Assume enchant weapon */
2348 item_tester_hook = item_tester_hook_weapon;
2349 item_tester_no_ryoute = TRUE;
2351 /* Enchant armor if requested */
2352 if (num_ac) item_tester_hook = item_tester_hook_armour;
2356 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2357 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2359 q = "Enchant which item? ";
2360 s = "You have nothing to enchant.";
2363 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2365 /* Get the item (in the pack) */
2368 o_ptr = &inventory[item];
2371 /* Get the item (on the floor) */
2374 o_ptr = &o_list[0 - item];
2379 object_desc(o_name, o_ptr, FALSE, 0);
2383 msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
2386 msg_format("%s %s glow%s brightly!",
2387 ((item >= 0) ? "Your" : "The"), o_name,
2388 ((o_ptr->number > 1) ? "" : "s"));
2393 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2394 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2395 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2401 if (flush_failure) flush();
2405 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2407 msg_print("The enchantment failed.");
2410 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2413 chg_virtue(V_ENCHANT, 1);
2417 /* Something happened */
2422 bool artifact_scroll(void)
2427 char o_name[MAX_NLEN];
2431 item_tester_no_ryoute = TRUE;
2432 /* Enchant weapon/armour */
2433 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2437 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2438 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2440 q = "Enchant which item? ";
2441 s = "You have nothing to enchant.";
2444 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2446 /* Get the item (in the pack) */
2449 o_ptr = &inventory[item];
2452 /* Get the item (on the floor) */
2455 o_ptr = &o_list[0 - item];
2460 object_desc(o_name, o_ptr, FALSE, 0);
2464 msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
2466 msg_format("%s %s radiate%s a blinding light!",
2467 ((item >= 0) ? "Your" : "The"), o_name,
2468 ((o_ptr->number > 1) ? "" : "s"));
2471 if (o_ptr->name1 || o_ptr->art_name)
2474 msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2477 msg_format("The %s %s already %s!",
2478 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2479 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2485 else if (o_ptr->name2)
2488 msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2491 msg_format("The %s %s already %s!",
2492 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2493 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2499 else if (o_ptr->xtra3)
2502 msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª",
2505 msg_format("The %s %s already %s!",
2506 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2507 ((o_ptr->number > 1) ? "kaji items" : "an kaji item"));
2513 if (o_ptr->number > 1)
2516 msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
2517 msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
2519 msg_print("Not enough enough energy to enchant more than one object!");
2520 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2525 inven_item_increase(item, 1-(o_ptr->number));
2529 floor_item_increase(0-item, 1-(o_ptr->number));
2532 okay = create_artifact(o_ptr, TRUE);
2539 if (flush_failure) flush();
2543 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2545 msg_print("The enchantment failed.");
2548 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2551 chg_virtue(V_ENCHANT, 1);
2555 /* Something happened */
2561 * Identify an object
2563 void identify_item(object_type *o_ptr)
2565 bool motoart = TRUE;
2566 char o_name[MAX_NLEN];
2569 object_desc(o_name, o_ptr, TRUE, 3);
2571 if ((artifact_p(o_ptr) || o_ptr->art_name) && !(o_ptr->ident & IDENT_KNOWN))
2574 if (!(o_ptr->ident & (IDENT_MENTAL)))
2576 if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
2577 chg_virtue(V_KNOWLEDGE, 1);
2580 /* Identify it fully */
2581 object_aware(o_ptr);
2582 object_known(o_ptr);
2584 /* Recalculate bonuses */
2585 p_ptr->update |= (PU_BONUS);
2587 /* Combine / Reorder the pack (later) */
2588 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2591 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2593 strcpy(record_o_name, o_name);
2597 object_desc(o_name, o_ptr, TRUE, 0);
2599 if(record_fix_art && !motoart && artifact_p(o_ptr))
2600 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2601 if(record_rand_art && !motoart && o_ptr->art_name)
2602 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2606 bool item_tester_hook_identify(object_type *o_ptr)
2608 return (bool)!object_known_p(o_ptr);
2611 bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2613 if (object_known_p(o_ptr))
2615 return item_tester_hook_weapon_armour(o_ptr);
2619 * Identify an object in the inventory (or on the floor)
2620 * This routine does *not* automatically combine objects.
2621 * Returns TRUE if something was identified, else FALSE.
2623 bool ident_spell(bool only_equip)
2627 char o_name[MAX_NLEN];
2630 item_tester_no_ryoute = TRUE;
2633 item_tester_hook = item_tester_hook_identify_weapon_armour;
2635 item_tester_hook = item_tester_hook_identify;
2637 if (!can_get_item())
2641 item_tester_hook = item_tester_hook_weapon_armour;
2645 item_tester_hook = NULL;
2651 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2652 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2654 q = "Identify which item? ";
2655 s = "You have nothing to identify.";
2658 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2660 /* Get the item (in the pack) */
2663 o_ptr = &inventory[item];
2666 /* Get the item (on the floor) */
2669 o_ptr = &o_list[0 - item];
2673 identify_item(o_ptr);
2676 object_desc(o_name, o_ptr, TRUE, 3);
2679 if (item >= INVEN_RARM)
2682 msg_format("%^s: %s(%c)¡£",
2684 msg_format("%^s: %s (%c).",
2687 describe_use(item), o_name, index_to_label(item));
2692 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£",
2694 msg_format("In your pack: %s (%c).",
2697 o_name, index_to_label(item));
2702 msg_format("¾²¾å: %s¡£",
2704 msg_format("On the ground: %s.",
2710 /* Something happened */
2716 * Mundanify an object in the inventory (or on the floor)
2717 * This routine does *not* automatically combine objects.
2718 * Returns TRUE if something was mundanified, else FALSE.
2720 bool mundane_spell(bool only_equip)
2726 if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
2727 item_tester_no_ryoute = TRUE;
2731 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
2732 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2734 q = "Use which item? ";
2735 s = "You have nothing you can use.";
2738 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2740 /* Get the item (in the pack) */
2743 o_ptr = &inventory[item];
2746 /* Get the item (on the floor) */
2749 o_ptr = &o_list[0 - item];
2754 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2756 msg_print("There is a bright flash of light!");
2759 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2760 byte ix = o_ptr->ix; /* X-position on map, or zero */
2761 s16b next_o_idx= o_ptr->next_o_idx; /* Next object in stack (if any) */
2762 byte marked=o_ptr->marked; /* Object is marked */
2763 s16b weight = (o_ptr->number*o_ptr->weight);
2766 object_prep(o_ptr, o_ptr->k_idx);
2770 o_ptr->next_o_idx=next_o_idx;
2771 o_ptr->marked=marked;
2772 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2776 /* Something happened */
2782 bool item_tester_hook_identify_fully(object_type *o_ptr)
2784 return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
2787 bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
2789 if (!item_tester_hook_identify_fully(o_ptr))
2791 return item_tester_hook_weapon_armour(o_ptr);
2795 * Fully "identify" an object in the inventory -BEN-
2796 * This routine returns TRUE if an item was identified.
2798 bool identify_fully(bool only_equip)
2802 char o_name[MAX_NLEN];
2805 item_tester_no_ryoute = TRUE;
2807 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2809 item_tester_hook = item_tester_hook_identify_fully;
2811 if (!can_get_item())
2814 item_tester_hook = item_tester_hook_weapon_armour;
2816 item_tester_hook = NULL;
2821 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2822 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2824 q = "Identify which item? ";
2825 s = "You have nothing to identify.";
2828 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2830 /* Get the item (in the pack) */
2833 o_ptr = &inventory[item];
2836 /* Get the item (on the floor) */
2839 o_ptr = &o_list[0 - item];
2843 identify_item(o_ptr);
2845 /* Mark the item as fully known */
2846 o_ptr->ident |= (IDENT_MENTAL);
2852 object_desc(o_name, o_ptr, TRUE, 3);
2855 if (item >= INVEN_RARM)
2858 msg_format("%^s: %s(%c)¡£",
2860 msg_format("%^s: %s (%c).",
2863 describe_use(item), o_name, index_to_label(item));
2868 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£",
2870 msg_format("In your pack: %s (%c).",
2873 o_name, index_to_label(item));
2878 msg_format("¾²¾å: %s¡£",
2880 msg_format("On the ground: %s.",
2886 /* Describe it fully */
2887 (void)identify_fully_aux(o_ptr);
2897 * Hook for "get_item()". Determine if something is rechargable.
2899 bool item_tester_hook_recharge(object_type *o_ptr)
2901 /* Recharge staffs */
2902 if (o_ptr->tval == TV_STAFF) return (TRUE);
2904 /* Recharge wands */
2905 if (o_ptr->tval == TV_WAND) return (TRUE);
2907 /* Hack -- Recharge rods */
2908 if (o_ptr->tval == TV_ROD) return (TRUE);
2916 * Recharge a wand/staff/rod from the pack or on the floor.
2917 * This function has been rewritten in Oangband and ZAngband.
2919 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2920 * Chaos -- Arcane Binding --> recharge(90)
2922 * Scroll of recharging --> recharge(130)
2923 * Artifact activation/Thingol --> recharge(130)
2925 * It is harder to recharge high level, and highly charged wands,
2926 * staffs, and rods. The more wands in a stack, the more easily and
2927 * strongly they recharge. Staffs, however, each get fewer charges if
2930 * XXX XXX XXX Beware of "sliding index errors".
2932 bool recharge(int power)
2935 int recharge_strength, recharge_amount;
2944 char o_name[MAX_NLEN];
2946 /* Only accept legal items */
2947 item_tester_hook = item_tester_hook_recharge;
2951 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
2952 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2954 q = "Recharge which item? ";
2955 s = "You have nothing to recharge.";
2958 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2960 /* Get the item (in the pack) */
2963 o_ptr = &inventory[item];
2966 /* Get the item (on the floor) */
2969 o_ptr = &o_list[0 - item];
2972 /* Get the object kind. */
2973 k_ptr = &k_info[o_ptr->k_idx];
2975 /* Extract the object "level" */
2976 lev = get_object_level(o_ptr);
2979 /* Recharge a rod */
2980 if (o_ptr->tval == TV_ROD)
2982 /* Extract a recharge strength by comparing object level to power. */
2983 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2987 if (one_in_(recharge_strength))
2989 /* Activate the failure code. */
2996 /* Recharge amount */
2997 recharge_amount = (power * damroll(3, 2));
2999 /* Recharge by that amount */
3000 if (o_ptr->timeout > recharge_amount)
3001 o_ptr->timeout -= recharge_amount;
3008 /* Recharge wand/staff */
3011 /* Extract a recharge strength by comparing object level to power.
3012 * Divide up a stack of wands' charges to calculate charge penalty.
3014 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3015 recharge_strength = (100 + power - lev -
3016 (8 * o_ptr->pval / o_ptr->number)) / 15;
3018 /* All staffs, unstacked wands. */
3019 else recharge_strength = (100 + power - lev -
3020 (8 * o_ptr->pval)) / 15;
3023 if (recharge_strength < 0) recharge_strength = 0;
3026 if (one_in_(recharge_strength))
3028 /* Activate the failure code. */
3032 /* If the spell didn't backfire, recharge the wand or staff. */
3035 /* Recharge based on the standard number of charges. */
3036 recharge_amount = randint1(1 + k_ptr->pval / 2);
3038 /* Multiple wands in a stack increase recharging somewhat. */
3039 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3042 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
3043 if (recharge_amount < 1) recharge_amount = 1;
3044 if (recharge_amount > 12) recharge_amount = 12;
3047 /* But each staff in a stack gets fewer additional charges,
3048 * although always at least one.
3050 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
3052 recharge_amount /= o_ptr->number;
3053 if (recharge_amount < 1) recharge_amount = 1;
3056 /* Recharge the wand or staff. */
3057 o_ptr->pval += recharge_amount;
3060 /* Hack -- we no longer "know" the item */
3061 o_ptr->ident &= ~(IDENT_KNOWN);
3063 /* Hack -- we no longer think the item is empty */
3064 o_ptr->ident &= ~(IDENT_EMPTY);
3069 /* Inflict the penalties for failing a recharge. */
3072 /* Artifacts are never destroyed. */
3073 if (artifact_p(o_ptr))
3075 object_desc(o_name, o_ptr, TRUE, 0);
3077 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
3079 msg_format("The recharging backfires - %s is completely drained!", o_name);
3083 /* Artifact rods. */
3084 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3085 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3087 /* Artifact wands and staffs. */
3088 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3093 /* Get the object description */
3094 object_desc(o_name, o_ptr, FALSE, 0);
3096 /*** Determine Seriousness of Failure ***/
3098 /* Mages recharge objects more safely. */
3099 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)
3101 /* 10% chance to blow up one rod, otherwise draining. */
3102 if (o_ptr->tval == TV_ROD)
3104 if (one_in_(10)) fail_type = 2;
3107 /* 75% chance to blow up one wand, otherwise draining. */
3108 else if (o_ptr->tval == TV_WAND)
3110 if (!one_in_(3)) fail_type = 2;
3113 /* 50% chance to blow up one staff, otherwise no effect. */
3114 else if (o_ptr->tval == TV_STAFF)
3116 if (one_in_(2)) fail_type = 2;
3121 /* All other classes get no special favors. */
3124 /* 33% chance to blow up one rod, otherwise draining. */
3125 if (o_ptr->tval == TV_ROD)
3127 if (one_in_(3)) fail_type = 2;
3130 /* 20% chance of the entire stack, else destroy one wand. */
3131 else if (o_ptr->tval == TV_WAND)
3133 if (one_in_(5)) fail_type = 3;
3136 /* Blow up one staff. */
3137 else if (o_ptr->tval == TV_STAFF)
3143 /*** Apply draining and destruction. ***/
3145 /* Drain object or stack of objects. */
3148 if (o_ptr->tval == TV_ROD)
3151 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
3153 msg_print("The recharge backfires, draining the rod further!");
3156 if (o_ptr->timeout < 10000)
3157 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3159 else if (o_ptr->tval == TV_WAND)
3162 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
3164 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
3169 /* Staffs aren't drained. */
3172 /* Destroy an object or one in a stack of objects. */
3175 if (o_ptr->number > 1)
3177 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
3179 msg_format("Wild magic consumes one of your %s!", o_name);
3184 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3186 msg_format("Wild magic consumes your %s!", o_name);
3190 /* Reduce rod stack maximum timeout, drain wands. */
3191 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3192 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3194 /* Reduce and describe inventory */
3197 inven_item_increase(item, -1);
3198 inven_item_describe(item);
3199 inven_item_optimize(item);
3202 /* Reduce and describe floor item */
3205 floor_item_increase(0 - item, -1);
3206 floor_item_describe(0 - item);
3207 floor_item_optimize(0 - item);
3211 /* Destroy all members of a stack of objects. */
3214 if (o_ptr->number > 1)
3216 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
3218 msg_format("Wild magic consumes all your %s!", o_name);
3223 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3225 msg_format("Wild magic consumes your %s!", o_name);
3230 /* Reduce and describe inventory */
3233 inven_item_increase(item, -999);
3234 inven_item_describe(item);
3235 inven_item_optimize(item);
3238 /* Reduce and describe floor item */
3241 floor_item_increase(0 - item, -999);
3242 floor_item_describe(0 - item);
3243 floor_item_optimize(0 - item);
3249 /* Combine / Reorder the pack (later) */
3250 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3253 p_ptr->window |= (PW_INVEN);
3255 /* Something was done */
3263 bool bless_weapon(void)
3268 char o_name[MAX_NLEN];
3271 item_tester_no_ryoute = TRUE;
3272 /* Assume enchant weapon */
3273 item_tester_hook = item_tester_hook_weapon2;
3277 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
3278 s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3280 q = "Bless which weapon? ";
3281 s = "You have weapon to bless.";
3284 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3287 /* Get the item (in the pack) */
3290 o_ptr = &inventory[item];
3293 /* Get the item (on the floor) */
3296 o_ptr = &o_list[0 - item];
3301 object_desc(o_name, o_ptr, FALSE, 0);
3303 /* Extract the flags */
3304 object_flags(o_ptr, &f1, &f2, &f3);
3306 if (cursed_p(o_ptr))
3308 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3309 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3312 msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
3315 msg_format("The black aura on %s %s disrupts the blessing!",
3316 ((item >= 0) ? "your" : "the"), o_name);
3323 msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
3326 msg_format("A malignant aura leaves %s %s.",
3327 ((item >= 0) ? "your" : "the"), o_name);
3332 o_ptr->curse_flags = 0L;
3334 /* Hack -- Assume felt */
3335 o_ptr->ident |= (IDENT_SENSE);
3338 o_ptr->feeling = FEEL_NONE;
3340 /* Recalculate the bonuses */
3341 p_ptr->update |= (PU_BONUS);
3344 p_ptr->window |= (PW_EQUIP);
3348 * Next, we try to bless it. Artifacts have a 1/3 chance of
3349 * being blessed, otherwise, the operation simply disenchants
3350 * them, godly power negating the magic. Ok, the explanation
3351 * is silly, but otherwise priests would always bless every
3352 * artifact weapon they find. Ego weapons and normal weapons
3353 * can be blessed automatically.
3355 if (f3 & TR3_BLESSED)
3358 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
3361 msg_format("%s %s %s blessed already.",
3362 ((item >= 0) ? "Your" : "The"), o_name,
3363 ((o_ptr->number > 1) ? "were" : "was"));
3369 if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || one_in_(3))
3373 msg_format("%s¤Ïµ±¤¤¤¿¡ª",
3376 msg_format("%s %s shine%s!",
3377 ((item >= 0) ? "Your" : "The"), o_name,
3378 ((o_ptr->number > 1) ? "" : "s"));
3381 o_ptr->art_flags3 |= TR3_BLESSED;
3382 o_ptr->discount = 99;
3386 bool dis_happened = FALSE;
3389 msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
3391 msg_print("The weapon resists your blessing!");
3395 /* Disenchant tohit */
3396 if (o_ptr->to_h > 0)
3399 dis_happened = TRUE;
3402 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3404 /* Disenchant todam */
3405 if (o_ptr->to_d > 0)
3408 dis_happened = TRUE;
3411 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3413 /* Disenchant toac */
3414 if (o_ptr->to_a > 0)
3417 dis_happened = TRUE;
3420 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3425 msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
3427 msg_print("There is a static feeling in the air...");
3431 msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
3434 msg_format("%s %s %s disenchanted!",
3435 ((item >= 0) ? "Your" : "The"), o_name,
3436 ((o_ptr->number > 1) ? "were" : "was"));
3442 /* Recalculate bonuses */
3443 p_ptr->update |= (PU_BONUS);
3446 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3457 bool pulish_shield(void)
3462 char o_name[MAX_NLEN];
3465 item_tester_no_ryoute = TRUE;
3466 /* Assume enchant weapon */
3467 item_tester_tval = TV_SHIELD;
3471 q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
3472 s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3474 q = "Pulish which weapon? ";
3475 s = "You have weapon to pulish.";
3478 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3481 /* Get the item (in the pack) */
3484 o_ptr = &inventory[item];
3487 /* Get the item (on the floor) */
3490 o_ptr = &o_list[0 - item];
3495 object_desc(o_name, o_ptr, FALSE, 0);
3497 /* Extract the flags */
3498 object_flags(o_ptr, &f1, &f2, &f3);
3500 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
3501 !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_SHIELD_OF_DEFLECTION))
3504 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
3506 msg_format("%s %s shine%s!",
3507 ((item >= 0) ? "Your" : "The"), o_name,
3508 ((o_ptr->number > 1) ? "" : "s"));
3510 o_ptr->name2 = EGO_REFLECTION;
3511 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3513 o_ptr->discount = 99;
3514 chg_virtue(V_ENCHANT, 2);
3520 if (flush_failure) flush();
3523 msg_print("¼ºÇÔ¤·¤¿¡£");
3525 msg_print("Failed.");
3528 chg_virtue(V_ENCHANT, -2);
3537 * Potions "smash open" and cause an area effect when
3538 * (1) they are shattered while in the player's inventory,
3539 * due to cold (etc) attacks;
3540 * (2) they are thrown at a monster, or obstacle;
3541 * (3) they are shattered by a "cold ball" or other such spell
3542 * while lying on the floor.
3545 * who --- who caused the potion to shatter (0=player)
3546 * potions that smash on the floor are assumed to
3547 * be caused by no-one (who = 1), as are those that
3548 * shatter inside the player inventory.
3549 * (Not anymore -- I changed this; TY)
3550 * y, x --- coordinates of the potion (or player if
3551 * the potion was in her inventory);
3552 * o_ptr --- pointer to the potion object.
3554 bool potion_smash_effect(int who, int y, int x, int k_idx)
3562 object_kind *k_ptr = &k_info[k_idx];
3564 switch (k_ptr->sval)
3566 case SV_POTION_SALT_WATER:
3567 case SV_POTION_SLIME_MOLD:
3568 case SV_POTION_LOSE_MEMORIES:
3569 case SV_POTION_DEC_STR:
3570 case SV_POTION_DEC_INT:
3571 case SV_POTION_DEC_WIS:
3572 case SV_POTION_DEC_DEX:
3573 case SV_POTION_DEC_CON:
3574 case SV_POTION_DEC_CHR:
3575 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3576 case SV_POTION_APPLE_JUICE:
3579 case SV_POTION_INFRAVISION:
3580 case SV_POTION_DETECT_INVIS:
3581 case SV_POTION_SLOW_POISON:
3582 case SV_POTION_CURE_POISON:
3583 case SV_POTION_BOLDNESS:
3584 case SV_POTION_RESIST_HEAT:
3585 case SV_POTION_RESIST_COLD:
3586 case SV_POTION_HEROISM:
3587 case SV_POTION_BESERK_STRENGTH:
3588 case SV_POTION_RES_STR:
3589 case SV_POTION_RES_INT:
3590 case SV_POTION_RES_WIS:
3591 case SV_POTION_RES_DEX:
3592 case SV_POTION_RES_CON:
3593 case SV_POTION_RES_CHR:
3594 case SV_POTION_INC_STR:
3595 case SV_POTION_INC_INT:
3596 case SV_POTION_INC_WIS:
3597 case SV_POTION_INC_DEX:
3598 case SV_POTION_INC_CON:
3599 case SV_POTION_INC_CHR:
3600 case SV_POTION_AUGMENTATION:
3601 case SV_POTION_ENLIGHTENMENT:
3602 case SV_POTION_STAR_ENLIGHTENMENT:
3603 case SV_POTION_SELF_KNOWLEDGE:
3604 case SV_POTION_EXPERIENCE:
3605 case SV_POTION_RESISTANCE:
3606 case SV_POTION_INVULNERABILITY:
3607 case SV_POTION_NEW_LIFE:
3608 /* All of the above potions have no effect when shattered */
3610 case SV_POTION_SLOWNESS:
3616 case SV_POTION_POISON:
3622 case SV_POTION_BLINDNESS:
3627 case SV_POTION_CONFUSION: /* Booze */
3632 case SV_POTION_SLEEP:
3637 case SV_POTION_RUINATION:
3638 case SV_POTION_DETONATIONS:
3640 dam = damroll(25, 25);
3644 case SV_POTION_DEATH:
3645 dt = GF_DEATH_RAY; /* !! */
3646 dam = k_ptr->level * 10;
3651 case SV_POTION_SPEED:
3655 case SV_POTION_CURE_LIGHT:
3657 dam = damroll(2, 3);
3660 case SV_POTION_CURE_SERIOUS:
3662 dam = damroll(4, 3);
3665 case SV_POTION_CURE_CRITICAL:
3666 case SV_POTION_CURING:
3668 dam = damroll(6, 3);
3671 case SV_POTION_HEALING:
3673 dam = damroll(10, 10);
3676 case SV_POTION_RESTORE_EXP:
3682 case SV_POTION_LIFE:
3684 dam = damroll(50, 50);
3688 case SV_POTION_STAR_HEALING:
3690 dam = damroll(50, 50);
3694 case SV_POTION_RESTORE_MANA: /* MANA */
3696 dam = damroll(10, 10);
3704 (void)project(who, radius, y, x, dam, dt,
3705 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3707 /* XXX those potions that explode need to become "known" */
3713 * Hack -- Display all known spells in a window
3715 * XXX XXX XXX Need to analyze size of the window.
3717 * XXX XXX XXX Need more color coding.
3719 void display_spell_list(void)
3723 int use_realm1 = p_ptr->realm1 - 1;
3724 int use_realm2 = p_ptr->realm2 - 1;
3734 /* Warriors are illiterate */
3735 if (!mp_ptr->spell_book) return;
3736 if (p_ptr->pclass == CLASS_SORCERER) return;
3737 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3739 /* Mindcrafter spell-list */
3740 if ((p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_FORCETRAINER))
3746 int plev = p_ptr->lev;
3753 /* Display a list of spells */
3756 put_str("̾Á°", y, x + 5);
3757 put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
3759 put_str("Name", y, x + 5);
3760 put_str("Lv Mana Fail Info", y, x + 35);
3763 switch(p_ptr->pclass)
3765 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3766 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3767 default: use_mind = 0;break;
3770 /* Dump the spells */
3771 for (i = 0; i < MAX_MIND_POWERS; i++)
3773 byte a = TERM_WHITE;
3775 /* Access the available spell */
3776 spell = mind_powers[use_mind].info[i];
3777 if (spell.min_lev > plev) break;
3779 /* Get the failure rate */
3780 chance = spell.fail;
3782 /* Reduce failure rate by "effective" level adjustment */
3783 chance -= 3 * (p_ptr->lev - spell.min_lev);
3785 /* Reduce failure rate by INT/WIS adjustment */
3786 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3788 /* Not enough mana to cast */
3789 if (spell.mana_cost > p_ptr->csp)
3791 chance += 5 * (spell.mana_cost - p_ptr->csp);
3795 /* Extract the minimum failure rate */
3796 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3798 /* Minimum failure rate */
3799 if (chance < minfail) chance = minfail;
3801 /* Stunning makes spells harder */
3802 if (p_ptr->stun > 50) chance += 25;
3803 else if (p_ptr->stun) chance += 15;
3805 /* Always a 5 percent chance of working */
3806 if (chance > 95) chance = 95;
3809 mindcraft_info(comment, use_mind, i);
3811 /* Dump the spell */
3812 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3814 spell.min_lev, spell.mana_cost, chance, comment);
3816 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3821 /* Normal spellcaster with books */
3824 for (j = 0; j < ((use_realm2 > -1) ? 2 : 1); j++)
3828 /* Reset vertical */
3831 /* Vertical location */
3832 y = (j < 3) ? 0 : (m[j - 3] + 2);
3834 /* Horizontal location */
3838 for (i = 0; i < 32; i++)
3840 byte a = TERM_WHITE;
3842 /* Access the spell */
3843 if (!is_magic((j < 1) ? use_realm1 : use_realm2))
3845 s_ptr = &technic_info[(j < 1) ? use_realm1 : use_realm2 - MIN_TECHNIC][i % 32];
3849 s_ptr = &mp_ptr->info[(j < 1) ? use_realm1 : use_realm2][i % 32];
3852 strcpy(name, spell_names[technic2magic((j < 1) ? use_realm1+1 : use_realm2+1)-1][i % 32]);
3855 if (s_ptr->slevel >= 99)
3859 strcpy(name, "(ȽÆÉÉÔǽ)");
3861 strcpy(name, "(illegible)");
3871 ((spell_forgotten1 & (1L << i))) :
3872 ((spell_forgotten2 & (1L << (i % 32)))))
3879 else if (!((j < 1) ?
3880 (spell_learned1 & (1L << i)) :
3881 (spell_learned2 & (1L << (i % 32)))))
3888 else if (!((j < 1) ?
3889 (spell_worked1 & (1L << i)) :
3890 (spell_worked2 & (1L << (i % 32)))))
3896 /* Dump the spell --(-- */
3897 sprintf(out_val, "%c/%c) %-20.20s",
3898 I2A(n / 8), I2A(n % 8), name);
3903 /* Dump onto the window */
3904 Term_putstr(x, m[j], -1, a, out_val);
3915 * Returns spell chance of failure for spell -RAK-
3917 s16b spell_chance(int spell, int realm)
3919 int chance, minfail;
3922 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3925 /* Paranoia -- must be literate */
3926 if (!mp_ptr->spell_book) return (100);
3928 if (realm+1 == REALM_HISSATSU) return 0;
3930 /* Access the spell */
3931 if (!is_magic(realm+1))
3933 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
3937 s_ptr = &mp_ptr->info[realm][spell];
3940 /* Extract the base spell failure rate */
3941 chance = s_ptr->sfail;
3943 /* Reduce failure rate by "effective" level adjustment */
3944 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3946 /* Reduce failure rate by INT/WIS adjustment */
3947 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3950 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level-skill_exp[GINOU_RIDING]/100-10,0));
3952 if (p_ptr->pclass == CLASS_SORCERER)
3953 shouhimana = s_ptr->smana*2200 + 2399;
3954 else if (p_ptr->pclass == CLASS_RED_MAGE)
3955 shouhimana = s_ptr->smana*2600 + 2399;
3956 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
3957 shouhimana = (s_ptr->smana*(3800-spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)])+2399);
3958 else shouhimana = s_ptr->smana*3800;
3961 else shouhimana *= 4;
3963 if(shouhimana < 1) shouhimana = 1;
3965 /* Not enough mana to cast */
3966 if (shouhimana > p_ptr->csp)
3968 chance += 5 * (shouhimana - p_ptr->csp);
3971 chance += p_ptr->to_m_chance;
3972 if (((realm + 1) != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3974 /* Extract the minimum failure rate */
3975 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3978 * Non mage/priest characters never get too good
3979 * (added high mage, mindcrafter)
3981 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3983 if (minfail < 5) minfail = 5;
3986 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3987 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3988 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3990 if (p_ptr->heavy_spell) chance += 20;
3991 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
3992 else if (p_ptr->easy_spell) chance-=3;
3993 else if (p_ptr->dec_mana) chance-=2;
3995 if ((realm+1 == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
3996 if ((realm+1 == REALM_LIFE) && (p_ptr->align < -20)) chance += penalty;
3997 if (((realm+1 == REALM_DEATH) || (realm+1 == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
3999 /* Minimum failure rate */
4000 if (chance < minfail) chance = minfail;
4002 /* Stunning makes spells harder */
4003 if (p_ptr->stun > 50) chance += 25;
4004 else if (p_ptr->stun) chance += 15;
4006 /* Always a 5 percent chance of working */
4007 if (chance > 95) chance = 95;
4009 if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
4011 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1399) chance--;
4012 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1599) chance--;
4014 if(p_ptr->dec_mana) chance--;
4015 if (p_ptr->heavy_spell) chance += 5;
4017 chance = MAX(chance,0);
4019 /* Return the chance */
4026 * Determine if a spell is "okay" for the player to cast or study
4027 * The spell must be legible, not forgotten, and also, to cast,
4028 * it must be known, and to study, it must not be known.
4030 bool spell_okay(int spell, bool learned, bool study_pray, int realm)
4034 /* Access the spell */
4035 if (!is_magic(realm+1))
4037 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
4041 s_ptr = &mp_ptr->info[realm][spell];
4044 /* Spell is illegal */
4045 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
4047 /* Spell is forgotten */
4048 if ((realm == p_ptr->realm2 - 1) ?
4049 (spell_forgotten2 & (1L << spell)) :
4050 (spell_forgotten1 & (1L << spell)))
4056 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
4057 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
4059 /* Spell is learned */
4060 if ((realm == p_ptr->realm2 - 1) ?
4061 (spell_learned2 & (1L << spell)) :
4062 (spell_learned1 & (1L << spell)))
4065 return (!study_pray);
4068 /* Okay to study, not to cast */
4075 * Extra information on a spell -DRS-
4077 * We can use up to 14 characters of the buffer 'p'
4079 * The strings in this function were extracted from the code in the
4080 * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
4082 static void spell_info(char *p, int spell, int realm)
4084 int plev = p_ptr->lev;
4087 int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
4088 p_ptr->pclass == CLASS_HIGH_MAGE ||
4089 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4091 int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
4092 p_ptr->pclass == CLASS_HIGH_MAGE ||
4093 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4095 cptr s_dam = "»½ý:";
4096 cptr s_dur = "´ü´Ö:";
4097 cptr s_range = "ÈÏ°Ï:";
4098 cptr s_heal = "²óÉü:";
4099 cptr s_random = "¥é¥ó¥À¥à";
4100 cptr s_delay = "ÃÙ±ä:";
4102 cptr s_dam = "dam ";
4103 cptr s_dur = "dur ";
4104 cptr s_range = "range ";
4105 cptr s_heal = "heal ";
4106 cptr s_random = "random";
4107 cptr s_delay = "delay ";
4112 /* Analyze the spell */
4118 case 1: sprintf(p, " %s2d10", s_heal); break;
4119 case 2: sprintf(p, " %s12+d12", s_dur); break;
4120 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4121 case 6: sprintf(p, " %s4d10", s_heal); break;
4122 case 10: sprintf(p, " %s8d10", s_heal); break;
4123 case 11: sprintf(p, " %s24+d24", s_dur); break;
4124 case 12: sprintf(p, " %s3d6+%d", s_dam, orb); break;
4125 case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
4126 case 14: sprintf(p, " %s300", s_heal); break;
4127 case 16: sprintf(p, " %sd%d", s_dam, plev); break;
4128 case 18: sprintf(p, " %sd%d", s_dam, 3 * plev); break;
4129 case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4131 case 22: sprintf(p, " »:d%d/²ó:1000", 4 * plev); break;
4133 case 22: sprintf(p, " d %d/h 1000", 4 * plev); break;
4135 case 24: sprintf(p, " %s25+d25", s_dur); break;
4136 case 25: sprintf(p, " %s48+d48", s_dur); break;
4137 case 28: sprintf(p, " %s2000", s_heal); break;
4139 case 30: sprintf(p, " ²ó300/»%d+250", plev * 4); break;
4141 case 30: sprintf(p, " h300/d%d+250", plev * 4); break;
4143 case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
4147 case 1: /* Sorcery */
4150 case 1: sprintf(p, " %s10", s_range); break;
4151 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4152 case 5: sprintf(p, " %s%d", s_range, plev * 5); break;
4153 case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
4154 case 18: sprintf(p, " %s25+d30", s_dur); break;
4155 case 22: sprintf(p, " %s15+d21", s_delay); break;
4156 case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4157 case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
4159 case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
4161 case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4163 case 27: sprintf(p, " %s25+d30", s_dur); break;
4164 case 31: sprintf(p, " %s4+d4", s_dur); break;
4168 case 2: /* Nature */
4172 case 1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4174 case 1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4176 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4177 case 6: sprintf(p, " %s20+d20", s_dur); break;
4178 case 7: sprintf(p, " %s2d8", s_heal); break;
4179 case 9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
4180 case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
4181 case 12: sprintf(p, " %s6d8", s_dam); break;
4182 case 15: sprintf(p, " %s500", s_heal); break;
4183 case 17: sprintf(p, " %s20+d30", s_dur); break;
4184 case 18: sprintf(p, " %s20+d20", s_dur); break;
4186 case 24: sprintf(p, " Ⱦ·Â:10"); break;
4188 case 24: sprintf(p, " rad 10"); break;
4190 case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
4191 case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
4192 case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
4193 case 29: sprintf(p, " %s75", s_dam); break;
4194 case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
4201 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4202 case 2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4203 case 4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
4204 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4205 case 6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4206 case 7: sprintf(p, " %s%d", s_range, plev * 5); break;
4207 case 8: sprintf(p, " %s", s_random); break;
4208 case 9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
4209 case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
4210 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4211 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4212 case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
4213 case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
4214 case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
4215 case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
4216 case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
4218 case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4220 case 25: sprintf(p, " dam %d each", plev * 2); break;
4222 case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
4223 case 27: sprintf(p, " %s150 / 250", s_dam); break;
4224 case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
4225 case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
4226 case 31: sprintf(p, " %s3 * 175", s_dam); break;
4233 case 1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
4234 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4235 case 5: sprintf(p, " %s20+d20", s_dur); break;
4236 case 8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4237 case 9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4238 case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
4240 case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
4242 case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
4244 case 16: sprintf(p, " %s25+d25", s_dur); break;
4245 case 17: sprintf(p, " %s", s_random); break;
4246 case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
4247 case 19: sprintf(p, " %s25+d25", s_dur); break;
4248 case 21: sprintf(p, " %s3*100", s_dam); break;
4249 case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4250 case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
4251 case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4252 case 30: sprintf(p, " %s666", s_dam); break;
4253 case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
4260 case 0: sprintf(p, " %s10", s_range); break;
4261 case 2: sprintf(p, " %s", s_random); break;
4262 case 4: sprintf(p, " %s%d", s_range, plev * 4); break;
4263 case 5: sprintf(p, " %s25+d30", s_dur); break;
4265 case 8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
4267 case 8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4269 case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4270 case 14: sprintf(p, " %s15+d21", s_delay); break;
4271 case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
4273 case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4275 case 28: sprintf(p, " dam %d each", plev * 2); break;
4280 case 6: /* Arcane */
4283 case 0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
4284 case 4: sprintf(p, " %s10", s_range); break;
4285 case 5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
4286 case 7: sprintf(p, " %s2d8", s_heal); break;
4290 case 17: sprintf(p, " %s20+d20", s_dur); break;
4291 case 18: sprintf(p, " %s4d8", s_heal); break;
4292 case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
4293 case 21: sprintf(p, " %s6d8", s_dam); break;
4294 case 24: sprintf(p, " %s24+d24", s_dur); break;
4295 case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
4296 case 30: sprintf(p, " %s15+d21", s_delay); break;
4297 case 31: sprintf(p, " %s25+d30", s_dur); break;
4304 case 0: sprintf(p, " %s100+d100", s_dur); break;
4305 case 1: sprintf(p, " %s80+d80", s_dur); break;
4311 case 18: sprintf(p, " %s20+d20", s_dur); break;
4312 case 5: sprintf(p, " %s25+d25", s_dur); break;
4313 case 8: sprintf(p, " %s24+d24", s_dur); break;
4314 case 11: sprintf(p, " %s25+d25", s_dur); break;
4315 case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
4316 case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
4317 case 16: sprintf(p, " %s25+d30", s_dur); break;
4318 case 17: sprintf(p, " %s30+d20", s_dur); break;
4319 case 19: sprintf(p, " %s%d+d%d", s_dur, plev+20, plev); break;
4320 case 20: sprintf(p, " %s50+d50", s_dur); break;
4321 case 23: sprintf(p, " %s20+d20", s_dur); break;
4322 case 31: sprintf(p, " %s13+d13", s_dur); break;
4326 case 8: /* Daemon */
4329 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4330 case 2: sprintf(p, " %s12+d12", s_dur); break;
4331 case 3: sprintf(p, " %s20+d20", s_dur); break;
4332 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4333 case 7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4334 case 10: sprintf(p, " %s20+d20", s_dur); break;
4335 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4336 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4337 case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
4338 case 16: sprintf(p, " %s30+d25", s_dur); break;
4339 case 17: sprintf(p, " %s20+d20", s_dur); break;
4340 case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4341 case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
4342 case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4343 case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
4344 case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
4345 case 24: sprintf(p, " %s25+d25", s_dur); break;
4346 case 25: sprintf(p, " %s20+d20", s_dur); break;
4347 case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
4348 case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
4349 case 30: sprintf(p, " %s600", s_dam); break;
4350 case 31: sprintf(p, " %s15+d15", s_dur); break;
4354 case 15: /* Music */
4357 case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
4358 case 4 : sprintf(p, " %s2d6", s_heal); break;
4359 case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
4360 case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
4361 case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
4362 case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
4363 case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4364 case 28: sprintf(p, " %s15d10", s_heal); break;
4365 case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
4370 sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", realm);
4372 sprintf(p, "Unknown type: %d.", realm);
4379 * Print a list of spells (for browsing or casting or viewing)
4381 void print_spells(int target_spell, byte *spells, int num, int y, int x, int realm)
4383 int i, spell, shougou, increment = 64;
4395 if (((realm < 0) || (realm > MAX_REALM - 1)) && wizard)
4397 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
4399 msg_print("Warning! print_spells called with null realm");
4403 /* Title the list */
4405 if (realm+1 == REALM_HISSATSU)
4407 strcpy(buf," Lv MP");
4409 strcpy(buf," Lv SP");
4413 strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
4415 strcpy(buf,"Profic Lv SP Fail Effect");
4419 put_str("̾Á°", y, x + 5);
4420 put_str(buf, y, x + 29);
4422 put_str("Name", y, x + 5);
4423 put_str(buf, y, x + 29);
4426 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4427 else if ((realm + 1) == p_ptr->realm1) increment = 0;
4428 else if ((realm + 1) == p_ptr->realm2) increment = 32;
4430 /* Dump the spells */
4431 for (i = 0; i < num; i++)
4433 /* Access the spell */
4436 /* Access the spell */
4437 if (!is_magic(realm+1))
4439 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
4443 s_ptr = &mp_ptr->info[realm][spell];
4446 if (realm+1 == REALM_HISSATSU)
4447 shouhimana = s_ptr->smana;
4450 if (p_ptr->pclass == CLASS_SORCERER)
4451 shouhimana = s_ptr->smana*2200 + 2399;
4452 else if (p_ptr->pclass == CLASS_RED_MAGE)
4453 shouhimana = s_ptr->smana*2600 + 2399;
4454 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
4455 shouhimana = (s_ptr->smana*(3800-spell_exp[(spell+increment)])+2399);
4457 shouhimana = s_ptr->smana*3800+2399;
4460 else shouhimana *= 4;
4462 if(shouhimana < 1) shouhimana = 1;
4465 if ((increment == 64) || (s_ptr->slevel >= 99)) shougou = 0;
4466 else if (spell_exp[spell+increment]<900) shougou = 0;
4467 else if (spell_exp[spell+increment]<1200) shougou = 1;
4468 else if (spell_exp[spell+increment]<1400) shougou = 2;
4469 else if (spell_exp[spell+increment]<1600) shougou = 3;
4472 if (!increment && (shougou == 4)) max = TRUE;
4473 else if ((increment == 32) && (shougou == 3)) max = TRUE;
4474 else if (s_ptr->slevel >= 99) max = TRUE;
4475 else if (p_ptr->pclass == CLASS_RED_MAGE) max = TRUE;
4477 strncpy(ryakuji,shougou_moji[shougou],4);
4481 if (use_menu && target_spell)
4483 if (i == (target_spell-1))
4485 strcpy(out_val, " ¡Õ ");
4487 strcpy(out_val, " > ");
4490 strcpy(out_val, " ");
4492 else sprintf(out_val, " %c) ", I2A(i));
4493 /* Skip illegible spells */
4494 if (s_ptr->slevel >= 99)
4497 strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
4499 strcat(out_val, format("%-30s", "(illegible)"));
4502 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4506 /* XXX XXX Could label spells above the players level */
4508 /* Get extra info */
4509 spell_info(info, spell, realm);
4514 /* Assume spell is known and tried */
4515 line_attr = TERM_WHITE;
4517 /* Analyze the spell */
4518 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4520 if (s_ptr->slevel > p_ptr->max_plv)
4525 comment = " unknown";
4528 line_attr = TERM_L_BLUE;
4530 else if (s_ptr->slevel > p_ptr->lev)
4535 comment = " forgotten";
4538 line_attr = TERM_YELLOW;
4541 else if ((realm+1 != p_ptr->realm1) && (realm+1 != p_ptr->realm2))
4546 comment = " unknown";
4549 line_attr = TERM_L_BLUE;
4551 else if ((realm + 1 == p_ptr->realm1) ?
4552 ((spell_forgotten1 & (1L << spell))) :
4553 ((spell_forgotten2 & (1L << spell))))
4558 comment = " forgotten";
4561 line_attr = TERM_YELLOW;
4563 else if (!((realm + 1 == p_ptr->realm1) ?
4564 (spell_learned1 & (1L << spell)) :
4565 (spell_learned2 & (1L << spell))))
4570 comment = " unknown";
4573 line_attr = TERM_L_BLUE;
4575 else if (!((realm + 1 == p_ptr->realm1) ?
4576 (spell_worked1 & (1L << spell)) :
4577 (spell_worked2 & (1L << spell))))
4580 comment = " ̤·Ð¸³";
4582 comment = " untried";
4585 line_attr = TERM_L_GREEN;
4588 /* Dump the spell --(-- */
4589 if (realm+1 == REALM_HISSATSU)
4591 strcat(out_val, format("%-25s %2d %4d",
4592 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4593 s_ptr->slevel, shouhimana));
4597 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
4598 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4599 (max ? '!' : ' '), ryakuji,
4600 s_ptr->slevel, shouhimana, spell_chance(spell, realm), comment));
4602 c_prt(line_attr, out_val, y + i + 1, x);
4605 /* Clear the bottom line */
4606 prt("", y + i + 1, x);
4611 * Note that amulets, rods, and high-level spell books are immune
4612 * to "inventory damage" of any kind. Also sling ammo and shovels.
4617 * Does a given class of objects (usually) hate acid?
4618 * Note that acid can either melt or corrode something.
4620 bool hates_acid(object_type *o_ptr)
4622 /* Analyze the type */
4623 switch (o_ptr->tval)
4625 /* Wearable items */
4645 /* Staffs/Scrolls are wood/paper */
4658 /* Junk is useless */
4672 * Does a given object (usually) hate electricity?
4674 bool hates_elec(object_type *o_ptr)
4676 switch (o_ptr->tval)
4690 * Does a given object (usually) hate fire?
4691 * Hafted/Polearm weapons have wooden shafts.
4692 * Arrows/Bows are mostly wooden.
4694 bool hates_fire(object_type *o_ptr)
4696 /* Analyze the type */
4697 switch (o_ptr->tval)
4715 case TV_SORCERY_BOOK:
4716 case TV_NATURE_BOOK:
4720 case TV_ARCANE_BOOK:
4721 case TV_ENCHANT_BOOK:
4722 case TV_DAEMON_BOOK:
4724 case TV_HISSATSU_BOOK:
4735 /* Staffs/Scrolls burn */
4748 * Does a given object (usually) hate cold?
4750 bool hates_cold(object_type *o_ptr)
4752 switch (o_ptr->tval)
4769 int set_acid_destroy(object_type *o_ptr)
4772 if (!hates_acid(o_ptr)) return (FALSE);
4773 object_flags(o_ptr, &f1, &f2, &f3);
4774 if (f3 & TR3_IGNORE_ACID) return (FALSE);
4782 int set_elec_destroy(object_type *o_ptr)
4785 if (!hates_elec(o_ptr)) return (FALSE);
4786 object_flags(o_ptr, &f1, &f2, &f3);
4787 if (f3 & TR3_IGNORE_ELEC) return (FALSE);
4795 int set_fire_destroy(object_type *o_ptr)
4798 if (!hates_fire(o_ptr)) return (FALSE);
4799 object_flags(o_ptr, &f1, &f2, &f3);
4800 if (f3 & TR3_IGNORE_FIRE) return (FALSE);
4808 int set_cold_destroy(object_type *o_ptr)
4811 if (!hates_cold(o_ptr)) return (FALSE);
4812 object_flags(o_ptr, &f1, &f2, &f3);
4813 if (f3 & TR3_IGNORE_COLD) return (FALSE);
4819 * Destroys a type of item on a given percent chance
4820 * Note that missiles are no longer necessarily all destroyed
4821 * Destruction taken from "melee.c" code for "stealing".
4822 * New-style wands and rods handled correctly. -LM-
4823 * Returns number of items destroyed.
4825 int inven_damage(inven_func typ, int perc)
4829 char o_name[MAX_NLEN];
4831 /* Multishadow effects is determined by turn */
4832 if( p_ptr->multishadow && (turn & 1) )return 0;
4834 if (p_ptr->inside_arena) return 0;
4836 /* Count the casualties */
4839 /* Scan through the slots backwards */
4840 for (i = 0; i < INVEN_PACK; i++)
4842 o_ptr = &inventory[i];
4844 /* Skip non-objects */
4845 if (!o_ptr->k_idx) continue;
4847 /* Hack -- for now, skip artifacts */
4848 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
4850 /* Give this item slot a shot at death */
4853 /* Count the casualties */
4854 for (amt = j = 0; j < o_ptr->number; ++j)
4856 if (randint0(100) < perc) amt++;
4859 /* Some casualities */
4862 /* Get a description */
4863 object_desc(o_name, o_ptr, FALSE, 3);
4867 msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
4869 msg_format("%sour %s (%c) %s destroyed!",
4873 o_name, index_to_label(i),
4874 ((o_ptr->number > 1) ?
4875 ((amt == o_ptr->number) ? "Á´Éô" :
4876 (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
4878 ((o_ptr->number > 1) ?
4879 ((amt == o_ptr->number) ? "All of y" :
4880 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4881 o_name, index_to_label(i),
4882 ((amt > 1) ? "were" : "was"));
4886 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4887 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
4890 /* Potions smash open */
4891 if (object_is_potion(o_ptr))
4893 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
4896 /* Reduce the charges of rods/wands */
4897 reduce_charges(o_ptr, amt);
4899 /* Destroy "amt" items */
4900 inven_item_increase(i, -amt);
4901 inven_item_optimize(i);
4903 /* Count the casualties */
4909 /* Return the casualty count */
4915 * Acid has hit the player, attempt to affect some armor.
4917 * Note that the "base armor" of an object never changes.
4919 * If any armor is damaged (or resists), the player takes less damage.
4921 static int minus_ac(void)
4923 object_type *o_ptr = NULL;
4925 char o_name[MAX_NLEN];
4928 /* Pick a (possibly empty) inventory slot */
4929 switch (randint1(7))
4931 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4932 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4933 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4934 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4935 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4936 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4937 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4940 /* Nothing to damage */
4941 if (!o_ptr->k_idx) return (FALSE);
4943 if (o_ptr->tval < TV_BOOTS) return (FALSE);
4945 /* No damage left to be done */
4946 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4950 object_desc(o_name, o_ptr, FALSE, 0);
4952 /* Extract the flags */
4953 object_flags(o_ptr, &f1, &f2, &f3);
4955 /* Object resists */
4956 if (f3 & TR3_IGNORE_ACID)
4959 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
4961 msg_format("Your %s is unaffected!", o_name);
4970 msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
4972 msg_format("Your %s is damaged!", o_name);
4976 /* Damage the item */
4979 /* Calculate bonuses */
4980 p_ptr->update |= (PU_BONUS);
4983 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
4987 /* Item was damaged */
4993 * Hurt the player with Acid
4995 void acid_dam(int dam, cptr kb_str, int monspell)
4997 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4998 bool double_resist = (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5000 /* Total Immunity */
5001 if (p_ptr->immune_acid || (dam <= 0))
5003 learn_spell(monspell);
5007 /* Vulnerability (Ouch!) */
5008 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5009 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5011 /* Resist the damage */
5012 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
5013 if (double_resist) dam = (dam + 2) / 3;
5015 if ((!(double_resist || p_ptr->resist_acid)) &&
5016 one_in_(HURT_CHANCE))
5017 (void)do_dec_stat(A_CHR);
5019 /* If any armor gets hit, defend the player */
5020 if (minus_ac()) dam = (dam + 1) / 2;
5023 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5025 /* Inventory damage */
5026 if (!(double_resist && p_ptr->resist_acid))
5027 inven_damage(set_acid_destroy, inv);
5032 * Hurt the player with electricity
5034 void elec_dam(int dam, cptr kb_str, int monspell)
5036 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5037 bool double_resist = (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5039 /* Total immunity */
5040 if (p_ptr->immune_elec || (dam <= 0))
5042 learn_spell(monspell);
5046 /* Vulnerability (Ouch!) */
5047 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5048 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5049 if (p_ptr->prace == RACE_ANDROID) dam += dam / 3;
5051 /* Resist the damage */
5052 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
5053 if (double_resist) dam = (dam + 2) / 3;
5055 if ((!(double_resist || p_ptr->resist_elec)) &&
5056 one_in_(HURT_CHANCE))
5057 (void)do_dec_stat(A_DEX);
5060 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5062 /* Inventory damage */
5063 if (!(double_resist && p_ptr->resist_elec))
5064 inven_damage(set_elec_destroy, inv);
5069 * Hurt the player with Fire
5071 void fire_dam(int dam, cptr kb_str, int monspell)
5073 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5074 bool double_resist = (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5076 /* Totally immune */
5077 if (p_ptr->immune_fire || (dam <= 0))
5079 learn_spell(monspell);
5083 /* Vulnerability (Ouch!) */
5084 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5085 if (prace_is_(RACE_ENT)) dam += dam / 3;
5086 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5088 /* Resist the damage */
5089 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
5090 if (double_resist) dam = (dam + 2) / 3;
5092 if ((!(double_resist || p_ptr->resist_fire)) &&
5093 one_in_(HURT_CHANCE))
5094 (void)do_dec_stat(A_STR);
5097 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5099 /* Inventory damage */
5100 if (!(double_resist && p_ptr->resist_fire))
5101 inven_damage(set_fire_destroy, inv);
5106 * Hurt the player with Cold
5108 void cold_dam(int dam, cptr kb_str, int monspell)
5110 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5111 bool double_resist = (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5113 /* Total immunity */
5114 if (p_ptr->immune_cold || (dam <= 0))
5116 learn_spell(monspell);
5120 /* Vulnerability (Ouch!) */
5121 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5122 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5124 /* Resist the damage */
5125 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
5126 if (double_resist) dam = (dam + 2) / 3;
5128 if ((!(double_resist || p_ptr->resist_cold)) &&
5129 one_in_(HURT_CHANCE))
5130 (void)do_dec_stat(A_STR);
5133 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5135 /* Inventory damage */
5136 if (!(double_resist && p_ptr->resist_cold))
5137 inven_damage(set_cold_destroy, inv);
5141 bool rustproof(void)
5145 char o_name[MAX_NLEN];
5148 item_tester_no_ryoute = TRUE;
5149 /* Select a piece of armour */
5150 item_tester_hook = item_tester_hook_armour;
5154 q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
5155 s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5157 q = "Rustproof which piece of armour? ";
5158 s = "You have nothing to rustproof.";
5161 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
5163 /* Get the item (in the pack) */
5166 o_ptr = &inventory[item];
5169 /* Get the item (on the floor) */
5172 o_ptr = &o_list[0 - item];
5177 object_desc(o_name, o_ptr, FALSE, 0);
5179 o_ptr->art_flags3 |= TR3_IGNORE_ACID;
5181 if ((o_ptr->to_a < 0) && !cursed_p(o_ptr))
5184 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
5186 msg_format("%s %s look%s as good as new!",
5187 ((item >= 0) ? "Your" : "The"), o_name,
5188 ((o_ptr->number > 1) ? "" : "s"));
5195 msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
5197 msg_format("%s %s %s now protected against corrosion.",
5198 ((item >= 0) ? "Your" : "The"), o_name,
5199 ((o_ptr->number > 1) ? "are" : "is"));
5210 * Curse the players armor
5212 bool curse_armor(void)
5216 char o_name[MAX_NLEN];
5219 /* Curse the body armor */
5220 o_ptr = &inventory[INVEN_BODY];
5222 /* Nothing to curse */
5223 if (!o_ptr->k_idx) return (FALSE);
5227 object_desc(o_name, o_ptr, FALSE, 3);
5229 /* Attempt a saving throw for artifacts */
5230 if ((o_ptr->art_name || artifact_p(o_ptr)) && (randint0(100) < 50))
5234 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5235 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
5237 msg_format("A %s tries to %s, but your %s resists the effects!",
5238 "terrible black aura", "surround your armor", o_name);
5243 /* not artifact or failed save... */
5248 msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5250 msg_format("A terrible black aura blasts your %s!", o_name);
5253 chg_virtue(V_ENCHANT, -5);
5255 /* Blast the armor */
5257 o_ptr->name2 = EGO_BLASTED;
5258 o_ptr->to_a = 0 - randint1(5) - randint1(5);
5264 o_ptr->art_flags1 = 0;
5265 o_ptr->art_flags2 = 0;
5266 o_ptr->art_flags3 = 0;
5269 o_ptr->curse_flags = TRC_CURSED;
5272 o_ptr->ident |= (IDENT_BROKEN);
5274 /* Recalculate bonuses */
5275 p_ptr->update |= (PU_BONUS);
5277 /* Recalculate mana */
5278 p_ptr->update |= (PU_MANA);
5281 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5289 * Curse the players weapon
5291 bool curse_weapon(bool force, int slot)
5295 char o_name[MAX_NLEN];
5298 /* Curse the weapon */
5299 o_ptr = &inventory[slot];
5301 /* Nothing to curse */
5302 if (!o_ptr->k_idx) return (FALSE);
5306 object_desc(o_name, o_ptr, FALSE, 3);
5308 /* Attempt a saving throw */
5309 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 50) && !force)
5313 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5314 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
5316 msg_format("A %s tries to %s, but your %s resists the effects!",
5317 "terrible black aura", "surround your weapon", o_name);
5322 /* not artifact or failed save... */
5327 if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5329 if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
5332 chg_virtue(V_ENCHANT, -5);
5334 /* Shatter the weapon */
5336 o_ptr->name2 = EGO_SHATTERED;
5337 o_ptr->to_h = 0 - randint1(5) - randint1(5);
5338 o_ptr->to_d = 0 - randint1(5) - randint1(5);
5343 o_ptr->art_flags1 = 0;
5344 o_ptr->art_flags2 = 0;
5345 o_ptr->art_flags3 = 0;
5349 o_ptr->curse_flags = TRC_CURSED;
5352 o_ptr->ident |= (IDENT_BROKEN);
5354 /* Recalculate bonuses */
5355 p_ptr->update |= (PU_BONUS);
5357 /* Recalculate mana */
5358 p_ptr->update |= (PU_MANA);
5361 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5370 * Enchant some bolts
5372 bool brand_bolts(void)
5376 /* Use the first acceptable bolts */
5377 for (i = 0; i < INVEN_PACK; i++)
5379 object_type *o_ptr = &inventory[i];
5381 /* Skip non-bolts */
5382 if (o_ptr->tval != TV_BOLT) continue;
5384 /* Skip artifacts and ego-items */
5385 if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
5388 /* Skip cursed/broken items */
5389 if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
5392 if (randint0(100) < 75) continue;
5396 msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
5398 msg_print("Your bolts are covered in a fiery aura!");
5403 o_ptr->name2 = EGO_FLAME;
5406 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5413 if (flush_failure) flush();
5417 msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
5419 msg_print("The fiery enchantment failed.");
5429 * Helper function -- return a "nearby" race for polymorphing
5431 * Note that this function is one of the more "dangerous" ones...
5433 static s16b poly_r_idx(int r_idx)
5435 monster_race *r_ptr = &r_info[r_idx];
5437 int i, r, lev1, lev2;
5439 /* Hack -- Uniques/Questors never polymorph */
5440 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5441 (r_ptr->flags1 & RF1_QUESTOR))
5444 /* Allowable range of "levels" for resulting monster */
5445 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5446 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5448 /* Pick a (possibly new) non-unique race */
5449 for (i = 0; i < 1000; i++)
5451 /* Pick a new race, using a level calculation */
5452 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5454 /* Handle failure */
5460 /* Ignore unique monsters */
5461 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5463 /* Ignore monsters with incompatible levels */
5464 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5466 /* Use that index */
5478 bool polymorph_monster(int y, int x)
5480 cave_type *c_ptr = &cave[y][x];
5481 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5483 bool polymorphed = FALSE;
5485 int old_r_idx = m_ptr->r_idx;
5487 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5489 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG_KAGE)) return (FALSE);
5491 /* Get the monsters attitude */
5492 friendly = is_friendly(m_ptr);
5493 pet = is_pet(m_ptr);
5495 /* Pick a "new" monster race */
5496 new_r_idx = poly_r_idx(old_r_idx);
5498 /* Handle polymorph */
5499 if (new_r_idx != old_r_idx)
5501 /* "Kill" the "old" monster */
5502 delete_monster_idx(c_ptr->m_idx);
5504 /* Create a new monster (no groups) */
5505 if (place_monster_aux(y, x, new_r_idx, FALSE, FALSE, friendly, pet, FALSE, (bool)(m_ptr->mflag2 & MFLAG_NOPET)))
5512 monster_terrain_sensitive = FALSE;
5514 /* Placing the new monster failed */
5515 place_monster_aux(y, x, old_r_idx, FALSE, FALSE, friendly, pet, TRUE, (bool)(m_ptr->mflag2 & MFLAG_NOPET));
5517 monster_terrain_sensitive = TRUE;
5528 bool dimension_door(void)
5530 int plev = p_ptr->lev;
5533 if (!tgt_pt(&x, &y)) return FALSE;
5535 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5537 if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
5538 (distance(y, x, py, px) > plev / 2 + 10) ||
5539 (!randint0(plev / 10 + 10)))
5541 if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
5543 msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
5545 msg_print("You fail to exit the astral plane correctly!");
5551 msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
5553 msg_print("You fail to exit the astral plane correctly!");
5556 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5557 teleport_player((plev+2)*2);
5560 teleport_player_to(y, x, TRUE);
5566 bool eat_magic(int power)
5568 object_type * o_ptr;
5571 int recharge_strength = 0;
5577 char o_name[MAX_NLEN];
5579 item_tester_hook = item_tester_hook_recharge;
5583 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
5584 s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5586 q = "Drain which item? ";
5587 s = "You have nothing to drain.";
5590 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5594 o_ptr = &inventory[item];
5598 o_ptr = &o_list[0 - item];
5601 k_ptr = &k_info[o_ptr->k_idx];
5602 lev = get_object_level(o_ptr);
5604 if (o_ptr->tval == TV_ROD)
5606 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5609 if (one_in_(recharge_strength))
5611 /* Activate the failure code. */
5616 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5619 msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
5621 msg_print("You can't absorb energy from a discharged rod.");
5628 o_ptr->timeout += k_ptr->pval;
5634 /* All staffs, wands. */
5635 recharge_strength = (100 + power - lev) / 15;
5638 if (recharge_strength < 0) recharge_strength = 0;
5641 if (one_in_(recharge_strength))
5643 /* Activate the failure code. */
5648 if (o_ptr->pval > 0)
5650 p_ptr->csp += lev / 2;
5653 /* XXX Hack -- unstack if necessary */
5654 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5659 /* Get local object */
5662 /* Obtain a local object */
5663 object_copy(q_ptr, o_ptr);
5665 /* Modify quantity */
5668 /* Restore the charges */
5671 /* Unstack the used item */
5673 p_ptr->total_weight -= q_ptr->weight;
5674 item = inven_carry(q_ptr);
5678 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
5680 msg_print("You unstack your staff.");
5688 msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
5690 msg_print("There's no energy there to absorb!");
5694 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5698 /* Inflict the penalties for failing a recharge. */
5701 /* Artifacts are never destroyed. */
5702 if (artifact_p(o_ptr))
5704 object_desc(o_name, o_ptr, TRUE, 0);
5706 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
5708 msg_format("The recharging backfires - %s is completely drained!", o_name);
5712 /* Artifact rods. */
5713 if (o_ptr->tval == TV_ROD)
5714 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5716 /* Artifact wands and staffs. */
5717 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5722 /* Get the object description */
5723 object_desc(o_name, o_ptr, FALSE, 0);
5725 /*** Determine Seriousness of Failure ***/
5727 /* Mages recharge objects more safely. */
5728 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)
5730 /* 10% chance to blow up one rod, otherwise draining. */
5731 if (o_ptr->tval == TV_ROD)
5733 if (one_in_(10)) fail_type = 2;
5736 /* 75% chance to blow up one wand, otherwise draining. */
5737 else if (o_ptr->tval == TV_WAND)
5739 if (!one_in_(3)) fail_type = 2;
5742 /* 50% chance to blow up one staff, otherwise no effect. */
5743 else if (o_ptr->tval == TV_STAFF)
5745 if (one_in_(2)) fail_type = 2;
5750 /* All other classes get no special favors. */
5753 /* 33% chance to blow up one rod, otherwise draining. */
5754 if (o_ptr->tval == TV_ROD)
5756 if (one_in_(3)) fail_type = 2;
5759 /* 20% chance of the entire stack, else destroy one wand. */
5760 else if (o_ptr->tval == TV_WAND)
5762 if (one_in_(5)) fail_type = 3;
5765 /* Blow up one staff. */
5766 else if (o_ptr->tval == TV_STAFF)
5772 /*** Apply draining and destruction. ***/
5774 /* Drain object or stack of objects. */
5777 if (o_ptr->tval == TV_ROD)
5780 msg_print("¥í¥Ã¥É¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤÏÁ´¤Æ¼º¤Ê¤ï¤ì¤¿¡£");
5782 msg_format("You save your rod from destruction, but all charges are lost.", o_name);
5785 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5787 else if (o_ptr->tval == TV_WAND)
5790 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
5792 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
5797 /* Staffs aren't drained. */
5800 /* Destroy an object or one in a stack of objects. */
5803 if (o_ptr->number > 1)
5806 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
5808 msg_format("Wild magic consumes one of your %s!", o_name);
5811 /* Reduce rod stack maximum timeout, drain wands. */
5812 if (o_ptr->tval == TV_ROD) o_ptr->timeout -= k_ptr->pval;
5813 if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5818 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
5820 msg_format("Wild magic consumes your %s!", o_name);
5823 /* Reduce and describe inventory */
5826 inven_item_increase(item, -1);
5827 inven_item_describe(item);
5828 inven_item_optimize(item);
5831 /* Reduce and describe floor item */
5834 floor_item_increase(0 - item, -1);
5835 floor_item_describe(0 - item);
5836 floor_item_optimize(0 - item);
5840 /* Destroy all members of a stack of objects. */
5843 if (o_ptr->number > 1)
5845 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
5847 msg_format("Wild magic consumes all your %s!", o_name);
5852 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
5854 msg_format("Wild magic consumes your %s!", o_name);
5859 /* Reduce and describe inventory */
5862 inven_item_increase(item, -999);
5863 inven_item_describe(item);
5864 inven_item_optimize(item);
5867 /* Reduce and describe floor item */
5870 floor_item_increase(0 - item, -999);
5871 floor_item_describe(0 - item);
5872 floor_item_optimize(0 - item);
5878 if (p_ptr->csp > p_ptr->msp)
5880 p_ptr->csp = p_ptr->msp;
5883 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5884 p_ptr->window |= (PW_INVEN);
5890 bool summon_kin_player(bool pet, int level, int y, int x, bool group)
5892 switch (p_ptr->mimic_form)
5895 switch (p_ptr->prace)
5899 case RACE_BARBARIAN:
5902 summon_kin_type = 'p';
5912 case RACE_MIND_FLAYER:
5915 summon_kin_type = 'h';
5918 summon_kin_type = 'o';
5920 case RACE_HALF_TROLL:
5921 summon_kin_type = 'T';
5923 case RACE_HALF_OGRE:
5924 summon_kin_type = 'O';
5926 case RACE_HALF_GIANT:
5927 case RACE_HALF_TITAN:
5929 summon_kin_type = 'P';
5932 summon_kin_type = 'y';
5935 summon_kin_type = 'K';
5938 summon_kin_type = 'k';
5941 if (one_in_(13)) summon_kin_type = 'U';
5942 else summon_kin_type = 'u';
5944 case RACE_DRACONIAN:
5945 summon_kin_type = 'd';
5949 summon_kin_type = 'g';
5952 if (one_in_(13)) summon_kin_type = 'L';
5953 else summon_kin_type = 's';
5956 summon_kin_type = 'z';
5959 summon_kin_type = 'V';
5962 summon_kin_type = 'G';
5965 summon_kin_type = 'I';
5968 summon_kin_type = '#';
5971 summon_kin_type = 'A';
5974 summon_kin_type = 'U';
5977 summon_kin_type = 'p';
5982 if (one_in_(13)) summon_kin_type = 'U';
5983 else summon_kin_type = 'u';
5985 case MIMIC_DEMON_LORD:
5986 summon_kin_type = 'U';
5989 summon_kin_type = 'V';
5992 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, group, FALSE, pet, FALSE, (bool)(!pet));