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 * The "mode" is currently unused.
871 * Return "TRUE" if the player notices anything
873 bool apply_disenchant(int mode)
877 char o_name[MAX_NLEN];
878 int to_h, to_d, to_a, pval;
885 /* Pick a random slot */
888 case 1: t = INVEN_RARM; break;
889 case 2: t = INVEN_LARM; break;
890 case 3: t = INVEN_BOW; break;
891 case 4: t = INVEN_BODY; break;
892 case 5: t = INVEN_OUTER; break;
893 case 6: t = INVEN_HEAD; break;
894 case 7: t = INVEN_HANDS; break;
895 case 8: t = INVEN_FEET; break;
899 o_ptr = &inventory[t];
901 /* No item, nothing happens */
902 if (!o_ptr->k_idx) return (FALSE);
905 /* Nothing to disenchant */
906 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
908 /* Nothing to notice */
913 /* Describe the object */
914 object_desc(o_name, o_ptr, FALSE, 0);
917 /* Artifacts have 71% chance to resist */
918 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 71))
922 msg_format("%s(%c)¤ÏÎô²½¤òÄ·¤ÍÊÖ¤·¤¿¡ª",o_name, index_to_label(t) );
924 msg_format("Your %s (%c) resist%s disenchantment!",
925 o_name, index_to_label(t),
926 ((o_ptr->number != 1) ? "" : "s"));
935 /* Memorize old value */
941 /* Disenchant tohit */
942 if (o_ptr->to_h > 0) o_ptr->to_h--;
943 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
945 /* Disenchant todam */
946 if (o_ptr->to_d > 0) o_ptr->to_d--;
947 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
949 /* Disenchant toac */
950 if (o_ptr->to_a > 0) o_ptr->to_a--;
951 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
953 /* Disenchant pval (occasionally) */
954 if ((o_ptr->pval > 1) && one_in_(13)) o_ptr->pval--;
956 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
957 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
961 msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
962 o_name, index_to_label(t) );
964 msg_format("Your %s (%c) %s disenchanted!",
965 o_name, index_to_label(t),
966 ((o_ptr->number != 1) ? "were" : "was"));
969 chg_virtue(V_HARMONY, 1);
970 chg_virtue(V_ENCHANT, -2);
972 /* Recalculate bonuses */
973 p_ptr->update |= (PU_BONUS);
976 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
986 void mutate_player(void)
988 int max1, cur1, max2, cur2, ii, jj, i;
990 /* Pick a pair of stats */
992 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
994 max1 = p_ptr->stat_max[ii];
995 cur1 = p_ptr->stat_cur[ii];
996 max2 = p_ptr->stat_max[jj];
997 cur2 = p_ptr->stat_cur[jj];
999 p_ptr->stat_max[ii] = max2;
1000 p_ptr->stat_cur[ii] = cur2;
1001 p_ptr->stat_max[jj] = max1;
1002 p_ptr->stat_cur[jj] = cur1;
1006 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1007 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1010 p_ptr->update |= (PU_BONUS);
1017 void apply_nexus(monster_type *m_ptr)
1019 switch (randint1(7))
1021 case 1: case 2: case 3:
1023 teleport_player(200);
1029 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
1035 if (randint0(100) < p_ptr->skill_sav)
1038 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1040 msg_print("You resist the effects!");
1046 /* Teleport Level */
1047 teleport_player_level();
1053 if (randint0(100) < p_ptr->skill_sav)
1056 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1058 msg_print("You resist the effects!");
1065 msg_print("ÂΤ¬¤Í¤¸¤ì»Ï¤á¤¿...");
1067 msg_print("Your body starts to scramble...");
1078 * Charge a lite (torch or latern)
1080 void phlogiston(void)
1083 object_type * o_ptr = &inventory[INVEN_LITE];
1086 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1088 max_flog = FUEL_LAMP;
1092 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1094 max_flog = FUEL_TORCH;
1097 /* No torch to refill */
1101 msg_print("dzÁǤò¾ÃÈñ¤¹¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Þ¤»¤ó¡£");
1103 msg_print("You are not wielding anything which uses phlogiston.");
1109 if (o_ptr->xtra4 >= max_flog)
1112 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¤³¤ì°Ê¾ådzÁǤòÊä½¼¤Ç¤¤Þ¤»¤ó¡£");
1114 msg_print("No more phlogiston can be put in this item.");
1121 o_ptr->xtra4 += (max_flog / 2);
1125 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ËdzÁǤòÊä½¼¤·¤¿¡£");
1127 msg_print("You add phlogiston to your light item.");
1132 if (o_ptr->xtra4 >= max_flog)
1134 o_ptr->xtra4 = max_flog;
1136 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ÏËþ¥¿¥ó¤Ë¤Ê¤Ã¤¿¡£");
1138 msg_print("Your light item is full.");
1143 /* Recalculate torch */
1144 p_ptr->update |= (PU_TORCH);
1148 bool item_tester_hook_weapon_nobow(object_type *o_ptr)
1150 switch (o_ptr->tval)
1160 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
1168 * Brand the current weapon
1170 void brand_weapon(int brand_type)
1177 /* Assume enchant weapon */
1178 item_tester_hook = item_tester_hook_weapon_nobow;
1179 item_tester_no_ryoute = TRUE;
1183 q = "¤É¤ÎÉð´ï¤ò¶¯²½¤·¤Þ¤¹¤«? ";
1184 s = "¶¯²½¤Ç¤¤ëÉð´ï¤¬¤Ê¤¤¡£";
1186 q = "Enchant which weapon? ";
1187 s = "You have nothing to enchant.";
1190 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1192 /* Get the item (in the pack) */
1195 o_ptr = &inventory[item];
1198 /* Get the item (on the floor) */
1201 o_ptr = &o_list[0 - item];
1205 /* you can never modify artifacts / ego-items */
1206 /* you can never modify cursed items */
1207 /* TY: You _can_ modify broken items (if you're silly enough) */
1208 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
1209 !o_ptr->art_name && !cursed_p(o_ptr) &&
1210 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1211 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1212 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1216 /* Let's get the name before it is changed... */
1217 char o_name[MAX_NLEN];
1218 object_desc(o_name, o_ptr, FALSE, 0);
1223 if (o_ptr->tval == TV_SWORD)
1226 act = "¤Ï±Ô¤µ¤òÁý¤·¤¿¡ª";
1228 act = "becomes very sharp!";
1231 o_ptr->name2 = EGO_SHARPNESS;
1232 o_ptr->pval = m_bonus(5, dun_level) + 1;
1237 act = "¤ÏÇ˲õÎϤòÁý¤·¤¿¡ª";
1239 act = "seems very powerful.";
1242 o_ptr->name2 = EGO_EARTHQUAKES;
1243 o_ptr->pval = m_bonus(3, dun_level);
1248 act = "¤Ï¿Í´Ö¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1250 act = "seems looking for human!";
1253 o_ptr->name2 = EGO_SLAY_HUMAN;
1257 act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
1259 act = "coverd with lightning!";
1262 o_ptr->name2 = EGO_BRAND_ELEC;
1266 act = "¤Ï»À¤Ëʤ¤ï¤ì¤¿¡ª";
1268 act = "coated with acid!";
1271 o_ptr->name2 = EGO_BRAND_ACID;
1275 act = "¤Ï¼Ù°¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
1277 act = "seems looking for evil monster!";
1280 o_ptr->name2 = EGO_SLAY_EVIL;
1284 act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
1286 act = "seems looking for demon!";
1289 o_ptr->name2 = EGO_SLAY_DEMON;
1293 act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
1295 act = "seems looking for undead!";
1298 o_ptr->name2 = EGO_SLAY_UNDEAD;
1302 act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1304 act = "seems looking for animal!";
1307 o_ptr->name2 = EGO_SLAY_ANIMAL;
1311 act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1313 act = "seems looking for dragon!";
1316 o_ptr->name2 = EGO_SLAY_DRAGON;
1320 act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1322 act = "seems looking for troll!";
1325 o_ptr->name2 = EGO_SLAY_TROLL;
1329 act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1331 act = "seems looking for orc!";
1334 o_ptr->name2 = EGO_SLAY_ORC;
1338 act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1340 act = "seems looking for giant!";
1343 o_ptr->name2 = EGO_SLAY_GIANT;
1347 act = "¤ÏÈó¾ï¤ËÉÔ°ÂÄê¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡£";
1349 act = "seems very unstable now.";
1352 o_ptr->name2 = EGO_TRUMP;
1353 o_ptr->pval = randint1(2);
1357 act = "¤Ï·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1359 act = "thirsts for blood!";
1362 o_ptr->name2 = EGO_VAMPIRIC;
1366 act = "¤ÏÆǤËʤ¤ï¤ì¤¿¡£";
1368 act = "is coated with poison.";
1371 o_ptr->name2 = EGO_BRAND_POIS;
1375 act = "¤Ï½ã¥í¥°¥ë¥¹¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£";
1377 act = "is engulfed in raw Logrus!";
1380 o_ptr->name2 = EGO_CHAOTIC;
1384 act = "¤Ï±ê¤Î¥·¡¼¥ë¥É¤Ëʤ¤ï¤ì¤¿¡ª";
1386 act = "is covered in a fiery shield!";
1389 o_ptr->name2 = EGO_BRAND_FIRE;
1393 act = "¤Ï¿¼¤¯Î䤿¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿¡ª";
1395 act = "glows deep, icy blue!";
1398 o_ptr->name2 = EGO_BRAND_COLD;
1403 msg_format("¤¢¤Ê¤¿¤Î%s%s", o_name, act);
1405 msg_format("Your %s %s", o_name, act);
1409 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1411 o_ptr->discount = 99;
1412 chg_virtue(V_ENCHANT, 2);
1416 if (flush_failure) flush();
1419 msg_print("°ÀÉղä˼ºÇÔ¤·¤¿¡£");
1421 msg_print("The Branding failed.");
1424 chg_virtue(V_ENCHANT, -2);
1430 void call_the_(void)
1434 if (cave_floor_bold(py - 1, px - 1) &&
1435 cave_floor_bold(py - 1, px ) &&
1436 cave_floor_bold(py - 1, px + 1) &&
1437 cave_floor_bold(py , px - 1) &&
1438 cave_floor_bold(py , px + 1) &&
1439 cave_floor_bold(py + 1, px - 1) &&
1440 cave_floor_bold(py + 1, px ) &&
1441 cave_floor_bold(py + 1, px + 1))
1443 for (i = 1; i < 10; i++)
1445 if (i-5) fire_ball(GF_ROCKET, i, 175, 2);
1448 for (i = 1; i < 10; i++)
1450 if (i-5) fire_ball(GF_MANA, i, 175, 3);
1453 for (i = 1; i < 10; i++)
1455 if (i-5) fire_ball(GF_NUKE, i, 175, 4);
1461 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
1462 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
1463 msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
1465 msg_format("You %s the %s too close to a wall!",
1466 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1467 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1468 msg_print("There is a loud explosion!");
1472 if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), TRUE))
1474 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
1476 msg_print("The dungeon collapses...");
1481 msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
1483 msg_print("The dungeon trembles.");
1488 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
1490 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
1498 * Fetch an item (teleport it right underneath the caster)
1500 void fetch(int dir, int wgt, bool require_los)
1506 char o_name[MAX_NLEN];
1508 /* Check to see if an object is already there */
1509 if (cave[py][px].o_idx)
1512 msg_print("¼«Ê¬¤Î¤β¼¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡£");
1514 msg_print("You can't fetch when you're already standing on something.");
1521 if (dir == 5 && target_okay())
1526 if (distance(py, px, ty, tx) > MAX_RANGE)
1529 msg_print("¤½¤ó¤Ê¤Ë±ó¤¯¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡ª");
1531 msg_print("You can't fetch something that far away!");
1537 c_ptr = &cave[ty][tx];
1539 /* We need an item to fetch */
1543 msg_print("¤½¤³¤Ë¤Ï²¿¤â¤¢¤ê¤Þ¤»¤ó¡£");
1545 msg_print("There is no object at this place.");
1551 /* No fetching from vault */
1552 if (c_ptr->info & CAVE_ICKY)
1555 msg_print("¥¢¥¤¥Æ¥à¤¬¥³¥ó¥È¥í¡¼¥ë¤ò³°¤ì¤ÆÍî¤Á¤¿¡£");
1557 msg_print("The item slips from your control.");
1563 /* We need to see the item */
1564 if (require_los && !player_has_los_bold(ty, tx))
1567 msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
1569 msg_print("You have no direct line of sight to that location.");
1577 /* Use a direction */
1578 ty = py; /* Where to drop the item */
1586 c_ptr = &cave[ty][tx];
1588 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1589 !cave_floor_bold(ty, tx)) return;
1591 while (!c_ptr->o_idx);
1594 o_ptr = &o_list[c_ptr->o_idx];
1596 if (o_ptr->weight > wgt)
1598 /* Too heavy to 'fetch' */
1600 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï½Å²á¤®¤Þ¤¹¡£");
1602 msg_print("The object is too heavy.");
1609 c_ptr->o_idx = o_ptr->next_o_idx;
1610 cave[py][px].o_idx = i; /* 'move' it */
1611 o_ptr->next_o_idx = 0;
1612 o_ptr->iy = (byte)py;
1613 o_ptr->ix = (byte)px;
1615 object_desc(o_name, o_ptr, TRUE, 0);
1617 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
1619 msg_format("%^s flies through the air to your feet.", o_name);
1624 p_ptr->redraw |= PR_MAP;
1628 void alter_reality(void)
1630 if (!quest_number(dun_level) && dun_level)
1633 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
1635 msg_print("The world changes!");
1639 if (autosave_l) do_cmd_save_game(TRUE);
1642 p_ptr->leaving = TRUE;
1647 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
1649 msg_print("The world seems to change for a moment!");
1657 * Leave a "glyph of warding" which prevents monster movement
1659 bool warding_glyph(void)
1662 if (!cave_clean_bold(py, px))
1665 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1667 msg_print("The object resists the spell.");
1673 /* Create a glyph */
1674 cave_set_feat(py, px, FEAT_GLYPH);
1679 bool warding_mirror(void)
1682 if (!cave_clean_bold(py, px))
1685 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1687 msg_print("The object resists the spell.");
1693 /* Create a glyph */
1694 cave_set_feat(py, px, FEAT_MIRROR);
1703 * Leave an "explosive rune" which prevents monster movement
1705 bool explosive_rune(void)
1708 if (!cave_clean_bold(py, px))
1711 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1713 msg_print("The object resists the spell.");
1719 /* Create a glyph */
1720 cave_set_feat(py, px, FEAT_MINOR_GLYPH);
1727 * Identify everything being carried.
1728 * Done by a potion of "self knowledge".
1730 void identify_pack(void)
1734 /* Simply identify and know every item */
1735 for (i = 0; i < INVEN_TOTAL; i++)
1737 object_type *o_ptr = &inventory[i];
1739 /* Skip non-objects */
1740 if (!o_ptr->k_idx) continue;
1743 identify_item(o_ptr);
1749 * Used by the "enchant" function (chance of failure)
1750 * (modified for Zangband, we need better stuff there...) -- TY
1752 static int enchant_table[16] =
1754 0, 10, 50, 100, 200,
1755 300, 400, 500, 650, 800,
1756 950, 987, 993, 995, 998,
1762 * Removes curses from items in inventory
1764 * Note that Items which are "Perma-Cursed" (The One Ring,
1765 * The Crown of Morgoth) can NEVER be uncursed.
1767 * Note that if "all" is FALSE, then Items which are
1768 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1769 * will not be uncursed.
1771 static int remove_curse_aux(int all)
1775 /* Attempt to uncurse items being worn */
1776 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1778 object_type *o_ptr = &inventory[i];
1780 /* Skip non-objects */
1781 if (!o_ptr->k_idx) continue;
1783 /* Uncursed already */
1784 if (!cursed_p(o_ptr)) continue;
1786 /* Heavily Cursed Items need a special spell */
1787 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1789 /* Perma-Cursed Items can NEVER be uncursed */
1790 if (o_ptr->curse_flags & TRC_PERMA_CURSE) continue;
1793 o_ptr->curse_flags = 0L;
1795 /* Hack -- Assume felt */
1796 o_ptr->ident |= (IDENT_SENSE);
1799 o_ptr->feeling = FEEL_NONE;
1801 /* Recalculate the bonuses */
1802 p_ptr->update |= (PU_BONUS);
1805 p_ptr->window |= (PW_EQUIP);
1807 /* Count the uncursings */
1811 /* Return "something uncursed" */
1817 * Remove most curses
1819 bool remove_curse(void)
1821 return (remove_curse_aux(FALSE));
1827 bool remove_all_curse(void)
1829 return (remove_curse_aux(TRUE));
1834 * Turns an object into gold, gain some of its value in a shop
1843 char o_name[MAX_NLEN];
1844 char out_val[MAX_NLEN+40];
1848 /* Hack -- force destruction */
1849 if (command_arg > 0) force = TRUE;
1853 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
1854 s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1856 q = "Turn which item to gold? ";
1857 s = "You have nothing to turn to gold.";
1860 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1862 /* Get the item (in the pack) */
1865 o_ptr = &inventory[item];
1868 /* Get the item (on the floor) */
1871 o_ptr = &o_list[0 - item];
1875 /* See how many items */
1876 if (o_ptr->number > 1)
1878 /* Get a quantity */
1879 amt = get_quantity(NULL, o_ptr->number);
1881 /* Allow user abort */
1882 if (amt <= 0) return FALSE;
1886 /* Describe the object */
1887 old_number = o_ptr->number;
1888 o_ptr->number = amt;
1889 object_desc(o_name, o_ptr, TRUE, 3);
1890 o_ptr->number = old_number;
1892 /* Verify unless quantity given */
1895 if (confirm_destroy || (object_value(o_ptr) > 0))
1897 /* Make a verification */
1899 sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
1901 sprintf(out_val, "Really turn %s to gold? ", o_name);
1904 if (!get_check(out_val)) return FALSE;
1908 /* Artifacts cannot be destroyed */
1909 if (artifact_p(o_ptr) || o_ptr->art_name)
1911 byte feel = FEEL_SPECIAL;
1915 msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
1917 msg_format("You fail to turn %s to gold!", o_name);
1921 /* Hack -- Handle icky artifacts */
1922 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1924 /* Hack -- inscribe the artifact */
1925 o_ptr->feeling = feel;
1927 /* We have "felt" it (again) */
1928 o_ptr->ident |= (IDENT_SENSE);
1930 /* Combine the pack */
1931 p_ptr->notice |= (PN_COMBINE);
1934 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1940 price = object_value_real(o_ptr);
1946 msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
1948 msg_format("You turn %s to fool's gold.", o_name);
1956 if (amt > 1) price *= amt;
1958 if (price > 30000) price = 30000;
1960 msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
1962 msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
1968 p_ptr->redraw |= (PR_GOLD);
1971 p_ptr->window |= (PW_PLAYER);
1975 /* Eliminate the item (from the pack) */
1978 inven_item_increase(item, -amt);
1979 inven_item_describe(item);
1980 inven_item_optimize(item);
1983 /* Eliminate the item (from the floor) */
1986 floor_item_increase(0 - item, -amt);
1987 floor_item_describe(0 - item);
1988 floor_item_optimize(0 - item);
1996 * Create stairs at the player location
1998 void stair_creation(void)
2001 if (!cave_valid_bold(py, px))
2004 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
2006 msg_print("The object resists the spell.");
2013 delete_object(py, px);
2015 /* Create a staircase */
2016 if (p_ptr->inside_arena || (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || p_ptr->inside_battle || !dun_level)
2018 /* arena or quest */
2020 msg_print("¸ú²Ì¤¬¤¢¤ê¤Þ¤»¤ó¡ª");
2022 msg_print("There is no effect!");
2026 else if (ironman_downward)
2028 /* Town/wilderness or Ironman */
2029 cave_set_feat(py, px, FEAT_MORE);
2031 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
2034 cave_set_feat(py, px, FEAT_LESS);
2036 else if (randint0(100) < 50)
2038 cave_set_feat(py, px, FEAT_MORE);
2042 cave_set_feat(py, px, FEAT_LESS);
2048 * Hook to specify "weapon"
2050 bool item_tester_hook_weapon(object_type *o_ptr)
2052 switch (o_ptr->tval)
2066 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2073 bool item_tester_hook_weapon2(object_type *o_ptr)
2075 switch (o_ptr->tval)
2095 * Hook to specify "armour"
2097 bool item_tester_hook_armour(object_type *o_ptr)
2099 switch (o_ptr->tval)
2119 bool item_tester_hook_corpse(object_type *o_ptr)
2121 switch (o_ptr->tval)
2134 * Check if an object is weapon or armour (but not arrow, bolt, or shot)
2136 bool item_tester_hook_weapon_armour(object_type *o_ptr)
2138 switch (o_ptr->tval)
2167 * Check if an object is nameless weapon or armour
2169 bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2171 if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
2174 switch (o_ptr->tval)
2203 * Break the curse of an item
2205 static void break_curse(object_type *o_ptr)
2207 if (cursed_p(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2210 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
2212 msg_print("The curse is broken!");
2215 o_ptr->curse_flags = 0L;
2217 o_ptr->ident |= (IDENT_SENSE);
2219 o_ptr->feeling = FEEL_NONE;
2225 * Enchants a plus onto an item. -RAK-
2227 * Revamped! Now takes item pointer, number of times to try enchanting,
2228 * and a flag of what to try enchanting. Artifacts resist enchantment
2229 * some of the time, and successful enchantment to at least +0 might
2230 * break a curse on the item. -CFT-
2232 * Note that an item can technically be enchanted all the way to +15 if
2233 * you wait a very, very, long time. Going from +9 to +10 only works
2234 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2236 * Note that this function can now be used on "piles" of items, and
2237 * the larger the pile, the lower the chance of success.
2239 bool enchant(object_type *o_ptr, int n, int eflag)
2241 int i, chance, prob;
2243 bool a = (artifact_p(o_ptr) || o_ptr->art_name);
2244 bool force = (eflag & ENCH_FORCE);
2247 /* Large piles resist enchantment */
2248 prob = o_ptr->number * 100;
2250 /* Missiles are easy to enchant */
2251 if ((o_ptr->tval == TV_BOLT) ||
2252 (o_ptr->tval == TV_ARROW) ||
2253 (o_ptr->tval == TV_SHOT))
2259 for (i = 0; i < n; i++)
2261 /* Hack -- Roll for pile resistance */
2262 if (!force && randint0(prob) >= 100) continue;
2264 /* Enchant to hit */
2265 if (eflag & ENCH_TOHIT)
2267 if (o_ptr->to_h < 0) chance = 0;
2268 else if (o_ptr->to_h > 15) chance = 1000;
2269 else chance = enchant_table[o_ptr->to_h];
2271 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2276 /* only when you get it above -1 -CFT */
2277 if (o_ptr->to_h >= 0)
2282 /* Enchant to damage */
2283 if (eflag & ENCH_TODAM)
2285 if (o_ptr->to_d < 0) chance = 0;
2286 else if (o_ptr->to_d > 15) chance = 1000;
2287 else chance = enchant_table[o_ptr->to_d];
2289 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2294 /* only when you get it above -1 -CFT */
2295 if (o_ptr->to_d >= 0)
2300 /* Enchant to armor class */
2301 if (eflag & ENCH_TOAC)
2303 if (o_ptr->to_a < 0) chance = 0;
2304 else if (o_ptr->to_a > 15) chance = 1000;
2305 else chance = enchant_table[o_ptr->to_a];
2307 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2312 /* only when you get it above -1 -CFT */
2313 if (o_ptr->to_a >= 0)
2320 if (!res) return (FALSE);
2322 /* Recalculate bonuses */
2323 p_ptr->update |= (PU_BONUS);
2325 /* Combine / Reorder the pack (later) */
2326 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2329 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2340 * Enchant an item (in the inventory or on the floor)
2341 * Note that "num_ac" requires armour, else weapon
2342 * Returns TRUE if attempted, FALSE if cancelled
2344 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2349 char o_name[MAX_NLEN];
2353 /* Assume enchant weapon */
2354 item_tester_hook = item_tester_hook_weapon;
2355 item_tester_no_ryoute = TRUE;
2357 /* Enchant armor if requested */
2358 if (num_ac) item_tester_hook = item_tester_hook_armour;
2362 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2363 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2365 q = "Enchant which item? ";
2366 s = "You have nothing to enchant.";
2369 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2371 /* Get the item (in the pack) */
2374 o_ptr = &inventory[item];
2377 /* Get the item (on the floor) */
2380 o_ptr = &o_list[0 - item];
2385 object_desc(o_name, o_ptr, FALSE, 0);
2389 msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
2392 msg_format("%s %s glow%s brightly!",
2393 ((item >= 0) ? "Your" : "The"), o_name,
2394 ((o_ptr->number > 1) ? "" : "s"));
2399 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2400 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2401 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2407 if (flush_failure) flush();
2411 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2413 msg_print("The enchantment failed.");
2416 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2419 chg_virtue(V_ENCHANT, 1);
2423 /* Something happened */
2428 bool artifact_scroll(void)
2433 char o_name[MAX_NLEN];
2437 item_tester_no_ryoute = TRUE;
2438 /* Enchant weapon/armour */
2439 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2443 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2444 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2446 q = "Enchant which item? ";
2447 s = "You have nothing to enchant.";
2450 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2452 /* Get the item (in the pack) */
2455 o_ptr = &inventory[item];
2458 /* Get the item (on the floor) */
2461 o_ptr = &o_list[0 - item];
2466 object_desc(o_name, o_ptr, FALSE, 0);
2470 msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
2472 msg_format("%s %s radiate%s a blinding light!",
2473 ((item >= 0) ? "Your" : "The"), o_name,
2474 ((o_ptr->number > 1) ? "" : "s"));
2477 if (o_ptr->name1 || o_ptr->art_name)
2480 msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2483 msg_format("The %s %s already %s!",
2484 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2485 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2491 else if (o_ptr->name2)
2494 msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2497 msg_format("The %s %s already %s!",
2498 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2499 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2505 else if (o_ptr->xtra3)
2508 msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª",
2511 msg_format("The %s %s already %s!",
2512 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2513 ((o_ptr->number > 1) ? "kaji items" : "an kaji item"));
2519 if (o_ptr->number > 1)
2522 msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
2523 msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
2525 msg_print("Not enough enough energy to enchant more than one object!");
2526 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2531 inven_item_increase(item, 1-(o_ptr->number));
2535 floor_item_increase(0-item, 1-(o_ptr->number));
2538 okay = create_artifact(o_ptr, TRUE);
2545 if (flush_failure) flush();
2549 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2551 msg_print("The enchantment failed.");
2554 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2557 chg_virtue(V_ENCHANT, 1);
2561 /* Something happened */
2567 * Identify an object
2569 void identify_item(object_type *o_ptr)
2571 bool motoart = TRUE;
2572 char o_name[MAX_NLEN];
2575 object_desc(o_name, o_ptr, TRUE, 3);
2577 if ((artifact_p(o_ptr) || o_ptr->art_name) && !(o_ptr->ident & IDENT_KNOWN))
2580 if (!(o_ptr->ident & (IDENT_MENTAL)))
2582 if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
2583 chg_virtue(V_KNOWLEDGE, 1);
2586 /* Identify it fully */
2587 object_aware(o_ptr);
2588 object_known(o_ptr);
2590 /* Recalculate bonuses */
2591 p_ptr->update |= (PU_BONUS);
2593 /* Combine / Reorder the pack (later) */
2594 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2597 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2599 strcpy(record_o_name, o_name);
2603 object_desc(o_name, o_ptr, TRUE, 0);
2605 if(record_fix_art && !motoart && artifact_p(o_ptr))
2606 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2607 if(record_rand_art && !motoart && o_ptr->art_name)
2608 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2612 bool item_tester_hook_identify(object_type *o_ptr)
2614 return (bool)!object_known_p(o_ptr);
2617 bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2619 if (object_known_p(o_ptr))
2621 return item_tester_hook_weapon_armour(o_ptr);
2625 * Identify an object in the inventory (or on the floor)
2626 * This routine does *not* automatically combine objects.
2627 * Returns TRUE if something was identified, else FALSE.
2629 bool ident_spell(bool only_equip)
2633 char o_name[MAX_NLEN];
2636 item_tester_no_ryoute = TRUE;
2639 item_tester_hook = item_tester_hook_identify_weapon_armour;
2641 item_tester_hook = item_tester_hook_identify;
2643 if (!can_get_item())
2647 item_tester_hook = item_tester_hook_weapon_armour;
2651 item_tester_hook = NULL;
2657 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2658 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2660 q = "Identify which item? ";
2661 s = "You have nothing to identify.";
2664 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2666 /* Get the item (in the pack) */
2669 o_ptr = &inventory[item];
2672 /* Get the item (on the floor) */
2675 o_ptr = &o_list[0 - item];
2679 identify_item(o_ptr);
2682 object_desc(o_name, o_ptr, TRUE, 3);
2685 if (item >= INVEN_RARM)
2688 msg_format("%^s: %s(%c)¡£",
2690 msg_format("%^s: %s (%c).",
2693 describe_use(item), o_name, index_to_label(item));
2698 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£",
2700 msg_format("In your pack: %s (%c).",
2703 o_name, index_to_label(item));
2708 msg_format("¾²¾å: %s¡£",
2710 msg_format("On the ground: %s.",
2716 /* Something happened */
2722 * Mundanify an object in the inventory (or on the floor)
2723 * This routine does *not* automatically combine objects.
2724 * Returns TRUE if something was mundanified, else FALSE.
2726 bool mundane_spell(bool only_equip)
2732 if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
2733 item_tester_no_ryoute = TRUE;
2737 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
2738 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2740 q = "Use which item? ";
2741 s = "You have nothing you can use.";
2744 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2746 /* Get the item (in the pack) */
2749 o_ptr = &inventory[item];
2752 /* Get the item (on the floor) */
2755 o_ptr = &o_list[0 - item];
2760 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2762 msg_print("There is a bright flash of light!");
2765 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2766 byte ix = o_ptr->ix; /* X-position on map, or zero */
2767 s16b next_o_idx= o_ptr->next_o_idx; /* Next object in stack (if any) */
2768 byte marked=o_ptr->marked; /* Object is marked */
2769 s16b weight = (o_ptr->number*o_ptr->weight);
2772 object_prep(o_ptr, o_ptr->k_idx);
2776 o_ptr->next_o_idx=next_o_idx;
2777 o_ptr->marked=marked;
2778 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2782 /* Something happened */
2788 bool item_tester_hook_identify_fully(object_type *o_ptr)
2790 return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
2793 bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
2795 if (!item_tester_hook_identify_fully(o_ptr))
2797 return item_tester_hook_weapon_armour(o_ptr);
2801 * Fully "identify" an object in the inventory -BEN-
2802 * This routine returns TRUE if an item was identified.
2804 bool identify_fully(bool only_equip)
2808 char o_name[MAX_NLEN];
2811 item_tester_no_ryoute = TRUE;
2813 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2815 item_tester_hook = item_tester_hook_identify_fully;
2817 if (!can_get_item())
2820 item_tester_hook = item_tester_hook_weapon_armour;
2822 item_tester_hook = NULL;
2827 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2828 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2830 q = "Identify which item? ";
2831 s = "You have nothing to identify.";
2834 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2836 /* Get the item (in the pack) */
2839 o_ptr = &inventory[item];
2842 /* Get the item (on the floor) */
2845 o_ptr = &o_list[0 - item];
2849 identify_item(o_ptr);
2851 /* Mark the item as fully known */
2852 o_ptr->ident |= (IDENT_MENTAL);
2858 object_desc(o_name, o_ptr, TRUE, 3);
2861 if (item >= INVEN_RARM)
2864 msg_format("%^s: %s(%c)¡£",
2866 msg_format("%^s: %s (%c).",
2869 describe_use(item), o_name, index_to_label(item));
2874 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£",
2876 msg_format("In your pack: %s (%c).",
2879 o_name, index_to_label(item));
2884 msg_format("¾²¾å: %s¡£",
2886 msg_format("On the ground: %s.",
2892 /* Describe it fully */
2893 (void)identify_fully_aux(o_ptr);
2903 * Hook for "get_item()". Determine if something is rechargable.
2905 bool item_tester_hook_recharge(object_type *o_ptr)
2907 /* Recharge staffs */
2908 if (o_ptr->tval == TV_STAFF) return (TRUE);
2910 /* Recharge wands */
2911 if (o_ptr->tval == TV_WAND) return (TRUE);
2913 /* Hack -- Recharge rods */
2914 if (o_ptr->tval == TV_ROD) return (TRUE);
2922 * Recharge a wand/staff/rod from the pack or on the floor.
2923 * This function has been rewritten in Oangband and ZAngband.
2925 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2926 * Chaos -- Arcane Binding --> recharge(90)
2928 * Scroll of recharging --> recharge(130)
2929 * Artifact activation/Thingol --> recharge(130)
2931 * It is harder to recharge high level, and highly charged wands,
2932 * staffs, and rods. The more wands in a stack, the more easily and
2933 * strongly they recharge. Staffs, however, each get fewer charges if
2936 * XXX XXX XXX Beware of "sliding index errors".
2938 bool recharge(int power)
2941 int recharge_strength, recharge_amount;
2950 char o_name[MAX_NLEN];
2952 /* Only accept legal items */
2953 item_tester_hook = item_tester_hook_recharge;
2957 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
2958 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2960 q = "Recharge which item? ";
2961 s = "You have nothing to recharge.";
2964 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2966 /* Get the item (in the pack) */
2969 o_ptr = &inventory[item];
2972 /* Get the item (on the floor) */
2975 o_ptr = &o_list[0 - item];
2978 /* Get the object kind. */
2979 k_ptr = &k_info[o_ptr->k_idx];
2981 /* Extract the object "level" */
2982 lev = get_object_level(o_ptr);
2985 /* Recharge a rod */
2986 if (o_ptr->tval == TV_ROD)
2988 /* Extract a recharge strength by comparing object level to power. */
2989 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2993 if (one_in_(recharge_strength))
2995 /* Activate the failure code. */
3002 /* Recharge amount */
3003 recharge_amount = (power * damroll(3, 2));
3005 /* Recharge by that amount */
3006 if (o_ptr->timeout > recharge_amount)
3007 o_ptr->timeout -= recharge_amount;
3014 /* Recharge wand/staff */
3017 /* Extract a recharge strength by comparing object level to power.
3018 * Divide up a stack of wands' charges to calculate charge penalty.
3020 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3021 recharge_strength = (100 + power - lev -
3022 (8 * o_ptr->pval / o_ptr->number)) / 15;
3024 /* All staffs, unstacked wands. */
3025 else recharge_strength = (100 + power - lev -
3026 (8 * o_ptr->pval)) / 15;
3029 if (recharge_strength < 0) recharge_strength = 0;
3032 if (one_in_(recharge_strength))
3034 /* Activate the failure code. */
3038 /* If the spell didn't backfire, recharge the wand or staff. */
3041 /* Recharge based on the standard number of charges. */
3042 recharge_amount = randint1(1 + k_ptr->pval / 2);
3044 /* Multiple wands in a stack increase recharging somewhat. */
3045 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3048 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
3049 if (recharge_amount < 1) recharge_amount = 1;
3050 if (recharge_amount > 12) recharge_amount = 12;
3053 /* But each staff in a stack gets fewer additional charges,
3054 * although always at least one.
3056 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
3058 recharge_amount /= o_ptr->number;
3059 if (recharge_amount < 1) recharge_amount = 1;
3062 /* Recharge the wand or staff. */
3063 o_ptr->pval += recharge_amount;
3066 /* Hack -- we no longer "know" the item */
3067 o_ptr->ident &= ~(IDENT_KNOWN);
3069 /* Hack -- we no longer think the item is empty */
3070 o_ptr->ident &= ~(IDENT_EMPTY);
3075 /* Inflict the penalties for failing a recharge. */
3078 /* Artifacts are never destroyed. */
3079 if (artifact_p(o_ptr))
3081 object_desc(o_name, o_ptr, TRUE, 0);
3083 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
3085 msg_format("The recharging backfires - %s is completely drained!", o_name);
3089 /* Artifact rods. */
3090 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3091 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3093 /* Artifact wands and staffs. */
3094 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3099 /* Get the object description */
3100 object_desc(o_name, o_ptr, FALSE, 0);
3102 /*** Determine Seriousness of Failure ***/
3104 /* Mages recharge objects more safely. */
3105 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)
3107 /* 10% chance to blow up one rod, otherwise draining. */
3108 if (o_ptr->tval == TV_ROD)
3110 if (one_in_(10)) fail_type = 2;
3113 /* 75% chance to blow up one wand, otherwise draining. */
3114 else if (o_ptr->tval == TV_WAND)
3116 if (!one_in_(3)) fail_type = 2;
3119 /* 50% chance to blow up one staff, otherwise no effect. */
3120 else if (o_ptr->tval == TV_STAFF)
3122 if (one_in_(2)) fail_type = 2;
3127 /* All other classes get no special favors. */
3130 /* 33% chance to blow up one rod, otherwise draining. */
3131 if (o_ptr->tval == TV_ROD)
3133 if (one_in_(3)) fail_type = 2;
3136 /* 20% chance of the entire stack, else destroy one wand. */
3137 else if (o_ptr->tval == TV_WAND)
3139 if (one_in_(5)) fail_type = 3;
3142 /* Blow up one staff. */
3143 else if (o_ptr->tval == TV_STAFF)
3149 /*** Apply draining and destruction. ***/
3151 /* Drain object or stack of objects. */
3154 if (o_ptr->tval == TV_ROD)
3157 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
3159 msg_print("The recharge backfires, draining the rod further!");
3162 if (o_ptr->timeout < 10000)
3163 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3165 else if (o_ptr->tval == TV_WAND)
3168 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
3170 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
3175 /* Staffs aren't drained. */
3178 /* Destroy an object or one in a stack of objects. */
3181 if (o_ptr->number > 1)
3183 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
3185 msg_format("Wild magic consumes one of your %s!", o_name);
3190 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3192 msg_format("Wild magic consumes your %s!", o_name);
3196 /* Reduce rod stack maximum timeout, drain wands. */
3197 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3198 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3200 /* Reduce and describe inventory */
3203 inven_item_increase(item, -1);
3204 inven_item_describe(item);
3205 inven_item_optimize(item);
3208 /* Reduce and describe floor item */
3211 floor_item_increase(0 - item, -1);
3212 floor_item_describe(0 - item);
3213 floor_item_optimize(0 - item);
3217 /* Destroy all members of a stack of objects. */
3220 if (o_ptr->number > 1)
3222 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
3224 msg_format("Wild magic consumes all your %s!", o_name);
3229 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3231 msg_format("Wild magic consumes your %s!", o_name);
3236 /* Reduce and describe inventory */
3239 inven_item_increase(item, -999);
3240 inven_item_describe(item);
3241 inven_item_optimize(item);
3244 /* Reduce and describe floor item */
3247 floor_item_increase(0 - item, -999);
3248 floor_item_describe(0 - item);
3249 floor_item_optimize(0 - item);
3255 /* Combine / Reorder the pack (later) */
3256 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3259 p_ptr->window |= (PW_INVEN);
3261 /* Something was done */
3269 bool bless_weapon(void)
3274 char o_name[MAX_NLEN];
3277 item_tester_no_ryoute = TRUE;
3278 /* Assume enchant weapon */
3279 item_tester_hook = item_tester_hook_weapon2;
3283 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
3284 s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3286 q = "Bless which weapon? ";
3287 s = "You have weapon to bless.";
3290 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3293 /* Get the item (in the pack) */
3296 o_ptr = &inventory[item];
3299 /* Get the item (on the floor) */
3302 o_ptr = &o_list[0 - item];
3307 object_desc(o_name, o_ptr, FALSE, 0);
3309 /* Extract the flags */
3310 object_flags(o_ptr, &f1, &f2, &f3);
3312 if (cursed_p(o_ptr))
3314 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3315 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3318 msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
3321 msg_format("The black aura on %s %s disrupts the blessing!",
3322 ((item >= 0) ? "your" : "the"), o_name);
3329 msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
3332 msg_format("A malignant aura leaves %s %s.",
3333 ((item >= 0) ? "your" : "the"), o_name);
3338 o_ptr->curse_flags = 0L;
3340 /* Hack -- Assume felt */
3341 o_ptr->ident |= (IDENT_SENSE);
3344 o_ptr->feeling = FEEL_NONE;
3346 /* Recalculate the bonuses */
3347 p_ptr->update |= (PU_BONUS);
3350 p_ptr->window |= (PW_EQUIP);
3354 * Next, we try to bless it. Artifacts have a 1/3 chance of
3355 * being blessed, otherwise, the operation simply disenchants
3356 * them, godly power negating the magic. Ok, the explanation
3357 * is silly, but otherwise priests would always bless every
3358 * artifact weapon they find. Ego weapons and normal weapons
3359 * can be blessed automatically.
3361 if (f3 & TR3_BLESSED)
3364 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
3367 msg_format("%s %s %s blessed already.",
3368 ((item >= 0) ? "Your" : "The"), o_name,
3369 ((o_ptr->number > 1) ? "were" : "was"));
3375 if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || one_in_(3))
3379 msg_format("%s¤Ïµ±¤¤¤¿¡ª",
3382 msg_format("%s %s shine%s!",
3383 ((item >= 0) ? "Your" : "The"), o_name,
3384 ((o_ptr->number > 1) ? "" : "s"));
3387 o_ptr->art_flags3 |= TR3_BLESSED;
3388 o_ptr->discount = 99;
3392 bool dis_happened = FALSE;
3395 msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
3397 msg_print("The weapon resists your blessing!");
3401 /* Disenchant tohit */
3402 if (o_ptr->to_h > 0)
3405 dis_happened = TRUE;
3408 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3410 /* Disenchant todam */
3411 if (o_ptr->to_d > 0)
3414 dis_happened = TRUE;
3417 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3419 /* Disenchant toac */
3420 if (o_ptr->to_a > 0)
3423 dis_happened = TRUE;
3426 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3431 msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
3433 msg_print("There is a static feeling in the air...");
3437 msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
3440 msg_format("%s %s %s disenchanted!",
3441 ((item >= 0) ? "Your" : "The"), o_name,
3442 ((o_ptr->number > 1) ? "were" : "was"));
3448 /* Recalculate bonuses */
3449 p_ptr->update |= (PU_BONUS);
3452 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3463 bool pulish_shield(void)
3468 char o_name[MAX_NLEN];
3471 item_tester_no_ryoute = TRUE;
3472 /* Assume enchant weapon */
3473 item_tester_tval = TV_SHIELD;
3477 q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
3478 s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3480 q = "Pulish which weapon? ";
3481 s = "You have weapon to pulish.";
3484 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3487 /* Get the item (in the pack) */
3490 o_ptr = &inventory[item];
3493 /* Get the item (on the floor) */
3496 o_ptr = &o_list[0 - item];
3501 object_desc(o_name, o_ptr, FALSE, 0);
3503 /* Extract the flags */
3504 object_flags(o_ptr, &f1, &f2, &f3);
3506 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
3507 !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_SHIELD_OF_DEFLECTION))
3510 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
3512 msg_format("%s %s shine%s!",
3513 ((item >= 0) ? "Your" : "The"), o_name,
3514 ((o_ptr->number > 1) ? "" : "s"));
3516 o_ptr->name2 = EGO_REFLECTION;
3517 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3519 o_ptr->discount = 99;
3520 chg_virtue(V_ENCHANT, 2);
3526 if (flush_failure) flush();
3529 msg_print("¼ºÇÔ¤·¤¿¡£");
3531 msg_print("Failed.");
3534 chg_virtue(V_ENCHANT, -2);
3543 * Potions "smash open" and cause an area effect when
3544 * (1) they are shattered while in the player's inventory,
3545 * due to cold (etc) attacks;
3546 * (2) they are thrown at a monster, or obstacle;
3547 * (3) they are shattered by a "cold ball" or other such spell
3548 * while lying on the floor.
3551 * who --- who caused the potion to shatter (0=player)
3552 * potions that smash on the floor are assumed to
3553 * be caused by no-one (who = 1), as are those that
3554 * shatter inside the player inventory.
3555 * (Not anymore -- I changed this; TY)
3556 * y, x --- coordinates of the potion (or player if
3557 * the potion was in her inventory);
3558 * o_ptr --- pointer to the potion object.
3560 bool potion_smash_effect(int who, int y, int x, int k_idx)
3568 object_kind *k_ptr = &k_info[k_idx];
3570 switch (k_ptr->sval)
3572 case SV_POTION_SALT_WATER:
3573 case SV_POTION_SLIME_MOLD:
3574 case SV_POTION_LOSE_MEMORIES:
3575 case SV_POTION_DEC_STR:
3576 case SV_POTION_DEC_INT:
3577 case SV_POTION_DEC_WIS:
3578 case SV_POTION_DEC_DEX:
3579 case SV_POTION_DEC_CON:
3580 case SV_POTION_DEC_CHR:
3581 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3582 case SV_POTION_APPLE_JUICE:
3585 case SV_POTION_INFRAVISION:
3586 case SV_POTION_DETECT_INVIS:
3587 case SV_POTION_SLOW_POISON:
3588 case SV_POTION_CURE_POISON:
3589 case SV_POTION_BOLDNESS:
3590 case SV_POTION_RESIST_HEAT:
3591 case SV_POTION_RESIST_COLD:
3592 case SV_POTION_HEROISM:
3593 case SV_POTION_BESERK_STRENGTH:
3594 case SV_POTION_RES_STR:
3595 case SV_POTION_RES_INT:
3596 case SV_POTION_RES_WIS:
3597 case SV_POTION_RES_DEX:
3598 case SV_POTION_RES_CON:
3599 case SV_POTION_RES_CHR:
3600 case SV_POTION_INC_STR:
3601 case SV_POTION_INC_INT:
3602 case SV_POTION_INC_WIS:
3603 case SV_POTION_INC_DEX:
3604 case SV_POTION_INC_CON:
3605 case SV_POTION_INC_CHR:
3606 case SV_POTION_AUGMENTATION:
3607 case SV_POTION_ENLIGHTENMENT:
3608 case SV_POTION_STAR_ENLIGHTENMENT:
3609 case SV_POTION_SELF_KNOWLEDGE:
3610 case SV_POTION_EXPERIENCE:
3611 case SV_POTION_RESISTANCE:
3612 case SV_POTION_INVULNERABILITY:
3613 case SV_POTION_NEW_LIFE:
3614 /* All of the above potions have no effect when shattered */
3616 case SV_POTION_SLOWNESS:
3622 case SV_POTION_POISON:
3628 case SV_POTION_BLINDNESS:
3633 case SV_POTION_CONFUSION: /* Booze */
3638 case SV_POTION_SLEEP:
3643 case SV_POTION_RUINATION:
3644 case SV_POTION_DETONATIONS:
3646 dam = damroll(25, 25);
3650 case SV_POTION_DEATH:
3651 dt = GF_DEATH_RAY; /* !! */
3652 dam = k_ptr->level * 10;
3657 case SV_POTION_SPEED:
3661 case SV_POTION_CURE_LIGHT:
3663 dam = damroll(2, 3);
3666 case SV_POTION_CURE_SERIOUS:
3668 dam = damroll(4, 3);
3671 case SV_POTION_CURE_CRITICAL:
3672 case SV_POTION_CURING:
3674 dam = damroll(6, 3);
3677 case SV_POTION_HEALING:
3679 dam = damroll(10, 10);
3682 case SV_POTION_RESTORE_EXP:
3688 case SV_POTION_LIFE:
3690 dam = damroll(50, 50);
3694 case SV_POTION_STAR_HEALING:
3696 dam = damroll(50, 50);
3700 case SV_POTION_RESTORE_MANA: /* MANA */
3702 dam = damroll(10, 10);
3710 (void)project(who, radius, y, x, dam, dt,
3711 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3713 /* XXX those potions that explode need to become "known" */
3719 * Hack -- Display all known spells in a window
3721 * XXX XXX XXX Need to analyze size of the window.
3723 * XXX XXX XXX Need more color coding.
3725 void display_spell_list(void)
3729 int use_realm1 = p_ptr->realm1 - 1;
3730 int use_realm2 = p_ptr->realm2 - 1;
3740 /* Warriors are illiterate */
3741 if (!mp_ptr->spell_book) return;
3742 if (p_ptr->pclass == CLASS_SORCERER) return;
3743 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3745 /* Mindcrafter spell-list */
3746 if ((p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_FORCETRAINER))
3752 int plev = p_ptr->lev;
3759 /* Display a list of spells */
3762 put_str("̾Á°", y, x + 5);
3763 put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
3765 put_str("Name", y, x + 5);
3766 put_str("Lv Mana Fail Info", y, x + 35);
3769 switch(p_ptr->pclass)
3771 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3772 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3773 default: use_mind = 0;break;
3776 /* Dump the spells */
3777 for (i = 0; i < MAX_MIND_POWERS; i++)
3779 byte a = TERM_WHITE;
3781 /* Access the available spell */
3782 spell = mind_powers[use_mind].info[i];
3783 if (spell.min_lev > plev) break;
3785 /* Get the failure rate */
3786 chance = spell.fail;
3788 /* Reduce failure rate by "effective" level adjustment */
3789 chance -= 3 * (p_ptr->lev - spell.min_lev);
3791 /* Reduce failure rate by INT/WIS adjustment */
3792 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3794 /* Not enough mana to cast */
3795 if (spell.mana_cost > p_ptr->csp)
3797 chance += 5 * (spell.mana_cost - p_ptr->csp);
3801 /* Extract the minimum failure rate */
3802 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3804 /* Minimum failure rate */
3805 if (chance < minfail) chance = minfail;
3807 /* Stunning makes spells harder */
3808 if (p_ptr->stun > 50) chance += 25;
3809 else if (p_ptr->stun) chance += 15;
3811 /* Always a 5 percent chance of working */
3812 if (chance > 95) chance = 95;
3815 mindcraft_info(comment, use_mind, i);
3817 /* Dump the spell */
3818 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3820 spell.min_lev, spell.mana_cost, chance, comment);
3822 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3827 /* Normal spellcaster with books */
3830 for (j = 0; j < ((use_realm2 > -1) ? 2 : 1); j++)
3834 /* Reset vertical */
3837 /* Vertical location */
3838 y = (j < 3) ? 0 : (m[j - 3] + 2);
3840 /* Horizontal location */
3844 for (i = 0; i < 32; i++)
3846 byte a = TERM_WHITE;
3848 /* Access the spell */
3849 if (!is_magic((j < 1) ? use_realm1 : use_realm2))
3851 s_ptr = &technic_info[(j < 1) ? use_realm1 : use_realm2 - MIN_TECHNIC][i % 32];
3855 s_ptr = &mp_ptr->info[(j < 1) ? use_realm1 : use_realm2][i % 32];
3858 strcpy(name, spell_names[technic2magic((j < 1) ? use_realm1+1 : use_realm2+1)-1][i % 32]);
3861 if (s_ptr->slevel >= 99)
3865 strcpy(name, "(ȽÆÉÉÔǽ)");
3867 strcpy(name, "(illegible)");
3877 ((spell_forgotten1 & (1L << i))) :
3878 ((spell_forgotten2 & (1L << (i % 32)))))
3885 else if (!((j < 1) ?
3886 (spell_learned1 & (1L << i)) :
3887 (spell_learned2 & (1L << (i % 32)))))
3894 else if (!((j < 1) ?
3895 (spell_worked1 & (1L << i)) :
3896 (spell_worked2 & (1L << (i % 32)))))
3902 /* Dump the spell --(-- */
3903 sprintf(out_val, "%c/%c) %-20.20s",
3904 I2A(n / 8), I2A(n % 8), name);
3909 /* Dump onto the window */
3910 Term_putstr(x, m[j], -1, a, out_val);
3921 * Returns spell chance of failure for spell -RAK-
3923 s16b spell_chance(int spell, int realm)
3925 int chance, minfail;
3928 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3931 /* Paranoia -- must be literate */
3932 if (!mp_ptr->spell_book) return (100);
3934 if (realm+1 == REALM_HISSATSU) return 0;
3936 /* Access the spell */
3937 if (!is_magic(realm+1))
3939 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
3943 s_ptr = &mp_ptr->info[realm][spell];
3946 /* Extract the base spell failure rate */
3947 chance = s_ptr->sfail;
3949 /* Reduce failure rate by "effective" level adjustment */
3950 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3952 /* Reduce failure rate by INT/WIS adjustment */
3953 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3956 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level-skill_exp[GINOU_RIDING]/100-10,0));
3958 if (p_ptr->pclass == CLASS_SORCERER)
3959 shouhimana = s_ptr->smana*2200 + 2399;
3960 else if (p_ptr->pclass == CLASS_RED_MAGE)
3961 shouhimana = s_ptr->smana*2600 + 2399;
3962 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
3963 shouhimana = (s_ptr->smana*(3800-spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)])+2399);
3964 else shouhimana = s_ptr->smana*3800;
3967 else shouhimana *= 4;
3969 if(shouhimana < 1) shouhimana = 1;
3971 /* Not enough mana to cast */
3972 if (shouhimana > p_ptr->csp)
3974 chance += 5 * (shouhimana - p_ptr->csp);
3977 chance += p_ptr->to_m_chance;
3978 if (((realm + 1) != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3980 /* Extract the minimum failure rate */
3981 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3984 * Non mage/priest characters never get too good
3985 * (added high mage, mindcrafter)
3987 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3989 if (minfail < 5) minfail = 5;
3992 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3993 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3994 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3996 if (p_ptr->heavy_spell) chance += 20;
3997 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
3998 else if (p_ptr->easy_spell) chance-=3;
3999 else if (p_ptr->dec_mana) chance-=2;
4001 if ((realm+1 == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
4002 if ((realm+1 == REALM_LIFE) && (p_ptr->align < -20)) chance += penalty;
4003 if (((realm+1 == REALM_DEATH) || (realm+1 == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
4005 /* Minimum failure rate */
4006 if (chance < minfail) chance = minfail;
4008 /* Stunning makes spells harder */
4009 if (p_ptr->stun > 50) chance += 25;
4010 else if (p_ptr->stun) chance += 15;
4012 /* Always a 5 percent chance of working */
4013 if (chance > 95) chance = 95;
4015 if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
4017 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1399) chance--;
4018 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1599) chance--;
4020 if(p_ptr->dec_mana) chance--;
4021 if (p_ptr->heavy_spell) chance += 5;
4023 chance = MAX(chance,0);
4025 /* Return the chance */
4032 * Determine if a spell is "okay" for the player to cast or study
4033 * The spell must be legible, not forgotten, and also, to cast,
4034 * it must be known, and to study, it must not be known.
4036 bool spell_okay(int spell, bool learned, bool study_pray, int realm)
4040 /* Access the spell */
4041 if (!is_magic(realm+1))
4043 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
4047 s_ptr = &mp_ptr->info[realm][spell];
4050 /* Spell is illegal */
4051 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
4053 /* Spell is forgotten */
4054 if ((realm == p_ptr->realm2 - 1) ?
4055 (spell_forgotten2 & (1L << spell)) :
4056 (spell_forgotten1 & (1L << spell)))
4062 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
4063 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
4065 /* Spell is learned */
4066 if ((realm == p_ptr->realm2 - 1) ?
4067 (spell_learned2 & (1L << spell)) :
4068 (spell_learned1 & (1L << spell)))
4071 return (!study_pray);
4074 /* Okay to study, not to cast */
4081 * Extra information on a spell -DRS-
4083 * We can use up to 14 characters of the buffer 'p'
4085 * The strings in this function were extracted from the code in the
4086 * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
4088 static void spell_info(char *p, int spell, int realm)
4090 int plev = p_ptr->lev;
4093 int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
4094 p_ptr->pclass == CLASS_HIGH_MAGE ||
4095 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4097 int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
4098 p_ptr->pclass == CLASS_HIGH_MAGE ||
4099 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4101 cptr s_dam = "»½ý:";
4102 cptr s_dur = "´ü´Ö:";
4103 cptr s_range = "ÈÏ°Ï:";
4104 cptr s_heal = "²óÉü:";
4105 cptr s_random = "¥é¥ó¥À¥à";
4106 cptr s_delay = "ÃÙ±ä:";
4108 cptr s_dam = "dam ";
4109 cptr s_dur = "dur ";
4110 cptr s_range = "range ";
4111 cptr s_heal = "heal ";
4112 cptr s_random = "random";
4113 cptr s_delay = "delay ";
4118 /* Analyze the spell */
4124 case 1: sprintf(p, " %s2d10", s_heal); break;
4125 case 2: sprintf(p, " %s12+d12", s_dur); break;
4126 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4127 case 6: sprintf(p, " %s4d10", s_heal); break;
4128 case 10: sprintf(p, " %s8d10", s_heal); break;
4129 case 11: sprintf(p, " %s24+d24", s_dur); break;
4130 case 12: sprintf(p, " %s3d6+%d", s_dam, orb); break;
4131 case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
4132 case 14: sprintf(p, " %s300", s_heal); break;
4133 case 16: sprintf(p, " %sd%d", s_dam, plev); break;
4134 case 18: sprintf(p, " %sd%d", s_dam, 3 * plev); break;
4135 case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4137 case 22: sprintf(p, " »:d%d/²ó:1000", 4 * plev); break;
4139 case 22: sprintf(p, " d %d/h 1000", 4 * plev); break;
4141 case 24: sprintf(p, " %s25+d25", s_dur); break;
4142 case 25: sprintf(p, " %s48+d48", s_dur); break;
4143 case 28: sprintf(p, " %s2000", s_heal); break;
4145 case 30: sprintf(p, " ²ó300/»%d+250", plev * 4); break;
4147 case 30: sprintf(p, " h300/d%d+250", plev * 4); break;
4149 case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
4153 case 1: /* Sorcery */
4156 case 1: sprintf(p, " %s10", s_range); break;
4157 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4158 case 5: sprintf(p, " %s%d", s_range, plev * 5); break;
4159 case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
4160 case 18: sprintf(p, " %s25+d30", s_dur); break;
4161 case 22: sprintf(p, " %s15+d21", s_delay); break;
4162 case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4163 case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
4165 case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
4167 case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4169 case 27: sprintf(p, " %s25+d30", s_dur); break;
4170 case 31: sprintf(p, " %s4+d4", s_dur); break;
4174 case 2: /* Nature */
4178 case 1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4180 case 1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4182 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4183 case 6: sprintf(p, " %s20+d20", s_dur); break;
4184 case 7: sprintf(p, " %s2d8", s_heal); break;
4185 case 9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
4186 case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
4187 case 12: sprintf(p, " %s6d8", s_dam); break;
4188 case 15: sprintf(p, " %s500", s_heal); break;
4189 case 17: sprintf(p, " %s20+d30", s_dur); break;
4190 case 18: sprintf(p, " %s20+d20", s_dur); break;
4192 case 24: sprintf(p, " Ⱦ·Â:10"); break;
4194 case 24: sprintf(p, " rad 10"); break;
4196 case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
4197 case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
4198 case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
4199 case 29: sprintf(p, " %s75", s_dam); break;
4200 case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
4207 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4208 case 2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4209 case 4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
4210 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4211 case 6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4212 case 7: sprintf(p, " %s%d", s_range, plev * 5); break;
4213 case 8: sprintf(p, " %s", s_random); break;
4214 case 9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
4215 case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
4216 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4217 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4218 case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
4219 case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
4220 case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
4221 case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
4222 case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
4224 case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4226 case 25: sprintf(p, " dam %d each", plev * 2); break;
4228 case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
4229 case 27: sprintf(p, " %s150 / 250", s_dam); break;
4230 case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
4231 case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
4232 case 31: sprintf(p, " %s3 * 175", s_dam); break;
4239 case 1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
4240 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4241 case 5: sprintf(p, " %s20+d20", s_dur); break;
4242 case 8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4243 case 9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4244 case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
4246 case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
4248 case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
4250 case 16: sprintf(p, " %s25+d25", s_dur); break;
4251 case 17: sprintf(p, " %s", s_random); break;
4252 case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
4253 case 19: sprintf(p, " %s25+d25", s_dur); break;
4254 case 21: sprintf(p, " %s3*100", s_dam); break;
4255 case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4256 case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
4257 case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4258 case 30: sprintf(p, " %s666", s_dam); break;
4259 case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
4266 case 0: sprintf(p, " %s10", s_range); break;
4267 case 2: sprintf(p, " %s", s_random); break;
4268 case 4: sprintf(p, " %s%d", s_range, plev * 4); break;
4269 case 5: sprintf(p, " %s25+d30", s_dur); break;
4271 case 8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
4273 case 8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4275 case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4276 case 14: sprintf(p, " %s15+d21", s_delay); break;
4277 case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
4279 case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4281 case 28: sprintf(p, " dam %d each", plev * 2); break;
4286 case 6: /* Arcane */
4289 case 0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
4290 case 4: sprintf(p, " %s10", s_range); break;
4291 case 5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
4292 case 7: sprintf(p, " %s2d8", s_heal); break;
4296 case 17: sprintf(p, " %s20+d20", s_dur); break;
4297 case 18: sprintf(p, " %s4d8", s_heal); break;
4298 case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
4299 case 21: sprintf(p, " %s6d8", s_dam); break;
4300 case 24: sprintf(p, " %s24+d24", s_dur); break;
4301 case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
4302 case 30: sprintf(p, " %s15+d21", s_delay); break;
4303 case 31: sprintf(p, " %s25+d30", s_dur); break;
4310 case 0: sprintf(p, " %s100+d100", s_dur); break;
4311 case 1: sprintf(p, " %s80+d80", s_dur); break;
4317 case 18: sprintf(p, " %s20+d20", s_dur); break;
4318 case 5: sprintf(p, " %s25+d25", s_dur); break;
4319 case 8: sprintf(p, " %s24+d24", s_dur); break;
4320 case 11: sprintf(p, " %s25+d25", s_dur); break;
4321 case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
4322 case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
4323 case 16: sprintf(p, " %s25+d30", s_dur); break;
4324 case 17: sprintf(p, " %s30+d20", s_dur); break;
4325 case 19: sprintf(p, " %s%d+d%d", s_dur, plev+20, plev); break;
4326 case 20: sprintf(p, " %s50+d50", s_dur); break;
4327 case 23: sprintf(p, " %s20+d20", s_dur); break;
4328 case 31: sprintf(p, " %s13+d13", s_dur); break;
4332 case 8: /* Daemon */
4335 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4336 case 2: sprintf(p, " %s12+d12", s_dur); break;
4337 case 3: sprintf(p, " %s20+d20", s_dur); break;
4338 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4339 case 7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4340 case 10: sprintf(p, " %s20+d20", s_dur); break;
4341 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4342 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4343 case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
4344 case 16: sprintf(p, " %s30+d25", s_dur); break;
4345 case 17: sprintf(p, " %s20+d20", s_dur); break;
4346 case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4347 case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
4348 case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4349 case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
4350 case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
4351 case 24: sprintf(p, " %s25+d25", s_dur); break;
4352 case 25: sprintf(p, " %s20+d20", s_dur); break;
4353 case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
4354 case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
4355 case 30: sprintf(p, " %s600", s_dam); break;
4356 case 31: sprintf(p, " %s15+d15", s_dur); break;
4360 case 15: /* Music */
4363 case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
4364 case 4 : sprintf(p, " %s2d6", s_heal); break;
4365 case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
4366 case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
4367 case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
4368 case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
4369 case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4370 case 28: sprintf(p, " %s15d10", s_heal); break;
4371 case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
4376 sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", realm);
4378 sprintf(p, "Unknown type: %d.", realm);
4385 * Print a list of spells (for browsing or casting or viewing)
4387 void print_spells(int target_spell, byte *spells, int num, int y, int x, int realm)
4389 int i, spell, shougou, increment = 64;
4401 if (((realm < 0) || (realm > MAX_REALM - 1)) && wizard)
4403 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
4405 msg_print("Warning! print_spells called with null realm");
4409 /* Title the list */
4411 if (realm+1 == REALM_HISSATSU)
4413 strcpy(buf," Lv MP");
4415 strcpy(buf," Lv SP");
4419 strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
4421 strcpy(buf,"Profic Lv SP Fail Effect");
4425 put_str("̾Á°", y, x + 5);
4426 put_str(buf, y, x + 29);
4428 put_str("Name", y, x + 5);
4429 put_str(buf, y, x + 29);
4432 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4433 else if ((realm + 1) == p_ptr->realm1) increment = 0;
4434 else if ((realm + 1) == p_ptr->realm2) increment = 32;
4436 /* Dump the spells */
4437 for (i = 0; i < num; i++)
4439 /* Access the spell */
4442 /* Access the spell */
4443 if (!is_magic(realm+1))
4445 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
4449 s_ptr = &mp_ptr->info[realm][spell];
4452 if (realm+1 == REALM_HISSATSU)
4453 shouhimana = s_ptr->smana;
4456 if (p_ptr->pclass == CLASS_SORCERER)
4457 shouhimana = s_ptr->smana*2200 + 2399;
4458 else if (p_ptr->pclass == CLASS_RED_MAGE)
4459 shouhimana = s_ptr->smana*2600 + 2399;
4460 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
4461 shouhimana = (s_ptr->smana*(3800-spell_exp[(spell+increment)])+2399);
4463 shouhimana = s_ptr->smana*3800+2399;
4466 else shouhimana *= 4;
4468 if(shouhimana < 1) shouhimana = 1;
4471 if ((increment == 64) || (s_ptr->slevel >= 99)) shougou = 0;
4472 else if (spell_exp[spell+increment]<900) shougou = 0;
4473 else if (spell_exp[spell+increment]<1200) shougou = 1;
4474 else if (spell_exp[spell+increment]<1400) shougou = 2;
4475 else if (spell_exp[spell+increment]<1600) shougou = 3;
4478 if (!increment && (shougou == 4)) max = TRUE;
4479 else if ((increment == 32) && (shougou == 3)) max = TRUE;
4480 else if (s_ptr->slevel >= 99) max = TRUE;
4481 else if (p_ptr->pclass == CLASS_RED_MAGE) max = TRUE;
4483 strncpy(ryakuji,shougou_moji[shougou],4);
4487 if (use_menu && target_spell)
4489 if (i == (target_spell-1))
4491 strcpy(out_val, " ¡Õ ");
4493 strcpy(out_val, " > ");
4496 strcpy(out_val, " ");
4498 else sprintf(out_val, " %c) ", I2A(i));
4499 /* Skip illegible spells */
4500 if (s_ptr->slevel >= 99)
4503 strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
4505 strcat(out_val, format("%-30s", "(illegible)"));
4508 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4512 /* XXX XXX Could label spells above the players level */
4514 /* Get extra info */
4515 spell_info(info, spell, realm);
4520 /* Assume spell is known and tried */
4521 line_attr = TERM_WHITE;
4523 /* Analyze the spell */
4524 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4526 if (s_ptr->slevel > p_ptr->max_plv)
4531 comment = " unknown";
4534 line_attr = TERM_L_BLUE;
4536 else if (s_ptr->slevel > p_ptr->lev)
4541 comment = " forgotten";
4544 line_attr = TERM_YELLOW;
4547 else if ((realm+1 != p_ptr->realm1) && (realm+1 != p_ptr->realm2))
4552 comment = " unknown";
4555 line_attr = TERM_L_BLUE;
4557 else if ((realm + 1 == p_ptr->realm1) ?
4558 ((spell_forgotten1 & (1L << spell))) :
4559 ((spell_forgotten2 & (1L << spell))))
4564 comment = " forgotten";
4567 line_attr = TERM_YELLOW;
4569 else if (!((realm + 1 == p_ptr->realm1) ?
4570 (spell_learned1 & (1L << spell)) :
4571 (spell_learned2 & (1L << spell))))
4576 comment = " unknown";
4579 line_attr = TERM_L_BLUE;
4581 else if (!((realm + 1 == p_ptr->realm1) ?
4582 (spell_worked1 & (1L << spell)) :
4583 (spell_worked2 & (1L << spell))))
4586 comment = " ̤·Ð¸³";
4588 comment = " untried";
4591 line_attr = TERM_L_GREEN;
4594 /* Dump the spell --(-- */
4595 if (realm+1 == REALM_HISSATSU)
4597 strcat(out_val, format("%-25s %2d %4d",
4598 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4599 s_ptr->slevel, shouhimana));
4603 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
4604 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4605 (max ? '!' : ' '), ryakuji,
4606 s_ptr->slevel, shouhimana, spell_chance(spell, realm), comment));
4608 c_prt(line_attr, out_val, y + i + 1, x);
4611 /* Clear the bottom line */
4612 prt("", y + i + 1, x);
4617 * Note that amulets, rods, and high-level spell books are immune
4618 * to "inventory damage" of any kind. Also sling ammo and shovels.
4623 * Does a given class of objects (usually) hate acid?
4624 * Note that acid can either melt or corrode something.
4626 bool hates_acid(object_type *o_ptr)
4628 /* Analyze the type */
4629 switch (o_ptr->tval)
4631 /* Wearable items */
4651 /* Staffs/Scrolls are wood/paper */
4664 /* Junk is useless */
4678 * Does a given object (usually) hate electricity?
4680 bool hates_elec(object_type *o_ptr)
4682 switch (o_ptr->tval)
4696 * Does a given object (usually) hate fire?
4697 * Hafted/Polearm weapons have wooden shafts.
4698 * Arrows/Bows are mostly wooden.
4700 bool hates_fire(object_type *o_ptr)
4702 /* Analyze the type */
4703 switch (o_ptr->tval)
4721 case TV_SORCERY_BOOK:
4722 case TV_NATURE_BOOK:
4726 case TV_ARCANE_BOOK:
4727 case TV_ENCHANT_BOOK:
4728 case TV_DAEMON_BOOK:
4730 case TV_HISSATSU_BOOK:
4741 /* Staffs/Scrolls burn */
4754 * Does a given object (usually) hate cold?
4756 bool hates_cold(object_type *o_ptr)
4758 switch (o_ptr->tval)
4775 int set_acid_destroy(object_type *o_ptr)
4778 if (!hates_acid(o_ptr)) return (FALSE);
4779 object_flags(o_ptr, &f1, &f2, &f3);
4780 if (f3 & TR3_IGNORE_ACID) return (FALSE);
4788 int set_elec_destroy(object_type *o_ptr)
4791 if (!hates_elec(o_ptr)) return (FALSE);
4792 object_flags(o_ptr, &f1, &f2, &f3);
4793 if (f3 & TR3_IGNORE_ELEC) return (FALSE);
4801 int set_fire_destroy(object_type *o_ptr)
4804 if (!hates_fire(o_ptr)) return (FALSE);
4805 object_flags(o_ptr, &f1, &f2, &f3);
4806 if (f3 & TR3_IGNORE_FIRE) return (FALSE);
4814 int set_cold_destroy(object_type *o_ptr)
4817 if (!hates_cold(o_ptr)) return (FALSE);
4818 object_flags(o_ptr, &f1, &f2, &f3);
4819 if (f3 & TR3_IGNORE_COLD) return (FALSE);
4825 * Destroys a type of item on a given percent chance
4826 * Note that missiles are no longer necessarily all destroyed
4827 * Destruction taken from "melee.c" code for "stealing".
4828 * New-style wands and rods handled correctly. -LM-
4829 * Returns number of items destroyed.
4831 int inven_damage(inven_func typ, int perc)
4835 char o_name[MAX_NLEN];
4837 /* Multishadow effects is determined by turn */
4838 if( p_ptr->multishadow && (turn & 1) )return 0;
4840 if (p_ptr->inside_arena) return 0;
4842 /* Count the casualties */
4845 /* Scan through the slots backwards */
4846 for (i = 0; i < INVEN_PACK; i++)
4848 o_ptr = &inventory[i];
4850 /* Skip non-objects */
4851 if (!o_ptr->k_idx) continue;
4853 /* Hack -- for now, skip artifacts */
4854 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
4856 /* Give this item slot a shot at death */
4859 /* Count the casualties */
4860 for (amt = j = 0; j < o_ptr->number; ++j)
4862 if (randint0(100) < perc) amt++;
4865 /* Some casualities */
4868 /* Get a description */
4869 object_desc(o_name, o_ptr, FALSE, 3);
4873 msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
4875 msg_format("%sour %s (%c) %s destroyed!",
4879 o_name, index_to_label(i),
4880 ((o_ptr->number > 1) ?
4881 ((amt == o_ptr->number) ? "Á´Éô" :
4882 (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
4884 ((o_ptr->number > 1) ?
4885 ((amt == o_ptr->number) ? "All of y" :
4886 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4887 o_name, index_to_label(i),
4888 ((amt > 1) ? "were" : "was"));
4892 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4893 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
4896 /* Potions smash open */
4897 if (object_is_potion(o_ptr))
4899 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
4902 /* Reduce the charges of rods/wands */
4903 reduce_charges(o_ptr, amt);
4905 /* Destroy "amt" items */
4906 inven_item_increase(i, -amt);
4907 inven_item_optimize(i);
4909 /* Count the casualties */
4915 /* Return the casualty count */
4921 * Acid has hit the player, attempt to affect some armor.
4923 * Note that the "base armor" of an object never changes.
4925 * If any armor is damaged (or resists), the player takes less damage.
4927 static int minus_ac(void)
4929 object_type *o_ptr = NULL;
4931 char o_name[MAX_NLEN];
4934 /* Pick a (possibly empty) inventory slot */
4935 switch (randint1(7))
4937 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4938 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4939 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4940 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4941 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4942 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4943 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4946 /* Nothing to damage */
4947 if (!o_ptr->k_idx) return (FALSE);
4949 if (o_ptr->tval < TV_BOOTS) return (FALSE);
4951 /* No damage left to be done */
4952 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4956 object_desc(o_name, o_ptr, FALSE, 0);
4958 /* Extract the flags */
4959 object_flags(o_ptr, &f1, &f2, &f3);
4961 /* Object resists */
4962 if (f3 & TR3_IGNORE_ACID)
4965 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
4967 msg_format("Your %s is unaffected!", o_name);
4976 msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
4978 msg_format("Your %s is damaged!", o_name);
4982 /* Damage the item */
4985 /* Calculate bonuses */
4986 p_ptr->update |= (PU_BONUS);
4989 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
4993 /* Item was damaged */
4999 * Hurt the player with Acid
5001 void acid_dam(int dam, cptr kb_str, int monspell)
5003 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5004 bool double_resist = (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5006 /* Total Immunity */
5007 if (p_ptr->immune_acid || (dam <= 0))
5009 learn_spell(monspell);
5013 /* Vulnerability (Ouch!) */
5014 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5015 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5017 /* Resist the damage */
5018 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
5019 if (double_resist) dam = (dam + 2) / 3;
5021 if ((!(double_resist || p_ptr->resist_acid)) &&
5022 one_in_(HURT_CHANCE))
5023 (void)do_dec_stat(A_CHR);
5025 /* If any armor gets hit, defend the player */
5026 if (minus_ac()) dam = (dam + 1) / 2;
5029 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5031 /* Inventory damage */
5032 if (!(double_resist && p_ptr->resist_acid))
5033 inven_damage(set_acid_destroy, inv);
5038 * Hurt the player with electricity
5040 void elec_dam(int dam, cptr kb_str, int monspell)
5042 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5043 bool double_resist = (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5045 /* Total immunity */
5046 if (p_ptr->immune_elec || (dam <= 0))
5048 learn_spell(monspell);
5052 /* Vulnerability (Ouch!) */
5053 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5054 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5055 if (p_ptr->prace == RACE_ANDROID) dam += dam / 3;
5057 /* Resist the damage */
5058 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
5059 if (double_resist) dam = (dam + 2) / 3;
5061 if ((!(double_resist || p_ptr->resist_elec)) &&
5062 one_in_(HURT_CHANCE))
5063 (void)do_dec_stat(A_DEX);
5066 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5068 /* Inventory damage */
5069 if (!(double_resist && p_ptr->resist_elec))
5070 inven_damage(set_elec_destroy, inv);
5075 * Hurt the player with Fire
5077 void fire_dam(int dam, cptr kb_str, int monspell)
5079 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5080 bool double_resist = (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5082 /* Totally immune */
5083 if (p_ptr->immune_fire || (dam <= 0))
5085 learn_spell(monspell);
5089 /* Vulnerability (Ouch!) */
5090 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5091 if (prace_is_(RACE_ENT)) dam += dam / 3;
5092 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5094 /* Resist the damage */
5095 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
5096 if (double_resist) dam = (dam + 2) / 3;
5098 if ((!(double_resist || p_ptr->resist_fire)) &&
5099 one_in_(HURT_CHANCE))
5100 (void)do_dec_stat(A_STR);
5103 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5105 /* Inventory damage */
5106 if (!(double_resist && p_ptr->resist_fire))
5107 inven_damage(set_fire_destroy, inv);
5112 * Hurt the player with Cold
5114 void cold_dam(int dam, cptr kb_str, int monspell)
5116 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5117 bool double_resist = (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5119 /* Total immunity */
5120 if (p_ptr->immune_cold || (dam <= 0))
5122 learn_spell(monspell);
5126 /* Vulnerability (Ouch!) */
5127 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5128 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5130 /* Resist the damage */
5131 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
5132 if (double_resist) dam = (dam + 2) / 3;
5134 if ((!(double_resist || p_ptr->resist_cold)) &&
5135 one_in_(HURT_CHANCE))
5136 (void)do_dec_stat(A_STR);
5139 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5141 /* Inventory damage */
5142 if (!(double_resist && p_ptr->resist_cold))
5143 inven_damage(set_cold_destroy, inv);
5147 bool rustproof(void)
5151 char o_name[MAX_NLEN];
5154 item_tester_no_ryoute = TRUE;
5155 /* Select a piece of armour */
5156 item_tester_hook = item_tester_hook_armour;
5160 q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
5161 s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5163 q = "Rustproof which piece of armour? ";
5164 s = "You have nothing to rustproof.";
5167 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
5169 /* Get the item (in the pack) */
5172 o_ptr = &inventory[item];
5175 /* Get the item (on the floor) */
5178 o_ptr = &o_list[0 - item];
5183 object_desc(o_name, o_ptr, FALSE, 0);
5185 o_ptr->art_flags3 |= TR3_IGNORE_ACID;
5187 if ((o_ptr->to_a < 0) && !cursed_p(o_ptr))
5190 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
5192 msg_format("%s %s look%s as good as new!",
5193 ((item >= 0) ? "Your" : "The"), o_name,
5194 ((o_ptr->number > 1) ? "" : "s"));
5201 msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
5203 msg_format("%s %s %s now protected against corrosion.",
5204 ((item >= 0) ? "Your" : "The"), o_name,
5205 ((o_ptr->number > 1) ? "are" : "is"));
5216 * Curse the players armor
5218 bool curse_armor(void)
5222 char o_name[MAX_NLEN];
5225 /* Curse the body armor */
5226 o_ptr = &inventory[INVEN_BODY];
5228 /* Nothing to curse */
5229 if (!o_ptr->k_idx) return (FALSE);
5233 object_desc(o_name, o_ptr, FALSE, 3);
5235 /* Attempt a saving throw for artifacts */
5236 if ((o_ptr->art_name || artifact_p(o_ptr)) && (randint0(100) < 50))
5240 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5241 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
5243 msg_format("A %s tries to %s, but your %s resists the effects!",
5244 "terrible black aura", "surround your armor", o_name);
5249 /* not artifact or failed save... */
5254 msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5256 msg_format("A terrible black aura blasts your %s!", o_name);
5259 chg_virtue(V_ENCHANT, -5);
5261 /* Blast the armor */
5263 o_ptr->name2 = EGO_BLASTED;
5264 o_ptr->to_a = 0 - randint1(5) - randint1(5);
5270 o_ptr->art_flags1 = 0;
5271 o_ptr->art_flags2 = 0;
5272 o_ptr->art_flags3 = 0;
5275 o_ptr->curse_flags = TRC_CURSED;
5278 o_ptr->ident |= (IDENT_BROKEN);
5280 /* Recalculate bonuses */
5281 p_ptr->update |= (PU_BONUS);
5283 /* Recalculate mana */
5284 p_ptr->update |= (PU_MANA);
5287 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5295 * Curse the players weapon
5297 bool curse_weapon(bool force, int slot)
5301 char o_name[MAX_NLEN];
5304 /* Curse the weapon */
5305 o_ptr = &inventory[slot];
5307 /* Nothing to curse */
5308 if (!o_ptr->k_idx) return (FALSE);
5312 object_desc(o_name, o_ptr, FALSE, 3);
5314 /* Attempt a saving throw */
5315 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 50) && !force)
5319 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5320 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
5322 msg_format("A %s tries to %s, but your %s resists the effects!",
5323 "terrible black aura", "surround your weapon", o_name);
5328 /* not artifact or failed save... */
5333 if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5335 if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
5338 chg_virtue(V_ENCHANT, -5);
5340 /* Shatter the weapon */
5342 o_ptr->name2 = EGO_SHATTERED;
5343 o_ptr->to_h = 0 - randint1(5) - randint1(5);
5344 o_ptr->to_d = 0 - randint1(5) - randint1(5);
5349 o_ptr->art_flags1 = 0;
5350 o_ptr->art_flags2 = 0;
5351 o_ptr->art_flags3 = 0;
5355 o_ptr->curse_flags = TRC_CURSED;
5358 o_ptr->ident |= (IDENT_BROKEN);
5360 /* Recalculate bonuses */
5361 p_ptr->update |= (PU_BONUS);
5363 /* Recalculate mana */
5364 p_ptr->update |= (PU_MANA);
5367 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5376 * Enchant some bolts
5378 bool brand_bolts(void)
5382 /* Use the first acceptable bolts */
5383 for (i = 0; i < INVEN_PACK; i++)
5385 object_type *o_ptr = &inventory[i];
5387 /* Skip non-bolts */
5388 if (o_ptr->tval != TV_BOLT) continue;
5390 /* Skip artifacts and ego-items */
5391 if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
5394 /* Skip cursed/broken items */
5395 if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
5398 if (randint0(100) < 75) continue;
5402 msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
5404 msg_print("Your bolts are covered in a fiery aura!");
5409 o_ptr->name2 = EGO_FLAME;
5412 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5419 if (flush_failure) flush();
5423 msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
5425 msg_print("The fiery enchantment failed.");
5435 * Helper function -- return a "nearby" race for polymorphing
5437 * Note that this function is one of the more "dangerous" ones...
5439 static s16b poly_r_idx(int r_idx)
5441 monster_race *r_ptr = &r_info[r_idx];
5443 int i, r, lev1, lev2;
5445 /* Hack -- Uniques/Questors never polymorph */
5446 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5447 (r_ptr->flags1 & RF1_QUESTOR))
5450 /* Allowable range of "levels" for resulting monster */
5451 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5452 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5454 /* Pick a (possibly new) non-unique race */
5455 for (i = 0; i < 1000; i++)
5457 /* Pick a new race, using a level calculation */
5458 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5460 /* Handle failure */
5466 /* Ignore unique monsters */
5467 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5469 /* Ignore monsters with incompatible levels */
5470 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5472 /* Use that index */
5484 bool polymorph_monster(int y, int x)
5486 cave_type *c_ptr = &cave[y][x];
5487 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5489 bool polymorphed = FALSE;
5491 int old_r_idx = m_ptr->r_idx;
5493 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5495 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG_KAGE)) return (FALSE);
5497 /* Get the monsters attitude */
5498 friendly = is_friendly(m_ptr);
5499 pet = is_pet(m_ptr);
5501 /* Pick a "new" monster race */
5502 new_r_idx = poly_r_idx(old_r_idx);
5504 /* Handle polymorph */
5505 if (new_r_idx != old_r_idx)
5507 /* "Kill" the "old" monster */
5508 delete_monster_idx(c_ptr->m_idx);
5510 /* Create a new monster (no groups) */
5511 if (place_monster_aux(y, x, new_r_idx, FALSE, FALSE, friendly, pet, FALSE, (bool)(m_ptr->mflag2 & MFLAG_NOPET)))
5518 monster_terrain_sensitive = FALSE;
5520 /* Placing the new monster failed */
5521 place_monster_aux(y, x, old_r_idx, FALSE, FALSE, friendly, pet, TRUE, (bool)(m_ptr->mflag2 & MFLAG_NOPET));
5523 monster_terrain_sensitive = TRUE;
5534 bool dimension_door(void)
5536 int plev = p_ptr->lev;
5539 if (!tgt_pt(&x, &y)) return FALSE;
5541 p_ptr->energy -= 60 - plev;
5543 if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
5544 (distance(y, x, py, px) > plev / 2 + 10) ||
5545 (!randint0(plev / 10 + 10)))
5547 if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
5549 msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
5551 msg_print("You fail to exit the astral plane correctly!");
5556 msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
5558 msg_print("You fail to exit the astral plane correctly!");
5561 p_ptr->energy -= 60 - plev;
5562 teleport_player((plev+2)*2);
5564 else teleport_player_to(y, x, TRUE);
5570 bool eat_magic(int power)
5572 object_type * o_ptr;
5575 int recharge_strength = 0;
5581 char o_name[MAX_NLEN];
5583 item_tester_hook = item_tester_hook_recharge;
5587 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
5588 s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5590 q = "Drain which item? ";
5591 s = "You have nothing to drain.";
5594 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5598 o_ptr = &inventory[item];
5602 o_ptr = &o_list[0 - item];
5605 k_ptr = &k_info[o_ptr->k_idx];
5606 lev = get_object_level(o_ptr);
5608 if (o_ptr->tval == TV_ROD)
5610 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5613 if (one_in_(recharge_strength))
5615 /* Activate the failure code. */
5620 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5623 msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
5625 msg_print("You can't absorb energy from a discharged rod.");
5632 o_ptr->timeout += k_ptr->pval;
5638 /* All staffs, wands. */
5639 recharge_strength = (100 + power - lev) / 15;
5642 if (recharge_strength < 0) recharge_strength = 0;
5645 if (one_in_(recharge_strength))
5647 /* Activate the failure code. */
5652 if (o_ptr->pval > 0)
5654 p_ptr->csp += lev / 2;
5657 /* XXX Hack -- unstack if necessary */
5658 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5663 /* Get local object */
5666 /* Obtain a local object */
5667 object_copy(q_ptr, o_ptr);
5669 /* Modify quantity */
5672 /* Restore the charges */
5675 /* Unstack the used item */
5677 p_ptr->total_weight -= q_ptr->weight;
5678 item = inven_carry(q_ptr);
5682 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
5684 msg_print("You unstack your staff.");
5692 msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
5694 msg_print("There's no energy there to absorb!");
5698 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5702 /* Inflict the penalties for failing a recharge. */
5705 /* Artifacts are never destroyed. */
5706 if (artifact_p(o_ptr))
5708 object_desc(o_name, o_ptr, TRUE, 0);
5710 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
5712 msg_format("The recharging backfires - %s is completely drained!", o_name);
5716 /* Artifact rods. */
5717 if (o_ptr->tval == TV_ROD)
5718 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5720 /* Artifact wands and staffs. */
5721 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5726 /* Get the object description */
5727 object_desc(o_name, o_ptr, FALSE, 0);
5729 /*** Determine Seriousness of Failure ***/
5731 /* Mages recharge objects more safely. */
5732 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)
5734 /* 10% chance to blow up one rod, otherwise draining. */
5735 if (o_ptr->tval == TV_ROD)
5737 if (one_in_(10)) fail_type = 2;
5740 /* 75% chance to blow up one wand, otherwise draining. */
5741 else if (o_ptr->tval == TV_WAND)
5743 if (!one_in_(3)) fail_type = 2;
5746 /* 50% chance to blow up one staff, otherwise no effect. */
5747 else if (o_ptr->tval == TV_STAFF)
5749 if (one_in_(2)) fail_type = 2;
5754 /* All other classes get no special favors. */
5757 /* 33% chance to blow up one rod, otherwise draining. */
5758 if (o_ptr->tval == TV_ROD)
5760 if (one_in_(3)) fail_type = 2;
5763 /* 20% chance of the entire stack, else destroy one wand. */
5764 else if (o_ptr->tval == TV_WAND)
5766 if (one_in_(5)) fail_type = 3;
5769 /* Blow up one staff. */
5770 else if (o_ptr->tval == TV_STAFF)
5776 /*** Apply draining and destruction. ***/
5778 /* Drain object or stack of objects. */
5781 if (o_ptr->tval == TV_ROD)
5784 msg_print("¥í¥Ã¥É¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤÏÁ´¤Æ¼º¤Ê¤ï¤ì¤¿¡£");
5786 msg_format("You save your rod from destruction, but all charges are lost.", o_name);
5789 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5791 else if (o_ptr->tval == TV_WAND)
5794 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
5796 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
5801 /* Staffs aren't drained. */
5804 /* Destroy an object or one in a stack of objects. */
5807 if (o_ptr->number > 1)
5810 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
5812 msg_format("Wild magic consumes one of your %s!", o_name);
5815 /* Reduce rod stack maximum timeout, drain wands. */
5816 if (o_ptr->tval == TV_ROD) o_ptr->timeout -= k_ptr->pval;
5817 if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5822 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
5824 msg_format("Wild magic consumes your %s!", o_name);
5827 /* Reduce and describe inventory */
5830 inven_item_increase(item, -1);
5831 inven_item_describe(item);
5832 inven_item_optimize(item);
5835 /* Reduce and describe floor item */
5838 floor_item_increase(0 - item, -1);
5839 floor_item_describe(0 - item);
5840 floor_item_optimize(0 - item);
5844 /* Destroy all members of a stack of objects. */
5847 if (o_ptr->number > 1)
5849 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
5851 msg_format("Wild magic consumes all your %s!", o_name);
5856 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
5858 msg_format("Wild magic consumes your %s!", o_name);
5863 /* Reduce and describe inventory */
5866 inven_item_increase(item, -999);
5867 inven_item_describe(item);
5868 inven_item_optimize(item);
5871 /* Reduce and describe floor item */
5874 floor_item_increase(0 - item, -999);
5875 floor_item_describe(0 - item);
5876 floor_item_optimize(0 - item);
5882 if (p_ptr->csp > p_ptr->msp)
5884 p_ptr->csp = p_ptr->msp;
5887 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5888 p_ptr->window |= (PW_INVEN);
5894 bool summon_kin_player(bool pet, int level, int y, int x, bool group)
5896 switch (p_ptr->mimic_form)
5899 switch (p_ptr->prace)
5903 case RACE_BARBARIAN:
5906 summon_kin_type = 'p';
5916 case RACE_MIND_FLAYER:
5919 summon_kin_type = 'h';
5922 summon_kin_type = 'o';
5924 case RACE_HALF_TROLL:
5925 summon_kin_type = 'T';
5927 case RACE_HALF_OGRE:
5928 summon_kin_type = 'O';
5930 case RACE_HALF_GIANT:
5931 case RACE_HALF_TITAN:
5933 summon_kin_type = 'P';
5936 summon_kin_type = 'y';
5939 summon_kin_type = 'K';
5942 summon_kin_type = 'k';
5945 if (one_in_(13)) summon_kin_type = 'U';
5946 else summon_kin_type = 'u';
5948 case RACE_DRACONIAN:
5949 summon_kin_type = 'd';
5953 summon_kin_type = 'g';
5956 if (one_in_(13)) summon_kin_type = 'L';
5957 else summon_kin_type = 's';
5960 summon_kin_type = 'z';
5963 summon_kin_type = 'V';
5966 summon_kin_type = 'G';
5969 summon_kin_type = 'I';
5972 summon_kin_type = '#';
5975 summon_kin_type = 'A';
5978 summon_kin_type = 'U';
5981 summon_kin_type = 'p';
5986 if (one_in_(13)) summon_kin_type = 'U';
5987 else summon_kin_type = 'u';
5989 case MIMIC_DEMON_LORD:
5990 summon_kin_type = 'U';
5993 summon_kin_type = 'V';
5996 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, group, FALSE, pet, FALSE, (bool)(!pet));