3 /* Purpose: Spell code (part 3) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
15 /* Maximum number of tries for teleporting */
18 /* 1/x chance of reducing stats (for elemental attacks) */
19 #define HURT_CHANCE 16
23 * Teleport a monster, normally up to "dis" grids away.
25 * Attempt to move the monster at least "dis/2" grids away.
27 * But allow variation to prevent infinite loops.
29 bool teleport_away(int m_idx, int dis, bool dec_valour)
31 int oy, ox, d, i, min;
37 monster_type *m_ptr = &m_list[m_idx];
41 if (!m_ptr->r_idx) return (FALSE);
43 /* Save the old location */
47 /* Minimum distance */
51 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
52 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
54 chg_virtue(V_VALOUR, -1);
62 /* Verify max distance */
63 if (dis > 200) dis = 200;
65 /* Try several locations */
66 for (i = 0; i < 500; i++)
68 /* Pick a (possibly illegal) location */
71 ny = rand_spread(oy, dis);
72 nx = rand_spread(ox, dis);
73 d = distance(oy, ox, ny, nx);
74 if ((d >= min) && (d <= dis)) break;
77 /* Ignore illegal locations */
78 if (!in_bounds(ny, nx)) continue;
80 /* Require "empty" floor space */
81 if (!cave_empty_bold(ny, nx)) continue;
83 /* Hack -- no teleport onto glyph of warding */
84 if (cave[ny][nx].feat == FEAT_GLYPH) continue;
85 if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) continue;
87 /* ...nor onto the Pattern */
88 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
89 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
91 /* No teleporting into vaults and such */
92 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
93 if (cave[ny][nx].info & CAVE_ICKY) continue;
95 /* This grid looks good */
102 /* Increase the maximum distance */
105 /* Decrease the minimum distance */
108 /* Stop after MAX_TRIES tries */
109 if (tries > MAX_TRIES) return (FALSE);
113 sound(SOUND_TPOTHER);
115 /* Update the new location */
116 cave[ny][nx].m_idx = m_idx;
118 /* Update the old location */
119 cave[oy][ox].m_idx = 0;
121 /* Move the monster */
125 /* Forget the counter target */
128 /* Update the monster (new location) */
129 update_mon(m_idx, TRUE);
131 /* Redraw the old grid */
134 /* Redraw the new grid */
143 * Teleport monster next to the player
145 void teleport_to_player(int m_idx, int power)
147 int ny, nx, oy, ox, d, i, min;
151 monster_type *m_ptr = &m_list[m_idx];
155 if (!m_ptr->r_idx) return;
158 if (randint1(100) > power) return;
164 /* Save the old location */
168 /* Minimum distance */
171 /* Look until done */
172 while (look && --attempts)
174 /* Verify max distance */
175 if (dis > 200) dis = 200;
177 /* Try several locations */
178 for (i = 0; i < 500; i++)
180 /* Pick a (possibly illegal) location */
183 ny = rand_spread(py, dis);
184 nx = rand_spread(px, dis);
185 d = distance(py, px, ny, nx);
186 if ((d >= min) && (d <= dis)) break;
189 /* Ignore illegal locations */
190 if (!in_bounds(ny, nx)) continue;
192 /* Require "empty" floor space */
193 if (!cave_empty_bold(ny, nx)) continue;
195 /* Hack -- no teleport onto glyph of warding */
196 if (cave[ny][nx].feat == FEAT_GLYPH) continue;
197 if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) continue;
199 /* ...nor onto the Pattern */
200 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
201 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
203 /* No teleporting into vaults and such */
204 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
206 /* This grid looks good */
213 /* Increase the maximum distance */
216 /* Decrease the minimum distance */
220 if (attempts < 1) return;
223 sound(SOUND_TPOTHER);
225 /* Update the new location */
226 cave[ny][nx].m_idx = m_idx;
228 /* Update the old location */
229 cave[oy][ox].m_idx = 0;
231 /* Move the monster */
235 /* Update the monster (new location) */
236 update_mon(m_idx, TRUE);
238 /* Redraw the old grid */
241 /* Redraw the new grid */
244 p_ptr->update |= (PU_MON_LITE);
249 * Teleport the player to a location up to "dis" grids away.
251 * If no such spaces are readily available, the distance may increase.
252 * Try very hard to move the player at least a quarter that distance.
254 * When long-range teleport effects are considered, there is a nasty
255 * tendency to "bounce" the player between two or three different spots
256 * because these are the only spots that are "far enough" way to satisfy
257 * the algorithm. Therefore, if the teleport distance is more than 50,
258 * we decrease the minimum acceptable distance to try to increase randomness.
261 void teleport_player(int dis)
263 int d, i, min, ox, oy;
266 int xx = -1, yy = -1;
274 if (p_ptr->wild_mode) return;
276 if (p_ptr->anti_tele)
279 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
281 msg_print("A mysterious force prevents you from teleporting!");
287 if (dis > 200) dis = 200; /* To be on the safe side... */
289 /* Minimum distance */
290 min = dis / (dis > 50 ? 3 : 2);
292 /* Look until done */
297 /* Verify max distance */
298 if (dis > 200) dis = 200;
300 /* Try several locations */
301 for (i = 0; i < 500; i++)
303 /* Pick a (possibly illegal) location */
306 y = rand_spread(py, dis);
307 x = rand_spread(px, dis);
308 d = distance(py, px, y, x);
309 if ((d >= min) && (d <= dis)) break;
312 /* Ignore illegal locations */
313 if (!in_bounds(y, x)) continue;
315 /* Require "naked" floor space or trees */
316 if (!(cave_naked_bold(y, x) ||
317 (cave[y][x].feat == FEAT_TREES))) continue;
319 /* No teleporting into vaults and such */
320 if (cave[y][x].info & CAVE_ICKY) continue;
322 /* This grid looks good */
329 /* Increase the maximum distance */
332 /* Decrease the minimum distance */
335 /* Stop after MAX_TRIES tries */
336 if (tries > MAX_TRIES) return;
340 sound(SOUND_TELEPORT);
343 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
344 msg_format("¡Ø¤³¤Ã¤Á¤À¤¡¡¢%s¡Ù", player_name);
347 /* Save the old location */
351 /* Move the player */
358 tmp = cave[py][px].m_idx;
359 cave[py][px].m_idx = cave[oy][ox].m_idx;
360 cave[oy][ox].m_idx = tmp;
361 m_list[p_ptr->riding].fy = py;
362 m_list[p_ptr->riding].fx = px;
363 update_mon(cave[py][px].m_idx, TRUE);
366 /* Redraw the old spot */
369 /* Monsters with teleport ability may follow the player */
376 if (xx == 0 && yy == 0)
382 if (cave[oy+yy][ox+xx].m_idx)
384 if ((r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags6 & RF6_TPORT) &&
385 !(r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags3 & RF3_RES_TELE))
387 * The latter limitation is to avoid
388 * totally unkillable suckers...
391 if (!(m_list[cave[oy+yy][ox+xx].m_idx].csleep))
392 teleport_to_player(cave[oy+yy][ox+xx].m_idx, r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].level);
403 /* Redraw the new spot */
406 /* Check for new panel (redraw map) */
410 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
412 /* Update the monsters */
413 p_ptr->update |= (PU_DISTANCE);
416 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
418 /* Handle stuff XXX XXX XXX */
425 * Teleport player to a grid near the given location
427 * This function is slightly obsessive about correctness.
428 * This function allows teleporting into vaults (!)
430 void teleport_player_to(int ny, int nx, bool no_tele)
432 int y, x, oy, ox, dis = 0, ctr = 0;
434 if (p_ptr->anti_tele && no_tele)
437 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
439 msg_print("A mysterious force prevents you from teleporting!");
445 /* Find a usable location */
448 /* Pick a nearby legal location */
451 y = rand_spread(ny, dis);
452 x = rand_spread(nx, dis);
453 if (in_bounds(y, x)) break;
456 /* Accept "naked" floor grids */
459 if (cave_naked_bold(y, x) || (((cave[y][x].feat == FEAT_DEEP_LAVA) || (cave[y][x].feat == FEAT_DEEP_WATER)) && !cave[y][x].m_idx)) break;
461 else if (cave_empty_bold(y, x) || ((y == py) && (x == px))) break;
463 /* Occasionally advance the distance */
464 if (++ctr > (4 * dis * dis + 4 * dis + 1))
472 sound(SOUND_TELEPORT);
474 /* Save the old location */
478 /* Move the player */
485 tmp = cave[py][px].m_idx;
486 cave[py][px].m_idx = cave[oy][ox].m_idx;
487 cave[oy][ox].m_idx = tmp;
488 m_list[p_ptr->riding].fy = py;
489 m_list[p_ptr->riding].fx = px;
490 update_mon(cave[py][px].m_idx, TRUE);
495 /* Redraw the old spot */
498 /* Redraw the new spot */
501 /* Check for new panel (redraw map) */
505 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
507 /* Update the monsters */
508 p_ptr->update |= (PU_DISTANCE);
511 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
513 /* Handle stuff XXX XXX XXX */
520 * Teleport the player one level up or down (random when legal)
522 void teleport_player_level(void)
524 /* No effect in arena or quest */
525 if (p_ptr->inside_arena || (p_ptr->inside_quest && !random_quest_number(dun_level)) ||
526 (quest_number(dun_level) && (dun_level > 1) && ironman_downward))
529 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
531 msg_print("There is no effect.");
537 if (p_ptr->anti_tele)
540 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
542 msg_print("A mysterious force prevents you from teleporting!");
548 if (ironman_downward || (dun_level <= d_info[dungeon_type].mindepth))
551 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
553 msg_print("You sink through the floor.");
557 dungeon_type = p_ptr->recall_dungeon;
562 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
564 if (autosave_l) do_cmd_save_game(TRUE);
568 dun_level = d_info[dungeon_type].mindepth;
576 p_ptr->leaving = TRUE;
578 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
581 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
583 msg_print("You rise up through the ceiling.");
587 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
589 if (autosave_l) do_cmd_save_game(TRUE);
593 if (!dun_level) dungeon_type = 0;
598 p_ptr->inside_quest = 0;
599 p_ptr->leaving = TRUE;
601 else if (randint0(100) < 50)
604 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
606 msg_print("You rise up through the ceiling.");
610 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
612 if (autosave_l) do_cmd_save_game(TRUE);
616 if (!dun_level) dungeon_type = 0;
619 p_ptr->leaving = TRUE;
624 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
626 msg_print("You sink through the floor.");
629 if (!dun_level) dungeon_type = p_ptr->recall_dungeon;
631 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
633 if (autosave_l) do_cmd_save_game(TRUE);
638 p_ptr->leaving = TRUE;
641 if (!dun_level && dungeon_type)
643 p_ptr->leaving_dungeon = TRUE;
644 p_ptr->wilderness_y = d_info[dungeon_type].dy;
645 p_ptr->wilderness_x = d_info[dungeon_type].dx;
646 p_ptr->recall_dungeon = dungeon_type;
649 if (!dun_level) dungeon_type = 0;
652 sound(SOUND_TPLEVEL);
657 static int choose_dungeon(cptr note)
663 /* Allocate the "dun" array */
664 C_MAKE(dun, max_d_idx, s16b);
667 for(i = 1; i < max_d_idx; i++)
672 if (!d_info[i].maxdepth) continue;
673 if (!max_dlv[i]) continue;
674 if (d_info[i].final_guardian)
676 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
678 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
681 sprintf(buf," %c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
683 sprintf(buf," %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
689 prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
691 prt(format("Which dungeon do you %s?: ", note), 0, 0);
698 /* Free the "dun" array */
699 C_KILL(dun, max_d_idx, s16b);
704 if (i >= 'a' && i <('a'+num))
706 select_dungeon = dun[i-'a'];
713 /* Free the "dun" array */
714 C_KILL(dun, max_d_idx, s16b);
716 return select_dungeon;
721 * Recall the player to town or dungeon
723 bool recall_player(int turns)
726 * TODO: Recall the player to the last
727 * visited town when in the wilderness
731 if (p_ptr->inside_arena || ironman_downward)
734 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
736 msg_print("Nothing happens.");
742 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
745 if (get_check("¤³¤³¤ÏºÇ¿¼Åþ㳬¤è¤êÀõ¤¤³¬¤Ç¤¹¡£¤³¤Î³¬¤ËÌá¤Ã¤ÆÍè¤Þ¤¹¤«¡© "))
747 if (get_check("Reset recall depth? "))
750 max_dlv[dungeon_type] = dun_level;
751 if (record_maxdeapth)
753 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤¤Ë");
755 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "when recall from dungeon");
760 if (!p_ptr->word_recall)
766 select_dungeon = choose_dungeon("¤Ëµ¢´Ô");
768 select_dungeon = choose_dungeon("recall");
770 if (!select_dungeon) return FALSE;
771 p_ptr->recall_dungeon = select_dungeon;
773 p_ptr->word_recall = turns;
775 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
777 msg_print("The air about you becomes charged...");
780 p_ptr->redraw |= (PR_STATUS);
784 p_ptr->word_recall = 0;
786 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
788 msg_print("A tension leaves the air around you...");
791 p_ptr->redraw |= (PR_STATUS);
797 bool word_of_recall(void)
799 return(recall_player(randint0(21) + 15));
803 bool reset_recall(void)
805 int select_dungeon, dummy = 0;
810 select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È");
812 select_dungeon = choose_dungeon("reset");
815 if (!select_dungeon) return FALSE;
818 sprintf(ppp, "²¿³¬¤Ë¥»¥Ã¥È¤·¤Þ¤¹¤« (%d-%d):", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
820 sprintf(ppp, "Reset to which level (%d-%d): ", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
825 sprintf(tmp_val, "%d", MAX(dun_level, 1));
827 /* Ask for a level */
828 if (get_string(ppp, tmp_val, 10))
830 /* Extract request */
831 dummy = atoi(tmp_val);
834 if (dummy < 1) dummy = 1;
837 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
838 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
840 max_dlv[select_dungeon] = dummy;
842 if (record_maxdeapth)
844 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
846 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "using a scroll of reset recall");
850 msg_format("%s¤Îµ¢´Ô¥ì¥Ù¥ë¤ò %d ³¬¤Ë¥»¥Ã¥È¡£", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
852 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
865 * Apply disenchantment to the player's stuff
867 * XXX XXX XXX This function is also called from the "melee" code
869 * Return "TRUE" if the player notices anything
871 bool apply_disenchant(int mode)
875 char o_name[MAX_NLEN];
876 int to_h, to_d, to_a, pval;
878 /* Pick a random slot */
881 case 1: t = INVEN_RARM; break;
882 case 2: t = INVEN_LARM; break;
883 case 3: t = INVEN_BOW; break;
884 case 4: t = INVEN_BODY; break;
885 case 5: t = INVEN_OUTER; break;
886 case 6: t = INVEN_HEAD; break;
887 case 7: t = INVEN_HANDS; break;
888 case 8: t = INVEN_FEET; break;
892 o_ptr = &inventory[t];
894 /* No item, nothing happens */
895 if (!o_ptr->k_idx) return (FALSE);
898 /* Nothing to disenchant */
899 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
901 /* Nothing to notice */
906 /* Describe the object */
907 object_desc(o_name, o_ptr, FALSE, 0);
910 /* Artifacts have 71% chance to resist */
911 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 71))
915 msg_format("%s(%c)¤ÏÎô²½¤òÄ·¤ÍÊÖ¤·¤¿¡ª",o_name, index_to_label(t) );
917 msg_format("Your %s (%c) resist%s disenchantment!",
918 o_name, index_to_label(t),
919 ((o_ptr->number != 1) ? "" : "s"));
928 /* Memorize old value */
934 /* Disenchant tohit */
935 if (o_ptr->to_h > 0) o_ptr->to_h--;
936 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
938 /* Disenchant todam */
939 if (o_ptr->to_d > 0) o_ptr->to_d--;
940 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
942 /* Disenchant toac */
943 if (o_ptr->to_a > 0) o_ptr->to_a--;
944 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
946 /* Disenchant pval (occasionally) */
947 /* Unless called from wild_magic() */
948 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
950 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
951 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
955 msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
956 o_name, index_to_label(t) );
958 msg_format("Your %s (%c) %s disenchanted!",
959 o_name, index_to_label(t),
960 ((o_ptr->number != 1) ? "were" : "was"));
963 chg_virtue(V_HARMONY, 1);
964 chg_virtue(V_ENCHANT, -2);
966 /* Recalculate bonuses */
967 p_ptr->update |= (PU_BONUS);
970 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
980 void mutate_player(void)
982 int max1, cur1, max2, cur2, ii, jj, i;
984 /* Pick a pair of stats */
986 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
988 max1 = p_ptr->stat_max[ii];
989 cur1 = p_ptr->stat_cur[ii];
990 max2 = p_ptr->stat_max[jj];
991 cur2 = p_ptr->stat_cur[jj];
993 p_ptr->stat_max[ii] = max2;
994 p_ptr->stat_cur[ii] = cur2;
995 p_ptr->stat_max[jj] = max1;
996 p_ptr->stat_cur[jj] = cur1;
1000 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1001 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1004 p_ptr->update |= (PU_BONUS);
1011 void apply_nexus(monster_type *m_ptr)
1013 switch (randint1(7))
1015 case 1: case 2: case 3:
1017 teleport_player(200);
1023 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
1029 if (randint0(100) < p_ptr->skill_sav)
1032 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1034 msg_print("You resist the effects!");
1040 /* Teleport Level */
1041 teleport_player_level();
1047 if (randint0(100) < p_ptr->skill_sav)
1050 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1052 msg_print("You resist the effects!");
1059 msg_print("ÂΤ¬¤Í¤¸¤ì»Ï¤á¤¿...");
1061 msg_print("Your body starts to scramble...");
1072 * Charge a lite (torch or latern)
1074 void phlogiston(void)
1077 object_type * o_ptr = &inventory[INVEN_LITE];
1080 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1082 max_flog = FUEL_LAMP;
1086 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1088 max_flog = FUEL_TORCH;
1091 /* No torch to refill */
1095 msg_print("dzÁǤò¾ÃÈñ¤¹¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Þ¤»¤ó¡£");
1097 msg_print("You are not wielding anything which uses phlogiston.");
1103 if (o_ptr->xtra4 >= max_flog)
1106 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¤³¤ì°Ê¾ådzÁǤòÊä½¼¤Ç¤¤Þ¤»¤ó¡£");
1108 msg_print("No more phlogiston can be put in this item.");
1115 o_ptr->xtra4 += (max_flog / 2);
1119 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ËdzÁǤòÊä½¼¤·¤¿¡£");
1121 msg_print("You add phlogiston to your light item.");
1126 if (o_ptr->xtra4 >= max_flog)
1128 o_ptr->xtra4 = max_flog;
1130 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ÏËþ¥¿¥ó¤Ë¤Ê¤Ã¤¿¡£");
1132 msg_print("Your light item is full.");
1137 /* Recalculate torch */
1138 p_ptr->update |= (PU_TORCH);
1142 static bool item_tester_hook_weapon_nobow(object_type *o_ptr)
1144 switch (o_ptr->tval)
1154 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
1162 * Brand the current weapon
1164 void brand_weapon(int brand_type)
1171 /* Assume enchant weapon */
1172 item_tester_hook = item_tester_hook_weapon_nobow;
1173 item_tester_no_ryoute = TRUE;
1177 q = "¤É¤ÎÉð´ï¤ò¶¯²½¤·¤Þ¤¹¤«? ";
1178 s = "¶¯²½¤Ç¤¤ëÉð´ï¤¬¤Ê¤¤¡£";
1180 q = "Enchant which weapon? ";
1181 s = "You have nothing to enchant.";
1184 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1186 /* Get the item (in the pack) */
1189 o_ptr = &inventory[item];
1192 /* Get the item (on the floor) */
1195 o_ptr = &o_list[0 - item];
1199 /* you can never modify artifacts / ego-items */
1200 /* you can never modify cursed items */
1201 /* TY: You _can_ modify broken items (if you're silly enough) */
1202 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
1203 !o_ptr->art_name && !cursed_p(o_ptr) &&
1204 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1205 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1206 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1210 /* Let's get the name before it is changed... */
1211 char o_name[MAX_NLEN];
1212 object_desc(o_name, o_ptr, FALSE, 0);
1217 if (o_ptr->tval == TV_SWORD)
1220 act = "¤Ï±Ô¤µ¤òÁý¤·¤¿¡ª";
1222 act = "becomes very sharp!";
1225 o_ptr->name2 = EGO_SHARPNESS;
1226 o_ptr->pval = m_bonus(5, dun_level) + 1;
1231 act = "¤ÏÇ˲õÎϤòÁý¤·¤¿¡ª";
1233 act = "seems very powerful.";
1236 o_ptr->name2 = EGO_EARTHQUAKES;
1237 o_ptr->pval = m_bonus(3, dun_level);
1242 act = "¤Ï¿Í´Ö¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1244 act = "seems looking for human!";
1247 o_ptr->name2 = EGO_SLAY_HUMAN;
1251 act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
1253 act = "coverd with lightning!";
1256 o_ptr->name2 = EGO_BRAND_ELEC;
1260 act = "¤Ï»À¤Ëʤ¤ï¤ì¤¿¡ª";
1262 act = "coated with acid!";
1265 o_ptr->name2 = EGO_BRAND_ACID;
1269 act = "¤Ï¼Ù°¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
1271 act = "seems looking for evil monster!";
1274 o_ptr->name2 = EGO_SLAY_EVIL;
1278 act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
1280 act = "seems looking for demon!";
1283 o_ptr->name2 = EGO_SLAY_DEMON;
1287 act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
1289 act = "seems looking for undead!";
1292 o_ptr->name2 = EGO_SLAY_UNDEAD;
1296 act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1298 act = "seems looking for animal!";
1301 o_ptr->name2 = EGO_SLAY_ANIMAL;
1305 act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1307 act = "seems looking for dragon!";
1310 o_ptr->name2 = EGO_SLAY_DRAGON;
1314 act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1316 act = "seems looking for troll!";
1319 o_ptr->name2 = EGO_SLAY_TROLL;
1323 act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1325 act = "seems looking for orc!";
1328 o_ptr->name2 = EGO_SLAY_ORC;
1332 act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1334 act = "seems looking for giant!";
1337 o_ptr->name2 = EGO_SLAY_GIANT;
1341 act = "¤ÏÈó¾ï¤ËÉÔ°ÂÄê¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡£";
1343 act = "seems very unstable now.";
1346 o_ptr->name2 = EGO_TRUMP;
1347 o_ptr->pval = randint1(2);
1351 act = "¤Ï·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1353 act = "thirsts for blood!";
1356 o_ptr->name2 = EGO_VAMPIRIC;
1360 act = "¤ÏÆǤËʤ¤ï¤ì¤¿¡£";
1362 act = "is coated with poison.";
1365 o_ptr->name2 = EGO_BRAND_POIS;
1369 act = "¤Ï½ã¥í¥°¥ë¥¹¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£";
1371 act = "is engulfed in raw Logrus!";
1374 o_ptr->name2 = EGO_CHAOTIC;
1378 act = "¤Ï±ê¤Î¥·¡¼¥ë¥É¤Ëʤ¤ï¤ì¤¿¡ª";
1380 act = "is covered in a fiery shield!";
1383 o_ptr->name2 = EGO_BRAND_FIRE;
1387 act = "¤Ï¿¼¤¯Î䤿¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿¡ª";
1389 act = "glows deep, icy blue!";
1392 o_ptr->name2 = EGO_BRAND_COLD;
1397 msg_format("¤¢¤Ê¤¿¤Î%s%s", o_name, act);
1399 msg_format("Your %s %s", o_name, act);
1403 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1405 o_ptr->discount = 99;
1406 chg_virtue(V_ENCHANT, 2);
1410 if (flush_failure) flush();
1413 msg_print("°ÀÉղä˼ºÇÔ¤·¤¿¡£");
1415 msg_print("The Branding failed.");
1418 chg_virtue(V_ENCHANT, -2);
1424 void call_the_(void)
1428 if (cave_floor_bold(py - 1, px - 1) &&
1429 cave_floor_bold(py - 1, px ) &&
1430 cave_floor_bold(py - 1, px + 1) &&
1431 cave_floor_bold(py , px - 1) &&
1432 cave_floor_bold(py , px + 1) &&
1433 cave_floor_bold(py + 1, px - 1) &&
1434 cave_floor_bold(py + 1, px ) &&
1435 cave_floor_bold(py + 1, px + 1))
1437 for (i = 1; i < 10; i++)
1439 if (i-5) fire_ball(GF_ROCKET, i, 175, 2);
1442 for (i = 1; i < 10; i++)
1444 if (i-5) fire_ball(GF_MANA, i, 175, 3);
1447 for (i = 1; i < 10; i++)
1449 if (i-5) fire_ball(GF_NUKE, i, 175, 4);
1455 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
1456 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
1457 msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
1459 msg_format("You %s the %s too close to a wall!",
1460 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1461 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1462 msg_print("There is a loud explosion!");
1466 if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), TRUE))
1468 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
1470 msg_print("The dungeon collapses...");
1475 msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
1477 msg_print("The dungeon trembles.");
1482 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
1484 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
1492 * Fetch an item (teleport it right underneath the caster)
1494 void fetch(int dir, int wgt, bool require_los)
1500 char o_name[MAX_NLEN];
1502 /* Check to see if an object is already there */
1503 if (cave[py][px].o_idx)
1506 msg_print("¼«Ê¬¤Î¤β¼¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡£");
1508 msg_print("You can't fetch when you're already standing on something.");
1515 if (dir == 5 && target_okay())
1520 if (distance(py, px, ty, tx) > MAX_RANGE)
1523 msg_print("¤½¤ó¤Ê¤Ë±ó¤¯¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡ª");
1525 msg_print("You can't fetch something that far away!");
1531 c_ptr = &cave[ty][tx];
1533 /* We need an item to fetch */
1537 msg_print("¤½¤³¤Ë¤Ï²¿¤â¤¢¤ê¤Þ¤»¤ó¡£");
1539 msg_print("There is no object at this place.");
1545 /* No fetching from vault */
1546 if (c_ptr->info & CAVE_ICKY)
1549 msg_print("¥¢¥¤¥Æ¥à¤¬¥³¥ó¥È¥í¡¼¥ë¤ò³°¤ì¤ÆÍî¤Á¤¿¡£");
1551 msg_print("The item slips from your control.");
1557 /* We need to see the item */
1558 if (require_los && !player_has_los_bold(ty, tx))
1561 msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
1563 msg_print("You have no direct line of sight to that location.");
1571 /* Use a direction */
1572 ty = py; /* Where to drop the item */
1580 c_ptr = &cave[ty][tx];
1582 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1583 !cave_floor_bold(ty, tx)) return;
1585 while (!c_ptr->o_idx);
1588 o_ptr = &o_list[c_ptr->o_idx];
1590 if (o_ptr->weight > wgt)
1592 /* Too heavy to 'fetch' */
1594 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï½Å²á¤®¤Þ¤¹¡£");
1596 msg_print("The object is too heavy.");
1603 c_ptr->o_idx = o_ptr->next_o_idx;
1604 cave[py][px].o_idx = i; /* 'move' it */
1605 o_ptr->next_o_idx = 0;
1606 o_ptr->iy = (byte)py;
1607 o_ptr->ix = (byte)px;
1609 object_desc(o_name, o_ptr, TRUE, 0);
1611 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
1613 msg_format("%^s flies through the air to your feet.", o_name);
1618 p_ptr->redraw |= PR_MAP;
1622 void alter_reality(void)
1624 if (!quest_number(dun_level) && dun_level)
1627 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
1629 msg_print("The world changes!");
1633 if (autosave_l) do_cmd_save_game(TRUE);
1636 p_ptr->leaving = TRUE;
1641 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
1643 msg_print("The world seems to change for a moment!");
1651 * Leave a "glyph of warding" which prevents monster movement
1653 bool warding_glyph(void)
1656 if (!cave_clean_bold(py, px))
1659 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1661 msg_print("The object resists the spell.");
1667 /* Create a glyph */
1668 cave_set_feat(py, px, FEAT_GLYPH);
1673 bool warding_mirror(void)
1676 if (!cave_clean_bold(py, px))
1679 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1681 msg_print("The object resists the spell.");
1687 /* Create a glyph */
1688 cave_set_feat(py, px, FEAT_MIRROR);
1697 * Leave an "explosive rune" which prevents monster movement
1699 bool explosive_rune(void)
1702 if (!cave_clean_bold(py, px))
1705 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1707 msg_print("The object resists the spell.");
1713 /* Create a glyph */
1714 cave_set_feat(py, px, FEAT_MINOR_GLYPH);
1721 * Identify everything being carried.
1722 * Done by a potion of "self knowledge".
1724 void identify_pack(void)
1728 /* Simply identify and know every item */
1729 for (i = 0; i < INVEN_TOTAL; i++)
1731 object_type *o_ptr = &inventory[i];
1733 /* Skip non-objects */
1734 if (!o_ptr->k_idx) continue;
1737 identify_item(o_ptr);
1743 * Used by the "enchant" function (chance of failure)
1744 * (modified for Zangband, we need better stuff there...) -- TY
1746 static int enchant_table[16] =
1748 0, 10, 50, 100, 200,
1749 300, 400, 500, 650, 800,
1750 950, 987, 993, 995, 998,
1756 * Removes curses from items in inventory
1758 * Note that Items which are "Perma-Cursed" (The One Ring,
1759 * The Crown of Morgoth) can NEVER be uncursed.
1761 * Note that if "all" is FALSE, then Items which are
1762 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1763 * will not be uncursed.
1765 static int remove_curse_aux(int all)
1769 /* Attempt to uncurse items being worn */
1770 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1772 object_type *o_ptr = &inventory[i];
1774 /* Skip non-objects */
1775 if (!o_ptr->k_idx) continue;
1777 /* Uncursed already */
1778 if (!cursed_p(o_ptr)) continue;
1780 /* Heavily Cursed Items need a special spell */
1781 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
1783 /* Perma-Cursed Items can NEVER be uncursed */
1784 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1787 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
1792 o_ptr->curse_flags = 0L;
1794 /* Hack -- Assume felt */
1795 o_ptr->ident |= (IDENT_SENSE);
1798 o_ptr->feeling = FEEL_NONE;
1800 /* Recalculate the bonuses */
1801 p_ptr->update |= (PU_BONUS);
1804 p_ptr->window |= (PW_EQUIP);
1806 /* Count the uncursings */
1810 /* Return "something uncursed" */
1816 * Remove most curses
1818 bool remove_curse(void)
1820 return (remove_curse_aux(FALSE));
1826 bool remove_all_curse(void)
1828 return (remove_curse_aux(TRUE));
1833 * Turns an object into gold, gain some of its value in a shop
1842 char o_name[MAX_NLEN];
1843 char out_val[MAX_NLEN+40];
1847 /* Hack -- force destruction */
1848 if (command_arg > 0) force = TRUE;
1852 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
1853 s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1855 q = "Turn which item to gold? ";
1856 s = "You have nothing to turn to gold.";
1859 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1861 /* Get the item (in the pack) */
1864 o_ptr = &inventory[item];
1867 /* Get the item (on the floor) */
1870 o_ptr = &o_list[0 - item];
1874 /* See how many items */
1875 if (o_ptr->number > 1)
1877 /* Get a quantity */
1878 amt = get_quantity(NULL, o_ptr->number);
1880 /* Allow user abort */
1881 if (amt <= 0) return FALSE;
1885 /* Describe the object */
1886 old_number = o_ptr->number;
1887 o_ptr->number = amt;
1888 object_desc(o_name, o_ptr, TRUE, 3);
1889 o_ptr->number = old_number;
1891 /* Verify unless quantity given */
1894 if (confirm_destroy || (object_value(o_ptr) > 0))
1896 /* Make a verification */
1898 sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
1900 sprintf(out_val, "Really turn %s to gold? ", o_name);
1903 if (!get_check(out_val)) return FALSE;
1907 /* Artifacts cannot be destroyed */
1908 if (!can_player_destroy_object(o_ptr))
1912 msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
1914 msg_format("You fail to turn %s to gold!", o_name);
1921 price = object_value_real(o_ptr);
1927 msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
1929 msg_format("You turn %s to fool's gold.", o_name);
1937 if (amt > 1) price *= amt;
1939 if (price > 30000) price = 30000;
1941 msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
1943 msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
1949 p_ptr->redraw |= (PR_GOLD);
1952 p_ptr->window |= (PW_PLAYER);
1956 /* Eliminate the item (from the pack) */
1959 inven_item_increase(item, -amt);
1960 inven_item_describe(item);
1961 inven_item_optimize(item);
1964 /* Eliminate the item (from the floor) */
1967 floor_item_increase(0 - item, -amt);
1968 floor_item_describe(0 - item);
1969 floor_item_optimize(0 - item);
1977 * Create stairs at the player location
1979 void stair_creation(void)
1982 if (!cave_valid_bold(py, px))
1985 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1987 msg_print("The object resists the spell.");
1994 delete_object(py, px);
1996 /* Create a staircase */
1997 if (p_ptr->inside_arena || (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || p_ptr->inside_battle || !dun_level)
1999 /* arena or quest */
2001 msg_print("¸ú²Ì¤¬¤¢¤ê¤Þ¤»¤ó¡ª");
2003 msg_print("There is no effect!");
2007 else if (ironman_downward)
2009 /* Town/wilderness or Ironman */
2010 cave_set_feat(py, px, FEAT_MORE);
2012 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
2015 cave_set_feat(py, px, FEAT_LESS);
2017 else if (randint0(100) < 50)
2019 cave_set_feat(py, px, FEAT_MORE);
2023 cave_set_feat(py, px, FEAT_LESS);
2029 * Hook to specify "weapon"
2031 bool item_tester_hook_weapon(object_type *o_ptr)
2033 switch (o_ptr->tval)
2047 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2054 static bool item_tester_hook_weapon2(object_type *o_ptr)
2056 switch (o_ptr->tval)
2076 * Hook to specify "armour"
2078 bool item_tester_hook_armour(object_type *o_ptr)
2080 switch (o_ptr->tval)
2100 static bool item_tester_hook_corpse(object_type *o_ptr)
2102 switch (o_ptr->tval)
2115 * Check if an object is weapon or armour (but not arrow, bolt, or shot)
2117 bool item_tester_hook_weapon_armour(object_type *o_ptr)
2119 switch (o_ptr->tval)
2148 * Check if an object is nameless weapon or armour
2150 static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2152 if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
2155 switch (o_ptr->tval)
2184 * Break the curse of an item
2186 static void break_curse(object_type *o_ptr)
2188 if (cursed_p(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2191 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
2193 msg_print("The curse is broken!");
2196 o_ptr->curse_flags = 0L;
2198 o_ptr->ident |= (IDENT_SENSE);
2200 o_ptr->feeling = FEEL_NONE;
2206 * Enchants a plus onto an item. -RAK-
2208 * Revamped! Now takes item pointer, number of times to try enchanting,
2209 * and a flag of what to try enchanting. Artifacts resist enchantment
2210 * some of the time, and successful enchantment to at least +0 might
2211 * break a curse on the item. -CFT-
2213 * Note that an item can technically be enchanted all the way to +15 if
2214 * you wait a very, very, long time. Going from +9 to +10 only works
2215 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2217 * Note that this function can now be used on "piles" of items, and
2218 * the larger the pile, the lower the chance of success.
2220 bool enchant(object_type *o_ptr, int n, int eflag)
2222 int i, chance, prob;
2224 bool a = (artifact_p(o_ptr) || o_ptr->art_name);
2225 bool force = (eflag & ENCH_FORCE);
2228 /* Large piles resist enchantment */
2229 prob = o_ptr->number * 100;
2231 /* Missiles are easy to enchant */
2232 if ((o_ptr->tval == TV_BOLT) ||
2233 (o_ptr->tval == TV_ARROW) ||
2234 (o_ptr->tval == TV_SHOT))
2240 for (i = 0; i < n; i++)
2242 /* Hack -- Roll for pile resistance */
2243 if (!force && randint0(prob) >= 100) continue;
2245 /* Enchant to hit */
2246 if (eflag & ENCH_TOHIT)
2248 if (o_ptr->to_h < 0) chance = 0;
2249 else if (o_ptr->to_h > 15) chance = 1000;
2250 else chance = enchant_table[o_ptr->to_h];
2252 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2257 /* only when you get it above -1 -CFT */
2258 if (o_ptr->to_h >= 0)
2263 /* Enchant to damage */
2264 if (eflag & ENCH_TODAM)
2266 if (o_ptr->to_d < 0) chance = 0;
2267 else if (o_ptr->to_d > 15) chance = 1000;
2268 else chance = enchant_table[o_ptr->to_d];
2270 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2275 /* only when you get it above -1 -CFT */
2276 if (o_ptr->to_d >= 0)
2281 /* Enchant to armor class */
2282 if (eflag & ENCH_TOAC)
2284 if (o_ptr->to_a < 0) chance = 0;
2285 else if (o_ptr->to_a > 15) chance = 1000;
2286 else chance = enchant_table[o_ptr->to_a];
2288 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2293 /* only when you get it above -1 -CFT */
2294 if (o_ptr->to_a >= 0)
2301 if (!res) return (FALSE);
2303 /* Recalculate bonuses */
2304 p_ptr->update |= (PU_BONUS);
2306 /* Combine / Reorder the pack (later) */
2307 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2310 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2321 * Enchant an item (in the inventory or on the floor)
2322 * Note that "num_ac" requires armour, else weapon
2323 * Returns TRUE if attempted, FALSE if cancelled
2325 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2330 char o_name[MAX_NLEN];
2334 /* Assume enchant weapon */
2335 item_tester_hook = item_tester_hook_weapon;
2336 item_tester_no_ryoute = TRUE;
2338 /* Enchant armor if requested */
2339 if (num_ac) item_tester_hook = item_tester_hook_armour;
2343 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2344 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2346 q = "Enchant which item? ";
2347 s = "You have nothing to enchant.";
2350 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2352 /* Get the item (in the pack) */
2355 o_ptr = &inventory[item];
2358 /* Get the item (on the floor) */
2361 o_ptr = &o_list[0 - item];
2366 object_desc(o_name, o_ptr, FALSE, 0);
2370 msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
2373 msg_format("%s %s glow%s brightly!",
2374 ((item >= 0) ? "Your" : "The"), o_name,
2375 ((o_ptr->number > 1) ? "" : "s"));
2380 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2381 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2382 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2388 if (flush_failure) flush();
2392 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2394 msg_print("The enchantment failed.");
2397 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2400 chg_virtue(V_ENCHANT, 1);
2404 /* Something happened */
2409 bool artifact_scroll(void)
2414 char o_name[MAX_NLEN];
2418 item_tester_no_ryoute = TRUE;
2419 /* Enchant weapon/armour */
2420 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2424 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2425 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2427 q = "Enchant which item? ";
2428 s = "You have nothing to enchant.";
2431 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2433 /* Get the item (in the pack) */
2436 o_ptr = &inventory[item];
2439 /* Get the item (on the floor) */
2442 o_ptr = &o_list[0 - item];
2447 object_desc(o_name, o_ptr, FALSE, 0);
2451 msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
2453 msg_format("%s %s radiate%s a blinding light!",
2454 ((item >= 0) ? "Your" : "The"), o_name,
2455 ((o_ptr->number > 1) ? "" : "s"));
2458 if (o_ptr->name1 || o_ptr->art_name)
2461 msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2464 msg_format("The %s %s already %s!",
2465 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2466 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2472 else if (o_ptr->name2)
2475 msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2478 msg_format("The %s %s already %s!",
2479 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2480 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2486 else if (o_ptr->xtra3)
2489 msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª",
2492 msg_format("The %s %s already %s!",
2493 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2494 ((o_ptr->number > 1) ? "kaji items" : "an kaji item"));
2500 if (o_ptr->number > 1)
2503 msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
2504 msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
2506 msg_print("Not enough enough energy to enchant more than one object!");
2507 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2512 inven_item_increase(item, 1-(o_ptr->number));
2516 floor_item_increase(0-item, 1-(o_ptr->number));
2519 okay = create_artifact(o_ptr, TRUE);
2526 if (flush_failure) flush();
2530 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2532 msg_print("The enchantment failed.");
2535 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2538 chg_virtue(V_ENCHANT, 1);
2542 /* Something happened */
2548 * Identify an object
2550 bool identify_item(object_type *o_ptr)
2552 bool old_known = FALSE;
2553 char o_name[MAX_NLEN];
2556 object_desc(o_name, o_ptr, TRUE, 3);
2558 if (o_ptr->ident & IDENT_KNOWN)
2561 if (!(o_ptr->ident & (IDENT_MENTAL)))
2563 if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
2564 chg_virtue(V_KNOWLEDGE, 1);
2567 /* Identify it fully */
2568 object_aware(o_ptr);
2569 object_known(o_ptr);
2571 /* Recalculate bonuses */
2572 p_ptr->update |= (PU_BONUS);
2574 /* Combine / Reorder the pack (later) */
2575 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2578 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2580 strcpy(record_o_name, o_name);
2584 object_desc(o_name, o_ptr, TRUE, 0);
2586 if(record_fix_art && !old_known && artifact_p(o_ptr))
2587 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2588 if(record_rand_art && !old_known && o_ptr->art_name)
2589 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2595 static bool item_tester_hook_identify(object_type *o_ptr)
2597 return (bool)!object_known_p(o_ptr);
2600 static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2602 if (object_known_p(o_ptr))
2604 return item_tester_hook_weapon_armour(o_ptr);
2608 * Identify an object in the inventory (or on the floor)
2609 * This routine does *not* automatically combine objects.
2610 * Returns TRUE if something was identified, else FALSE.
2612 bool ident_spell(bool only_equip, bool wait_optimize)
2616 char o_name[MAX_NLEN];
2621 item_tester_no_ryoute = TRUE;
2624 item_tester_hook = item_tester_hook_identify_weapon_armour;
2626 item_tester_hook = item_tester_hook_identify;
2628 if (!can_get_item())
2632 item_tester_hook = item_tester_hook_weapon_armour;
2636 item_tester_hook = NULL;
2642 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2643 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2645 q = "Identify which item? ";
2646 s = "You have nothing to identify.";
2649 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2651 /* Get the item (in the pack) */
2654 o_ptr = &inventory[item];
2657 /* Get the item (on the floor) */
2660 o_ptr = &o_list[0 - item];
2664 old_known = identify_item(o_ptr);
2667 object_desc(o_name, o_ptr, TRUE, 3);
2670 if (item >= INVEN_RARM)
2673 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
2675 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
2681 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
2683 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
2689 msg_format("¾²¾å: %s¡£", o_name);
2691 msg_format("On the ground: %s.", o_name);
2695 /* Auto-inscription/destroy */
2696 idx = is_autopick(o_ptr);
2697 auto_inscribe_item(item, idx);
2698 if (!old_known) auto_destroy_item(item, idx, wait_optimize);
2700 /* Something happened */
2706 * Mundanify an object in the inventory (or on the floor)
2707 * This routine does *not* automatically combine objects.
2708 * Returns TRUE if something was mundanified, else FALSE.
2710 bool mundane_spell(bool only_equip)
2716 if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
2717 item_tester_no_ryoute = TRUE;
2721 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
2722 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2724 q = "Use which item? ";
2725 s = "You have nothing you can use.";
2728 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2730 /* Get the item (in the pack) */
2733 o_ptr = &inventory[item];
2736 /* Get the item (on the floor) */
2739 o_ptr = &o_list[0 - item];
2744 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2746 msg_print("There is a bright flash of light!");
2749 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2750 byte ix = o_ptr->ix; /* X-position on map, or zero */
2751 s16b next_o_idx= o_ptr->next_o_idx; /* Next object in stack (if any) */
2752 byte marked=o_ptr->marked; /* Object is marked */
2753 s16b weight = (o_ptr->number*o_ptr->weight);
2756 object_prep(o_ptr, o_ptr->k_idx);
2760 o_ptr->next_o_idx=next_o_idx;
2761 o_ptr->marked=marked;
2762 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2766 /* Something happened */
2772 static bool item_tester_hook_identify_fully(object_type *o_ptr)
2774 return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
2777 static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
2779 if (!item_tester_hook_identify_fully(o_ptr))
2781 return item_tester_hook_weapon_armour(o_ptr);
2785 * Fully "identify" an object in the inventory -BEN-
2786 * This routine returns TRUE if an item was identified.
2788 bool identify_fully(bool only_equip, bool wait_optimize)
2792 char o_name[MAX_NLEN];
2797 item_tester_no_ryoute = TRUE;
2799 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2801 item_tester_hook = item_tester_hook_identify_fully;
2803 if (!can_get_item())
2806 item_tester_hook = item_tester_hook_weapon_armour;
2808 item_tester_hook = NULL;
2813 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2814 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2816 q = "Identify which item? ";
2817 s = "You have nothing to identify.";
2820 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2822 /* Get the item (in the pack) */
2825 o_ptr = &inventory[item];
2828 /* Get the item (on the floor) */
2831 o_ptr = &o_list[0 - item];
2835 old_known = identify_item(o_ptr);
2837 /* Mark the item as fully known */
2838 o_ptr->ident |= (IDENT_MENTAL);
2844 object_desc(o_name, o_ptr, TRUE, 3);
2847 if (item >= INVEN_RARM)
2850 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
2852 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
2860 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
2862 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
2868 msg_format("¾²¾å: %s¡£", o_name);
2870 msg_format("On the ground: %s.", o_name);
2874 /* Describe it fully */
2875 (void)identify_fully_aux(o_ptr);
2877 /* Auto-inscription/destroy */
2878 idx = is_autopick(o_ptr);
2879 auto_inscribe_item(item, idx);
2880 if (!old_known) auto_destroy_item(item, idx, wait_optimize);
2890 * Hook for "get_item()". Determine if something is rechargable.
2892 bool item_tester_hook_recharge(object_type *o_ptr)
2894 /* Recharge staffs */
2895 if (o_ptr->tval == TV_STAFF) return (TRUE);
2897 /* Recharge wands */
2898 if (o_ptr->tval == TV_WAND) return (TRUE);
2900 /* Hack -- Recharge rods */
2901 if (o_ptr->tval == TV_ROD) return (TRUE);
2909 * Recharge a wand/staff/rod from the pack or on the floor.
2910 * This function has been rewritten in Oangband and ZAngband.
2912 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2913 * Chaos -- Arcane Binding --> recharge(90)
2915 * Scroll of recharging --> recharge(130)
2916 * Artifact activation/Thingol --> recharge(130)
2918 * It is harder to recharge high level, and highly charged wands,
2919 * staffs, and rods. The more wands in a stack, the more easily and
2920 * strongly they recharge. Staffs, however, each get fewer charges if
2923 * XXX XXX XXX Beware of "sliding index errors".
2925 bool recharge(int power)
2928 int recharge_strength, recharge_amount;
2937 char o_name[MAX_NLEN];
2939 /* Only accept legal items */
2940 item_tester_hook = item_tester_hook_recharge;
2944 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
2945 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2947 q = "Recharge which item? ";
2948 s = "You have nothing to recharge.";
2951 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2953 /* Get the item (in the pack) */
2956 o_ptr = &inventory[item];
2959 /* Get the item (on the floor) */
2962 o_ptr = &o_list[0 - item];
2965 /* Get the object kind. */
2966 k_ptr = &k_info[o_ptr->k_idx];
2968 /* Extract the object "level" */
2969 lev = get_object_level(o_ptr);
2972 /* Recharge a rod */
2973 if (o_ptr->tval == TV_ROD)
2975 /* Extract a recharge strength by comparing object level to power. */
2976 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2980 if (one_in_(recharge_strength))
2982 /* Activate the failure code. */
2989 /* Recharge amount */
2990 recharge_amount = (power * damroll(3, 2));
2992 /* Recharge by that amount */
2993 if (o_ptr->timeout > recharge_amount)
2994 o_ptr->timeout -= recharge_amount;
3001 /* Recharge wand/staff */
3004 /* Extract a recharge strength by comparing object level to power.
3005 * Divide up a stack of wands' charges to calculate charge penalty.
3007 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3008 recharge_strength = (100 + power - lev -
3009 (8 * o_ptr->pval / o_ptr->number)) / 15;
3011 /* All staffs, unstacked wands. */
3012 else recharge_strength = (100 + power - lev -
3013 (8 * o_ptr->pval)) / 15;
3016 if (recharge_strength < 0) recharge_strength = 0;
3019 if (one_in_(recharge_strength))
3021 /* Activate the failure code. */
3025 /* If the spell didn't backfire, recharge the wand or staff. */
3028 /* Recharge based on the standard number of charges. */
3029 recharge_amount = randint1(1 + k_ptr->pval / 2);
3031 /* Multiple wands in a stack increase recharging somewhat. */
3032 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3035 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
3036 if (recharge_amount < 1) recharge_amount = 1;
3037 if (recharge_amount > 12) recharge_amount = 12;
3040 /* But each staff in a stack gets fewer additional charges,
3041 * although always at least one.
3043 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
3045 recharge_amount /= o_ptr->number;
3046 if (recharge_amount < 1) recharge_amount = 1;
3049 /* Recharge the wand or staff. */
3050 o_ptr->pval += recharge_amount;
3053 /* Hack -- we no longer "know" the item */
3054 o_ptr->ident &= ~(IDENT_KNOWN);
3056 /* Hack -- we no longer think the item is empty */
3057 o_ptr->ident &= ~(IDENT_EMPTY);
3062 /* Inflict the penalties for failing a recharge. */
3065 /* Artifacts are never destroyed. */
3066 if (artifact_p(o_ptr))
3068 object_desc(o_name, o_ptr, TRUE, 0);
3070 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
3072 msg_format("The recharging backfires - %s is completely drained!", o_name);
3076 /* Artifact rods. */
3077 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3078 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3080 /* Artifact wands and staffs. */
3081 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3086 /* Get the object description */
3087 object_desc(o_name, o_ptr, FALSE, 0);
3089 /*** Determine Seriousness of Failure ***/
3091 /* Mages recharge objects more safely. */
3092 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)
3094 /* 10% chance to blow up one rod, otherwise draining. */
3095 if (o_ptr->tval == TV_ROD)
3097 if (one_in_(10)) fail_type = 2;
3100 /* 75% chance to blow up one wand, otherwise draining. */
3101 else if (o_ptr->tval == TV_WAND)
3103 if (!one_in_(3)) fail_type = 2;
3106 /* 50% chance to blow up one staff, otherwise no effect. */
3107 else if (o_ptr->tval == TV_STAFF)
3109 if (one_in_(2)) fail_type = 2;
3114 /* All other classes get no special favors. */
3117 /* 33% chance to blow up one rod, otherwise draining. */
3118 if (o_ptr->tval == TV_ROD)
3120 if (one_in_(3)) fail_type = 2;
3123 /* 20% chance of the entire stack, else destroy one wand. */
3124 else if (o_ptr->tval == TV_WAND)
3126 if (one_in_(5)) fail_type = 3;
3129 /* Blow up one staff. */
3130 else if (o_ptr->tval == TV_STAFF)
3136 /*** Apply draining and destruction. ***/
3138 /* Drain object or stack of objects. */
3141 if (o_ptr->tval == TV_ROD)
3144 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
3146 msg_print("The recharge backfires, draining the rod further!");
3149 if (o_ptr->timeout < 10000)
3150 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3152 else if (o_ptr->tval == TV_WAND)
3155 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
3157 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
3162 /* Staffs aren't drained. */
3165 /* Destroy an object or one in a stack of objects. */
3168 if (o_ptr->number > 1)
3170 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
3172 msg_format("Wild magic consumes one of your %s!", o_name);
3177 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3179 msg_format("Wild magic consumes your %s!", o_name);
3183 /* Reduce rod stack maximum timeout, drain wands. */
3184 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3185 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3187 /* Reduce and describe inventory */
3190 inven_item_increase(item, -1);
3191 inven_item_describe(item);
3192 inven_item_optimize(item);
3195 /* Reduce and describe floor item */
3198 floor_item_increase(0 - item, -1);
3199 floor_item_describe(0 - item);
3200 floor_item_optimize(0 - item);
3204 /* Destroy all members of a stack of objects. */
3207 if (o_ptr->number > 1)
3209 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
3211 msg_format("Wild magic consumes all your %s!", o_name);
3216 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3218 msg_format("Wild magic consumes your %s!", o_name);
3223 /* Reduce and describe inventory */
3226 inven_item_increase(item, -999);
3227 inven_item_describe(item);
3228 inven_item_optimize(item);
3231 /* Reduce and describe floor item */
3234 floor_item_increase(0 - item, -999);
3235 floor_item_describe(0 - item);
3236 floor_item_optimize(0 - item);
3242 /* Combine / Reorder the pack (later) */
3243 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3246 p_ptr->window |= (PW_INVEN);
3248 /* Something was done */
3256 bool bless_weapon(void)
3261 char o_name[MAX_NLEN];
3264 item_tester_no_ryoute = TRUE;
3265 /* Assume enchant weapon */
3266 item_tester_hook = item_tester_hook_weapon2;
3270 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
3271 s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3273 q = "Bless which weapon? ";
3274 s = "You have weapon to bless.";
3277 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3280 /* Get the item (in the pack) */
3283 o_ptr = &inventory[item];
3286 /* Get the item (on the floor) */
3289 o_ptr = &o_list[0 - item];
3294 object_desc(o_name, o_ptr, FALSE, 0);
3296 /* Extract the flags */
3297 object_flags(o_ptr, &f1, &f2, &f3);
3299 if (cursed_p(o_ptr))
3301 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3302 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3305 msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
3308 msg_format("The black aura on %s %s disrupts the blessing!",
3309 ((item >= 0) ? "your" : "the"), o_name);
3316 msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
3319 msg_format("A malignant aura leaves %s %s.",
3320 ((item >= 0) ? "your" : "the"), o_name);
3325 o_ptr->curse_flags = 0L;
3327 /* Hack -- Assume felt */
3328 o_ptr->ident |= (IDENT_SENSE);
3331 o_ptr->feeling = FEEL_NONE;
3333 /* Recalculate the bonuses */
3334 p_ptr->update |= (PU_BONUS);
3337 p_ptr->window |= (PW_EQUIP);
3341 * Next, we try to bless it. Artifacts have a 1/3 chance of
3342 * being blessed, otherwise, the operation simply disenchants
3343 * them, godly power negating the magic. Ok, the explanation
3344 * is silly, but otherwise priests would always bless every
3345 * artifact weapon they find. Ego weapons and normal weapons
3346 * can be blessed automatically.
3348 if (f3 & TR3_BLESSED)
3351 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
3354 msg_format("%s %s %s blessed already.",
3355 ((item >= 0) ? "Your" : "The"), o_name,
3356 ((o_ptr->number > 1) ? "were" : "was"));
3362 if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || one_in_(3))
3366 msg_format("%s¤Ïµ±¤¤¤¿¡ª",
3369 msg_format("%s %s shine%s!",
3370 ((item >= 0) ? "Your" : "The"), o_name,
3371 ((o_ptr->number > 1) ? "" : "s"));
3374 o_ptr->art_flags3 |= TR3_BLESSED;
3375 o_ptr->discount = 99;
3379 bool dis_happened = FALSE;
3382 msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
3384 msg_print("The weapon resists your blessing!");
3388 /* Disenchant tohit */
3389 if (o_ptr->to_h > 0)
3392 dis_happened = TRUE;
3395 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3397 /* Disenchant todam */
3398 if (o_ptr->to_d > 0)
3401 dis_happened = TRUE;
3404 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3406 /* Disenchant toac */
3407 if (o_ptr->to_a > 0)
3410 dis_happened = TRUE;
3413 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3418 msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
3420 msg_print("There is a static feeling in the air...");
3424 msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
3427 msg_format("%s %s %s disenchanted!",
3428 ((item >= 0) ? "Your" : "The"), o_name,
3429 ((o_ptr->number > 1) ? "were" : "was"));
3435 /* Recalculate bonuses */
3436 p_ptr->update |= (PU_BONUS);
3439 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3450 bool pulish_shield(void)
3455 char o_name[MAX_NLEN];
3458 item_tester_no_ryoute = TRUE;
3459 /* Assume enchant weapon */
3460 item_tester_tval = TV_SHIELD;
3464 q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
3465 s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3467 q = "Pulish which weapon? ";
3468 s = "You have weapon to pulish.";
3471 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3474 /* Get the item (in the pack) */
3477 o_ptr = &inventory[item];
3480 /* Get the item (on the floor) */
3483 o_ptr = &o_list[0 - item];
3488 object_desc(o_name, o_ptr, FALSE, 0);
3490 /* Extract the flags */
3491 object_flags(o_ptr, &f1, &f2, &f3);
3493 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
3494 !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_SHIELD_OF_DEFLECTION))
3497 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
3499 msg_format("%s %s shine%s!",
3500 ((item >= 0) ? "Your" : "The"), o_name,
3501 ((o_ptr->number > 1) ? "" : "s"));
3503 o_ptr->name2 = EGO_REFLECTION;
3504 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3506 o_ptr->discount = 99;
3507 chg_virtue(V_ENCHANT, 2);
3513 if (flush_failure) flush();
3516 msg_print("¼ºÇÔ¤·¤¿¡£");
3518 msg_print("Failed.");
3521 chg_virtue(V_ENCHANT, -2);
3530 * Potions "smash open" and cause an area effect when
3531 * (1) they are shattered while in the player's inventory,
3532 * due to cold (etc) attacks;
3533 * (2) they are thrown at a monster, or obstacle;
3534 * (3) they are shattered by a "cold ball" or other such spell
3535 * while lying on the floor.
3538 * who --- who caused the potion to shatter (0=player)
3539 * potions that smash on the floor are assumed to
3540 * be caused by no-one (who = 1), as are those that
3541 * shatter inside the player inventory.
3542 * (Not anymore -- I changed this; TY)
3543 * y, x --- coordinates of the potion (or player if
3544 * the potion was in her inventory);
3545 * o_ptr --- pointer to the potion object.
3547 bool potion_smash_effect(int who, int y, int x, int k_idx)
3555 object_kind *k_ptr = &k_info[k_idx];
3557 switch (k_ptr->sval)
3559 case SV_POTION_SALT_WATER:
3560 case SV_POTION_SLIME_MOLD:
3561 case SV_POTION_LOSE_MEMORIES:
3562 case SV_POTION_DEC_STR:
3563 case SV_POTION_DEC_INT:
3564 case SV_POTION_DEC_WIS:
3565 case SV_POTION_DEC_DEX:
3566 case SV_POTION_DEC_CON:
3567 case SV_POTION_DEC_CHR:
3568 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3569 case SV_POTION_APPLE_JUICE:
3572 case SV_POTION_INFRAVISION:
3573 case SV_POTION_DETECT_INVIS:
3574 case SV_POTION_SLOW_POISON:
3575 case SV_POTION_CURE_POISON:
3576 case SV_POTION_BOLDNESS:
3577 case SV_POTION_RESIST_HEAT:
3578 case SV_POTION_RESIST_COLD:
3579 case SV_POTION_HEROISM:
3580 case SV_POTION_BESERK_STRENGTH:
3581 case SV_POTION_RES_STR:
3582 case SV_POTION_RES_INT:
3583 case SV_POTION_RES_WIS:
3584 case SV_POTION_RES_DEX:
3585 case SV_POTION_RES_CON:
3586 case SV_POTION_RES_CHR:
3587 case SV_POTION_INC_STR:
3588 case SV_POTION_INC_INT:
3589 case SV_POTION_INC_WIS:
3590 case SV_POTION_INC_DEX:
3591 case SV_POTION_INC_CON:
3592 case SV_POTION_INC_CHR:
3593 case SV_POTION_AUGMENTATION:
3594 case SV_POTION_ENLIGHTENMENT:
3595 case SV_POTION_STAR_ENLIGHTENMENT:
3596 case SV_POTION_SELF_KNOWLEDGE:
3597 case SV_POTION_EXPERIENCE:
3598 case SV_POTION_RESISTANCE:
3599 case SV_POTION_INVULNERABILITY:
3600 case SV_POTION_NEW_LIFE:
3601 /* All of the above potions have no effect when shattered */
3603 case SV_POTION_SLOWNESS:
3609 case SV_POTION_POISON:
3615 case SV_POTION_BLINDNESS:
3620 case SV_POTION_CONFUSION: /* Booze */
3625 case SV_POTION_SLEEP:
3630 case SV_POTION_RUINATION:
3631 case SV_POTION_DETONATIONS:
3633 dam = damroll(25, 25);
3637 case SV_POTION_DEATH:
3638 dt = GF_DEATH_RAY; /* !! */
3639 dam = k_ptr->level * 10;
3644 case SV_POTION_SPEED:
3648 case SV_POTION_CURE_LIGHT:
3650 dam = damroll(2, 3);
3653 case SV_POTION_CURE_SERIOUS:
3655 dam = damroll(4, 3);
3658 case SV_POTION_CURE_CRITICAL:
3659 case SV_POTION_CURING:
3661 dam = damroll(6, 3);
3664 case SV_POTION_HEALING:
3666 dam = damroll(10, 10);
3669 case SV_POTION_RESTORE_EXP:
3675 case SV_POTION_LIFE:
3677 dam = damroll(50, 50);
3681 case SV_POTION_STAR_HEALING:
3683 dam = damroll(50, 50);
3687 case SV_POTION_RESTORE_MANA: /* MANA */
3689 dam = damroll(10, 10);
3697 (void)project(who, radius, y, x, dam, dt,
3698 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3700 /* XXX those potions that explode need to become "known" */
3706 * Hack -- Display all known spells in a window
3708 * XXX XXX XXX Need to analyze size of the window.
3710 * XXX XXX XXX Need more color coding.
3712 void display_spell_list(void)
3716 int use_realm1 = p_ptr->realm1 - 1;
3717 int use_realm2 = p_ptr->realm2 - 1;
3727 /* Warriors are illiterate */
3728 if (!mp_ptr->spell_book) return;
3729 if (p_ptr->pclass == CLASS_SORCERER) return;
3730 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3732 /* Mindcrafter spell-list */
3733 if ((p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_FORCETRAINER))
3739 int plev = p_ptr->lev;
3746 /* Display a list of spells */
3749 put_str("̾Á°", y, x + 5);
3750 put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
3752 put_str("Name", y, x + 5);
3753 put_str("Lv Mana Fail Info", y, x + 35);
3756 switch(p_ptr->pclass)
3758 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3759 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3760 default: use_mind = 0;break;
3763 /* Dump the spells */
3764 for (i = 0; i < MAX_MIND_POWERS; i++)
3766 byte a = TERM_WHITE;
3768 /* Access the available spell */
3769 spell = mind_powers[use_mind].info[i];
3770 if (spell.min_lev > plev) break;
3772 /* Get the failure rate */
3773 chance = spell.fail;
3775 /* Reduce failure rate by "effective" level adjustment */
3776 chance -= 3 * (p_ptr->lev - spell.min_lev);
3778 /* Reduce failure rate by INT/WIS adjustment */
3779 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3781 /* Not enough mana to cast */
3782 if (spell.mana_cost > p_ptr->csp)
3784 chance += 5 * (spell.mana_cost - p_ptr->csp);
3788 /* Extract the minimum failure rate */
3789 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3791 /* Minimum failure rate */
3792 if (chance < minfail) chance = minfail;
3794 /* Stunning makes spells harder */
3795 if (p_ptr->stun > 50) chance += 25;
3796 else if (p_ptr->stun) chance += 15;
3798 /* Always a 5 percent chance of working */
3799 if (chance > 95) chance = 95;
3802 mindcraft_info(comment, use_mind, i);
3804 /* Dump the spell */
3805 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3807 spell.min_lev, spell.mana_cost, chance, comment);
3809 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3814 /* Normal spellcaster with books */
3817 for (j = 0; j < ((use_realm2 > -1) ? 2 : 1); j++)
3821 /* Reset vertical */
3824 /* Vertical location */
3825 y = (j < 3) ? 0 : (m[j - 3] + 2);
3827 /* Horizontal location */
3831 for (i = 0; i < 32; i++)
3833 byte a = TERM_WHITE;
3835 /* Access the spell */
3836 if (!is_magic((j < 1) ? use_realm1 : use_realm2))
3838 s_ptr = &technic_info[(j < 1) ? use_realm1 : use_realm2 - MIN_TECHNIC][i % 32];
3842 s_ptr = &mp_ptr->info[(j < 1) ? use_realm1 : use_realm2][i % 32];
3845 strcpy(name, spell_names[technic2magic((j < 1) ? use_realm1+1 : use_realm2+1)-1][i % 32]);
3848 if (s_ptr->slevel >= 99)
3852 strcpy(name, "(ȽÆÉÉÔǽ)");
3854 strcpy(name, "(illegible)");
3864 ((spell_forgotten1 & (1L << i))) :
3865 ((spell_forgotten2 & (1L << (i % 32)))))
3872 else if (!((j < 1) ?
3873 (spell_learned1 & (1L << i)) :
3874 (spell_learned2 & (1L << (i % 32)))))
3881 else if (!((j < 1) ?
3882 (spell_worked1 & (1L << i)) :
3883 (spell_worked2 & (1L << (i % 32)))))
3889 /* Dump the spell --(-- */
3890 sprintf(out_val, "%c/%c) %-20.20s",
3891 I2A(n / 8), I2A(n % 8), name);
3896 /* Dump onto the window */
3897 Term_putstr(x, m[j], -1, a, out_val);
3908 * Returns spell chance of failure for spell -RAK-
3910 s16b spell_chance(int spell, int realm)
3912 int chance, minfail;
3915 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3918 /* Paranoia -- must be literate */
3919 if (!mp_ptr->spell_book) return (100);
3921 if (realm+1 == REALM_HISSATSU) return 0;
3923 /* Access the spell */
3924 if (!is_magic(realm+1))
3926 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
3930 s_ptr = &mp_ptr->info[realm][spell];
3933 /* Extract the base spell failure rate */
3934 chance = s_ptr->sfail;
3936 /* Reduce failure rate by "effective" level adjustment */
3937 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3939 /* Reduce failure rate by INT/WIS adjustment */
3940 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3943 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level-skill_exp[GINOU_RIDING]/100-10,0));
3945 if (p_ptr->pclass == CLASS_SORCERER)
3946 shouhimana = s_ptr->smana*2200 + 2399;
3947 else if (p_ptr->pclass == CLASS_RED_MAGE)
3948 shouhimana = s_ptr->smana*2600 + 2399;
3949 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
3950 shouhimana = (s_ptr->smana*(3800-spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)])+2399);
3951 else shouhimana = s_ptr->smana*3800;
3954 else shouhimana *= 4;
3956 if(shouhimana < 1) shouhimana = 1;
3958 /* Not enough mana to cast */
3959 if (shouhimana > p_ptr->csp)
3961 chance += 5 * (shouhimana - p_ptr->csp);
3964 chance += p_ptr->to_m_chance;
3965 if (((realm + 1) != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3967 /* Extract the minimum failure rate */
3968 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3971 * Non mage/priest characters never get too good
3972 * (added high mage, mindcrafter)
3974 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3976 if (minfail < 5) minfail = 5;
3979 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3980 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3981 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3983 if (p_ptr->heavy_spell) chance += 20;
3984 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
3985 else if (p_ptr->easy_spell) chance-=3;
3986 else if (p_ptr->dec_mana) chance-=2;
3988 if ((realm+1 == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
3989 if (((realm+1 == REALM_LIFE) || (realm+1 == REALM_CRUSADE)) && (p_ptr->align < -20)) chance += penalty;
3990 if (((realm+1 == REALM_DEATH) || (realm+1 == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
3992 /* Minimum failure rate */
3993 if (chance < minfail) chance = minfail;
3995 /* Stunning makes spells harder */
3996 if (p_ptr->stun > 50) chance += 25;
3997 else if (p_ptr->stun) chance += 15;
3999 /* Always a 5 percent chance of working */
4000 if (chance > 95) chance = 95;
4002 if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
4004 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1399) chance--;
4005 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1599) chance--;
4007 if(p_ptr->dec_mana) chance--;
4008 if (p_ptr->heavy_spell) chance += 5;
4010 chance = MAX(chance,0);
4012 /* Return the chance */
4019 * Determine if a spell is "okay" for the player to cast or study
4020 * The spell must be legible, not forgotten, and also, to cast,
4021 * it must be known, and to study, it must not be known.
4023 bool spell_okay(int spell, bool learned, bool study_pray, int realm)
4027 /* Access the spell */
4028 if (!is_magic(realm+1))
4030 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
4034 s_ptr = &mp_ptr->info[realm][spell];
4037 /* Spell is illegal */
4038 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
4040 /* Spell is forgotten */
4041 if ((realm == p_ptr->realm2 - 1) ?
4042 (spell_forgotten2 & (1L << spell)) :
4043 (spell_forgotten1 & (1L << spell)))
4049 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
4050 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
4052 /* Spell is learned */
4053 if ((realm == p_ptr->realm2 - 1) ?
4054 (spell_learned2 & (1L << spell)) :
4055 (spell_learned1 & (1L << spell)))
4058 return (!study_pray);
4061 /* Okay to study, not to cast */
4068 * Extra information on a spell -DRS-
4070 * We can use up to 14 characters of the buffer 'p'
4072 * The strings in this function were extracted from the code in the
4073 * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
4075 static void spell_info(char *p, int spell, int realm)
4077 int plev = p_ptr->lev;
4080 int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
4081 p_ptr->pclass == CLASS_HIGH_MAGE ||
4082 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4084 int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
4085 p_ptr->pclass == CLASS_HIGH_MAGE ||
4086 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4088 cptr s_dam = "»½ý:";
4089 cptr s_dur = "´ü´Ö:";
4090 cptr s_range = "ÈÏ°Ï:";
4091 cptr s_heal = "²óÉü:";
4092 cptr s_random = "¥é¥ó¥À¥à";
4093 cptr s_delay = "ÃÙ±ä:";
4095 cptr s_dam = "dam ";
4096 cptr s_dur = "dur ";
4097 cptr s_range = "range ";
4098 cptr s_heal = "heal ";
4099 cptr s_random = "random";
4100 cptr s_delay = "delay ";
4105 /* Analyze the spell */
4111 case 0: sprintf(p, " %s2d10", s_heal); break;
4112 case 1: sprintf(p, " %s12+d12", s_dur); break;
4113 case 2: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4114 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4115 case 5: sprintf(p, " %s4d10", s_heal); break;
4116 case 9: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 1) / 5)); break;
4117 case 10: sprintf(p, " %s8d10", s_heal); break;
4118 case 11: sprintf(p, " %s20+d20", s_dur); break;
4119 case 14: sprintf(p, " %s300", s_heal); break;
4120 case 18: sprintf(p, " %sd%d", s_dam, 5 * plev); break;
4121 case 20: sprintf(p, " %s%dd15", s_dam, 5 + ((plev - 1) / 3)); break;
4122 case 21: sprintf(p, " %s15+d21", s_delay); break;
4123 case 29: sprintf(p, " %s2000", s_heal); break;
4124 case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
4128 case 1: /* Sorcery */
4131 case 1: sprintf(p, " %s10", s_range); break;
4132 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4133 case 5: sprintf(p, " %s%d", s_range, plev * 5); break;
4134 case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
4135 case 18: sprintf(p, " %s25+d30", s_dur); break;
4136 case 22: sprintf(p, " %s15+d21", s_delay); break;
4137 case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4138 case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
4140 case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
4142 case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4144 case 27: sprintf(p, " %s25+d30", s_dur); break;
4145 case 31: sprintf(p, " %s4+d4", s_dur); break;
4149 case 2: /* Nature */
4153 case 1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4155 case 1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4157 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4158 case 6: sprintf(p, " %s20+d20", s_dur); break;
4159 case 7: sprintf(p, " %s2d8", s_heal); break;
4160 case 9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
4161 case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
4162 case 12: sprintf(p, " %s6d8", s_dam); break;
4163 case 15: sprintf(p, " %s500", s_heal); break;
4164 case 17: sprintf(p, " %s20+d30", s_dur); break;
4165 case 18: sprintf(p, " %s20+d20", s_dur); break;
4167 case 24: sprintf(p, " Ⱦ·Â:10"); break;
4169 case 24: sprintf(p, " rad 10"); break;
4171 case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
4172 case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
4173 case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
4174 case 29: sprintf(p, " %s75", s_dam); break;
4175 case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
4182 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4183 case 2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4184 case 4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
4185 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4186 case 6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4187 case 7: sprintf(p, " %s%d", s_range, plev * 5); break;
4188 case 8: sprintf(p, " %s", s_random); break;
4189 case 9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
4190 case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
4191 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4192 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4193 case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
4194 case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
4195 case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
4196 case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
4197 case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
4199 case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4201 case 25: sprintf(p, " dam %d each", plev * 2); break;
4203 case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
4204 case 27: sprintf(p, " %s150 / 250", s_dam); break;
4205 case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
4206 case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
4207 case 31: sprintf(p, " %s3 * 175", s_dam); break;
4214 case 1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
4215 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4216 case 5: sprintf(p, " %s20+d20", s_dur); break;
4217 case 8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4218 case 9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4219 case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
4221 case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
4223 case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
4225 case 16: sprintf(p, " %s25+d25", s_dur); break;
4226 case 17: sprintf(p, " %s", s_random); break;
4227 case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
4228 case 19: sprintf(p, " %s25+d25", s_dur); break;
4229 case 21: sprintf(p, " %s3*100", s_dam); break;
4230 case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4231 case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
4232 case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4233 case 30: sprintf(p, " %s666", s_dam); break;
4234 case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
4241 case 0: sprintf(p, " %s10", s_range); break;
4242 case 2: sprintf(p, " %s", s_random); break;
4243 case 4: sprintf(p, " %s%d", s_range, plev * 4); break;
4244 case 5: sprintf(p, " %s25+d30", s_dur); break;
4246 case 8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
4248 case 8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4250 case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4251 case 14: sprintf(p, " %s15+d21", s_delay); break;
4252 case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
4254 case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4256 case 28: sprintf(p, " %s%d each", s_dam, plev * 2); break;
4261 case 6: /* Arcane */
4264 case 0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
4265 case 4: sprintf(p, " %s10", s_range); break;
4266 case 5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
4267 case 7: sprintf(p, " %s2d8", s_heal); break;
4271 case 17: sprintf(p, " %s20+d20", s_dur); break;
4272 case 18: sprintf(p, " %s4d8", s_heal); break;
4273 case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
4274 case 21: sprintf(p, " %s6d8", s_dam); break;
4275 case 24: sprintf(p, " %s24+d24", s_dur); break;
4276 case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
4277 case 30: sprintf(p, " %s15+d21", s_delay); break;
4278 case 31: sprintf(p, " %s25+d30", s_dur); break;
4285 case 0: sprintf(p, " %s100+d100", s_dur); break;
4286 case 1: sprintf(p, " %s80+d80", s_dur); break;
4292 case 18: sprintf(p, " %s20+d20", s_dur); break;
4293 case 5: sprintf(p, " %s25+d25", s_dur); break;
4294 case 8: sprintf(p, " %s24+d24", s_dur); break;
4295 case 11: sprintf(p, " %s25+d25", s_dur); break;
4296 case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
4297 case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
4298 case 16: sprintf(p, " %s25+d30", s_dur); break;
4299 case 17: sprintf(p, " %s30+d20", s_dur); break;
4300 case 19: sprintf(p, " %s%d+d%d", s_dur, plev+20, plev); break;
4301 case 20: sprintf(p, " %s50+d50", s_dur); break;
4302 case 23: sprintf(p, " %s20+d20", s_dur); break;
4303 case 31: sprintf(p, " %s13+d13", s_dur); break;
4307 case 8: /* Daemon */
4310 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4311 case 2: sprintf(p, " %s12+d12", s_dur); break;
4312 case 3: sprintf(p, " %s20+d20", s_dur); break;
4313 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4314 case 7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4315 case 10: sprintf(p, " %s20+d20", s_dur); break;
4316 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4317 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4318 case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
4319 case 16: sprintf(p, " %s30+d25", s_dur); break;
4320 case 17: sprintf(p, " %s20+d20", s_dur); break;
4321 case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4322 case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
4323 case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4324 case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
4325 case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
4326 case 24: sprintf(p, " %s25+d25", s_dur); break;
4327 case 25: sprintf(p, " %s20+d20", s_dur); break;
4328 case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
4329 case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
4330 case 30: sprintf(p, " %s600", s_dam); break;
4331 case 31: sprintf(p, " %s15+d15", s_dur); break;
4335 case 9: /* Crusade */
4338 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4339 case 5: sprintf(p, " %s%d", s_range, plev*3); break;
4341 case 6: sprintf(p, " %s³Æ%dd2", s_dam, 3+((plev-1)/9)); break;
4343 case 6: sprintf(p, " %s%dd2 each", s_dam, 3+((plev-1)/9)); break;
4345 case 9: sprintf(p, " %s3d6+%d", s_dam, orb); break;
4346 case 10: sprintf(p, " %sd%d", s_dam, plev); break;
4347 case 12: sprintf(p, " %s24+d24", s_dur); break;
4348 case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
4349 case 14: sprintf(p, " %s%d", s_dam, plev*5); break;
4351 case 15: sprintf(p, " »:d%d/²ó:100", 6 * plev); break;
4353 case 15: sprintf(p, " dam:d%d/h100", 6 * plev); break;
4355 case 18: sprintf(p, " %s18+d18", s_dur); break;
4356 case 19: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4357 case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4358 case 22: sprintf(p, " %s%d", s_dam, 2 * plev+100); break;
4359 case 24: sprintf(p, " %s25+d25", s_dur); break;
4360 case 28: sprintf(p, " %s10+d10", s_dur); break;
4362 case 29: sprintf(p, " %s³Æ%d", s_dam, plev*3+25); break;
4364 case 29: sprintf(p, " %s%d each", s_dam, plev*3+25); break;
4367 case 30: sprintf(p, " ²ó100/»%d+%d", plev * 4, plev*11/2); break;
4369 case 30: sprintf(p, " h100/dm%d+%d", plev * 4, plev*11/2); break;
4374 case 15: /* Music */
4377 case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
4378 case 4 : sprintf(p, " %s2d6", s_heal); break;
4379 case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
4380 case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
4381 case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
4382 case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
4383 case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4384 case 28: sprintf(p, " %s15d10", s_heal); break;
4385 case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
4390 sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", realm);
4392 sprintf(p, "Unknown type: %d.", realm);
4399 * Print a list of spells (for browsing or casting or viewing)
4401 void print_spells(int target_spell, byte *spells, int num, int y, int x, int realm)
4403 int i, spell, shougou, increment = 64;
4415 if (((realm < 0) || (realm > MAX_REALM - 1)) && wizard)
4417 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
4419 msg_print("Warning! print_spells called with null realm");
4423 /* Title the list */
4425 if (realm+1 == REALM_HISSATSU)
4427 strcpy(buf," Lv MP");
4429 strcpy(buf," Lv SP");
4433 strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
4435 strcpy(buf,"Profic Lv SP Fail Effect");
4439 put_str("̾Á°", y, x + 5);
4440 put_str(buf, y, x + 29);
4442 put_str("Name", y, x + 5);
4443 put_str(buf, y, x + 29);
4446 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4447 else if ((realm + 1) == p_ptr->realm1) increment = 0;
4448 else if ((realm + 1) == p_ptr->realm2) increment = 32;
4450 /* Dump the spells */
4451 for (i = 0; i < num; i++)
4453 /* Access the spell */
4456 /* Access the spell */
4457 if (!is_magic(realm+1))
4459 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
4463 s_ptr = &mp_ptr->info[realm][spell];
4466 if (realm+1 == REALM_HISSATSU)
4467 shouhimana = s_ptr->smana;
4470 if (p_ptr->pclass == CLASS_SORCERER)
4471 shouhimana = s_ptr->smana*2200 + 2399;
4472 else if (p_ptr->pclass == CLASS_RED_MAGE)
4473 shouhimana = s_ptr->smana*2600 + 2399;
4474 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
4475 shouhimana = (s_ptr->smana*(3800-spell_exp[(spell+increment)])+2399);
4477 shouhimana = s_ptr->smana*3800+2399;
4480 else shouhimana *= 4;
4482 if(shouhimana < 1) shouhimana = 1;
4485 if ((increment == 64) || (s_ptr->slevel >= 99)) shougou = 0;
4486 else if (spell_exp[spell+increment]<900) shougou = 0;
4487 else if (spell_exp[spell+increment]<1200) shougou = 1;
4488 else if (spell_exp[spell+increment]<1400) shougou = 2;
4489 else if (spell_exp[spell+increment]<1600) shougou = 3;
4492 if (!increment && (shougou == 4)) max = TRUE;
4493 else if ((increment == 32) && (shougou == 3)) max = TRUE;
4494 else if (s_ptr->slevel >= 99) max = TRUE;
4495 else if (p_ptr->pclass == CLASS_RED_MAGE) max = TRUE;
4497 strncpy(ryakuji,shougou_moji[shougou],4);
4501 if (use_menu && target_spell)
4503 if (i == (target_spell-1))
4505 strcpy(out_val, " ¡Õ ");
4507 strcpy(out_val, " > ");
4510 strcpy(out_val, " ");
4512 else sprintf(out_val, " %c) ", I2A(i));
4513 /* Skip illegible spells */
4514 if (s_ptr->slevel >= 99)
4517 strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
4519 strcat(out_val, format("%-30s", "(illegible)"));
4522 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4526 /* XXX XXX Could label spells above the players level */
4528 /* Get extra info */
4529 spell_info(info, spell, realm);
4534 /* Assume spell is known and tried */
4535 line_attr = TERM_WHITE;
4537 /* Analyze the spell */
4538 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4540 if (s_ptr->slevel > p_ptr->max_plv)
4545 comment = " unknown";
4548 line_attr = TERM_L_BLUE;
4550 else if (s_ptr->slevel > p_ptr->lev)
4555 comment = " forgotten";
4558 line_attr = TERM_YELLOW;
4561 else if ((realm+1 != p_ptr->realm1) && (realm+1 != p_ptr->realm2))
4566 comment = " unknown";
4569 line_attr = TERM_L_BLUE;
4571 else if ((realm + 1 == p_ptr->realm1) ?
4572 ((spell_forgotten1 & (1L << spell))) :
4573 ((spell_forgotten2 & (1L << spell))))
4578 comment = " forgotten";
4581 line_attr = TERM_YELLOW;
4583 else if (!((realm + 1 == p_ptr->realm1) ?
4584 (spell_learned1 & (1L << spell)) :
4585 (spell_learned2 & (1L << spell))))
4590 comment = " unknown";
4593 line_attr = TERM_L_BLUE;
4595 else if (!((realm + 1 == p_ptr->realm1) ?
4596 (spell_worked1 & (1L << spell)) :
4597 (spell_worked2 & (1L << spell))))
4600 comment = " ̤·Ð¸³";
4602 comment = " untried";
4605 line_attr = TERM_L_GREEN;
4608 /* Dump the spell --(-- */
4609 if (realm+1 == REALM_HISSATSU)
4611 strcat(out_val, format("%-25s %2d %4d",
4612 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4613 s_ptr->slevel, shouhimana));
4617 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
4618 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4619 (max ? '!' : ' '), ryakuji,
4620 s_ptr->slevel, shouhimana, spell_chance(spell, realm), comment));
4622 c_prt(line_attr, out_val, y + i + 1, x);
4625 /* Clear the bottom line */
4626 prt("", y + i + 1, x);
4631 * Note that amulets, rods, and high-level spell books are immune
4632 * to "inventory damage" of any kind. Also sling ammo and shovels.
4637 * Does a given class of objects (usually) hate acid?
4638 * Note that acid can either melt or corrode something.
4640 bool hates_acid(object_type *o_ptr)
4642 /* Analyze the type */
4643 switch (o_ptr->tval)
4645 /* Wearable items */
4665 /* Staffs/Scrolls are wood/paper */
4678 /* Junk is useless */
4692 * Does a given object (usually) hate electricity?
4694 bool hates_elec(object_type *o_ptr)
4696 switch (o_ptr->tval)
4710 * Does a given object (usually) hate fire?
4711 * Hafted/Polearm weapons have wooden shafts.
4712 * Arrows/Bows are mostly wooden.
4714 bool hates_fire(object_type *o_ptr)
4716 /* Analyze the type */
4717 switch (o_ptr->tval)
4735 case TV_SORCERY_BOOK:
4736 case TV_NATURE_BOOK:
4740 case TV_ARCANE_BOOK:
4741 case TV_ENCHANT_BOOK:
4742 case TV_DAEMON_BOOK:
4743 case TV_CRUSADE_BOOK:
4745 case TV_HISSATSU_BOOK:
4756 /* Staffs/Scrolls burn */
4769 * Does a given object (usually) hate cold?
4771 bool hates_cold(object_type *o_ptr)
4773 switch (o_ptr->tval)
4790 int set_acid_destroy(object_type *o_ptr)
4793 if (!hates_acid(o_ptr)) return (FALSE);
4794 object_flags(o_ptr, &f1, &f2, &f3);
4795 if (f3 & TR3_IGNORE_ACID) return (FALSE);
4803 int set_elec_destroy(object_type *o_ptr)
4806 if (!hates_elec(o_ptr)) return (FALSE);
4807 object_flags(o_ptr, &f1, &f2, &f3);
4808 if (f3 & TR3_IGNORE_ELEC) return (FALSE);
4816 int set_fire_destroy(object_type *o_ptr)
4819 if (!hates_fire(o_ptr)) return (FALSE);
4820 object_flags(o_ptr, &f1, &f2, &f3);
4821 if (f3 & TR3_IGNORE_FIRE) return (FALSE);
4829 int set_cold_destroy(object_type *o_ptr)
4832 if (!hates_cold(o_ptr)) return (FALSE);
4833 object_flags(o_ptr, &f1, &f2, &f3);
4834 if (f3 & TR3_IGNORE_COLD) return (FALSE);
4840 * Destroys a type of item on a given percent chance
4841 * Note that missiles are no longer necessarily all destroyed
4842 * Destruction taken from "melee.c" code for "stealing".
4843 * New-style wands and rods handled correctly. -LM-
4844 * Returns number of items destroyed.
4846 int inven_damage(inven_func typ, int perc)
4850 char o_name[MAX_NLEN];
4852 /* Multishadow effects is determined by turn */
4853 if( p_ptr->multishadow && (turn & 1) )return 0;
4855 if (p_ptr->inside_arena) return 0;
4857 /* Count the casualties */
4860 /* Scan through the slots backwards */
4861 for (i = 0; i < INVEN_PACK; i++)
4863 o_ptr = &inventory[i];
4865 /* Skip non-objects */
4866 if (!o_ptr->k_idx) continue;
4868 /* Hack -- for now, skip artifacts */
4869 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
4871 /* Give this item slot a shot at death */
4874 /* Count the casualties */
4875 for (amt = j = 0; j < o_ptr->number; ++j)
4877 if (randint0(100) < perc) amt++;
4880 /* Some casualities */
4883 /* Get a description */
4884 object_desc(o_name, o_ptr, FALSE, 3);
4888 msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
4890 msg_format("%sour %s (%c) %s destroyed!",
4894 o_name, index_to_label(i),
4895 ((o_ptr->number > 1) ?
4896 ((amt == o_ptr->number) ? "Á´Éô" :
4897 (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
4899 ((o_ptr->number > 1) ?
4900 ((amt == o_ptr->number) ? "All of y" :
4901 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4902 o_name, index_to_label(i),
4903 ((amt > 1) ? "were" : "was"));
4907 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4908 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
4911 /* Potions smash open */
4912 if (object_is_potion(o_ptr))
4914 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
4917 /* Reduce the charges of rods/wands */
4918 reduce_charges(o_ptr, amt);
4920 /* Destroy "amt" items */
4921 inven_item_increase(i, -amt);
4922 inven_item_optimize(i);
4924 /* Count the casualties */
4930 /* Return the casualty count */
4936 * Acid has hit the player, attempt to affect some armor.
4938 * Note that the "base armor" of an object never changes.
4940 * If any armor is damaged (or resists), the player takes less damage.
4942 static int minus_ac(void)
4944 object_type *o_ptr = NULL;
4946 char o_name[MAX_NLEN];
4949 /* Pick a (possibly empty) inventory slot */
4950 switch (randint1(7))
4952 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4953 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4954 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4955 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4956 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4957 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4958 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4961 /* Nothing to damage */
4962 if (!o_ptr->k_idx) return (FALSE);
4964 if (o_ptr->tval < TV_BOOTS) return (FALSE);
4966 /* No damage left to be done */
4967 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4971 object_desc(o_name, o_ptr, FALSE, 0);
4973 /* Extract the flags */
4974 object_flags(o_ptr, &f1, &f2, &f3);
4976 /* Object resists */
4977 if (f3 & TR3_IGNORE_ACID)
4980 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
4982 msg_format("Your %s is unaffected!", o_name);
4991 msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
4993 msg_format("Your %s is damaged!", o_name);
4997 /* Damage the item */
5000 /* Calculate bonuses */
5001 p_ptr->update |= (PU_BONUS);
5004 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
5008 /* Item was damaged */
5014 * Hurt the player with Acid
5016 void acid_dam(int dam, cptr kb_str, int monspell)
5018 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5019 bool double_resist = (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5021 /* Total Immunity */
5022 if (p_ptr->immune_acid || (dam <= 0))
5024 learn_spell(monspell);
5028 /* Vulnerability (Ouch!) */
5029 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5030 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5032 /* Resist the damage */
5033 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
5034 if (double_resist) dam = (dam + 2) / 3;
5036 if ((!(double_resist || p_ptr->resist_acid)) &&
5037 one_in_(HURT_CHANCE))
5038 (void)do_dec_stat(A_CHR);
5040 /* If any armor gets hit, defend the player */
5041 if (minus_ac()) dam = (dam + 1) / 2;
5044 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5046 /* Inventory damage */
5047 if (!(double_resist && p_ptr->resist_acid))
5048 inven_damage(set_acid_destroy, inv);
5053 * Hurt the player with electricity
5055 void elec_dam(int dam, cptr kb_str, int monspell)
5057 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5058 bool double_resist = (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5060 /* Total immunity */
5061 if (p_ptr->immune_elec || (dam <= 0))
5063 learn_spell(monspell);
5067 /* Vulnerability (Ouch!) */
5068 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5069 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5070 if (p_ptr->prace == RACE_ANDROID) dam += dam / 3;
5072 /* Resist the damage */
5073 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
5074 if (double_resist) dam = (dam + 2) / 3;
5076 if ((!(double_resist || p_ptr->resist_elec)) &&
5077 one_in_(HURT_CHANCE))
5078 (void)do_dec_stat(A_DEX);
5081 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5083 /* Inventory damage */
5084 if (!(double_resist && p_ptr->resist_elec))
5085 inven_damage(set_elec_destroy, inv);
5090 * Hurt the player with Fire
5092 void fire_dam(int dam, cptr kb_str, int monspell)
5094 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5095 bool double_resist = (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5097 /* Totally immune */
5098 if (p_ptr->immune_fire || (dam <= 0))
5100 learn_spell(monspell);
5104 /* Vulnerability (Ouch!) */
5105 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5106 if (prace_is_(RACE_ENT)) dam += dam / 3;
5107 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5109 /* Resist the damage */
5110 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
5111 if (double_resist) dam = (dam + 2) / 3;
5113 if ((!(double_resist || p_ptr->resist_fire)) &&
5114 one_in_(HURT_CHANCE))
5115 (void)do_dec_stat(A_STR);
5118 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5120 /* Inventory damage */
5121 if (!(double_resist && p_ptr->resist_fire))
5122 inven_damage(set_fire_destroy, inv);
5127 * Hurt the player with Cold
5129 void cold_dam(int dam, cptr kb_str, int monspell)
5131 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5132 bool double_resist = (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5134 /* Total immunity */
5135 if (p_ptr->immune_cold || (dam <= 0))
5137 learn_spell(monspell);
5141 /* Vulnerability (Ouch!) */
5142 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5143 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5145 /* Resist the damage */
5146 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
5147 if (double_resist) dam = (dam + 2) / 3;
5149 if ((!(double_resist || p_ptr->resist_cold)) &&
5150 one_in_(HURT_CHANCE))
5151 (void)do_dec_stat(A_STR);
5154 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5156 /* Inventory damage */
5157 if (!(double_resist && p_ptr->resist_cold))
5158 inven_damage(set_cold_destroy, inv);
5162 bool rustproof(void)
5166 char o_name[MAX_NLEN];
5169 item_tester_no_ryoute = TRUE;
5170 /* Select a piece of armour */
5171 item_tester_hook = item_tester_hook_armour;
5175 q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
5176 s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5178 q = "Rustproof which piece of armour? ";
5179 s = "You have nothing to rustproof.";
5182 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
5184 /* Get the item (in the pack) */
5187 o_ptr = &inventory[item];
5190 /* Get the item (on the floor) */
5193 o_ptr = &o_list[0 - item];
5198 object_desc(o_name, o_ptr, FALSE, 0);
5200 o_ptr->art_flags3 |= TR3_IGNORE_ACID;
5202 if ((o_ptr->to_a < 0) && !cursed_p(o_ptr))
5205 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
5207 msg_format("%s %s look%s as good as new!",
5208 ((item >= 0) ? "Your" : "The"), o_name,
5209 ((o_ptr->number > 1) ? "" : "s"));
5216 msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
5218 msg_format("%s %s %s now protected against corrosion.",
5219 ((item >= 0) ? "Your" : "The"), o_name,
5220 ((o_ptr->number > 1) ? "are" : "is"));
5231 * Curse the players armor
5233 bool curse_armor(void)
5237 char o_name[MAX_NLEN];
5240 /* Curse the body armor */
5241 o_ptr = &inventory[INVEN_BODY];
5243 /* Nothing to curse */
5244 if (!o_ptr->k_idx) return (FALSE);
5248 object_desc(o_name, o_ptr, FALSE, 3);
5250 /* Attempt a saving throw for artifacts */
5251 if ((o_ptr->art_name || artifact_p(o_ptr)) && (randint0(100) < 50))
5255 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5256 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
5258 msg_format("A %s tries to %s, but your %s resists the effects!",
5259 "terrible black aura", "surround your armor", o_name);
5264 /* not artifact or failed save... */
5269 msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5271 msg_format("A terrible black aura blasts your %s!", o_name);
5274 chg_virtue(V_ENCHANT, -5);
5276 /* Blast the armor */
5278 o_ptr->name2 = EGO_BLASTED;
5279 o_ptr->to_a = 0 - randint1(5) - randint1(5);
5285 o_ptr->art_flags1 = 0;
5286 o_ptr->art_flags2 = 0;
5287 o_ptr->art_flags3 = 0;
5290 o_ptr->curse_flags = TRC_CURSED;
5293 o_ptr->ident |= (IDENT_BROKEN);
5295 /* Recalculate bonuses */
5296 p_ptr->update |= (PU_BONUS);
5298 /* Recalculate mana */
5299 p_ptr->update |= (PU_MANA);
5302 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5310 * Curse the players weapon
5312 bool curse_weapon(bool force, int slot)
5316 char o_name[MAX_NLEN];
5319 /* Curse the weapon */
5320 o_ptr = &inventory[slot];
5322 /* Nothing to curse */
5323 if (!o_ptr->k_idx) return (FALSE);
5327 object_desc(o_name, o_ptr, FALSE, 3);
5329 /* Attempt a saving throw */
5330 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 50) && !force)
5334 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5335 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
5337 msg_format("A %s tries to %s, but your %s resists the effects!",
5338 "terrible black aura", "surround your weapon", o_name);
5343 /* not artifact or failed save... */
5348 if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5350 if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
5353 chg_virtue(V_ENCHANT, -5);
5355 /* Shatter the weapon */
5357 o_ptr->name2 = EGO_SHATTERED;
5358 o_ptr->to_h = 0 - randint1(5) - randint1(5);
5359 o_ptr->to_d = 0 - randint1(5) - randint1(5);
5364 o_ptr->art_flags1 = 0;
5365 o_ptr->art_flags2 = 0;
5366 o_ptr->art_flags3 = 0;
5370 o_ptr->curse_flags = TRC_CURSED;
5373 o_ptr->ident |= (IDENT_BROKEN);
5375 /* Recalculate bonuses */
5376 p_ptr->update |= (PU_BONUS);
5378 /* Recalculate mana */
5379 p_ptr->update |= (PU_MANA);
5382 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5391 * Enchant some bolts
5393 bool brand_bolts(void)
5397 /* Use the first acceptable bolts */
5398 for (i = 0; i < INVEN_PACK; i++)
5400 object_type *o_ptr = &inventory[i];
5402 /* Skip non-bolts */
5403 if (o_ptr->tval != TV_BOLT) continue;
5405 /* Skip artifacts and ego-items */
5406 if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
5409 /* Skip cursed/broken items */
5410 if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
5413 if (randint0(100) < 75) continue;
5417 msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
5419 msg_print("Your bolts are covered in a fiery aura!");
5424 o_ptr->name2 = EGO_FLAME;
5427 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5434 if (flush_failure) flush();
5438 msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
5440 msg_print("The fiery enchantment failed.");
5450 * Helper function -- return a "nearby" race for polymorphing
5452 * Note that this function is one of the more "dangerous" ones...
5454 static s16b poly_r_idx(int r_idx)
5456 monster_race *r_ptr = &r_info[r_idx];
5458 int i, r, lev1, lev2;
5460 /* Hack -- Uniques/Questors never polymorph */
5461 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5462 (r_ptr->flags1 & RF1_QUESTOR))
5465 /* Allowable range of "levels" for resulting monster */
5466 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5467 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5469 /* Pick a (possibly new) non-unique race */
5470 for (i = 0; i < 1000; i++)
5472 /* Pick a new race, using a level calculation */
5473 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5475 /* Handle failure */
5481 /* Ignore unique monsters */
5482 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5484 /* Ignore monsters with incompatible levels */
5485 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5487 /* Use that index */
5499 bool polymorph_monster(int y, int x)
5501 cave_type *c_ptr = &cave[y][x];
5502 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5503 bool polymorphed = FALSE;
5505 int old_r_idx = m_ptr->r_idx;
5506 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5507 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5508 monster_type back_m;
5510 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5512 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG_KAGE)) return (FALSE);
5514 /* Memorize the monster before polymorphing */
5517 /* Pick a "new" monster race */
5518 new_r_idx = poly_r_idx(old_r_idx);
5520 /* Handle polymorph */
5521 if (new_r_idx != old_r_idx)
5525 /* Get the monsters attitude */
5526 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
5527 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5528 if (m_ptr->mflag2 & MFLAG_NOPET) mode |= PM_NO_PET;
5530 /* "Kill" the "old" monster */
5531 delete_monster_idx(c_ptr->m_idx);
5533 /* Create a new monster (no groups) */
5534 if (place_monster_aux(0, y, x, new_r_idx, mode))
5541 monster_terrain_sensitive = FALSE;
5543 /* Placing the new monster failed */
5544 place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE));
5545 m_list[hack_m_idx_ii] = back_m;
5547 monster_terrain_sensitive = TRUE;
5550 if (targeted) target_who = hack_m_idx_ii;
5551 if (health_tracked) health_track(hack_m_idx_ii);
5561 bool dimension_door(void)
5563 int plev = p_ptr->lev;
5566 if (!tgt_pt(&x, &y)) return FALSE;
5568 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5570 if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
5571 (distance(y, x, py, px) > plev / 2 + 10) ||
5572 (!randint0(plev / 10 + 10)))
5574 if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
5576 msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
5578 msg_print("You fail to exit the astral plane correctly!");
5584 msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
5586 msg_print("You fail to exit the astral plane correctly!");
5589 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5590 teleport_player((plev+2)*2);
5593 teleport_player_to(y, x, TRUE);
5599 bool eat_magic(int power)
5601 object_type * o_ptr;
5604 int recharge_strength = 0;
5610 char o_name[MAX_NLEN];
5612 item_tester_hook = item_tester_hook_recharge;
5616 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
5617 s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5619 q = "Drain which item? ";
5620 s = "You have nothing to drain.";
5623 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5627 o_ptr = &inventory[item];
5631 o_ptr = &o_list[0 - item];
5634 k_ptr = &k_info[o_ptr->k_idx];
5635 lev = get_object_level(o_ptr);
5637 if (o_ptr->tval == TV_ROD)
5639 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5642 if (one_in_(recharge_strength))
5644 /* Activate the failure code. */
5649 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5652 msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
5654 msg_print("You can't absorb energy from a discharged rod.");
5661 o_ptr->timeout += k_ptr->pval;
5667 /* All staffs, wands. */
5668 recharge_strength = (100 + power - lev) / 15;
5671 if (recharge_strength < 0) recharge_strength = 0;
5674 if (one_in_(recharge_strength))
5676 /* Activate the failure code. */
5681 if (o_ptr->pval > 0)
5683 p_ptr->csp += lev / 2;
5686 /* XXX Hack -- unstack if necessary */
5687 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5692 /* Get local object */
5695 /* Obtain a local object */
5696 object_copy(q_ptr, o_ptr);
5698 /* Modify quantity */
5701 /* Restore the charges */
5704 /* Unstack the used item */
5706 p_ptr->total_weight -= q_ptr->weight;
5707 item = inven_carry(q_ptr);
5711 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
5713 msg_print("You unstack your staff.");
5721 msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
5723 msg_print("There's no energy there to absorb!");
5727 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5731 /* Inflict the penalties for failing a recharge. */
5734 /* Artifacts are never destroyed. */
5735 if (artifact_p(o_ptr))
5737 object_desc(o_name, o_ptr, TRUE, 0);
5739 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
5741 msg_format("The recharging backfires - %s is completely drained!", o_name);
5745 /* Artifact rods. */
5746 if (o_ptr->tval == TV_ROD)
5747 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5749 /* Artifact wands and staffs. */
5750 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5755 /* Get the object description */
5756 object_desc(o_name, o_ptr, FALSE, 0);
5758 /*** Determine Seriousness of Failure ***/
5760 /* Mages recharge objects more safely. */
5761 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)
5763 /* 10% chance to blow up one rod, otherwise draining. */
5764 if (o_ptr->tval == TV_ROD)
5766 if (one_in_(10)) fail_type = 2;
5769 /* 75% chance to blow up one wand, otherwise draining. */
5770 else if (o_ptr->tval == TV_WAND)
5772 if (!one_in_(3)) fail_type = 2;
5775 /* 50% chance to blow up one staff, otherwise no effect. */
5776 else if (o_ptr->tval == TV_STAFF)
5778 if (one_in_(2)) fail_type = 2;
5783 /* All other classes get no special favors. */
5786 /* 33% chance to blow up one rod, otherwise draining. */
5787 if (o_ptr->tval == TV_ROD)
5789 if (one_in_(3)) fail_type = 2;
5792 /* 20% chance of the entire stack, else destroy one wand. */
5793 else if (o_ptr->tval == TV_WAND)
5795 if (one_in_(5)) fail_type = 3;
5798 /* Blow up one staff. */
5799 else if (o_ptr->tval == TV_STAFF)
5805 /*** Apply draining and destruction. ***/
5807 /* Drain object or stack of objects. */
5810 if (o_ptr->tval == TV_ROD)
5813 msg_print("¥í¥Ã¥É¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤÏÁ´¤Æ¼º¤Ê¤ï¤ì¤¿¡£");
5815 msg_format("You save your rod from destruction, but all charges are lost.", o_name);
5818 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5820 else if (o_ptr->tval == TV_WAND)
5823 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
5825 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
5830 /* Staffs aren't drained. */
5833 /* Destroy an object or one in a stack of objects. */
5836 if (o_ptr->number > 1)
5839 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
5841 msg_format("Wild magic consumes one of your %s!", o_name);
5844 /* Reduce rod stack maximum timeout, drain wands. */
5845 if (o_ptr->tval == TV_ROD) o_ptr->timeout -= k_ptr->pval;
5846 if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5851 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
5853 msg_format("Wild magic consumes your %s!", o_name);
5856 /* Reduce and describe inventory */
5859 inven_item_increase(item, -1);
5860 inven_item_describe(item);
5861 inven_item_optimize(item);
5864 /* Reduce and describe floor item */
5867 floor_item_increase(0 - item, -1);
5868 floor_item_describe(0 - item);
5869 floor_item_optimize(0 - item);
5873 /* Destroy all members of a stack of objects. */
5876 if (o_ptr->number > 1)
5878 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
5880 msg_format("Wild magic consumes all your %s!", o_name);
5885 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
5887 msg_format("Wild magic consumes your %s!", o_name);
5892 /* Reduce and describe inventory */
5895 inven_item_increase(item, -999);
5896 inven_item_describe(item);
5897 inven_item_optimize(item);
5900 /* Reduce and describe floor item */
5903 floor_item_increase(0 - item, -999);
5904 floor_item_describe(0 - item);
5905 floor_item_optimize(0 - item);
5911 if (p_ptr->csp > p_ptr->msp)
5913 p_ptr->csp = p_ptr->msp;
5916 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5917 p_ptr->window |= (PW_INVEN);
5923 bool summon_kin_player(int level, int y, int x, u32b mode)
5925 bool pet = (bool)(mode & PM_FORCE_PET);
5926 if (!pet) mode |= PM_NO_PET;
5928 switch (p_ptr->mimic_form)
5931 switch (p_ptr->prace)
5935 case RACE_BARBARIAN:
5938 summon_kin_type = 'p';
5948 case RACE_MIND_FLAYER:
5951 summon_kin_type = 'h';
5954 summon_kin_type = 'o';
5956 case RACE_HALF_TROLL:
5957 summon_kin_type = 'T';
5959 case RACE_HALF_OGRE:
5960 summon_kin_type = 'O';
5962 case RACE_HALF_GIANT:
5963 case RACE_HALF_TITAN:
5965 summon_kin_type = 'P';
5968 summon_kin_type = 'y';
5971 summon_kin_type = 'K';
5974 summon_kin_type = 'k';
5977 if (one_in_(13)) summon_kin_type = 'U';
5978 else summon_kin_type = 'u';
5980 case RACE_DRACONIAN:
5981 summon_kin_type = 'd';
5985 summon_kin_type = 'g';
5988 if (one_in_(13)) summon_kin_type = 'L';
5989 else summon_kin_type = 's';
5992 summon_kin_type = 'z';
5995 summon_kin_type = 'V';
5998 summon_kin_type = 'G';
6001 summon_kin_type = 'I';
6004 summon_kin_type = '#';
6007 summon_kin_type = 'A';
6010 summon_kin_type = 'U';
6013 summon_kin_type = 'p';
6018 if (one_in_(13)) summon_kin_type = 'U';
6019 else summon_kin_type = 'u';
6021 case MIMIC_DEMON_LORD:
6022 summon_kin_type = 'U';
6025 summon_kin_type = 'V';
6028 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);