3 /* Purpose: Spell code (part 3) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
15 /* Maximum number of tries for teleporting */
18 /* 1/x chance of reducing stats (for elemental attacks) */
19 #define HURT_CHANCE 16
23 * Teleport a monster, normally up to "dis" grids away.
25 * Attempt to move the monster at least "dis/2" grids away.
27 * But allow variation to prevent infinite loops.
29 bool teleport_away(int m_idx, int dis, bool dec_valour)
31 int oy, ox, d, i, min;
37 monster_type *m_ptr = &m_list[m_idx];
41 if (!m_ptr->r_idx) return (FALSE);
43 /* Save the old location */
47 /* Minimum distance */
51 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
52 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
54 chg_virtue(V_VALOUR, -1);
62 /* Verify max distance */
63 if (dis > 200) dis = 200;
65 /* Try several locations */
66 for (i = 0; i < 500; i++)
68 /* Pick a (possibly illegal) location */
71 ny = rand_spread(oy, dis);
72 nx = rand_spread(ox, dis);
73 d = distance(oy, ox, ny, nx);
74 if ((d >= min) && (d <= dis)) break;
77 /* Ignore illegal locations */
78 if (!in_bounds(ny, nx)) continue;
80 /* Require "empty" floor space */
81 if (!cave_empty_bold(ny, nx)) continue;
83 /* Hack -- no teleport onto glyph of warding */
84 if (cave[ny][nx].feat == FEAT_GLYPH) continue;
85 if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) continue;
87 /* ...nor onto the Pattern */
88 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
89 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
91 /* No teleporting into vaults and such */
92 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
93 if (cave[ny][nx].info & CAVE_ICKY) continue;
95 /* This grid looks good */
102 /* Increase the maximum distance */
105 /* Decrease the minimum distance */
108 /* Stop after MAX_TRIES tries */
109 if (tries > MAX_TRIES) return (FALSE);
113 sound(SOUND_TPOTHER);
115 /* Update the new location */
116 cave[ny][nx].m_idx = m_idx;
118 /* Update the old location */
119 cave[oy][ox].m_idx = 0;
121 /* Move the monster */
125 /* Forget the counter target */
128 /* Update the monster (new location) */
129 update_mon(m_idx, TRUE);
131 /* Redraw the old grid */
134 /* Redraw the new grid */
143 * Teleport monster next to the player
145 void teleport_to_player(int m_idx, int power)
147 int ny, nx, oy, ox, d, i, min;
151 monster_type *m_ptr = &m_list[m_idx];
155 if (!m_ptr->r_idx) return;
158 if (randint1(100) > power) return;
164 /* Save the old location */
168 /* Minimum distance */
171 /* Look until done */
172 while (look && --attempts)
174 /* Verify max distance */
175 if (dis > 200) dis = 200;
177 /* Try several locations */
178 for (i = 0; i < 500; i++)
180 /* Pick a (possibly illegal) location */
183 ny = rand_spread(py, dis);
184 nx = rand_spread(px, dis);
185 d = distance(py, px, ny, nx);
186 if ((d >= min) && (d <= dis)) break;
189 /* Ignore illegal locations */
190 if (!in_bounds(ny, nx)) continue;
192 /* Require "empty" floor space */
193 if (!cave_empty_bold(ny, nx)) continue;
195 /* Hack -- no teleport onto glyph of warding */
196 if (cave[ny][nx].feat == FEAT_GLYPH) continue;
197 if (cave[ny][nx].feat == FEAT_MINOR_GLYPH) continue;
199 /* ...nor onto the Pattern */
200 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
201 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
203 /* No teleporting into vaults and such */
204 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
206 /* This grid looks good */
213 /* Increase the maximum distance */
216 /* Decrease the minimum distance */
220 if (attempts < 1) return;
223 sound(SOUND_TPOTHER);
225 /* Update the new location */
226 cave[ny][nx].m_idx = m_idx;
228 /* Update the old location */
229 cave[oy][ox].m_idx = 0;
231 /* Move the monster */
235 /* Update the monster (new location) */
236 update_mon(m_idx, TRUE);
238 /* Redraw the old grid */
241 /* Redraw the new grid */
244 p_ptr->update |= (PU_MON_LITE);
249 * Teleport the player to a location up to "dis" grids away.
251 * If no such spaces are readily available, the distance may increase.
252 * Try very hard to move the player at least a quarter that distance.
254 * When long-range teleport effects are considered, there is a nasty
255 * tendency to "bounce" the player between two or three different spots
256 * because these are the only spots that are "far enough" way to satisfy
257 * the algorithm. Therefore, if the teleport distance is more than 50,
258 * we decrease the minimum acceptable distance to try to increase randomness.
261 void teleport_player(int dis)
263 int d, i, min, ox, oy;
266 int xx = -1, yy = -1;
274 if (p_ptr->wild_mode) return;
276 if (p_ptr->anti_tele)
279 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
281 msg_print("A mysterious force prevents you from teleporting!");
287 if (dis > 200) dis = 200; /* To be on the safe side... */
289 /* Minimum distance */
290 min = dis / (dis > 50 ? 3 : 2);
292 /* Look until done */
297 /* Verify max distance */
298 if (dis > 200) dis = 200;
300 /* Try several locations */
301 for (i = 0; i < 500; i++)
303 /* Pick a (possibly illegal) location */
306 y = rand_spread(py, dis);
307 x = rand_spread(px, dis);
308 d = distance(py, px, y, x);
309 if ((d >= min) && (d <= dis)) break;
312 /* Ignore illegal locations */
313 if (!in_bounds(y, x)) continue;
315 /* Require "naked" floor space or trees */
316 if (!(cave_naked_bold(y, x) ||
317 (cave[y][x].feat == FEAT_TREES))) continue;
319 /* No teleporting into vaults and such */
320 if (cave[y][x].info & CAVE_ICKY) continue;
322 /* This grid looks good */
329 /* Increase the maximum distance */
332 /* Decrease the minimum distance */
335 /* Stop after MAX_TRIES tries */
336 if (tries > MAX_TRIES) return;
340 sound(SOUND_TELEPORT);
343 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
344 msg_format("¡Ø¤³¤Ã¤Á¤À¤¡¡¢%s¡Ù", player_name);
347 /* Save the old location */
351 /* Move the player */
358 tmp = cave[py][px].m_idx;
359 cave[py][px].m_idx = cave[oy][ox].m_idx;
360 cave[oy][ox].m_idx = tmp;
361 m_list[p_ptr->riding].fy = py;
362 m_list[p_ptr->riding].fx = px;
363 update_mon(cave[py][px].m_idx, TRUE);
366 /* Redraw the old spot */
369 /* Monsters with teleport ability may follow the player */
376 if (xx == 0 && yy == 0)
382 if (cave[oy+yy][ox+xx].m_idx)
384 if ((r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags6 & RF6_TPORT) &&
385 !(r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].flags3 & RF3_RES_TELE))
387 * The latter limitation is to avoid
388 * totally unkillable suckers...
391 if (!(m_list[cave[oy+yy][ox+xx].m_idx].csleep))
392 teleport_to_player(cave[oy+yy][ox+xx].m_idx, r_info[m_list[cave[oy+yy][ox+xx].m_idx].r_idx].level);
403 /* Redraw the new spot */
406 /* Check for new panel (redraw map) */
410 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
412 /* Update the monsters */
413 p_ptr->update |= (PU_DISTANCE);
416 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
418 /* Handle stuff XXX XXX XXX */
425 * Teleport player to a grid near the given location
427 * This function is slightly obsessive about correctness.
428 * This function allows teleporting into vaults (!)
430 void teleport_player_to(int ny, int nx, bool no_tele)
432 int y, x, oy, ox, dis = 0, ctr = 0;
434 if (p_ptr->anti_tele && no_tele)
437 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
439 msg_print("A mysterious force prevents you from teleporting!");
445 /* Find a usable location */
448 /* Pick a nearby legal location */
451 y = rand_spread(ny, dis);
452 x = rand_spread(nx, dis);
453 if (in_bounds(y, x)) break;
456 /* Accept "naked" floor grids */
459 if (cave_naked_bold(y, x) || (((cave[y][x].feat == FEAT_DEEP_LAVA) || (cave[y][x].feat == FEAT_DEEP_WATER)) && !cave[y][x].m_idx)) break;
461 else if (cave_empty_bold(y, x) || ((y == py) && (x == px))) break;
463 /* Occasionally advance the distance */
464 if (++ctr > (4 * dis * dis + 4 * dis + 1))
472 sound(SOUND_TELEPORT);
474 /* Save the old location */
478 /* Move the player */
485 tmp = cave[py][px].m_idx;
486 cave[py][px].m_idx = cave[oy][ox].m_idx;
487 cave[oy][ox].m_idx = tmp;
488 m_list[p_ptr->riding].fy = py;
489 m_list[p_ptr->riding].fx = px;
490 update_mon(cave[py][px].m_idx, TRUE);
495 /* Redraw the old spot */
498 /* Redraw the new spot */
501 /* Check for new panel (redraw map) */
505 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
507 /* Update the monsters */
508 p_ptr->update |= (PU_DISTANCE);
511 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
513 /* Handle stuff XXX XXX XXX */
520 * Teleport the player one level up or down (random when legal)
522 void teleport_player_level(void)
524 /* No effect in arena or quest */
525 if (p_ptr->inside_arena || (p_ptr->inside_quest && !random_quest_number(dun_level)) ||
526 (quest_number(dun_level) && (dun_level > 1) && ironman_downward))
529 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
531 msg_print("There is no effect.");
537 if (p_ptr->anti_tele)
540 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
542 msg_print("A mysterious force prevents you from teleporting!");
548 if (ironman_downward || (dun_level <= d_info[dungeon_type].mindepth))
551 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
553 msg_print("You sink through the floor.");
557 dungeon_type = p_ptr->recall_dungeon;
562 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
564 if (autosave_l) do_cmd_save_game(TRUE);
568 dun_level = d_info[dungeon_type].mindepth;
576 p_ptr->leaving = TRUE;
578 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
581 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
583 msg_print("You rise up through the ceiling.");
587 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
589 if (autosave_l) do_cmd_save_game(TRUE);
593 if (!dun_level) dungeon_type = 0;
598 p_ptr->inside_quest = 0;
599 p_ptr->leaving = TRUE;
601 else if (randint0(100) < 50)
604 msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
606 msg_print("You rise up through the ceiling.");
610 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
612 if (autosave_l) do_cmd_save_game(TRUE);
616 if (!dun_level) dungeon_type = 0;
619 p_ptr->leaving = TRUE;
624 msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
626 msg_print("You sink through the floor.");
629 if (!dun_level) dungeon_type = p_ptr->recall_dungeon;
631 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
633 if (autosave_l) do_cmd_save_game(TRUE);
638 p_ptr->leaving = TRUE;
641 if (!dun_level && dungeon_type)
643 p_ptr->leaving_dungeon = TRUE;
644 p_ptr->wilderness_y = d_info[dungeon_type].dy;
645 p_ptr->wilderness_x = d_info[dungeon_type].dx;
646 p_ptr->recall_dungeon = dungeon_type;
649 if (!dun_level) dungeon_type = 0;
652 sound(SOUND_TPLEVEL);
657 static int choose_dungeon(cptr note)
663 /* Allocate the "dun" array */
664 C_MAKE(dun, max_d_idx, s16b);
667 for(i = 1; i < max_d_idx; i++)
672 if (!d_info[i].maxdepth) continue;
673 if (!max_dlv[i]) continue;
674 if (d_info[i].final_guardian)
676 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
678 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
681 sprintf(buf," %c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
683 sprintf(buf," %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
689 prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
691 prt(format("Which dungeon do you %s?: ", note), 0, 0);
698 /* Free the "dun" array */
699 C_KILL(dun, max_d_idx, s16b);
704 if (i >= 'a' && i <('a'+num))
706 select_dungeon = dun[i-'a'];
713 /* Free the "dun" array */
714 C_KILL(dun, max_d_idx, s16b);
716 return select_dungeon;
721 * Recall the player to town or dungeon
723 bool recall_player(int turns)
726 * TODO: Recall the player to the last
727 * visited town when in the wilderness
731 if (p_ptr->inside_arena || ironman_downward)
734 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
736 msg_print("Nothing happens.");
742 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
745 if (get_check("¤³¤³¤ÏºÇ¿¼Åþ㳬¤è¤êÀõ¤¤³¬¤Ç¤¹¡£¤³¤Î³¬¤ËÌá¤Ã¤ÆÍè¤Þ¤¹¤«¡© "))
747 if (get_check("Reset recall depth? "))
750 max_dlv[dungeon_type] = dun_level;
751 if (record_maxdeapth)
753 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤¤Ë");
755 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "when recall from dungeon");
760 if (!p_ptr->word_recall)
766 select_dungeon = choose_dungeon("¤Ëµ¢´Ô");
768 select_dungeon = choose_dungeon("recall");
770 if (!select_dungeon) return FALSE;
771 p_ptr->recall_dungeon = select_dungeon;
773 p_ptr->word_recall = turns;
775 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
777 msg_print("The air about you becomes charged...");
780 p_ptr->redraw |= (PR_STATUS);
784 p_ptr->word_recall = 0;
786 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
788 msg_print("A tension leaves the air around you...");
791 p_ptr->redraw |= (PR_STATUS);
797 bool word_of_recall(void)
799 return(recall_player(randint0(21) + 15));
803 bool reset_recall(void)
805 int select_dungeon, dummy = 0;
810 select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È");
812 select_dungeon = choose_dungeon("reset");
815 if (!select_dungeon) return FALSE;
818 sprintf(ppp, "²¿³¬¤Ë¥»¥Ã¥È¤·¤Þ¤¹¤« (%d-%d):", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
820 sprintf(ppp, "Reset to which level (%d-%d): ", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
825 sprintf(tmp_val, "%d", MAX(dun_level, 1));
827 /* Ask for a level */
828 if (get_string(ppp, tmp_val, 10))
830 /* Extract request */
831 dummy = atoi(tmp_val);
834 if (dummy < 1) dummy = 1;
837 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
838 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
840 max_dlv[select_dungeon] = dummy;
842 if (record_maxdeapth)
844 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
846 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "using a scroll of reset recall");
850 msg_format("%s¤Îµ¢´Ô¥ì¥Ù¥ë¤ò %d ³¬¤Ë¥»¥Ã¥È¡£", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
852 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
865 * Apply disenchantment to the player's stuff
867 * XXX XXX XXX This function is also called from the "melee" code
869 * The "mode" is currently unused.
871 * Return "TRUE" if the player notices anything
873 bool apply_disenchant(int mode)
877 char o_name[MAX_NLEN];
884 /* Pick a random slot */
887 case 1: t = INVEN_RARM; break;
888 case 2: t = INVEN_LARM; break;
889 case 3: t = INVEN_BOW; break;
890 case 4: t = INVEN_BODY; break;
891 case 5: t = INVEN_OUTER; break;
892 case 6: t = INVEN_HEAD; break;
893 case 7: t = INVEN_HANDS; break;
894 case 8: t = INVEN_FEET; break;
898 o_ptr = &inventory[t];
900 /* No item, nothing happens */
901 if (!o_ptr->k_idx) return (FALSE);
904 /* Nothing to disenchant */
905 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0))
907 /* Nothing to notice */
912 /* Describe the object */
913 object_desc(o_name, o_ptr, FALSE, 0);
916 /* Artifacts have 71% chance to resist */
917 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 71))
921 msg_format("%s(%c)¤ÏÎô²½¤òÄ·¤ÍÊÖ¤·¤¿¡ª",o_name, index_to_label(t) );
923 msg_format("Your %s (%c) resist%s disenchantment!",
924 o_name, index_to_label(t),
925 ((o_ptr->number != 1) ? "" : "s"));
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--;
948 msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
949 o_name, index_to_label(t) );
951 msg_format("Your %s (%c) %s disenchanted!",
952 o_name, index_to_label(t),
953 ((o_ptr->number != 1) ? "were" : "was"));
956 chg_virtue(V_HARMONY, 1);
957 chg_virtue(V_ENCHANT, -2);
959 /* Recalculate bonuses */
960 p_ptr->update |= (PU_BONUS);
963 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
972 void mutate_player(void)
974 int max1, cur1, max2, cur2, ii, jj, i;
976 /* Pick a pair of stats */
978 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
980 max1 = p_ptr->stat_max[ii];
981 cur1 = p_ptr->stat_cur[ii];
982 max2 = p_ptr->stat_max[jj];
983 cur2 = p_ptr->stat_cur[jj];
985 p_ptr->stat_max[ii] = max2;
986 p_ptr->stat_cur[ii] = cur2;
987 p_ptr->stat_max[jj] = max1;
988 p_ptr->stat_cur[jj] = cur1;
992 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
993 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
996 p_ptr->update |= (PU_BONUS);
1003 void apply_nexus(monster_type *m_ptr)
1005 switch (randint1(7))
1007 case 1: case 2: case 3:
1009 teleport_player(200);
1015 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
1021 if (randint0(100) < p_ptr->skill_sav)
1024 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1026 msg_print("You resist the effects!");
1032 /* Teleport Level */
1033 teleport_player_level();
1039 if (randint0(100) < p_ptr->skill_sav)
1042 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1044 msg_print("You resist the effects!");
1051 msg_print("ÂΤ¬¤Í¤¸¤ì»Ï¤á¤¿...");
1053 msg_print("Your body starts to scramble...");
1064 * Charge a lite (torch or latern)
1066 void phlogiston(void)
1069 object_type * o_ptr = &inventory[INVEN_LITE];
1072 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1074 max_flog = FUEL_LAMP;
1078 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1080 max_flog = FUEL_TORCH;
1083 /* No torch to refill */
1087 msg_print("dzÁǤò¾ÃÈñ¤¹¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Þ¤»¤ó¡£");
1089 msg_print("You are not wielding anything which uses phlogiston.");
1095 if (o_ptr->xtra4 >= max_flog)
1098 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¤³¤ì°Ê¾ådzÁǤòÊä½¼¤Ç¤¤Þ¤»¤ó¡£");
1100 msg_print("No more phlogiston can be put in this item.");
1107 o_ptr->xtra4 += (max_flog / 2);
1111 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ËdzÁǤòÊä½¼¤·¤¿¡£");
1113 msg_print("You add phlogiston to your light item.");
1118 if (o_ptr->xtra4 >= max_flog)
1120 o_ptr->xtra4 = max_flog;
1122 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ÏËþ¥¿¥ó¤Ë¤Ê¤Ã¤¿¡£");
1124 msg_print("Your light item is full.");
1129 /* Recalculate torch */
1130 p_ptr->update |= (PU_TORCH);
1134 bool item_tester_hook_weapon_nobow(object_type *o_ptr)
1136 switch (o_ptr->tval)
1146 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
1154 * Brand the current weapon
1156 void brand_weapon(int brand_type)
1163 /* Assume enchant weapon */
1164 item_tester_hook = item_tester_hook_weapon_nobow;
1165 item_tester_no_ryoute = TRUE;
1169 q = "¤É¤ÎÉð´ï¤ò¶¯²½¤·¤Þ¤¹¤«? ";
1170 s = "¶¯²½¤Ç¤¤ëÉð´ï¤¬¤Ê¤¤¡£";
1172 q = "Enchant which weapon? ";
1173 s = "You have nothing to enchant.";
1176 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1178 /* Get the item (in the pack) */
1181 o_ptr = &inventory[item];
1184 /* Get the item (on the floor) */
1187 o_ptr = &o_list[0 - item];
1191 /* you can never modify artifacts / ego-items */
1192 /* you can never modify cursed items */
1193 /* TY: You _can_ modify broken items (if you're silly enough) */
1194 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
1195 !o_ptr->art_name && !cursed_p(o_ptr) &&
1196 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1197 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1198 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1202 /* Let's get the name before it is changed... */
1203 char o_name[MAX_NLEN];
1204 object_desc(o_name, o_ptr, FALSE, 0);
1209 if (o_ptr->tval == TV_SWORD)
1212 act = "¤Ï±Ô¤µ¤òÁý¤·¤¿¡ª";
1214 act = "becomes very sharp!";
1217 o_ptr->name2 = EGO_SHARPNESS;
1218 o_ptr->pval = m_bonus(5, dun_level) + 1;
1223 act = "¤ÏÇ˲õÎϤòÁý¤·¤¿¡ª";
1225 act = "seems very powerful.";
1228 o_ptr->name2 = EGO_EARTHQUAKES;
1229 o_ptr->pval = m_bonus(3, dun_level);
1234 act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
1236 act = "coverd with lightning!";
1239 o_ptr->name2 = EGO_BRAND_ELEC;
1243 act = "¤Ï»À¤Ëʤ¤ï¤ì¤¿¡ª";
1245 act = "coated with acid!";
1248 o_ptr->name2 = EGO_BRAND_ACID;
1252 act = "¤Ï¼Ù°¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
1254 act = "seems looking for evil monster!";
1257 o_ptr->name2 = EGO_SLAY_EVIL;
1261 act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
1263 act = "seems looking for demon!";
1266 o_ptr->name2 = EGO_SLAY_DEMON;
1270 act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
1272 act = "seems looking for undead!";
1275 o_ptr->name2 = EGO_SLAY_UNDEAD;
1279 act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1281 act = "seems looking for animal!";
1284 o_ptr->name2 = EGO_SLAY_ANIMAL;
1288 act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1290 act = "seems looking for dragon!";
1293 o_ptr->name2 = EGO_SLAY_DRAGON;
1297 act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1299 act = "seems looking for troll!";
1302 o_ptr->name2 = EGO_SLAY_TROLL;
1306 act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1308 act = "seems looking for orc!";
1311 o_ptr->name2 = EGO_SLAY_ORC;
1315 act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1317 act = "seems looking for giant!";
1320 o_ptr->name2 = EGO_SLAY_GIANT;
1324 act = "¤ÏÈó¾ï¤ËÉÔ°ÂÄê¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡£";
1326 act = "seems very unstable now.";
1329 o_ptr->name2 = EGO_TRUMP;
1330 o_ptr->pval = randint1(2);
1334 act = "¤Ï·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1336 act = "thirsts for blood!";
1339 o_ptr->name2 = EGO_VAMPIRIC;
1343 act = "¤ÏÆǤËʤ¤ï¤ì¤¿¡£";
1345 act = "is coated with poison.";
1348 o_ptr->name2 = EGO_BRAND_POIS;
1352 act = "¤Ï½ã¥í¥°¥ë¥¹¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£";
1354 act = "is engulfed in raw Logrus!";
1357 o_ptr->name2 = EGO_CHAOTIC;
1361 act = "¤Ï±ê¤Î¥·¡¼¥ë¥É¤Ëʤ¤ï¤ì¤¿¡ª";
1363 act = "is covered in a fiery shield!";
1366 o_ptr->name2 = EGO_BRAND_FIRE;
1370 act = "¤Ï¿¼¤¯Î䤿¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿¡ª";
1372 act = "glows deep, icy blue!";
1375 o_ptr->name2 = EGO_BRAND_COLD;
1380 msg_format("¤¢¤Ê¤¿¤Î%s%s", o_name, act);
1382 msg_format("Your %s %s", o_name, act);
1386 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1388 o_ptr->discount = 99;
1389 chg_virtue(V_ENCHANT, 2);
1393 if (flush_failure) flush();
1396 msg_print("°ÀÉղä˼ºÇÔ¤·¤¿¡£");
1398 msg_print("The Branding failed.");
1401 chg_virtue(V_ENCHANT, -2);
1407 void call_the_(void)
1411 if (cave_floor_bold(py - 1, px - 1) &&
1412 cave_floor_bold(py - 1, px ) &&
1413 cave_floor_bold(py - 1, px + 1) &&
1414 cave_floor_bold(py , px - 1) &&
1415 cave_floor_bold(py , px + 1) &&
1416 cave_floor_bold(py + 1, px - 1) &&
1417 cave_floor_bold(py + 1, px ) &&
1418 cave_floor_bold(py + 1, px + 1))
1420 for (i = 1; i < 10; i++)
1422 if (i-5) fire_ball(GF_ROCKET, i, 175, 2);
1425 for (i = 1; i < 10; i++)
1427 if (i-5) fire_ball(GF_MANA, i, 175, 3);
1430 for (i = 1; i < 10; i++)
1432 if (i-5) fire_ball(GF_NUKE, i, 175, 4);
1438 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
1439 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
1440 msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
1442 msg_format("You %s the %s too close to a wall!",
1443 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1444 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1445 msg_print("There is a loud explosion!");
1449 if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), TRUE))
1451 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
1453 msg_print("The dungeon collapses...");
1458 msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
1460 msg_print("The dungeon trembles.");
1465 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
1467 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
1475 * Fetch an item (teleport it right underneath the caster)
1477 void fetch(int dir, int wgt, bool require_los)
1483 char o_name[MAX_NLEN];
1485 /* Check to see if an object is already there */
1486 if (cave[py][px].o_idx)
1489 msg_print("¼«Ê¬¤Î¤β¼¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡£");
1491 msg_print("You can't fetch when you're already standing on something.");
1498 if (dir == 5 && target_okay())
1503 if (distance(py, px, ty, tx) > MAX_RANGE)
1506 msg_print("¤½¤ó¤Ê¤Ë±ó¤¯¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡ª");
1508 msg_print("You can't fetch something that far away!");
1514 c_ptr = &cave[ty][tx];
1516 /* We need an item to fetch */
1520 msg_print("¤½¤³¤Ë¤Ï²¿¤â¤¢¤ê¤Þ¤»¤ó¡£");
1522 msg_print("There is no object at this place.");
1528 /* No fetching from vault */
1529 if (c_ptr->info & CAVE_ICKY)
1532 msg_print("¥¢¥¤¥Æ¥à¤¬¥³¥ó¥È¥í¡¼¥ë¤ò³°¤ì¤ÆÍî¤Á¤¿¡£");
1534 msg_print("The item slips from your control.");
1540 /* We need to see the item */
1541 if (require_los && !player_has_los_bold(ty, tx))
1544 msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
1546 msg_print("You have no direct line of sight to that location.");
1554 /* Use a direction */
1555 ty = py; /* Where to drop the item */
1563 c_ptr = &cave[ty][tx];
1565 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1566 !cave_floor_bold(ty, tx)) return;
1568 while (!c_ptr->o_idx);
1571 o_ptr = &o_list[c_ptr->o_idx];
1573 if (o_ptr->weight > wgt)
1575 /* Too heavy to 'fetch' */
1577 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï½Å²á¤®¤Þ¤¹¡£");
1579 msg_print("The object is too heavy.");
1586 c_ptr->o_idx = o_ptr->next_o_idx;
1587 cave[py][px].o_idx = i; /* 'move' it */
1588 o_ptr->next_o_idx = 0;
1589 o_ptr->iy = (byte)py;
1590 o_ptr->ix = (byte)px;
1592 object_desc(o_name, o_ptr, TRUE, 0);
1594 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
1596 msg_format("%^s flies through the air to your feet.", o_name);
1601 p_ptr->redraw |= PR_MAP;
1605 void alter_reality(void)
1607 if (!quest_number(dun_level) && dun_level)
1610 msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
1612 msg_print("The world changes!");
1616 if (autosave_l) do_cmd_save_game(TRUE);
1619 p_ptr->leaving = TRUE;
1624 msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
1626 msg_print("The world seems to change for a moment!");
1634 * Leave a "glyph of warding" which prevents monster movement
1636 bool warding_glyph(void)
1639 if (!cave_clean_bold(py, px))
1642 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1644 msg_print("The object resists the spell.");
1650 /* Create a glyph */
1651 cave_set_feat(py, px, FEAT_GLYPH);
1656 bool warding_mirror(void)
1659 if (!cave_clean_bold(py, px))
1662 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1664 msg_print("The object resists the spell.");
1670 /* Create a glyph */
1671 cave_set_feat(py, px, FEAT_MIRROR);
1680 * Leave an "explosive rune" which prevents monster movement
1682 bool explosive_rune(void)
1685 if (!cave_clean_bold(py, px))
1688 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1690 msg_print("The object resists the spell.");
1696 /* Create a glyph */
1697 cave_set_feat(py, px, FEAT_MINOR_GLYPH);
1704 * Identify everything being carried.
1705 * Done by a potion of "self knowledge".
1707 void identify_pack(void)
1711 /* Simply identify and know every item */
1712 for (i = 0; i < INVEN_TOTAL; i++)
1714 object_type *o_ptr = &inventory[i];
1716 /* Skip non-objects */
1717 if (!o_ptr->k_idx) continue;
1720 identify_item(o_ptr);
1726 * Used by the "enchant" function (chance of failure)
1727 * (modified for Zangband, we need better stuff there...) -- TY
1729 static int enchant_table[16] =
1731 0, 10, 50, 100, 200,
1732 300, 400, 500, 650, 800,
1733 950, 987, 993, 995, 998,
1739 * Removes curses from items in inventory
1741 * Note that Items which are "Perma-Cursed" (The One Ring,
1742 * The Crown of Morgoth) can NEVER be uncursed.
1744 * Note that if "all" is FALSE, then Items which are
1745 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
1746 * will not be uncursed.
1748 static int remove_curse_aux(int all)
1752 /* Attempt to uncurse items being worn */
1753 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1757 object_type *o_ptr = &inventory[i];
1759 /* Skip non-objects */
1760 if (!o_ptr->k_idx) continue;
1762 /* Uncursed already */
1763 if (!cursed_p(o_ptr)) continue;
1765 /* Extract the flags */
1766 object_flags(o_ptr, &f1, &f2, &f3);
1768 /* Heavily Cursed Items need a special spell */
1769 if (!all && (f3 & TR3_HEAVY_CURSE)) continue;
1771 /* Perma-Cursed Items can NEVER be uncursed */
1772 if (f3 & TR3_PERMA_CURSE) continue;
1775 o_ptr->ident &= ~(IDENT_CURSED);
1777 /* Hack -- Assume felt */
1778 o_ptr->ident |= (IDENT_SENSE);
1780 if (o_ptr->art_flags3 & TR3_CURSED)
1781 o_ptr->art_flags3 &= ~(TR3_CURSED);
1783 if (o_ptr->art_flags3 & TR3_HEAVY_CURSE)
1784 o_ptr->art_flags3 &= ~(TR3_HEAVY_CURSE);
1787 o_ptr->feeling = FEEL_NONE;
1789 /* Recalculate the bonuses */
1790 p_ptr->update |= (PU_BONUS);
1793 p_ptr->window |= (PW_EQUIP);
1795 /* Count the uncursings */
1799 /* Return "something uncursed" */
1805 * Remove most curses
1807 bool remove_curse(void)
1809 return (remove_curse_aux(FALSE));
1815 bool remove_all_curse(void)
1817 return (remove_curse_aux(TRUE));
1822 * Turns an object into gold, gain some of its value in a shop
1831 char o_name[MAX_NLEN];
1832 char out_val[MAX_NLEN+40];
1836 /* Hack -- force destruction */
1837 if (command_arg > 0) force = TRUE;
1841 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
1842 s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
1844 q = "Turn which item to gold? ";
1845 s = "You have nothing to turn to gold.";
1848 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
1850 /* Get the item (in the pack) */
1853 o_ptr = &inventory[item];
1856 /* Get the item (on the floor) */
1859 o_ptr = &o_list[0 - item];
1863 /* See how many items */
1864 if (o_ptr->number > 1)
1866 /* Get a quantity */
1867 amt = get_quantity(NULL, o_ptr->number);
1869 /* Allow user abort */
1870 if (amt <= 0) return FALSE;
1874 /* Describe the object */
1875 old_number = o_ptr->number;
1876 o_ptr->number = amt;
1877 object_desc(o_name, o_ptr, TRUE, 3);
1878 o_ptr->number = old_number;
1880 /* Verify unless quantity given */
1883 if (confirm_destroy || (object_value(o_ptr) > 0))
1885 /* Make a verification */
1887 sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
1889 sprintf(out_val, "Really turn %s to gold? ", o_name);
1892 if (!get_check(out_val)) return FALSE;
1896 /* Artifacts cannot be destroyed */
1897 if (artifact_p(o_ptr) || o_ptr->art_name)
1899 byte feel = FEEL_SPECIAL;
1903 msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
1905 msg_format("You fail to turn %s to gold!", o_name);
1909 /* Hack -- Handle icky artifacts */
1910 if (cursed_p(o_ptr) || broken_p(o_ptr)) feel = FEEL_TERRIBLE;
1912 /* Hack -- inscribe the artifact */
1913 o_ptr->feeling = feel;
1915 /* We have "felt" it (again) */
1916 o_ptr->ident |= (IDENT_SENSE);
1918 /* Combine the pack */
1919 p_ptr->notice |= (PN_COMBINE);
1922 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1928 price = object_value_real(o_ptr);
1934 msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
1936 msg_format("You turn %s to fool's gold.", o_name);
1944 if (amt > 1) price *= amt;
1946 if (price > 30000) price = 30000;
1948 msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
1950 msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
1956 p_ptr->redraw |= (PR_GOLD);
1959 p_ptr->window |= (PW_PLAYER);
1963 /* Eliminate the item (from the pack) */
1966 inven_item_increase(item, -amt);
1967 inven_item_describe(item);
1968 inven_item_optimize(item);
1971 /* Eliminate the item (from the floor) */
1974 floor_item_increase(0 - item, -amt);
1975 floor_item_describe(0 - item);
1976 floor_item_optimize(0 - item);
1984 * Create stairs at the player location
1986 void stair_creation(void)
1989 if (!cave_valid_bold(py, px))
1992 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
1994 msg_print("The object resists the spell.");
2001 delete_object(py, px);
2003 /* Create a staircase */
2004 if (p_ptr->inside_arena || (p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || p_ptr->inside_battle || !dun_level)
2006 /* arena or quest */
2008 msg_print("¸ú²Ì¤¬¤¢¤ê¤Þ¤»¤ó¡ª");
2010 msg_print("There is no effect!");
2014 else if (ironman_downward)
2016 /* Town/wilderness or Ironman */
2017 cave_set_feat(py, px, FEAT_MORE);
2019 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
2022 cave_set_feat(py, px, FEAT_LESS);
2024 else if (randint0(100) < 50)
2026 cave_set_feat(py, px, FEAT_MORE);
2030 cave_set_feat(py, px, FEAT_LESS);
2036 * Hook to specify "weapon"
2038 bool item_tester_hook_weapon(object_type *o_ptr)
2040 switch (o_ptr->tval)
2054 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2061 bool item_tester_hook_weapon2(object_type *o_ptr)
2063 switch (o_ptr->tval)
2083 * Hook to specify "armour"
2085 bool item_tester_hook_armour(object_type *o_ptr)
2087 switch (o_ptr->tval)
2107 bool item_tester_hook_corpse(object_type *o_ptr)
2109 switch (o_ptr->tval)
2122 * Check if an object is weapon or armour (but not arrow, bolt, or shot)
2124 bool item_tester_hook_weapon_armour(object_type *o_ptr)
2126 switch (o_ptr->tval)
2155 * Check if an object is nameless weapon or armour
2157 bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2159 if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
2162 switch (o_ptr->tval)
2191 * Break the curse of an item
2193 static void break_curse(object_type *o_ptr)
2197 /* Extract the flags */
2198 object_flags(o_ptr, &f1, &f2, &f3);
2200 if (cursed_p(o_ptr) && !(f3 & TR3_PERMA_CURSE) && !(f3 & TR3_HEAVY_CURSE) && (randint0(100) < 25))
2203 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
2205 msg_print("The curse is broken!");
2209 o_ptr->ident &= ~(IDENT_CURSED);
2210 o_ptr->ident |= (IDENT_SENSE);
2212 if (o_ptr->art_flags3 & TR3_CURSED)
2213 o_ptr->art_flags3 &= ~(TR3_CURSED);
2215 o_ptr->feeling = FEEL_NONE;
2221 * Enchants a plus onto an item. -RAK-
2223 * Revamped! Now takes item pointer, number of times to try enchanting,
2224 * and a flag of what to try enchanting. Artifacts resist enchantment
2225 * some of the time, and successful enchantment to at least +0 might
2226 * break a curse on the item. -CFT-
2228 * Note that an item can technically be enchanted all the way to +15 if
2229 * you wait a very, very, long time. Going from +9 to +10 only works
2230 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2232 * Note that this function can now be used on "piles" of items, and
2233 * the larger the pile, the lower the chance of success.
2235 bool enchant(object_type *o_ptr, int n, int eflag)
2237 int i, chance, prob;
2239 bool a = (artifact_p(o_ptr) || o_ptr->art_name);
2240 bool force = (eflag & ENCH_FORCE);
2243 /* Large piles resist enchantment */
2244 prob = o_ptr->number * 100;
2246 /* Missiles are easy to enchant */
2247 if ((o_ptr->tval == TV_BOLT) ||
2248 (o_ptr->tval == TV_ARROW) ||
2249 (o_ptr->tval == TV_SHOT))
2255 for (i = 0; i < n; i++)
2257 /* Hack -- Roll for pile resistance */
2258 if (!force && randint0(prob) >= 100) continue;
2260 /* Enchant to hit */
2261 if (eflag & ENCH_TOHIT)
2263 if (o_ptr->to_h < 0) chance = 0;
2264 else if (o_ptr->to_h > 15) chance = 1000;
2265 else chance = enchant_table[o_ptr->to_h];
2267 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2272 /* only when you get it above -1 -CFT */
2273 if (o_ptr->to_h >= 0)
2278 /* Enchant to damage */
2279 if (eflag & ENCH_TODAM)
2281 if (o_ptr->to_d < 0) chance = 0;
2282 else if (o_ptr->to_d > 15) chance = 1000;
2283 else chance = enchant_table[o_ptr->to_d];
2285 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2290 /* only when you get it above -1 -CFT */
2291 if (o_ptr->to_d >= 0)
2296 /* Enchant to armor class */
2297 if (eflag & ENCH_TOAC)
2299 if (o_ptr->to_a < 0) chance = 0;
2300 else if (o_ptr->to_a > 15) chance = 1000;
2301 else chance = enchant_table[o_ptr->to_a];
2303 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2308 /* only when you get it above -1 -CFT */
2309 if (o_ptr->to_a >= 0)
2316 if (!res) return (FALSE);
2318 /* Recalculate bonuses */
2319 p_ptr->update |= (PU_BONUS);
2321 /* Combine / Reorder the pack (later) */
2322 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2325 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2336 * Enchant an item (in the inventory or on the floor)
2337 * Note that "num_ac" requires armour, else weapon
2338 * Returns TRUE if attempted, FALSE if cancelled
2340 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2345 char o_name[MAX_NLEN];
2349 /* Assume enchant weapon */
2350 item_tester_hook = item_tester_hook_weapon;
2351 item_tester_no_ryoute = TRUE;
2353 /* Enchant armor if requested */
2354 if (num_ac) item_tester_hook = item_tester_hook_armour;
2358 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2359 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2361 q = "Enchant which item? ";
2362 s = "You have nothing to enchant.";
2365 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2367 /* Get the item (in the pack) */
2370 o_ptr = &inventory[item];
2373 /* Get the item (on the floor) */
2376 o_ptr = &o_list[0 - item];
2381 object_desc(o_name, o_ptr, FALSE, 0);
2385 msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
2388 msg_format("%s %s glow%s brightly!",
2389 ((item >= 0) ? "Your" : "The"), o_name,
2390 ((o_ptr->number > 1) ? "" : "s"));
2395 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2396 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2397 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2403 if (flush_failure) flush();
2407 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2409 msg_print("The enchantment failed.");
2412 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2415 chg_virtue(V_ENCHANT, 1);
2419 /* Something happened */
2424 bool artifact_scroll(void)
2429 char o_name[MAX_NLEN];
2433 item_tester_no_ryoute = TRUE;
2434 /* Enchant weapon/armour */
2435 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2439 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2440 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2442 q = "Enchant which item? ";
2443 s = "You have nothing to enchant.";
2446 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2448 /* Get the item (in the pack) */
2451 o_ptr = &inventory[item];
2454 /* Get the item (on the floor) */
2457 o_ptr = &o_list[0 - item];
2462 object_desc(o_name, o_ptr, FALSE, 0);
2466 msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
2468 msg_format("%s %s radiate%s a blinding light!",
2469 ((item >= 0) ? "Your" : "The"), o_name,
2470 ((o_ptr->number > 1) ? "" : "s"));
2473 if (o_ptr->name1 || o_ptr->art_name)
2476 msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2479 msg_format("The %s %s already %s!",
2480 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2481 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2487 else if (o_ptr->name2)
2490 msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
2493 msg_format("The %s %s already %s!",
2494 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2495 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2501 else if (o_ptr->xtra3)
2504 msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª",
2507 msg_format("The %s %s already %s!",
2508 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2509 ((o_ptr->number > 1) ? "kaji items" : "an kaji item"));
2515 if (o_ptr->number > 1)
2518 msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
2519 msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
2521 msg_print("Not enough enough energy to enchant more than one object!");
2522 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2527 inven_item_increase(item, 1-(o_ptr->number));
2531 floor_item_increase(0-item, 1-(o_ptr->number));
2534 okay = create_artifact(o_ptr, TRUE);
2541 if (flush_failure) flush();
2545 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2547 msg_print("The enchantment failed.");
2550 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2553 chg_virtue(V_ENCHANT, 1);
2557 /* Something happened */
2563 * Identify an object
2565 void identify_item(object_type *o_ptr)
2567 bool motoart = TRUE;
2568 char o_name[MAX_NLEN];
2571 object_desc(o_name, o_ptr, TRUE, 3);
2573 if ((artifact_p(o_ptr) || o_ptr->art_name) && !(o_ptr->ident & IDENT_KNOWN))
2576 if (!(o_ptr->ident & (IDENT_MENTAL)))
2578 if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
2579 chg_virtue(V_KNOWLEDGE, 1);
2582 /* Identify it fully */
2583 object_aware(o_ptr);
2584 object_known(o_ptr);
2586 /* Recalculate bonuses */
2587 p_ptr->update |= (PU_BONUS);
2589 /* Combine / Reorder the pack (later) */
2590 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2593 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2595 strcpy(record_o_name, o_name);
2599 object_desc(o_name, o_ptr, TRUE, 0);
2601 if(record_fix_art && !motoart && artifact_p(o_ptr))
2602 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2603 if(record_rand_art && !motoart && o_ptr->art_name)
2604 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2608 bool item_tester_hook_identify(object_type *o_ptr)
2610 return (bool)!object_known_p(o_ptr);
2613 bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2615 if (object_known_p(o_ptr))
2617 return item_tester_hook_weapon_armour(o_ptr);
2621 * Identify an object in the inventory (or on the floor)
2622 * This routine does *not* automatically combine objects.
2623 * Returns TRUE if something was identified, else FALSE.
2625 bool ident_spell(bool only_equip)
2629 char o_name[MAX_NLEN];
2632 item_tester_no_ryoute = TRUE;
2635 item_tester_hook = item_tester_hook_identify_weapon_armour;
2637 item_tester_hook = item_tester_hook_identify;
2639 if (!can_get_item())
2643 item_tester_hook = item_tester_hook_weapon_armour;
2647 item_tester_hook = NULL;
2653 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2654 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2656 q = "Identify which item? ";
2657 s = "You have nothing to identify.";
2660 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2662 /* Get the item (in the pack) */
2665 o_ptr = &inventory[item];
2668 /* Get the item (on the floor) */
2671 o_ptr = &o_list[0 - item];
2675 identify_item(o_ptr);
2678 object_desc(o_name, o_ptr, TRUE, 3);
2681 if (item >= INVEN_RARM)
2684 msg_format("%^s: %s(%c)¡£",
2686 msg_format("%^s: %s (%c).",
2689 describe_use(item), o_name, index_to_label(item));
2694 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£",
2696 msg_format("In your pack: %s (%c).",
2699 o_name, index_to_label(item));
2704 msg_format("¾²¾å: %s¡£",
2706 msg_format("On the ground: %s.",
2712 /* Something happened */
2718 * Mundanify an object in the inventory (or on the floor)
2719 * This routine does *not* automatically combine objects.
2720 * Returns TRUE if something was mundanified, else FALSE.
2722 bool mundane_spell(bool only_equip)
2728 if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
2729 item_tester_no_ryoute = TRUE;
2733 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
2734 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2736 q = "Use which item? ";
2737 s = "You have nothing you can use.";
2740 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2742 /* Get the item (in the pack) */
2745 o_ptr = &inventory[item];
2748 /* Get the item (on the floor) */
2751 o_ptr = &o_list[0 - item];
2756 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2758 msg_print("There is a bright flash of light!");
2761 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2762 byte ix = o_ptr->ix; /* X-position on map, or zero */
2763 s16b next_o_idx= o_ptr->next_o_idx; /* Next object in stack (if any) */
2764 byte marked=o_ptr->marked; /* Object is marked */
2765 s16b weight = (o_ptr->number*o_ptr->weight);
2768 object_prep(o_ptr, o_ptr->k_idx);
2772 o_ptr->next_o_idx=next_o_idx;
2773 o_ptr->marked=marked;
2774 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2778 /* Something happened */
2784 bool item_tester_hook_identify_fully(object_type *o_ptr)
2786 return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
2789 bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
2791 if (!item_tester_hook_identify_fully(o_ptr))
2793 return item_tester_hook_weapon_armour(o_ptr);
2797 * Fully "identify" an object in the inventory -BEN-
2798 * This routine returns TRUE if an item was identified.
2800 bool identify_fully(bool only_equip)
2804 char o_name[MAX_NLEN];
2807 item_tester_no_ryoute = TRUE;
2809 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
2811 item_tester_hook = item_tester_hook_identify_fully;
2813 if (!can_get_item())
2816 item_tester_hook = item_tester_hook_weapon_armour;
2818 item_tester_hook = NULL;
2823 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2824 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2826 q = "Identify which item? ";
2827 s = "You have nothing to identify.";
2830 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2832 /* Get the item (in the pack) */
2835 o_ptr = &inventory[item];
2838 /* Get the item (on the floor) */
2841 o_ptr = &o_list[0 - item];
2845 identify_item(o_ptr);
2847 /* Mark the item as fully known */
2848 o_ptr->ident |= (IDENT_MENTAL);
2854 object_desc(o_name, o_ptr, TRUE, 3);
2857 if (item >= INVEN_RARM)
2860 msg_format("%^s: %s(%c)¡£",
2862 msg_format("%^s: %s (%c).",
2865 describe_use(item), o_name, index_to_label(item));
2870 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£",
2872 msg_format("In your pack: %s (%c).",
2875 o_name, index_to_label(item));
2880 msg_format("¾²¾å: %s¡£",
2882 msg_format("On the ground: %s.",
2888 /* Describe it fully */
2889 (void)identify_fully_aux(o_ptr);
2899 * Hook for "get_item()". Determine if something is rechargable.
2901 bool item_tester_hook_recharge(object_type *o_ptr)
2903 /* Recharge staffs */
2904 if (o_ptr->tval == TV_STAFF) return (TRUE);
2906 /* Recharge wands */
2907 if (o_ptr->tval == TV_WAND) return (TRUE);
2909 /* Hack -- Recharge rods */
2910 if (o_ptr->tval == TV_ROD) return (TRUE);
2918 * Recharge a wand/staff/rod from the pack or on the floor.
2919 * This function has been rewritten in Oangband and ZAngband.
2921 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
2922 * Chaos -- Arcane Binding --> recharge(90)
2924 * Scroll of recharging --> recharge(130)
2925 * Artifact activation/Thingol --> recharge(130)
2927 * It is harder to recharge high level, and highly charged wands,
2928 * staffs, and rods. The more wands in a stack, the more easily and
2929 * strongly they recharge. Staffs, however, each get fewer charges if
2932 * XXX XXX XXX Beware of "sliding index errors".
2934 bool recharge(int power)
2937 int recharge_strength, recharge_amount;
2946 char o_name[MAX_NLEN];
2948 /* Only accept legal items */
2949 item_tester_hook = item_tester_hook_recharge;
2953 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
2954 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2956 q = "Recharge which item? ";
2957 s = "You have nothing to recharge.";
2960 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2962 /* Get the item (in the pack) */
2965 o_ptr = &inventory[item];
2968 /* Get the item (on the floor) */
2971 o_ptr = &o_list[0 - item];
2974 /* Get the object kind. */
2975 k_ptr = &k_info[o_ptr->k_idx];
2977 /* Extract the object "level" */
2978 lev = get_object_level(o_ptr);
2981 /* Recharge a rod */
2982 if (o_ptr->tval == TV_ROD)
2984 /* Extract a recharge strength by comparing object level to power. */
2985 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
2989 if (one_in_(recharge_strength))
2991 /* Activate the failure code. */
2998 /* Recharge amount */
2999 recharge_amount = (power * damroll(3, 2));
3001 /* Recharge by that amount */
3002 if (o_ptr->timeout > recharge_amount)
3003 o_ptr->timeout -= recharge_amount;
3010 /* Recharge wand/staff */
3013 /* Extract a recharge strength by comparing object level to power.
3014 * Divide up a stack of wands' charges to calculate charge penalty.
3016 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3017 recharge_strength = (100 + power - lev -
3018 (8 * o_ptr->pval / o_ptr->number)) / 15;
3020 /* All staffs, unstacked wands. */
3021 else recharge_strength = (100 + power - lev -
3022 (8 * o_ptr->pval)) / 15;
3025 if (recharge_strength < 0) recharge_strength = 0;
3028 if (one_in_(recharge_strength))
3030 /* Activate the failure code. */
3034 /* If the spell didn't backfire, recharge the wand or staff. */
3037 /* Recharge based on the standard number of charges. */
3038 recharge_amount = randint1(1 + k_ptr->pval / 2);
3040 /* Multiple wands in a stack increase recharging somewhat. */
3041 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3044 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
3045 if (recharge_amount < 1) recharge_amount = 1;
3046 if (recharge_amount > 12) recharge_amount = 12;
3049 /* But each staff in a stack gets fewer additional charges,
3050 * although always at least one.
3052 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
3054 recharge_amount /= o_ptr->number;
3055 if (recharge_amount < 1) recharge_amount = 1;
3058 /* Recharge the wand or staff. */
3059 o_ptr->pval += recharge_amount;
3062 /* Hack -- we no longer "know" the item */
3063 o_ptr->ident &= ~(IDENT_KNOWN);
3065 /* Hack -- we no longer think the item is empty */
3066 o_ptr->ident &= ~(IDENT_EMPTY);
3071 /* Inflict the penalties for failing a recharge. */
3074 /* Artifacts are never destroyed. */
3075 if (artifact_p(o_ptr))
3077 object_desc(o_name, o_ptr, TRUE, 0);
3079 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
3081 msg_format("The recharging backfires - %s is completely drained!", o_name);
3085 /* Artifact rods. */
3086 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3087 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3089 /* Artifact wands and staffs. */
3090 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3095 /* Get the object description */
3096 object_desc(o_name, o_ptr, FALSE, 0);
3098 /*** Determine Seriousness of Failure ***/
3100 /* Mages recharge objects more safely. */
3101 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)
3103 /* 10% chance to blow up one rod, otherwise draining. */
3104 if (o_ptr->tval == TV_ROD)
3106 if (one_in_(10)) fail_type = 2;
3109 /* 75% chance to blow up one wand, otherwise draining. */
3110 else if (o_ptr->tval == TV_WAND)
3112 if (!one_in_(3)) fail_type = 2;
3115 /* 50% chance to blow up one staff, otherwise no effect. */
3116 else if (o_ptr->tval == TV_STAFF)
3118 if (one_in_(2)) fail_type = 2;
3123 /* All other classes get no special favors. */
3126 /* 33% chance to blow up one rod, otherwise draining. */
3127 if (o_ptr->tval == TV_ROD)
3129 if (one_in_(3)) fail_type = 2;
3132 /* 20% chance of the entire stack, else destroy one wand. */
3133 else if (o_ptr->tval == TV_WAND)
3135 if (one_in_(5)) fail_type = 3;
3138 /* Blow up one staff. */
3139 else if (o_ptr->tval == TV_STAFF)
3145 /*** Apply draining and destruction. ***/
3147 /* Drain object or stack of objects. */
3150 if (o_ptr->tval == TV_ROD)
3153 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
3155 msg_print("The recharge backfires, draining the rod further!");
3158 if (o_ptr->timeout < 10000)
3159 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3161 else if (o_ptr->tval == TV_WAND)
3164 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
3166 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
3171 /* Staffs aren't drained. */
3174 /* Destroy an object or one in a stack of objects. */
3177 if (o_ptr->number > 1)
3179 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
3181 msg_format("Wild magic consumes one of your %s!", o_name);
3186 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3188 msg_format("Wild magic consumes your %s!", o_name);
3192 /* Reduce rod stack maximum timeout, drain wands. */
3193 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3194 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3196 /* Reduce and describe inventory */
3199 inven_item_increase(item, -1);
3200 inven_item_describe(item);
3201 inven_item_optimize(item);
3204 /* Reduce and describe floor item */
3207 floor_item_increase(0 - item, -1);
3208 floor_item_describe(0 - item);
3209 floor_item_optimize(0 - item);
3213 /* Destroy all members of a stack of objects. */
3216 if (o_ptr->number > 1)
3218 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
3220 msg_format("Wild magic consumes all your %s!", o_name);
3225 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3227 msg_format("Wild magic consumes your %s!", o_name);
3232 /* Reduce and describe inventory */
3235 inven_item_increase(item, -999);
3236 inven_item_describe(item);
3237 inven_item_optimize(item);
3240 /* Reduce and describe floor item */
3243 floor_item_increase(0 - item, -999);
3244 floor_item_describe(0 - item);
3245 floor_item_optimize(0 - item);
3251 /* Combine / Reorder the pack (later) */
3252 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3255 p_ptr->window |= (PW_INVEN);
3257 /* Something was done */
3265 bool bless_weapon(void)
3270 char o_name[MAX_NLEN];
3273 item_tester_no_ryoute = TRUE;
3274 /* Assume enchant weapon */
3275 item_tester_hook = item_tester_hook_weapon2;
3279 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
3280 s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3282 q = "Bless which weapon? ";
3283 s = "You have weapon to bless.";
3286 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3289 /* Get the item (in the pack) */
3292 o_ptr = &inventory[item];
3295 /* Get the item (on the floor) */
3298 o_ptr = &o_list[0 - item];
3303 object_desc(o_name, o_ptr, FALSE, 0);
3305 /* Extract the flags */
3306 object_flags(o_ptr, &f1, &f2, &f3);
3308 if (o_ptr->ident & IDENT_CURSED)
3310 if (((f3 & TR3_HEAVY_CURSE) && (randint1(100) < 33)) ||
3311 (f3 & TR3_PERMA_CURSE))
3314 msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
3317 msg_format("The black aura on %s %s disrupts the blessing!",
3318 ((item >= 0) ? "your" : "the"), o_name);
3325 msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
3328 msg_format("A malignant aura leaves %s %s.",
3329 ((item >= 0) ? "your" : "the"), o_name);
3334 o_ptr->ident &= ~(IDENT_CURSED);
3336 /* Hack -- Assume felt */
3337 o_ptr->ident |= (IDENT_SENSE);
3340 o_ptr->feeling = FEEL_NONE;
3342 /* Recalculate the bonuses */
3343 p_ptr->update |= (PU_BONUS);
3346 p_ptr->window |= (PW_EQUIP);
3350 * Next, we try to bless it. Artifacts have a 1/3 chance of
3351 * being blessed, otherwise, the operation simply disenchants
3352 * them, godly power negating the magic. Ok, the explanation
3353 * is silly, but otherwise priests would always bless every
3354 * artifact weapon they find. Ego weapons and normal weapons
3355 * can be blessed automatically.
3357 if (f3 & TR3_BLESSED)
3360 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
3363 msg_format("%s %s %s blessed already.",
3364 ((item >= 0) ? "Your" : "The"), o_name,
3365 ((o_ptr->number > 1) ? "were" : "was"));
3371 if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || one_in_(3))
3375 msg_format("%s¤Ïµ±¤¤¤¿¡ª",
3378 msg_format("%s %s shine%s!",
3379 ((item >= 0) ? "Your" : "The"), o_name,
3380 ((o_ptr->number > 1) ? "" : "s"));
3383 o_ptr->art_flags3 |= TR3_BLESSED;
3384 o_ptr->discount = 99;
3388 bool dis_happened = FALSE;
3391 msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
3393 msg_print("The weapon resists your blessing!");
3397 /* Disenchant tohit */
3398 if (o_ptr->to_h > 0)
3401 dis_happened = TRUE;
3404 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3406 /* Disenchant todam */
3407 if (o_ptr->to_d > 0)
3410 dis_happened = TRUE;
3413 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3415 /* Disenchant toac */
3416 if (o_ptr->to_a > 0)
3419 dis_happened = TRUE;
3422 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3427 msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
3429 msg_print("There is a static feeling in the air...");
3433 msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
3436 msg_format("%s %s %s disenchanted!",
3437 ((item >= 0) ? "Your" : "The"), o_name,
3438 ((o_ptr->number > 1) ? "were" : "was"));
3444 /* Recalculate bonuses */
3445 p_ptr->update |= (PU_BONUS);
3448 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3459 bool pulish_shield(void)
3464 char o_name[MAX_NLEN];
3467 item_tester_no_ryoute = TRUE;
3468 /* Assume enchant weapon */
3469 item_tester_tval = TV_SHIELD;
3473 q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
3474 s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3476 q = "Pulish which weapon? ";
3477 s = "You have weapon to pulish.";
3480 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3483 /* Get the item (in the pack) */
3486 o_ptr = &inventory[item];
3489 /* Get the item (on the floor) */
3492 o_ptr = &o_list[0 - item];
3497 object_desc(o_name, o_ptr, FALSE, 0);
3499 /* Extract the flags */
3500 object_flags(o_ptr, &f1, &f2, &f3);
3502 if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
3503 !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_SHIELD_OF_DEFLECTION))
3506 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
3508 msg_format("%s %s shine%s!",
3509 ((item >= 0) ? "Your" : "The"), o_name,
3510 ((o_ptr->number > 1) ? "" : "s"));
3512 o_ptr->name2 = EGO_REFLECTION;
3513 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3515 o_ptr->discount = 99;
3516 chg_virtue(V_ENCHANT, 2);
3522 if (flush_failure) flush();
3525 msg_print("¼ºÇÔ¤·¤¿¡£");
3527 msg_print("Failed.");
3530 chg_virtue(V_ENCHANT, -2);
3539 * Potions "smash open" and cause an area effect when
3540 * (1) they are shattered while in the player's inventory,
3541 * due to cold (etc) attacks;
3542 * (2) they are thrown at a monster, or obstacle;
3543 * (3) they are shattered by a "cold ball" or other such spell
3544 * while lying on the floor.
3547 * who --- who caused the potion to shatter (0=player)
3548 * potions that smash on the floor are assumed to
3549 * be caused by no-one (who = 1), as are those that
3550 * shatter inside the player inventory.
3551 * (Not anymore -- I changed this; TY)
3552 * y, x --- coordinates of the potion (or player if
3553 * the potion was in her inventory);
3554 * o_ptr --- pointer to the potion object.
3556 bool potion_smash_effect(int who, int y, int x, int k_idx)
3564 object_kind *k_ptr = &k_info[k_idx];
3566 switch (k_ptr->sval)
3568 case SV_POTION_SALT_WATER:
3569 case SV_POTION_SLIME_MOLD:
3570 case SV_POTION_LOSE_MEMORIES:
3571 case SV_POTION_DEC_STR:
3572 case SV_POTION_DEC_INT:
3573 case SV_POTION_DEC_WIS:
3574 case SV_POTION_DEC_DEX:
3575 case SV_POTION_DEC_CON:
3576 case SV_POTION_DEC_CHR:
3577 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3578 case SV_POTION_APPLE_JUICE:
3581 case SV_POTION_INFRAVISION:
3582 case SV_POTION_DETECT_INVIS:
3583 case SV_POTION_SLOW_POISON:
3584 case SV_POTION_CURE_POISON:
3585 case SV_POTION_BOLDNESS:
3586 case SV_POTION_RESIST_HEAT:
3587 case SV_POTION_RESIST_COLD:
3588 case SV_POTION_HEROISM:
3589 case SV_POTION_BESERK_STRENGTH:
3590 case SV_POTION_RES_STR:
3591 case SV_POTION_RES_INT:
3592 case SV_POTION_RES_WIS:
3593 case SV_POTION_RES_DEX:
3594 case SV_POTION_RES_CON:
3595 case SV_POTION_RES_CHR:
3596 case SV_POTION_INC_STR:
3597 case SV_POTION_INC_INT:
3598 case SV_POTION_INC_WIS:
3599 case SV_POTION_INC_DEX:
3600 case SV_POTION_INC_CON:
3601 case SV_POTION_INC_CHR:
3602 case SV_POTION_AUGMENTATION:
3603 case SV_POTION_ENLIGHTENMENT:
3604 case SV_POTION_STAR_ENLIGHTENMENT:
3605 case SV_POTION_SELF_KNOWLEDGE:
3606 case SV_POTION_EXPERIENCE:
3607 case SV_POTION_RESISTANCE:
3608 case SV_POTION_INVULNERABILITY:
3609 case SV_POTION_NEW_LIFE:
3610 /* All of the above potions have no effect when shattered */
3612 case SV_POTION_SLOWNESS:
3618 case SV_POTION_POISON:
3624 case SV_POTION_BLINDNESS:
3629 case SV_POTION_CONFUSION: /* Booze */
3634 case SV_POTION_SLEEP:
3639 case SV_POTION_RUINATION:
3640 case SV_POTION_DETONATIONS:
3642 dam = damroll(25, 25);
3646 case SV_POTION_DEATH:
3647 dt = GF_DEATH_RAY; /* !! */
3648 dam = k_ptr->level * 10;
3653 case SV_POTION_SPEED:
3657 case SV_POTION_CURE_LIGHT:
3659 dam = damroll(2, 3);
3662 case SV_POTION_CURE_SERIOUS:
3664 dam = damroll(4, 3);
3667 case SV_POTION_CURE_CRITICAL:
3668 case SV_POTION_CURING:
3670 dam = damroll(6, 3);
3673 case SV_POTION_HEALING:
3675 dam = damroll(10, 10);
3678 case SV_POTION_RESTORE_EXP:
3684 case SV_POTION_LIFE:
3686 dam = damroll(50, 50);
3690 case SV_POTION_STAR_HEALING:
3692 dam = damroll(50, 50);
3696 case SV_POTION_RESTORE_MANA: /* MANA */
3698 dam = damroll(10, 10);
3706 (void)project(who, radius, y, x, dam, dt,
3707 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3709 /* XXX those potions that explode need to become "known" */
3715 * Hack -- Display all known spells in a window
3717 * XXX XXX XXX Need to analyze size of the window.
3719 * XXX XXX XXX Need more color coding.
3721 void display_spell_list(void)
3725 int use_realm1 = p_ptr->realm1 - 1;
3726 int use_realm2 = p_ptr->realm2 - 1;
3736 /* Warriors are illiterate */
3737 if (!mp_ptr->spell_book) return;
3738 if (p_ptr->pclass == CLASS_SORCERER) return;
3739 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3741 /* Mindcrafter spell-list */
3742 if ((p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_FORCETRAINER))
3748 int plev = p_ptr->lev;
3755 /* Display a list of spells */
3758 put_str("̾Á°", y, x + 5);
3759 put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
3761 put_str("Name", y, x + 5);
3762 put_str("Lv Mana Fail Info", y, x + 35);
3765 switch(p_ptr->pclass)
3767 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3768 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3769 default: use_mind = 0;break;
3772 /* Dump the spells */
3773 for (i = 0; i < MAX_MIND_POWERS; i++)
3775 byte a = TERM_WHITE;
3777 /* Access the available spell */
3778 spell = mind_powers[use_mind].info[i];
3779 if (spell.min_lev > plev) break;
3781 /* Get the failure rate */
3782 chance = spell.fail;
3784 /* Reduce failure rate by "effective" level adjustment */
3785 chance -= 3 * (p_ptr->lev - spell.min_lev);
3787 /* Reduce failure rate by INT/WIS adjustment */
3788 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3790 /* Not enough mana to cast */
3791 if (spell.mana_cost > p_ptr->csp)
3793 chance += 5 * (spell.mana_cost - p_ptr->csp);
3797 /* Extract the minimum failure rate */
3798 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3800 /* Minimum failure rate */
3801 if (chance < minfail) chance = minfail;
3803 /* Stunning makes spells harder */
3804 if (p_ptr->stun > 50) chance += 25;
3805 else if (p_ptr->stun) chance += 15;
3807 /* Always a 5 percent chance of working */
3808 if (chance > 95) chance = 95;
3811 mindcraft_info(comment, use_mind, i);
3813 /* Dump the spell */
3814 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
3816 spell.min_lev, spell.mana_cost, chance, comment);
3818 Term_putstr(x, y + i + 1, -1, a, psi_desc);
3823 /* Normal spellcaster with books */
3826 for (j = 0; j < ((use_realm2 > -1) ? 2 : 1); j++)
3830 /* Reset vertical */
3833 /* Vertical location */
3834 y = (j < 3) ? 0 : (m[j - 3] + 2);
3836 /* Horizontal location */
3840 for (i = 0; i < 32; i++)
3842 byte a = TERM_WHITE;
3844 /* Access the spell */
3845 if (!is_magic((j < 1) ? use_realm1 : use_realm2))
3847 s_ptr = &technic_info[(j < 1) ? use_realm1 : use_realm2 - MIN_TECHNIC][i % 32];
3851 s_ptr = &mp_ptr->info[(j < 1) ? use_realm1 : use_realm2][i % 32];
3854 strcpy(name, spell_names[technic2magic((j < 1) ? use_realm1+1 : use_realm2+1)-1][i % 32]);
3857 if (s_ptr->slevel >= 99)
3861 strcpy(name, "(ȽÆÉÉÔǽ)");
3863 strcpy(name, "(illegible)");
3873 ((spell_forgotten1 & (1L << i))) :
3874 ((spell_forgotten2 & (1L << (i % 32)))))
3881 else if (!((j < 1) ?
3882 (spell_learned1 & (1L << i)) :
3883 (spell_learned2 & (1L << (i % 32)))))
3890 else if (!((j < 1) ?
3891 (spell_worked1 & (1L << i)) :
3892 (spell_worked2 & (1L << (i % 32)))))
3898 /* Dump the spell --(-- */
3899 sprintf(out_val, "%c/%c) %-20.20s",
3900 I2A(n / 8), I2A(n % 8), name);
3905 /* Dump onto the window */
3906 Term_putstr(x, m[j], -1, a, out_val);
3917 * Returns spell chance of failure for spell -RAK-
3919 s16b spell_chance(int spell, int realm)
3921 int chance, minfail;
3924 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
3927 /* Paranoia -- must be literate */
3928 if (!mp_ptr->spell_book) return (100);
3930 if (realm+1 == REALM_HISSATSU) return 0;
3932 /* Access the spell */
3933 if (!is_magic(realm+1))
3935 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
3939 s_ptr = &mp_ptr->info[realm][spell];
3942 /* Extract the base spell failure rate */
3943 chance = s_ptr->sfail;
3945 /* Reduce failure rate by "effective" level adjustment */
3946 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
3948 /* Reduce failure rate by INT/WIS adjustment */
3949 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3952 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level-skill_exp[GINOU_RIDING]/100-10,0));
3954 if (p_ptr->pclass == CLASS_SORCERER)
3955 shouhimana = s_ptr->smana*2200 + 2399;
3956 else if (p_ptr->pclass == CLASS_RED_MAGE)
3957 shouhimana = s_ptr->smana*2600 + 2399;
3958 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
3959 shouhimana = (s_ptr->smana*(3800-spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)])+2399);
3960 else shouhimana = s_ptr->smana*3800;
3963 else shouhimana *= 4;
3965 if(shouhimana < 1) shouhimana = 1;
3967 /* Not enough mana to cast */
3968 if (shouhimana > p_ptr->csp)
3970 chance += 5 * (shouhimana - p_ptr->csp);
3973 if (p_ptr->pseikaku == SEIKAKU_NAMAKE) chance += 10;
3974 if (p_ptr->pseikaku == SEIKAKU_KIREMONO) chance -= 3;
3975 if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) chance++;
3976 if (((realm + 1) != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
3978 /* Extract the minimum failure rate */
3979 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3982 * Non mage/priest characters never get too good
3983 * (added high mage, mindcrafter)
3985 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
3987 if (minfail < 5) minfail = 5;
3990 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
3991 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
3992 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
3994 if (p_ptr->heavy_spell) chance += 20;
3995 if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
3996 else if (p_ptr->easy_spell) chance-=3;
3997 else if (p_ptr->dec_mana) chance-=2;
3999 if ((realm+1 == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
4000 if ((realm+1 == REALM_LIFE) && (p_ptr->align < -20)) chance += penalty;
4001 if (((realm+1 == REALM_DEATH) || (realm+1 == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
4003 /* Minimum failure rate */
4004 if (chance < minfail) chance = minfail;
4006 /* Stunning makes spells harder */
4007 if (p_ptr->stun > 50) chance += 25;
4008 else if (p_ptr->stun) chance += 15;
4010 /* Always a 5 percent chance of working */
4011 if (chance > 95) chance = 95;
4013 if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
4015 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1399) chance--;
4016 if(spell_exp[((p_ptr->realm1 == realm+1) ? spell: spell+32)]>1599) chance--;
4018 if(p_ptr->dec_mana) chance--;
4019 if (p_ptr->heavy_spell) chance += 5;
4021 chance = MAX(chance,0);
4023 /* Return the chance */
4030 * Determine if a spell is "okay" for the player to cast or study
4031 * The spell must be legible, not forgotten, and also, to cast,
4032 * it must be known, and to study, it must not be known.
4034 bool spell_okay(int spell, bool learned, bool study_pray, int realm)
4038 /* Access the spell */
4039 if (!is_magic(realm+1))
4041 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
4045 s_ptr = &mp_ptr->info[realm][spell];
4048 /* Spell is illegal */
4049 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
4051 /* Spell is forgotten */
4052 if ((realm == p_ptr->realm2 - 1) ?
4053 (spell_forgotten2 & (1L << spell)) :
4054 (spell_forgotten1 & (1L << spell)))
4060 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
4061 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
4063 /* Spell is learned */
4064 if ((realm == p_ptr->realm2 - 1) ?
4065 (spell_learned2 & (1L << spell)) :
4066 (spell_learned1 & (1L << spell)))
4069 return (!study_pray);
4072 /* Okay to study, not to cast */
4079 * Extra information on a spell -DRS-
4081 * We can use up to 14 characters of the buffer 'p'
4083 * The strings in this function were extracted from the code in the
4084 * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
4086 static void spell_info(char *p, int spell, int realm)
4088 int plev = p_ptr->lev;
4091 int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
4092 p_ptr->pclass == CLASS_HIGH_MAGE ||
4093 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4095 int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
4096 p_ptr->pclass == CLASS_HIGH_MAGE ||
4097 p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
4099 cptr s_dam = "»½ý:";
4100 cptr s_dur = "´ü´Ö:";
4101 cptr s_range = "ÈÏ°Ï:";
4102 cptr s_heal = "²óÉü:";
4103 cptr s_random = "¥é¥ó¥À¥à";
4104 cptr s_delay = "ÃÙ±ä:";
4106 cptr s_dam = "dam ";
4107 cptr s_dur = "dur ";
4108 cptr s_range = "range ";
4109 cptr s_heal = "heal ";
4110 cptr s_random = "random";
4111 cptr s_delay = "delay ";
4116 /* Analyze the spell */
4122 case 1: sprintf(p, " %s2d10", s_heal); break;
4123 case 2: sprintf(p, " %s12+d12", s_dur); break;
4124 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4125 case 6: sprintf(p, " %s4d10", s_heal); break;
4126 case 10: sprintf(p, " %s8d10", s_heal); break;
4127 case 11: sprintf(p, " %s24+d24", s_dur); break;
4128 case 12: sprintf(p, " %s3d6+%d", s_dam, orb); break;
4129 case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
4130 case 14: sprintf(p, " %s300", s_heal); break;
4131 case 16: sprintf(p, " %sd%d", s_dam, plev); break;
4132 case 18: sprintf(p, " %sd%d", s_dam, 3 * plev); break;
4133 case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
4135 case 22: sprintf(p, " »:d%d/²ó:1000", 4 * plev); break;
4137 case 22: sprintf(p, " d %d/h 1000", 4 * plev); break;
4139 case 24: sprintf(p, " %s25+d25", s_dur); break;
4140 case 25: sprintf(p, " %s48+d48", s_dur); break;
4141 case 28: sprintf(p, " %s2000", s_heal); break;
4143 case 30: sprintf(p, " ²ó300/»%d+250", plev * 4); break;
4145 case 30: sprintf(p, " h300/d%d+250", plev * 4); break;
4147 case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
4151 case 1: /* Sorcery */
4154 case 1: sprintf(p, " %s10", s_range); break;
4155 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4156 case 5: sprintf(p, " %s%d", s_range, plev * 5); break;
4157 case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
4158 case 18: sprintf(p, " %s25+d30", s_dur); break;
4159 case 22: sprintf(p, " %s15+d21", s_delay); break;
4160 case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4161 case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
4163 case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
4165 case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4167 case 27: sprintf(p, " %s25+d30", s_dur); break;
4168 case 31: sprintf(p, " %s4+d4", s_dur); break;
4172 case 2: /* Nature */
4176 case 1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4178 case 1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
4180 case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4181 case 6: sprintf(p, " %s20+d20", s_dur); break;
4182 case 7: sprintf(p, " %s2d8", s_heal); break;
4183 case 9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
4184 case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
4185 case 12: sprintf(p, " %s6d8", s_dam); break;
4186 case 15: sprintf(p, " %s500", s_heal); break;
4187 case 17: sprintf(p, " %s20+d30", s_dur); break;
4188 case 18: sprintf(p, " %s20+d20", s_dur); break;
4190 case 24: sprintf(p, " Ⱦ·Â:10"); break;
4192 case 24: sprintf(p, " rad 10"); break;
4194 case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
4195 case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
4196 case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
4197 case 29: sprintf(p, " %s75", s_dam); break;
4198 case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
4205 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4206 case 2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4207 case 4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
4208 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4209 case 6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4210 case 7: sprintf(p, " %s%d", s_range, plev * 5); break;
4211 case 8: sprintf(p, " %s", s_random); break;
4212 case 9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
4213 case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
4214 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4215 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4216 case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
4217 case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
4218 case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
4219 case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
4220 case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
4222 case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4224 case 25: sprintf(p, " dam %d each", plev * 2); break;
4226 case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
4227 case 27: sprintf(p, " %s150 / 250", s_dam); break;
4228 case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
4229 case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
4230 case 31: sprintf(p, " %s3 * 175", s_dam); break;
4237 case 1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
4238 case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
4239 case 5: sprintf(p, " %s20+d20", s_dur); break;
4240 case 8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4241 case 9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
4242 case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
4244 case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
4246 case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
4248 case 16: sprintf(p, " %s25+d25", s_dur); break;
4249 case 17: sprintf(p, " %s", s_random); break;
4250 case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
4251 case 19: sprintf(p, " %s25+d25", s_dur); break;
4252 case 21: sprintf(p, " %s3*100", s_dam); break;
4253 case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4254 case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
4255 case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4256 case 30: sprintf(p, " %s666", s_dam); break;
4257 case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
4264 case 0: sprintf(p, " %s10", s_range); break;
4265 case 2: sprintf(p, " %s", s_random); break;
4266 case 4: sprintf(p, " %s%d", s_range, plev * 4); break;
4267 case 5: sprintf(p, " %s25+d30", s_dur); break;
4269 case 8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
4271 case 8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
4273 case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
4274 case 14: sprintf(p, " %s15+d21", s_delay); break;
4275 case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
4277 case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
4279 case 28: sprintf(p, " dam %d each", plev * 2); break;
4284 case 6: /* Arcane */
4287 case 0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
4288 case 4: sprintf(p, " %s10", s_range); break;
4289 case 5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
4290 case 7: sprintf(p, " %s2d8", s_heal); break;
4294 case 17: sprintf(p, " %s20+d20", s_dur); break;
4295 case 18: sprintf(p, " %s4d8", s_heal); break;
4296 case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
4297 case 21: sprintf(p, " %s6d8", s_dam); break;
4298 case 24: sprintf(p, " %s24+d24", s_dur); break;
4299 case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
4300 case 30: sprintf(p, " %s15+d21", s_delay); break;
4301 case 31: sprintf(p, " %s25+d30", s_dur); break;
4308 case 0: sprintf(p, " %s100+d100", s_dur); break;
4309 case 1: sprintf(p, " %s80+d80", s_dur); break;
4315 case 18: sprintf(p, " %s20+d20", s_dur); break;
4316 case 5: sprintf(p, " %s25+d25", s_dur); break;
4317 case 8: sprintf(p, " %s24+d24", s_dur); break;
4318 case 11: sprintf(p, " %s25+d25", s_dur); break;
4319 case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
4320 case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
4321 case 16: sprintf(p, " %s25+d30", s_dur); break;
4322 case 17: sprintf(p, " %s30+d20", s_dur); break;
4323 case 19: sprintf(p, " %s%d+d%d", s_dur, plev+20, plev); break;
4324 case 20: sprintf(p, " %s50+d50", s_dur); break;
4325 case 23: sprintf(p, " %s20+d20", s_dur); break;
4326 case 31: sprintf(p, " %s13+d13", s_dur); break;
4330 case 8: /* Daemon */
4333 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
4334 case 2: sprintf(p, " %s12+d12", s_dur); break;
4335 case 3: sprintf(p, " %s20+d20", s_dur); break;
4336 case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
4337 case 7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
4338 case 10: sprintf(p, " %s20+d20", s_dur); break;
4339 case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
4340 case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4341 case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
4342 case 16: sprintf(p, " %s30+d25", s_dur); break;
4343 case 17: sprintf(p, " %s20+d20", s_dur); break;
4344 case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
4345 case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
4346 case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
4347 case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
4348 case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
4349 case 24: sprintf(p, " %s25+d25", s_dur); break;
4350 case 25: sprintf(p, " %s20+d20", s_dur); break;
4351 case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
4352 case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
4353 case 30: sprintf(p, " %s600", s_dam); break;
4354 case 31: sprintf(p, " %s15+d15", s_dur); break;
4358 case 15: /* Music */
4361 case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
4362 case 4 : sprintf(p, " %s2d6", s_heal); break;
4363 case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
4364 case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
4365 case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
4366 case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
4367 case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
4368 case 28: sprintf(p, " %s15d10", s_heal); break;
4369 case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
4374 sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", realm);
4376 sprintf(p, "Unknown type: %d.", realm);
4383 * Print a list of spells (for browsing or casting or viewing)
4385 void print_spells(int target_spell, byte *spells, int num, int y, int x, int realm)
4387 int i, spell, shougou, increment = 64;
4399 if (((realm < 0) || (realm > MAX_REALM - 1)) && wizard)
4401 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
4403 msg_print("Warning! print_spells called with null realm");
4407 /* Title the list */
4409 if (realm+1 == REALM_HISSATSU)
4411 strcpy(buf," Lv MP");
4413 strcpy(buf," Lv SP");
4417 strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
4419 strcpy(buf,"Profic Lv SP Fail Effect");
4423 put_str("̾Á°", y, x + 5);
4424 put_str(buf, y, x + 29);
4426 put_str("Name", y, x + 5);
4427 put_str(buf, y, x + 29);
4430 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4431 else if ((realm + 1) == p_ptr->realm1) increment = 0;
4432 else if ((realm + 1) == p_ptr->realm2) increment = 32;
4434 /* Dump the spells */
4435 for (i = 0; i < num; i++)
4437 /* Access the spell */
4440 /* Access the spell */
4441 if (!is_magic(realm+1))
4443 s_ptr = &technic_info[realm - MIN_TECHNIC][spell];
4447 s_ptr = &mp_ptr->info[realm][spell];
4450 if (realm+1 == REALM_HISSATSU)
4451 shouhimana = s_ptr->smana;
4454 if (p_ptr->pclass == CLASS_SORCERER)
4455 shouhimana = s_ptr->smana*2200 + 2399;
4456 else if (p_ptr->pclass == CLASS_RED_MAGE)
4457 shouhimana = s_ptr->smana*2600 + 2399;
4458 else if ((realm+1 == p_ptr->realm1) || (realm+1 == p_ptr->realm2))
4459 shouhimana = (s_ptr->smana*(3800-spell_exp[(spell+increment)])+2399);
4461 shouhimana = s_ptr->smana*3800+2399;
4464 else shouhimana *= 4;
4466 if(shouhimana < 1) shouhimana = 1;
4469 if ((increment == 64) || (s_ptr->slevel >= 99)) shougou = 0;
4470 else if (spell_exp[spell+increment]<900) shougou = 0;
4471 else if (spell_exp[spell+increment]<1200) shougou = 1;
4472 else if (spell_exp[spell+increment]<1400) shougou = 2;
4473 else if (spell_exp[spell+increment]<1600) shougou = 3;
4476 if (!increment && (shougou == 4)) max = TRUE;
4477 else if ((increment == 32) && (shougou == 3)) max = TRUE;
4478 else if (s_ptr->slevel >= 99) max = TRUE;
4479 else if (p_ptr->pclass == CLASS_RED_MAGE) max = TRUE;
4481 strncpy(ryakuji,shougou_moji[shougou],4);
4485 if (use_menu && target_spell)
4487 if (i == (target_spell-1))
4489 strcpy(out_val, " ¡Õ ");
4491 strcpy(out_val, " > ");
4494 strcpy(out_val, " ");
4496 else sprintf(out_val, " %c) ", I2A(i));
4497 /* Skip illegible spells */
4498 if (s_ptr->slevel >= 99)
4501 strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
4503 strcat(out_val, format("%-30s", "(illegible)"));
4506 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4510 /* XXX XXX Could label spells above the players level */
4512 /* Get extra info */
4513 spell_info(info, spell, realm);
4518 /* Assume spell is known and tried */
4519 line_attr = TERM_WHITE;
4521 /* Analyze the spell */
4522 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4524 if (s_ptr->slevel > p_ptr->max_plv)
4529 comment = " unknown";
4532 line_attr = TERM_L_BLUE;
4534 else if (s_ptr->slevel > p_ptr->lev)
4539 comment = " forgotten";
4542 line_attr = TERM_YELLOW;
4545 else if ((realm+1 != p_ptr->realm1) && (realm+1 != p_ptr->realm2))
4550 comment = " unknown";
4553 line_attr = TERM_L_BLUE;
4555 else if ((realm + 1 == p_ptr->realm1) ?
4556 ((spell_forgotten1 & (1L << spell))) :
4557 ((spell_forgotten2 & (1L << spell))))
4562 comment = " forgotten";
4565 line_attr = TERM_YELLOW;
4567 else if (!((realm + 1 == p_ptr->realm1) ?
4568 (spell_learned1 & (1L << spell)) :
4569 (spell_learned2 & (1L << spell))))
4574 comment = " unknown";
4577 line_attr = TERM_L_BLUE;
4579 else if (!((realm + 1 == p_ptr->realm1) ?
4580 (spell_worked1 & (1L << spell)) :
4581 (spell_worked2 & (1L << spell))))
4584 comment = " ̤·Ð¸³";
4586 comment = " untried";
4589 line_attr = TERM_L_GREEN;
4592 /* Dump the spell --(-- */
4593 if (realm+1 == REALM_HISSATSU)
4595 strcat(out_val, format("%-25s %2d %4d",
4596 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4597 s_ptr->slevel, shouhimana));
4601 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
4602 spell_names[technic2magic(realm+1)-1][spell], /* realm, spell */
4603 (max ? '!' : ' '), ryakuji,
4604 s_ptr->slevel, shouhimana, spell_chance(spell, realm), comment));
4606 c_prt(line_attr, out_val, y + i + 1, x);
4609 /* Clear the bottom line */
4610 prt("", y + i + 1, x);
4615 * Note that amulets, rods, and high-level spell books are immune
4616 * to "inventory damage" of any kind. Also sling ammo and shovels.
4621 * Does a given class of objects (usually) hate acid?
4622 * Note that acid can either melt or corrode something.
4624 bool hates_acid(object_type *o_ptr)
4626 /* Analyze the type */
4627 switch (o_ptr->tval)
4629 /* Wearable items */
4649 /* Staffs/Scrolls are wood/paper */
4662 /* Junk is useless */
4676 * Does a given object (usually) hate electricity?
4678 bool hates_elec(object_type *o_ptr)
4680 switch (o_ptr->tval)
4694 * Does a given object (usually) hate fire?
4695 * Hafted/Polearm weapons have wooden shafts.
4696 * Arrows/Bows are mostly wooden.
4698 bool hates_fire(object_type *o_ptr)
4700 /* Analyze the type */
4701 switch (o_ptr->tval)
4719 case TV_SORCERY_BOOK:
4720 case TV_NATURE_BOOK:
4724 case TV_ARCANE_BOOK:
4725 case TV_ENCHANT_BOOK:
4726 case TV_DAEMON_BOOK:
4728 case TV_HISSATSU_BOOK:
4739 /* Staffs/Scrolls burn */
4752 * Does a given object (usually) hate cold?
4754 bool hates_cold(object_type *o_ptr)
4756 switch (o_ptr->tval)
4773 int set_acid_destroy(object_type *o_ptr)
4776 if (!hates_acid(o_ptr)) return (FALSE);
4777 object_flags(o_ptr, &f1, &f2, &f3);
4778 if (f3 & TR3_IGNORE_ACID) return (FALSE);
4786 int set_elec_destroy(object_type *o_ptr)
4789 if (!hates_elec(o_ptr)) return (FALSE);
4790 object_flags(o_ptr, &f1, &f2, &f3);
4791 if (f3 & TR3_IGNORE_ELEC) return (FALSE);
4799 int set_fire_destroy(object_type *o_ptr)
4802 if (!hates_fire(o_ptr)) return (FALSE);
4803 object_flags(o_ptr, &f1, &f2, &f3);
4804 if (f3 & TR3_IGNORE_FIRE) return (FALSE);
4812 int set_cold_destroy(object_type *o_ptr)
4815 if (!hates_cold(o_ptr)) return (FALSE);
4816 object_flags(o_ptr, &f1, &f2, &f3);
4817 if (f3 & TR3_IGNORE_COLD) return (FALSE);
4823 * Destroys a type of item on a given percent chance
4824 * Note that missiles are no longer necessarily all destroyed
4825 * Destruction taken from "melee.c" code for "stealing".
4826 * New-style wands and rods handled correctly. -LM-
4827 * Returns number of items destroyed.
4829 int inven_damage(inven_func typ, int perc)
4833 char o_name[MAX_NLEN];
4835 /* Multishadow effects is determined by turn */
4836 if( p_ptr->multishadow && (turn & 1) )return 0;
4838 if (p_ptr->inside_arena) return 0;
4840 /* Count the casualties */
4843 /* Scan through the slots backwards */
4844 for (i = 0; i < INVEN_PACK; i++)
4846 o_ptr = &inventory[i];
4848 /* Skip non-objects */
4849 if (!o_ptr->k_idx) continue;
4851 /* Hack -- for now, skip artifacts */
4852 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
4854 /* Give this item slot a shot at death */
4857 /* Count the casualties */
4858 for (amt = j = 0; j < o_ptr->number; ++j)
4860 if (randint0(100) < perc) amt++;
4863 /* Some casualities */
4866 /* Get a description */
4867 object_desc(o_name, o_ptr, FALSE, 3);
4871 msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
4873 msg_format("%sour %s (%c) %s destroyed!",
4877 o_name, index_to_label(i),
4878 ((o_ptr->number > 1) ?
4879 ((amt == o_ptr->number) ? "Á´Éô" :
4880 (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
4882 ((o_ptr->number > 1) ?
4883 ((amt == o_ptr->number) ? "All of y" :
4884 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4885 o_name, index_to_label(i),
4886 ((amt > 1) ? "were" : "was"));
4890 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4891 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
4894 /* Potions smash open */
4895 if (object_is_potion(o_ptr))
4897 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
4900 /* Reduce the charges of rods/wands */
4901 reduce_charges(o_ptr, amt);
4903 /* Destroy "amt" items */
4904 inven_item_increase(i, -amt);
4905 inven_item_optimize(i);
4907 /* Count the casualties */
4913 /* Return the casualty count */
4919 * Acid has hit the player, attempt to affect some armor.
4921 * Note that the "base armor" of an object never changes.
4923 * If any armor is damaged (or resists), the player takes less damage.
4925 static int minus_ac(void)
4927 object_type *o_ptr = NULL;
4929 char o_name[MAX_NLEN];
4932 /* Pick a (possibly empty) inventory slot */
4933 switch (randint1(7))
4935 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4936 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4937 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4938 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4939 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4940 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4941 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4944 /* Nothing to damage */
4945 if (!o_ptr->k_idx) return (FALSE);
4947 if (o_ptr->tval < TV_BOOTS) return (FALSE);
4949 /* No damage left to be done */
4950 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4954 object_desc(o_name, o_ptr, FALSE, 0);
4956 /* Extract the flags */
4957 object_flags(o_ptr, &f1, &f2, &f3);
4959 /* Object resists */
4960 if (f3 & TR3_IGNORE_ACID)
4963 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
4965 msg_format("Your %s is unaffected!", o_name);
4974 msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
4976 msg_format("Your %s is damaged!", o_name);
4980 /* Damage the item */
4983 /* Calculate bonuses */
4984 p_ptr->update |= (PU_BONUS);
4987 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
4991 /* Item was damaged */
4997 * Hurt the player with Acid
4999 void acid_dam(int dam, cptr kb_str, int monspell)
5001 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5002 bool double_resist = (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5004 /* Total Immunity */
5005 if (p_ptr->immune_acid || (dam <= 0))
5007 learn_spell(monspell);
5011 /* Vulnerability (Ouch!) */
5012 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5013 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5015 /* Resist the damage */
5016 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
5017 if (double_resist) dam = (dam + 2) / 3;
5019 if ((!(double_resist || p_ptr->resist_acid)) &&
5020 one_in_(HURT_CHANCE))
5021 (void)do_dec_stat(A_CHR);
5023 /* If any armor gets hit, defend the player */
5024 if (minus_ac()) dam = (dam + 1) / 2;
5027 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5029 /* Inventory damage */
5030 if (!(double_resist && p_ptr->resist_acid))
5031 inven_damage(set_acid_destroy, inv);
5036 * Hurt the player with electricity
5038 void elec_dam(int dam, cptr kb_str, int monspell)
5040 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5041 bool double_resist = (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5043 /* Total immunity */
5044 if (p_ptr->immune_elec || (dam <= 0))
5046 learn_spell(monspell);
5050 /* Vulnerability (Ouch!) */
5051 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5052 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5053 if (p_ptr->prace == RACE_ANDROID) dam += dam / 3;
5055 /* Resist the damage */
5056 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
5057 if (double_resist) dam = (dam + 2) / 3;
5059 if ((!(double_resist || p_ptr->resist_elec)) &&
5060 one_in_(HURT_CHANCE))
5061 (void)do_dec_stat(A_DEX);
5064 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5066 /* Inventory damage */
5067 if (!(double_resist && p_ptr->resist_elec))
5068 inven_damage(set_elec_destroy, inv);
5073 * Hurt the player with Fire
5075 void fire_dam(int dam, cptr kb_str, int monspell)
5077 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5078 bool double_resist = (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5080 /* Totally immune */
5081 if (p_ptr->immune_fire || (dam <= 0))
5083 learn_spell(monspell);
5087 /* Vulnerability (Ouch!) */
5088 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5089 if (prace_is_(RACE_ENT)) dam += dam / 3;
5090 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5092 /* Resist the damage */
5093 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
5094 if (double_resist) dam = (dam + 2) / 3;
5096 if ((!(double_resist || p_ptr->resist_fire)) &&
5097 one_in_(HURT_CHANCE))
5098 (void)do_dec_stat(A_STR);
5101 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5103 /* Inventory damage */
5104 if (!(double_resist && p_ptr->resist_fire))
5105 inven_damage(set_fire_destroy, inv);
5110 * Hurt the player with Cold
5112 void cold_dam(int dam, cptr kb_str, int monspell)
5114 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5115 bool double_resist = (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
5117 /* Total immunity */
5118 if (p_ptr->immune_cold || (dam <= 0))
5120 learn_spell(monspell);
5124 /* Vulnerability (Ouch!) */
5125 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5126 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5128 /* Resist the damage */
5129 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
5130 if (double_resist) dam = (dam + 2) / 3;
5132 if ((!(double_resist || p_ptr->resist_cold)) &&
5133 one_in_(HURT_CHANCE))
5134 (void)do_dec_stat(A_STR);
5137 take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5139 /* Inventory damage */
5140 if (!(double_resist && p_ptr->resist_cold))
5141 inven_damage(set_cold_destroy, inv);
5145 bool rustproof(void)
5149 char o_name[MAX_NLEN];
5152 item_tester_no_ryoute = TRUE;
5153 /* Select a piece of armour */
5154 item_tester_hook = item_tester_hook_armour;
5158 q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
5159 s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5161 q = "Rustproof which piece of armour? ";
5162 s = "You have nothing to rustproof.";
5165 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
5167 /* Get the item (in the pack) */
5170 o_ptr = &inventory[item];
5173 /* Get the item (on the floor) */
5176 o_ptr = &o_list[0 - item];
5181 object_desc(o_name, o_ptr, FALSE, 0);
5183 o_ptr->art_flags3 |= TR3_IGNORE_ACID;
5185 if ((o_ptr->to_a < 0) && !(o_ptr->ident & IDENT_CURSED))
5188 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
5190 msg_format("%s %s look%s as good as new!",
5191 ((item >= 0) ? "Your" : "The"), o_name,
5192 ((o_ptr->number > 1) ? "" : "s"));
5199 msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
5201 msg_format("%s %s %s now protected against corrosion.",
5202 ((item >= 0) ? "Your" : "The"), o_name,
5203 ((o_ptr->number > 1) ? "are" : "is"));
5214 * Curse the players armor
5216 bool curse_armor(void)
5220 char o_name[MAX_NLEN];
5223 /* Curse the body armor */
5224 o_ptr = &inventory[INVEN_BODY];
5226 /* Nothing to curse */
5227 if (!o_ptr->k_idx) return (FALSE);
5231 object_desc(o_name, o_ptr, FALSE, 3);
5233 /* Attempt a saving throw for artifacts */
5234 if ((o_ptr->art_name || artifact_p(o_ptr)) && (randint0(100) < 50))
5238 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5239 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
5241 msg_format("A %s tries to %s, but your %s resists the effects!",
5242 "terrible black aura", "surround your armor", o_name);
5247 /* not artifact or failed save... */
5252 msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5254 msg_format("A terrible black aura blasts your %s!", o_name);
5257 chg_virtue(V_ENCHANT, -5);
5259 /* Blast the armor */
5261 o_ptr->name2 = EGO_BLASTED;
5262 o_ptr->to_a = 0 - randint1(5) - randint1(5);
5268 o_ptr->art_flags1 = 0;
5269 o_ptr->art_flags2 = 0;
5270 o_ptr->art_flags3 = 0;
5273 o_ptr->ident |= (IDENT_CURSED);
5276 o_ptr->ident |= (IDENT_BROKEN);
5278 /* Recalculate bonuses */
5279 p_ptr->update |= (PU_BONUS);
5281 /* Recalculate mana */
5282 p_ptr->update |= (PU_MANA);
5285 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5293 * Curse the players weapon
5295 bool curse_weapon(bool force, int slot)
5299 char o_name[MAX_NLEN];
5302 /* Curse the weapon */
5303 o_ptr = &inventory[slot];
5305 /* Nothing to curse */
5306 if (!o_ptr->k_idx) return (FALSE);
5310 object_desc(o_name, o_ptr, FALSE, 3);
5312 /* Attempt a saving throw */
5313 if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 50) && !force)
5317 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5318 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
5320 msg_format("A %s tries to %s, but your %s resists the effects!",
5321 "terrible black aura", "surround your weapon", o_name);
5326 /* not artifact or failed save... */
5331 if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5333 if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
5336 chg_virtue(V_ENCHANT, -5);
5338 /* Shatter the weapon */
5340 o_ptr->name2 = EGO_SHATTERED;
5341 o_ptr->to_h = 0 - randint1(5) - randint1(5);
5342 o_ptr->to_d = 0 - randint1(5) - randint1(5);
5347 o_ptr->art_flags1 = 0;
5348 o_ptr->art_flags2 = 0;
5349 o_ptr->art_flags3 = 0;
5353 o_ptr->ident |= (IDENT_CURSED);
5356 o_ptr->ident |= (IDENT_BROKEN);
5358 /* Recalculate bonuses */
5359 p_ptr->update |= (PU_BONUS);
5361 /* Recalculate mana */
5362 p_ptr->update |= (PU_MANA);
5365 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5374 * Enchant some bolts
5376 bool brand_bolts(void)
5380 /* Use the first acceptable bolts */
5381 for (i = 0; i < INVEN_PACK; i++)
5383 object_type *o_ptr = &inventory[i];
5385 /* Skip non-bolts */
5386 if (o_ptr->tval != TV_BOLT) continue;
5388 /* Skip artifacts and ego-items */
5389 if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
5392 /* Skip cursed/broken items */
5393 if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
5396 if (randint0(100) < 75) continue;
5400 msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
5402 msg_print("Your bolts are covered in a fiery aura!");
5407 o_ptr->name2 = EGO_FLAME;
5410 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5417 if (flush_failure) flush();
5421 msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
5423 msg_print("The fiery enchantment failed.");
5433 * Helper function -- return a "nearby" race for polymorphing
5435 * Note that this function is one of the more "dangerous" ones...
5437 static s16b poly_r_idx(int r_idx)
5439 monster_race *r_ptr = &r_info[r_idx];
5441 int i, r, lev1, lev2;
5443 /* Hack -- Uniques/Questors never polymorph */
5444 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5445 (r_ptr->flags1 & RF1_QUESTOR))
5448 /* Allowable range of "levels" for resulting monster */
5449 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5450 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5452 /* Pick a (possibly new) non-unique race */
5453 for (i = 0; i < 1000; i++)
5455 /* Pick a new race, using a level calculation */
5456 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5458 /* Handle failure */
5464 /* Ignore unique monsters */
5465 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5467 /* Ignore monsters with incompatible levels */
5468 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5470 /* Use that index */
5482 bool polymorph_monster(int y, int x)
5484 cave_type *c_ptr = &cave[y][x];
5485 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5487 bool polymorphed = FALSE;
5489 int old_r_idx = m_ptr->r_idx;
5491 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5493 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG_KAGE)) return (FALSE);
5495 /* Get the monsters attitude */
5496 friendly = is_friendly(m_ptr);
5497 pet = is_pet(m_ptr);
5499 /* Pick a "new" monster race */
5500 new_r_idx = poly_r_idx(old_r_idx);
5502 /* Handle polymorph */
5503 if (new_r_idx != old_r_idx)
5505 /* "Kill" the "old" monster */
5506 delete_monster_idx(c_ptr->m_idx);
5508 /* Create a new monster (no groups) */
5509 if (place_monster_aux(y, x, new_r_idx, FALSE, FALSE, friendly, pet, FALSE, (bool)(m_ptr->mflag2 & MFLAG_NOPET)))
5516 monster_terrain_sensitive = FALSE;
5518 /* Placing the new monster failed */
5519 place_monster_aux(y, x, old_r_idx, FALSE, FALSE, friendly, pet, TRUE, (bool)(m_ptr->mflag2 & MFLAG_NOPET));
5521 monster_terrain_sensitive = TRUE;
5532 bool dimension_door(void)
5534 int plev = p_ptr->lev;
5537 if (!tgt_pt(&x, &y)) return FALSE;
5539 p_ptr->energy -= 60 - plev;
5541 if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
5542 (distance(y, x, py, px) > plev / 2 + 10) ||
5543 (!randint0(plev / 10 + 10)))
5545 if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
5547 msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
5549 msg_print("You fail to exit the astral plane correctly!");
5554 msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
5556 msg_print("You fail to exit the astral plane correctly!");
5559 p_ptr->energy -= 60 - plev;
5560 teleport_player((plev+2)*2);
5562 else teleport_player_to(y, x, TRUE);
5568 bool eat_magic(int power)
5570 object_type * o_ptr;
5573 int recharge_strength = 0;
5579 char o_name[MAX_NLEN];
5581 item_tester_hook = item_tester_hook_recharge;
5585 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
5586 s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5588 q = "Drain which item? ";
5589 s = "You have nothing to drain.";
5592 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5596 o_ptr = &inventory[item];
5600 o_ptr = &o_list[0 - item];
5603 k_ptr = &k_info[o_ptr->k_idx];
5604 lev = get_object_level(o_ptr);
5606 if (o_ptr->tval == TV_ROD)
5608 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5611 if (one_in_(recharge_strength))
5613 /* Activate the failure code. */
5618 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5621 msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
5623 msg_print("You can't absorb energy from a discharged rod.");
5630 o_ptr->timeout += k_ptr->pval;
5636 /* All staffs, wands. */
5637 recharge_strength = (100 + power - lev) / 15;
5640 if (recharge_strength < 0) recharge_strength = 0;
5643 if (one_in_(recharge_strength))
5645 /* Activate the failure code. */
5650 if (o_ptr->pval > 0)
5652 p_ptr->csp += lev / 2;
5655 /* XXX Hack -- unstack if necessary */
5656 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5661 /* Get local object */
5664 /* Obtain a local object */
5665 object_copy(q_ptr, o_ptr);
5667 /* Modify quantity */
5670 /* Restore the charges */
5673 /* Unstack the used item */
5675 p_ptr->total_weight -= q_ptr->weight;
5676 item = inven_carry(q_ptr);
5680 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
5682 msg_print("You unstack your staff.");
5690 msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
5692 msg_print("There's no energy there to absorb!");
5696 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5700 /* Inflict the penalties for failing a recharge. */
5703 /* Artifacts are never destroyed. */
5704 if (artifact_p(o_ptr))
5706 object_desc(o_name, o_ptr, TRUE, 0);
5708 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
5710 msg_format("The recharging backfires - %s is completely drained!", o_name);
5714 /* Artifact rods. */
5715 if (o_ptr->tval == TV_ROD)
5716 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5718 /* Artifact wands and staffs. */
5719 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5724 /* Get the object description */
5725 object_desc(o_name, o_ptr, FALSE, 0);
5727 /*** Determine Seriousness of Failure ***/
5729 /* Mages recharge objects more safely. */
5730 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)
5732 /* 10% chance to blow up one rod, otherwise draining. */
5733 if (o_ptr->tval == TV_ROD)
5735 if (one_in_(10)) fail_type = 2;
5738 /* 75% chance to blow up one wand, otherwise draining. */
5739 else if (o_ptr->tval == TV_WAND)
5741 if (!one_in_(3)) fail_type = 2;
5744 /* 50% chance to blow up one staff, otherwise no effect. */
5745 else if (o_ptr->tval == TV_STAFF)
5747 if (one_in_(2)) fail_type = 2;
5752 /* All other classes get no special favors. */
5755 /* 33% chance to blow up one rod, otherwise draining. */
5756 if (o_ptr->tval == TV_ROD)
5758 if (one_in_(3)) fail_type = 2;
5761 /* 20% chance of the entire stack, else destroy one wand. */
5762 else if (o_ptr->tval == TV_WAND)
5764 if (one_in_(5)) fail_type = 3;
5767 /* Blow up one staff. */
5768 else if (o_ptr->tval == TV_STAFF)
5774 /*** Apply draining and destruction. ***/
5776 /* Drain object or stack of objects. */
5779 if (o_ptr->tval == TV_ROD)
5782 msg_print("¥í¥Ã¥É¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤÏÁ´¤Æ¼º¤Ê¤ï¤ì¤¿¡£");
5784 msg_format("You save your rod from destruction, but all charges are lost.", o_name);
5787 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5789 else if (o_ptr->tval == TV_WAND)
5792 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
5794 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
5799 /* Staffs aren't drained. */
5802 /* Destroy an object or one in a stack of objects. */
5805 if (o_ptr->number > 1)
5808 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
5810 msg_format("Wild magic consumes one of your %s!", o_name);
5813 /* Reduce rod stack maximum timeout, drain wands. */
5814 if (o_ptr->tval == TV_ROD) o_ptr->timeout -= k_ptr->pval;
5815 if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5820 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
5822 msg_format("Wild magic consumes your %s!", o_name);
5825 /* Reduce and describe inventory */
5828 inven_item_increase(item, -1);
5829 inven_item_describe(item);
5830 inven_item_optimize(item);
5833 /* Reduce and describe floor item */
5836 floor_item_increase(0 - item, -1);
5837 floor_item_describe(0 - item);
5838 floor_item_optimize(0 - item);
5842 /* Destroy all members of a stack of objects. */
5845 if (o_ptr->number > 1)
5847 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
5849 msg_format("Wild magic consumes all your %s!", o_name);
5854 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
5856 msg_format("Wild magic consumes your %s!", o_name);
5861 /* Reduce and describe inventory */
5864 inven_item_increase(item, -999);
5865 inven_item_describe(item);
5866 inven_item_optimize(item);
5869 /* Reduce and describe floor item */
5872 floor_item_increase(0 - item, -999);
5873 floor_item_describe(0 - item);
5874 floor_item_optimize(0 - item);
5880 if (p_ptr->csp > p_ptr->msp)
5882 p_ptr->csp = p_ptr->msp;
5885 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5886 p_ptr->window |= (PW_INVEN);
5892 bool summon_kin_player(bool pet, int level, int y, int x, bool group)
5894 switch (p_ptr->mimic_form)
5897 switch (p_ptr->prace)
5901 case RACE_BARBARIAN:
5904 summon_kin_type = 'p';
5914 case RACE_MIND_FLAYER:
5917 summon_kin_type = 'h';
5920 summon_kin_type = 'o';
5922 case RACE_HALF_TROLL:
5923 summon_kin_type = 'T';
5925 case RACE_HALF_OGRE:
5926 summon_kin_type = 'O';
5928 case RACE_HALF_GIANT:
5929 case RACE_HALF_TITAN:
5931 summon_kin_type = 'P';
5934 summon_kin_type = 'y';
5937 summon_kin_type = 'K';
5940 summon_kin_type = 'k';
5943 if (one_in_(13)) summon_kin_type = 'U';
5944 else summon_kin_type = 'u';
5946 case RACE_DRACONIAN:
5947 summon_kin_type = 'd';
5951 summon_kin_type = 'g';
5954 if (one_in_(13)) summon_kin_type = 'L';
5955 else summon_kin_type = 's';
5958 summon_kin_type = 'z';
5961 summon_kin_type = 'V';
5964 summon_kin_type = 'G';
5967 summon_kin_type = 'I';
5970 summon_kin_type = '#';
5973 summon_kin_type = 'A';
5976 summon_kin_type = 'U';
5979 summon_kin_type = 'p';
5984 if (one_in_(13)) summon_kin_type = 'U';
5985 else summon_kin_type = 'u';
5987 case MIMIC_DEMON_LORD:
5988 summon_kin_type = 'U';
5991 summon_kin_type = 'V';
5994 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, group, FALSE, pet, FALSE, (bool)(!pet));