--- /dev/null
+
+#include "angband.h"
+#include "artifact.h"
+#include "spells-object.h"
+#include "object-boost.h"
+#include "object-hook.h"
+#include "player-status.h"
+#include "avatar.h"
+
+
+typedef struct
+{
+ OBJECT_TYPE_VALUE tval;
+ OBJECT_SUBTYPE_VALUE sval;
+ PERCENTAGE prob;
+ byte flag;
+} amuse_type;
+
+/*
+ * Scatter some "amusing" objects near the player
+ */
+
+#define AMS_NOTHING 0x00 /* No restriction */
+#define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
+#define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
+#define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
+#define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
+
+static amuse_type amuse_info[] =
+{
+ { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
+ { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
+ { TV_SPIKE, SV_ANY, 10, AMS_PILE },
+ { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
+ { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
+ { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
+ { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
+ { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
+ { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
+ { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
+ { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
+ { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
+ { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
+
+ { 0, 0, 0 }
+};
+
+/*!
+ * @brief「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
+ * Hook to determine if an object is contertible in an arrow/bolt
+ * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
+ */
+bool create_ammo(void)
+{
+ int ext = 0;
+ char ch;
+
+ object_type forge;
+ object_type *q_ptr;
+
+ char com[80];
+ GAME_TEXT o_name[MAX_NLEN];
+
+ q_ptr = &forge;
+
+ if (p_ptr->lev >= 20)
+ sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
+ else if (p_ptr->lev >= 10)
+ sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
+ else
+ sprintf(com, _("[S]弾:", "Create [S]hots ?"));
+
+ if (p_ptr->confused)
+ {
+ msg_print(_("混乱してる!", "You are too confused!"));
+ return FALSE;
+ }
+
+ if (p_ptr->blind)
+ {
+ msg_print(_("目が見えない!", "You are blind!"));
+ return FALSE;
+ }
+
+ while (TRUE)
+ {
+ if (!get_com(com, &ch, TRUE))
+ {
+ return FALSE;
+ }
+ if (ch == 'S' || ch == 's')
+ {
+ ext = 1;
+ break;
+ }
+ if ((ch == 'A' || ch == 'a') && (p_ptr->lev >= 10))
+ {
+ ext = 2;
+ break;
+ }
+ if ((ch == 'B' || ch == 'b') && (p_ptr->lev >= 20))
+ {
+ ext = 3;
+ break;
+ }
+ }
+
+ /**********Create shots*********/
+ if (ext == 1)
+ {
+ POSITION x, y;
+ DIRECTION dir;
+ grid_type *g_ptr;
+
+ if (!get_rep_dir(&dir, FALSE)) return FALSE;
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+
+ if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_CAN_DIG))
+ {
+ msg_print(_("そこには岩石がない。", "You need pile of rubble."));
+ return FALSE;
+ }
+ else if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
+ {
+ msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
+ }
+ else
+ {
+ s16b slot;
+ q_ptr = &forge;
+
+ /* Hack -- Give the player some small firestones */
+ object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
+ q_ptr->number = (byte)rand_range(15, 30);
+ object_aware(q_ptr);
+ object_known(q_ptr);
+ apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
+ q_ptr->discount = 99;
+
+ slot = inven_carry(q_ptr);
+
+ object_desc(o_name, q_ptr, 0);
+ msg_format(_("%sを作った。", "You make some ammo."), o_name);
+
+ /* Auto-inscription */
+ if (slot >= 0) autopick_alter_item(slot, FALSE);
+
+ /* Destroy the wall */
+ cave_alter_feat(y, x, FF_HURT_ROCK);
+
+ p_ptr->update |= (PU_FLOW);
+ }
+ }
+ /**********Create arrows*********/
+ else if (ext == 2)
+ {
+ OBJECT_IDX item;
+ concptr q, s;
+ s16b slot;
+
+ item_tester_hook = item_tester_hook_convertible;
+
+ q = _("どのアイテムから作りますか? ", "Convert which item? ");
+ s = _("材料を持っていない。", "You have no item to convert.");
+ q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!q_ptr) return FALSE;
+
+ q_ptr = &forge;
+
+ /* Hack -- Give the player some small firestones */
+ object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
+ q_ptr->number = (byte)rand_range(5, 10);
+ object_aware(q_ptr);
+ object_known(q_ptr);
+ apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
+
+ q_ptr->discount = 99;
+
+ object_desc(o_name, q_ptr, 0);
+ msg_format(_("%sを作った。", "You make some ammo."), o_name);
+
+ if (item >= 0)
+ {
+ inven_item_increase(item, -1);
+ inven_item_describe(item);
+ inven_item_optimize(item);
+ }
+ else
+ {
+ floor_item_increase(0 - item, -1);
+ floor_item_describe(0 - item);
+ floor_item_optimize(0 - item);
+ }
+
+ slot = inven_carry(q_ptr);
+
+ /* Auto-inscription */
+ if (slot >= 0) autopick_alter_item(slot, FALSE);
+ }
+ /**********Create bolts*********/
+ else if (ext == 3)
+ {
+ OBJECT_IDX item;
+ concptr q, s;
+ s16b slot;
+
+ item_tester_hook = item_tester_hook_convertible;
+
+ q = _("どのアイテムから作りますか? ", "Convert which item? ");
+ s = _("材料を持っていない。", "You have no item to convert.");
+
+ q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!q_ptr) return FALSE;
+
+ q_ptr = &forge;
+
+ /* Hack -- Give the player some small firestones */
+ object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
+ q_ptr->number = (byte)rand_range(4, 8);
+ object_aware(q_ptr);
+ object_known(q_ptr);
+ apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
+
+ q_ptr->discount = 99;
+
+ object_desc(o_name, q_ptr, 0);
+ msg_format(_("%sを作った。", "You make some ammo."), o_name);
+
+ if (item >= 0)
+ {
+ inven_item_increase(item, -1);
+ inven_item_describe(item);
+ inven_item_optimize(item);
+ }
+ else
+ {
+ floor_item_increase(0 - item, -1);
+ floor_item_describe(0 - item);
+ floor_item_optimize(0 - item);
+ }
+
+ slot = inven_carry(q_ptr);
+
+ /* Auto-inscription */
+ if (slot >= 0) autopick_alter_item(slot, FALSE);
+ }
+ return TRUE;
+}
+
+/*!
+ * @brief 魔道具術師の魔力取り込み処理
+ * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
+ */
+bool import_magic_device(void)
+{
+ OBJECT_IDX item;
+ PARAMETER_VALUE pval;
+ int ext = 0;
+ concptr q, s;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+
+ /* Only accept legal items */
+ item_tester_hook = item_tester_hook_recharge;
+
+ q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
+ s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
+
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return (FALSE);
+
+ if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
+ {
+ msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
+ return FALSE;
+ }
+
+ if (!object_is_known(o_ptr))
+ {
+ msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
+ return FALSE;
+ }
+
+ if (o_ptr->timeout)
+ {
+ msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
+ return FALSE;
+ }
+
+ pval = o_ptr->pval;
+ if (o_ptr->tval == TV_ROD)
+ ext = 72;
+ else if (o_ptr->tval == TV_WAND)
+ ext = 36;
+
+ if (o_ptr->tval == TV_ROD)
+ {
+ p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
+ if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
+ }
+ else
+ {
+ int num;
+ for (num = o_ptr->number; num; num--)
+ {
+ int gain_num = pval;
+ if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
+ if (p_ptr->magic_num2[o_ptr->sval + ext])
+ {
+ gain_num *= 256;
+ gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
+ if (gain_num < 1) gain_num = 1;
+ }
+ p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
+ if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
+ p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
+ if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
+ if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
+ if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
+ }
+ }
+
+ object_desc(o_name, o_ptr, 0);
+ msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
+
+ /* Eliminate the item (from the pack) */
+ if (item >= 0)
+ {
+ inven_item_increase(item, -999);
+ inven_item_describe(item);
+ inven_item_optimize(item);
+ }
+
+ /* Eliminate the item (from the floor) */
+ else
+ {
+ floor_item_increase(0 - item, -999);
+ floor_item_describe(0 - item);
+ floor_item_optimize(0 - item);
+ }
+ take_turn(p_ptr, 100);
+ return TRUE;
+}
+
+/*!
+ * @brief 誰得ドロップを行う。
+ * @param y1 配置したいフロアのY座標
+ * @param x1 配置したいフロアのX座標
+ * @param num 誰得の処理回数
+ * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
+ * @return なし
+ */
+void amusement(POSITION y1, POSITION x1, int num, bool known)
+{
+ object_type *i_ptr;
+ object_type object_type_body;
+ int n, t = 0;
+
+ for (n = 0; amuse_info[n].tval != 0; n++)
+ {
+ t += amuse_info[n].prob;
+ }
+
+ /* Acquirement */
+ while (num)
+ {
+ int i;
+ KIND_OBJECT_IDX k_idx;
+ ARTIFACT_IDX a_idx = 0;
+ int r = randint0(t);
+ bool insta_art, fixed_art;
+
+ for (i = 0; ; i++)
+ {
+ r -= amuse_info[i].prob;
+ if (r <= 0) break;
+ }
+ i_ptr = &object_type_body;
+ object_wipe(i_ptr);
+ k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
+
+ /* Paranoia - reroll if nothing */
+ if (!k_idx) continue;
+
+ /* Search an artifact index if need */
+ insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
+ fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
+
+ if (insta_art || fixed_art)
+ {
+ for (a_idx = 1; a_idx < max_a_idx; a_idx++)
+ {
+ if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
+ if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
+ if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
+ if (a_info[a_idx].cur_num > 0) continue;
+ break;
+ }
+
+ if (a_idx >= max_a_idx) continue;
+ }
+
+ /* Make an object (if possible) */
+ object_prep(i_ptr, k_idx);
+ if (a_idx) i_ptr->name1 = a_idx;
+ apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
+
+ if (amuse_info[i].flag & AMS_NO_UNIQUE)
+ {
+ if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
+ }
+
+ if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
+ if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
+
+ if (known)
+ {
+ object_aware(i_ptr);
+ object_known(i_ptr);
+ }
+
+ /* Paranoia - reroll if nothing */
+ if (!(i_ptr->k_idx)) continue;
+
+ (void)drop_near(i_ptr, -1, y1, x1);
+
+ num--;
+ }
+}
+
+
+
+/*!
+ * @brief 獲得ドロップを行う。
+ * Scatter some "great" objects near the player
+ * @param y1 配置したいフロアのY座標
+ * @param x1 配置したいフロアのX座標
+ * @param num 獲得の処理回数
+ * @param great TRUEならば必ず高級品以上を落とす
+ * @param special TRUEならば必ず特別品を落とす
+ * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
+ * @return なし
+ */
+void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
+{
+ object_type *i_ptr;
+ object_type object_type_body;
+ BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L);
+
+ /* Acquirement */
+ while (num--)
+ {
+ i_ptr = &object_type_body;
+ object_wipe(i_ptr);
+
+ /* Make a good (or great) object (if possible) */
+ if (!make_object(i_ptr, mode)) continue;
+
+ if (known)
+ {
+ object_aware(i_ptr);
+ object_known(i_ptr);
+ }
+
+ (void)drop_near(i_ptr, -1, y1, x1);
+ }
+}
+
+void acquire_chaos_weapon(player_type *creature_ptr)
+{
+ object_type forge;
+ object_type *q_ptr = &forge;
+ OBJECT_TYPE_VALUE dummy = TV_SWORD;
+ OBJECT_SUBTYPE_VALUE dummy2;
+ switch (randint1(creature_ptr->lev))
+ {
+ case 0: case 1:
+ dummy2 = SV_DAGGER;
+ break;
+ case 2: case 3:
+ dummy2 = SV_MAIN_GAUCHE;
+ break;
+ case 4:
+ dummy2 = SV_TANTO;
+ break;
+ case 5: case 6:
+ dummy2 = SV_RAPIER;
+ break;
+ case 7: case 8:
+ dummy2 = SV_SMALL_SWORD;
+ break;
+ case 9: case 10:
+ dummy2 = SV_BASILLARD;
+ break;
+ case 11: case 12: case 13:
+ dummy2 = SV_SHORT_SWORD;
+ break;
+ case 14: case 15:
+ dummy2 = SV_SABRE;
+ break;
+ case 16: case 17:
+ dummy2 = SV_CUTLASS;
+ break;
+ case 18:
+ dummy2 = SV_WAKIZASHI;
+ break;
+ case 19:
+ dummy2 = SV_KHOPESH;
+ break;
+ case 20:
+ dummy2 = SV_TULWAR;
+ break;
+ case 21:
+ dummy2 = SV_BROAD_SWORD;
+ break;
+ case 22: case 23:
+ dummy2 = SV_LONG_SWORD;
+ break;
+ case 24: case 25:
+ dummy2 = SV_SCIMITAR;
+ break;
+ case 26:
+ dummy2 = SV_NINJATO;
+ break;
+ case 27:
+ dummy2 = SV_KATANA;
+ break;
+ case 28: case 29:
+ dummy2 = SV_BASTARD_SWORD;
+ break;
+ case 30:
+ dummy2 = SV_GREAT_SCIMITAR;
+ break;
+ case 31:
+ dummy2 = SV_CLAYMORE;
+ break;
+ case 32:
+ dummy2 = SV_ESPADON;
+ break;
+ case 33:
+ dummy2 = SV_TWO_HANDED_SWORD;
+ break;
+ case 34:
+ dummy2 = SV_FLAMBERGE;
+ break;
+ case 35:
+ dummy2 = SV_NO_DACHI;
+ break;
+ case 36:
+ dummy2 = SV_EXECUTIONERS_SWORD;
+ break;
+ case 37:
+ dummy2 = SV_ZWEIHANDER;
+ break;
+ case 38:
+ dummy2 = SV_HAYABUSA;
+ break;
+ default:
+ dummy2 = SV_BLADE_OF_CHAOS;
+ }
+
+ object_prep(q_ptr, lookup_kind(dummy, dummy2));
+ q_ptr->to_h = 3 + randint1(current_floor_ptr->dun_level) % 10;
+ q_ptr->to_d = 3 + randint1(current_floor_ptr->dun_level) % 10;
+ one_resistance(q_ptr);
+ q_ptr->name2 = EGO_CHAOTIC;
+ (void)drop_near(q_ptr, -1, creature_ptr->y, creature_ptr->x);
+}
+
+
+/*!
+ * @brief 防具呪縛処理 /
+ * Curse the players armor
+ * @return 実際に呪縛されたらTRUEを返す
+ */
+bool curse_armor(void)
+{
+ int i;
+ object_type *o_ptr;
+
+ GAME_TEXT o_name[MAX_NLEN];
+
+ /* Curse the body armor */
+ o_ptr = &inventory[INVEN_BODY];
+
+ /* Nothing to curse */
+ if (!o_ptr->k_idx) return (FALSE);
+
+ object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
+
+ /* Attempt a saving throw for artifacts */
+ if (object_is_artifact(o_ptr) && (randint0(100) < 50))
+ {
+ /* Cool */
+#ifdef JP
+ msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
+ "恐怖の暗黒オーラ", "防具", o_name);
+#else
+ msg_format("A %s tries to %s, but your %s resists the effects!",
+ "terrible black aura", "surround your armor", o_name);
+#endif
+
+ }
+
+ /* not artifact or failed save... */
+ else
+ {
+ msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
+ chg_virtue(V_ENCHANT, -5);
+
+ /* Blast the armor */
+ o_ptr->name1 = 0;
+ o_ptr->name2 = EGO_BLASTED;
+ o_ptr->to_a = 0 - randint1(5) - randint1(5);
+ o_ptr->to_h = 0;
+ o_ptr->to_d = 0;
+ o_ptr->ac = 0;
+ o_ptr->dd = 0;
+ o_ptr->ds = 0;
+
+ for (i = 0; i < TR_FLAG_SIZE; i++)
+ o_ptr->art_flags[i] = 0;
+
+ /* Curse it */
+ o_ptr->curse_flags = TRC_CURSED;
+
+ /* Break it */
+ o_ptr->ident |= (IDENT_BROKEN);
+ p_ptr->update |= (PU_BONUS | PU_MANA);
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ }
+
+ return (TRUE);
+}
+
+/*!
+ * @brief 武器呪縛処理 /
+ * Curse the players weapon
+ * @param force 無条件に呪縛を行うならばTRUE
+ * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
+ * @return 実際に呪縛されたらTRUEを返す
+ */
+bool curse_weapon_object(bool force, object_type *o_ptr)
+{
+ int i;
+ GAME_TEXT o_name[MAX_NLEN];
+
+ /* Nothing to curse */
+ if (!o_ptr->k_idx) return (FALSE);
+ object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
+
+ /* Attempt a saving throw */
+ if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
+ {
+ /* Cool */
+#ifdef JP
+ msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
+ "恐怖の暗黒オーラ", "武器", o_name);
+#else
+ msg_format("A %s tries to %s, but your %s resists the effects!",
+ "terrible black aura", "surround your weapon", o_name);
+#endif
+ }
+
+ /* not artifact or failed save... */
+ else
+ {
+ if (!force) msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
+ chg_virtue(V_ENCHANT, -5);
+
+ /* Shatter the weapon */
+ o_ptr->name1 = 0;
+ o_ptr->name2 = EGO_SHATTERED;
+ o_ptr->to_h = 0 - randint1(5) - randint1(5);
+ o_ptr->to_d = 0 - randint1(5) - randint1(5);
+ o_ptr->to_a = 0;
+ o_ptr->ac = 0;
+ o_ptr->dd = 0;
+ o_ptr->ds = 0;
+
+ for (i = 0; i < TR_FLAG_SIZE; i++)
+ o_ptr->art_flags[i] = 0;
+
+ /* Curse it */
+ o_ptr->curse_flags = TRC_CURSED;
+
+ /* Break it */
+ o_ptr->ident |= (IDENT_BROKEN);
+ p_ptr->update |= (PU_BONUS | PU_MANA);
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ }
+
+ return (TRUE);
+}
+
+/*!
+ * @brief 武器呪縛処理のメインルーチン /
+ * Curse the players weapon
+ * @param force 無条件に呪縛を行うならばTRUE
+ * @param slot 呪縛する武器の装備スロット
+ * @return 実際に呪縛されたらTRUEを返す
+ */
+bool curse_weapon(bool force, int slot)
+{
+ return curse_weapon_object(force, &inventory[slot]);
+}
+
+
+/*!
+ * @brief 防具の錆止め防止処理
+ * @return ターン消費を要する処理を行ったならばTRUEを返す
+ */
+bool rustproof(void)
+{
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
+
+ /* Select a piece of armour */
+ item_tester_hook = object_is_armour;
+
+ q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
+ s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
+
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return FALSE;
+
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
+ add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
+
+ if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
+ {
+#ifdef JP
+ msg_format("%sは新品同様になった!", o_name);
+#else
+ msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
+#endif
+
+ o_ptr->to_a = 0;
+ }
+
+#ifdef JP
+ msg_format("%sは腐食しなくなった。", o_name);
+#else
+ msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
+#endif
+
+ calc_android_exp();
+ return TRUE;
+}
+
+/*!
+ * @brief ボルトのエゴ化処理(火炎エゴのみ) /
+ * Enchant some bolts
+ * @return 常にTRUEを返す
+ */
+bool brand_bolts(void)
+{
+ int i;
+
+ /* Use the first acceptable bolts */
+ for (i = 0; i < INVEN_PACK; i++)
+ {
+ object_type *o_ptr = &inventory[i];
+
+ /* Skip non-bolts */
+ if (o_ptr->tval != TV_BOLT) continue;
+
+ /* Skip artifacts and ego-items */
+ if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
+ continue;
+
+ /* Skip cursed/broken items */
+ if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
+
+ /* Randomize */
+ if (randint0(100) < 75) continue;
+
+ msg_print(_("クロスボウの矢が炎のオーラに包まれた!", "Your bolts are covered in a fiery aura!"));
+
+ /* Ego-item */
+ o_ptr->name2 = EGO_FLAME;
+ enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
+ return (TRUE);
+ }
+
+ if (flush_failure) flush();
+
+ /* Fail */
+ msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
+
+ return (TRUE);
+}
+
+
+bool perilous_secrets(player_type *creature_ptr)
+{
+ if (!ident_spell(FALSE)) return FALSE;
+
+ if (mp_ptr->spell_book)
+ {
+ /* Sufficient mana */
+ if (20 <= creature_ptr->csp)
+ {
+ /* Use some mana */
+ creature_ptr->csp -= 20;
+ }
+
+ /* Over-exert the player */
+ else
+ {
+ int oops = 20 - creature_ptr->csp;
+
+ /* No mana left */
+ creature_ptr->csp = 0;
+ creature_ptr->csp_frac = 0;
+
+ msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
+ /* Hack -- Bypass free action */
+ (void)set_paralyzed(creature_ptr->paralyzed + randint1(5 * oops + 1));
+
+ /* Confusing. */
+ (void)set_confused(creature_ptr->confused + randint1(5 * oops + 1));
+ }
+ creature_ptr->redraw |= (PR_MANA);
+ }
+ take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
+ /* Confusing. */
+ if (one_in_(5)) (void)set_confused(creature_ptr->confused + randint1(10));
+
+ /* Exercise a little care... */
+ if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
+ return TRUE;
+
+}
+
+/*!
+ * @brief 固定アーティファクト『ブラッディムーン』の特性を変更する。
+ * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
+ * @param o_ptr 対象のオブジェクト構造体(ブラッディムーン)のポインタ
+ * @return なし
+ */
+void get_bloody_moon_flags(object_type *o_ptr)
+{
+ int dummy, i;
+
+ for (i = 0; i < TR_FLAG_SIZE; i++)
+ o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
+
+ dummy = randint1(2) + randint1(2);
+ for (i = 0; i < dummy; i++)
+ {
+ int flag = randint0(26);
+ if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
+ else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
+ else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
+ }
+
+ dummy = randint1(2);
+ for (i = 0; i < dummy; i++) one_resistance(o_ptr);
+
+ for (i = 0; i < 2; i++)
+ {
+ int tmp = randint0(11);
+ if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
+ else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
+ }
+}
+
+/*!
+ * @brief 寿命つき光源の燃素追加処理 /
+ * Charge a lite (torch or latern)
+ * @return なし
+ */
+void phlogiston(void)
+{
+ GAME_TURN max_flog = 0;
+ object_type * o_ptr = &inventory[INVEN_LITE];
+
+ /* It's a lamp */
+ if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
+ {
+ max_flog = FUEL_LAMP;
+ }
+
+ /* It's a torch */
+ else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
+ {
+ max_flog = FUEL_TORCH;
+ }
+
+ /* No torch to refill */
+ else
+ {
+ msg_print(_("燃素を消費するアイテムを装備していません。", "You are not wielding anything which uses phlogiston."));
+ return;
+ }
+
+ if (o_ptr->xtra4 >= max_flog)
+ {
+ msg_print(_("このアイテムにはこれ以上燃素を補充できません。", "No more phlogiston can be put in this item."));
+ return;
+ }
+
+ /* Refuel */
+ o_ptr->xtra4 += (XTRA16)(max_flog / 2);
+ msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
+
+ if (o_ptr->xtra4 >= max_flog)
+ {
+ o_ptr->xtra4 = (XTRA16)max_flog;
+ msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
+ }
+
+ p_ptr->update |= (PU_TORCH);
+}
+
+/*!
+ * @brief 武器の祝福処理 /
+ * Bless a weapon
+ * @return ターン消費を要する処理を行ったならばTRUEを返す
+ */
+bool bless_weapon(void)
+{
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
+
+ /* Bless only weapons */
+ item_tester_hook = object_is_weapon;
+
+ q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
+ s = _("祝福できる武器がありません。", "You have weapon to bless.");
+
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return FALSE;
+
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_flags(o_ptr, flgs);
+
+ if (object_is_cursed(o_ptr))
+ {
+ if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
+ have_flag(flgs, TR_ADD_L_CURSE) ||
+ have_flag(flgs, TR_ADD_H_CURSE) ||
+ (o_ptr->curse_flags & TRC_PERMA_CURSE))
+ {
+#ifdef JP
+ msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
+#else
+ msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
+#endif
+
+ return TRUE;
+ }
+
+#ifdef JP
+ msg_format("%s から邪悪なオーラが消えた。", o_name);
+#else
+ msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
+#endif
+
+
+ o_ptr->curse_flags = 0L;
+
+ o_ptr->ident |= (IDENT_SENSE);
+ o_ptr->feeling = FEEL_NONE;
+
+ /* Recalculate the bonuses */
+ p_ptr->update |= (PU_BONUS);
+ p_ptr->window |= (PW_EQUIP);
+ }
+
+ /*
+ * Next, we try to bless it. Artifacts have a 1/3 chance of
+ * being blessed, otherwise, the operation simply disenchants
+ * them, godly power negating the magic. Ok, the explanation
+ * is silly, but otherwise priests would always bless every
+ * artifact weapon they find. Ego weapons and normal weapons
+ * can be blessed automatically.
+ */
+ if (have_flag(flgs, TR_BLESSED))
+ {
+#ifdef JP
+ msg_format("%s は既に祝福されている。", o_name);
+#else
+ msg_format("%s %s %s blessed already.",
+ ((item >= 0) ? "Your" : "The"), o_name,
+ ((o_ptr->number > 1) ? "were" : "was"));
+#endif
+
+ return TRUE;
+ }
+
+ if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
+ {
+#ifdef JP
+ msg_format("%sは輝いた!", o_name);
+#else
+ msg_format("%s %s shine%s!",
+ ((item >= 0) ? "Your" : "The"), o_name,
+ ((o_ptr->number > 1) ? "" : "s"));
+#endif
+
+ add_flag(o_ptr->art_flags, TR_BLESSED);
+ o_ptr->discount = 99;
+ }
+ else
+ {
+ bool dis_happened = FALSE;
+ msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
+
+ /* Disenchant tohit */
+ if (o_ptr->to_h > 0)
+ {
+ o_ptr->to_h--;
+ dis_happened = TRUE;
+ }
+
+ if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
+
+ /* Disenchant todam */
+ if (o_ptr->to_d > 0)
+ {
+ o_ptr->to_d--;
+ dis_happened = TRUE;
+ }
+
+ if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
+
+ /* Disenchant toac */
+ if (o_ptr->to_a > 0)
+ {
+ o_ptr->to_a--;
+ dis_happened = TRUE;
+ }
+
+ if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
+
+ if (dis_happened)
+ {
+ msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
+
+#ifdef JP
+ msg_format("%s は劣化した!", o_name);
+#else
+ msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
+ ((o_ptr->number > 1) ? "were" : "was"));
+#endif
+
+ }
+ }
+
+ p_ptr->update |= (PU_BONUS);
+ p_ptr->window |= (PW_EQUIP | PW_PLAYER);
+ calc_android_exp();
+
+ return TRUE;
+}
+
+
+/*!
+ * @brief 盾磨き処理 /
+ * pulish shield
+ * @return ターン消費を要する処理を行ったならばTRUEを返す
+ */
+bool pulish_shield(void)
+{
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
+
+ /* Assume enchant weapon */
+ item_tester_tval = TV_SHIELD;
+
+ q = _("どの盾を磨きますか?", "Pulish which weapon? ");
+ s = _("磨く盾がありません。", "You have weapon to pulish.");
+
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return FALSE;
+
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_flags(o_ptr, flgs);
+
+ if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
+ !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
+ {
+#ifdef JP
+ msg_format("%sは輝いた!", o_name);
+#else
+ msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
+#endif
+ o_ptr->name2 = EGO_REFLECTION;
+ enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
+
+ o_ptr->discount = 99;
+ chg_virtue(V_ENCHANT, 2);
+
+ return TRUE;
+ }
+ else
+ {
+ if (flush_failure) flush();
+
+ msg_print(_("失敗した。", "Failed."));
+ chg_virtue(V_ENCHANT, -2);
+ }
+ calc_android_exp();
+
+ return FALSE;
+}