X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fspells-object.c;h=cf5b1e7f7a91f8c2cb8dfb3cb400d54050a29e4f;hb=refs%2Fheads%2Fmaster;hp=76529fa58dc9ba941ffa5442bcdc9366e0bc38d3;hpb=53bc386faf2c1cb8bddfe610e4ea69d01278d37e;p=hengband%2Fhengband.git diff --git a/src/spells-object.c b/src/spells-object.c deleted file mode 100644 index 76529fa58..000000000 --- a/src/spells-object.c +++ /dev/null @@ -1,1421 +0,0 @@ - -#include "angband.h" -#include "util.h" - -#include "cmd-basic.h" -#include "artifact.h" -#include "floor.h" -#include "grid.h" -#include "spells.h" -#include "spells-object.h" -#include "object-boost.h" -#include "object-hook.h" -#include "object-flavor.h" -#include "object-ego.h" -#include "player-damage.h" -#include "player-status.h" -#include "avatar.h" -#include "player-effects.h" -#include "player-class.h" -#include "player-inventory.h" -#include "object/object-kind.h" -#include "autopick/autopick.h" -#include "targeting.h" -#include "view-mainwindow.h" - - -typedef struct -{ - OBJECT_TYPE_VALUE tval; - OBJECT_SUBTYPE_VALUE sval; - PERCENTAGE prob; - byte flag; -} amuse_type; - - -/*! - * @brief 装備強化処理の失敗率定数(千分率) / - * Used by the "enchant" function (chance of failure) - * (modified for Zangband, we need better stuff there...) -- TY - * @return なし - */ -static int enchant_table[16] = -{ - 0, 10, 50, 100, 200, - 300, 400, 500, 650, 800, - 950, 987, 993, 995, 998, - 1000 -}; - - -/* - * 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, 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(player_type *creature_ptr) -{ - char com[80]; - if (creature_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 (creature_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 (cmd_limit_confused(creature_ptr)) return FALSE; - if (cmd_limit_blind(creature_ptr)) return FALSE; - - int ext = 0; - char ch; - while (TRUE) - { - if (!get_com(com, &ch, TRUE)) - { - return FALSE; - } - - if (ch == 'S' || ch == 's') - { - ext = 1; - break; - } - - if ((ch == 'A' || ch == 'a') && (creature_ptr->lev >= 10)) - { - ext = 2; - break; - } - - if ((ch == 'B' || ch == 'b') && (creature_ptr->lev >= 20)) - { - ext = 3; - break; - } - } - - GAME_TEXT o_name[MAX_NLEN]; - object_type forge; - object_type *q_ptr; - q_ptr = &forge; - - /**********Create shots*********/ - if (ext == 1) - { - POSITION x, y; - DIRECTION dir; - grid_type *g_ptr; - - if (!get_rep_dir(creature_ptr, &dir, FALSE)) return FALSE; - y = creature_ptr->y + ddy[dir]; - x = creature_ptr->x + ddx[dir]; - g_ptr = &creature_ptr->current_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 a pile of rubble.")); - return FALSE; - } - - 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.")); - return TRUE; - } - - 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, creature_ptr->lev) + 1)); - q_ptr->number = (byte)rand_range(15, 30); - object_aware(creature_ptr, q_ptr); - object_known(q_ptr); - apply_magic(creature_ptr, q_ptr, creature_ptr->lev, AM_NO_FIXED_ART); - q_ptr->discount = 99; - - slot = inven_carry(creature_ptr, q_ptr); - - object_desc(creature_ptr, 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(creature_ptr, slot, FALSE); - - /* Destroy the wall */ - cave_alter_feat(creature_ptr, y, x, FF_HURT_ROCK); - - creature_ptr->update |= (PU_FLOW); - return TRUE; - } - - /**********Create arrows*********/ - 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(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0); - 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, creature_ptr->lev) + 1)); - q_ptr->number = (byte)rand_range(5, 10); - object_aware(creature_ptr, q_ptr); - object_known(q_ptr); - apply_magic(creature_ptr, q_ptr, creature_ptr->lev, AM_NO_FIXED_ART); - - q_ptr->discount = 99; - - object_desc(creature_ptr, o_name, q_ptr, 0); - msg_format(_("%sを作った。", "You make some ammo."), o_name); - - vary_item(creature_ptr, item, -1); - slot = inven_carry(creature_ptr, q_ptr); - - /* Auto-inscription */ - if (slot >= 0) autopick_alter_item(creature_ptr, slot, FALSE); - return TRUE; - } - - /**********Create bolts*********/ - 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(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0); - 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, creature_ptr->lev) + 1)); - q_ptr->number = (byte)rand_range(4, 8); - object_aware(creature_ptr, q_ptr); - object_known(q_ptr); - apply_magic(creature_ptr, q_ptr, creature_ptr->lev, AM_NO_FIXED_ART); - - q_ptr->discount = 99; - - object_desc(creature_ptr, o_name, q_ptr, 0); - msg_format(_("%sを作った。", "You make some ammo."), o_name); - - vary_item(creature_ptr, item, -1); - - slot = inven_carry(creature_ptr, q_ptr); - - /* Auto-inscription */ - if (slot >= 0) autopick_alter_item(creature_ptr, slot, FALSE); - } - - return TRUE; -} - - -/*! - * @brief 魔道具術師の魔力取り込み処理 - * @param user_ptr アイテムを取り込むクリーチャー - * @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(player_type *user_ptr) -{ - /* Only accept legal items */ - item_tester_hook = item_tester_hook_recharge; - - concptr q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? "); - concptr s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power."); - - OBJECT_IDX item; - object_type *o_ptr; - o_ptr = choose_object(user_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0); - 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; - } - - PARAMETER_VALUE pval = o_ptr->pval; - int ext = 0; - if (o_ptr->tval == TV_ROD) - ext = 72; - else if (o_ptr->tval == TV_WAND) - ext = 36; - - if (o_ptr->tval == TV_ROD) - { - user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number; - if (user_ptr->magic_num2[o_ptr->sval + ext] > 99) user_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 (user_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; - } - user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num; - if (user_ptr->magic_num2[o_ptr->sval + ext] > 99) user_ptr->magic_num2[o_ptr->sval + ext] = 99; - user_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000; - if (user_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) user_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000; - if (user_ptr->magic_num1[o_ptr->sval + ext] > user_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) user_ptr->magic_num1[o_ptr->sval + ext] = user_ptr->magic_num2[o_ptr->sval + ext] * 0x10000; - if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num; - } - } - - GAME_TEXT o_name[MAX_NLEN]; - object_desc(user_ptr, o_name, o_ptr, 0); - msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name); - - vary_item(user_ptr, item, -999); - take_turn(user_ptr, 100); - return TRUE; -} - - -/*! - * @brief 誰得ドロップを行う。 - * @param creature_ptr プレーヤーへの参照ポインタ - * @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(player_type *creature_ptr, POSITION y1, POSITION x1, int num, bool known) -{ - int t = 0; - for (int n = 0; amuse_info[n].tval != 0; n++) - { - t += amuse_info[n].prob; - } - - /* Acquirement */ - object_type *i_ptr; - object_type object_type_body; - 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(creature_ptr, 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(creature_ptr, i_ptr); - object_known(i_ptr); - } - - /* Paranoia - reroll if nothing */ - if (!(i_ptr->k_idx)) continue; - - (void)drop_near(creature_ptr, i_ptr, -1, y1, x1); - - num--; - } -} - - -/*! - * @brief 獲得ドロップを行う。 - * Scatter some "great" objects near the player - * @param caster_ptr プレーヤーへの参照ポインタ - * @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(player_type *caster_ptr, 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(caster_ptr, i_ptr, mode)) continue; - - if (known) - { - object_aware(caster_ptr, i_ptr); - object_known(i_ptr); - } - - (void)drop_near(caster_ptr, 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(creature_ptr->current_floor_ptr->dun_level) % 10; - q_ptr->to_d = 3 + randint1(creature_ptr->current_floor_ptr->dun_level) % 10; - one_resistance(q_ptr); - q_ptr->name2 = EGO_CHAOTIC; - (void)drop_near(creature_ptr, q_ptr, -1, creature_ptr->y, creature_ptr->x); -} - - -/*! -* todo 元のreturnは間違っているが、修正後の↓文がどれくらい正しいかは要チェック - * @brief 防具呪縛処理 / - * Curse the players armor - * @return 何も持っていない場合を除き、常にTRUEを返す - */ -bool curse_armor(player_type *owner_ptr) -{ - /* Curse the body armor */ - object_type *o_ptr; - o_ptr = &owner_ptr->inventory_list[INVEN_BODY]; - - if (!o_ptr->k_idx) return FALSE; - - GAME_TEXT o_name[MAX_NLEN]; - object_desc(owner_ptr, 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 - return TRUE; - } - - /* not artifact or failed save... */ - 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(owner_ptr, 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 (int 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); - owner_ptr->update |= (PU_BONUS | PU_MANA); - owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER); - return TRUE; -} - - -/*! - * todo 元のreturnは間違っているが、修正後の↓文がどれくらい正しいかは要チェック - * @brief 武器呪縛処理 / - * Curse the players weapon - * @param owner_ptr 所持者の参照ポインタ - * @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 何も持っていない場合を除き、常にTRUEを返す - */ -bool curse_weapon_object(player_type *owner_ptr, bool force, object_type *o_ptr) -{ - if (!o_ptr->k_idx) return FALSE; - - GAME_TEXT o_name[MAX_NLEN]; - object_desc(owner_ptr, o_name, o_ptr, OD_OMIT_PREFIX); - - /* Attempt a saving throw */ - if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force) - { -#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 - return TRUE; - } - - /* not artifact or failed save... */ - 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(owner_ptr, 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 (int 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); - owner_ptr->update |= (PU_BONUS | PU_MANA); - owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER); - return TRUE; -} - - -/*! - * @brief 防具の錆止め防止処理 - * @param caster_ptr 錆止め実行者の参照ポインタ - * @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(player_type *caster_ptr) -{ - /* Select a piece of armour */ - item_tester_hook = object_is_armour; - - concptr q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? "); - concptr s = _("錆止めできるものがありません。", "You have nothing to rustproof."); - - OBJECT_IDX item; - object_type *o_ptr; - o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0); - if (!o_ptr) return FALSE; - - GAME_TEXT o_name[MAX_NLEN]; - object_desc(caster_ptr, 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(caster_ptr); - return TRUE; -} - - -/*! - * @brief ボルトのエゴ化処理(火炎エゴのみ) / - * Enchant some bolts - * @param caster_ptr プレーヤーへの参照ポインタ - * @return なし - */ -void brand_bolts(player_type *caster_ptr) -{ - /* Use the first acceptable bolts */ - for (int i = 0; i < INVEN_PACK; i++) - { - object_type *o_ptr = &caster_ptr->inventory_list[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(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM); - return; - } - - if (flush_failure) flush(); - msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed.")); -} - - -bool perilous_secrets(player_type *user_ptr) -{ - if (!ident_spell(user_ptr, FALSE)) return FALSE; - - if (mp_ptr->spell_book) - { - /* Sufficient mana */ - if (20 <= user_ptr->csp) - { - /* Use some mana */ - user_ptr->csp -= 20; - } - - /* Over-exert the player */ - else - { - int oops = 20 - user_ptr->csp; - - /* No mana left */ - user_ptr->csp = 0; - user_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(user_ptr, user_ptr->paralyzed + randint1(5 * oops + 1)); - - /* Confusing. */ - (void)set_confused(user_ptr, user_ptr->confused + randint1(5 * oops + 1)); - } - - user_ptr->redraw |= (PR_MANA); - } - - take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1); - /* Confusing. */ - if (one_in_(5)) (void)set_confused(user_ptr, user_ptr->confused + randint1(10)); - - /* Exercise a little care... */ - if (one_in_(20)) take_hit(user_ptr, 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) -{ - for (int i = 0; i < TR_FLAG_SIZE; i++) - o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i]; - - int dummy = randint1(2) + randint1(2); - for (int 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 (int i = 0; i < dummy; i++) one_resistance(o_ptr); - - for (int 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(player_type *caster_ptr) -{ - GAME_TURN max_flog = 0; - object_type *o_ptr = &caster_ptr->inventory_list[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.")); - } - - caster_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(player_type *caster_ptr) -{ - /* Bless only weapons */ - item_tester_hook = object_is_weapon; - - concptr q = _("どのアイテムを祝福しますか?", "Bless which weapon? "); - concptr s = _("祝福できる武器がありません。", "You have weapon to bless."); - - OBJECT_IDX item; - object_type *o_ptr; - o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0); - if (!o_ptr) return FALSE; - - GAME_TEXT o_name[MAX_NLEN]; - object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY)); - BIT_FLAGS flgs[TR_FLAG_SIZE]; - 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 */ - caster_ptr->update |= (PU_BONUS); - caster_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 - - } - } - - caster_ptr->update |= (PU_BONUS); - caster_ptr->window |= (PW_EQUIP | PW_PLAYER); - calc_android_exp(caster_ptr); - - 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(player_type *caster_ptr) -{ - /* Assume enchant weapon */ - item_tester_tval = TV_SHIELD; - - concptr q = _("どの盾を磨きますか?", "Pulish which weapon? "); - concptr s = _("磨く盾がありません。", "You have weapon to pulish."); - - OBJECT_IDX item; - object_type *o_ptr; - o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0); - if (!o_ptr) return FALSE; - - GAME_TEXT o_name[MAX_NLEN]; - object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY)); - BIT_FLAGS flgs[TR_FLAG_SIZE]; - object_flags(o_ptr, flgs); - - bool is_pulish_successful = o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr); - is_pulish_successful &= !object_is_cursed(o_ptr); - is_pulish_successful &= (o_ptr->sval != SV_MIRROR_SHIELD); - if (is_pulish_successful) - { -#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(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOAC); - - o_ptr->discount = 99; - chg_virtue(caster_ptr, V_ENCHANT, 2); - - return TRUE; - } - - if (flush_failure) flush(); - - msg_print(_("失敗した。", "Failed.")); - chg_virtue(caster_ptr, V_ENCHANT, -2); - calc_android_exp(caster_ptr); - return FALSE; -} - - -/*! - * @brief 呪いの打ち破り処理 / - * Break the curse of an item - * @param o_ptr 呪い装備情報の参照ポインタ - * @return なし - */ -static void break_curse(object_type *o_ptr) -{ - BIT_FLAGS is_curse_broken = object_is_cursed(o_ptr) && - !(o_ptr->curse_flags & TRC_PERMA_CURSE) && - !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && - (randint0(100) < 25); - if (!is_curse_broken) - { - return; - } - - msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!")); - - o_ptr->curse_flags = 0L; - o_ptr->ident |= (IDENT_SENSE); - o_ptr->feeling = FEEL_NONE; -} - - -/*! - * @brief 装備修正強化処理 / - * Enchants a plus onto an item. -RAK- - * @param caster_ptr プレーヤーへの参照ポインタ - * @param o_ptr 強化するアイテムの参照ポインタ - * @param n 強化基本量 - * @param eflag 強化オプション(命中/ダメージ/AC) - * @return 強化に成功した場合TRUEを返す - * @details - *
- * Revamped!  Now takes item pointer, number of times to try enchanting,
- * and a flag of what to try enchanting.  Artifacts resist enchantment
- * some of the time, and successful enchantment to at least +0 might
- * break a curse on the item. -CFT-
- *
- * Note that an item can technically be enchanted all the way to +15 if
- * you wait a very, very, long time.  Going from +9 to +10 only works
- * about 5% of the time, and from +10 to +11 only about 1% of the time.
- *
- * Note that this function can now be used on "piles" of items, and
- * the larger the pile, the lower the chance of success.
- * 
- */ -bool enchant(player_type *caster_ptr, object_type *o_ptr, int n, int eflag) -{ - /* Large piles resist enchantment */ - int prob = o_ptr->number * 100; - - /* Missiles are easy to enchant */ - if ((o_ptr->tval == TV_BOLT) || - (o_ptr->tval == TV_ARROW) || - (o_ptr->tval == TV_SHOT)) - { - prob = prob / 20; - } - - /* Try "n" times */ - int chance; - bool res = FALSE; - bool a = object_is_artifact(o_ptr); - bool force = (eflag & ENCH_FORCE); - for (int i = 0; i < n; i++) - { - /* Hack -- Roll for pile resistance */ - if (!force && randint0(prob) >= 100) continue; - - /* Enchant to hit */ - if (eflag & ENCH_TOHIT) - { - if (o_ptr->to_h < 0) chance = 0; - else if (o_ptr->to_h > 15) chance = 1000; - else chance = enchant_table[o_ptr->to_h]; - - if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) - { - o_ptr->to_h++; - res = TRUE; - - /* only when you get it above -1 -CFT */ - if (o_ptr->to_h >= 0) - break_curse(o_ptr); - } - } - - /* Enchant to damage */ - if (eflag & ENCH_TODAM) - { - if (o_ptr->to_d < 0) chance = 0; - else if (o_ptr->to_d > 15) chance = 1000; - else chance = enchant_table[o_ptr->to_d]; - - if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) - { - o_ptr->to_d++; - res = TRUE; - - /* only when you get it above -1 -CFT */ - if (o_ptr->to_d >= 0) - break_curse(o_ptr); - } - } - - /* Enchant to armor class */ - if (!(eflag & ENCH_TOAC)) - { - continue; - } - - if (o_ptr->to_a < 0) chance = 0; - else if (o_ptr->to_a > 15) chance = 1000; - else chance = enchant_table[o_ptr->to_a]; - - if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50)))) - { - o_ptr->to_a++; - res = TRUE; - - /* only when you get it above -1 -CFT */ - if (o_ptr->to_a >= 0) - break_curse(o_ptr); - } - } - - /* Failure */ - if (!res) return FALSE; - caster_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER); - caster_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER); - - calc_android_exp(caster_ptr); - - /* Success */ - return TRUE; -} - - -/*! - * @brief 装備修正強化処理のメインルーチン / - * Enchant an item (in the inventory or on the floor) - * @param caster_ptr プレーヤーへの参照ポインタ - * @param num_hit 命中修正量 - * @param num_dam ダメージ修正量 - * @param num_ac AC修正量 - * @return 強化に成功した場合TRUEを返す - * @details - * Note that "num_ac" requires armour, else weapon - * Returns TRUE if attempted, FALSE if cancelled - */ -bool enchant_spell(player_type *caster_ptr, HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac) -{ - /* Assume enchant weapon */ - item_tester_hook = object_allow_enchant_weapon; - - /* Enchant armor if requested */ - if (num_ac) item_tester_hook = object_is_armour; - - concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? "); - concptr s = _("強化できるアイテムがない。", "You have nothing to enchant."); - - OBJECT_IDX item; - object_type *o_ptr; - o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0); - if (!o_ptr) return FALSE; - - GAME_TEXT o_name[MAX_NLEN]; - object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY)); -#ifdef JP - msg_format("%s は明るく輝いた!", o_name); -#else - msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s")); -#endif - - /* Enchant */ - bool is_enchant_successful = FALSE; - if (enchant(caster_ptr, o_ptr, num_hit, ENCH_TOHIT)) is_enchant_successful = TRUE; - if (enchant(caster_ptr, o_ptr, num_dam, ENCH_TODAM)) is_enchant_successful = TRUE; - if (enchant(caster_ptr, o_ptr, num_ac, ENCH_TOAC)) is_enchant_successful = TRUE; - - if (!is_enchant_successful) - { - if (flush_failure) flush(); - msg_print(_("強化に失敗した。", "The enchantment failed.")); - if (one_in_(3)) chg_virtue(caster_ptr, V_ENCHANT, -1); - } - else - chg_virtue(caster_ptr, V_ENCHANT, 1); - - calc_android_exp(caster_ptr); - - /* Something happened */ - return TRUE; -} - - -/*! - * @brief 武器へのエゴ付加処理 / - * Brand the current weapon - * @param caster_ptr プレーヤーへの参照ポインタ - * @param brand_type エゴ化ID(e_info.txtとは連動していない) - * @return なし - */ -void brand_weapon(player_type *caster_ptr, int brand_type) -{ - /* Assume enchant weapon */ - item_tester_hook = object_allow_enchant_melee_weapon; - - concptr q = _("どの武器を強化しますか? ", "Enchant which weapon? "); - concptr s = _("強化できる武器がない。", "You have nothing to enchant."); - - OBJECT_IDX item; - object_type *o_ptr; - o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0); - if (!o_ptr) return; - - bool is_special_item = o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) && - !object_is_cursed(o_ptr) && - !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) && - !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) && - !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)); - if (!is_special_item) - { - if (flush_failure) flush(); - - msg_print(_("属性付加に失敗した。", "The branding failed.")); - chg_virtue(caster_ptr, V_ENCHANT, -2); - calc_android_exp(caster_ptr); - return; - } - - /* Let's get the name before it is changed... */ - GAME_TEXT o_name[MAX_NLEN]; - object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY)); - - concptr act = NULL; - switch (brand_type) - { - case 17: - if (o_ptr->tval == TV_SWORD) - { - act = _("は鋭さを増した!", "becomes very sharp!"); - - o_ptr->name2 = EGO_SHARPNESS; - o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, caster_ptr->current_floor_ptr->dun_level) + 1; - - if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2)) - o_ptr->pval = 2; - } - else - { - act = _("は破壊力を増した!", "seems very powerful."); - o_ptr->name2 = EGO_EARTHQUAKES; - o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, caster_ptr->current_floor_ptr->dun_level); - } - - break; - case 16: - act = _("は人間の血を求めている!", "seems to be looking for humans!"); - o_ptr->name2 = EGO_KILL_HUMAN; - break; - case 15: - act = _("は電撃に覆われた!", "covered with lightning!"); - o_ptr->name2 = EGO_BRAND_ELEC; - break; - case 14: - act = _("は酸に覆われた!", "coated with acid!"); - o_ptr->name2 = EGO_BRAND_ACID; - break; - case 13: - act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!"); - o_ptr->name2 = EGO_KILL_EVIL; - break; - case 12: - act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!"); - o_ptr->name2 = EGO_KILL_DEMON; - break; - case 11: - act = _("は屍を求めている!", "seems to be looking for undead!"); - o_ptr->name2 = EGO_KILL_UNDEAD; - break; - case 10: - act = _("は動物の血を求めている!", "seems to be looking for animals!"); - o_ptr->name2 = EGO_KILL_ANIMAL; - break; - case 9: - act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!"); - o_ptr->name2 = EGO_KILL_DRAGON; - break; - case 8: - act = _("はトロルの血を求めている!", "seems to be looking for troll!s"); - o_ptr->name2 = EGO_KILL_TROLL; - break; - case 7: - act = _("はオークの血を求めている!", "seems to be looking for orcs!"); - o_ptr->name2 = EGO_KILL_ORC; - break; - case 6: - act = _("は巨人の血を求めている!", "seems to be looking for giants!"); - o_ptr->name2 = EGO_KILL_GIANT; - break; - case 5: - act = _("は非常に不安定になったようだ。", "seems very unstable now."); - o_ptr->name2 = EGO_TRUMP; - o_ptr->pval = randint1(2); - break; - case 4: - act = _("は血を求めている!", "thirsts for blood!"); - o_ptr->name2 = EGO_VAMPIRIC; - break; - case 3: - act = _("は毒に覆われた。", "is coated with poison."); - o_ptr->name2 = EGO_BRAND_POIS; - break; - case 2: - act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!"); - o_ptr->name2 = EGO_CHAOTIC; - break; - case 1: - act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!"); - o_ptr->name2 = EGO_BRAND_FIRE; - break; - default: - act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!"); - o_ptr->name2 = EGO_BRAND_COLD; - break; - } - - msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act); - enchant(caster_ptr, o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM); - - o_ptr->discount = 99; - chg_virtue(caster_ptr, V_ENCHANT, 2); - calc_android_exp(caster_ptr); -}