9 #include "spells-object.h"
10 #include "object-boost.h"
11 #include "object-hook.h"
12 #include "object-flavor.h"
13 #include "player-status.h"
15 #include "player-effects.h"
20 OBJECT_TYPE_VALUE tval;
21 OBJECT_SUBTYPE_VALUE sval;
27 * Scatter some "amusing" objects near the player
30 #define AMS_NOTHING 0x00 /* No restriction */
31 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
32 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
33 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
34 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
36 static amuse_type amuse_info[] =
38 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
39 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
40 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
41 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
42 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
43 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
44 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
45 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
46 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
47 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
48 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
49 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
50 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
56 * @brief「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
57 * Hook to determine if an object is contertible in an arrow/bolt
58 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
60 bool create_ammo(void)
69 GAME_TEXT o_name[MAX_NLEN];
74 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
75 else if (p_ptr->lev >= 10)
76 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
78 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
82 msg_print(_("混乱してる!", "You are too confused!"));
88 msg_print(_("目が見えない!", "You are blind!"));
94 if (!get_com(com, &ch, TRUE))
98 if (ch == 'S' || ch == 's')
103 if ((ch == 'A' || ch == 'a') && (p_ptr->lev >= 10))
108 if ((ch == 'B' || ch == 'b') && (p_ptr->lev >= 20))
115 /**********Create shots*********/
122 if (!get_rep_dir(&dir, FALSE)) return FALSE;
123 y = p_ptr->y + ddy[dir];
124 x = p_ptr->x + ddx[dir];
125 g_ptr = ¤t_floor_ptr->grid_array[y][x];
127 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_CAN_DIG))
129 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
132 else if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
134 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
141 /* Hack -- Give the player some small firestones */
142 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
143 q_ptr->number = (byte)rand_range(15, 30);
146 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
147 q_ptr->discount = 99;
149 slot = inven_carry(q_ptr);
151 object_desc(o_name, q_ptr, 0);
152 msg_format(_("%sを作った。", "You make some ammo."), o_name);
154 /* Auto-inscription */
155 if (slot >= 0) autopick_alter_item(slot, FALSE);
157 /* Destroy the wall */
158 cave_alter_feat(y, x, FF_HURT_ROCK);
160 p_ptr->update |= (PU_FLOW);
163 /**********Create arrows*********/
170 item_tester_hook = item_tester_hook_convertible;
172 q = _("どのアイテムから作りますか? ", "Convert which item? ");
173 s = _("材料を持っていない。", "You have no item to convert.");
174 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
175 if (!q_ptr) return FALSE;
179 /* Hack -- Give the player some small firestones */
180 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
181 q_ptr->number = (byte)rand_range(5, 10);
184 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
186 q_ptr->discount = 99;
188 object_desc(o_name, q_ptr, 0);
189 msg_format(_("%sを作った。", "You make some ammo."), o_name);
193 inven_item_increase(item, -1);
194 inven_item_describe(item);
195 inven_item_optimize(item);
199 floor_item_increase(0 - item, -1);
200 floor_item_describe(0 - item);
201 floor_item_optimize(0 - item);
204 slot = inven_carry(q_ptr);
206 /* Auto-inscription */
207 if (slot >= 0) autopick_alter_item(slot, FALSE);
209 /**********Create bolts*********/
216 item_tester_hook = item_tester_hook_convertible;
218 q = _("どのアイテムから作りますか? ", "Convert which item? ");
219 s = _("材料を持っていない。", "You have no item to convert.");
221 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
222 if (!q_ptr) return FALSE;
226 /* Hack -- Give the player some small firestones */
227 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
228 q_ptr->number = (byte)rand_range(4, 8);
231 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
233 q_ptr->discount = 99;
235 object_desc(o_name, q_ptr, 0);
236 msg_format(_("%sを作った。", "You make some ammo."), o_name);
240 inven_item_increase(item, -1);
241 inven_item_describe(item);
242 inven_item_optimize(item);
246 floor_item_increase(0 - item, -1);
247 floor_item_describe(0 - item);
248 floor_item_optimize(0 - item);
251 slot = inven_carry(q_ptr);
253 /* Auto-inscription */
254 if (slot >= 0) autopick_alter_item(slot, FALSE);
260 * @brief 魔道具術師の魔力取り込み処理
261 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
263 bool import_magic_device(void)
266 PARAMETER_VALUE pval;
270 GAME_TEXT o_name[MAX_NLEN];
272 /* Only accept legal items */
273 item_tester_hook = item_tester_hook_recharge;
275 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
276 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
278 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
279 if (!o_ptr) return (FALSE);
281 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
283 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."));
287 if (!object_is_known(o_ptr))
289 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
295 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
300 if (o_ptr->tval == TV_ROD)
302 else if (o_ptr->tval == TV_WAND)
305 if (o_ptr->tval == TV_ROD)
307 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
308 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
313 for (num = o_ptr->number; num; num--)
316 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
317 if (p_ptr->magic_num2[o_ptr->sval + ext])
320 gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
321 if (gain_num < 1) gain_num = 1;
323 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
324 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
325 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
326 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
327 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;
328 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
332 object_desc(o_name, o_ptr, 0);
333 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
335 /* Eliminate the item (from the pack) */
338 inven_item_increase(item, -999);
339 inven_item_describe(item);
340 inven_item_optimize(item);
343 /* Eliminate the item (from the floor) */
346 floor_item_increase(0 - item, -999);
347 floor_item_describe(0 - item);
348 floor_item_optimize(0 - item);
350 take_turn(p_ptr, 100);
356 * @param y1 配置したいフロアのY座標
357 * @param x1 配置したいフロアのX座標
359 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
362 void amusement(POSITION y1, POSITION x1, int num, bool known)
365 object_type object_type_body;
368 for (n = 0; amuse_info[n].tval != 0; n++)
370 t += amuse_info[n].prob;
377 KIND_OBJECT_IDX k_idx;
378 ARTIFACT_IDX a_idx = 0;
380 bool insta_art, fixed_art;
384 r -= amuse_info[i].prob;
387 i_ptr = &object_type_body;
389 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
391 /* Paranoia - reroll if nothing */
392 if (!k_idx) continue;
394 /* Search an artifact index if need */
395 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
396 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
398 if (insta_art || fixed_art)
400 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
402 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
403 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
404 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
405 if (a_info[a_idx].cur_num > 0) continue;
409 if (a_idx >= max_a_idx) continue;
412 /* Make an object (if possible) */
413 object_prep(i_ptr, k_idx);
414 if (a_idx) i_ptr->name1 = a_idx;
415 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
417 if (amuse_info[i].flag & AMS_NO_UNIQUE)
419 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
422 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
423 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
431 /* Paranoia - reroll if nothing */
432 if (!(i_ptr->k_idx)) continue;
434 (void)drop_near(i_ptr, -1, y1, x1);
444 * Scatter some "great" objects near the player
445 * @param y1 配置したいフロアのY座標
446 * @param x1 配置したいフロアのX座標
448 * @param great TRUEならば必ず高級品以上を落とす
449 * @param special TRUEならば必ず特別品を落とす
450 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
453 void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
456 object_type object_type_body;
457 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L);
462 i_ptr = &object_type_body;
465 /* Make a good (or great) object (if possible) */
466 if (!make_object(i_ptr, mode)) continue;
474 (void)drop_near(i_ptr, -1, y1, x1);
478 void acquire_chaos_weapon(player_type *creature_ptr)
481 object_type *q_ptr = &forge;
482 OBJECT_TYPE_VALUE dummy = TV_SWORD;
483 OBJECT_SUBTYPE_VALUE dummy2;
484 switch (randint1(creature_ptr->lev))
490 dummy2 = SV_MAIN_GAUCHE;
499 dummy2 = SV_SMALL_SWORD;
502 dummy2 = SV_BASILLARD;
504 case 11: case 12: case 13:
505 dummy2 = SV_SHORT_SWORD;
514 dummy2 = SV_WAKIZASHI;
523 dummy2 = SV_BROAD_SWORD;
526 dummy2 = SV_LONG_SWORD;
529 dummy2 = SV_SCIMITAR;
538 dummy2 = SV_BASTARD_SWORD;
541 dummy2 = SV_GREAT_SCIMITAR;
544 dummy2 = SV_CLAYMORE;
550 dummy2 = SV_TWO_HANDED_SWORD;
553 dummy2 = SV_FLAMBERGE;
556 dummy2 = SV_NO_DACHI;
559 dummy2 = SV_EXECUTIONERS_SWORD;
562 dummy2 = SV_ZWEIHANDER;
565 dummy2 = SV_HAYABUSA;
568 dummy2 = SV_BLADE_OF_CHAOS;
571 object_prep(q_ptr, lookup_kind(dummy, dummy2));
572 q_ptr->to_h = 3 + randint1(current_floor_ptr->dun_level) % 10;
573 q_ptr->to_d = 3 + randint1(current_floor_ptr->dun_level) % 10;
574 one_resistance(q_ptr);
575 q_ptr->name2 = EGO_CHAOTIC;
576 (void)drop_near(q_ptr, -1, creature_ptr->y, creature_ptr->x);
582 * Curse the players armor
583 * @return 実際に呪縛されたらTRUEを返す
585 bool curse_armor(void)
590 GAME_TEXT o_name[MAX_NLEN];
592 /* Curse the body armor */
593 o_ptr = &p_ptr->inventory_list[INVEN_BODY];
595 /* Nothing to curse */
596 if (!o_ptr->k_idx) return (FALSE);
598 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
600 /* Attempt a saving throw for artifacts */
601 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
605 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!",
606 "恐怖の暗黒オーラ", "防具", o_name);
608 msg_format("A %s tries to %s, but your %s resists the effects!",
609 "terrible black aura", "surround your armor", o_name);
614 /* not artifact or failed save... */
617 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);
618 chg_virtue(V_ENCHANT, -5);
620 /* Blast the armor */
622 o_ptr->name2 = EGO_BLASTED;
623 o_ptr->to_a = 0 - randint1(5) - randint1(5);
630 for (i = 0; i < TR_FLAG_SIZE; i++)
631 o_ptr->art_flags[i] = 0;
634 o_ptr->curse_flags = TRC_CURSED;
637 o_ptr->ident |= (IDENT_BROKEN);
638 p_ptr->update |= (PU_BONUS | PU_MANA);
639 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
647 * Curse the players weapon
648 * @param force 無条件に呪縛を行うならばTRUE
649 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
650 * @return 実際に呪縛されたらTRUEを返す
652 bool curse_weapon_object(bool force, object_type *o_ptr)
655 GAME_TEXT o_name[MAX_NLEN];
657 /* Nothing to curse */
658 if (!o_ptr->k_idx) return (FALSE);
659 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
661 /* Attempt a saving throw */
662 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
666 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!",
667 "恐怖の暗黒オーラ", "武器", o_name);
669 msg_format("A %s tries to %s, but your %s resists the effects!",
670 "terrible black aura", "surround your weapon", o_name);
674 /* not artifact or failed save... */
677 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);
678 chg_virtue(V_ENCHANT, -5);
680 /* Shatter the weapon */
682 o_ptr->name2 = EGO_SHATTERED;
683 o_ptr->to_h = 0 - randint1(5) - randint1(5);
684 o_ptr->to_d = 0 - randint1(5) - randint1(5);
690 for (i = 0; i < TR_FLAG_SIZE; i++)
691 o_ptr->art_flags[i] = 0;
694 o_ptr->curse_flags = TRC_CURSED;
697 o_ptr->ident |= (IDENT_BROKEN);
698 p_ptr->update |= (PU_BONUS | PU_MANA);
699 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
706 * @brief 武器呪縛処理のメインルーチン /
707 * Curse the players weapon
708 * @param force 無条件に呪縛を行うならばTRUE
709 * @param slot 呪縛する武器の装備スロット
710 * @return 実際に呪縛されたらTRUEを返す
712 bool curse_weapon(bool force, int slot)
714 return curse_weapon_object(force, &p_ptr->inventory_list[slot]);
720 * @return ターン消費を要する処理を行ったならばTRUEを返す
726 GAME_TEXT o_name[MAX_NLEN];
729 /* Select a piece of armour */
730 item_tester_hook = object_is_armour;
732 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
733 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
735 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
736 if (!o_ptr) return FALSE;
738 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
740 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
742 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
745 msg_format("%sは新品同様になった!", o_name);
747 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
754 msg_format("%sは腐食しなくなった。", o_name);
756 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
764 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
768 bool brand_bolts(void)
772 /* Use the first acceptable bolts */
773 for (i = 0; i < INVEN_PACK; i++)
775 object_type *o_ptr = &p_ptr->inventory_list[i];
778 if (o_ptr->tval != TV_BOLT) continue;
780 /* Skip artifacts and ego-items */
781 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
784 /* Skip cursed/broken items */
785 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
788 if (randint0(100) < 75) continue;
790 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!"));
793 o_ptr->name2 = EGO_FLAME;
794 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
798 if (flush_failure) flush();
801 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
807 bool perilous_secrets(player_type *creature_ptr)
809 if (!ident_spell(FALSE)) return FALSE;
811 if (mp_ptr->spell_book)
813 /* Sufficient mana */
814 if (20 <= creature_ptr->csp)
817 creature_ptr->csp -= 20;
820 /* Over-exert the player */
823 int oops = 20 - creature_ptr->csp;
826 creature_ptr->csp = 0;
827 creature_ptr->csp_frac = 0;
829 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
830 /* Hack -- Bypass free action */
831 (void)set_paralyzed(creature_ptr->paralyzed + randint1(5 * oops + 1));
834 (void)set_confused(creature_ptr->confused + randint1(5 * oops + 1));
836 creature_ptr->redraw |= (PR_MANA);
838 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
840 if (one_in_(5)) (void)set_confused(creature_ptr->confused + randint1(10));
842 /* Exercise a little care... */
843 if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
849 * @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。
850 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
851 * @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
854 void get_bloody_moon_flags(object_type *o_ptr)
858 for (i = 0; i < TR_FLAG_SIZE; i++)
859 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
861 dummy = randint1(2) + randint1(2);
862 for (i = 0; i < dummy; i++)
864 int flag = randint0(26);
865 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
866 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
867 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
868 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
872 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
874 for (i = 0; i < 2; i++)
876 int tmp = randint0(11);
877 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
878 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
883 * @brief 寿命つき光源の燃素追加処理 /
884 * Charge a lite (torch or latern)
887 void phlogiston(void)
889 GAME_TURN max_flog = 0;
890 object_type * o_ptr = &p_ptr->inventory_list[INVEN_LITE];
893 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
895 max_flog = FUEL_LAMP;
899 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
901 max_flog = FUEL_TORCH;
904 /* No torch to refill */
907 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."));
911 if (o_ptr->xtra4 >= max_flog)
913 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."));
918 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
919 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
921 if (o_ptr->xtra4 >= max_flog)
923 o_ptr->xtra4 = (XTRA16)max_flog;
924 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
927 p_ptr->update |= (PU_TORCH);
933 * @return ターン消費を要する処理を行ったならばTRUEを返す
935 bool bless_weapon(void)
939 BIT_FLAGS flgs[TR_FLAG_SIZE];
940 GAME_TEXT o_name[MAX_NLEN];
943 /* Bless only weapons */
944 item_tester_hook = object_is_weapon;
946 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
947 s = _("祝福できる武器がありません。", "You have weapon to bless.");
949 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
950 if (!o_ptr) return FALSE;
952 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
953 object_flags(o_ptr, flgs);
955 if (object_is_cursed(o_ptr))
957 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
958 have_flag(flgs, TR_ADD_L_CURSE) ||
959 have_flag(flgs, TR_ADD_H_CURSE) ||
960 (o_ptr->curse_flags & TRC_PERMA_CURSE))
963 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
965 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
972 msg_format("%s から邪悪なオーラが消えた。", o_name);
974 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
978 o_ptr->curse_flags = 0L;
980 o_ptr->ident |= (IDENT_SENSE);
981 o_ptr->feeling = FEEL_NONE;
983 /* Recalculate the bonuses */
984 p_ptr->update |= (PU_BONUS);
985 p_ptr->window |= (PW_EQUIP);
989 * Next, we try to bless it. Artifacts have a 1/3 chance of
990 * being blessed, otherwise, the operation simply disenchants
991 * them, godly power negating the magic. Ok, the explanation
992 * is silly, but otherwise priests would always bless every
993 * artifact weapon they find. Ego weapons and normal weapons
994 * can be blessed automatically.
996 if (have_flag(flgs, TR_BLESSED))
999 msg_format("%s は既に祝福されている。", o_name);
1001 msg_format("%s %s %s blessed already.",
1002 ((item >= 0) ? "Your" : "The"), o_name,
1003 ((o_ptr->number > 1) ? "were" : "was"));
1009 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
1012 msg_format("%sは輝いた!", o_name);
1014 msg_format("%s %s shine%s!",
1015 ((item >= 0) ? "Your" : "The"), o_name,
1016 ((o_ptr->number > 1) ? "" : "s"));
1019 add_flag(o_ptr->art_flags, TR_BLESSED);
1020 o_ptr->discount = 99;
1024 bool dis_happened = FALSE;
1025 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
1027 /* Disenchant tohit */
1028 if (o_ptr->to_h > 0)
1031 dis_happened = TRUE;
1034 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
1036 /* Disenchant todam */
1037 if (o_ptr->to_d > 0)
1040 dis_happened = TRUE;
1043 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
1045 /* Disenchant toac */
1046 if (o_ptr->to_a > 0)
1049 dis_happened = TRUE;
1052 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
1056 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
1059 msg_format("%s は劣化した!", o_name);
1061 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
1062 ((o_ptr->number > 1) ? "were" : "was"));
1068 p_ptr->update |= (PU_BONUS);
1069 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1079 * @return ターン消費を要する処理を行ったならばTRUEを返す
1081 bool pulish_shield(void)
1085 BIT_FLAGS flgs[TR_FLAG_SIZE];
1086 GAME_TEXT o_name[MAX_NLEN];
1089 /* Assume enchant weapon */
1090 item_tester_tval = TV_SHIELD;
1092 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
1093 s = _("磨く盾がありません。", "You have weapon to pulish.");
1095 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1096 if (!o_ptr) return FALSE;
1098 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1099 object_flags(o_ptr, flgs);
1101 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1102 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
1105 msg_format("%sは輝いた!", o_name);
1107 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1109 o_ptr->name2 = EGO_REFLECTION;
1110 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
1112 o_ptr->discount = 99;
1113 chg_virtue(V_ENCHANT, 2);
1119 if (flush_failure) flush();
1121 msg_print(_("失敗した。", "Failed."));
1122 chg_virtue(V_ENCHANT, -2);