6 #include "spells-object.h"
7 #include "object-boost.h"
8 #include "object-hook.h"
9 #include "object-flavor.h"
10 #include "player-status.h"
16 OBJECT_TYPE_VALUE tval;
17 OBJECT_SUBTYPE_VALUE sval;
23 * Scatter some "amusing" objects near the player
26 #define AMS_NOTHING 0x00 /* No restriction */
27 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
28 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
29 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
30 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
32 static amuse_type amuse_info[] =
34 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
35 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
36 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
37 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
38 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
39 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
40 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
41 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
42 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
43 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
44 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
45 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
46 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
52 * @brief「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
53 * Hook to determine if an object is contertible in an arrow/bolt
54 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
56 bool create_ammo(void)
65 GAME_TEXT o_name[MAX_NLEN];
70 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
71 else if (p_ptr->lev >= 10)
72 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
74 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
78 msg_print(_("混乱してる!", "You are too confused!"));
84 msg_print(_("目が見えない!", "You are blind!"));
90 if (!get_com(com, &ch, TRUE))
94 if (ch == 'S' || ch == 's')
99 if ((ch == 'A' || ch == 'a') && (p_ptr->lev >= 10))
104 if ((ch == 'B' || ch == 'b') && (p_ptr->lev >= 20))
111 /**********Create shots*********/
118 if (!get_rep_dir(&dir, FALSE)) return FALSE;
119 y = p_ptr->y + ddy[dir];
120 x = p_ptr->x + ddx[dir];
121 g_ptr = ¤t_floor_ptr->grid_array[y][x];
123 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_CAN_DIG))
125 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
128 else if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
130 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
137 /* Hack -- Give the player some small firestones */
138 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
139 q_ptr->number = (byte)rand_range(15, 30);
142 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
143 q_ptr->discount = 99;
145 slot = inven_carry(q_ptr);
147 object_desc(o_name, q_ptr, 0);
148 msg_format(_("%sを作った。", "You make some ammo."), o_name);
150 /* Auto-inscription */
151 if (slot >= 0) autopick_alter_item(slot, FALSE);
153 /* Destroy the wall */
154 cave_alter_feat(y, x, FF_HURT_ROCK);
156 p_ptr->update |= (PU_FLOW);
159 /**********Create arrows*********/
166 item_tester_hook = item_tester_hook_convertible;
168 q = _("どのアイテムから作りますか? ", "Convert which item? ");
169 s = _("材料を持っていない。", "You have no item to convert.");
170 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
171 if (!q_ptr) return FALSE;
175 /* Hack -- Give the player some small firestones */
176 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
177 q_ptr->number = (byte)rand_range(5, 10);
180 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
182 q_ptr->discount = 99;
184 object_desc(o_name, q_ptr, 0);
185 msg_format(_("%sを作った。", "You make some ammo."), o_name);
189 inven_item_increase(item, -1);
190 inven_item_describe(item);
191 inven_item_optimize(item);
195 floor_item_increase(0 - item, -1);
196 floor_item_describe(0 - item);
197 floor_item_optimize(0 - item);
200 slot = inven_carry(q_ptr);
202 /* Auto-inscription */
203 if (slot >= 0) autopick_alter_item(slot, FALSE);
205 /**********Create bolts*********/
212 item_tester_hook = item_tester_hook_convertible;
214 q = _("どのアイテムから作りますか? ", "Convert which item? ");
215 s = _("材料を持っていない。", "You have no item to convert.");
217 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
218 if (!q_ptr) return FALSE;
222 /* Hack -- Give the player some small firestones */
223 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
224 q_ptr->number = (byte)rand_range(4, 8);
227 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
229 q_ptr->discount = 99;
231 object_desc(o_name, q_ptr, 0);
232 msg_format(_("%sを作った。", "You make some ammo."), o_name);
236 inven_item_increase(item, -1);
237 inven_item_describe(item);
238 inven_item_optimize(item);
242 floor_item_increase(0 - item, -1);
243 floor_item_describe(0 - item);
244 floor_item_optimize(0 - item);
247 slot = inven_carry(q_ptr);
249 /* Auto-inscription */
250 if (slot >= 0) autopick_alter_item(slot, FALSE);
256 * @brief 魔道具術師の魔力取り込み処理
257 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
259 bool import_magic_device(void)
262 PARAMETER_VALUE pval;
266 GAME_TEXT o_name[MAX_NLEN];
268 /* Only accept legal items */
269 item_tester_hook = item_tester_hook_recharge;
271 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
272 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
274 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
275 if (!o_ptr) return (FALSE);
277 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
279 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."));
283 if (!object_is_known(o_ptr))
285 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
291 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
296 if (o_ptr->tval == TV_ROD)
298 else if (o_ptr->tval == TV_WAND)
301 if (o_ptr->tval == TV_ROD)
303 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
304 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
309 for (num = o_ptr->number; num; num--)
312 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
313 if (p_ptr->magic_num2[o_ptr->sval + ext])
316 gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
317 if (gain_num < 1) gain_num = 1;
319 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
320 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
321 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
322 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
323 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;
324 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
328 object_desc(o_name, o_ptr, 0);
329 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
331 /* Eliminate the item (from the pack) */
334 inven_item_increase(item, -999);
335 inven_item_describe(item);
336 inven_item_optimize(item);
339 /* Eliminate the item (from the floor) */
342 floor_item_increase(0 - item, -999);
343 floor_item_describe(0 - item);
344 floor_item_optimize(0 - item);
346 take_turn(p_ptr, 100);
352 * @param y1 配置したいフロアのY座標
353 * @param x1 配置したいフロアのX座標
355 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
358 void amusement(POSITION y1, POSITION x1, int num, bool known)
361 object_type object_type_body;
364 for (n = 0; amuse_info[n].tval != 0; n++)
366 t += amuse_info[n].prob;
373 KIND_OBJECT_IDX k_idx;
374 ARTIFACT_IDX a_idx = 0;
376 bool insta_art, fixed_art;
380 r -= amuse_info[i].prob;
383 i_ptr = &object_type_body;
385 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
387 /* Paranoia - reroll if nothing */
388 if (!k_idx) continue;
390 /* Search an artifact index if need */
391 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
392 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
394 if (insta_art || fixed_art)
396 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
398 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
399 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
400 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
401 if (a_info[a_idx].cur_num > 0) continue;
405 if (a_idx >= max_a_idx) continue;
408 /* Make an object (if possible) */
409 object_prep(i_ptr, k_idx);
410 if (a_idx) i_ptr->name1 = a_idx;
411 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
413 if (amuse_info[i].flag & AMS_NO_UNIQUE)
415 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
418 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
419 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
427 /* Paranoia - reroll if nothing */
428 if (!(i_ptr->k_idx)) continue;
430 (void)drop_near(i_ptr, -1, y1, x1);
440 * Scatter some "great" objects near the player
441 * @param y1 配置したいフロアのY座標
442 * @param x1 配置したいフロアのX座標
444 * @param great TRUEならば必ず高級品以上を落とす
445 * @param special TRUEならば必ず特別品を落とす
446 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
449 void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
452 object_type object_type_body;
453 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L);
458 i_ptr = &object_type_body;
461 /* Make a good (or great) object (if possible) */
462 if (!make_object(i_ptr, mode)) continue;
470 (void)drop_near(i_ptr, -1, y1, x1);
474 void acquire_chaos_weapon(player_type *creature_ptr)
477 object_type *q_ptr = &forge;
478 OBJECT_TYPE_VALUE dummy = TV_SWORD;
479 OBJECT_SUBTYPE_VALUE dummy2;
480 switch (randint1(creature_ptr->lev))
486 dummy2 = SV_MAIN_GAUCHE;
495 dummy2 = SV_SMALL_SWORD;
498 dummy2 = SV_BASILLARD;
500 case 11: case 12: case 13:
501 dummy2 = SV_SHORT_SWORD;
510 dummy2 = SV_WAKIZASHI;
519 dummy2 = SV_BROAD_SWORD;
522 dummy2 = SV_LONG_SWORD;
525 dummy2 = SV_SCIMITAR;
534 dummy2 = SV_BASTARD_SWORD;
537 dummy2 = SV_GREAT_SCIMITAR;
540 dummy2 = SV_CLAYMORE;
546 dummy2 = SV_TWO_HANDED_SWORD;
549 dummy2 = SV_FLAMBERGE;
552 dummy2 = SV_NO_DACHI;
555 dummy2 = SV_EXECUTIONERS_SWORD;
558 dummy2 = SV_ZWEIHANDER;
561 dummy2 = SV_HAYABUSA;
564 dummy2 = SV_BLADE_OF_CHAOS;
567 object_prep(q_ptr, lookup_kind(dummy, dummy2));
568 q_ptr->to_h = 3 + randint1(current_floor_ptr->dun_level) % 10;
569 q_ptr->to_d = 3 + randint1(current_floor_ptr->dun_level) % 10;
570 one_resistance(q_ptr);
571 q_ptr->name2 = EGO_CHAOTIC;
572 (void)drop_near(q_ptr, -1, creature_ptr->y, creature_ptr->x);
578 * Curse the players armor
579 * @return 実際に呪縛されたらTRUEを返す
581 bool curse_armor(void)
586 GAME_TEXT o_name[MAX_NLEN];
588 /* Curse the body armor */
589 o_ptr = &inventory[INVEN_BODY];
591 /* Nothing to curse */
592 if (!o_ptr->k_idx) return (FALSE);
594 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
596 /* Attempt a saving throw for artifacts */
597 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
601 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!",
602 "恐怖の暗黒オーラ", "防具", o_name);
604 msg_format("A %s tries to %s, but your %s resists the effects!",
605 "terrible black aura", "surround your armor", o_name);
610 /* not artifact or failed save... */
613 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);
614 chg_virtue(V_ENCHANT, -5);
616 /* Blast the armor */
618 o_ptr->name2 = EGO_BLASTED;
619 o_ptr->to_a = 0 - randint1(5) - randint1(5);
626 for (i = 0; i < TR_FLAG_SIZE; i++)
627 o_ptr->art_flags[i] = 0;
630 o_ptr->curse_flags = TRC_CURSED;
633 o_ptr->ident |= (IDENT_BROKEN);
634 p_ptr->update |= (PU_BONUS | PU_MANA);
635 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
643 * Curse the players weapon
644 * @param force 無条件に呪縛を行うならばTRUE
645 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
646 * @return 実際に呪縛されたらTRUEを返す
648 bool curse_weapon_object(bool force, object_type *o_ptr)
651 GAME_TEXT o_name[MAX_NLEN];
653 /* Nothing to curse */
654 if (!o_ptr->k_idx) return (FALSE);
655 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
657 /* Attempt a saving throw */
658 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
662 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!",
663 "恐怖の暗黒オーラ", "武器", o_name);
665 msg_format("A %s tries to %s, but your %s resists the effects!",
666 "terrible black aura", "surround your weapon", o_name);
670 /* not artifact or failed save... */
673 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);
674 chg_virtue(V_ENCHANT, -5);
676 /* Shatter the weapon */
678 o_ptr->name2 = EGO_SHATTERED;
679 o_ptr->to_h = 0 - randint1(5) - randint1(5);
680 o_ptr->to_d = 0 - randint1(5) - randint1(5);
686 for (i = 0; i < TR_FLAG_SIZE; i++)
687 o_ptr->art_flags[i] = 0;
690 o_ptr->curse_flags = TRC_CURSED;
693 o_ptr->ident |= (IDENT_BROKEN);
694 p_ptr->update |= (PU_BONUS | PU_MANA);
695 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
702 * @brief 武器呪縛処理のメインルーチン /
703 * Curse the players weapon
704 * @param force 無条件に呪縛を行うならばTRUE
705 * @param slot 呪縛する武器の装備スロット
706 * @return 実際に呪縛されたらTRUEを返す
708 bool curse_weapon(bool force, int slot)
710 return curse_weapon_object(force, &inventory[slot]);
716 * @return ターン消費を要する処理を行ったならばTRUEを返す
722 GAME_TEXT o_name[MAX_NLEN];
725 /* Select a piece of armour */
726 item_tester_hook = object_is_armour;
728 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
729 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
731 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
732 if (!o_ptr) return FALSE;
734 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
736 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
738 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
741 msg_format("%sは新品同様になった!", o_name);
743 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
750 msg_format("%sは腐食しなくなった。", o_name);
752 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
760 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
764 bool brand_bolts(void)
768 /* Use the first acceptable bolts */
769 for (i = 0; i < INVEN_PACK; i++)
771 object_type *o_ptr = &inventory[i];
774 if (o_ptr->tval != TV_BOLT) continue;
776 /* Skip artifacts and ego-items */
777 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
780 /* Skip cursed/broken items */
781 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
784 if (randint0(100) < 75) continue;
786 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!"));
789 o_ptr->name2 = EGO_FLAME;
790 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
794 if (flush_failure) flush();
797 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
803 bool perilous_secrets(player_type *creature_ptr)
805 if (!ident_spell(FALSE)) return FALSE;
807 if (mp_ptr->spell_book)
809 /* Sufficient mana */
810 if (20 <= creature_ptr->csp)
813 creature_ptr->csp -= 20;
816 /* Over-exert the player */
819 int oops = 20 - creature_ptr->csp;
822 creature_ptr->csp = 0;
823 creature_ptr->csp_frac = 0;
825 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
826 /* Hack -- Bypass free action */
827 (void)set_paralyzed(creature_ptr->paralyzed + randint1(5 * oops + 1));
830 (void)set_confused(creature_ptr->confused + randint1(5 * oops + 1));
832 creature_ptr->redraw |= (PR_MANA);
834 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
836 if (one_in_(5)) (void)set_confused(creature_ptr->confused + randint1(10));
838 /* Exercise a little care... */
839 if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
845 * @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。
846 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
847 * @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
850 void get_bloody_moon_flags(object_type *o_ptr)
854 for (i = 0; i < TR_FLAG_SIZE; i++)
855 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
857 dummy = randint1(2) + randint1(2);
858 for (i = 0; i < dummy; i++)
860 int flag = randint0(26);
861 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
862 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
863 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
864 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
868 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
870 for (i = 0; i < 2; i++)
872 int tmp = randint0(11);
873 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
874 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
879 * @brief 寿命つき光源の燃素追加処理 /
880 * Charge a lite (torch or latern)
883 void phlogiston(void)
885 GAME_TURN max_flog = 0;
886 object_type * o_ptr = &inventory[INVEN_LITE];
889 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
891 max_flog = FUEL_LAMP;
895 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
897 max_flog = FUEL_TORCH;
900 /* No torch to refill */
903 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."));
907 if (o_ptr->xtra4 >= max_flog)
909 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."));
914 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
915 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
917 if (o_ptr->xtra4 >= max_flog)
919 o_ptr->xtra4 = (XTRA16)max_flog;
920 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
923 p_ptr->update |= (PU_TORCH);
929 * @return ターン消費を要する処理を行ったならばTRUEを返す
931 bool bless_weapon(void)
935 BIT_FLAGS flgs[TR_FLAG_SIZE];
936 GAME_TEXT o_name[MAX_NLEN];
939 /* Bless only weapons */
940 item_tester_hook = object_is_weapon;
942 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
943 s = _("祝福できる武器がありません。", "You have weapon to bless.");
945 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
946 if (!o_ptr) return FALSE;
948 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
949 object_flags(o_ptr, flgs);
951 if (object_is_cursed(o_ptr))
953 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
954 have_flag(flgs, TR_ADD_L_CURSE) ||
955 have_flag(flgs, TR_ADD_H_CURSE) ||
956 (o_ptr->curse_flags & TRC_PERMA_CURSE))
959 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
961 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
968 msg_format("%s から邪悪なオーラが消えた。", o_name);
970 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
974 o_ptr->curse_flags = 0L;
976 o_ptr->ident |= (IDENT_SENSE);
977 o_ptr->feeling = FEEL_NONE;
979 /* Recalculate the bonuses */
980 p_ptr->update |= (PU_BONUS);
981 p_ptr->window |= (PW_EQUIP);
985 * Next, we try to bless it. Artifacts have a 1/3 chance of
986 * being blessed, otherwise, the operation simply disenchants
987 * them, godly power negating the magic. Ok, the explanation
988 * is silly, but otherwise priests would always bless every
989 * artifact weapon they find. Ego weapons and normal weapons
990 * can be blessed automatically.
992 if (have_flag(flgs, TR_BLESSED))
995 msg_format("%s は既に祝福されている。", o_name);
997 msg_format("%s %s %s blessed already.",
998 ((item >= 0) ? "Your" : "The"), o_name,
999 ((o_ptr->number > 1) ? "were" : "was"));
1005 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
1008 msg_format("%sは輝いた!", o_name);
1010 msg_format("%s %s shine%s!",
1011 ((item >= 0) ? "Your" : "The"), o_name,
1012 ((o_ptr->number > 1) ? "" : "s"));
1015 add_flag(o_ptr->art_flags, TR_BLESSED);
1016 o_ptr->discount = 99;
1020 bool dis_happened = FALSE;
1021 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
1023 /* Disenchant tohit */
1024 if (o_ptr->to_h > 0)
1027 dis_happened = TRUE;
1030 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
1032 /* Disenchant todam */
1033 if (o_ptr->to_d > 0)
1036 dis_happened = TRUE;
1039 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
1041 /* Disenchant toac */
1042 if (o_ptr->to_a > 0)
1045 dis_happened = TRUE;
1048 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
1052 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
1055 msg_format("%s は劣化した!", o_name);
1057 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
1058 ((o_ptr->number > 1) ? "were" : "was"));
1064 p_ptr->update |= (PU_BONUS);
1065 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1075 * @return ターン消費を要する処理を行ったならばTRUEを返す
1077 bool pulish_shield(void)
1081 BIT_FLAGS flgs[TR_FLAG_SIZE];
1082 GAME_TEXT o_name[MAX_NLEN];
1085 /* Assume enchant weapon */
1086 item_tester_tval = TV_SHIELD;
1088 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
1089 s = _("磨く盾がありません。", "You have weapon to pulish.");
1091 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1092 if (!o_ptr) return FALSE;
1094 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1095 object_flags(o_ptr, flgs);
1097 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1098 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
1101 msg_format("%sは輝いた!", o_name);
1103 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1105 o_ptr->name2 = EGO_REFLECTION;
1106 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
1108 o_ptr->discount = 99;
1109 chg_virtue(V_ENCHANT, 2);
1115 if (flush_failure) flush();
1117 msg_print(_("失敗した。", "Failed."));
1118 chg_virtue(V_ENCHANT, -2);