9 #include "spells-object.h"
10 #include "object-boost.h"
11 #include "object-hook.h"
12 #include "object-flavor.h"
13 #include "object-ego.h"
14 #include "player-status.h"
16 #include "player-effects.h"
17 #include "player-class.h"
18 #include "objectkind.h"
20 #include "targeting.h"
21 #include "view-mainwindow.h"
26 OBJECT_TYPE_VALUE tval;
27 OBJECT_SUBTYPE_VALUE sval;
33 * Scatter some "amusing" objects near the player
36 #define AMS_NOTHING 0x00 /* No restriction */
37 #define AMS_NO_UNIQUE 0x01 /* Don't make the amusing object of uniques */
38 #define AMS_FIXED_ART 0x02 /* Make a fixed artifact based on the amusing object */
39 #define AMS_MULTIPLE 0x04 /* Drop 1-3 objects for one type */
40 #define AMS_PILE 0x08 /* Drop 1-99 pile objects for one type */
42 static amuse_type amuse_info[] =
44 { TV_BOTTLE, SV_ANY, 5, AMS_NOTHING },
45 { TV_JUNK, SV_ANY, 3, AMS_MULTIPLE },
46 { TV_SPIKE, SV_ANY, 10, AMS_PILE },
47 { TV_STATUE, SV_ANY, 15, AMS_NOTHING },
48 { TV_CORPSE, SV_ANY, 15, AMS_NO_UNIQUE },
49 { TV_SKELETON, SV_ANY, 10, AMS_NO_UNIQUE },
50 { TV_FIGURINE, SV_ANY, 10, AMS_NO_UNIQUE },
51 { TV_PARCHMENT, SV_ANY, 1, AMS_NOTHING },
52 { TV_POLEARM, SV_TSURIZAO, 3, AMS_NOTHING }, //Fishing Pole of Taikobo
53 { TV_SWORD, SV_BROKEN_DAGGER, 3, AMS_FIXED_ART }, //Broken Dagger of Magician
54 { TV_SWORD, SV_BROKEN_DAGGER, 10, AMS_NOTHING },
55 { TV_SWORD, SV_BROKEN_SWORD, 5, AMS_NOTHING },
56 { TV_SCROLL, SV_SCROLL_AMUSEMENT, 10, AMS_NOTHING },
62 * @brief「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
63 * Hook to determine if an object is contertible in an arrow/bolt
64 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
66 bool create_ammo(void)
75 GAME_TEXT o_name[MAX_NLEN];
80 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
81 else if (p_ptr->lev >= 10)
82 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
84 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
88 msg_print(_("混乱してる!", "You are too confused!"));
94 msg_print(_("目が見えない!", "You are blind!"));
100 if (!get_com(com, &ch, TRUE))
104 if (ch == 'S' || ch == 's')
109 if ((ch == 'A' || ch == 'a') && (p_ptr->lev >= 10))
114 if ((ch == 'B' || ch == 'b') && (p_ptr->lev >= 20))
121 /**********Create shots*********/
128 if (!get_rep_dir(&dir, FALSE)) return FALSE;
129 y = p_ptr->y + ddy[dir];
130 x = p_ptr->x + ddx[dir];
131 g_ptr = ¤t_floor_ptr->grid_array[y][x];
133 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_CAN_DIG))
135 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
138 else if (!cave_have_flag_grid(g_ptr, FF_CAN_DIG) || !cave_have_flag_grid(g_ptr, FF_HURT_ROCK))
140 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
147 /* Hack -- Give the player some small firestones */
148 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
149 q_ptr->number = (byte)rand_range(15, 30);
152 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
153 q_ptr->discount = 99;
155 slot = inven_carry(q_ptr);
157 object_desc(o_name, q_ptr, 0);
158 msg_format(_("%sを作った。", "You make some ammo."), o_name);
160 /* Auto-inscription */
161 if (slot >= 0) autopick_alter_item(slot, FALSE);
163 /* Destroy the wall */
164 cave_alter_feat(y, x, FF_HURT_ROCK);
166 p_ptr->update |= (PU_FLOW);
169 /**********Create arrows*********/
176 item_tester_hook = item_tester_hook_convertible;
178 q = _("どのアイテムから作りますか? ", "Convert which item? ");
179 s = _("材料を持っていない。", "You have no item to convert.");
180 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
181 if (!q_ptr) return FALSE;
185 /* Hack -- Give the player some small firestones */
186 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
187 q_ptr->number = (byte)rand_range(5, 10);
190 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
192 q_ptr->discount = 99;
194 object_desc(o_name, q_ptr, 0);
195 msg_format(_("%sを作った。", "You make some ammo."), o_name);
199 inven_item_increase(item, -1);
200 inven_item_describe(item);
201 inven_item_optimize(item);
205 floor_item_increase(0 - item, -1);
206 floor_item_describe(0 - item);
207 floor_item_optimize(0 - item);
210 slot = inven_carry(q_ptr);
212 /* Auto-inscription */
213 if (slot >= 0) autopick_alter_item(slot, FALSE);
215 /**********Create bolts*********/
222 item_tester_hook = item_tester_hook_convertible;
224 q = _("どのアイテムから作りますか? ", "Convert which item? ");
225 s = _("材料を持っていない。", "You have no item to convert.");
227 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
228 if (!q_ptr) return FALSE;
232 /* Hack -- Give the player some small firestones */
233 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
234 q_ptr->number = (byte)rand_range(4, 8);
237 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
239 q_ptr->discount = 99;
241 object_desc(o_name, q_ptr, 0);
242 msg_format(_("%sを作った。", "You make some ammo."), o_name);
246 inven_item_increase(item, -1);
247 inven_item_describe(item);
248 inven_item_optimize(item);
252 floor_item_increase(0 - item, -1);
253 floor_item_describe(0 - item);
254 floor_item_optimize(0 - item);
257 slot = inven_carry(q_ptr);
259 /* Auto-inscription */
260 if (slot >= 0) autopick_alter_item(slot, FALSE);
266 * @brief 魔道具術師の魔力取り込み処理
267 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
269 bool import_magic_device(void)
272 PARAMETER_VALUE pval;
276 GAME_TEXT o_name[MAX_NLEN];
278 /* Only accept legal items */
279 item_tester_hook = item_tester_hook_recharge;
281 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
282 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
284 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
285 if (!o_ptr) return (FALSE);
287 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
289 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."));
293 if (!object_is_known(o_ptr))
295 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
301 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
306 if (o_ptr->tval == TV_ROD)
308 else if (o_ptr->tval == TV_WAND)
311 if (o_ptr->tval == TV_ROD)
313 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
314 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
319 for (num = o_ptr->number; num; num--)
322 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
323 if (p_ptr->magic_num2[o_ptr->sval + ext])
326 gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
327 if (gain_num < 1) gain_num = 1;
329 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
330 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
331 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
332 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
333 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;
334 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
338 object_desc(o_name, o_ptr, 0);
339 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
341 /* Eliminate the item (from the pack) */
344 inven_item_increase(item, -999);
345 inven_item_describe(item);
346 inven_item_optimize(item);
349 /* Eliminate the item (from the floor) */
352 floor_item_increase(0 - item, -999);
353 floor_item_describe(0 - item);
354 floor_item_optimize(0 - item);
356 take_turn(p_ptr, 100);
362 * @param y1 配置したいフロアのY座標
363 * @param x1 配置したいフロアのX座標
365 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
368 void amusement(POSITION y1, POSITION x1, int num, bool known)
371 object_type object_type_body;
374 for (n = 0; amuse_info[n].tval != 0; n++)
376 t += amuse_info[n].prob;
383 KIND_OBJECT_IDX k_idx;
384 ARTIFACT_IDX a_idx = 0;
386 bool insta_art, fixed_art;
390 r -= amuse_info[i].prob;
393 i_ptr = &object_type_body;
395 k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval);
397 /* Paranoia - reroll if nothing */
398 if (!k_idx) continue;
400 /* Search an artifact index if need */
401 insta_art = (k_info[k_idx].gen_flags & TRG_INSTA_ART);
402 fixed_art = (amuse_info[i].flag & AMS_FIXED_ART);
404 if (insta_art || fixed_art)
406 for (a_idx = 1; a_idx < max_a_idx; a_idx++)
408 if (insta_art && !(a_info[a_idx].gen_flags & TRG_INSTA_ART)) continue;
409 if (a_info[a_idx].tval != k_info[k_idx].tval) continue;
410 if (a_info[a_idx].sval != k_info[k_idx].sval) continue;
411 if (a_info[a_idx].cur_num > 0) continue;
415 if (a_idx >= max_a_idx) continue;
418 /* Make an object (if possible) */
419 object_prep(i_ptr, k_idx);
420 if (a_idx) i_ptr->name1 = a_idx;
421 apply_magic(i_ptr, 1, AM_NO_FIXED_ART);
423 if (amuse_info[i].flag & AMS_NO_UNIQUE)
425 if (r_info[i_ptr->pval].flags1 & RF1_UNIQUE) continue;
428 if (amuse_info[i].flag & AMS_MULTIPLE) i_ptr->number = randint1(3);
429 if (amuse_info[i].flag & AMS_PILE) i_ptr->number = randint1(99);
437 /* Paranoia - reroll if nothing */
438 if (!(i_ptr->k_idx)) continue;
440 (void)drop_near(i_ptr, -1, y1, x1);
450 * Scatter some "great" objects near the player
451 * @param y1 配置したいフロアのY座標
452 * @param x1 配置したいフロアのX座標
454 * @param great TRUEならば必ず高級品以上を落とす
455 * @param special TRUEならば必ず特別品を落とす
456 * @param known TRUEならばオブジェクトが必ず*鑑定*済になる
459 void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
462 object_type object_type_body;
463 BIT_FLAGS mode = AM_GOOD | (great || special ? AM_GREAT : 0L) | (special ? AM_SPECIAL : 0L);
468 i_ptr = &object_type_body;
471 /* Make a good (or great) object (if possible) */
472 if (!make_object(i_ptr, mode)) continue;
480 (void)drop_near(i_ptr, -1, y1, x1);
484 void acquire_chaos_weapon(player_type *creature_ptr)
487 object_type *q_ptr = &forge;
488 OBJECT_TYPE_VALUE dummy = TV_SWORD;
489 OBJECT_SUBTYPE_VALUE dummy2;
490 switch (randint1(creature_ptr->lev))
496 dummy2 = SV_MAIN_GAUCHE;
505 dummy2 = SV_SMALL_SWORD;
508 dummy2 = SV_BASILLARD;
510 case 11: case 12: case 13:
511 dummy2 = SV_SHORT_SWORD;
520 dummy2 = SV_WAKIZASHI;
529 dummy2 = SV_BROAD_SWORD;
532 dummy2 = SV_LONG_SWORD;
535 dummy2 = SV_SCIMITAR;
544 dummy2 = SV_BASTARD_SWORD;
547 dummy2 = SV_GREAT_SCIMITAR;
550 dummy2 = SV_CLAYMORE;
556 dummy2 = SV_TWO_HANDED_SWORD;
559 dummy2 = SV_FLAMBERGE;
562 dummy2 = SV_NO_DACHI;
565 dummy2 = SV_EXECUTIONERS_SWORD;
568 dummy2 = SV_ZWEIHANDER;
571 dummy2 = SV_HAYABUSA;
574 dummy2 = SV_BLADE_OF_CHAOS;
577 object_prep(q_ptr, lookup_kind(dummy, dummy2));
578 q_ptr->to_h = 3 + randint1(current_floor_ptr->dun_level) % 10;
579 q_ptr->to_d = 3 + randint1(current_floor_ptr->dun_level) % 10;
580 one_resistance(q_ptr);
581 q_ptr->name2 = EGO_CHAOTIC;
582 (void)drop_near(q_ptr, -1, creature_ptr->y, creature_ptr->x);
588 * Curse the players armor
589 * @return 実際に呪縛されたらTRUEを返す
591 bool curse_armor(void)
596 GAME_TEXT o_name[MAX_NLEN];
598 /* Curse the body armor */
599 o_ptr = &p_ptr->inventory_list[INVEN_BODY];
601 /* Nothing to curse */
602 if (!o_ptr->k_idx) return (FALSE);
604 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
606 /* Attempt a saving throw for artifacts */
607 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
611 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!",
612 "恐怖の暗黒オーラ", "防具", o_name);
614 msg_format("A %s tries to %s, but your %s resists the effects!",
615 "terrible black aura", "surround your armor", o_name);
620 /* not artifact or failed save... */
623 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);
624 chg_virtue(V_ENCHANT, -5);
626 /* Blast the armor */
628 o_ptr->name2 = EGO_BLASTED;
629 o_ptr->to_a = 0 - randint1(5) - randint1(5);
636 for (i = 0; i < TR_FLAG_SIZE; i++)
637 o_ptr->art_flags[i] = 0;
640 o_ptr->curse_flags = TRC_CURSED;
643 o_ptr->ident |= (IDENT_BROKEN);
644 p_ptr->update |= (PU_BONUS | PU_MANA);
645 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
653 * Curse the players weapon
654 * @param force 無条件に呪縛を行うならばTRUE
655 * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
656 * @return 実際に呪縛されたらTRUEを返す
658 bool curse_weapon_object(bool force, object_type *o_ptr)
661 GAME_TEXT o_name[MAX_NLEN];
663 /* Nothing to curse */
664 if (!o_ptr->k_idx) return (FALSE);
665 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
667 /* Attempt a saving throw */
668 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
672 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!",
673 "恐怖の暗黒オーラ", "武器", o_name);
675 msg_format("A %s tries to %s, but your %s resists the effects!",
676 "terrible black aura", "surround your weapon", o_name);
680 /* not artifact or failed save... */
683 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);
684 chg_virtue(V_ENCHANT, -5);
686 /* Shatter the weapon */
688 o_ptr->name2 = EGO_SHATTERED;
689 o_ptr->to_h = 0 - randint1(5) - randint1(5);
690 o_ptr->to_d = 0 - randint1(5) - randint1(5);
696 for (i = 0; i < TR_FLAG_SIZE; i++)
697 o_ptr->art_flags[i] = 0;
700 o_ptr->curse_flags = TRC_CURSED;
703 o_ptr->ident |= (IDENT_BROKEN);
704 p_ptr->update |= (PU_BONUS | PU_MANA);
705 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
712 * @brief 武器呪縛処理のメインルーチン /
713 * Curse the players weapon
714 * @param force 無条件に呪縛を行うならばTRUE
715 * @param slot 呪縛する武器の装備スロット
716 * @return 実際に呪縛されたらTRUEを返す
718 bool curse_weapon(bool force, int slot)
720 return curse_weapon_object(force, &p_ptr->inventory_list[slot]);
726 * @return ターン消費を要する処理を行ったならばTRUEを返す
732 GAME_TEXT o_name[MAX_NLEN];
735 /* Select a piece of armour */
736 item_tester_hook = object_is_armour;
738 q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
739 s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
741 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
742 if (!o_ptr) return FALSE;
744 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
746 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
748 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
751 msg_format("%sは新品同様になった!", o_name);
753 msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
760 msg_format("%sは腐食しなくなった。", o_name);
762 msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
770 * @brief ボルトのエゴ化処理(火炎エゴのみ) /
774 bool brand_bolts(void)
778 /* Use the first acceptable bolts */
779 for (i = 0; i < INVEN_PACK; i++)
781 object_type *o_ptr = &p_ptr->inventory_list[i];
784 if (o_ptr->tval != TV_BOLT) continue;
786 /* Skip artifacts and ego-items */
787 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
790 /* Skip cursed/broken items */
791 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
794 if (randint0(100) < 75) continue;
796 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!"));
799 o_ptr->name2 = EGO_FLAME;
800 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
804 if (flush_failure) flush();
807 msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
813 bool perilous_secrets(player_type *creature_ptr)
815 if (!ident_spell(FALSE)) return FALSE;
817 if (mp_ptr->spell_book)
819 /* Sufficient mana */
820 if (20 <= creature_ptr->csp)
823 creature_ptr->csp -= 20;
826 /* Over-exert the player */
829 int oops = 20 - creature_ptr->csp;
832 creature_ptr->csp = 0;
833 creature_ptr->csp_frac = 0;
835 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
836 /* Hack -- Bypass free action */
837 (void)set_paralyzed(creature_ptr->paralyzed + randint1(5 * oops + 1));
840 (void)set_confused(creature_ptr->confused + randint1(5 * oops + 1));
842 creature_ptr->redraw |= (PR_MANA);
844 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
846 if (one_in_(5)) (void)set_confused(creature_ptr->confused + randint1(10));
848 /* Exercise a little care... */
849 if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
855 * @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。
856 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
857 * @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
860 void get_bloody_moon_flags(object_type *o_ptr)
864 for (i = 0; i < TR_FLAG_SIZE; i++)
865 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
867 dummy = randint1(2) + randint1(2);
868 for (i = 0; i < dummy; i++)
870 int flag = randint0(26);
871 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
872 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
873 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
874 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
878 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
880 for (i = 0; i < 2; i++)
882 int tmp = randint0(11);
883 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
884 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
889 * @brief 寿命つき光源の燃素追加処理 /
890 * Charge a lite (torch or latern)
893 void phlogiston(void)
895 GAME_TURN max_flog = 0;
896 object_type * o_ptr = &p_ptr->inventory_list[INVEN_LITE];
899 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
901 max_flog = FUEL_LAMP;
905 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
907 max_flog = FUEL_TORCH;
910 /* No torch to refill */
913 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."));
917 if (o_ptr->xtra4 >= max_flog)
919 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."));
924 o_ptr->xtra4 += (XTRA16)(max_flog / 2);
925 msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
927 if (o_ptr->xtra4 >= max_flog)
929 o_ptr->xtra4 = (XTRA16)max_flog;
930 msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
933 p_ptr->update |= (PU_TORCH);
939 * @return ターン消費を要する処理を行ったならばTRUEを返す
941 bool bless_weapon(void)
945 BIT_FLAGS flgs[TR_FLAG_SIZE];
946 GAME_TEXT o_name[MAX_NLEN];
949 /* Bless only weapons */
950 item_tester_hook = object_is_weapon;
952 q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
953 s = _("祝福できる武器がありません。", "You have weapon to bless.");
955 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
956 if (!o_ptr) return FALSE;
958 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
959 object_flags(o_ptr, flgs);
961 if (object_is_cursed(o_ptr))
963 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
964 have_flag(flgs, TR_ADD_L_CURSE) ||
965 have_flag(flgs, TR_ADD_H_CURSE) ||
966 (o_ptr->curse_flags & TRC_PERMA_CURSE))
969 msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
971 msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
978 msg_format("%s から邪悪なオーラが消えた。", o_name);
980 msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
984 o_ptr->curse_flags = 0L;
986 o_ptr->ident |= (IDENT_SENSE);
987 o_ptr->feeling = FEEL_NONE;
989 /* Recalculate the bonuses */
990 p_ptr->update |= (PU_BONUS);
991 p_ptr->window |= (PW_EQUIP);
995 * Next, we try to bless it. Artifacts have a 1/3 chance of
996 * being blessed, otherwise, the operation simply disenchants
997 * them, godly power negating the magic. Ok, the explanation
998 * is silly, but otherwise priests would always bless every
999 * artifact weapon they find. Ego weapons and normal weapons
1000 * can be blessed automatically.
1002 if (have_flag(flgs, TR_BLESSED))
1005 msg_format("%s は既に祝福されている。", o_name);
1007 msg_format("%s %s %s blessed already.",
1008 ((item >= 0) ? "Your" : "The"), o_name,
1009 ((o_ptr->number > 1) ? "were" : "was"));
1015 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
1018 msg_format("%sは輝いた!", o_name);
1020 msg_format("%s %s shine%s!",
1021 ((item >= 0) ? "Your" : "The"), o_name,
1022 ((o_ptr->number > 1) ? "" : "s"));
1025 add_flag(o_ptr->art_flags, TR_BLESSED);
1026 o_ptr->discount = 99;
1030 bool dis_happened = FALSE;
1031 msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
1033 /* Disenchant tohit */
1034 if (o_ptr->to_h > 0)
1037 dis_happened = TRUE;
1040 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
1042 /* Disenchant todam */
1043 if (o_ptr->to_d > 0)
1046 dis_happened = TRUE;
1049 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
1051 /* Disenchant toac */
1052 if (o_ptr->to_a > 0)
1055 dis_happened = TRUE;
1058 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
1062 msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
1065 msg_format("%s は劣化した!", o_name);
1067 msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
1068 ((o_ptr->number > 1) ? "were" : "was"));
1074 p_ptr->update |= (PU_BONUS);
1075 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1085 * @return ターン消費を要する処理を行ったならばTRUEを返す
1087 bool pulish_shield(void)
1091 BIT_FLAGS flgs[TR_FLAG_SIZE];
1092 GAME_TEXT o_name[MAX_NLEN];
1095 /* Assume enchant weapon */
1096 item_tester_tval = TV_SHIELD;
1098 q = _("どの盾を磨きますか?", "Pulish which weapon? ");
1099 s = _("磨く盾がありません。", "You have weapon to pulish.");
1101 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1102 if (!o_ptr) return FALSE;
1104 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1105 object_flags(o_ptr, flgs);
1107 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1108 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
1111 msg_format("%sは輝いた!", o_name);
1113 msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
1115 o_ptr->name2 = EGO_REFLECTION;
1116 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
1118 o_ptr->discount = 99;
1119 chg_virtue(V_ENCHANT, 2);
1125 if (flush_failure) flush();
1127 msg_print(_("失敗した。", "Failed."));
1128 chg_virtue(V_ENCHANT, -2);