4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Spell code (part 3) */
15 /* Maximum number of tries for teleporting */
18 /* 1/x chance of reducing stats (for elemental attacks) */
19 #define HURT_CHANCE 16
22 static bool cave_monster_teleportable_bold(int m_idx, int y, int x, bool passive)
24 monster_type *m_ptr = &m_list[m_idx];
25 cave_type *c_ptr = &cave[y][x];
26 feature_type *f_ptr = &f_info[c_ptr->feat];
28 /* Require "teleportable" space */
29 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
31 if (c_ptr->m_idx && (c_ptr->m_idx != m_idx)) return FALSE;
32 if (player_bold(y, x)) return FALSE;
34 /* Hack -- no teleport onto glyph of warding */
35 if (is_glyph_grid(c_ptr)) return FALSE;
36 if (is_explosive_rune_grid(c_ptr)) return FALSE;
40 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
48 * Teleport a monster, normally up to "dis" grids away.
50 * Attempt to move the monster at least "dis/2" grids away.
52 * But allow variation to prevent infinite loops.
54 bool teleport_away(int m_idx, int dis, bool dec_valour, bool passive)
56 int oy, ox, d, i, min;
62 monster_type *m_ptr = &m_list[m_idx];
65 if (!m_ptr->r_idx) return (FALSE);
67 /* Save the old location */
71 /* Minimum distance */
75 (((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
76 (4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
78 chg_virtue(V_VALOUR, -1);
86 /* Verify max distance */
87 if (dis > 200) dis = 200;
89 /* Try several locations */
90 for (i = 0; i < 500; i++)
92 /* Pick a (possibly illegal) location */
95 ny = rand_spread(oy, dis);
96 nx = rand_spread(ox, dis);
97 d = distance(oy, ox, ny, nx);
98 if ((d >= min) && (d <= dis)) break;
101 /* Ignore illegal locations */
102 if (!in_bounds(ny, nx)) continue;
104 if (!cave_monster_teleportable_bold(m_idx, ny, nx, passive)) continue;
106 /* No teleporting into vaults and such */
107 if (!(p_ptr->inside_quest || p_ptr->inside_arena))
108 if (cave[ny][nx].info & CAVE_ICKY) continue;
110 /* This grid looks good */
117 /* Increase the maximum distance */
120 /* Decrease the minimum distance */
123 /* Stop after MAX_TRIES tries */
124 if (tries > MAX_TRIES) return (FALSE);
128 sound(SOUND_TPOTHER);
130 /* Update the old location */
131 cave[oy][ox].m_idx = 0;
133 /* Update the new location */
134 cave[ny][nx].m_idx = m_idx;
136 /* Move the monster */
140 /* Forget the counter target */
143 /* Update the monster (new location) */
144 update_mon(m_idx, TRUE);
146 /* Redraw the old grid */
149 /* Redraw the new grid */
152 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
153 p_ptr->update |= (PU_MON_LITE);
161 * Teleport monster next to a grid near the given location
163 void teleport_monster_to(int m_idx, int ty, int tx, int power, bool passive)
165 int ny, nx, oy, ox, d, i, min;
169 monster_type *m_ptr = &m_list[m_idx];
172 if (!m_ptr->r_idx) return;
175 if (randint1(100) > power) return;
181 /* Save the old location */
185 /* Minimum distance */
188 /* Look until done */
189 while (look && --attempts)
191 /* Verify max distance */
192 if (dis > 200) dis = 200;
194 /* Try several locations */
195 for (i = 0; i < 500; i++)
197 /* Pick a (possibly illegal) location */
200 ny = rand_spread(ty, dis);
201 nx = rand_spread(tx, dis);
202 d = distance(ty, tx, ny, nx);
203 if ((d >= min) && (d <= dis)) break;
206 /* Ignore illegal locations */
207 if (!in_bounds(ny, nx)) continue;
209 if (!cave_monster_teleportable_bold(m_idx, ny, nx, passive)) continue;
211 /* No teleporting into vaults and such */
212 /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
214 /* This grid looks good */
221 /* Increase the maximum distance */
224 /* Decrease the minimum distance */
228 if (attempts < 1) return;
231 sound(SOUND_TPOTHER);
233 /* Update the old location */
234 cave[oy][ox].m_idx = 0;
236 /* Update the new location */
237 cave[ny][nx].m_idx = m_idx;
239 /* Move the monster */
243 /* Update the monster (new location) */
244 update_mon(m_idx, TRUE);
246 /* Redraw the old grid */
249 /* Redraw the new grid */
252 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
253 p_ptr->update |= (PU_MON_LITE);
257 bool cave_player_teleportable_bold(int y, int x, bool passive, bool nonmagical)
259 cave_type *c_ptr = &cave[y][x];
260 feature_type *f_ptr = &f_info[c_ptr->feat];
262 /* Require "teleportable" space */
263 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
265 /* No magical teleporting into vaults and such */
266 if (!nonmagical && (c_ptr->info & CAVE_ICKY)) return FALSE;
268 if (c_ptr->m_idx && (c_ptr->m_idx != p_ptr->riding)) return FALSE;
272 if (!player_can_enter(c_ptr->feat, 0)) return FALSE;
274 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
276 if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
279 if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
281 /* Always forbid deep lava */
282 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
284 /* Forbid shallow lava when the player don't have levitation */
285 if (!p_ptr->levitation) return FALSE;
288 if (have_flag(f_ptr->flags, FF_HIT_TRAP))
290 if (!is_known_trap(c_ptr) || !trap_can_be_ignored(c_ptr->feat)) return FALSE;
299 * Teleport the player to a location up to "dis" grids away.
301 * If no such spaces are readily available, the distance may increase.
302 * Try very hard to move the player at least a quarter that distance.
304 * There was a nasty tendency for a long time; which was causing the
305 * player to "bounce" between two or three different spots because
306 * these are the only spots that are "far enough" way to satisfy the
309 * But this tendency is now removed; in the new algorithm, a list of
310 * candidates is selected first, which includes at least 50% of all
311 * floor grids within the distance, and any single grid in this list
312 * of candidates has equal possibility to be choosen as a destination.
315 #define MAX_TELEPORT_DISTANCE 200
317 bool teleport_player_aux(int dis, bool passive, bool nonmagical)
319 int candidates_at[MAX_TELEPORT_DISTANCE + 1];
320 int total_candidates, cur_candidates;
321 int y = 0, x = 0, min, pick, i;
323 int left = MAX(1, px - dis);
324 int right = MIN(cur_wid - 2, px + dis);
325 int top = MAX(1, py - dis);
326 int bottom = MIN(cur_hgt - 2, py + dis);
328 if (p_ptr->wild_mode) return FALSE;
330 if (p_ptr->anti_tele && !nonmagical)
333 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
335 msg_print("A mysterious force prevents you from teleporting!");
341 /* Initialize counters */
342 total_candidates = 0;
343 for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
344 candidates_at[i] = 0;
346 /* Limit the distance */
347 if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
349 /* Search valid locations */
350 for (y = top; y <= bottom; y++)
352 for (x = left; x <= right; x++)
356 /* Skip illegal locations */
357 if (!cave_player_teleportable_bold(y, x, passive, nonmagical)) continue;
359 /* Calculate distance */
360 d = distance(py, px, y, x);
362 /* Skip too far locations */
363 if (d > dis) continue;
365 /* Count the total number of candidates */
368 /* Count the number of candidates in this circumference */
373 /* No valid location! */
374 if (0 == total_candidates) return FALSE;
376 /* Fix the minimum distance */
377 for (cur_candidates = 0, min = dis; min >= 0; min--)
379 cur_candidates += candidates_at[min];
381 /* 50% of all candidates will have an equal chance to be choosen. */
382 if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
385 /* Pick up a single location randomly */
386 pick = randint1(cur_candidates);
388 /* Search again the choosen location */
389 for (y = top; y <= bottom; y++)
391 for (x = left; x <= right; x++)
395 /* Skip illegal locations */
396 if (!cave_player_teleportable_bold(y, x, passive, nonmagical)) continue;
398 /* Calculate distance */
399 d = distance(py, px, y, x);
401 /* Skip too far locations */
402 if (d > dis) continue;
404 /* Skip too close locations */
405 if (d < min) continue;
407 /* This grid was picked up? */
416 if (player_bold(y, x)) return FALSE;
419 sound(SOUND_TELEPORT);
422 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
423 msg_format("¡Ø¤³¤Ã¤Á¤À¤¡¡¢%s¡Ù", player_name);
426 /* Move the player */
427 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
432 void teleport_player(int dis, bool passive)
436 /* Save the old location */
440 if (!teleport_player_aux(dis, passive, FALSE)) return;
442 /* Monsters with teleport ability may follow the player */
443 for (xx = -1; xx < 2; xx++)
445 for (yy = -1; yy < 2; yy++)
447 int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
449 /* A monster except your mount may follow */
450 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
452 monster_type *m_ptr = &m_list[tmp_m_idx];
453 monster_race *r_ptr = &r_info[m_ptr->r_idx];
456 * The latter limitation is to avoid
457 * totally unkillable suckers...
459 if ((r_ptr->flags6 & RF6_TPORT) &&
460 !(r_ptr->flagsr & RFR_RES_TELE))
462 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level, FALSE);
470 void teleport_player_away(int m_idx, int dis)
474 /* Save the old location */
478 if (!teleport_player_aux(dis, TRUE, FALSE)) return;
480 /* Monsters with teleport ability may follow the player */
481 for (xx = -1; xx < 2; xx++)
483 for (yy = -1; yy < 2; yy++)
485 int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
487 /* A monster except your mount or caster may follow */
488 if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
490 monster_type *m_ptr = &m_list[tmp_m_idx];
491 monster_race *r_ptr = &r_info[m_ptr->r_idx];
494 * The latter limitation is to avoid
495 * totally unkillable suckers...
497 if ((r_ptr->flags6 & RF6_TPORT) &&
498 !(r_ptr->flagsr & RFR_RES_TELE))
500 if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level, FALSE);
509 * Teleport player to a grid near the given location
511 * This function is slightly obsessive about correctness.
512 * This function allows teleporting into vaults (!)
514 void teleport_player_to(int ny, int nx, bool no_tele, bool passive)
516 int y, x, dis = 0, ctr = 0;
518 if (p_ptr->anti_tele && no_tele)
521 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
523 msg_print("A mysterious force prevents you from teleporting!");
529 /* Find a usable location */
532 /* Pick a nearby legal location */
535 y = rand_spread(ny, dis);
536 x = rand_spread(nx, dis);
537 if (in_bounds(y, x)) break;
540 /* Accept any grid when wizard mode */
541 if (p_ptr->wizard && !passive && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
543 /* Accept teleportable floor grids */
544 if (cave_player_teleportable_bold(y, x, passive, !no_tele)) break;
546 /* Occasionally advance the distance */
547 if (++ctr > (4 * dis * dis + 4 * dis + 1))
555 sound(SOUND_TELEPORT);
557 /* Move the player */
558 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
562 void teleport_away_followable(int m_idx)
564 monster_type *m_ptr = &m_list[m_idx];
565 int oldfy = m_ptr->fy;
566 int oldfx = m_ptr->fx;
567 bool old_ml = m_ptr->ml;
568 int old_cdis = m_ptr->cdis;
570 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE, FALSE);
572 if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && los(py, px, oldfy, oldfx))
576 if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
579 u32b flgs[TR_FLAG_SIZE];
583 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
585 o_ptr = &inventory[i];
586 if (o_ptr->k_idx && !object_is_cursed(o_ptr))
588 object_flags(o_ptr, flgs);
589 if (have_flag(flgs, TR_TELEPORT))
601 if (get_check_strict("¤Ä¤¤¤Æ¤¤¤¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
603 if (get_check_strict("Do you follow it? ", CHECK_OKAY_CANCEL))
608 teleport_player(200, TRUE);
612 msg_print("Failed!");
615 else teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE, FALSE);
616 p_ptr->energy_need += ENERGY_NEED();
624 * Teleport the player one level up or down (random when legal)
625 * Note: If m_idx <= 0, target is player.
627 void teleport_level(int m_idx)
633 if (m_idx <= 0) /* To player */
636 strcpy(m_name, "¤¢¤Ê¤¿");
638 strcpy(m_name, "you");
641 else /* To monster */
643 monster_type *m_ptr = &m_list[m_idx];
645 /* Get the monster name (or "it") */
646 monster_desc(m_name, m_ptr, 0);
648 see_m = is_seen(m_ptr);
651 /* No effect in some case */
652 if (TELE_LEVEL_IS_INEFF(m_idx))
655 if (see_m) msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
657 if (see_m) msg_print("There is no effect.");
663 if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
666 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
668 msg_print("A mysterious force prevents you from teleporting!");
673 /* Choose up or down */
674 if (randint0(100) < 50) go_up = TRUE;
677 if ((m_idx <= 0) && p_ptr->wizard)
679 if (get_check("Force to go up? ")) go_up = TRUE;
680 else if (get_check("Force to go down? ")) go_up = FALSE;
684 if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
687 if (see_m) msg_format("%^s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
689 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
691 if (m_idx <= 0) /* To player */
695 dungeon_type = p_ptr->recall_dungeon;
700 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
702 if (autosave_l) do_cmd_save_game(TRUE);
706 dun_level = d_info[dungeon_type].mindepth;
707 prepare_change_floor_mode(CFM_RAND_PLACE);
711 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
715 p_ptr->leaving = TRUE;
720 else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
723 if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
725 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
729 if (m_idx <= 0) /* To player */
731 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
733 if (autosave_l) do_cmd_save_game(TRUE);
735 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
740 p_ptr->inside_quest = 0;
741 p_ptr->leaving = TRUE;
747 if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
749 if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
753 if (m_idx <= 0) /* To player */
755 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
757 if (autosave_l) do_cmd_save_game(TRUE);
759 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
762 p_ptr->leaving = TRUE;
768 if (see_m) msg_format("%^s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
770 if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
773 if (m_idx <= 0) /* To player */
775 /* Never reach this code on the surface */
776 /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
778 if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
780 if (autosave_l) do_cmd_save_game(TRUE);
782 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
785 p_ptr->leaving = TRUE;
789 /* Monster level teleportation is simple deleting now */
792 monster_type *m_ptr = &m_list[m_idx];
794 /* Check for quest completion */
795 check_quest_completion(m_ptr);
797 delete_monster_idx(m_idx);
801 sound(SOUND_TPLEVEL);
806 int choose_dungeon(cptr note, int y, int x)
812 /* Hack -- No need to choose dungeon in some case */
813 if (lite_town || vanilla_town || ironman_downward)
815 if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
819 msg_format("¤Þ¤À%s¤ËÆþ¤Ã¤¿¤³¤È¤Ï¤Ê¤¤¡£", d_name + d_info[DUNGEON_ANGBAND].name);
821 msg_format("You haven't entered %s yet.", d_name + d_info[DUNGEON_ANGBAND].name);
828 /* Allocate the "dun" array */
829 C_MAKE(dun, max_d_idx, s16b);
832 for(i = 1; i < max_d_idx; i++)
837 if (!d_info[i].maxdepth) continue;
838 if (!max_dlv[i]) continue;
839 if (d_info[i].final_guardian)
841 if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
843 else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
846 sprintf(buf," %c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
848 sprintf(buf," %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
850 prt(buf, y + num, x);
857 prt(" Áª¤Ù¤ë¥À¥ó¥¸¥ç¥ó¤¬¤Ê¤¤¡£", y, x);
859 prt(" No dungeon is available.", y, x);
864 prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
866 prt(format("Which dungeon do you %s?: ", note), 0, 0);
871 if ((i == ESCAPE) || !num)
873 /* Free the "dun" array */
874 C_KILL(dun, max_d_idx, s16b);
879 if (i >= 'a' && i <('a'+num))
881 select_dungeon = dun[i-'a'];
888 /* Free the "dun" array */
889 C_KILL(dun, max_d_idx, s16b);
891 return select_dungeon;
896 * Recall the player to town or dungeon
898 bool recall_player(int turns)
901 * TODO: Recall the player to the last
902 * visited town when in the wilderness
906 if (p_ptr->inside_arena || ironman_downward)
909 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
911 msg_print("Nothing happens.");
917 if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
920 if (get_check("¤³¤³¤ÏºÇ¿¼Åþ㳬¤è¤êÀõ¤¤³¬¤Ç¤¹¡£¤³¤Î³¬¤ËÌá¤Ã¤ÆÍè¤Þ¤¹¤«¡© "))
922 if (get_check("Reset recall depth? "))
925 max_dlv[dungeon_type] = dun_level;
928 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤¤Ë");
930 do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "when recall from dungeon");
935 if (!p_ptr->word_recall)
941 select_dungeon = choose_dungeon("¤Ëµ¢´Ô", 2, 14);
943 select_dungeon = choose_dungeon("recall", 2, 14);
945 if (!select_dungeon) return FALSE;
946 p_ptr->recall_dungeon = select_dungeon;
948 p_ptr->word_recall = turns;
950 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
952 msg_print("The air about you becomes charged...");
955 p_ptr->redraw |= (PR_STATUS);
959 p_ptr->word_recall = 0;
961 msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
963 msg_print("A tension leaves the air around you...");
966 p_ptr->redraw |= (PR_STATUS);
972 bool word_of_recall(void)
974 return(recall_player(randint0(21) + 15));
978 bool reset_recall(void)
980 int select_dungeon, dummy = 0;
985 select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È", 2, 14);
987 select_dungeon = choose_dungeon("reset", 2, 14);
991 if (ironman_downward)
994 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
996 msg_print("Nothing happens.");
1002 if (!select_dungeon) return FALSE;
1005 sprintf(ppp, "²¿³¬¤Ë¥»¥Ã¥È¤·¤Þ¤¹¤« (%d-%d):", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
1007 sprintf(ppp, "Reset to which level (%d-%d): ", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
1012 sprintf(tmp_val, "%d", MAX(dun_level, 1));
1014 /* Ask for a level */
1015 if (get_string(ppp, tmp_val, 10))
1017 /* Extract request */
1018 dummy = atoi(tmp_val);
1021 if (dummy < 1) dummy = 1;
1024 if (dummy > max_dlv[select_dungeon]) dummy = max_dlv[select_dungeon];
1025 if (dummy < d_info[select_dungeon].mindepth) dummy = d_info[select_dungeon].mindepth;
1027 max_dlv[select_dungeon] = dummy;
1029 if (record_maxdepth)
1031 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
1033 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "using a scroll of reset recall");
1035 /* Accept request */
1037 msg_format("%s¤Îµ¢´Ô¥ì¥Ù¥ë¤ò %d ³¬¤Ë¥»¥Ã¥È¡£", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
1039 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
1052 * Apply disenchantment to the player's stuff
1054 * XXX XXX XXX This function is also called from the "melee" code
1056 * Return "TRUE" if the player notices anything
1058 bool apply_disenchant(int mode)
1062 char o_name[MAX_NLEN];
1063 int to_h, to_d, to_a, pval;
1065 /* Pick a random slot */
1066 switch (randint1(8))
1068 case 1: t = INVEN_RARM; break;
1069 case 2: t = INVEN_LARM; break;
1070 case 3: t = INVEN_BOW; break;
1071 case 4: t = INVEN_BODY; break;
1072 case 5: t = INVEN_OUTER; break;
1073 case 6: t = INVEN_HEAD; break;
1074 case 7: t = INVEN_HANDS; break;
1075 case 8: t = INVEN_FEET; break;
1079 o_ptr = &inventory[t];
1081 /* No item, nothing happens */
1082 if (!o_ptr->k_idx) return (FALSE);
1084 /* Disenchant equipments only -- No disenchant on monster ball */
1085 if (!object_is_weapon_armour_ammo(o_ptr))
1088 /* Nothing to disenchant */
1089 if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
1091 /* Nothing to notice */
1096 /* Describe the object */
1097 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1100 /* Artifacts have 71% chance to resist */
1101 if (object_is_artifact(o_ptr) && (randint0(100) < 71))
1105 msg_format("%s(%c)¤ÏÎô²½¤òÄ·¤ÍÊÖ¤·¤¿¡ª",o_name, index_to_label(t) );
1107 msg_format("Your %s (%c) resist%s disenchantment!",
1108 o_name, index_to_label(t),
1109 ((o_ptr->number != 1) ? "" : "s"));
1118 /* Memorize old value */
1124 /* Disenchant tohit */
1125 if (o_ptr->to_h > 0) o_ptr->to_h--;
1126 if ((o_ptr->to_h > 5) && (randint0(100) < 20)) o_ptr->to_h--;
1128 /* Disenchant todam */
1129 if (o_ptr->to_d > 0) o_ptr->to_d--;
1130 if ((o_ptr->to_d > 5) && (randint0(100) < 20)) o_ptr->to_d--;
1132 /* Disenchant toac */
1133 if (o_ptr->to_a > 0) o_ptr->to_a--;
1134 if ((o_ptr->to_a > 5) && (randint0(100) < 20)) o_ptr->to_a--;
1136 /* Disenchant pval (occasionally) */
1137 /* Unless called from wild_magic() */
1138 if ((o_ptr->pval > 1) && one_in_(13) && !(mode & 0x01)) o_ptr->pval--;
1140 if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
1141 (to_a != o_ptr->to_a) || (pval != o_ptr->pval))
1145 msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
1146 o_name, index_to_label(t) );
1148 msg_format("Your %s (%c) %s disenchanted!",
1149 o_name, index_to_label(t),
1150 ((o_ptr->number != 1) ? "were" : "was"));
1153 chg_virtue(V_HARMONY, 1);
1154 chg_virtue(V_ENCHANT, -2);
1156 /* Recalculate bonuses */
1157 p_ptr->update |= (PU_BONUS);
1160 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
1170 void mutate_player(void)
1172 int max1, cur1, max2, cur2, ii, jj, i;
1174 /* Pick a pair of stats */
1176 for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
1178 max1 = p_ptr->stat_max[ii];
1179 cur1 = p_ptr->stat_cur[ii];
1180 max2 = p_ptr->stat_max[jj];
1181 cur2 = p_ptr->stat_cur[jj];
1183 p_ptr->stat_max[ii] = max2;
1184 p_ptr->stat_cur[ii] = cur2;
1185 p_ptr->stat_max[jj] = max1;
1186 p_ptr->stat_cur[jj] = cur1;
1190 if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
1191 if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
1194 p_ptr->update |= (PU_BONUS);
1201 void apply_nexus(monster_type *m_ptr)
1203 switch (randint1(7))
1205 case 1: case 2: case 3:
1207 teleport_player(200, TRUE);
1213 teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE, TRUE);
1219 if (randint0(100) < p_ptr->skill_sav)
1222 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1224 msg_print("You resist the effects!");
1230 /* Teleport Level */
1237 if (randint0(100) < p_ptr->skill_sav)
1240 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1242 msg_print("You resist the effects!");
1249 msg_print("ÂΤ¬¤Í¤¸¤ì»Ï¤á¤¿...");
1251 msg_print("Your body starts to scramble...");
1262 * Charge a lite (torch or latern)
1264 void phlogiston(void)
1267 object_type * o_ptr = &inventory[INVEN_LITE];
1270 if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))
1272 max_flog = FUEL_LAMP;
1276 else if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH))
1278 max_flog = FUEL_TORCH;
1281 /* No torch to refill */
1285 msg_print("dzÁǤò¾ÃÈñ¤¹¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Þ¤»¤ó¡£");
1287 msg_print("You are not wielding anything which uses phlogiston.");
1293 if (o_ptr->xtra4 >= max_flog)
1296 msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¤³¤ì°Ê¾ådzÁǤòÊä½¼¤Ç¤¤Þ¤»¤ó¡£");
1298 msg_print("No more phlogiston can be put in this item.");
1305 o_ptr->xtra4 += (max_flog / 2);
1309 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ËdzÁǤòÊä½¼¤·¤¿¡£");
1311 msg_print("You add phlogiston to your light item.");
1316 if (o_ptr->xtra4 >= max_flog)
1318 o_ptr->xtra4 = max_flog;
1320 msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ÏËþ¥¿¥ó¤Ë¤Ê¤Ã¤¿¡£");
1322 msg_print("Your light item is full.");
1327 /* Recalculate torch */
1328 p_ptr->update |= (PU_TORCH);
1333 * Brand the current weapon
1335 void brand_weapon(int brand_type)
1342 /* Assume enchant weapon */
1343 item_tester_hook = object_allow_enchant_melee_weapon;
1344 item_tester_no_ryoute = TRUE;
1348 q = "¤É¤ÎÉð´ï¤ò¶¯²½¤·¤Þ¤¹¤«? ";
1349 s = "¶¯²½¤Ç¤¤ëÉð´ï¤¬¤Ê¤¤¡£";
1351 q = "Enchant which weapon? ";
1352 s = "You have nothing to enchant.";
1355 if (!get_item(&item, q, s, (USE_EQUIP))) return;
1357 /* Get the item (in the pack) */
1360 o_ptr = &inventory[item];
1363 /* Get the item (on the floor) */
1366 o_ptr = &o_list[0 - item];
1370 /* you can never modify artifacts / ego-items */
1371 /* you can never modify cursed items */
1372 /* TY: You _can_ modify broken items (if you're silly enough) */
1373 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
1374 !object_is_cursed(o_ptr) &&
1375 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
1376 !((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
1377 !((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
1381 /* Let's get the name before it is changed... */
1382 char o_name[MAX_NLEN];
1383 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1388 if (o_ptr->tval == TV_SWORD)
1391 act = "¤Ï±Ô¤µ¤òÁý¤·¤¿¡ª";
1393 act = "becomes very sharp!";
1396 o_ptr->name2 = EGO_SHARPNESS;
1397 o_ptr->pval = m_bonus(5, dun_level) + 1;
1399 if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
1405 act = "¤ÏÇ˲õÎϤòÁý¤·¤¿¡ª";
1407 act = "seems very powerful.";
1410 o_ptr->name2 = EGO_EARTHQUAKES;
1411 o_ptr->pval = m_bonus(3, dun_level);
1416 act = "¤Ï¿Í´Ö¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1418 act = "seems to be looking for humans!";
1421 o_ptr->name2 = EGO_SLAY_HUMAN;
1425 act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
1427 act = "covered with lightning!";
1430 o_ptr->name2 = EGO_BRAND_ELEC;
1434 act = "¤Ï»À¤Ëʤ¤ï¤ì¤¿¡ª";
1436 act = "coated with acid!";
1439 o_ptr->name2 = EGO_BRAND_ACID;
1443 act = "¤Ï¼Ù°¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
1445 act = "seems to be looking for evil monsters!";
1448 o_ptr->name2 = EGO_SLAY_EVIL;
1452 act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
1454 act = "seems to be looking for demons!";
1457 o_ptr->name2 = EGO_SLAY_DEMON;
1461 act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
1463 act = "seems to be looking for undead!";
1466 o_ptr->name2 = EGO_SLAY_UNDEAD;
1470 act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1472 act = "seems to be looking for animals!";
1475 o_ptr->name2 = EGO_SLAY_ANIMAL;
1479 act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1481 act = "seems to be looking for dragons!";
1484 o_ptr->name2 = EGO_SLAY_DRAGON;
1488 act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1490 act = "seems to be looking for troll!s";
1493 o_ptr->name2 = EGO_SLAY_TROLL;
1497 act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1499 act = "seems to be looking for orcs!";
1502 o_ptr->name2 = EGO_SLAY_ORC;
1506 act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1508 act = "seems to be looking for giants!";
1511 o_ptr->name2 = EGO_SLAY_GIANT;
1515 act = "¤ÏÈó¾ï¤ËÉÔ°ÂÄê¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡£";
1517 act = "seems very unstable now.";
1520 o_ptr->name2 = EGO_TRUMP;
1521 o_ptr->pval = randint1(2);
1525 act = "¤Ï·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
1527 act = "thirsts for blood!";
1530 o_ptr->name2 = EGO_VAMPIRIC;
1534 act = "¤ÏÆǤËʤ¤ï¤ì¤¿¡£";
1536 act = "is coated with poison.";
1539 o_ptr->name2 = EGO_BRAND_POIS;
1543 act = "¤Ï½ã¥í¥°¥ë¥¹¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£";
1545 act = "is engulfed in raw Logrus!";
1548 o_ptr->name2 = EGO_CHAOTIC;
1552 act = "¤Ï±ê¤Î¥·¡¼¥ë¥É¤Ëʤ¤ï¤ì¤¿¡ª";
1554 act = "is covered in a fiery shield!";
1557 o_ptr->name2 = EGO_BRAND_FIRE;
1561 act = "¤Ï¿¼¤¯Î䤿¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿¡ª";
1563 act = "glows deep, icy blue!";
1566 o_ptr->name2 = EGO_BRAND_COLD;
1571 msg_format("¤¢¤Ê¤¿¤Î%s%s", o_name, act);
1573 msg_format("Your %s %s", o_name, act);
1577 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
1579 o_ptr->discount = 99;
1580 chg_virtue(V_ENCHANT, 2);
1584 if (flush_failure) flush();
1587 msg_print("°ÀÉղä˼ºÇÔ¤·¤¿¡£");
1589 msg_print("The Branding failed.");
1592 chg_virtue(V_ENCHANT, -2);
1599 * Vanish all walls in this floor
1601 static bool vanish_dungeon(void)
1605 feature_type *f_ptr;
1606 monster_type *m_ptr;
1609 /* Prevent vasishing of quest levels and town */
1610 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1615 /* Scan all normal grids */
1616 for (y = 1; y < cur_hgt - 1; y++)
1618 for (x = 1; x < cur_wid - 1; x++)
1620 c_ptr = &cave[y][x];
1622 /* Seeing true feature code (ignore mimic) */
1623 f_ptr = &f_info[c_ptr->feat];
1625 /* Lose room and vault */
1626 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1628 m_ptr = &m_list[c_ptr->m_idx];
1631 if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
1633 /* Reset sleep counter */
1634 (void)set_monster_csleep(c_ptr->m_idx, 0);
1636 /* Notice the "waking up" */
1639 /* Acquire the monster name */
1640 monster_desc(m_name, m_ptr, 0);
1642 /* Dump a message */
1644 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
1646 msg_format("%^s wakes up.", m_name);
1651 /* Process all walls, doors and patterns */
1652 if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
1656 /* Special boundary walls -- Top and bottom */
1657 for (x = 0; x < cur_wid; x++)
1659 c_ptr = &cave[0][x];
1660 f_ptr = &f_info[c_ptr->mimic];
1662 /* Lose room and vault */
1663 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1665 /* Set boundary mimic if needed */
1666 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1668 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1670 /* Check for change to boring grid */
1671 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1674 c_ptr = &cave[cur_hgt - 1][x];
1675 f_ptr = &f_info[c_ptr->mimic];
1677 /* Lose room and vault */
1678 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1680 /* Set boundary mimic if needed */
1681 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1683 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1685 /* Check for change to boring grid */
1686 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1690 /* Special boundary walls -- Left and right */
1691 for (y = 1; y < (cur_hgt - 1); y++)
1693 c_ptr = &cave[y][0];
1694 f_ptr = &f_info[c_ptr->mimic];
1696 /* Lose room and vault */
1697 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1699 /* Set boundary mimic if needed */
1700 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1702 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1704 /* Check for change to boring grid */
1705 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1708 c_ptr = &cave[y][cur_wid - 1];
1709 f_ptr = &f_info[c_ptr->mimic];
1711 /* Lose room and vault */
1712 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
1714 /* Set boundary mimic if needed */
1715 if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
1717 c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
1719 /* Check for change to boring grid */
1720 if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
1724 /* Mega-Hack -- Forget the view and lite */
1725 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
1728 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
1730 /* Update the monsters */
1731 p_ptr->update |= (PU_MONSTERS);
1734 p_ptr->redraw |= (PR_MAP);
1737 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1743 void call_the_(void)
1747 bool do_call = TRUE;
1749 for (i = 0; i < 9; i++)
1751 c_ptr = &cave[py + ddy_ddd[i]][px + ddx_ddd[i]];
1753 if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
1755 if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
1756 !permanent_wall(&f_info[c_ptr->feat]))
1766 for (i = 1; i < 10; i++)
1768 if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
1771 for (i = 1; i < 10; i++)
1773 if (i - 5) fire_ball(GF_MANA, i, 175, 3);
1776 for (i = 1; i < 10; i++)
1778 if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
1782 /* Prevent destruction of quest levels and town */
1783 else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
1786 msg_print("ÃÏÌ̤¬Íɤ줿¡£");
1788 msg_print("The ground trembles.");
1795 msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
1796 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
1797 msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
1799 msg_format("You %s the %s too close to a wall!",
1800 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
1801 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
1802 msg_print("There is a loud explosion!");
1808 if (!vanish_dungeon()) msg_print("¥À¥ó¥¸¥ç¥ó¤Ï°ì½ÖÀŤޤêÊ֤ä¿¡£");
1810 if (!vanish_dungeon()) msg_print("The dungeon silences a moment.");
1815 if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), FALSE))
1817 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
1819 msg_print("The dungeon collapses...");
1824 msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
1826 msg_print("The dungeon trembles.");
1831 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
1833 take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
1840 * Fetch an item (teleport it right underneath the caster)
1842 void fetch(int dir, int wgt, bool require_los)
1847 char o_name[MAX_NLEN];
1849 /* Check to see if an object is already there */
1850 if (cave[py][px].o_idx)
1853 msg_print("¼«Ê¬¤Î¤β¼¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡£");
1855 msg_print("You can't fetch when you're already standing on something.");
1862 if (dir == 5 && target_okay())
1867 if (distance(py, px, ty, tx) > MAX_RANGE)
1870 msg_print("¤½¤ó¤Ê¤Ë±ó¤¯¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡ª");
1872 msg_print("You can't fetch something that far away!");
1878 c_ptr = &cave[ty][tx];
1880 /* We need an item to fetch */
1884 msg_print("¤½¤³¤Ë¤Ï²¿¤â¤¢¤ê¤Þ¤»¤ó¡£");
1886 msg_print("There is no object at this place.");
1892 /* No fetching from vault */
1893 if (c_ptr->info & CAVE_ICKY)
1896 msg_print("¥¢¥¤¥Æ¥à¤¬¥³¥ó¥È¥í¡¼¥ë¤ò³°¤ì¤ÆÍî¤Á¤¿¡£");
1898 msg_print("The item slips from your control.");
1904 /* We need to see the item */
1907 if (!player_has_los_bold(ty, tx))
1910 msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
1912 msg_print("You have no direct line of sight to that location.");
1917 else if (!projectable(py, px, ty, tx))
1920 msg_print("¤½¤³¤ÏÊɤθþ¤³¤¦¤Ç¤¹¡£");
1922 msg_print("You have no direct line of sight to that location.");
1931 /* Use a direction */
1932 ty = py; /* Where to drop the item */
1939 c_ptr = &cave[ty][tx];
1941 if ((distance(py, px, ty, tx) > MAX_RANGE) ||
1942 !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
1944 while (!c_ptr->o_idx);
1947 o_ptr = &o_list[c_ptr->o_idx];
1949 if (o_ptr->weight > wgt)
1951 /* Too heavy to 'fetch' */
1953 msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï½Å²á¤®¤Þ¤¹¡£");
1955 msg_print("The object is too heavy.");
1962 c_ptr->o_idx = o_ptr->next_o_idx;
1963 cave[py][px].o_idx = i; /* 'move' it */
1964 o_ptr->next_o_idx = 0;
1965 o_ptr->iy = (byte)py;
1966 o_ptr->ix = (byte)px;
1968 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1970 msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
1972 msg_format("%^s flies through the air to your feet.", o_name);
1977 p_ptr->redraw |= PR_MAP;
1981 void alter_reality(void)
1983 /* Ironman option */
1984 if (p_ptr->inside_arena || ironman_downward)
1987 msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
1989 msg_print("Nothing happens.");
1994 if (!p_ptr->alter_reality)
1996 int turns = randint0(21) + 15;
1998 p_ptr->alter_reality = turns;
2000 msg_print("²ó¤ê¤Î·Ê¿§¤¬ÊѤï¤ê»Ï¤á¤¿...");
2002 msg_print("The view around you begins to change...");
2005 p_ptr->redraw |= (PR_STATUS);
2009 p_ptr->alter_reality = 0;
2011 msg_print("·Ê¿§¤¬¸µ¤ËÌá¤Ã¤¿...");
2013 msg_print("The view around you got back...");
2016 p_ptr->redraw |= (PR_STATUS);
2023 * Leave a "glyph of warding" which prevents monster movement
2025 bool warding_glyph(void)
2028 if (!cave_clean_bold(py, px))
2031 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
2033 msg_print("The object resists the spell.");
2039 /* Create a glyph */
2040 cave[py][px].info |= CAVE_OBJECT;
2041 cave[py][px].mimic = FEAT_GLYPH;
2052 bool place_mirror(void)
2055 if (!cave_clean_bold(py, px))
2058 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
2060 msg_print("The object resists the spell.");
2066 /* Create a mirror */
2067 cave[py][px].info |= CAVE_OBJECT;
2068 cave[py][px].mimic = FEAT_MIRROR;
2070 /* Turn on the light */
2071 cave[py][px].info |= CAVE_GLOW;
2079 update_local_illumination(py, px);
2086 * Leave an "explosive rune" which prevents monster movement
2088 bool explosive_rune(void)
2091 if (!cave_clean_bold(py, px))
2094 msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
2096 msg_print("The object resists the spell.");
2102 /* Create a glyph */
2103 cave[py][px].info |= CAVE_OBJECT;
2104 cave[py][px].mimic = FEAT_MINOR_GLYPH;
2117 * Identify everything being carried.
2118 * Done by a potion of "self knowledge".
2120 void identify_pack(void)
2124 /* Simply identify and know every item */
2125 for (i = 0; i < INVEN_TOTAL; i++)
2127 object_type *o_ptr = &inventory[i];
2129 /* Skip non-objects */
2130 if (!o_ptr->k_idx) continue;
2133 identify_item(o_ptr);
2135 /* Auto-inscription */
2136 autopick_alter_item(i, FALSE);
2142 * Used by the "enchant" function (chance of failure)
2143 * (modified for Zangband, we need better stuff there...) -- TY
2145 static int enchant_table[16] =
2147 0, 10, 50, 100, 200,
2148 300, 400, 500, 650, 800,
2149 950, 987, 993, 995, 998,
2155 * Removes curses from items in inventory
2157 * Note that Items which are "Perma-Cursed" (The One Ring,
2158 * The Crown of Morgoth) can NEVER be uncursed.
2160 * Note that if "all" is FALSE, then Items which are
2161 * "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
2162 * will not be uncursed.
2164 static int remove_curse_aux(int all)
2168 /* Attempt to uncurse items being worn */
2169 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2171 object_type *o_ptr = &inventory[i];
2173 /* Skip non-objects */
2174 if (!o_ptr->k_idx) continue;
2176 /* Uncursed already */
2177 if (!object_is_cursed(o_ptr)) continue;
2179 /* Heavily Cursed Items need a special spell */
2180 if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
2182 /* Perma-Cursed Items can NEVER be uncursed */
2183 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2186 o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
2191 o_ptr->curse_flags = 0L;
2193 /* Hack -- Assume felt */
2194 o_ptr->ident |= (IDENT_SENSE);
2197 o_ptr->feeling = FEEL_NONE;
2199 /* Recalculate the bonuses */
2200 p_ptr->update |= (PU_BONUS);
2203 p_ptr->window |= (PW_EQUIP);
2205 /* Count the uncursings */
2209 /* Return "something uncursed" */
2215 * Remove most curses
2217 bool remove_curse(void)
2219 return (remove_curse_aux(FALSE));
2225 bool remove_all_curse(void)
2227 return (remove_curse_aux(TRUE));
2232 * Turns an object into gold, gain some of its value in a shop
2241 char o_name[MAX_NLEN];
2242 char out_val[MAX_NLEN+40];
2246 /* Hack -- force destruction */
2247 if (command_arg > 0) force = TRUE;
2251 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
2252 s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2254 q = "Turn which item to gold? ";
2255 s = "You have nothing to turn to gold.";
2258 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
2260 /* Get the item (in the pack) */
2263 o_ptr = &inventory[item];
2266 /* Get the item (on the floor) */
2269 o_ptr = &o_list[0 - item];
2273 /* See how many items */
2274 if (o_ptr->number > 1)
2276 /* Get a quantity */
2277 amt = get_quantity(NULL, o_ptr->number);
2279 /* Allow user abort */
2280 if (amt <= 0) return FALSE;
2284 /* Describe the object */
2285 old_number = o_ptr->number;
2286 o_ptr->number = amt;
2287 object_desc(o_name, o_ptr, 0);
2288 o_ptr->number = old_number;
2290 /* Verify unless quantity given */
2293 if (confirm_destroy || (object_value(o_ptr) > 0))
2295 /* Make a verification */
2297 sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
2299 sprintf(out_val, "Really turn %s to gold? ", o_name);
2302 if (!get_check(out_val)) return FALSE;
2306 /* Artifacts cannot be destroyed */
2307 if (!can_player_destroy_object(o_ptr))
2311 msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
2313 msg_format("You fail to turn %s to gold!", o_name);
2320 price = object_value_real(o_ptr);
2326 msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
2328 msg_format("You turn %s to fool's gold.", o_name);
2336 if (amt > 1) price *= amt;
2338 if (price > 30000) price = 30000;
2340 msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
2342 msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
2348 p_ptr->redraw |= (PR_GOLD);
2351 p_ptr->window |= (PW_PLAYER);
2355 /* Eliminate the item (from the pack) */
2358 inven_item_increase(item, -amt);
2359 inven_item_describe(item);
2360 inven_item_optimize(item);
2363 /* Eliminate the item (from the floor) */
2366 floor_item_increase(0 - item, -amt);
2367 floor_item_describe(0 - item);
2368 floor_item_optimize(0 - item);
2376 * Break the curse of an item
2378 static void break_curse(object_type *o_ptr)
2380 if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
2383 msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
2385 msg_print("The curse is broken!");
2388 o_ptr->curse_flags = 0L;
2390 o_ptr->ident |= (IDENT_SENSE);
2392 o_ptr->feeling = FEEL_NONE;
2398 * Enchants a plus onto an item. -RAK-
2400 * Revamped! Now takes item pointer, number of times to try enchanting,
2401 * and a flag of what to try enchanting. Artifacts resist enchantment
2402 * some of the time, and successful enchantment to at least +0 might
2403 * break a curse on the item. -CFT-
2405 * Note that an item can technically be enchanted all the way to +15 if
2406 * you wait a very, very, long time. Going from +9 to +10 only works
2407 * about 5% of the time, and from +10 to +11 only about 1% of the time.
2409 * Note that this function can now be used on "piles" of items, and
2410 * the larger the pile, the lower the chance of success.
2412 bool enchant(object_type *o_ptr, int n, int eflag)
2414 int i, chance, prob;
2416 bool a = object_is_artifact(o_ptr);
2417 bool force = (eflag & ENCH_FORCE);
2420 /* Large piles resist enchantment */
2421 prob = o_ptr->number * 100;
2423 /* Missiles are easy to enchant */
2424 if ((o_ptr->tval == TV_BOLT) ||
2425 (o_ptr->tval == TV_ARROW) ||
2426 (o_ptr->tval == TV_SHOT))
2432 for (i = 0; i < n; i++)
2434 /* Hack -- Roll for pile resistance */
2435 if (!force && randint0(prob) >= 100) continue;
2437 /* Enchant to hit */
2438 if (eflag & ENCH_TOHIT)
2440 if (o_ptr->to_h < 0) chance = 0;
2441 else if (o_ptr->to_h > 15) chance = 1000;
2442 else chance = enchant_table[o_ptr->to_h];
2444 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2449 /* only when you get it above -1 -CFT */
2450 if (o_ptr->to_h >= 0)
2455 /* Enchant to damage */
2456 if (eflag & ENCH_TODAM)
2458 if (o_ptr->to_d < 0) chance = 0;
2459 else if (o_ptr->to_d > 15) chance = 1000;
2460 else chance = enchant_table[o_ptr->to_d];
2462 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2467 /* only when you get it above -1 -CFT */
2468 if (o_ptr->to_d >= 0)
2473 /* Enchant to armor class */
2474 if (eflag & ENCH_TOAC)
2476 if (o_ptr->to_a < 0) chance = 0;
2477 else if (o_ptr->to_a > 15) chance = 1000;
2478 else chance = enchant_table[o_ptr->to_a];
2480 if (force || ((randint1(1000) > chance) && (!a || (randint0(100) < 50))))
2485 /* only when you get it above -1 -CFT */
2486 if (o_ptr->to_a >= 0)
2493 if (!res) return (FALSE);
2495 /* Recalculate bonuses */
2496 p_ptr->update |= (PU_BONUS);
2498 /* Combine / Reorder the pack (later) */
2499 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2502 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2513 * Enchant an item (in the inventory or on the floor)
2514 * Note that "num_ac" requires armour, else weapon
2515 * Returns TRUE if attempted, FALSE if cancelled
2517 bool enchant_spell(int num_hit, int num_dam, int num_ac)
2522 char o_name[MAX_NLEN];
2526 /* Assume enchant weapon */
2527 item_tester_hook = object_allow_enchant_weapon;
2528 item_tester_no_ryoute = TRUE;
2530 /* Enchant armor if requested */
2531 if (num_ac) item_tester_hook = object_is_armour;
2535 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2536 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2538 q = "Enchant which item? ";
2539 s = "You have nothing to enchant.";
2542 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2544 /* Get the item (in the pack) */
2547 o_ptr = &inventory[item];
2550 /* Get the item (on the floor) */
2553 o_ptr = &o_list[0 - item];
2558 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2562 msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
2565 msg_format("%s %s glow%s brightly!",
2566 ((item >= 0) ? "Your" : "The"), o_name,
2567 ((o_ptr->number > 1) ? "" : "s"));
2572 if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
2573 if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
2574 if (enchant(o_ptr, num_ac, ENCH_TOAC)) okay = TRUE;
2580 if (flush_failure) flush();
2584 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2586 msg_print("The enchantment failed.");
2589 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2592 chg_virtue(V_ENCHANT, 1);
2596 /* Something happened */
2602 * Check if an object is nameless weapon or armour
2604 static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
2606 /* Require weapon or armour */
2607 if (!object_is_weapon_armour_ammo(o_ptr)) return FALSE;
2609 /* Require nameless object if the object is well known */
2610 if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
2617 bool artifact_scroll(void)
2622 char o_name[MAX_NLEN];
2626 item_tester_no_ryoute = TRUE;
2628 /* Enchant weapon/armour */
2629 item_tester_hook = item_tester_hook_nameless_weapon_armour;
2633 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
2634 s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2636 q = "Enchant which item? ";
2637 s = "You have nothing to enchant.";
2640 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2642 /* Get the item (in the pack) */
2645 o_ptr = &inventory[item];
2648 /* Get the item (on the floor) */
2651 o_ptr = &o_list[0 - item];
2656 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2660 msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
2662 msg_format("%s %s radiate%s a blinding light!",
2663 ((item >= 0) ? "Your" : "The"), o_name,
2664 ((o_ptr->number > 1) ? "" : "s"));
2667 if (object_is_artifact(o_ptr))
2670 msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
2672 msg_format("The %s %s already %s!",
2673 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2674 ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
2680 else if (object_is_ego(o_ptr))
2683 msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
2685 msg_format("The %s %s already %s!",
2686 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2687 ((o_ptr->number > 1) ? "ego items" : "an ego item"));
2693 else if (o_ptr->xtra3)
2696 msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª", o_name );
2698 msg_format("The %s %s already %s!",
2699 o_name, ((o_ptr->number > 1) ? "are" : "is"),
2700 ((o_ptr->number > 1) ? "customized items" : "a customized item"));
2706 if (o_ptr->number > 1)
2709 msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
2710 msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
2712 msg_print("Not enough enough energy to enchant more than one object!");
2713 msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
2718 inven_item_increase(item, 1-(o_ptr->number));
2722 floor_item_increase(0-item, 1-(o_ptr->number));
2725 okay = create_artifact(o_ptr, TRUE);
2732 if (flush_failure) flush();
2736 msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
2738 msg_print("The enchantment failed.");
2741 if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
2744 chg_virtue(V_ENCHANT, 1);
2748 /* Something happened */
2754 * Identify an object
2756 bool identify_item(object_type *o_ptr)
2758 bool old_known = FALSE;
2759 char o_name[MAX_NLEN];
2762 object_desc(o_name, o_ptr, 0);
2764 if (o_ptr->ident & IDENT_KNOWN)
2767 if (!(o_ptr->ident & (IDENT_MENTAL)))
2769 if (object_is_artifact(o_ptr) || one_in_(5))
2770 chg_virtue(V_KNOWLEDGE, 1);
2773 /* Identify it fully */
2774 object_aware(o_ptr);
2775 object_known(o_ptr);
2777 /* Recalculate bonuses */
2778 p_ptr->update |= (PU_BONUS);
2780 /* Combine / Reorder the pack (later) */
2781 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
2784 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
2786 strcpy(record_o_name, o_name);
2790 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2792 if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
2793 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2794 if(record_rand_art && !old_known && o_ptr->art_name)
2795 do_cmd_write_nikki(NIKKI_ART, 0, o_name);
2801 static bool item_tester_hook_identify(object_type *o_ptr)
2803 return (bool)!object_is_known(o_ptr);
2806 static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
2808 if (object_is_known(o_ptr))
2810 return object_is_weapon_armour_ammo(o_ptr);
2814 * Identify an object in the inventory (or on the floor)
2815 * This routine does *not* automatically combine objects.
2816 * Returns TRUE if something was identified, else FALSE.
2818 bool ident_spell(bool only_equip)
2822 char o_name[MAX_NLEN];
2826 item_tester_no_ryoute = TRUE;
2829 item_tester_hook = item_tester_hook_identify_weapon_armour;
2831 item_tester_hook = item_tester_hook_identify;
2833 if (!can_get_item())
2837 item_tester_hook = object_is_weapon_armour_ammo;
2841 item_tester_hook = NULL;
2847 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
2848 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
2850 q = "Identify which item? ";
2851 s = "You have nothing to identify.";
2854 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2856 /* Get the item (in the pack) */
2859 o_ptr = &inventory[item];
2862 /* Get the item (on the floor) */
2865 o_ptr = &o_list[0 - item];
2869 old_known = identify_item(o_ptr);
2872 object_desc(o_name, o_ptr, 0);
2875 if (item >= INVEN_RARM)
2878 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
2880 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
2886 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
2888 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
2894 msg_format("¾²¾å: %s¡£", o_name);
2896 msg_format("On the ground: %s.", o_name);
2900 /* Auto-inscription/destroy */
2901 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
2903 /* Something happened */
2909 * Mundanify an object in the inventory (or on the floor)
2910 * This routine does *not* automatically combine objects.
2911 * Returns TRUE if something was mundanified, else FALSE.
2913 bool mundane_spell(bool only_equip)
2919 if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
2920 item_tester_no_ryoute = TRUE;
2924 q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
2925 s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
2927 q = "Use which item? ";
2928 s = "You have nothing you can use.";
2931 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
2933 /* Get the item (in the pack) */
2936 o_ptr = &inventory[item];
2939 /* Get the item (on the floor) */
2942 o_ptr = &o_list[0 - item];
2947 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
2949 msg_print("There is a bright flash of light!");
2952 byte iy = o_ptr->iy; /* Y-position on map, or zero */
2953 byte ix = o_ptr->ix; /* X-position on map, or zero */
2954 s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
2955 byte marked = o_ptr->marked; /* Object is marked */
2956 s16b weight = o_ptr->number * o_ptr->weight;
2957 u16b inscription = o_ptr->inscription;
2960 object_prep(o_ptr, o_ptr->k_idx);
2964 o_ptr->next_o_idx = next_o_idx;
2965 o_ptr->marked = marked;
2966 o_ptr->inscription = inscription;
2967 if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
2971 /* Something happened */
2977 static bool item_tester_hook_identify_fully(object_type *o_ptr)
2979 return (bool)(!object_is_known(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
2982 static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
2984 if (!item_tester_hook_identify_fully(o_ptr))
2986 return object_is_weapon_armour_ammo(o_ptr);
2990 * Fully "identify" an object in the inventory -BEN-
2991 * This routine returns TRUE if an item was identified.
2993 bool identify_fully(bool only_equip)
2997 char o_name[MAX_NLEN];
3001 item_tester_no_ryoute = TRUE;
3003 item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
3005 item_tester_hook = item_tester_hook_identify_fully;
3007 if (!can_get_item())
3010 item_tester_hook = object_is_weapon_armour_ammo;
3012 item_tester_hook = NULL;
3017 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
3018 s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3020 q = "Identify which item? ";
3021 s = "You have nothing to identify.";
3024 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
3026 /* Get the item (in the pack) */
3029 o_ptr = &inventory[item];
3032 /* Get the item (on the floor) */
3035 o_ptr = &o_list[0 - item];
3039 old_known = identify_item(o_ptr);
3041 /* Mark the item as fully known */
3042 o_ptr->ident |= (IDENT_MENTAL);
3048 object_desc(o_name, o_ptr, 0);
3051 if (item >= INVEN_RARM)
3054 msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
3056 msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
3064 msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
3066 msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
3072 msg_format("¾²¾å: %s¡£", o_name);
3074 msg_format("On the ground: %s.", o_name);
3078 /* Describe it fully */
3079 (void)screen_object(o_ptr, 0L);
3081 /* Auto-inscription/destroy */
3082 autopick_alter_item(item, (bool)(destroy_identify && !old_known));
3092 * Hook for "get_item()". Determine if something is rechargable.
3094 bool item_tester_hook_recharge(object_type *o_ptr)
3096 /* Recharge staffs */
3097 if (o_ptr->tval == TV_STAFF) return (TRUE);
3099 /* Recharge wands */
3100 if (o_ptr->tval == TV_WAND) return (TRUE);
3102 /* Hack -- Recharge rods */
3103 if (o_ptr->tval == TV_ROD) return (TRUE);
3111 * Recharge a wand/staff/rod from the pack or on the floor.
3112 * This function has been rewritten in Oangband and ZAngband.
3114 * Sorcery/Arcane -- Recharge --> recharge(plev * 4)
3115 * Chaos -- Arcane Binding --> recharge(90)
3117 * Scroll of recharging --> recharge(130)
3118 * Artifact activation/Thingol --> recharge(130)
3120 * It is harder to recharge high level, and highly charged wands,
3121 * staffs, and rods. The more wands in a stack, the more easily and
3122 * strongly they recharge. Staffs, however, each get fewer charges if
3125 * XXX XXX XXX Beware of "sliding index errors".
3127 bool recharge(int power)
3130 int recharge_strength, recharge_amount;
3139 char o_name[MAX_NLEN];
3141 /* Only accept legal items */
3142 item_tester_hook = item_tester_hook_recharge;
3146 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
3147 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3149 q = "Recharge which item? ";
3150 s = "You have nothing to recharge.";
3153 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
3155 /* Get the item (in the pack) */
3158 o_ptr = &inventory[item];
3161 /* Get the item (on the floor) */
3164 o_ptr = &o_list[0 - item];
3167 /* Get the object kind. */
3168 k_ptr = &k_info[o_ptr->k_idx];
3170 /* Extract the object "level" */
3171 lev = k_info[o_ptr->k_idx].level;
3174 /* Recharge a rod */
3175 if (o_ptr->tval == TV_ROD)
3177 /* Extract a recharge strength by comparing object level to power. */
3178 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
3182 if (one_in_(recharge_strength))
3184 /* Activate the failure code. */
3191 /* Recharge amount */
3192 recharge_amount = (power * damroll(3, 2));
3194 /* Recharge by that amount */
3195 if (o_ptr->timeout > recharge_amount)
3196 o_ptr->timeout -= recharge_amount;
3203 /* Recharge wand/staff */
3206 /* Extract a recharge strength by comparing object level to power.
3207 * Divide up a stack of wands' charges to calculate charge penalty.
3209 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3210 recharge_strength = (100 + power - lev -
3211 (8 * o_ptr->pval / o_ptr->number)) / 15;
3213 /* All staffs, unstacked wands. */
3214 else recharge_strength = (100 + power - lev -
3215 (8 * o_ptr->pval)) / 15;
3218 if (recharge_strength < 0) recharge_strength = 0;
3221 if (one_in_(recharge_strength))
3223 /* Activate the failure code. */
3227 /* If the spell didn't backfire, recharge the wand or staff. */
3230 /* Recharge based on the standard number of charges. */
3231 recharge_amount = randint1(1 + k_ptr->pval / 2);
3233 /* Multiple wands in a stack increase recharging somewhat. */
3234 if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
3237 (randint1(recharge_amount * (o_ptr->number - 1))) / 2;
3238 if (recharge_amount < 1) recharge_amount = 1;
3239 if (recharge_amount > 12) recharge_amount = 12;
3242 /* But each staff in a stack gets fewer additional charges,
3243 * although always at least one.
3245 if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
3247 recharge_amount /= o_ptr->number;
3248 if (recharge_amount < 1) recharge_amount = 1;
3251 /* Recharge the wand or staff. */
3252 o_ptr->pval += recharge_amount;
3255 /* Hack -- we no longer "know" the item */
3256 o_ptr->ident &= ~(IDENT_KNOWN);
3258 /* Hack -- we no longer think the item is empty */
3259 o_ptr->ident &= ~(IDENT_EMPTY);
3264 /* Inflict the penalties for failing a recharge. */
3267 /* Artifacts are never destroyed. */
3268 if (object_is_fixed_artifact(o_ptr))
3270 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3272 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
3274 msg_format("The recharging backfires - %s is completely drained!", o_name);
3278 /* Artifact rods. */
3279 if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
3280 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3282 /* Artifact wands and staffs. */
3283 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
3288 /* Get the object description */
3289 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3291 /*** Determine Seriousness of Failure ***/
3293 /* Mages recharge objects more safely. */
3294 if (p_ptr->pclass == CLASS_MAGE || p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
3296 /* 10% chance to blow up one rod, otherwise draining. */
3297 if (o_ptr->tval == TV_ROD)
3299 if (one_in_(10)) fail_type = 2;
3302 /* 75% chance to blow up one wand, otherwise draining. */
3303 else if (o_ptr->tval == TV_WAND)
3305 if (!one_in_(3)) fail_type = 2;
3308 /* 50% chance to blow up one staff, otherwise no effect. */
3309 else if (o_ptr->tval == TV_STAFF)
3311 if (one_in_(2)) fail_type = 2;
3316 /* All other classes get no special favors. */
3319 /* 33% chance to blow up one rod, otherwise draining. */
3320 if (o_ptr->tval == TV_ROD)
3322 if (one_in_(3)) fail_type = 2;
3325 /* 20% chance of the entire stack, else destroy one wand. */
3326 else if (o_ptr->tval == TV_WAND)
3328 if (one_in_(5)) fail_type = 3;
3331 /* Blow up one staff. */
3332 else if (o_ptr->tval == TV_STAFF)
3338 /*** Apply draining and destruction. ***/
3340 /* Drain object or stack of objects. */
3343 if (o_ptr->tval == TV_ROD)
3346 msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
3348 msg_print("The recharge backfires, draining the rod further!");
3351 if (o_ptr->timeout < 10000)
3352 o_ptr->timeout = (o_ptr->timeout + 100) * 2;
3354 else if (o_ptr->tval == TV_WAND)
3357 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
3359 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
3364 /* Staffs aren't drained. */
3367 /* Destroy an object or one in a stack of objects. */
3370 if (o_ptr->number > 1)
3372 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
3374 msg_format("Wild magic consumes one of your %s!", o_name);
3379 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3381 msg_format("Wild magic consumes your %s!", o_name);
3385 /* Reduce rod stack maximum timeout, drain wands. */
3386 if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
3387 if (o_ptr->tval == TV_WAND) o_ptr->pval = 0;
3389 /* Reduce and describe inventory */
3392 inven_item_increase(item, -1);
3393 inven_item_describe(item);
3394 inven_item_optimize(item);
3397 /* Reduce and describe floor item */
3400 floor_item_increase(0 - item, -1);
3401 floor_item_describe(0 - item);
3402 floor_item_optimize(0 - item);
3406 /* Destroy all members of a stack of objects. */
3409 if (o_ptr->number > 1)
3411 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
3413 msg_format("Wild magic consumes all your %s!", o_name);
3418 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
3420 msg_format("Wild magic consumes your %s!", o_name);
3425 /* Reduce and describe inventory */
3428 inven_item_increase(item, -999);
3429 inven_item_describe(item);
3430 inven_item_optimize(item);
3433 /* Reduce and describe floor item */
3436 floor_item_increase(0 - item, -999);
3437 floor_item_describe(0 - item);
3438 floor_item_optimize(0 - item);
3444 /* Combine / Reorder the pack (later) */
3445 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3448 p_ptr->window |= (PW_INVEN);
3450 /* Something was done */
3458 bool bless_weapon(void)
3462 u32b flgs[TR_FLAG_SIZE];
3463 char o_name[MAX_NLEN];
3466 item_tester_no_ryoute = TRUE;
3468 /* Bless only weapons */
3469 item_tester_hook = object_is_weapon;
3473 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
3474 s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3476 q = "Bless which weapon? ";
3477 s = "You have weapon to bless.";
3480 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3483 /* Get the item (in the pack) */
3486 o_ptr = &inventory[item];
3489 /* Get the item (on the floor) */
3492 o_ptr = &o_list[0 - item];
3497 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3499 /* Extract the flags */
3500 object_flags(o_ptr, flgs);
3502 if (object_is_cursed(o_ptr))
3504 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
3505 (o_ptr->curse_flags & TRC_PERMA_CURSE))
3508 msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
3511 msg_format("The black aura on %s %s disrupts the blessing!",
3512 ((item >= 0) ? "your" : "the"), o_name);
3519 msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
3522 msg_format("A malignant aura leaves %s %s.",
3523 ((item >= 0) ? "your" : "the"), o_name);
3528 o_ptr->curse_flags = 0L;
3530 /* Hack -- Assume felt */
3531 o_ptr->ident |= (IDENT_SENSE);
3534 o_ptr->feeling = FEEL_NONE;
3536 /* Recalculate the bonuses */
3537 p_ptr->update |= (PU_BONUS);
3540 p_ptr->window |= (PW_EQUIP);
3544 * Next, we try to bless it. Artifacts have a 1/3 chance of
3545 * being blessed, otherwise, the operation simply disenchants
3546 * them, godly power negating the magic. Ok, the explanation
3547 * is silly, but otherwise priests would always bless every
3548 * artifact weapon they find. Ego weapons and normal weapons
3549 * can be blessed automatically.
3551 if (have_flag(flgs, TR_BLESSED))
3554 msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
3557 msg_format("%s %s %s blessed already.",
3558 ((item >= 0) ? "Your" : "The"), o_name,
3559 ((o_ptr->number > 1) ? "were" : "was"));
3565 if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
3569 msg_format("%s¤Ïµ±¤¤¤¿¡ª",
3572 msg_format("%s %s shine%s!",
3573 ((item >= 0) ? "Your" : "The"), o_name,
3574 ((o_ptr->number > 1) ? "" : "s"));
3577 add_flag(o_ptr->art_flags, TR_BLESSED);
3578 o_ptr->discount = 99;
3582 bool dis_happened = FALSE;
3585 msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
3587 msg_print("The weapon resists your blessing!");
3591 /* Disenchant tohit */
3592 if (o_ptr->to_h > 0)
3595 dis_happened = TRUE;
3598 if ((o_ptr->to_h > 5) && (randint0(100) < 33)) o_ptr->to_h--;
3600 /* Disenchant todam */
3601 if (o_ptr->to_d > 0)
3604 dis_happened = TRUE;
3607 if ((o_ptr->to_d > 5) && (randint0(100) < 33)) o_ptr->to_d--;
3609 /* Disenchant toac */
3610 if (o_ptr->to_a > 0)
3613 dis_happened = TRUE;
3616 if ((o_ptr->to_a > 5) && (randint0(100) < 33)) o_ptr->to_a--;
3621 msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
3623 msg_print("There is a static feeling in the air...");
3627 msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
3630 msg_format("%s %s %s disenchanted!",
3631 ((item >= 0) ? "Your" : "The"), o_name,
3632 ((o_ptr->number > 1) ? "were" : "was"));
3638 /* Recalculate bonuses */
3639 p_ptr->update |= (PU_BONUS);
3642 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
3653 bool pulish_shield(void)
3657 u32b flgs[TR_FLAG_SIZE];
3658 char o_name[MAX_NLEN];
3661 item_tester_no_ryoute = TRUE;
3662 /* Assume enchant weapon */
3663 item_tester_tval = TV_SHIELD;
3667 q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
3668 s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3670 q = "Pulish which weapon? ";
3671 s = "You have weapon to pulish.";
3674 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
3677 /* Get the item (in the pack) */
3680 o_ptr = &inventory[item];
3683 /* Get the item (on the floor) */
3686 o_ptr = &o_list[0 - item];
3691 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3693 /* Extract the flags */
3694 object_flags(o_ptr, flgs);
3696 if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
3697 !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
3700 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
3702 msg_format("%s %s shine%s!",
3703 ((item >= 0) ? "Your" : "The"), o_name,
3704 ((o_ptr->number > 1) ? "" : "s"));
3706 o_ptr->name2 = EGO_REFLECTION;
3707 enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
3709 o_ptr->discount = 99;
3710 chg_virtue(V_ENCHANT, 2);
3716 if (flush_failure) flush();
3719 msg_print("¼ºÇÔ¤·¤¿¡£");
3721 msg_print("Failed.");
3724 chg_virtue(V_ENCHANT, -2);
3733 * Potions "smash open" and cause an area effect when
3734 * (1) they are shattered while in the player's inventory,
3735 * due to cold (etc) attacks;
3736 * (2) they are thrown at a monster, or obstacle;
3737 * (3) they are shattered by a "cold ball" or other such spell
3738 * while lying on the floor.
3741 * who --- who caused the potion to shatter (0=player)
3742 * potions that smash on the floor are assumed to
3743 * be caused by no-one (who = 1), as are those that
3744 * shatter inside the player inventory.
3745 * (Not anymore -- I changed this; TY)
3746 * y, x --- coordinates of the potion (or player if
3747 * the potion was in her inventory);
3748 * o_ptr --- pointer to the potion object.
3750 bool potion_smash_effect(int who, int y, int x, int k_idx)
3757 object_kind *k_ptr = &k_info[k_idx];
3759 switch (k_ptr->sval)
3761 case SV_POTION_SALT_WATER:
3762 case SV_POTION_SLIME_MOLD:
3763 case SV_POTION_LOSE_MEMORIES:
3764 case SV_POTION_DEC_STR:
3765 case SV_POTION_DEC_INT:
3766 case SV_POTION_DEC_WIS:
3767 case SV_POTION_DEC_DEX:
3768 case SV_POTION_DEC_CON:
3769 case SV_POTION_DEC_CHR:
3770 case SV_POTION_WATER: /* perhaps a 'water' attack? */
3771 case SV_POTION_APPLE_JUICE:
3774 case SV_POTION_INFRAVISION:
3775 case SV_POTION_DETECT_INVIS:
3776 case SV_POTION_SLOW_POISON:
3777 case SV_POTION_CURE_POISON:
3778 case SV_POTION_BOLDNESS:
3779 case SV_POTION_RESIST_HEAT:
3780 case SV_POTION_RESIST_COLD:
3781 case SV_POTION_HEROISM:
3782 case SV_POTION_BESERK_STRENGTH:
3783 case SV_POTION_RES_STR:
3784 case SV_POTION_RES_INT:
3785 case SV_POTION_RES_WIS:
3786 case SV_POTION_RES_DEX:
3787 case SV_POTION_RES_CON:
3788 case SV_POTION_RES_CHR:
3789 case SV_POTION_INC_STR:
3790 case SV_POTION_INC_INT:
3791 case SV_POTION_INC_WIS:
3792 case SV_POTION_INC_DEX:
3793 case SV_POTION_INC_CON:
3794 case SV_POTION_INC_CHR:
3795 case SV_POTION_AUGMENTATION:
3796 case SV_POTION_ENLIGHTENMENT:
3797 case SV_POTION_STAR_ENLIGHTENMENT:
3798 case SV_POTION_SELF_KNOWLEDGE:
3799 case SV_POTION_EXPERIENCE:
3800 case SV_POTION_RESISTANCE:
3801 case SV_POTION_INVULNERABILITY:
3802 case SV_POTION_NEW_LIFE:
3803 /* All of the above potions have no effect when shattered */
3805 case SV_POTION_SLOWNESS:
3810 case SV_POTION_POISON:
3815 case SV_POTION_BLINDNESS:
3819 case SV_POTION_CONFUSION: /* Booze */
3823 case SV_POTION_SLEEP:
3827 case SV_POTION_RUINATION:
3828 case SV_POTION_DETONATIONS:
3830 dam = damroll(25, 25);
3833 case SV_POTION_DEATH:
3834 dt = GF_DEATH_RAY; /* !! */
3835 dam = k_ptr->level * 10;
3839 case SV_POTION_SPEED:
3842 case SV_POTION_CURE_LIGHT:
3844 dam = damroll(2, 3);
3846 case SV_POTION_CURE_SERIOUS:
3848 dam = damroll(4, 3);
3850 case SV_POTION_CURE_CRITICAL:
3851 case SV_POTION_CURING:
3853 dam = damroll(6, 3);
3855 case SV_POTION_HEALING:
3857 dam = damroll(10, 10);
3859 case SV_POTION_RESTORE_EXP:
3864 case SV_POTION_LIFE:
3866 dam = damroll(50, 50);
3869 case SV_POTION_STAR_HEALING:
3871 dam = damroll(50, 50);
3874 case SV_POTION_RESTORE_MANA: /* MANA */
3876 dam = damroll(10, 10);
3883 (void)project(who, radius, y, x, dam, dt,
3884 (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
3886 /* XXX those potions that explode need to become "known" */
3892 * Hack -- Display all known spells in a window
3894 * XXX XXX XXX Need to analyze size of the window.
3896 * XXX XXX XXX Need more color coding.
3898 void display_spell_list(void)
3911 /* They have too many spells to list */
3912 if (p_ptr->pclass == CLASS_SORCERER) return;
3913 if (p_ptr->pclass == CLASS_RED_MAGE) return;
3915 /* mind.c type classes */
3916 if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
3917 (p_ptr->pclass == CLASS_BERSERKER) ||
3918 (p_ptr->pclass == CLASS_NINJA) ||
3919 (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
3920 (p_ptr->pclass == CLASS_FORCETRAINER))
3926 int plev = p_ptr->lev;
3932 bool use_hp = FALSE;
3934 /* Display a list of spells */
3937 put_str("̾Á°", y, x + 5);
3938 put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
3940 put_str("Name", y, x + 5);
3941 put_str("Lv Mana Fail Info", y, x + 35);
3944 switch(p_ptr->pclass)
3946 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
3947 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
3948 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; use_hp = TRUE; break;
3949 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
3950 case CLASS_NINJA: use_mind = MIND_NINJUTSU; use_hp = TRUE; break;
3951 default: use_mind = 0;break;
3954 /* Dump the spells */
3955 for (i = 0; i < MAX_MIND_POWERS; i++)
3957 byte a = TERM_WHITE;
3959 /* Access the available spell */
3960 spell = mind_powers[use_mind].info[i];
3961 if (spell.min_lev > plev) break;
3963 /* Get the failure rate */
3964 chance = spell.fail;
3966 /* Reduce failure rate by "effective" level adjustment */
3967 chance -= 3 * (p_ptr->lev - spell.min_lev);
3969 /* Reduce failure rate by INT/WIS adjustment */
3970 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
3974 /* Not enough mana to cast */
3975 if (spell.mana_cost > p_ptr->csp)
3977 chance += 5 * (spell.mana_cost - p_ptr->csp);
3983 /* Not enough hp to cast */
3984 if (spell.mana_cost > p_ptr->chp)
3991 /* Extract the minimum failure rate */
3992 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
3994 /* Minimum failure rate */
3995 if (chance < minfail) chance = minfail;
3997 /* Stunning makes spells harder */
3998 if (p_ptr->stun > 50) chance += 25;
3999 else if (p_ptr->stun) chance += 15;
4001 /* Always a 5 percent chance of working */
4002 if (chance > 95) chance = 95;
4005 mindcraft_info(comment, use_mind, i);
4007 /* Dump the spell */
4008 sprintf(psi_desc, " %c) %-30s%2d %4d %3d%%%s",
4010 spell.min_lev, spell.mana_cost, chance, comment);
4012 Term_putstr(x, y + i + 1, -1, a, psi_desc);
4017 /* Cannot read spellbooks */
4018 if (REALM_NONE == p_ptr->realm1) return;
4020 /* Normal spellcaster with books */
4023 for (j = 0; j < ((p_ptr->realm2 > REALM_NONE) ? 2 : 1); j++)
4027 /* Reset vertical */
4030 /* Vertical location */
4031 y = (j < 3) ? 0 : (m[j - 3] + 2);
4033 /* Horizontal location */
4037 for (i = 0; i < 32; i++)
4039 byte a = TERM_WHITE;
4041 /* Access the spell */
4042 if (!is_magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2))
4044 s_ptr = &technic_info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - MIN_TECHNIC][i % 32];
4048 s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
4051 strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
4054 if (s_ptr->slevel >= 99)
4058 strcpy(name, "(ȽÆÉÉÔǽ)");
4060 strcpy(name, "(illegible)");
4070 ((p_ptr->spell_forgotten1 & (1L << i))) :
4071 ((p_ptr->spell_forgotten2 & (1L << (i % 32)))))
4078 else if (!((j < 1) ?
4079 (p_ptr->spell_learned1 & (1L << i)) :
4080 (p_ptr->spell_learned2 & (1L << (i % 32)))))
4087 else if (!((j < 1) ?
4088 (p_ptr->spell_worked1 & (1L << i)) :
4089 (p_ptr->spell_worked2 & (1L << (i % 32)))))
4095 /* Dump the spell --(-- */
4096 sprintf(out_val, "%c/%c) %-20.20s",
4097 I2A(n / 8), I2A(n % 8), name);
4102 /* Dump onto the window */
4103 Term_putstr(x, m[j], -1, a, out_val);
4113 * Returns experience of a spell
4115 s16b experience_of_spell(int spell, int use_realm)
4117 if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
4118 else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
4119 else if (use_realm == p_ptr->realm1) return p_ptr->spell_exp[spell];
4120 else if (use_realm == p_ptr->realm2) return p_ptr->spell_exp[spell + 32];
4126 * Modify mana consumption rate using spell exp and p_ptr->dec_mana
4128 int mod_need_mana(int need_mana, int spell, int realm)
4130 #define MANA_CONST 2400
4132 #define DEC_MANA_DIV 3
4135 if ((realm > REALM_NONE) && (realm <= MAX_REALM))
4138 * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
4139 * MANA_CONST is used to calculate need_mana effected from spell proficiency.
4141 need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
4142 need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
4143 need_mana /= MANA_CONST * MANA_DIV;
4144 if (need_mana < 1) need_mana = 1;
4147 /* Non-realm magic */
4150 if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
4162 * Modify spell fail rate
4163 * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
4165 int mod_spell_chance_1(int chance)
4167 chance += p_ptr->to_m_chance;
4169 if (p_ptr->heavy_spell) chance += 20;
4171 if (p_ptr->dec_mana && p_ptr->easy_spell) chance -= 4;
4172 else if (p_ptr->easy_spell) chance -= 3;
4173 else if (p_ptr->dec_mana) chance -= 2;
4180 * Modify spell fail rate (as "suffix" process)
4181 * Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
4182 * Note: variable "chance" cannot be negative.
4184 int mod_spell_chance_2(int chance)
4186 if (p_ptr->dec_mana) chance--;
4188 if (p_ptr->heavy_spell) chance += 5;
4190 return MAX(chance, 0);
4195 * Returns spell chance of failure for spell -RAK-
4197 s16b spell_chance(int spell, int use_realm)
4199 int chance, minfail;
4202 int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
4205 /* Paranoia -- must be literate */
4206 if (!mp_ptr->spell_book) return (100);
4208 if (use_realm == REALM_HISSATSU) return 0;
4210 /* Access the spell */
4211 if (!is_magic(use_realm))
4213 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4217 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4220 /* Extract the base spell failure rate */
4221 chance = s_ptr->sfail;
4223 /* Reduce failure rate by "effective" level adjustment */
4224 chance -= 3 * (p_ptr->lev - s_ptr->slevel);
4226 /* Reduce failure rate by INT/WIS adjustment */
4227 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
4230 chance += (MAX(r_info[m_list[p_ptr->riding].r_idx].level - p_ptr->skill_exp[GINOU_RIDING] / 100 - 10, 0));
4232 /* Extract mana consumption rate */
4233 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
4235 /* Not enough mana to cast */
4236 if (need_mana > p_ptr->csp)
4238 chance += 5 * (need_mana - p_ptr->csp);
4241 if ((use_realm != p_ptr->realm1) && ((p_ptr->pclass == CLASS_MAGE) || (p_ptr->pclass == CLASS_PRIEST))) chance += 5;
4243 /* Extract the minimum failure rate */
4244 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
4247 * Non mage/priest characters never get too good
4248 * (added high mage, mindcrafter)
4250 if (mp_ptr->spell_xtra & MAGIC_FAIL_5PERCENT)
4252 if (minfail < 5) minfail = 5;
4255 /* Hack -- Priest prayer penalty for "edged" weapons -DGK */
4256 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[0]) chance += 25;
4257 if (((p_ptr->pclass == CLASS_PRIEST) || (p_ptr->pclass == CLASS_SORCERER)) && p_ptr->icky_wield[1]) chance += 25;
4259 chance = mod_spell_chance_1(chance);
4261 if ((use_realm == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
4262 if (((use_realm == REALM_LIFE) || (use_realm == REALM_CRUSADE)) && (p_ptr->align < -20)) chance += penalty;
4263 if (((use_realm == REALM_DEATH) || (use_realm == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
4265 /* Minimum failure rate */
4266 if (chance < minfail) chance = minfail;
4268 /* Stunning makes spells harder */
4269 if (p_ptr->stun > 50) chance += 25;
4270 else if (p_ptr->stun) chance += 15;
4272 /* Always a 5 percent chance of working */
4273 if (chance > 95) chance = 95;
4275 if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
4276 || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4278 s16b exp = experience_of_spell(spell, use_realm);
4279 if (exp >= SPELL_EXP_EXPERT) chance--;
4280 if (exp >= SPELL_EXP_MASTER) chance--;
4283 /* Return the chance */
4284 return mod_spell_chance_2(chance);
4290 * Determine if a spell is "okay" for the player to cast or study
4291 * The spell must be legible, not forgotten, and also, to cast,
4292 * it must be known, and to study, it must not be known.
4294 bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
4298 /* Access the spell */
4299 if (!is_magic(use_realm))
4301 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4305 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4308 /* Spell is illegal */
4309 if (s_ptr->slevel > p_ptr->lev) return (FALSE);
4311 /* Spell is forgotten */
4312 if ((use_realm == p_ptr->realm2) ?
4313 (p_ptr->spell_forgotten2 & (1L << spell)) :
4314 (p_ptr->spell_forgotten1 & (1L << spell)))
4320 if (p_ptr->pclass == CLASS_SORCERER) return (TRUE);
4321 if (p_ptr->pclass == CLASS_RED_MAGE) return (TRUE);
4323 /* Spell is learned */
4324 if ((use_realm == p_ptr->realm2) ?
4325 (p_ptr->spell_learned2 & (1L << spell)) :
4326 (p_ptr->spell_learned1 & (1L << spell)))
4329 return (!study_pray);
4332 /* Okay to study, not to cast */
4338 * Print a list of spells (for browsing or casting or viewing)
4340 void print_spells(int target_spell, byte *spells, int num, int y, int x, int use_realm)
4342 int i, spell, exp_level, increment = 64;
4354 if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
4356 msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
4358 msg_print("Warning! print_spells called with null realm");
4362 /* Title the list */
4364 if (use_realm == REALM_HISSATSU)
4366 strcpy(buf," Lv MP");
4368 strcpy(buf," Lv SP");
4372 strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
4374 strcpy(buf,"Profic Lv SP Fail Effect");
4378 put_str("̾Á°", y, x + 5);
4379 put_str(buf, y, x + 29);
4381 put_str("Name", y, x + 5);
4382 put_str(buf, y, x + 29);
4385 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
4386 else if (use_realm == p_ptr->realm1) increment = 0;
4387 else if (use_realm == p_ptr->realm2) increment = 32;
4389 /* Dump the spells */
4390 for (i = 0; i < num; i++)
4392 /* Access the spell */
4395 /* Access the spell */
4396 if (!is_magic(use_realm))
4398 s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
4402 s_ptr = &mp_ptr->info[use_realm - 1][spell];
4405 if (use_realm == REALM_HISSATSU)
4406 need_mana = s_ptr->smana;
4409 s16b exp = experience_of_spell(spell, use_realm);
4411 /* Extract mana consumption rate */
4412 need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
4414 if ((increment == 64) || (s_ptr->slevel >= 99)) exp_level = EXP_LEVEL_UNSKILLED;
4415 else exp_level = spell_exp_level(exp);
4418 if (!increment && (exp_level == EXP_LEVEL_MASTER)) max = TRUE;
4419 else if ((increment == 32) && (exp_level >= EXP_LEVEL_EXPERT)) max = TRUE;
4420 else if (s_ptr->slevel >= 99) max = TRUE;
4421 else if ((p_ptr->pclass == CLASS_RED_MAGE) && (exp_level >= EXP_LEVEL_SKILLED)) max = TRUE;
4423 strncpy(ryakuji, exp_level_str[exp_level], 4);
4428 if (use_menu && target_spell)
4430 if (i == (target_spell-1))
4432 strcpy(out_val, " ¡Õ ");
4434 strcpy(out_val, " > ");
4437 strcpy(out_val, " ");
4439 else sprintf(out_val, " %c) ", I2A(i));
4440 /* Skip illegible spells */
4441 if (s_ptr->slevel >= 99)
4444 strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
4446 strcat(out_val, format("%-30s", "(illegible)"));
4449 c_prt(TERM_L_DARK, out_val, y + i + 1, x);
4453 /* XXX XXX Could label spells above the players level */
4455 /* Get extra info */
4456 strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
4461 /* Assume spell is known and tried */
4462 line_attr = TERM_WHITE;
4464 /* Analyze the spell */
4465 if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
4467 if (s_ptr->slevel > p_ptr->max_plv)
4472 comment = "unknown";
4475 line_attr = TERM_L_BLUE;
4477 else if (s_ptr->slevel > p_ptr->lev)
4482 comment = "forgotten";
4485 line_attr = TERM_YELLOW;
4488 else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
4493 comment = "unknown";
4496 line_attr = TERM_L_BLUE;
4498 else if ((use_realm == p_ptr->realm1) ?
4499 ((p_ptr->spell_forgotten1 & (1L << spell))) :
4500 ((p_ptr->spell_forgotten2 & (1L << spell))))
4505 comment = "forgotten";
4508 line_attr = TERM_YELLOW;
4510 else if (!((use_realm == p_ptr->realm1) ?
4511 (p_ptr->spell_learned1 & (1L << spell)) :
4512 (p_ptr->spell_learned2 & (1L << spell))))
4517 comment = "unknown";
4520 line_attr = TERM_L_BLUE;
4522 else if (!((use_realm == p_ptr->realm1) ?
4523 (p_ptr->spell_worked1 & (1L << spell)) :
4524 (p_ptr->spell_worked2 & (1L << spell))))
4529 comment = "untried";
4532 line_attr = TERM_L_GREEN;
4535 /* Dump the spell --(-- */
4536 if (use_realm == REALM_HISSATSU)
4538 strcat(out_val, format("%-25s %2d %4d",
4539 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4540 s_ptr->slevel, need_mana));
4544 strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
4545 do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
4546 (max ? '!' : ' '), ryakuji,
4547 s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
4549 c_prt(line_attr, out_val, y + i + 1, x);
4552 /* Clear the bottom line */
4553 prt("", y + i + 1, x);
4558 * Note that amulets, rods, and high-level spell books are immune
4559 * to "inventory damage" of any kind. Also sling ammo and shovels.
4564 * Does a given class of objects (usually) hate acid?
4565 * Note that acid can either melt or corrode something.
4567 bool hates_acid(object_type *o_ptr)
4569 /* Analyze the type */
4570 switch (o_ptr->tval)
4572 /* Wearable items */
4592 /* Staffs/Scrolls are wood/paper */
4605 /* Junk is useless */
4619 * Does a given object (usually) hate electricity?
4621 bool hates_elec(object_type *o_ptr)
4623 switch (o_ptr->tval)
4637 * Does a given object (usually) hate fire?
4638 * Hafted/Polearm weapons have wooden shafts.
4639 * Arrows/Bows are mostly wooden.
4641 bool hates_fire(object_type *o_ptr)
4643 /* Analyze the type */
4644 switch (o_ptr->tval)
4662 case TV_SORCERY_BOOK:
4663 case TV_NATURE_BOOK:
4667 case TV_ARCANE_BOOK:
4669 case TV_DAEMON_BOOK:
4670 case TV_CRUSADE_BOOK:
4672 case TV_HISSATSU_BOOK:
4683 /* Staffs/Scrolls burn */
4696 * Does a given object (usually) hate cold?
4698 bool hates_cold(object_type *o_ptr)
4700 switch (o_ptr->tval)
4717 int set_acid_destroy(object_type *o_ptr)
4719 u32b flgs[TR_FLAG_SIZE];
4720 if (!hates_acid(o_ptr)) return (FALSE);
4721 object_flags(o_ptr, flgs);
4722 if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
4730 int set_elec_destroy(object_type *o_ptr)
4732 u32b flgs[TR_FLAG_SIZE];
4733 if (!hates_elec(o_ptr)) return (FALSE);
4734 object_flags(o_ptr, flgs);
4735 if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
4743 int set_fire_destroy(object_type *o_ptr)
4745 u32b flgs[TR_FLAG_SIZE];
4746 if (!hates_fire(o_ptr)) return (FALSE);
4747 object_flags(o_ptr, flgs);
4748 if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
4756 int set_cold_destroy(object_type *o_ptr)
4758 u32b flgs[TR_FLAG_SIZE];
4759 if (!hates_cold(o_ptr)) return (FALSE);
4760 object_flags(o_ptr, flgs);
4761 if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
4767 * Destroys a type of item on a given percent chance
4768 * Note that missiles are no longer necessarily all destroyed
4769 * Destruction taken from "melee.c" code for "stealing".
4770 * New-style wands and rods handled correctly. -LM-
4771 * Returns number of items destroyed.
4773 int inven_damage(inven_func typ, int perc)
4777 char o_name[MAX_NLEN];
4779 /* Multishadow effects is determined by turn */
4780 if( p_ptr->multishadow && (turn & 1) )return 0;
4782 if (p_ptr->inside_arena) return 0;
4784 /* Count the casualties */
4787 /* Scan through the slots backwards */
4788 for (i = 0; i < INVEN_PACK; i++)
4790 o_ptr = &inventory[i];
4792 /* Skip non-objects */
4793 if (!o_ptr->k_idx) continue;
4795 /* Hack -- for now, skip artifacts */
4796 if (object_is_artifact(o_ptr)) continue;
4798 /* Give this item slot a shot at death */
4801 /* Count the casualties */
4802 for (amt = j = 0; j < o_ptr->number; ++j)
4804 if (randint0(100) < perc) amt++;
4807 /* Some casualities */
4810 /* Get a description */
4811 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
4815 msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
4817 msg_format("%sour %s (%c) %s destroyed!",
4821 o_name, index_to_label(i),
4822 ((o_ptr->number > 1) ?
4823 ((amt == o_ptr->number) ? "Á´Éô" :
4824 (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
4826 ((o_ptr->number > 1) ?
4827 ((amt == o_ptr->number) ? "All of y" :
4828 (amt > 1 ? "Some of y" : "One of y")) : "Y"),
4829 o_name, index_to_label(i),
4830 ((amt > 1) ? "were" : "was"));
4834 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4835 msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
4838 /* Potions smash open */
4839 if (object_is_potion(o_ptr))
4841 (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
4844 /* Reduce the charges of rods/wands */
4845 reduce_charges(o_ptr, amt);
4847 /* Destroy "amt" items */
4848 inven_item_increase(i, -amt);
4849 inven_item_optimize(i);
4851 /* Count the casualties */
4857 /* Return the casualty count */
4863 * Acid has hit the player, attempt to affect some armor.
4865 * Note that the "base armor" of an object never changes.
4867 * If any armor is damaged (or resists), the player takes less damage.
4869 static int minus_ac(void)
4871 object_type *o_ptr = NULL;
4872 u32b flgs[TR_FLAG_SIZE];
4873 char o_name[MAX_NLEN];
4876 /* Pick a (possibly empty) inventory slot */
4877 switch (randint1(7))
4879 case 1: o_ptr = &inventory[INVEN_RARM]; break;
4880 case 2: o_ptr = &inventory[INVEN_LARM]; break;
4881 case 3: o_ptr = &inventory[INVEN_BODY]; break;
4882 case 4: o_ptr = &inventory[INVEN_OUTER]; break;
4883 case 5: o_ptr = &inventory[INVEN_HANDS]; break;
4884 case 6: o_ptr = &inventory[INVEN_HEAD]; break;
4885 case 7: o_ptr = &inventory[INVEN_FEET]; break;
4888 /* Nothing to damage */
4889 if (!o_ptr->k_idx) return (FALSE);
4891 if (!object_is_armour(o_ptr)) return (FALSE);
4893 /* No damage left to be done */
4894 if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
4898 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4900 /* Extract the flags */
4901 object_flags(o_ptr, flgs);
4903 /* Object resists */
4904 if (have_flag(flgs, TR_IGNORE_ACID))
4907 msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
4909 msg_format("Your %s is unaffected!", o_name);
4918 msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
4920 msg_format("Your %s is damaged!", o_name);
4924 /* Damage the item */
4927 /* Calculate bonuses */
4928 p_ptr->update |= (PU_BONUS);
4931 p_ptr->window |= (PW_EQUIP | PW_PLAYER);
4935 /* Item was damaged */
4941 * Hurt the player with Acid
4943 int acid_dam(int dam, cptr kb_str, int monspell)
4946 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4947 bool double_resist = IS_OPPOSE_ACID();
4949 /* Total Immunity */
4950 if (p_ptr->immune_acid || (dam <= 0))
4952 learn_spell(monspell);
4956 /* Vulnerability (Ouch!) */
4957 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4958 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
4960 /* Resist the damage */
4961 if (p_ptr->resist_acid) dam = (dam + 2) / 3;
4962 if (double_resist) dam = (dam + 2) / 3;
4964 if ((!(double_resist || p_ptr->resist_acid)) &&
4965 one_in_(HURT_CHANCE))
4966 (void)do_dec_stat(A_CHR);
4968 /* If any armor gets hit, defend the player */
4969 if (minus_ac()) dam = (dam + 1) / 2;
4972 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
4974 /* Inventory damage */
4975 if (!(double_resist && p_ptr->resist_acid))
4976 inven_damage(set_acid_destroy, inv);
4982 * Hurt the player with electricity
4984 int elec_dam(int dam, cptr kb_str, int monspell)
4987 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
4988 bool double_resist = IS_OPPOSE_ELEC();
4990 /* Total immunity */
4991 if (p_ptr->immune_elec || (dam <= 0))
4993 learn_spell(monspell);
4997 /* Vulnerability (Ouch!) */
4998 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
4999 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5000 if (prace_is_(RACE_ANDROID)) dam += dam / 3;
5002 /* Resist the damage */
5003 if (p_ptr->resist_elec) dam = (dam + 2) / 3;
5004 if (double_resist) dam = (dam + 2) / 3;
5006 if ((!(double_resist || p_ptr->resist_elec)) &&
5007 one_in_(HURT_CHANCE))
5008 (void)do_dec_stat(A_DEX);
5011 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5013 /* Inventory damage */
5014 if (!(double_resist && p_ptr->resist_elec))
5015 inven_damage(set_elec_destroy, inv);
5022 * Hurt the player with Fire
5024 int fire_dam(int dam, cptr kb_str, int monspell)
5027 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5028 bool double_resist = IS_OPPOSE_FIRE();
5030 /* Totally immune */
5031 if (p_ptr->immune_fire || (dam <= 0))
5033 learn_spell(monspell);
5037 /* Vulnerability (Ouch!) */
5038 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5039 if (prace_is_(RACE_ENT)) dam += dam / 3;
5040 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5042 /* Resist the damage */
5043 if (p_ptr->resist_fire) dam = (dam + 2) / 3;
5044 if (double_resist) dam = (dam + 2) / 3;
5046 if ((!(double_resist || p_ptr->resist_fire)) &&
5047 one_in_(HURT_CHANCE))
5048 (void)do_dec_stat(A_STR);
5051 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5053 /* Inventory damage */
5054 if (!(double_resist && p_ptr->resist_fire))
5055 inven_damage(set_fire_destroy, inv);
5062 * Hurt the player with Cold
5064 int cold_dam(int dam, cptr kb_str, int monspell)
5067 int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
5068 bool double_resist = IS_OPPOSE_COLD();
5070 /* Total immunity */
5071 if (p_ptr->immune_cold || (dam <= 0))
5073 learn_spell(monspell);
5077 /* Vulnerability (Ouch!) */
5078 if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
5079 if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
5081 /* Resist the damage */
5082 if (p_ptr->resist_cold) dam = (dam + 2) / 3;
5083 if (double_resist) dam = (dam + 2) / 3;
5085 if ((!(double_resist || p_ptr->resist_cold)) &&
5086 one_in_(HURT_CHANCE))
5087 (void)do_dec_stat(A_STR);
5090 get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
5092 /* Inventory damage */
5093 if (!(double_resist && p_ptr->resist_cold))
5094 inven_damage(set_cold_destroy, inv);
5100 bool rustproof(void)
5104 char o_name[MAX_NLEN];
5107 item_tester_no_ryoute = TRUE;
5108 /* Select a piece of armour */
5109 item_tester_hook = object_is_armour;
5113 q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
5114 s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5116 q = "Rustproof which piece of armour? ";
5117 s = "You have nothing to rustproof.";
5120 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
5122 /* Get the item (in the pack) */
5125 o_ptr = &inventory[item];
5128 /* Get the item (on the floor) */
5131 o_ptr = &o_list[0 - item];
5136 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5138 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
5140 if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
5143 msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
5145 msg_format("%s %s look%s as good as new!",
5146 ((item >= 0) ? "Your" : "The"), o_name,
5147 ((o_ptr->number > 1) ? "" : "s"));
5154 msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
5156 msg_format("%s %s %s now protected against corrosion.",
5157 ((item >= 0) ? "Your" : "The"), o_name,
5158 ((o_ptr->number > 1) ? "are" : "is"));
5169 * Curse the players armor
5171 bool curse_armor(void)
5176 char o_name[MAX_NLEN];
5179 /* Curse the body armor */
5180 o_ptr = &inventory[INVEN_BODY];
5182 /* Nothing to curse */
5183 if (!o_ptr->k_idx) return (FALSE);
5187 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
5189 /* Attempt a saving throw for artifacts */
5190 if (object_is_artifact(o_ptr) && (randint0(100) < 50))
5194 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5195 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
5197 msg_format("A %s tries to %s, but your %s resists the effects!",
5198 "terrible black aura", "surround your armor", o_name);
5203 /* not artifact or failed save... */
5208 msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5210 msg_format("A terrible black aura blasts your %s!", o_name);
5213 chg_virtue(V_ENCHANT, -5);
5215 /* Blast the armor */
5217 o_ptr->name2 = EGO_BLASTED;
5218 o_ptr->to_a = 0 - randint1(5) - randint1(5);
5225 for (i = 0; i < TR_FLAG_SIZE; i++)
5226 o_ptr->art_flags[i] = 0;
5229 o_ptr->curse_flags = TRC_CURSED;
5232 o_ptr->ident |= (IDENT_BROKEN);
5234 /* Recalculate bonuses */
5235 p_ptr->update |= (PU_BONUS);
5237 /* Recalculate mana */
5238 p_ptr->update |= (PU_MANA);
5241 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5249 * Curse the players weapon
5251 bool curse_weapon(bool force, int slot)
5257 char o_name[MAX_NLEN];
5260 /* Curse the weapon */
5261 o_ptr = &inventory[slot];
5263 /* Nothing to curse */
5264 if (!o_ptr->k_idx) return (FALSE);
5268 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
5270 /* Attempt a saving throw */
5271 if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
5275 msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
5276 "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
5278 msg_format("A %s tries to %s, but your %s resists the effects!",
5279 "terrible black aura", "surround your weapon", o_name);
5284 /* not artifact or failed save... */
5289 if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
5291 if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
5294 chg_virtue(V_ENCHANT, -5);
5296 /* Shatter the weapon */
5298 o_ptr->name2 = EGO_SHATTERED;
5299 o_ptr->to_h = 0 - randint1(5) - randint1(5);
5300 o_ptr->to_d = 0 - randint1(5) - randint1(5);
5306 for (i = 0; i < TR_FLAG_SIZE; i++)
5307 o_ptr->art_flags[i] = 0;
5311 o_ptr->curse_flags = TRC_CURSED;
5314 o_ptr->ident |= (IDENT_BROKEN);
5316 /* Recalculate bonuses */
5317 p_ptr->update |= (PU_BONUS);
5319 /* Recalculate mana */
5320 p_ptr->update |= (PU_MANA);
5323 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
5332 * Enchant some bolts
5334 bool brand_bolts(void)
5338 /* Use the first acceptable bolts */
5339 for (i = 0; i < INVEN_PACK; i++)
5341 object_type *o_ptr = &inventory[i];
5343 /* Skip non-bolts */
5344 if (o_ptr->tval != TV_BOLT) continue;
5346 /* Skip artifacts and ego-items */
5347 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
5350 /* Skip cursed/broken items */
5351 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
5354 if (randint0(100) < 75) continue;
5358 msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
5360 msg_print("Your bolts are covered in a fiery aura!");
5365 o_ptr->name2 = EGO_FLAME;
5368 enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
5375 if (flush_failure) flush();
5379 msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
5381 msg_print("The fiery enchantment failed.");
5391 * Helper function -- return a "nearby" race for polymorphing
5393 * Note that this function is one of the more "dangerous" ones...
5395 static s16b poly_r_idx(int r_idx)
5397 monster_race *r_ptr = &r_info[r_idx];
5399 int i, r, lev1, lev2;
5401 /* Hack -- Uniques/Questors never polymorph */
5402 if ((r_ptr->flags1 & RF1_UNIQUE) ||
5403 (r_ptr->flags1 & RF1_QUESTOR))
5406 /* Allowable range of "levels" for resulting monster */
5407 lev1 = r_ptr->level - ((randint1(20) / randint1(9)) + 1);
5408 lev2 = r_ptr->level + ((randint1(20) / randint1(9)) + 1);
5410 /* Pick a (possibly new) non-unique race */
5411 for (i = 0; i < 1000; i++)
5413 /* Pick a new race, using a level calculation */
5414 r = get_mon_num((dun_level + r_ptr->level) / 2 + 5);
5416 /* Handle failure */
5422 /* Ignore unique monsters */
5423 if (r_ptr->flags1 & RF1_UNIQUE) continue;
5425 /* Ignore monsters with incompatible levels */
5426 if ((r_ptr->level < lev1) || (r_ptr->level > lev2)) continue;
5428 /* Use that index */
5440 bool polymorph_monster(int y, int x)
5442 cave_type *c_ptr = &cave[y][x];
5443 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5444 bool polymorphed = FALSE;
5446 int old_r_idx = m_ptr->r_idx;
5447 bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
5448 bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
5449 monster_type back_m;
5451 if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
5453 if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
5455 /* Memorize the monster before polymorphing */
5458 /* Pick a "new" monster race */
5459 new_r_idx = poly_r_idx(old_r_idx);
5461 /* Handle polymorph */
5462 if (new_r_idx != old_r_idx)
5466 /* Get the monsters attitude */
5467 if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
5468 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
5469 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
5471 /* "Kill" the "old" monster */
5472 delete_monster_idx(c_ptr->m_idx);
5474 /* Create a new monster (no groups) */
5475 if (place_monster_aux(0, y, x, new_r_idx, mode))
5482 /* Placing the new monster failed */
5483 if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
5485 m_list[hack_m_idx_ii] = back_m;
5487 /* Re-initialize monster process */
5492 if (targeted) target_who = hack_m_idx_ii;
5493 if (health_tracked) health_track(hack_m_idx_ii);
5503 static bool dimension_door_aux(int x, int y)
5505 int plev = p_ptr->lev;
5507 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5509 if (!cave_player_teleportable_bold(y, x, FALSE, FALSE) ||
5510 (distance(y, x, py, px) > plev / 2 + 10) ||
5511 (!randint0(plev / 10 + 10)))
5513 p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
5514 teleport_player((plev + 2) * 2, TRUE);
5521 teleport_player_to(y, x, TRUE, FALSE);
5532 bool dimension_door(void)
5536 /* Rerutn FALSE if cancelled */
5537 if (!tgt_pt(&x, &y)) return FALSE;
5539 if (dimension_door_aux(x, y)) return TRUE;
5542 msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
5544 msg_print("You fail to exit the astral plane correctly!");
5552 * Mirror Master's Dimension Door
5554 bool mirror_tunnel(void)
5558 /* Rerutn FALSE if cancelled */
5559 if (!tgt_pt(&x, &y)) return FALSE;
5561 if (dimension_door_aux(x, y)) return TRUE;
5564 msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
5566 msg_print("You fail to pass the mirror plane correctly!");
5573 bool eat_magic(int power)
5575 object_type * o_ptr;
5578 int recharge_strength = 0;
5584 char o_name[MAX_NLEN];
5586 item_tester_hook = item_tester_hook_recharge;
5590 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
5591 s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
5593 q = "Drain which item? ";
5594 s = "You have nothing to drain.";
5597 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
5601 o_ptr = &inventory[item];
5605 o_ptr = &o_list[0 - item];
5608 k_ptr = &k_info[o_ptr->k_idx];
5609 lev = k_info[o_ptr->k_idx].level;
5611 if (o_ptr->tval == TV_ROD)
5613 recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
5616 if (one_in_(recharge_strength))
5618 /* Activate the failure code. */
5623 if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
5626 msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
5628 msg_print("You can't absorb energy from a discharged rod.");
5635 o_ptr->timeout += k_ptr->pval;
5641 /* All staffs, wands. */
5642 recharge_strength = (100 + power - lev) / 15;
5645 if (recharge_strength < 0) recharge_strength = 0;
5648 if (one_in_(recharge_strength))
5650 /* Activate the failure code. */
5655 if (o_ptr->pval > 0)
5657 p_ptr->csp += lev / 2;
5660 /* XXX Hack -- unstack if necessary */
5661 if ((o_ptr->tval == TV_STAFF) && (item >= 0) && (o_ptr->number > 1))
5666 /* Get local object */
5669 /* Obtain a local object */
5670 object_copy(q_ptr, o_ptr);
5672 /* Modify quantity */
5675 /* Restore the charges */
5678 /* Unstack the used item */
5680 p_ptr->total_weight -= q_ptr->weight;
5681 item = inven_carry(q_ptr);
5685 msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
5687 msg_print("You unstack your staff.");
5695 msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
5697 msg_print("There's no energy there to absorb!");
5701 if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
5705 /* Inflict the penalties for failing a recharge. */
5708 /* Artifacts are never destroyed. */
5709 if (object_is_fixed_artifact(o_ptr))
5711 object_desc(o_name, o_ptr, OD_NAME_ONLY);
5713 msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
5715 msg_format("The recharging backfires - %s is completely drained!", o_name);
5719 /* Artifact rods. */
5720 if (o_ptr->tval == TV_ROD)
5721 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5723 /* Artifact wands and staffs. */
5724 else if ((o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_STAFF))
5729 /* Get the object description */
5730 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
5732 /*** Determine Seriousness of Failure ***/
5734 /* Mages recharge objects more safely. */
5735 if (p_ptr->pclass == CLASS_MAGE || p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
5737 /* 10% chance to blow up one rod, otherwise draining. */
5738 if (o_ptr->tval == TV_ROD)
5740 if (one_in_(10)) fail_type = 2;
5743 /* 75% chance to blow up one wand, otherwise draining. */
5744 else if (o_ptr->tval == TV_WAND)
5746 if (!one_in_(3)) fail_type = 2;
5749 /* 50% chance to blow up one staff, otherwise no effect. */
5750 else if (o_ptr->tval == TV_STAFF)
5752 if (one_in_(2)) fail_type = 2;
5757 /* All other classes get no special favors. */
5760 /* 33% chance to blow up one rod, otherwise draining. */
5761 if (o_ptr->tval == TV_ROD)
5763 if (one_in_(3)) fail_type = 2;
5766 /* 20% chance of the entire stack, else destroy one wand. */
5767 else if (o_ptr->tval == TV_WAND)
5769 if (one_in_(5)) fail_type = 3;
5772 /* Blow up one staff. */
5773 else if (o_ptr->tval == TV_STAFF)
5779 /*** Apply draining and destruction. ***/
5781 /* Drain object or stack of objects. */
5784 if (o_ptr->tval == TV_ROD)
5787 msg_print("¥í¥Ã¥É¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤÏÁ´¤Æ¼º¤Ê¤ï¤ì¤¿¡£");
5789 msg_format("You save your rod from destruction, but all charges are lost.", o_name);
5792 o_ptr->timeout = k_ptr->pval * o_ptr->number;
5794 else if (o_ptr->tval == TV_WAND)
5797 msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
5799 msg_format("You save your %s from destruction, but all charges are lost.", o_name);
5804 /* Staffs aren't drained. */
5807 /* Destroy an object or one in a stack of objects. */
5810 if (o_ptr->number > 1)
5813 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
5815 msg_format("Wild magic consumes one of your %s!", o_name);
5818 /* Reduce rod stack maximum timeout, drain wands. */
5819 if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
5820 else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
5825 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
5827 msg_format("Wild magic consumes your %s!", o_name);
5830 /* Reduce and describe inventory */
5833 inven_item_increase(item, -1);
5834 inven_item_describe(item);
5835 inven_item_optimize(item);
5838 /* Reduce and describe floor item */
5841 floor_item_increase(0 - item, -1);
5842 floor_item_describe(0 - item);
5843 floor_item_optimize(0 - item);
5847 /* Destroy all members of a stack of objects. */
5850 if (o_ptr->number > 1)
5852 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
5854 msg_format("Wild magic consumes all your %s!", o_name);
5859 msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
5861 msg_format("Wild magic consumes your %s!", o_name);
5866 /* Reduce and describe inventory */
5869 inven_item_increase(item, -999);
5870 inven_item_describe(item);
5871 inven_item_optimize(item);
5874 /* Reduce and describe floor item */
5877 floor_item_increase(0 - item, -999);
5878 floor_item_describe(0 - item);
5879 floor_item_optimize(0 - item);
5885 if (p_ptr->csp > p_ptr->msp)
5887 p_ptr->csp = p_ptr->msp;
5890 /* Redraw mana and hp */
5891 p_ptr->redraw |= (PR_MANA);
5893 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5894 p_ptr->window |= (PW_INVEN);
5900 bool summon_kin_player(int level, int y, int x, u32b mode)
5902 bool pet = (bool)(mode & PM_FORCE_PET);
5903 if (!pet) mode |= PM_NO_PET;
5905 switch (p_ptr->mimic_form)
5908 switch (p_ptr->prace)
5912 case RACE_BARBARIAN:
5915 summon_kin_type = 'p';
5925 case RACE_MIND_FLAYER:
5928 summon_kin_type = 'h';
5931 summon_kin_type = 'o';
5933 case RACE_HALF_TROLL:
5934 summon_kin_type = 'T';
5936 case RACE_HALF_OGRE:
5937 summon_kin_type = 'O';
5939 case RACE_HALF_GIANT:
5940 case RACE_HALF_TITAN:
5942 summon_kin_type = 'P';
5945 summon_kin_type = 'y';
5948 summon_kin_type = 'K';
5951 summon_kin_type = 'k';
5954 if (one_in_(13)) summon_kin_type = 'U';
5955 else summon_kin_type = 'u';
5957 case RACE_DRACONIAN:
5958 summon_kin_type = 'd';
5962 summon_kin_type = 'g';
5965 if (one_in_(13)) summon_kin_type = 'L';
5966 else summon_kin_type = 's';
5969 summon_kin_type = 'z';
5972 summon_kin_type = 'V';
5975 summon_kin_type = 'G';
5978 summon_kin_type = 'I';
5981 summon_kin_type = '#';
5984 summon_kin_type = 'A';
5987 summon_kin_type = 'U';
5990 summon_kin_type = 'p';
5995 if (one_in_(13)) summon_kin_type = 'U';
5996 else summon_kin_type = 'u';
5998 case MIMIC_DEMON_LORD:
5999 summon_kin_type = 'U';
6002 summon_kin_type = 'V';
6005 return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);