<ClCompile Include="..\..\src\mind\mind-magic-resistance.c" />\r
<ClCompile Include="..\..\src\mind\mind-monk.c" />\r
<ClCompile Include="..\..\src\mind\mind-power-getter.c" />\r
+ <ClCompile Include="..\..\src\mind\mind-priest.c" />\r
<ClCompile Include="..\..\src\mind\mind-weaponsmith.c" />\r
<ClCompile Include="..\..\src\monster-floor\monster-lite-util.c" />\r
<ClCompile Include="..\..\src\monster-floor\monster-lite.c" />\r
<ClInclude Include="..\..\src\mind\mind-monk.h" />\r
<ClInclude Include="..\..\src\mind\mind-numbers.h" />\r
<ClInclude Include="..\..\src\mind\mind-power-getter.h" />\r
+ <ClInclude Include="..\..\src\mind\mind-priest.h" />\r
<ClInclude Include="..\..\src\mind\mind-types.h" />\r
<ClInclude Include="..\..\src\mind\mind-weaponsmith.h" />\r
<ClInclude Include="..\..\src\monster-floor\monster-lite-util.h" />\r
<ClCompile Include="..\..\src\spell-realm\spells-arcane.c">
<Filter>spell-realm</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\mind\mind-priest.c">
+ <Filter>mind</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\combat\shoot.h">
<ClInclude Include="..\..\src\spell-realm\spells-arcane.h">
<Filter>spell-realm</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\mind\mind-priest.h">
+ <Filter>mind</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
mind/mind-ninja.c mind/mind-ninja.h \
mind/mind-numbers.h \
mind/mind-power-getter.c mind/mind-power-getter.h \
+ mind/mind-priest.c mind/mind-priest.h \
mind/mind-samurai.c mind/mind-samurai.h \
mind/mind-sniper.c mind/mind-sniper.h \
mind/mind-types.h \
--- /dev/null
+#include "mind/mind-priest.h"
+#include "core/player-update-types.h"
+#include "core/window-redrawer.h"
+#include "flavor/flavor-describer.h"
+#include "flavor/object-flavor-types.h"
+#include "floor/floor-object.h"
+#include "object-enchant/item-feeling.h"
+#include "object-enchant/special-object-flags.h"
+#include "object-enchant/trc-types.h"
+#include "object-enchant/tr-types.h"
+#include "object-hook/hook-checker.h"
+#include "object-hook/hook-enchant.h"
+#include "object-hook/hook-weapon.h"
+#include "object/item-tester-hooker.h"
+#include "object/item-use-flags.h"
+#include "object/object-flags.h"
+#include "racial/racial-android.h"
+#include "system/object-type-definition.h"
+#include "util/bit-flags-calculator.h"
+#include "view/display-messages.h"
+
+/*!
+ * @brief \95\90\8aí\82Ì\8fj\95\9f\8f\88\97\9d /
+ * Bless a weapon
+ * @return \83^\81[\83\93\8fÁ\94ï\82ð\97v\82·\82é\8f\88\97\9d\82ð\8ds\82Á\82½\82È\82ç\82ÎTRUE\82ð\95Ô\82·
+ */
+bool bless_weapon(player_type *caster_ptr)
+{
+ item_tester_hook = object_is_weapon;
+
+ concptr q = _("\82Ç\82Ì\83A\83C\83e\83\80\82ð\8fj\95\9f\82µ\82Ü\82·\82©\81H", "Bless which weapon? ");
+ concptr s = _("\8fj\95\9f\82Å\82«\82é\95\90\8aí\82ª\82 \82è\82Ü\82¹\82ñ\81B", "You have weapon to bless.");
+
+ OBJECT_IDX item;
+ object_type *o_ptr = choose_object(caster_ptr, &item, q, s, USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT, 0);
+ if (!o_ptr)
+ return FALSE;
+
+ GAME_TEXT o_name[MAX_NLEN];
+ describe_flavor(caster_ptr, o_name, o_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ object_flags(caster_ptr, o_ptr, flgs);
+
+ if (object_is_cursed(o_ptr)) {
+ if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) || have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE)
+ || (o_ptr->curse_flags & TRC_PERMA_CURSE)) {
+#ifdef JP
+ msg_format("%s\82ð\95¢\82¤\8d\95\82¢\83I\81[\83\89\82Í\8fj\95\9f\82ð\92µ\82Ë\95Ô\82µ\82½\81I", o_name);
+#else
+ msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
+#endif
+
+ return TRUE;
+ }
+
+#ifdef JP
+ msg_format("%s \82©\82ç\8e×\88«\82È\83I\81[\83\89\82ª\8fÁ\82¦\82½\81B", o_name);
+#else
+ msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
+#endif
+ o_ptr->curse_flags = 0L;
+ o_ptr->ident |= IDENT_SENSE;
+ o_ptr->feeling = FEEL_NONE;
+ caster_ptr->update |= PU_BONUS;
+ caster_ptr->window |= PW_EQUIP;
+ }
+
+ /*
+ * Next, we try to bless it. Artifacts have a 1/3 chance of
+ * being blessed, otherwise, the operation simply disenchants
+ * them, godly power negating the magic. Ok, the explanation
+ * is silly, but otherwise priests would always bless every
+ * artifact weapon they find. Ego weapons and normal weapons
+ * can be blessed automatically.
+ */
+ if (have_flag(flgs, TR_BLESSED)) {
+#ifdef JP
+ msg_format("%s \82Í\8aù\82É\8fj\95\9f\82³\82ê\82Ä\82¢\82é\81B", o_name);
+#else
+ msg_format("%s %s %s blessed already.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "were" : "was"));
+#endif
+ return TRUE;
+ }
+
+ if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3)) {
+#ifdef JP
+ msg_format("%s\82Í\8bP\82¢\82½\81I", o_name);
+#else
+ msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
+#endif
+ add_flag(o_ptr->art_flags, TR_BLESSED);
+ o_ptr->discount = 99;
+ } else {
+ bool dis_happened = FALSE;
+ msg_print(_("\82»\82Ì\95\90\8aí\82Í\8fj\95\9f\82ð\8c\99\82Á\82Ä\82¢\82é\81I", "The weapon resists your blessing!"));
+
+ /* Disenchant tohit */
+ if (o_ptr->to_h > 0) {
+ o_ptr->to_h--;
+ dis_happened = TRUE;
+ }
+
+ if ((o_ptr->to_h > 5) && (randint0(100) < 33))
+ o_ptr->to_h--;
+
+ /* Disenchant todam */
+ if (o_ptr->to_d > 0) {
+ o_ptr->to_d--;
+ dis_happened = TRUE;
+ }
+
+ if ((o_ptr->to_d > 5) && (randint0(100) < 33))
+ o_ptr->to_d--;
+
+ /* Disenchant toac */
+ if (o_ptr->to_a > 0) {
+ o_ptr->to_a--;
+ dis_happened = TRUE;
+ }
+
+ if ((o_ptr->to_a > 5) && (randint0(100) < 33))
+ o_ptr->to_a--;
+
+ if (dis_happened) {
+ msg_print(_("\8eü\88Í\82ª\96}\97f\82È\95µ\88Í\8bC\82Å\96\9e\82¿\82½...", "There is a static feeling in the air..."));
+
+#ifdef JP
+ msg_format("%s \82Í\97ò\89»\82µ\82½\81I", o_name);
+#else
+ msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "were" : "was"));
+#endif
+ }
+ }
+
+ caster_ptr->update |= PU_BONUS;
+ caster_ptr->window |= PW_EQUIP | PW_PLAYER;
+ calc_android_exp(caster_ptr);
+ return TRUE;
+}
--- /dev/null
+#pragma once
+
+#include "system/angband.h"
+
+bool bless_weapon(player_type *caster_ptr);
#include "mind/mind-mirror-master.h"
#include "mind/mind-monk.h"
#include "mind/mind-ninja.h"
+#include "mind/mind-priest.h"
#include "mind/mind-samurai.h"
#include "mind/mind-warrior-mage.h"
#include "mind/mind-warrior.h"
}
/*!
- * @brief 武器の祝福処理 /
- * Bless a weapon
- * @return ターン消費を要する処理を行ったならばTRUEを返す
- */
-bool bless_weapon(player_type *caster_ptr)
-{
- /* Bless only weapons */
- item_tester_hook = object_is_weapon;
-
- concptr q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
- concptr s = _("祝福できる武器がありません。", "You have weapon to bless.");
-
- OBJECT_IDX item;
- object_type *o_ptr;
- o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr)
- return FALSE;
-
- GAME_TEXT o_name[MAX_NLEN];
- describe_flavor(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(caster_ptr, o_ptr, flgs);
-
- if (object_is_cursed(o_ptr)) {
- if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) || have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE)
- || (o_ptr->curse_flags & TRC_PERMA_CURSE)) {
-#ifdef JP
- msg_format("%sを覆う黒いオーラは祝福を跳ね返した!", o_name);
-#else
- msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
-#endif
-
- return TRUE;
- }
-
-#ifdef JP
- msg_format("%s から邪悪なオーラが消えた。", o_name);
-#else
- msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
-#endif
-
- o_ptr->curse_flags = 0L;
-
- o_ptr->ident |= (IDENT_SENSE);
- o_ptr->feeling = FEEL_NONE;
-
- /* Recalculate the bonuses */
- caster_ptr->update |= (PU_BONUS);
- caster_ptr->window |= (PW_EQUIP);
- }
-
- /*
- * Next, we try to bless it. Artifacts have a 1/3 chance of
- * being blessed, otherwise, the operation simply disenchants
- * them, godly power negating the magic. Ok, the explanation
- * is silly, but otherwise priests would always bless every
- * artifact weapon they find. Ego weapons and normal weapons
- * can be blessed automatically.
- */
- if (have_flag(flgs, TR_BLESSED)) {
-#ifdef JP
- msg_format("%s は既に祝福されている。", o_name);
-#else
- msg_format("%s %s %s blessed already.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "were" : "was"));
-#endif
-
- return TRUE;
- }
-
- if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3)) {
-#ifdef JP
- msg_format("%sは輝いた!", o_name);
-#else
- msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
-#endif
-
- add_flag(o_ptr->art_flags, TR_BLESSED);
- o_ptr->discount = 99;
- } else {
- bool dis_happened = FALSE;
- msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
-
- /* Disenchant tohit */
- if (o_ptr->to_h > 0) {
- o_ptr->to_h--;
- dis_happened = TRUE;
- }
-
- if ((o_ptr->to_h > 5) && (randint0(100) < 33))
- o_ptr->to_h--;
-
- /* Disenchant todam */
- if (o_ptr->to_d > 0) {
- o_ptr->to_d--;
- dis_happened = TRUE;
- }
-
- if ((o_ptr->to_d > 5) && (randint0(100) < 33))
- o_ptr->to_d--;
-
- /* Disenchant toac */
- if (o_ptr->to_a > 0) {
- o_ptr->to_a--;
- dis_happened = TRUE;
- }
-
- if ((o_ptr->to_a > 5) && (randint0(100) < 33))
- o_ptr->to_a--;
-
- if (dis_happened) {
- msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
-
-#ifdef JP
- msg_format("%s は劣化した!", o_name);
-#else
- msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "were" : "was"));
-#endif
- }
- }
-
- caster_ptr->update |= (PU_BONUS);
- caster_ptr->window |= (PW_EQUIP | PW_PLAYER);
- calc_android_exp(caster_ptr);
-
- return TRUE;
-}
-
-/*!
* @brief 盾磨き処理 /
* pulish shield
* @return ターン消費を要する処理を行ったならばTRUEを返す
bool curse_weapon_object(player_type *creature_ptr, bool force, object_type *o_ptr);
void brand_bolts(player_type *caster_ptr);
bool perilous_secrets(player_type *user_ptr);
-bool bless_weapon(player_type *caster_ptr);
bool pulish_shield(player_type *caster_ptr);
bool create_ration(player_type *crature_ptr);