<ClCompile Include="..\..\src\mind\mind-explanations-table.c" />\r
<ClCompile Include="..\..\src\mind\mind-info.c" />\r
<ClCompile Include="..\..\src\mind\mind-mage.c" />\r
+ <ClCompile Include="..\..\src\mind\mind-magic-eater.c" />\r
<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
<ClInclude Include="..\..\src\mind\mind-explanations-table.h" />\r
<ClInclude Include="..\..\src\mind\mind-info.h" />\r
<ClInclude Include="..\..\src\mind\mind-mage.h" />\r
+ <ClInclude Include="..\..\src\mind\mind-magic-eater.h" />\r
<ClInclude Include="..\..\src\mind\mind-magic-resistance.h" />\r
<ClInclude Include="..\..\src\mind\mind-monk.h" />\r
<ClInclude Include="..\..\src\mind\mind-numbers.h" />\r
<ClCompile Include="..\..\src\mind\mind-archer.c">
<Filter>mind</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\mind\mind-magic-eater.c">
+ <Filter>mind</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\combat\shoot.h">
<ClInclude Include="..\..\src\mind\mind-archer.h">
<Filter>mind</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\mind\mind-magic-eater.h">
+ <Filter>mind</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
mind/mind-force-trainer.c mind/mind-force-trainer.h \
mind/mind-info.c mind/mind-info.h \
mind/mind-mage.c mind/mind-mage.h \
+ mind/mind-magic-eater.c mind/mind-magic-eater.h \
mind/mind-magic-resistance.c mind/mind-magic-resistance.h \
mind/mind-mindcrafter.c mind/mind-mindcrafter.h \
mind/mind-mirror-master.c mind/mind-mirror-master.h \
#include "main/sound-definitions-table.h"
#include "main/sound-of-music.h"
#include "mind/mind-blue-mage.h"
+#include "mind/mind-magic-eater.h"
#include "mind/mind-sniper.h"
#include "mind/snipe-types.h"
#include "player/attack-defense-types.h"
#include "player/player-class.h"
#include "player/special-defense-types.h"
-#include "spell/spells-object.h"
#include "status/action-setter.h"
#include "store/home.h"
#include "store/store-util.h"
--- /dev/null
+#include "mind/mind-magic-eater.h"
+#include "flavor/flavor-describer.h"
+#include "floor/floor-object.h"
+#include "inventory/inventory-object.h"
+#include "object-hook/hook-magic.h"
+#include "object/item-tester-hooker.h"
+#include "object/item-use-flags.h"
+#include "perception/object-perception.h"
+#include "sv-definition/sv-staff-types.h"
+#include "system/object-type-definition.h"
+#include "view/display-messages.h"
+
+/*!
+ * @brief \96\82\93¹\8bï\8fp\8et\82Ì\96\82\97Í\8eæ\82è\8d\9e\82Ý\8f\88\97\9d
+ * @param user_ptr \83A\83C\83e\83\80\82ð\8eæ\82è\8d\9e\82Þ\83N\83\8a\81[\83`\83\83\81[
+ * @return \8eæ\82è\8d\9e\82Ý\82ð\8eÀ\8ds\82µ\82½\82çTRUE\81A\83L\83\83\83\93\83Z\83\8b\82µ\82½\82çFALSE\82ð\95Ô\82·
+ */
+bool import_magic_device(player_type *user_ptr)
+{
+ item_tester_hook = item_tester_hook_recharge;
+ concptr q = _("\82Ç\82Ì\83A\83C\83e\83\80\82Ì\96\82\97Í\82ð\8eæ\82è\8d\9e\82Ý\82Ü\82·\82©? ", "Gain power of which item? ");
+ concptr s = _("\96\82\97Í\82ð\8eæ\82è\8d\9e\82ß\82é\83A\83C\83e\83\80\82ª\82È\82¢\81B", "You have nothing to gain power.");
+ OBJECT_IDX item;
+ object_type *o_ptr = choose_object(user_ptr, &item, q, s, USE_INVEN | USE_FLOOR, 0);
+ if (!o_ptr)
+ return FALSE;
+
+ if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING) {
+ msg_print(_("\82±\82Ì\8fñ\82É\82Í\94\93®\82Ì\88×\82Ì\94\\97Í\82Í\89½\82à\94õ\82í\82Á\82Ä\82¢\82È\82¢\82æ\82¤\82¾\81B", "This staff doesn't have any magical ability."));
+ return FALSE;
+ }
+
+ if (!object_is_known(o_ptr)) {
+ msg_print(_("\8aÓ\92è\82³\82ê\82Ä\82¢\82È\82¢\82Æ\8eæ\82è\8d\9e\82ß\82È\82¢\81B", "You need to identify before absorbing."));
+ return FALSE;
+ }
+
+ if (o_ptr->timeout) {
+ msg_print(_("\8f[\93U\92\86\82Ì\83A\83C\83e\83\80\82Í\8eæ\82è\8d\9e\82ß\82È\82¢\81B", "This item is still charging."));
+ return FALSE;
+ }
+
+ PARAMETER_VALUE pval = o_ptr->pval;
+ int ext = 0;
+ if (o_ptr->tval == TV_ROD)
+ ext = 72;
+ else if (o_ptr->tval == TV_WAND)
+ ext = 36;
+
+ if (o_ptr->tval == TV_ROD) {
+ user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
+ if (user_ptr->magic_num2[o_ptr->sval + ext] > 99)
+ user_ptr->magic_num2[o_ptr->sval + ext] = 99;
+ } else {
+ int num;
+ for (num = o_ptr->number; num; num--) {
+ int gain_num = pval;
+ if (o_ptr->tval == TV_WAND)
+ gain_num = (pval + num - 1) / num;
+ if (user_ptr->magic_num2[o_ptr->sval + ext]) {
+ gain_num *= 256;
+ gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
+ if (gain_num < 1)
+ gain_num = 1;
+ }
+ user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
+ if (user_ptr->magic_num2[o_ptr->sval + ext] > 99)
+ user_ptr->magic_num2[o_ptr->sval + ext] = 99;
+ user_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
+ if (user_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000)
+ user_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
+ if (user_ptr->magic_num1[o_ptr->sval + ext] > user_ptr->magic_num2[o_ptr->sval + ext] * 0x10000)
+ user_ptr->magic_num1[o_ptr->sval + ext] = user_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
+ if (o_ptr->tval == TV_WAND)
+ pval -= (pval + num - 1) / num;
+ }
+ }
+
+ GAME_TEXT o_name[MAX_NLEN];
+ describe_flavor(user_ptr, o_name, o_ptr, 0);
+ msg_format(_("%s\82Ì\96\82\97Í\82ð\8eæ\82è\8d\9e\82ñ\82¾\81B", "You absorb magic of %s."), o_name);
+
+ vary_item(user_ptr, item, -999);
+ take_turn(user_ptr, 100);
+ return TRUE;
+}
--- /dev/null
+#pragma once
+
+#include "system/angband.h"
+
+bool import_magic_device(player_type *creature_ptr);
#include "mind/mind-cavalry.h"
#include "mind/mind-force-trainer.h"
#include "mind/mind-mage.h"
+#include "mind/mind-magic-eater.h"
#include "mind/mind-mirror-master.h"
#include "mind/mind-monk.h"
#include "mind/mind-ninja.h"
{ 0, 0, 0, 0 } };
/*!
- * @brief 魔道具術師の魔力取り込み処理
- * @param user_ptr アイテムを取り込むクリーチャー
- * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
- */
-bool import_magic_device(player_type *user_ptr)
-{
- /* Only accept legal items */
- item_tester_hook = item_tester_hook_recharge;
-
- concptr q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
- concptr s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
-
- OBJECT_IDX item;
- object_type *o_ptr;
- o_ptr = choose_object(user_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
- if (!o_ptr)
- return FALSE;
-
- if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING) {
- msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
- return FALSE;
- }
-
- if (!object_is_known(o_ptr)) {
- msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
- return FALSE;
- }
-
- if (o_ptr->timeout) {
- msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
- return FALSE;
- }
-
- PARAMETER_VALUE pval = o_ptr->pval;
- int ext = 0;
- if (o_ptr->tval == TV_ROD)
- ext = 72;
- else if (o_ptr->tval == TV_WAND)
- ext = 36;
-
- if (o_ptr->tval == TV_ROD) {
- user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
- if (user_ptr->magic_num2[o_ptr->sval + ext] > 99)
- user_ptr->magic_num2[o_ptr->sval + ext] = 99;
- } else {
- int num;
- for (num = o_ptr->number; num; num--) {
- int gain_num = pval;
- if (o_ptr->tval == TV_WAND)
- gain_num = (pval + num - 1) / num;
- if (user_ptr->magic_num2[o_ptr->sval + ext]) {
- gain_num *= 256;
- gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
- if (gain_num < 1)
- gain_num = 1;
- }
- user_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
- if (user_ptr->magic_num2[o_ptr->sval + ext] > 99)
- user_ptr->magic_num2[o_ptr->sval + ext] = 99;
- user_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
- if (user_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000)
- user_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
- if (user_ptr->magic_num1[o_ptr->sval + ext] > user_ptr->magic_num2[o_ptr->sval + ext] * 0x10000)
- user_ptr->magic_num1[o_ptr->sval + ext] = user_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
- if (o_ptr->tval == TV_WAND)
- pval -= (pval + num - 1) / num;
- }
- }
-
- GAME_TEXT o_name[MAX_NLEN];
- describe_flavor(user_ptr, o_name, o_ptr, 0);
- msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
-
- vary_item(user_ptr, item, -999);
- take_turn(user_ptr, 100);
- return TRUE;
-}
-
-/*!
* @brief 誰得ドロップを行う。
* @param creature_ptr プレーヤーへの参照ポインタ
* @param y1 配置したいフロアのY座標
#include "system/angband.h"
-bool import_magic_device(player_type *creature_ptr);
void amusement(player_type *creature_ptr, POSITION y1, POSITION x1, int num, bool known);
void acquirement(player_type *caster_ptr, POSITION y1, POSITION x1, int num, bool great, bool special, bool known);
void acquire_chaos_weapon(player_type *creature_ptr);