3 * @brief アーティファクトの生成と管理 / Artifact code
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2013 Deskull rearranged comment for Doxygen.
16 /* Chance of using syllables to form the name instead of the "template" files */
17 #define SINDARIN_NAME 10 /*!< ランダムアーティファクトにシンダリン銘をつける確率 */
18 #define TABLE_NAME 20 /*!< ランダムアーティファクトに漢字銘をつける確率(正確には TABLE_NAME - SINDARIN_NAME %)となる */
19 #define A_CURSED 13 /*!< 1/nの確率で生成の巻物以外のランダムアーティファクトが呪いつきになる。 */
20 #define WEIRD_LUCK 12 /*!< 1/nの確率でrandom_resistance()の処理中バイアス外の耐性がつき、create_artifactで4を超えるpvalが許可される。*/
21 #define BIAS_LUCK 20 /*!< 1/nの確率でrandom_resistance()で付加する元素耐性が免疫になる */
22 #define IM_LUCK 7 /*!< 1/nの確率でrandom_resistance()で複数免疫の除去処理が免除される */
25 * Bias luck needs to be higher than weird luck,
26 * since it is usually tested several times...
29 #define ACTIVATION_CHANCE 3 /*!< 1/nの確率でランダムアーティファクトに発動が付加される。ただし防具はさらに1/2 */
33 * アーティファクトのバイアスIDを保管する。 / Use for biased artifact creation
35 static int artifact_bias;
39 * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
41 * @param o_ptr 対象のオブジェクト構造体ポインタ
44 void one_sustain(object_type *o_ptr)
48 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
49 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
50 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
51 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
52 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
53 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
59 * @brief 対象のオブジェクトにランダムな上位耐性を一つ付加する。/ Choose one random high resistance
60 * @details 重複の抑止はない。候補は毒、閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、劣化、恐怖のいずれか。
61 * @param o_ptr 対象のオブジェクト構造体ポインタ
64 void one_high_resistance(object_type *o_ptr)
68 case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
69 case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
70 case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
71 case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
72 case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
73 case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
74 case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
75 case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
76 case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
77 case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
78 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
79 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
84 * @brief 対象のオブジェクトに王者の指輪向けの上位耐性を一つ付加する。/ Choose one random high resistance
85 * @details 候補は閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、恐怖であり
86 * 王者の指輪にあらかじめついている耐性をone_high_resistance()から除外したものである。
87 * ランダム付加そのものに重複の抑止はない。
88 * @param o_ptr 対象のオブジェクト構造体ポインタ
91 void one_lordly_high_resistance(object_type *o_ptr)
95 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
96 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
97 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
98 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
99 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
100 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
101 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
102 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
103 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
104 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
109 * @brief 対象のオブジェクトに元素耐性を一つ付加する。/ Choose one random element resistance
110 * @details 候補は火炎、冷気、電撃、酸のいずれかであり、重複の抑止はない。
111 * @param o_ptr 対象のオブジェクト構造体ポインタ
114 void one_ele_resistance(object_type *o_ptr)
118 case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
119 case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
120 case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
121 case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
126 * @brief 対象のオブジェクトにドラゴン装備向け元素耐性を一つ付加する。/ Choose one random element or poison resistance
127 * @details 候補は1/7の確率で毒、6/7の確率で火炎、冷気、電撃、酸のいずれか(one_ele_resistance()のコール)であり、重複の抑止はない。
128 * @param o_ptr 対象のオブジェクト構造体ポインタ
131 void one_dragon_ele_resistance(object_type *o_ptr)
135 add_flag(o_ptr->art_flags, TR_RES_POIS);
139 one_ele_resistance(o_ptr);
144 * @brief 対象のオブジェクトに弱いESPを一つ付加する。/ Choose one lower rank esp
145 * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
146 * ドラゴン、人間、善良、ユニークESPのいずれかであり、重複の抑止はない。
147 * @param o_ptr 対象のオブジェクト構造体ポインタ
150 void one_low_esp(object_type *o_ptr)
152 switch (randint1(10))
154 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
155 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
156 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
157 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
158 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
159 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
160 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
161 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
162 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
163 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
169 * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
170 * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
172 * @param o_ptr 対象のオブジェクト構造体ポインタ
175 void one_resistance(object_type *o_ptr)
179 one_ele_resistance(o_ptr);
183 one_high_resistance(o_ptr);
189 * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
190 * @details 候補は浮遊、永久光源+1、透明視、警告、遅消化、急回復、麻痺知らず、経験値維持のいずれか。
192 * @param o_ptr 対象のオブジェクト構造体ポインタ
195 void one_ability(object_type *o_ptr)
197 switch (randint0(10))
199 case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
200 case 1: add_flag(o_ptr->art_flags, TR_LITE_1); break;
201 case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
202 case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
203 case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
204 case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
205 case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
206 case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP); break;
215 * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
216 * @details 候補多数。ランダムアーティファクトのバイアスには一切依存せず、
217 * whileループによる構造で能力的に強力なものほど確率を落としている。
218 * @param o_ptr 対象のオブジェクト構造体ポインタ
221 void one_activation(object_type *o_ptr)
226 while (randint1(100) >= chance)
228 type = randint1(255);
243 case ACT_CURE_POISON:
281 case ACT_CHARM_ANIMAL:
284 case ACT_SUMMON_ANIMAL:
290 case ACT_BANISH_EVIL:
293 case ACT_CHARM_UNDEAD:
294 case ACT_CHARM_OTHER:
295 case ACT_SUMMON_PHANTOM:
302 case ACT_CHARM_ANIMALS:
303 case ACT_CHARM_OTHERS:
304 case ACT_SUMMON_ELEMENTAL:
313 case ACT_DETECT_XTRA:
317 case ACT_SUMMON_UNDEAD:
318 case ACT_SUMMON_DEMON:
329 /* A type was chosen... */
331 add_flag(o_ptr->art_flags, TR_ACTIVATE);
336 * @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact.
337 * @details pval、AC、命中、ダメージが正の場合、符号反転の上1d4だけ悪化させ、重い呪い、呪いフラグを必ず付加。
338 * 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、
339 * MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。
340 * @attention プレイヤーの職業依存処理あり。
341 * @param o_ptr 対象のオブジェクト構造体ポインタ
344 static void curse_artifact(object_type * o_ptr)
346 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
347 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
348 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
349 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
351 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
352 remove_flag(o_ptr->art_flags, TR_BLESSED);
354 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
355 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
356 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
357 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
358 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
359 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
360 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
361 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
362 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
363 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
365 if ((p_ptr->pclass != CLASS_WARRIOR) && (p_ptr->pclass != CLASS_ARCHER) && (p_ptr->pclass != CLASS_CAVALRY) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH) && one_in_(3))
366 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
370 * @brief ランダムアーティファクト生成中、対象のオブジェクトにpval能力を付加する。/ Add one pval on generation of randam artifact.
371 * @details 優先的に付加されるpvalがランダムアーティファクトバイアスに依存して存在する。
372 * 原則的候補は腕力、知力、賢さ、器用さ、耐久、魅力、探索、隠密、赤外線視力、加速。武器のみ採掘、追加攻撃も候補に入る。
373 * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
374 * @param o_ptr 対象のオブジェクト構造体ポインタ
377 static void random_plus(object_type * o_ptr)
379 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
381 switch (artifact_bias)
384 if (!(have_flag(o_ptr->art_flags, TR_STR)))
386 add_flag(o_ptr->art_flags, TR_STR);
387 if (one_in_(2)) return;
390 if (!(have_flag(o_ptr->art_flags, TR_CON)))
392 add_flag(o_ptr->art_flags, TR_CON);
393 if (one_in_(2)) return;
396 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
398 add_flag(o_ptr->art_flags, TR_DEX);
399 if (one_in_(2)) return;
404 if (!(have_flag(o_ptr->art_flags, TR_INT)))
406 add_flag(o_ptr->art_flags, TR_INT);
407 if (one_in_(2)) return;
409 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
411 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
412 if (one_in_(2)) return;
417 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
419 add_flag(o_ptr->art_flags, TR_WIS);
420 if (one_in_(2)) return;
425 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
427 add_flag(o_ptr->art_flags, TR_DEX);
428 if (one_in_(2)) return;
431 if (!(have_flag(o_ptr->art_flags, TR_CON)))
433 add_flag(o_ptr->art_flags, TR_CON);
434 if (one_in_(2)) return;
437 if (!(have_flag(o_ptr->art_flags, TR_STR)))
439 add_flag(o_ptr->art_flags, TR_STR);
440 if (one_in_(2)) return;
445 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
447 add_flag(o_ptr->art_flags, TR_STEALTH);
448 if (one_in_(2)) return;
450 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
452 add_flag(o_ptr->art_flags, TR_SEARCH);
453 if (one_in_(2)) return;
458 if (!(have_flag(o_ptr->art_flags, TR_STR)))
460 add_flag(o_ptr->art_flags, TR_STR);
461 if (one_in_(2)) return;
466 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
468 add_flag(o_ptr->art_flags, TR_WIS);
469 if (one_in_(2)) return;
474 if (!(have_flag(o_ptr->art_flags, TR_INT)))
476 add_flag(o_ptr->art_flags, TR_INT);
477 if (one_in_(2)) return;
482 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
484 add_flag(o_ptr->art_flags, TR_DEX);
485 if (one_in_(2)) return;
490 if (!(have_flag(o_ptr->art_flags, TR_CON)))
492 add_flag(o_ptr->art_flags, TR_CON);
493 if (one_in_(2)) return;
498 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
500 add_flag(o_ptr->art_flags, TR_CHR);
501 if (one_in_(2)) return;
506 if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
508 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
510 add_flag(o_ptr->art_flags, TR_DEC_MANA);
511 if (one_in_(2)) return;
515 switch (randint1(this_type))
518 add_flag(o_ptr->art_flags, TR_STR);
519 if (!artifact_bias && !one_in_(13))
520 artifact_bias = BIAS_STR;
521 else if (!artifact_bias && one_in_(7))
522 artifact_bias = BIAS_WARRIOR;
525 add_flag(o_ptr->art_flags, TR_INT);
526 if (!artifact_bias && !one_in_(13))
527 artifact_bias = BIAS_INT;
528 else if (!artifact_bias && one_in_(7))
529 artifact_bias = BIAS_MAGE;
532 add_flag(o_ptr->art_flags, TR_WIS);
533 if (!artifact_bias && !one_in_(13))
534 artifact_bias = BIAS_WIS;
535 else if (!artifact_bias && one_in_(7))
536 artifact_bias = BIAS_PRIESTLY;
539 add_flag(o_ptr->art_flags, TR_DEX);
540 if (!artifact_bias && !one_in_(13))
541 artifact_bias = BIAS_DEX;
542 else if (!artifact_bias && one_in_(7))
543 artifact_bias = BIAS_ROGUE;
546 add_flag(o_ptr->art_flags, TR_CON);
547 if (!artifact_bias && !one_in_(13))
548 artifact_bias = BIAS_CON;
549 else if (!artifact_bias && one_in_(9))
550 artifact_bias = BIAS_RANGER;
553 add_flag(o_ptr->art_flags, TR_CHR);
554 if (!artifact_bias && !one_in_(13))
555 artifact_bias = BIAS_CHR;
558 add_flag(o_ptr->art_flags, TR_STEALTH);
559 if (!artifact_bias && one_in_(3))
560 artifact_bias = BIAS_ROGUE;
563 add_flag(o_ptr->art_flags, TR_SEARCH);
564 if (!artifact_bias && one_in_(9))
565 artifact_bias = BIAS_RANGER;
568 add_flag(o_ptr->art_flags, TR_INFRA);
571 add_flag(o_ptr->art_flags, TR_SPEED);
572 if (!artifact_bias && one_in_(11))
573 artifact_bias = BIAS_ROGUE;
576 add_flag(o_ptr->art_flags, TR_TUNNEL);
579 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
582 add_flag(o_ptr->art_flags, TR_BLOWS);
583 if (!artifact_bias && one_in_(11))
584 artifact_bias = BIAS_WARRIOR;
591 * @brief ランダムアーティファクト生成中、対象のオブジェクトに耐性を付加する。/ Add one resistance on generation of randam artifact.
592 * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
593 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
594 * 毒、閃光、暗黒、破片、轟音、盲目、混乱、地獄、カオス、劣化、恐怖、火オーラ、冷気オーラ、電撃オーラ、反射。
596 * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
597 * @param o_ptr 対象のオブジェクト構造体ポインタ
600 static void random_resistance(object_type * o_ptr)
602 switch (artifact_bias)
605 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
607 add_flag(o_ptr->art_flags, TR_RES_ACID);
608 if (one_in_(2)) return;
610 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
612 add_flag(o_ptr->art_flags, TR_IM_ACID);
613 if (!one_in_(IM_LUCK))
615 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
616 remove_flag(o_ptr->art_flags, TR_IM_COLD);
617 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
619 if (one_in_(2)) return;
624 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
626 add_flag(o_ptr->art_flags, TR_RES_ELEC);
627 if (one_in_(2)) return;
629 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
630 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
632 add_flag(o_ptr->art_flags, TR_SH_ELEC);
633 if (one_in_(2)) return;
635 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
637 add_flag(o_ptr->art_flags, TR_IM_ELEC);
638 if (!one_in_(IM_LUCK))
640 remove_flag(o_ptr->art_flags, TR_IM_ACID);
641 remove_flag(o_ptr->art_flags, TR_IM_COLD);
642 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
645 if (one_in_(2)) return;
650 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
652 add_flag(o_ptr->art_flags, TR_RES_FIRE);
653 if (one_in_(2)) return;
655 if ((o_ptr->tval >= TV_CLOAK) &&
656 (o_ptr->tval <= TV_HARD_ARMOR) &&
657 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
659 add_flag(o_ptr->art_flags, TR_SH_FIRE);
660 if (one_in_(2)) return;
662 if (one_in_(BIAS_LUCK) &&
663 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
665 add_flag(o_ptr->art_flags, TR_IM_FIRE);
666 if (!one_in_(IM_LUCK))
668 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
669 remove_flag(o_ptr->art_flags, TR_IM_COLD);
670 remove_flag(o_ptr->art_flags, TR_IM_ACID);
672 if (one_in_(2)) return;
677 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
679 add_flag(o_ptr->art_flags, TR_RES_COLD);
680 if (one_in_(2)) return;
682 if ((o_ptr->tval >= TV_CLOAK) &&
683 (o_ptr->tval <= TV_HARD_ARMOR) &&
684 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
686 add_flag(o_ptr->art_flags, TR_SH_COLD);
687 if (one_in_(2)) return;
689 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
691 add_flag(o_ptr->art_flags, TR_IM_COLD);
692 if (!one_in_(IM_LUCK))
694 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
695 remove_flag(o_ptr->art_flags, TR_IM_ACID);
696 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
698 if (one_in_(2)) return;
703 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
705 add_flag(o_ptr->art_flags, TR_RES_POIS);
706 if (one_in_(2)) return;
711 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
713 add_flag(o_ptr->art_flags, TR_RES_FEAR);
714 if (one_in_(2)) return;
716 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
718 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
719 if (one_in_(2)) return;
723 case BIAS_NECROMANTIC:
724 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
726 add_flag(o_ptr->art_flags, TR_RES_NETHER);
727 if (one_in_(2)) return;
729 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
731 add_flag(o_ptr->art_flags, TR_RES_POIS);
732 if (one_in_(2)) return;
734 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
736 add_flag(o_ptr->art_flags, TR_RES_DARK);
737 if (one_in_(2)) return;
742 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
744 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
745 if (one_in_(2)) return;
747 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
749 add_flag(o_ptr->art_flags, TR_RES_CONF);
750 if (one_in_(2)) return;
752 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
754 add_flag(o_ptr->art_flags, TR_RES_DISEN);
755 if (one_in_(2)) return;
760 switch (randint1(42))
763 if (!one_in_(WEIRD_LUCK))
764 random_resistance(o_ptr);
767 add_flag(o_ptr->art_flags, TR_IM_ACID);
769 artifact_bias = BIAS_ACID;
773 if (!one_in_(WEIRD_LUCK))
774 random_resistance(o_ptr);
777 add_flag(o_ptr->art_flags, TR_IM_ELEC);
779 artifact_bias = BIAS_ELEC;
783 if (!one_in_(WEIRD_LUCK))
784 random_resistance(o_ptr);
787 add_flag(o_ptr->art_flags, TR_IM_COLD);
789 artifact_bias = BIAS_COLD;
793 if (!one_in_(WEIRD_LUCK))
794 random_resistance(o_ptr);
797 add_flag(o_ptr->art_flags, TR_IM_FIRE);
799 artifact_bias = BIAS_FIRE;
805 add_flag(o_ptr->art_flags, TR_RES_ACID);
807 artifact_bias = BIAS_ACID;
812 add_flag(o_ptr->art_flags, TR_RES_ELEC);
814 artifact_bias = BIAS_ELEC;
819 add_flag(o_ptr->art_flags, TR_RES_FIRE);
821 artifact_bias = BIAS_FIRE;
826 add_flag(o_ptr->art_flags, TR_RES_COLD);
828 artifact_bias = BIAS_COLD;
832 add_flag(o_ptr->art_flags, TR_RES_POIS);
833 if (!artifact_bias && !one_in_(4))
834 artifact_bias = BIAS_POIS;
835 else if (!artifact_bias && one_in_(2))
836 artifact_bias = BIAS_NECROMANTIC;
837 else if (!artifact_bias && one_in_(2))
838 artifact_bias = BIAS_ROGUE;
842 add_flag(o_ptr->art_flags, TR_RES_FEAR);
843 if (!artifact_bias && one_in_(3))
844 artifact_bias = BIAS_WARRIOR;
847 add_flag(o_ptr->art_flags, TR_RES_LITE);
850 add_flag(o_ptr->art_flags, TR_RES_DARK);
854 add_flag(o_ptr->art_flags, TR_RES_BLIND);
858 add_flag(o_ptr->art_flags, TR_RES_CONF);
859 if (!artifact_bias && one_in_(6))
860 artifact_bias = BIAS_CHAOS;
864 add_flag(o_ptr->art_flags, TR_RES_SOUND);
868 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
872 add_flag(o_ptr->art_flags, TR_RES_NETHER);
873 if (!artifact_bias && one_in_(3))
874 artifact_bias = BIAS_NECROMANTIC;
878 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
882 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
883 if (!artifact_bias && one_in_(2))
884 artifact_bias = BIAS_CHAOS;
888 add_flag(o_ptr->art_flags, TR_RES_DISEN);
891 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
892 add_flag(o_ptr->art_flags, TR_SH_ELEC);
894 random_resistance(o_ptr);
896 artifact_bias = BIAS_ELEC;
899 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
900 add_flag(o_ptr->art_flags, TR_SH_FIRE);
902 random_resistance(o_ptr);
904 artifact_bias = BIAS_FIRE;
907 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
908 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
909 add_flag(o_ptr->art_flags, TR_REFLECT);
911 random_resistance(o_ptr);
914 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
915 add_flag(o_ptr->art_flags, TR_SH_COLD);
917 random_resistance(o_ptr);
919 artifact_bias = BIAS_COLD;
926 * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
927 * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
928 * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
929 * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
930 * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
931 * @param o_ptr 対象のオブジェクト構造体ポインタ
934 static void random_misc(object_type * o_ptr)
936 switch (artifact_bias)
939 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
941 add_flag(o_ptr->art_flags, TR_SUST_CON);
942 if (one_in_(2)) return;
947 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
949 add_flag(o_ptr->art_flags, TR_SUST_STR);
950 if (one_in_(2)) return;
955 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
957 add_flag(o_ptr->art_flags, TR_SUST_WIS);
958 if (one_in_(2)) return;
963 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
965 add_flag(o_ptr->art_flags, TR_SUST_INT);
966 if (one_in_(2)) return;
971 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
973 add_flag(o_ptr->art_flags, TR_SUST_DEX);
974 if (one_in_(2)) return;
979 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
981 add_flag(o_ptr->art_flags, TR_SUST_CON);
982 if (one_in_(2)) return;
987 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
989 add_flag(o_ptr->art_flags, TR_SUST_CHR);
990 if (one_in_(2)) return;
995 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
997 add_flag(o_ptr->art_flags, TR_TELEPORT);
998 if (one_in_(2)) return;
1003 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
1005 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
1010 switch (randint1(33))
1013 add_flag(o_ptr->art_flags, TR_SUST_STR);
1015 artifact_bias = BIAS_STR;
1018 add_flag(o_ptr->art_flags, TR_SUST_INT);
1020 artifact_bias = BIAS_INT;
1023 add_flag(o_ptr->art_flags, TR_SUST_WIS);
1025 artifact_bias = BIAS_WIS;
1028 add_flag(o_ptr->art_flags, TR_SUST_DEX);
1030 artifact_bias = BIAS_DEX;
1033 add_flag(o_ptr->art_flags, TR_SUST_CON);
1035 artifact_bias = BIAS_CON;
1038 add_flag(o_ptr->art_flags, TR_SUST_CHR);
1040 artifact_bias = BIAS_CHR;
1045 add_flag(o_ptr->art_flags, TR_FREE_ACT);
1048 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1049 if (!artifact_bias && one_in_(5))
1050 artifact_bias = BIAS_PRIESTLY;
1051 else if (!artifact_bias && one_in_(6))
1052 artifact_bias = BIAS_NECROMANTIC;
1056 add_flag(o_ptr->art_flags, TR_LITE_1);
1060 add_flag(o_ptr->art_flags, TR_LEVITATION);
1065 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1069 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1073 add_flag(o_ptr->art_flags, TR_REGEN);
1076 add_flag(o_ptr->art_flags, TR_TELEPORT);
1081 if (object_is_armour(o_ptr))
1085 o_ptr->to_a = 4 + randint1(11);
1092 int bonus_h, bonus_d;
1093 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1094 bonus_h = 4 + (randint1(11));
1095 bonus_d = 4 + (randint1(11));
1096 if ((o_ptr->tval != TV_SWORD) && (o_ptr->tval != TV_POLEARM) && (o_ptr->tval != TV_HAFTED) && (o_ptr->tval != TV_DIGGING) && (o_ptr->tval != TV_GLOVES) && (o_ptr->tval != TV_RING))
1101 o_ptr->to_h += bonus_h;
1102 o_ptr->to_d += bonus_d;
1106 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1109 add_flag(o_ptr->art_flags, TR_NO_TELE);
1112 add_flag(o_ptr->art_flags, TR_WARNING);
1116 switch (randint1(3))
1119 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1120 if (!artifact_bias && one_in_(3))
1121 artifact_bias = BIAS_LAW;
1124 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1125 if (!artifact_bias && one_in_(3))
1126 artifact_bias = BIAS_MAGE;
1129 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1130 if (!artifact_bias && one_in_(9))
1131 artifact_bias = BIAS_MAGE;
1139 int n = randint1(3);
1141 idx[0] = randint1(8);
1143 idx[1] = randint1(7);
1144 if (idx[1] >= idx[0]) idx[1]++;
1146 idx[2] = randint1(6);
1147 if (idx[2] >= idx[0]) idx[2]++;
1148 if (idx[2] >= idx[1]) idx[2]++;
1150 while (n--) switch (idx[n])
1153 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1154 if (!artifact_bias && one_in_(4))
1155 artifact_bias = BIAS_RANGER;
1158 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1159 if (!artifact_bias && one_in_(3))
1160 artifact_bias = BIAS_PRIESTLY;
1161 else if (!artifact_bias && one_in_(6))
1162 artifact_bias = BIAS_NECROMANTIC;
1165 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1168 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1171 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1174 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1177 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1178 if (!artifact_bias && one_in_(6))
1179 artifact_bias = BIAS_ROGUE;
1182 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1183 if (!artifact_bias && one_in_(3))
1184 artifact_bias = BIAS_LAW;
1187 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1188 if (!artifact_bias && one_in_(3))
1189 artifact_bias = BIAS_LAW;
1198 * @brief ランダムアーティファクト生成中、対象のオブジェクトにスレイ効果を付加する。/ Add one slaying on generation of randam artifact.
1199 * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
1200 * 原則的候補は強力射、高速射、混沌効果、吸血効果、祝福、投擲しやすい、焼棄、凍結、電撃、溶解、毒殺、
1201 * 動物スレイ、邪悪スレイ、悪魔スレイ、不死スレイ、オークスレイ、トロルスレイ、巨人スレイ、ドラゴンスレイ、
1202 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1203 * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
1204 * @param o_ptr 対象のオブジェクト構造体ポインタ
1207 static void random_slay(object_type *o_ptr)
1209 if (o_ptr->tval == TV_BOW)
1211 switch (randint1(6))
1216 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1217 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1218 if (!artifact_bias && one_in_(9))
1219 artifact_bias = BIAS_RANGER;
1222 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1223 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1224 if (!artifact_bias && one_in_(9))
1225 artifact_bias = BIAS_RANGER;
1232 switch (artifact_bias)
1235 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1237 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1238 if (one_in_(2)) return;
1243 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1244 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1246 /* A free power for "priestly" random artifacts */
1247 add_flag(o_ptr->art_flags, TR_BLESSED);
1251 case BIAS_NECROMANTIC:
1252 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1254 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1255 if (one_in_(2)) return;
1257 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1259 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1260 if (one_in_(2)) return;
1265 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1267 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1268 if (one_in_(2)) return;
1273 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1274 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1275 !(have_flag(o_ptr->art_flags, TR_THROW)))
1277 /* Free power for rogues... */
1278 add_flag(o_ptr->art_flags, TR_THROW);
1280 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1282 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1283 if (one_in_(2)) return;
1288 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1290 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1291 if (one_in_(2)) return;
1296 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1298 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1299 if (one_in_(2)) return;
1304 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1306 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1307 if (one_in_(2)) return;
1312 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1314 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1315 if (one_in_(2)) return;
1320 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1322 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1323 if (one_in_(2)) return;
1328 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1330 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1331 if (one_in_(2)) return;
1333 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1335 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1336 if (one_in_(2)) return;
1338 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1340 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1341 if (one_in_(2)) return;
1346 switch (randint1(36))
1350 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1354 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1355 if (!artifact_bias && one_in_(2))
1356 artifact_bias = BIAS_LAW;
1357 else if (!artifact_bias && one_in_(9))
1358 artifact_bias = BIAS_PRIESTLY;
1362 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1363 if (!artifact_bias && one_in_(9))
1364 artifact_bias = BIAS_PRIESTLY;
1368 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1369 if (!artifact_bias && one_in_(9))
1370 artifact_bias = BIAS_PRIESTLY;
1374 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1378 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1382 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1386 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1389 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1393 if (o_ptr->tval == TV_SWORD)
1395 add_flag(o_ptr->art_flags, TR_VORPAL);
1396 if (!artifact_bias && one_in_(9))
1397 artifact_bias = BIAS_WARRIOR;
1403 add_flag(o_ptr->art_flags, TR_IMPACT);
1407 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1409 artifact_bias = BIAS_FIRE;
1413 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1415 artifact_bias = BIAS_COLD;
1419 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1421 artifact_bias = BIAS_ELEC;
1425 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1427 artifact_bias = BIAS_ACID;
1431 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1432 if (!artifact_bias && !one_in_(3))
1433 artifact_bias = BIAS_POIS;
1434 else if (!artifact_bias && one_in_(6))
1435 artifact_bias = BIAS_NECROMANTIC;
1436 else if (!artifact_bias)
1437 artifact_bias = BIAS_ROGUE;
1440 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1442 artifact_bias = BIAS_NECROMANTIC;
1445 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1447 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1451 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1454 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1456 artifact_bias = BIAS_CHAOS;
1462 * @brief ランダムアーティファクト生成中、対象のオブジェクトにバイアスに依存した発動を与える。/ Add one activaton of randam artifact depend on bias.
1463 * @details バイアスが無い場合、一部のバイアスの確率によっては one_ability() に処理が移行する。
1464 * @param o_ptr 対象のオブジェクト構造体ポインタ
1467 static void give_activation_power(object_type *o_ptr)
1469 int type = 0, chance = 0;
1471 switch (artifact_bias)
1476 type = ACT_BO_ELEC_1;
1478 else if (!one_in_(5))
1480 type = ACT_BA_ELEC_2;
1484 type = ACT_BA_ELEC_3;
1490 type = ACT_BA_POIS_1;
1497 type = ACT_BO_FIRE_1;
1499 else if (!one_in_(5))
1501 type = ACT_BA_FIRE_1;
1505 type = ACT_BA_FIRE_2;
1513 type = ACT_BO_COLD_1;
1514 else if (!one_in_(3))
1515 type = ACT_BA_COLD_1;
1516 else if (!one_in_(3))
1517 type = ACT_BA_COLD_2;
1519 type = ACT_BA_COLD_3;
1525 type = ACT_SUMMON_DEMON;
1527 type = ACT_CALL_CHAOS;
1534 type = ACT_CHARM_UNDEAD;
1535 else if (one_in_(12))
1536 type = ACT_BANISH_EVIL;
1537 else if (one_in_(11))
1538 type = ACT_DISP_EVIL;
1539 else if (one_in_(10))
1540 type = ACT_PROT_EVIL;
1541 else if (one_in_(9))
1542 type = ACT_CURE_1000;
1543 else if (one_in_(8))
1544 type = ACT_CURE_700;
1545 else if (one_in_(7))
1546 type = ACT_REST_ALL;
1547 else if (one_in_(6))
1548 type = ACT_REST_EXP;
1553 case BIAS_NECROMANTIC:
1557 else if (one_in_(13))
1558 type = ACT_DISP_GOOD;
1559 else if (one_in_(9))
1560 type = ACT_MASS_GENO;
1561 else if (one_in_(8))
1562 type = ACT_GENOCIDE;
1563 else if (one_in_(13))
1564 type = ACT_SUMMON_UNDEAD;
1565 else if (one_in_(9))
1566 type = ACT_VAMPIRE_2;
1567 else if (one_in_(6))
1568 type = ACT_CHARM_UNDEAD;
1570 type = ACT_VAMPIRE_1;
1576 type = ACT_BANISH_EVIL;
1577 else if (one_in_(4))
1578 type = ACT_DISP_EVIL;
1580 type = ACT_PROT_EVIL;
1587 else if (one_in_(4))
1589 else if (one_in_(3))
1590 type = ACT_DETECT_ALL;
1591 else if (one_in_(8))
1594 type = ACT_ID_PLAIN;
1600 type = ACT_SUMMON_ELEMENTAL;
1601 else if (one_in_(10))
1602 type = ACT_SUMMON_PHANTOM;
1603 else if (one_in_(5))
1604 type = ACT_RUNE_EXPLO;
1620 type = ACT_CHARM_ANIMALS;
1621 else if (one_in_(7))
1622 type = ACT_SUMMON_ANIMAL;
1623 else if (one_in_(6))
1624 type = ACT_CHARM_ANIMAL;
1625 else if (one_in_(4))
1626 type = ACT_RESIST_ALL;
1627 else if (one_in_(3))
1630 type = ACT_CURE_POISON;
1634 if (!type || (randint1(100) >= chance))
1636 one_activation(o_ptr);
1640 /* A type was chosen... */
1641 o_ptr->xtra2 = type;
1642 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1647 * @brief ランダムアーティファクト生成中、対象のオブジェクトに名前を与える。/ Set name of randomartifact.
1648 * @details 確率によって、シンダリン銘、漢字銘、固定名のいずれか一つが与えられる。
1649 * @param return_name 名前を返すための文字列参照ポインタ
1650 * @param armour 対象のオブジェクトが防具が否か
1651 * @param power 銘の基準となるオブジェクトの価値レベル(0=呪い、1=低位、2=中位、3以上=高位)
1654 static void get_random_name(char *return_name, bool armour, int power)
1656 int prob = randint1(100);
1658 if (prob <= SINDARIN_NAME)
1660 get_table_sindarin(return_name);
1662 else if (prob <= TABLE_NAME)
1664 get_table_name(return_name);
1676 filename = _("a_cursed_j.txt", "a_cursed.txt");
1679 filename = _("a_low_j.txt", "a_low.txt");
1682 filename = _("a_med_j.txt", "a_med.txt");
1685 filename = _("a_high_j.txt", "a_high.txt");
1692 filename = _("w_cursed_j.txt", "w_cursed.txt");
1695 filename = _("w_low_j.txt", "w_low.txt");
1698 filename = _("w_med_j.txt", "w_med.txt");
1701 filename = _("w_high_j.txt", "w_high.txt");
1705 (void)get_rnd_line(filename, artifact_bias, return_name);
1707 if (return_name[0] == 0) get_table_name(return_name);
1713 * @brief ランダムアーティファクト生成のメインルーチン
1714 * @details 既に生成が済んでいるオブジェクトの構造体を、アーティファクトとして強化する。
1715 * @param o_ptr 対象のオブジェクト構造体ポインタ
1716 * @param a_scroll アーティファクト生成の巻物上の処理。呪いのアーティファクトが生成対象外となる。
1717 * @return 常にTRUE(1)を返す
1719 bool create_artifact(object_type *o_ptr, bool a_scroll)
1721 char new_name[1024];
1723 int powers = randint1(5) + 1;
1725 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1728 bool a_cursed = FALSE;
1729 int warrior_artifact_bias = 0;
1732 /* Reset artifact bias */
1735 /* Nuke enchantments */
1739 for (i = 0; i < TR_FLAG_SIZE; i++)
1740 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1742 if (o_ptr->pval) has_pval = TRUE;
1744 if (a_scroll && one_in_(4))
1746 switch (p_ptr->pclass)
1749 case CLASS_BERSERKER:
1754 artifact_bias = BIAS_WARRIOR;
1757 case CLASS_HIGH_MAGE:
1758 case CLASS_SORCERER:
1759 case CLASS_MAGIC_EATER:
1760 case CLASS_BLUE_MAGE:
1761 artifact_bias = BIAS_MAGE;
1764 artifact_bias = BIAS_PRIESTLY;
1768 artifact_bias = BIAS_ROGUE;
1769 warrior_artifact_bias = 25;
1773 artifact_bias = BIAS_RANGER;
1774 warrior_artifact_bias = 30;
1777 artifact_bias = BIAS_PRIESTLY;
1778 warrior_artifact_bias = 40;
1780 case CLASS_WARRIOR_MAGE:
1781 case CLASS_RED_MAGE:
1782 artifact_bias = BIAS_MAGE;
1783 warrior_artifact_bias = 40;
1785 case CLASS_CHAOS_WARRIOR:
1786 artifact_bias = BIAS_CHAOS;
1787 warrior_artifact_bias = 40;
1790 case CLASS_FORCETRAINER:
1791 artifact_bias = BIAS_PRIESTLY;
1793 case CLASS_MINDCRAFTER:
1795 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1798 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1800 case CLASS_IMITATOR:
1801 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1803 case CLASS_BEASTMASTER:
1804 artifact_bias = BIAS_CHR;
1805 warrior_artifact_bias = 50;
1807 case CLASS_MIRROR_MASTER:
1808 if (randint1(4) > 1)
1810 artifact_bias = BIAS_MAGE;
1814 artifact_bias = BIAS_ROGUE;
1820 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1821 artifact_bias = BIAS_WARRIOR;
1823 strcpy(new_name, "");
1825 if (!a_scroll && one_in_(A_CURSED))
1827 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1830 while (one_in_(powers) || one_in_(7) || one_in_(10))
1833 if (!a_cursed && one_in_(WEIRD_LUCK))
1836 if (a_cursed) powers /= 2;
1838 max_powers = powers;
1842 switch (randint1(max_type))
1849 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1851 if (a_cursed && !one_in_(13)) break;
1854 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1858 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1862 random_resistance(o_ptr);
1871 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1879 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1881 /* This one commented out by gw's request... */
1883 add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1886 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1888 o_ptr->pval = randint1(2);
1889 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1898 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1901 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1905 /* give it some plusses... */
1906 if (object_is_armour(o_ptr))
1907 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1908 else if (object_is_weapon_ammo(o_ptr))
1910 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1911 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1912 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1915 /* Just to be sure */
1916 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1917 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1918 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1919 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1921 total_flags = flag_cost(o_ptr, o_ptr->pval);
1923 if (a_cursed) curse_artifact(o_ptr);
1926 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1929 give_activation_power(o_ptr);
1932 if (object_is_armour(o_ptr))
1934 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1936 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1937 o_ptr->to_d -= (s16b)randint0(3);
1938 o_ptr->to_h -= (s16b)randint0(3);
1940 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1942 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1943 o_ptr->to_d -= (s16b)randint0(3);
1944 o_ptr->to_h -= (s16b)randint0(3);
1948 if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1950 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1954 remove_flag(o_ptr->art_flags, TR_BLOWS);
1955 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1956 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1957 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1958 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1959 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1960 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1961 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1962 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1963 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1964 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1965 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1966 remove_flag(o_ptr->art_flags, TR_VORPAL);
1967 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1968 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1969 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1970 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1971 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1974 if (!object_is_weapon_ammo(o_ptr))
1977 if (a_cursed) power_level = 0;
1978 else if (total_flags < 15000) power_level = 1;
1979 else if (total_flags < 35000) power_level = 2;
1980 else power_level = 3;
1986 if (a_cursed) power_level = 0;
1987 else if (total_flags < 20000) power_level = 1;
1988 else if (total_flags < 45000) power_level = 2;
1989 else power_level = 3;
1994 char dummy_name[80] = "";
1995 cptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
1997 /* Identify it fully */
1998 object_aware(o_ptr);
1999 object_known(o_ptr);
2001 /* Mark the item as fully known */
2002 o_ptr->ident |= (IDENT_MENTAL);
2004 /* For being treated as random artifact in screen_object() */
2005 o_ptr->art_name = quark_add("");
2007 (void)screen_object(o_ptr, 0L);
2009 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2015 get_table_sindarin_aux(dummy_name);
2019 get_table_name_aux(dummy_name);
2022 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
2023 chg_virtue(V_INDIVIDUALISM, 2);
2024 chg_virtue(V_ENCHANT, 5);
2028 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2031 /* Save the inscription */
2032 o_ptr->art_name = quark_add(new_name);
2036 char o_name[MAX_NLEN];
2038 object_aware(o_ptr);
2039 object_known(o_ptr);
2041 /* Mark the item as fully known */
2042 o_ptr->ident |= (IDENT_MENTAL);
2045 object_desc(o_name, o_ptr, 0);
2048 msg_format("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」:", max_powers, total_flags, artifact_bias_name[artifact_bias]);
2050 msg_format("Random artifact generated '%s'. (Power:%d, Value:%ld) :", artifact_bias_name[artifact_bias], max_powers, total_flags);
2052 msg_format("%s", o_name);
2056 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2062 * @brief オブジェクトから能力発動IDを取得する。
2063 * @details いくつかのケースで定義されている発動効果から、
2064 * 鍛冶師による付与>固定アーティファクト>エゴ>ランダムアーティファクト>ベースアイテムの優先順位で走査していく。
2065 * @param o_ptr 対象のオブジェクト構造体ポインタ
2066 * @return 発動効果のIDを返す
2068 int activation_index(object_type *o_ptr)
2070 /* Give priority to weaponsmith's essential activations */
2071 if (object_is_smith(o_ptr))
2073 switch (o_ptr->xtra3-1)
2075 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2076 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2077 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2078 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2079 case TR_IMPACT: return ACT_QUAKE;
2083 if (object_is_fixed_artifact(o_ptr))
2085 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2087 return a_info[o_ptr->name1].act_idx;
2090 if (object_is_ego(o_ptr))
2092 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2094 return e_info[o_ptr->name2].act_idx;
2097 if (!object_is_random_artifact(o_ptr))
2099 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2101 return k_info[o_ptr->k_idx].act_idx;
2105 return o_ptr->xtra2;
2109 * @brief オブジェクトから発動効果構造体のポインタを取得する。
2110 * @details activation_index() 関数の結果から参照する。
2111 * @param o_ptr 対象のオブジェクト構造体ポインタ
2112 * @return 発動効果構造体のポインタを返す
2114 const activation_type* find_activation_info(object_type *o_ptr)
2116 const int index = activation_index(o_ptr);
2117 const activation_type* p;
2119 for (p = activation_info; p->flag != NULL; ++ p) {
2120 if (p->index == index)
2130 * @brief 発動によるブレスの属性をアイテムの耐性から選択し、実行を処理する。/ Dragon breath activation
2131 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
2132 * @param o_ptr 対象のオブジェクト構造体ポインタ
2133 * @return 発動実行の是非を返す。
2135 static bool activate_dragon_breath(object_type *o_ptr)
2137 u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2140 int i, dir, t, n = 0;
2142 if (!get_aim_dir(&dir)) return FALSE;
2144 object_flags(o_ptr, flgs);
2146 for (i = 0; dragonbreath_info[i].flag != 0; i++)
2148 if (have_flag(flgs, dragonbreath_info[i].flag))
2150 type[n] = dragonbreath_info[i].type;
2151 name[n] = dragonbreath_info[i].name;
2157 if (n == 0) return FALSE;
2160 if (music_singing_any()) stop_singing();
2161 if (hex_spelling_any()) stop_hex_spell_all();
2164 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
2165 fire_ball(type[t], dir, 250, -4);
2171 * @brief アイテムの発動効果を処理する。
2172 * @details activate_random_artifact()とされているが、実際は全発動が統合された。
2173 * @todo 折を見て関数名を修正すること。
2174 * @param o_ptr 対象のオブジェクト構造体ポインタ
2175 * @return 発動実行の是非を返す。
2177 bool activate_random_artifact(object_type *o_ptr)
2179 int plev = p_ptr->lev;
2180 int k, dir, dummy = 0;
2181 cptr name = k_name + k_info[o_ptr->k_idx].name;
2182 const activation_type* const act_ptr = find_activation_info(o_ptr);
2186 /* Maybe forgot adding information to activation_info table ? */
2187 msg_print("Activation information is not found.");
2191 /* Activate for attack */
2192 switch (act_ptr->index)
2196 if (!get_aim_dir(&dir)) return FALSE;
2197 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
2198 (void)lite_line(dir, damroll(6, 8));
2204 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
2205 if (!get_aim_dir(&dir)) return FALSE;
2206 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2212 msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
2213 if (!get_aim_dir(&dir)) return FALSE;
2214 fire_ball(GF_POIS, dir, 12, 3);
2220 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
2221 if (!get_aim_dir(&dir)) return FALSE;
2222 fire_bolt(GF_ELEC, dir, damroll(4, 8));
2228 msg_print(_("それは酸に覆われた...","It is covered in acid..."));
2229 if (!get_aim_dir(&dir)) return FALSE;
2230 fire_bolt(GF_ACID, dir, damroll(5, 8));
2236 msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2237 if (!get_aim_dir(&dir)) return FALSE;
2238 fire_bolt(GF_COLD, dir, damroll(6, 8));
2244 msg_print(_("それは炎に覆われた...","It is covered in fire..."));
2245 if (!get_aim_dir(&dir)) return FALSE;
2246 fire_bolt(GF_FIRE, dir, damroll(9, 8));
2252 msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2253 if (!get_aim_dir(&dir)) return FALSE;
2254 fire_ball(GF_COLD, dir, 48, 2);
2260 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
2261 if (!get_aim_dir(&dir)) return FALSE;
2262 fire_ball(GF_COLD, dir, 100, 2);
2268 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
2269 if (!get_aim_dir(&dir)) return FALSE;
2270 fire_ball(GF_COLD, dir, 400, 3);
2276 msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2277 if (!get_aim_dir(&dir)) return FALSE;
2278 fire_ball(GF_FIRE, dir, 72, 2);
2284 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
2285 if (!get_aim_dir(&dir)) return FALSE;
2286 fire_ball(GF_FIRE, dir, 120, 3);
2292 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
2293 if (!get_aim_dir(&dir)) return FALSE;
2294 fire_ball(GF_FIRE, dir, 300, 3);
2300 msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2301 if (!get_aim_dir(&dir)) return FALSE;
2302 fire_ball(GF_FIRE, dir, 100, 2);
2308 msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
2309 if (!get_aim_dir(&dir)) return FALSE;
2310 fire_ball(GF_ELEC, dir, 100, 3);
2316 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2317 if (!get_aim_dir(&dir)) return FALSE;
2318 fire_ball(GF_ELEC, dir, 500, 3);
2324 msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
2325 if (!get_aim_dir(&dir)) return FALSE;
2326 fire_ball(GF_ACID, dir, 100, 2);
2332 msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
2333 if (!get_aim_dir(&dir)) return FALSE;
2334 fire_ball(GF_NUKE, dir, 100, 2);
2340 msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
2341 if (!get_aim_dir(&dir)) return FALSE;
2342 if (drain_life(dir, 100))
2348 msg_print(_("黒く輝いている...", "It glows black..."));
2349 if (!get_aim_dir(&dir)) return FALSE;
2350 drain_life(dir, 120);
2356 if (!get_aim_dir(&dir)) return FALSE;
2357 for (dummy = 0; dummy < 3; dummy++)
2359 if (drain_life(dir, 50))
2367 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
2368 if (!get_aim_dir(&dir)) return FALSE;
2369 fire_bolt(GF_ARROW, dir, 150);
2378 monster_type *m_ptr;
2380 for (dir = 0; dir <= 9; dir++)
2382 y = p_ptr->y + ddy[dir];
2383 x = p_ptr->x + ddx[dir];
2384 c_ptr = &cave[y][x];
2386 /* Get the monster */
2387 m_ptr = &m_list[c_ptr->m_idx];
2389 /* Hack -- attack monsters */
2390 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2399 if (!get_aim_dir(&dir)) return FALSE;
2400 for (dummy = 0; dummy < 3; dummy++)
2402 if (drain_life(dir, 100))
2409 case ACT_CALL_CHAOS:
2411 msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
2418 if (!get_aim_dir(&dir)) return FALSE;
2419 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
2420 fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2426 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
2427 dispel_evil(p_ptr->lev * 5);
2433 if (!get_aim_dir(&dir)) return FALSE;
2434 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2435 fire_ball(GF_MISSILE, dir, 300, -4);
2441 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
2442 dispel_good(p_ptr->lev * 5);
2448 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
2449 if (!get_aim_dir(&dir)) return FALSE;
2450 fire_bolt(GF_ARROW, dir, 150);
2456 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
2457 if (!get_aim_dir(&dir)) return FALSE;
2458 fire_ball(GF_WATER, dir, 200, 3);
2464 msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
2465 if (!get_aim_dir(&dir)) return FALSE;
2466 fire_ball(GF_DARK, dir, 250, 4);
2472 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
2473 if (!get_aim_dir(&dir)) return FALSE;
2474 fire_ball(GF_MANA, dir, 250, 4);
2480 msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
2481 (void)dispel_monsters(4);
2485 case ACT_BLINDING_LIGHT:
2487 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
2488 fire_ball(GF_LITE, 0, 300, 6);
2489 confuse_monsters(3 * p_ptr->lev / 2);
2495 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
2496 if (!get_aim_dir(&dir)) return FALSE;
2501 case ACT_CAST_BA_STAR:
2503 int num = damroll(5, 3);
2506 msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
2507 for (k = 0; k < num; k++)
2513 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
2515 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2517 if (!player_bold(y, x)) break;
2520 project(0, 3, y, x, 150, GF_ELEC,
2521 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2527 case ACT_BLADETURNER:
2529 if (!get_aim_dir(&dir)) return FALSE;
2530 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2531 fire_ball(GF_MISSILE, dir, 300, -4);
2532 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
2533 (void)set_afraid(0);
2534 (void)set_hero(randint1(50) + 50, FALSE);
2535 (void)hp_player(10);
2536 (void)set_blessed(randint1(50) + 50, FALSE);
2537 (void)set_oppose_acid(randint1(50) + 50, FALSE);
2538 (void)set_oppose_elec(randint1(50) + 50, FALSE);
2539 (void)set_oppose_fire(randint1(50) + 50, FALSE);
2540 (void)set_oppose_cold(randint1(50) + 50, FALSE);
2541 (void)set_oppose_pois(randint1(50) + 50, FALSE);
2547 if (!get_aim_dir(&dir)) return FALSE;
2548 fire_ball(GF_FIRE, dir, 200, -2);
2549 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2551 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2557 if (!get_aim_dir(&dir)) return FALSE;
2558 fire_ball(GF_COLD, dir, 200, -2);
2559 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2561 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2567 if (!activate_dragon_breath(o_ptr)) return FALSE;
2571 /* Activate for other offensive action */
2575 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
2576 if (!get_aim_dir(&dir)) return FALSE;
2577 confuse_monster(dir, 20);
2583 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2584 sleep_monsters_touch();
2590 earthquake(p_ptr->y, p_ptr->x, 5);
2596 turn_monsters(40 + p_ptr->lev);
2602 if (!get_aim_dir(&dir)) return FALSE;
2603 (void)fire_beam(GF_AWAY_ALL, dir, plev);
2607 case ACT_BANISH_EVIL:
2609 if (banish_evil(100))
2611 msg_print(_("アーティファクトの力が邪悪を打ち払った!", "The power of the artifact banishes evil!"));
2618 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2619 (void)symbol_genocide(200, TRUE);
2625 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
2626 (void)mass_genocide(200, TRUE);
2630 case ACT_SCARE_AREA:
2632 if (music_singing_any()) stop_singing();
2633 if (hex_spelling_any()) stop_hex_spell_all();
2634 msg_print(_("あなたは力強い突風を吹き鳴らした。周囲の敵が震え上っている!",
2635 "You wind a mighty blast; your enemies tremble!"));
2636 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2642 if (o_ptr->name1 == ART_HYOUSIGI)
2644 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
2648 msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
2650 aggravate_monsters(0);
2654 /* Activate for summoning / charming */
2656 case ACT_CHARM_ANIMAL:
2658 if (!get_aim_dir(&dir)) return FALSE;
2659 (void)charm_animal(dir, plev * 2);
2663 case ACT_CHARM_UNDEAD:
2665 if (!get_aim_dir(&dir)) return FALSE;
2666 (void)control_one_undead(dir, plev * 2);
2670 case ACT_CHARM_OTHER:
2672 if (!get_aim_dir(&dir)) return FALSE;
2673 (void)charm_monster(dir, plev * 2);
2677 case ACT_CHARM_ANIMALS:
2679 (void)charm_animals(plev * 2);
2683 case ACT_CHARM_OTHERS:
2685 charm_monsters(plev * 2);
2689 case ACT_SUMMON_ANIMAL:
2691 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2695 case ACT_SUMMON_PHANTOM:
2697 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
2698 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2702 case ACT_SUMMON_ELEMENTAL:
2704 bool pet = one_in_(3);
2707 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2708 if (pet) mode |= PM_FORCE_PET;
2709 else mode |= PM_NO_PET;
2711 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2713 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
2715 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
2717 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
2723 case ACT_SUMMON_DEMON:
2725 bool pet = one_in_(3);
2728 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2729 if (pet) mode |= PM_FORCE_PET;
2730 else mode |= PM_NO_PET;
2732 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
2734 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
2736 msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
2738 msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2744 case ACT_SUMMON_UNDEAD:
2746 bool pet = one_in_(3);
2750 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2752 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2753 if (pet) mode |= PM_FORCE_PET;
2754 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2756 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
2758 msg_print(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
2759 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2761 msg_print(_("古えの死せる者共があなたに仕えるため土から甦った!",
2762 "Ancient, long-dead forms arise from the ground to serve you!"));
2764 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
2765 "'The dead arise... to punish you for disturbing them!'"));
2771 case ACT_SUMMON_HOUND:
2773 u32b mode = PM_ALLOW_GROUP;
2774 bool pet = !one_in_(5);
2775 if (pet) mode |= PM_FORCE_PET;
2776 else mode |= PM_NO_PET;
2778 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2782 msg_print(_("ハウンドがあなたの下僕として出現した。",
2783 "A group of hounds appear as your servant."));
2785 msg_print(_("ハウンドはあなたに牙を向けている!",
2786 "A group of hounds appear as your enemy!"));
2792 case ACT_SUMMON_DAWN:
2794 msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
2795 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2799 case ACT_SUMMON_OCTOPUS:
2801 u32b mode = PM_ALLOW_GROUP;
2802 bool pet = !one_in_(5);
2803 if (pet) mode |= PM_FORCE_PET;
2805 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
2808 msg_print(_("蛸があなたの下僕として出現した。", "A group of octopuses appear as your servant."));
2810 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
2816 /* Activate for healing */
2818 case ACT_CHOIR_SINGS:
2820 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
2821 (void)set_poisoned(0);
2824 (void)set_confused(0);
2826 (void)set_afraid(0);
2827 (void)set_hero(randint1(25) + 25, FALSE);
2828 (void)hp_player(777);
2834 (void)set_afraid(0);
2835 (void)hp_player(30);
2841 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
2842 hp_player(damroll(4, 8));
2843 (void)set_cut((p_ptr->cut / 2) - 50);
2847 case ACT_CURE_POISON:
2849 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2850 (void)set_afraid(0);
2851 (void)set_poisoned(0);
2857 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
2864 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
2865 (void)do_res_stat(A_STR);
2866 (void)do_res_stat(A_INT);
2867 (void)do_res_stat(A_WIS);
2868 (void)do_res_stat(A_DEX);
2869 (void)do_res_stat(A_CON);
2870 (void)do_res_stat(A_CHR);
2871 (void)restore_level();
2877 msg_print(_("深青色に輝いている...","It glows deep blue..."));
2878 msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
2879 (void)hp_player(700);
2886 msg_print(_("白く明るく輝いている...","It glows a bright white..."));
2887 msg_print(_("ひじょうに気分がよい...","You feel much better..."));
2888 (void)hp_player(1000);
2895 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
2896 (void)set_poisoned(0);
2897 (void)set_confused(0);
2906 case ACT_CURE_MANA_FULL:
2908 msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
2909 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2912 for (i = 0; i < EATER_EXT*2; i++)
2914 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2915 if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2917 for (; i < EATER_EXT*3; i++)
2919 int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2920 p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
2921 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2923 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2924 p_ptr->window |= (PW_PLAYER);
2926 else if (p_ptr->csp < p_ptr->msp)
2928 p_ptr->csp = p_ptr->msp;
2929 p_ptr->csp_frac = 0;
2930 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2931 p_ptr->redraw |= (PR_MANA);
2932 p_ptr->window |= (PW_PLAYER);
2933 p_ptr->window |= (PW_SPELL);
2938 /* Activate for timed effect */
2942 (void)set_tim_esp(randint1(30) + 25, FALSE);
2948 (void)set_afraid(0);
2949 (void)set_shero(randint1(25) + 25, FALSE);
2950 /* (void)set_afraid(0);
2951 (void)set_hero(randint1(50) + 50, FALSE);
2952 (void)set_blessed(randint1(50) + 50, FALSE);
2953 o_ptr->timeout = 100 + randint1(100); */
2959 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
2961 (void)set_protevil(randint1(25) + k, FALSE);
2965 case ACT_RESIST_ALL:
2967 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
2968 (void)set_oppose_acid(randint1(40) + 40, FALSE);
2969 (void)set_oppose_elec(randint1(40) + 40, FALSE);
2970 (void)set_oppose_fire(randint1(40) + 40, FALSE);
2971 (void)set_oppose_cold(randint1(40) + 40, FALSE);
2972 (void)set_oppose_pois(randint1(40) + 40, FALSE);
2978 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
2979 (void)set_fast(randint1(20) + 20, FALSE);
2983 case ACT_XTRA_SPEED:
2985 msg_print(_("明るく輝いている...", "It glows brightly..."));
2986 (void)set_fast(randint1(75) + 75, FALSE);
2992 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
2998 (void)set_invuln(randint1(8) + 8, FALSE);
3004 (void)set_afraid(0);
3005 set_hero(randint1(25)+25, FALSE);
3010 case ACT_HELO_SPEED:
3012 (void)set_fast(randint1(50) + 50, FALSE);
3015 set_hero(randint1(50) + 50, FALSE);
3019 case ACT_RESIST_ACID:
3021 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
3022 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3024 if (!get_aim_dir(&dir)) return FALSE;
3025 fire_ball(GF_ACID, dir, 100, 2);
3027 (void)set_oppose_acid(randint1(20) + 20, FALSE);
3031 case ACT_RESIST_FIRE:
3033 msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
3034 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3036 if (!get_aim_dir(&dir)) return FALSE;
3037 fire_ball(GF_FIRE, dir, 100, 2);
3039 (void)set_oppose_fire(randint1(20) + 20, FALSE);
3043 case ACT_RESIST_COLD:
3045 msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
3046 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3048 if (!get_aim_dir(&dir)) return FALSE;
3049 fire_ball(GF_COLD, dir, 100, 2);
3051 (void)set_oppose_cold(randint1(20) + 20, FALSE);
3055 case ACT_RESIST_ELEC:
3057 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
3058 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3060 if (!get_aim_dir(&dir)) return FALSE;
3061 fire_ball(GF_ELEC, dir, 100, 2);
3063 (void)set_oppose_elec(randint1(20) + 20, FALSE);
3067 case ACT_RESIST_POIS:
3069 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
3070 (void)set_oppose_pois(randint1(20) + 20, FALSE);
3074 /* Activate for general purpose effect (detection etc.) */
3078 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
3079 lite_area(damroll(2, 15), 3);
3085 msg_print(_("眩しく輝いた...", "It shines brightly..."));
3086 map_area(DETECT_RAD_MAP);
3087 lite_area(damroll(2, 15), 3);
3091 case ACT_DETECT_ALL:
3093 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
3094 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
3095 detect_all(DETECT_RAD_DEFAULT);
3099 case ACT_DETECT_XTRA:
3101 msg_print(_("明るく輝いている...", "It glows brightly..."));
3102 detect_all(DETECT_RAD_DEFAULT);
3104 identify_fully(FALSE);
3110 msg_print(_("黄色く輝いている...", "It glows yellow..."));
3111 identify_fully(FALSE);
3117 if (!ident_spell(FALSE)) return FALSE;
3121 case ACT_RUNE_EXPLO:
3123 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3130 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
3137 (void)set_food(PY_FOOD_MAX - 1);
3143 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3144 destroy_doors_touch();
3150 msg_print(_("鼓動している...", "It pulsates..."));
3151 if (!get_aim_dir(&dir)) return FALSE;
3152 wall_to_mud(dir, 20 + randint1(30));
3164 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
3171 msg_print(_("次元の扉が開いた。目的地を選んで下さい。", "You open a dimensional gate. Choose a destination."));
3172 if (!dimension_door()) return FALSE;
3179 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
3180 teleport_player(100, 0L);
3186 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
3187 if (!word_of_recall()) return FALSE;
3193 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
3194 chg_virtue(V_KNOWLEDGE, 1);
3195 chg_virtue(V_ENLIGHTEN, 1);
3198 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3199 take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
3201 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3202 (void)detect_doors(DETECT_RAD_DEFAULT);
3203 (void)detect_stairs(DETECT_RAD_DEFAULT);
3205 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
3207 (void)word_of_recall();
3213 case ACT_TELEKINESIS:
3215 if (!get_aim_dir(&dir)) return FALSE;
3216 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
3217 fetch(dir, 500, TRUE);
3221 case ACT_DETECT_UNIQUE:
3224 monster_type *m_ptr;
3225 monster_race *r_ptr;
3226 msg_print(_("奇妙な場所が頭の中に浮かんだ...", "Some strange places show up in your mind. And you see ..."));
3227 /* Process the monsters (backwards) */
3228 for (i = m_max - 1; i >= 1; i--)
3230 /* Access the monster */
3233 /* Ignore "dead" monsters */
3234 if (!m_ptr->r_idx) continue;
3236 r_ptr = &r_info[m_ptr->r_idx];
3238 if(r_ptr->flags1 & RF1_UNIQUE)
3240 msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
3248 switch (randint1(13))
3250 case 1: case 2: case 3: case 4: case 5:
3251 teleport_player(10, 0L);
3253 case 6: case 7: case 8: case 9: case 10:
3254 teleport_player(222, 0L);
3257 (void)stair_creation();
3260 if (get_check(_("この階を去りますか?", "Leave this level? ")))
3262 if (autosave_l) do_cmd_save_game(TRUE);
3265 p_ptr->leaving = TRUE;
3271 case ACT_DISP_CURSE_XTRA:
3273 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
3274 if (remove_all_curse())
3276 msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
3282 case ACT_BRAND_FIRE_BOLTS:
3284 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
3285 (void)brand_bolts();
3289 case ACT_RECHARGE_XTRA:
3291 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
3292 if (!recharge(1000)) return FALSE;
3298 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
3299 if (!ident_spell(FALSE)) return FALSE;
3301 if (mp_ptr->spell_book)
3303 /* Sufficient mana */
3304 if (20 <= p_ptr->csp)
3310 /* Over-exert the player */
3313 int oops = 20 - p_ptr->csp;
3317 p_ptr->csp_frac = 0;
3320 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
3321 /* Hack -- Bypass free action */
3322 (void)set_paralyzed(p_ptr->paralyzed +
3323 randint1(5 * oops + 1));
3326 (void)set_confused(p_ptr->confused +
3327 randint1(5 * oops + 1));
3331 p_ptr->redraw |= (PR_MANA);
3333 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
3335 if (one_in_(5)) (void)set_confused(p_ptr->confused +
3338 /* Exercise a little care... */
3340 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
3346 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
3347 (void)set_afraid(0);
3348 (void)set_hero(randint1(20) + 20, FALSE);
3349 dispel_evil(p_ptr->lev * 3);
3353 case ACT_PHASE_DOOR:
3355 teleport_player(10, 0L);
3359 case ACT_DETECT_ALL_MONS:
3361 (void)detect_monsters_invis(255);
3362 (void)detect_monsters_normal(255);
3366 case ACT_ULTIMATE_RESIST:
3368 int v = randint1(25)+25;
3369 (void)set_afraid(0);
3370 (void)set_hero(v, FALSE);
3371 (void)hp_player(10);
3372 (void)set_blessed(v, FALSE);
3373 (void)set_oppose_acid(v, FALSE);
3374 (void)set_oppose_elec(v, FALSE);
3375 (void)set_oppose_fire(v, FALSE);
3376 (void)set_oppose_cold(v, FALSE);
3377 (void)set_oppose_pois(v, FALSE);
3378 (void)set_ultimate_res(v, FALSE);
3383 /* Unique activation */
3387 char o_name[MAX_NLEN];
3390 /* Cast off activated item */
3391 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3393 if (o_ptr == &inventory[inv]) break;
3397 if (inv > INVEN_FEET) return FALSE;
3399 object_copy(&forge, o_ptr);
3400 inven_item_increase(inv, (0 - o_ptr->number));
3401 inven_item_optimize(inv);
3402 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
3403 o_ptr = &o_list[o_idx];
3405 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3406 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
3409 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
3410 t = 20 + randint1(20);
3411 (void)set_blind(p_ptr->blind + t);
3412 (void)set_afraid(0);
3413 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3414 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3415 (void)set_hero(p_ptr->hero + t, FALSE);
3416 (void)set_blessed(p_ptr->blessed + t, FALSE);
3417 (void)set_fast(p_ptr->fast + t, FALSE);
3418 (void)set_shero(p_ptr->shero + t, FALSE);
3419 if (p_ptr->pclass == CLASS_FORCETRAINER)
3421 p_ptr->magic_num1[0] = plev * 5 + 190;
3422 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
3428 case ACT_FALLING_STAR:
3430 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
3431 msg_print(_("「狂ほしく 血のごとき 月はのぼれり 秘めおきし 魔剣 いずこぞや」", "'Behold the blade arts.'"));
3436 case ACT_GRAND_CROSS:
3438 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
3439 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3443 case ACT_TELEPORT_LEVEL:
3445 if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)"))) return FALSE;
3450 case ACT_STRAIN_HASTE:
3453 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3454 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
3455 t = 25 + randint1(25);
3456 (void)set_fast(p_ptr->fast + t, FALSE);
3464 if (!get_rep_dir2(&dir)) return FALSE;
3465 y = p_ptr->y+ddy[dir];
3466 x = p_ptr->x+ddx[dir];
3468 if (!cave_have_flag_bold(y, x, FF_WATER))
3470 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
3473 else if (cave[y][x].m_idx)
3476 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3477 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
3478 p_ptr->energy_use = 0;
3481 set_action(ACTION_FISH);
3482 p_ptr->redraw |= (PR_STATE);
3489 monster_type *m_ptr;
3492 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
3494 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
3495 kakusan = "Suke-san";
3498 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
3500 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
3501 kakusan = "Kaku-san";
3506 for (i = m_max - 1; i > 0; i--)
3509 if (!m_ptr->r_idx) continue;
3510 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3511 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3512 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3520 msg_format(_("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」",
3521 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
3524 confuse_monsters(120);
3526 stasis_monsters(120);
3531 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
3538 /* Only for Muramasa */
3539 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3540 if (get_check(_("本当に使いますか?", "Are you sure?!")))
3542 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
3546 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
3547 curse_weapon_object(TRUE, o_ptr);
3553 case ACT_BLOODY_MOON:
3555 /* Only for Bloody Moon */
3556 if (o_ptr->name1 != ART_BLOOD) return FALSE;
3557 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
3558 get_bloody_moon_flags(o_ptr);
3559 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3560 p_ptr->update |= (PU_BONUS | PU_HP);
3568 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3571 /* Only for Crimson */
3572 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3574 msg_print(_("せっかくだから『クリムゾン』をぶっぱなすぜ!", "I'll fire CRIMSON! SEKKAKUDAKARA!"));
3576 if (!get_aim_dir(&dir)) return FALSE;
3578 /* Use the given direction */
3579 tx = p_ptr->x + 99 * ddx[dir];
3580 ty = p_ptr->y + 99 * ddy[dir];
3582 /* Hack -- Use an actual "target" */
3583 if ((dir == 5) && target_okay())
3589 if (p_ptr->pclass == CLASS_ARCHER)
3591 /* Extra shot at level 10 */
3592 if (p_ptr->lev >= 10) num++;
3594 /* Extra shot at level 30 */
3595 if (p_ptr->lev >= 30) num++;
3597 /* Extra shot at level 45 */
3598 if (p_ptr->lev >= 45) num++;
3601 for (i = 0; i < num; i++)
3602 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3608 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
3613 /* Set activation timeout */
3614 if (act_ptr->timeout.constant >= 0) {
3615 o_ptr->timeout = act_ptr->timeout.constant;
3616 if (act_ptr->timeout.dice > 0) {
3617 o_ptr->timeout += randint1(act_ptr->timeout.dice);
3620 /* Activations that have special timeout */
3621 switch (act_ptr->index) {
3623 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3626 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3629 o_ptr->timeout = 3 * (p_ptr->lev + 10);
3635 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3644 * @brief 固定アーティファクト『ブラッディムーン』の特性を変更する。
3645 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
3646 * @param o_ptr 対象のオブジェクト構造体(ブラッディムーン)のポインタ
3649 void get_bloody_moon_flags(object_type *o_ptr)
3653 for (i = 0; i < TR_FLAG_SIZE; i++)
3654 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3656 dummy = randint1(2) + randint1(2);
3657 for (i = 0; i < dummy; i++)
3659 int flag = randint0(26);
3660 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3661 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3662 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3663 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3666 dummy = randint1(2);
3667 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3669 for (i = 0; i < 2; i++)
3671 int tmp = randint0(11);
3672 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3673 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3678 * @brief 固定アーティファクト生成時の特別なハードコーディング処理を行う。.
3679 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
3680 * 対象は恐怖の仮面、村正、ロビントンのハープ、龍争虎鬪、ブラッディムーン、羽衣、天女の羽衣、ミリム、
3682 * @attention プレイヤーの各種ステータスに依存した処理がある。
3683 * @todo 折を見て関数名を変更すること。
3684 * @param o_ptr 対象のオブジェクト構造体ポインタ
3685 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
3688 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3690 bool give_resistance = FALSE, give_power = FALSE;
3692 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3694 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3697 give_resistance = TRUE;
3701 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3702 add_flag(o_ptr->art_flags, TR_TY_CURSE);
3703 o_ptr->curse_flags |=
3704 (TRC_CURSED | TRC_HEAVY_CURSE);
3705 o_ptr->curse_flags |= get_curse(2, o_ptr);
3710 if (o_ptr->name1 == ART_MURAMASA)
3712 if (p_ptr->pclass != CLASS_SAMURAI)
3714 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3715 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3719 if (o_ptr->name1 == ART_ROBINTON)
3721 if (p_ptr->pclass == CLASS_BARD)
3723 add_flag(o_ptr->art_flags, TR_DEC_MANA);
3727 if (o_ptr->name1 == ART_XIAOLONG)
3729 if (p_ptr->pclass == CLASS_MONK)
3730 add_flag(o_ptr->art_flags, TR_BLOWS);
3733 if (o_ptr->name1 == ART_BLOOD)
3735 get_bloody_moon_flags(o_ptr);
3738 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3740 if (p_ptr->psex != SEX_FEMALE)
3742 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3746 if (o_ptr->name1 == ART_MILIM)
3748 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3751 add_flag(o_ptr->art_flags, TR_STR);
3752 add_flag(o_ptr->art_flags, TR_INT);
3753 add_flag(o_ptr->art_flags, TR_WIS);
3754 add_flag(o_ptr->art_flags, TR_DEX);
3755 add_flag(o_ptr->art_flags, TR_CON);
3756 add_flag(o_ptr->art_flags, TR_CHR);
3760 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3761 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3762 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3764 /* Give a resistance OR a power */
3765 if (one_in_(2)) give_resistance = TRUE;
3766 else give_power = TRUE;
3774 if (give_resistance)
3776 one_high_resistance(o_ptr);
3782 * @brief フロアの指定された位置に固定アーティファクトを生成する。 / Create the artifact of the specified number
3783 * @details 固定アーティファクト構造体から基本ステータスをコピーした後、所定の座標でdrop_item()で落とす。
3784 * @param a_idx 生成する固定アーティファクト構造体のID
3785 * @param y アイテムを落とす地点のy座標
3786 * @param x アイテムを落とす地点のx座標
3787 * @return 生成が成功したか否か、失敗はIDの不全、ベースアイテムの不全、drop_item()の失敗時に起こる。
3788 * @attention この処理はdrop_near()内で普通の固定アーティファクトが重ならない性質に依存する.
3789 * 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
3790 * drop_near()関数の返り値は信用できなくなる.
3793 bool create_named_art(int a_idx, int y, int x)
3799 artifact_type *a_ptr = &a_info[a_idx];
3801 /* Get local object */
3804 /* Ignore "empty" artifacts */
3805 if (!a_ptr->name) return FALSE;
3807 /* Acquire the "kind" index */
3808 i = lookup_kind(a_ptr->tval, a_ptr->sval);
3811 if (!i) return FALSE;
3813 /* Create the artifact */
3814 object_prep(q_ptr, i);
3817 q_ptr->name1 = a_idx;
3819 /* Extract the fields */
3820 q_ptr->pval = a_ptr->pval;
3821 q_ptr->ac = a_ptr->ac;
3822 q_ptr->dd = a_ptr->dd;
3823 q_ptr->ds = a_ptr->ds;
3824 q_ptr->to_a = a_ptr->to_a;
3825 q_ptr->to_h = a_ptr->to_h;
3826 q_ptr->to_d = a_ptr->to_d;
3827 q_ptr->weight = a_ptr->weight;
3829 /* Hack -- extract the "cursed" flag */
3830 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3831 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3832 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3833 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3834 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3835 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3837 random_artifact_resistance(q_ptr, a_ptr);
3839 /* Drop the artifact from heaven */
3840 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;