1 /* Purpose: Artifact code */
4 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research, and
7 * not for profit purposes provided that this copyright and statement are
8 * included in all such copies.
14 /* Chance of using syllables to form the name instead of the "template" files */
15 #define SINDARIN_NAME 10
23 * Bias luck needs to be higher than weird luck,
24 * since it is usually tested several times...
26 #define ACTIVATION_CHANCE 3
30 * Use for biased artifact creation
32 static int artifact_bias;
36 * Choose one random sustain
38 void one_sustain(object_type *o_ptr)
42 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
43 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
44 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
45 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
46 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
47 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
53 * Choose one random high resistance
55 void one_high_resistance(object_type *o_ptr)
59 case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
60 case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
61 case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
62 case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
63 case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
64 case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
65 case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
66 case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
67 case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
68 case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
69 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
70 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
76 * Choose one random high resistance ( except poison and disenchantment )
78 void one_lordly_high_resistance(object_type *o_ptr)
82 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
83 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
84 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
85 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
86 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
87 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
88 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
89 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
90 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
91 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
97 * Choose one random element resistance
99 void one_ele_resistance(object_type *o_ptr)
103 case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
104 case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
105 case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
106 case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
112 * Choose one random element or poison resistance
114 void one_dragon_ele_resistance(object_type *o_ptr)
118 add_flag(o_ptr->art_flags, TR_RES_POIS);
122 one_ele_resistance(o_ptr);
128 * Choose one lower rank esp
130 void one_low_esp(object_type *o_ptr)
132 switch (randint1(10))
134 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
135 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
136 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
137 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
138 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
139 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
140 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
141 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
142 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
143 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
150 * Choose one random resistance
152 void one_resistance(object_type *o_ptr)
156 one_ele_resistance(o_ptr);
160 one_high_resistance(o_ptr);
166 * Choose one random ability
168 void one_ability(object_type *o_ptr)
170 switch (randint0(10))
172 case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
173 case 1: add_flag(o_ptr->art_flags, TR_LITE); break;
174 case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
175 case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
176 case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
177 case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
178 case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
179 case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE); break;
188 static void curse_artifact(object_type * o_ptr)
190 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
191 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
192 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
193 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
195 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
196 remove_flag(o_ptr->art_flags, TR_BLESSED);
198 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
199 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
200 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
201 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
202 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
203 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
204 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
205 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
207 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))
208 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
212 static void random_plus(object_type * o_ptr)
214 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
216 switch (artifact_bias)
219 if (!(have_flag(o_ptr->art_flags, TR_STR)))
221 add_flag(o_ptr->art_flags, TR_STR);
222 if (one_in_(2)) return;
225 if (!(have_flag(o_ptr->art_flags, TR_CON)))
227 add_flag(o_ptr->art_flags, TR_CON);
228 if (one_in_(2)) return;
231 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
233 add_flag(o_ptr->art_flags, TR_DEX);
234 if (one_in_(2)) return;
239 if (!(have_flag(o_ptr->art_flags, TR_INT)))
241 add_flag(o_ptr->art_flags, TR_INT);
242 if (one_in_(2)) return;
244 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
246 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
247 if (one_in_(2)) return;
252 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
254 add_flag(o_ptr->art_flags, TR_WIS);
255 if (one_in_(2)) return;
260 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
262 add_flag(o_ptr->art_flags, TR_DEX);
263 if (one_in_(2)) return;
266 if (!(have_flag(o_ptr->art_flags, TR_CON)))
268 add_flag(o_ptr->art_flags, TR_CON);
269 if (one_in_(2)) return;
272 if (!(have_flag(o_ptr->art_flags, TR_STR)))
274 add_flag(o_ptr->art_flags, TR_STR);
275 if (one_in_(2)) return;
280 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
282 add_flag(o_ptr->art_flags, TR_STEALTH);
283 if (one_in_(2)) return;
285 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
287 add_flag(o_ptr->art_flags, TR_SEARCH);
288 if (one_in_(2)) return;
293 if (!(have_flag(o_ptr->art_flags, TR_STR)))
295 add_flag(o_ptr->art_flags, TR_STR);
296 if (one_in_(2)) return;
301 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
303 add_flag(o_ptr->art_flags, TR_WIS);
304 if (one_in_(2)) return;
309 if (!(have_flag(o_ptr->art_flags, TR_INT)))
311 add_flag(o_ptr->art_flags, TR_INT);
312 if (one_in_(2)) return;
317 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
319 add_flag(o_ptr->art_flags, TR_DEX);
320 if (one_in_(2)) return;
325 if (!(have_flag(o_ptr->art_flags, TR_CON)))
327 add_flag(o_ptr->art_flags, TR_CON);
328 if (one_in_(2)) return;
333 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
335 add_flag(o_ptr->art_flags, TR_CHR);
336 if (one_in_(2)) return;
341 if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
343 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
345 add_flag(o_ptr->art_flags, TR_DEC_MANA);
346 if (one_in_(2)) return;
350 switch (randint1(this_type))
353 add_flag(o_ptr->art_flags, TR_STR);
354 if (!artifact_bias && !one_in_(13))
355 artifact_bias = BIAS_STR;
356 else if (!artifact_bias && one_in_(7))
357 artifact_bias = BIAS_WARRIOR;
360 add_flag(o_ptr->art_flags, TR_INT);
361 if (!artifact_bias && !one_in_(13))
362 artifact_bias = BIAS_INT;
363 else if (!artifact_bias && one_in_(7))
364 artifact_bias = BIAS_MAGE;
367 add_flag(o_ptr->art_flags, TR_WIS);
368 if (!artifact_bias && !one_in_(13))
369 artifact_bias = BIAS_WIS;
370 else if (!artifact_bias && one_in_(7))
371 artifact_bias = BIAS_PRIESTLY;
374 add_flag(o_ptr->art_flags, TR_DEX);
375 if (!artifact_bias && !one_in_(13))
376 artifact_bias = BIAS_DEX;
377 else if (!artifact_bias && one_in_(7))
378 artifact_bias = BIAS_ROGUE;
381 add_flag(o_ptr->art_flags, TR_CON);
382 if (!artifact_bias && !one_in_(13))
383 artifact_bias = BIAS_CON;
384 else if (!artifact_bias && one_in_(9))
385 artifact_bias = BIAS_RANGER;
388 add_flag(o_ptr->art_flags, TR_CHR);
389 if (!artifact_bias && !one_in_(13))
390 artifact_bias = BIAS_CHR;
393 add_flag(o_ptr->art_flags, TR_STEALTH);
394 if (!artifact_bias && one_in_(3))
395 artifact_bias = BIAS_ROGUE;
398 add_flag(o_ptr->art_flags, TR_SEARCH);
399 if (!artifact_bias && one_in_(9))
400 artifact_bias = BIAS_RANGER;
403 add_flag(o_ptr->art_flags, TR_INFRA);
406 add_flag(o_ptr->art_flags, TR_SPEED);
407 if (!artifact_bias && one_in_(11))
408 artifact_bias = BIAS_ROGUE;
411 add_flag(o_ptr->art_flags, TR_TUNNEL);
414 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
417 add_flag(o_ptr->art_flags, TR_BLOWS);
418 if (!artifact_bias && one_in_(11))
419 artifact_bias = BIAS_WARRIOR;
426 static void random_resistance(object_type * o_ptr)
428 switch (artifact_bias)
431 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
433 add_flag(o_ptr->art_flags, TR_RES_ACID);
434 if (one_in_(2)) return;
436 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
438 add_flag(o_ptr->art_flags, TR_IM_ACID);
439 if (!one_in_(IM_LUCK))
441 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
442 remove_flag(o_ptr->art_flags, TR_IM_COLD);
443 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
445 if (one_in_(2)) return;
450 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
452 add_flag(o_ptr->art_flags, TR_RES_ELEC);
453 if (one_in_(2)) return;
455 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
456 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
458 add_flag(o_ptr->art_flags, TR_SH_ELEC);
459 if (one_in_(2)) return;
461 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
463 add_flag(o_ptr->art_flags, TR_IM_ELEC);
464 if (!one_in_(IM_LUCK))
466 remove_flag(o_ptr->art_flags, TR_IM_ACID);
467 remove_flag(o_ptr->art_flags, TR_IM_COLD);
468 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
471 if (one_in_(2)) return;
476 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
478 add_flag(o_ptr->art_flags, TR_RES_FIRE);
479 if (one_in_(2)) return;
481 if ((o_ptr->tval >= TV_CLOAK) &&
482 (o_ptr->tval <= TV_HARD_ARMOR) &&
483 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
485 add_flag(o_ptr->art_flags, TR_SH_FIRE);
486 if (one_in_(2)) return;
488 if (one_in_(BIAS_LUCK) &&
489 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
491 add_flag(o_ptr->art_flags, TR_IM_FIRE);
492 if (!one_in_(IM_LUCK))
494 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
495 remove_flag(o_ptr->art_flags, TR_IM_COLD);
496 remove_flag(o_ptr->art_flags, TR_IM_ACID);
498 if (one_in_(2)) return;
503 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
505 add_flag(o_ptr->art_flags, TR_RES_COLD);
506 if (one_in_(2)) return;
508 if ((o_ptr->tval >= TV_CLOAK) &&
509 (o_ptr->tval <= TV_HARD_ARMOR) &&
510 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
512 add_flag(o_ptr->art_flags, TR_SH_COLD);
513 if (one_in_(2)) return;
515 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
517 add_flag(o_ptr->art_flags, TR_IM_COLD);
518 if (!one_in_(IM_LUCK))
520 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
521 remove_flag(o_ptr->art_flags, TR_IM_ACID);
522 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
524 if (one_in_(2)) return;
529 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
531 add_flag(o_ptr->art_flags, TR_RES_POIS);
532 if (one_in_(2)) return;
537 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
539 add_flag(o_ptr->art_flags, TR_RES_FEAR);
540 if (one_in_(2)) return;
542 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
544 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
545 if (one_in_(2)) return;
549 case BIAS_NECROMANTIC:
550 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
552 add_flag(o_ptr->art_flags, TR_RES_NETHER);
553 if (one_in_(2)) return;
555 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
557 add_flag(o_ptr->art_flags, TR_RES_POIS);
558 if (one_in_(2)) return;
560 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
562 add_flag(o_ptr->art_flags, TR_RES_DARK);
563 if (one_in_(2)) return;
568 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
570 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
571 if (one_in_(2)) return;
573 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
575 add_flag(o_ptr->art_flags, TR_RES_CONF);
576 if (one_in_(2)) return;
578 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
580 add_flag(o_ptr->art_flags, TR_RES_DISEN);
581 if (one_in_(2)) return;
586 switch (randint1(42))
589 if (!one_in_(WEIRD_LUCK))
590 random_resistance(o_ptr);
593 add_flag(o_ptr->art_flags, TR_IM_ACID);
595 artifact_bias = BIAS_ACID;
599 if (!one_in_(WEIRD_LUCK))
600 random_resistance(o_ptr);
603 add_flag(o_ptr->art_flags, TR_IM_ELEC);
605 artifact_bias = BIAS_ELEC;
609 if (!one_in_(WEIRD_LUCK))
610 random_resistance(o_ptr);
613 add_flag(o_ptr->art_flags, TR_IM_COLD);
615 artifact_bias = BIAS_COLD;
619 if (!one_in_(WEIRD_LUCK))
620 random_resistance(o_ptr);
623 add_flag(o_ptr->art_flags, TR_IM_FIRE);
625 artifact_bias = BIAS_FIRE;
631 add_flag(o_ptr->art_flags, TR_RES_ACID);
633 artifact_bias = BIAS_ACID;
638 add_flag(o_ptr->art_flags, TR_RES_ELEC);
640 artifact_bias = BIAS_ELEC;
645 add_flag(o_ptr->art_flags, TR_RES_FIRE);
647 artifact_bias = BIAS_FIRE;
652 add_flag(o_ptr->art_flags, TR_RES_COLD);
654 artifact_bias = BIAS_COLD;
658 add_flag(o_ptr->art_flags, TR_RES_POIS);
659 if (!artifact_bias && !one_in_(4))
660 artifact_bias = BIAS_POIS;
661 else if (!artifact_bias && one_in_(2))
662 artifact_bias = BIAS_NECROMANTIC;
663 else if (!artifact_bias && one_in_(2))
664 artifact_bias = BIAS_ROGUE;
668 add_flag(o_ptr->art_flags, TR_RES_FEAR);
669 if (!artifact_bias && one_in_(3))
670 artifact_bias = BIAS_WARRIOR;
673 add_flag(o_ptr->art_flags, TR_RES_LITE);
676 add_flag(o_ptr->art_flags, TR_RES_DARK);
680 add_flag(o_ptr->art_flags, TR_RES_BLIND);
684 add_flag(o_ptr->art_flags, TR_RES_CONF);
685 if (!artifact_bias && one_in_(6))
686 artifact_bias = BIAS_CHAOS;
690 add_flag(o_ptr->art_flags, TR_RES_SOUND);
694 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
698 add_flag(o_ptr->art_flags, TR_RES_NETHER);
699 if (!artifact_bias && one_in_(3))
700 artifact_bias = BIAS_NECROMANTIC;
704 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
708 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
709 if (!artifact_bias && one_in_(2))
710 artifact_bias = BIAS_CHAOS;
714 add_flag(o_ptr->art_flags, TR_RES_DISEN);
717 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
718 add_flag(o_ptr->art_flags, TR_SH_ELEC);
720 random_resistance(o_ptr);
722 artifact_bias = BIAS_ELEC;
725 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
726 add_flag(o_ptr->art_flags, TR_SH_FIRE);
728 random_resistance(o_ptr);
730 artifact_bias = BIAS_FIRE;
733 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
734 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
735 add_flag(o_ptr->art_flags, TR_REFLECT);
737 random_resistance(o_ptr);
740 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
741 add_flag(o_ptr->art_flags, TR_SH_COLD);
743 random_resistance(o_ptr);
745 artifact_bias = BIAS_COLD;
752 static void random_misc(object_type * o_ptr)
754 switch (artifact_bias)
757 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
759 add_flag(o_ptr->art_flags, TR_SUST_CON);
760 if (one_in_(2)) return;
765 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
767 add_flag(o_ptr->art_flags, TR_SUST_STR);
768 if (one_in_(2)) return;
773 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
775 add_flag(o_ptr->art_flags, TR_SUST_WIS);
776 if (one_in_(2)) return;
781 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
783 add_flag(o_ptr->art_flags, TR_SUST_INT);
784 if (one_in_(2)) return;
789 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
791 add_flag(o_ptr->art_flags, TR_SUST_DEX);
792 if (one_in_(2)) return;
797 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
799 add_flag(o_ptr->art_flags, TR_SUST_CON);
800 if (one_in_(2)) return;
805 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
807 add_flag(o_ptr->art_flags, TR_SUST_CHR);
808 if (one_in_(2)) return;
813 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
815 add_flag(o_ptr->art_flags, TR_TELEPORT);
816 if (one_in_(2)) return;
821 if (!(have_flag(o_ptr->art_flags, TR_LITE)))
823 add_flag(o_ptr->art_flags, TR_LITE); /* Freebie */
828 switch (randint1(33))
831 add_flag(o_ptr->art_flags, TR_SUST_STR);
833 artifact_bias = BIAS_STR;
836 add_flag(o_ptr->art_flags, TR_SUST_INT);
838 artifact_bias = BIAS_INT;
841 add_flag(o_ptr->art_flags, TR_SUST_WIS);
843 artifact_bias = BIAS_WIS;
846 add_flag(o_ptr->art_flags, TR_SUST_DEX);
848 artifact_bias = BIAS_DEX;
851 add_flag(o_ptr->art_flags, TR_SUST_CON);
853 artifact_bias = BIAS_CON;
856 add_flag(o_ptr->art_flags, TR_SUST_CHR);
858 artifact_bias = BIAS_CHR;
863 add_flag(o_ptr->art_flags, TR_FREE_ACT);
866 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
867 if (!artifact_bias && one_in_(5))
868 artifact_bias = BIAS_PRIESTLY;
869 else if (!artifact_bias && one_in_(6))
870 artifact_bias = BIAS_NECROMANTIC;
874 add_flag(o_ptr->art_flags, TR_LITE);
878 add_flag(o_ptr->art_flags, TR_LEVITATION);
883 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
887 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
891 add_flag(o_ptr->art_flags, TR_REGEN);
894 add_flag(o_ptr->art_flags, TR_TELEPORT);
899 if (object_is_armour(o_ptr))
903 o_ptr->to_a = 4 + randint1(11);
910 int bonus_h, bonus_d;
911 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
912 bonus_h = 4 + (randint1(11));
913 bonus_d = 4 + (randint1(11));
914 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))
919 o_ptr->to_h += bonus_h;
920 o_ptr->to_d += bonus_d;
924 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
927 add_flag(o_ptr->art_flags, TR_NO_TELE);
930 add_flag(o_ptr->art_flags, TR_WARNING);
937 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
938 if (!artifact_bias && one_in_(3))
939 artifact_bias = BIAS_LAW;
942 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
943 if (!artifact_bias && one_in_(3))
944 artifact_bias = BIAS_MAGE;
947 add_flag(o_ptr->art_flags, TR_TELEPATHY);
948 if (!artifact_bias && one_in_(9))
949 artifact_bias = BIAS_MAGE;
959 idx[0] = randint1(8);
961 idx[1] = randint1(7);
962 if (idx[1] >= idx[0]) idx[1]++;
964 idx[2] = randint1(6);
965 if (idx[2] >= idx[0]) idx[2]++;
966 if (idx[2] >= idx[1]) idx[2]++;
968 while (n--) switch (idx[n])
971 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
972 if (!artifact_bias && one_in_(4))
973 artifact_bias = BIAS_RANGER;
976 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
977 if (!artifact_bias && one_in_(3))
978 artifact_bias = BIAS_PRIESTLY;
979 else if (!artifact_bias && one_in_(6))
980 artifact_bias = BIAS_NECROMANTIC;
983 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
986 add_flag(o_ptr->art_flags, TR_ESP_ORC);
989 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
992 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
995 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
996 if (!artifact_bias && one_in_(6))
997 artifact_bias = BIAS_ROGUE;
1000 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1001 if (!artifact_bias && one_in_(3))
1002 artifact_bias = BIAS_LAW;
1005 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1006 if (!artifact_bias && one_in_(3))
1007 artifact_bias = BIAS_LAW;
1016 static void random_slay(object_type *o_ptr)
1018 if (o_ptr->tval == TV_BOW)
1020 switch (randint1(6))
1025 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1026 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1027 if (!artifact_bias && one_in_(9))
1028 artifact_bias = BIAS_RANGER;
1031 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1032 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1033 if (!artifact_bias && one_in_(9))
1034 artifact_bias = BIAS_RANGER;
1041 switch (artifact_bias)
1044 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1046 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1047 if (one_in_(2)) return;
1052 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1053 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1055 /* A free power for "priestly" random artifacts */
1056 add_flag(o_ptr->art_flags, TR_BLESSED);
1060 case BIAS_NECROMANTIC:
1061 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1063 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1064 if (one_in_(2)) return;
1066 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1068 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1069 if (one_in_(2)) return;
1074 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1076 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1077 if (one_in_(2)) return;
1082 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1083 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1084 !(have_flag(o_ptr->art_flags, TR_THROW)))
1086 /* Free power for rogues... */
1087 add_flag(o_ptr->art_flags, TR_THROW);
1089 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1091 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1092 if (one_in_(2)) return;
1097 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1099 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1100 if (one_in_(2)) return;
1105 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1107 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1108 if (one_in_(2)) return;
1113 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1115 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1116 if (one_in_(2)) return;
1121 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1123 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1124 if (one_in_(2)) return;
1129 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1131 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1132 if (one_in_(2)) return;
1137 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1139 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1140 if (one_in_(2)) return;
1142 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1144 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1145 if (one_in_(2)) return;
1147 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1149 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1150 if (one_in_(2)) return;
1155 switch (randint1(36))
1159 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1163 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1164 if (!artifact_bias && one_in_(2))
1165 artifact_bias = BIAS_LAW;
1166 else if (!artifact_bias && one_in_(9))
1167 artifact_bias = BIAS_PRIESTLY;
1171 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1172 if (!artifact_bias && one_in_(9))
1173 artifact_bias = BIAS_PRIESTLY;
1177 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1178 if (!artifact_bias && one_in_(9))
1179 artifact_bias = BIAS_PRIESTLY;
1183 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1187 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1191 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1195 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1198 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1202 if (o_ptr->tval == TV_SWORD)
1204 add_flag(o_ptr->art_flags, TR_VORPAL);
1205 if (!artifact_bias && one_in_(9))
1206 artifact_bias = BIAS_WARRIOR;
1212 add_flag(o_ptr->art_flags, TR_IMPACT);
1216 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1218 artifact_bias = BIAS_FIRE;
1222 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1224 artifact_bias = BIAS_COLD;
1228 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1230 artifact_bias = BIAS_ELEC;
1234 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1236 artifact_bias = BIAS_ACID;
1240 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1241 if (!artifact_bias && !one_in_(3))
1242 artifact_bias = BIAS_POIS;
1243 else if (!artifact_bias && one_in_(6))
1244 artifact_bias = BIAS_NECROMANTIC;
1245 else if (!artifact_bias)
1246 artifact_bias = BIAS_ROGUE;
1249 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1251 artifact_bias = BIAS_NECROMANTIC;
1254 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1256 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1260 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1263 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1265 artifact_bias = BIAS_CHAOS;
1271 static void give_activation_power(object_type *o_ptr)
1273 int type = 0, chance = 0;
1275 switch (artifact_bias)
1280 type = ACT_BO_ELEC_1;
1282 else if (!one_in_(5))
1284 type = ACT_BA_ELEC_2;
1288 type = ACT_BA_ELEC_3;
1294 type = ACT_BA_POIS_1;
1301 type = ACT_BO_FIRE_1;
1303 else if (!one_in_(5))
1305 type = ACT_BA_FIRE_1;
1309 type = ACT_BA_FIRE_2;
1317 type = ACT_BO_COLD_1;
1318 else if (!one_in_(3))
1319 type = ACT_BA_COLD_1;
1320 else if (!one_in_(3))
1321 type = ACT_BA_COLD_2;
1323 type = ACT_BA_COLD_3;
1329 type = ACT_SUMMON_DEMON;
1331 type = ACT_CALL_CHAOS;
1338 type = ACT_CHARM_UNDEAD;
1339 else if (one_in_(12))
1340 type = ACT_BANISH_EVIL;
1341 else if (one_in_(11))
1342 type = ACT_DISP_EVIL;
1343 else if (one_in_(10))
1344 type = ACT_PROT_EVIL;
1345 else if (one_in_(9))
1346 type = ACT_CURE_1000;
1347 else if (one_in_(8))
1348 type = ACT_CURE_700;
1349 else if (one_in_(7))
1350 type = ACT_REST_ALL;
1351 else if (one_in_(6))
1352 type = ACT_REST_LIFE;
1357 case BIAS_NECROMANTIC:
1361 else if (one_in_(13))
1362 type = ACT_DISP_GOOD;
1363 else if (one_in_(9))
1364 type = ACT_MASS_GENO;
1365 else if (one_in_(8))
1366 type = ACT_GENOCIDE;
1367 else if (one_in_(13))
1368 type = ACT_SUMMON_UNDEAD;
1369 else if (one_in_(9))
1370 type = ACT_VAMPIRE_2;
1371 else if (one_in_(6))
1372 type = ACT_CHARM_UNDEAD;
1374 type = ACT_VAMPIRE_1;
1380 type = ACT_BANISH_EVIL;
1381 else if (one_in_(4))
1382 type = ACT_DISP_EVIL;
1384 type = ACT_PROT_EVIL;
1391 else if (one_in_(4))
1393 else if (one_in_(3))
1394 type = ACT_DETECT_ALL;
1395 else if (one_in_(8))
1398 type = ACT_ID_PLAIN;
1404 type = ACT_SUMMON_ELEMENTAL;
1405 else if (one_in_(10))
1406 type = ACT_SUMMON_PHANTOM;
1407 else if (one_in_(5))
1408 type = ACT_RUNE_EXPLO;
1424 type = ACT_CHARM_ANIMALS;
1425 else if (one_in_(7))
1426 type = ACT_SUMMON_ANIMAL;
1427 else if (one_in_(6))
1428 type = ACT_CHARM_ANIMAL;
1429 else if (one_in_(4))
1430 type = ACT_RESIST_ALL;
1431 else if (one_in_(3))
1434 type = ACT_CURE_POISON;
1438 while (!type || (randint1(100) >= chance))
1440 type = randint1(255);
1455 case ACT_CURE_POISON:
1469 case ACT_RESIST_ALL:
1470 case ACT_DETECT_ALL:
1493 case ACT_CHARM_ANIMAL:
1496 case ACT_SUMMON_ANIMAL:
1502 case ACT_BANISH_EVIL:
1505 case ACT_CHARM_UNDEAD:
1506 case ACT_CHARM_OTHER:
1507 case ACT_SUMMON_PHANTOM:
1509 case ACT_RUNE_EXPLO:
1512 case ACT_CALL_CHAOS:
1514 case ACT_CHARM_ANIMALS:
1515 case ACT_CHARM_OTHERS:
1516 case ACT_SUMMON_ELEMENTAL:
1524 case ACT_XTRA_SPEED:
1525 case ACT_DETECT_XTRA:
1529 case ACT_SUMMON_UNDEAD:
1530 case ACT_SUMMON_DEMON:
1541 /* A type was chosen... */
1542 o_ptr->xtra2 = type;
1543 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1548 static void get_random_name(char *return_name, bool armour, int power)
1550 int prob = randint1(100);
1552 if (prob <= SINDARIN_NAME)
1554 get_table_sindarin(return_name);
1556 else if (prob <= TABLE_NAME)
1558 get_table_name(return_name);
1571 filename = "a_cursed_j.txt";
1573 filename = "a_cursed.txt";
1578 filename = "a_low_j.txt";
1580 filename = "a_low.txt";
1585 filename = "a_med_j.txt";
1587 filename = "a_med.txt";
1592 filename = "a_high_j.txt";
1594 filename = "a_high.txt";
1603 filename = "w_cursed_j.txt";
1605 filename = "w_cursed.txt";
1610 filename = "w_low_j.txt";
1612 filename = "w_low.txt";
1617 filename = "w_med_j.txt";
1619 filename = "w_med.txt";
1624 filename = "w_high_j.txt";
1626 filename = "w_high.txt";
1631 (void)get_rnd_line(filename, artifact_bias, return_name);
1633 if (return_name[0] == 0) get_table_name(return_name);
1639 bool create_artifact(object_type *o_ptr, bool a_scroll)
1641 char new_name[1024];
1643 int powers = randint1(5) + 1;
1644 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1647 bool a_cursed = FALSE;
1648 int warrior_artifact_bias = 0;
1651 /* Reset artifact bias */
1654 /* Nuke enchantments */
1658 for (i = 0; i < TR_FLAG_SIZE; i++)
1659 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1661 if (o_ptr->pval) has_pval = TRUE;
1663 if (a_scroll && one_in_(4))
1665 switch (p_ptr->pclass)
1668 case CLASS_BERSERKER:
1673 artifact_bias = BIAS_WARRIOR;
1676 case CLASS_HIGH_MAGE:
1677 case CLASS_SORCERER:
1678 case CLASS_MAGIC_EATER:
1679 case CLASS_BLUE_MAGE:
1680 artifact_bias = BIAS_MAGE;
1683 artifact_bias = BIAS_PRIESTLY;
1687 artifact_bias = BIAS_ROGUE;
1688 warrior_artifact_bias = 25;
1692 artifact_bias = BIAS_RANGER;
1693 warrior_artifact_bias = 30;
1696 artifact_bias = BIAS_PRIESTLY;
1697 warrior_artifact_bias = 40;
1699 case CLASS_WARRIOR_MAGE:
1700 case CLASS_RED_MAGE:
1701 artifact_bias = BIAS_MAGE;
1702 warrior_artifact_bias = 40;
1704 case CLASS_CHAOS_WARRIOR:
1705 artifact_bias = BIAS_CHAOS;
1706 warrior_artifact_bias = 40;
1709 case CLASS_FORCETRAINER:
1710 artifact_bias = BIAS_PRIESTLY;
1712 case CLASS_MINDCRAFTER:
1714 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1717 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1719 case CLASS_IMITATOR:
1720 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1722 case CLASS_BEASTMASTER:
1723 artifact_bias = BIAS_CHR;
1724 warrior_artifact_bias = 50;
1726 case CLASS_MIRROR_MASTER:
1727 if (randint1(4) > 1)
1729 artifact_bias = BIAS_MAGE;
1733 artifact_bias = BIAS_ROGUE;
1739 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1740 artifact_bias = BIAS_WARRIOR;
1742 strcpy(new_name, "");
1744 if (!a_scroll && one_in_(A_CURSED))
1746 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1749 while (one_in_(powers) || one_in_(7) || one_in_(10))
1752 if (!a_cursed && one_in_(WEIRD_LUCK))
1755 if (a_cursed) powers /= 2;
1760 switch (randint1(max_type))
1767 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1769 if (a_cursed && !one_in_(13)) break;
1772 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1776 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1780 random_resistance(o_ptr);
1789 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1797 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1799 /* This one commented out by gw's request... */
1801 add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1804 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1806 o_ptr->pval = randint1(2);
1807 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1816 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1819 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1823 /* give it some plusses... */
1824 if (object_is_armour(o_ptr))
1825 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1826 else if (object_is_weapon_ammo(o_ptr))
1828 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1829 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1830 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1833 /* Just to be sure */
1834 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1835 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1836 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1837 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1839 total_flags = flag_cost(o_ptr, o_ptr->pval);
1840 if (cheat_peek) msg_format("%ld", total_flags);
1842 if (a_cursed) curse_artifact(o_ptr);
1845 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1848 give_activation_power(o_ptr);
1851 if (object_is_armour(o_ptr))
1853 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1855 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1856 o_ptr->to_d -= (s16b)randint0(3);
1857 o_ptr->to_h -= (s16b)randint0(3);
1859 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1861 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1862 o_ptr->to_d -= (s16b)randint0(3);
1863 o_ptr->to_h -= (s16b)randint0(3);
1867 if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1869 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1873 remove_flag(o_ptr->art_flags, TR_BLOWS);
1874 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1875 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1876 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1877 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1878 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1879 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1880 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1881 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1882 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1883 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1884 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1885 remove_flag(o_ptr->art_flags, TR_VORPAL);
1886 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1887 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1888 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1889 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1890 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1893 if (!object_is_weapon_ammo(o_ptr))
1896 if (a_cursed) power_level = 0;
1897 else if (total_flags < 15000) power_level = 1;
1898 else if (total_flags < 35000) power_level = 2;
1899 else power_level = 3;
1905 if (a_cursed) power_level = 0;
1906 else if (total_flags < 20000) power_level = 1;
1907 else if (total_flags < 45000) power_level = 2;
1908 else power_level = 3;
1913 char dummy_name[80] = "";
1915 cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
1917 cptr ask_msg = "What do you want to call the artifact? ";
1920 /* Identify it fully */
1921 object_aware(o_ptr);
1922 object_known(o_ptr);
1924 /* Mark the item as fully known */
1925 o_ptr->ident |= (IDENT_MENTAL);
1927 /* For being treated as random artifact in screen_object() */
1928 o_ptr->art_name = quark_add("");
1930 (void)screen_object(o_ptr, 0L);
1932 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1938 get_table_sindarin_aux(dummy_name);
1942 get_table_name_aux(dummy_name);
1947 sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
1949 sprintf(new_name, "'%s'", dummy_name);
1952 chg_virtue(V_INDIVIDUALISM, 2);
1953 chg_virtue(V_ENCHANT, 5);
1957 get_random_name(new_name, object_is_armour(o_ptr), power_level);
1963 if (artifact_bias) msg_format("±¿¤ÎÊФä¿¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È: %d¡£", artifact_bias);
1964 else msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£");
1966 if (artifact_bias) msg_format("Biased artifact: %d.", artifact_bias);
1967 else msg_print("No bias in artifact.");
1971 /* Save the inscription */
1972 o_ptr->art_name = quark_add(new_name);
1975 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1981 int activation_index(object_type *o_ptr)
1983 /* Give priority to weaponsmith's essential activations */
1984 if (object_is_smith(o_ptr))
1986 switch (o_ptr->xtra3-1)
1988 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1989 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1990 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1991 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1992 case TR_IMPACT: return ACT_QUAKE;
1996 if (object_is_fixed_artifact(o_ptr))
1998 return a_info[o_ptr->name1].act_idx;
2000 if (object_is_ego(o_ptr))
2002 return e_info[o_ptr->name2].act_idx;
2004 if (!object_is_random_artifact(o_ptr))
2006 return k_info[o_ptr->k_idx].act_idx;
2009 return o_ptr->xtra2;
2012 const activation_type* find_activation_info(object_type *o_ptr)
2014 const int index = activation_index(o_ptr);
2015 const activation_type* p;
2017 for (p = activation_info; p->flag != NULL; ++ p) {
2018 if (p->index == index)
2028 /* Dragon breath activation */
2029 static bool activate_dragon_breath(object_type *o_ptr)
2031 u32b flgs[4]; /* for resistance flags */
2034 int i, dir, t, n = 0;
2036 if (!get_aim_dir(&dir)) return FALSE;
2038 object_flags(o_ptr, flgs);
2040 for (i = 0; dragonbreath_info[i].flag != 0; i++)
2042 if (have_flag(flgs, dragonbreath_info[i].flag))
2044 type[n] = dragonbreath_info[i].type;
2045 name[n] = dragonbreath_info[i].name;
2051 if (n == 0) return FALSE;
2054 if (music_singing_any()) stop_singing();
2055 if (hex_spelling_any()) stop_hex_spell_all();
2058 msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
2059 fire_ball(type[t], dir, 250, -4);
2065 bool activate_random_artifact(object_type *o_ptr)
2067 int plev = p_ptr->lev;
2068 int k, dir, dummy = 0;
2069 cptr name = k_name + k_info[o_ptr->k_idx].name;
2070 const activation_type* const act_ptr = find_activation_info(o_ptr);
2074 /* Maybe forgot adding information to activation_info table ? */
2075 msg_print("Activation information is not found.");
2079 /* Activate for attack */
2080 switch (act_ptr->index)
2084 if (!get_aim_dir(&dir)) return FALSE;
2086 msg_print("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
2088 msg_print("A line of sunlight appears.");
2090 (void)lite_line(dir, damroll(6, 8));
2097 msg_print("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
2099 msg_print("It glows extremely brightly...");
2101 if (!get_aim_dir(&dir)) return FALSE;
2102 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2109 msg_print("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...");
2111 msg_print("It throbs deep green...");
2113 if (!get_aim_dir(&dir)) return FALSE;
2114 fire_ball(GF_POIS, dir, 12, 3);
2121 msg_print("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
2123 msg_print("It is covered in sparks...");
2125 if (!get_aim_dir(&dir)) return FALSE;
2126 fire_bolt(GF_ELEC, dir, damroll(4, 8));
2133 msg_print("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...");
2135 msg_print("It is covered in acid...");
2137 if (!get_aim_dir(&dir)) return FALSE;
2138 fire_bolt(GF_ACID, dir, damroll(5, 8));
2145 msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
2147 msg_print("It is covered in frost...");
2149 if (!get_aim_dir(&dir)) return FALSE;
2150 fire_bolt(GF_COLD, dir, damroll(6, 8));
2157 msg_print("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...");
2159 msg_print("It is covered in fire...");
2161 if (!get_aim_dir(&dir)) return FALSE;
2162 fire_bolt(GF_FIRE, dir, damroll(9, 8));
2169 msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
2171 msg_print("It is covered in frost...");
2173 if (!get_aim_dir(&dir)) return FALSE;
2174 fire_ball(GF_COLD, dir, 48, 2);
2181 msg_print("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
2183 msg_print("It glows an intense red...");
2185 if (!get_aim_dir(&dir)) return FALSE;
2186 fire_ball(GF_FIRE, dir, 72, 2);
2193 msg_format("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", name);
2195 msg_format("You order the %s to strangle your opponent.", name);
2197 if (!get_aim_dir(&dir)) return FALSE;
2198 if (drain_life(dir, 100))
2205 msg_print("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
2207 msg_print("It glows an intense blue...");
2209 if (!get_aim_dir(&dir)) return FALSE;
2210 fire_ball(GF_COLD, dir, 100, 2);
2217 msg_print("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...");
2219 msg_print("It crackles with electricity...");
2221 if (!get_aim_dir(&dir)) return FALSE;
2222 fire_ball(GF_ELEC, dir, 100, 3);
2229 msg_format("%s¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...", name);
2231 msg_format("The %s rages in fire...", name);
2233 if (!get_aim_dir(&dir)) return FALSE;
2234 fire_ball(GF_FIRE, dir, 120, 3);
2241 msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...");
2243 msg_print("It glows black...");
2245 if (!get_aim_dir(&dir)) return FALSE;
2246 drain_life(dir, 120);
2252 if (!get_aim_dir(&dir)) return FALSE;
2253 for (dummy = 0; dummy < 3; dummy++)
2255 if (drain_life(dir, 50))
2264 msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
2266 msg_print("It grows magical spikes...");
2268 if (!get_aim_dir(&dir)) return FALSE;
2269 fire_bolt(GF_ARROW, dir, 150);
2276 msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2278 msg_print("It glows deep red...");
2280 if (!get_aim_dir(&dir)) return FALSE;
2281 fire_ball(GF_FIRE, dir, 300, 3);
2288 msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2290 msg_print("It glows bright white...");
2292 if (!get_aim_dir(&dir)) return FALSE;
2293 fire_ball(GF_COLD, dir, 400, 3);
2300 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2302 msg_print("It glows deep blue...");
2304 if (!get_aim_dir(&dir)) return FALSE;
2305 fire_ball(GF_ELEC, dir, 500, 3);
2314 monster_type *m_ptr;
2316 for (dir = 0; dir <= 9; dir++)
2320 c_ptr = &cave[y][x];
2322 /* Get the monster */
2323 m_ptr = &m_list[c_ptr->m_idx];
2325 /* Hack -- attack monsters */
2326 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2335 if (!get_aim_dir(&dir)) return FALSE;
2336 for (dummy = 0; dummy < 3; dummy++)
2338 if (drain_life(dir, 100))
2345 case ACT_CALL_CHAOS:
2348 msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
2350 msg_print("It glows in scintillating colours...");
2358 if (!get_aim_dir(&dir)) return FALSE;
2360 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
2362 msg_print("You launch a rocket!");
2364 fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2371 msg_print("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
2373 msg_print("It floods the area with goodness...");
2375 dispel_evil(p_ptr->lev * 5);
2381 if (!get_aim_dir(&dir)) return FALSE;
2383 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
2385 msg_print("You breathe the elements.");
2387 fire_ball(GF_MISSILE, dir, 300, -4);
2394 msg_print("¼Ù°¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
2396 msg_print("It floods the area with evil...");
2398 dispel_good(p_ptr->lev * 5);
2405 msg_format("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", name);
2407 msg_format("The %s grows magical spikes...", name);
2409 if (!get_aim_dir(&dir)) return FALSE;
2410 fire_bolt(GF_ARROW, dir, 150);
2417 msg_format("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", name);
2419 msg_format("The %s throbs deep blue...", name);
2421 if (!get_aim_dir(&dir)) return FALSE;
2422 fire_ball(GF_WATER, dir, 200, 3);
2429 msg_format("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...", name);
2431 msg_format("The %s is coverd in pitch-darkness...", name);
2433 if (!get_aim_dir(&dir)) return FALSE;
2434 fire_ball(GF_DARK, dir, 250, 4);
2441 msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
2443 msg_format("The %s glows pale...", name);
2445 if (!get_aim_dir(&dir)) return FALSE;
2446 fire_ball(GF_MANA, dir, 250, 4);
2453 msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
2455 msg_print("You exterminate small life.");
2457 (void)dispel_monsters(4);
2461 case ACT_BLINDING_LIGHT:
2464 msg_format("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", name);
2466 msg_format("The %s gleams with blinding light...", name);
2468 fire_ball(GF_LITE, 0, 300, 6);
2469 confuse_monsters(3 * p_ptr->lev / 2);
2476 msg_format("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", name);
2478 msg_format("The %s glows intensely black...", name);
2480 if (!get_aim_dir(&dir)) return FALSE;
2485 case ACT_CAST_BA_STAR:
2487 int num = damroll(5, 3);
2491 msg_format("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...", name);
2493 msg_format("The %s is surrounded by lightning...", name);
2495 for (k = 0; k < num; k++)
2501 scatter(&y, &x, py, px, 4, 0);
2503 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2505 if (!player_bold(y, x)) break;
2508 project(0, 3, y, x, 150, GF_ELEC,
2509 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2515 case ACT_BLADETURNER:
2517 if (!get_aim_dir(&dir)) return FALSE;
2519 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
2521 msg_print("You breathe the elements.");
2523 fire_ball(GF_MISSILE, dir, 300, -4);
2525 msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
2527 msg_print("Your armor glows many colours...");
2529 (void)set_afraid(0);
2530 (void)set_hero(randint1(50) + 50, FALSE);
2531 (void)hp_player(10);
2532 (void)set_blessed(randint1(50) + 50, FALSE);
2533 (void)set_oppose_acid(randint1(50) + 50, FALSE);
2534 (void)set_oppose_elec(randint1(50) + 50, FALSE);
2535 (void)set_oppose_fire(randint1(50) + 50, FALSE);
2536 (void)set_oppose_cold(randint1(50) + 50, FALSE);
2537 (void)set_oppose_pois(randint1(50) + 50, FALSE);
2542 if (!get_aim_dir(&dir)) return FALSE;
2543 fire_ball(GF_ACID, dir, 100, 2);
2549 if (!get_aim_dir(&dir)) return FALSE;
2550 fire_ball(GF_FIRE, dir, 200, -2);
2551 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2553 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2559 if (!get_aim_dir(&dir)) return FALSE;
2560 fire_ball(GF_COLD, dir, 200, -2);
2561 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2563 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2569 if (!activate_dragon_breath(o_ptr)) return FALSE;
2573 /* Activate for other offensive action */
2578 msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
2580 msg_print("It glows in scintillating colours...");
2582 if (!get_aim_dir(&dir)) return FALSE;
2583 confuse_monster(dir, 20);
2590 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2592 msg_print("It glows deep blue...");
2594 sleep_monsters_touch();
2600 earthquake(py, px, 5);
2606 turn_monsters(40 + p_ptr->lev);
2612 if (!get_aim_dir(&dir)) return FALSE;
2613 (void)fire_beam(GF_AWAY_ALL, dir, plev);
2617 case ACT_BANISH_EVIL:
2619 if (banish_evil(100))
2622 msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª");
2624 msg_print("The power of the artifact banishes evil!");
2633 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2635 msg_print("It glows deep blue...");
2637 (void)symbol_genocide(200, TRUE);
2644 msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
2646 msg_print("It lets out a long, shrill note...");
2648 (void)mass_genocide(200, TRUE);
2652 case ACT_SCARE_AREA:
2654 if (music_singing_any()) stop_singing();
2655 if (hex_spelling_any()) stop_hex_spell_all();
2657 msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!");
2659 msg_print("You wind a mighty blast; your enemies tremble!");
2661 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2667 if (o_ptr->name1 == ART_HYOUSIGI)
2670 msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
2672 msg_print("You beat Your wooden clappers.");
2678 msg_format("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£", name);
2680 msg_format("The %s sounds an unpleasant noise.", name);
2683 aggravate_monsters(0);
2687 /* Activate for summoning / charming */
2689 case ACT_CHARM_ANIMAL:
2691 if (!get_aim_dir(&dir)) return FALSE;
2692 (void)charm_animal(dir, plev * 2);
2696 case ACT_CHARM_UNDEAD:
2698 if (!get_aim_dir(&dir)) return FALSE;
2699 (void)control_one_undead(dir, plev * 2);
2703 case ACT_CHARM_OTHER:
2705 if (!get_aim_dir(&dir)) return FALSE;
2706 (void)charm_monster(dir, plev * 2);
2710 case ACT_CHARM_ANIMALS:
2712 (void)charm_animals(plev * 2);
2716 case ACT_CHARM_OTHERS:
2718 charm_monsters(plev * 2);
2722 case ACT_SUMMON_ANIMAL:
2724 (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2728 case ACT_SUMMON_PHANTOM:
2731 msg_print("¸¸Îî¤ò¾¤´¤·¤¿¡£");
2733 msg_print("You summon a phantasmal servant.");
2735 (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2739 case ACT_SUMMON_ELEMENTAL:
2741 bool pet = one_in_(3);
2744 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2745 if (pet) mode |= PM_FORCE_PET;
2746 else mode |= PM_NO_PET;
2748 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2751 msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...");
2753 msg_print("An elemental materializes...");
2757 msg_print("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£");
2759 msg_print("It seems obedient to you.");
2763 msg_print("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤¤Ê¤«¤Ã¤¿¡ª");
2765 msg_print("You fail to control it!");
2772 case ACT_SUMMON_DEMON:
2774 bool pet = one_in_(3);
2777 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2778 if (pet) mode |= PM_FORCE_PET;
2779 else mode |= PM_NO_PET;
2781 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
2784 msg_print("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£");
2786 msg_print("The area fills with a stench of sulphur and brimstone.");
2790 msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
2792 msg_print("'What is thy bidding... Master?'");
2796 msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
2798 msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
2805 case ACT_SUMMON_UNDEAD:
2807 bool pet = one_in_(3);
2811 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2813 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2814 if (pet) mode |= PM_FORCE_PET;
2815 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2817 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
2820 msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...");
2822 msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
2826 msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª");
2828 msg_print("Ancient, long-dead forms arise from the ground to serve you!");
2832 msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª");
2834 msg_print("'The dead arise... to punish you for disturbing them!'");
2841 case ACT_SUMMON_HOUND:
2843 u32b mode = PM_ALLOW_GROUP;
2844 bool pet = !one_in_(5);
2845 if (pet) mode |= PM_FORCE_PET;
2846 else mode |= PM_NO_PET;
2848 if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2853 msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
2855 msg_print("A group of hounds appear as your servant.");
2860 msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
2862 msg_print("A group of hounds appear as your enemy!");
2870 case ACT_SUMMON_DAWN:
2873 msg_print("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£");
2875 msg_print("You summon the Legion of the Dawn.");
2877 (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2881 case ACT_SUMMON_OCTOPUS:
2883 u32b mode = PM_ALLOW_GROUP;
2884 bool pet = !one_in_(5);
2885 if (pet) mode |= PM_FORCE_PET;
2887 if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
2891 msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
2893 msg_print("A group of octopuses appear as your servant.");
2897 msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
2899 msg_print("A group of octopuses appear as your enemy!");
2906 /* Activate for healing */
2908 case ACT_CHOIR_SINGS:
2911 msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
2913 msg_print("A heavenly choir sings...");
2915 (void)set_poisoned(0);
2918 (void)set_confused(0);
2920 (void)set_afraid(0);
2921 (void)set_hero(randint1(25) + 25, FALSE);
2922 (void)hp_player(777);
2928 (void)set_afraid(0);
2929 (void)hp_player(30);
2936 msg_print("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...");
2938 msg_print("It radiates deep purple...");
2940 hp_player(damroll(4, 8));
2941 (void)set_cut((p_ptr->cut / 2) - 50);
2945 case ACT_CURE_POISON:
2948 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2950 msg_print("It glows deep blue...");
2952 (void)set_afraid(0);
2953 (void)set_poisoned(0);
2960 msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...");
2962 msg_print("It glows a deep red...");
2971 msg_print("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2973 msg_print("It glows a deep green...");
2975 (void)do_res_stat(A_STR);
2976 (void)do_res_stat(A_INT);
2977 (void)do_res_stat(A_WIS);
2978 (void)do_res_stat(A_DEX);
2979 (void)do_res_stat(A_CON);
2980 (void)do_res_stat(A_CHR);
2981 (void)restore_level();
2988 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2989 msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
2991 msg_print("It glows deep blue...");
2992 msg_print("You feel a warm tingling inside...");
2994 (void)hp_player(700);
3002 msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3003 msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
3005 msg_print("It glows a bright white...");
3006 msg_print("You feel much better...");
3008 (void)hp_player(1000);
3016 msg_format("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", name);
3018 msg_format("the %s cures you affectionately ...", name);
3020 (void)set_poisoned(0);
3021 (void)set_confused(0);
3030 case ACT_CURE_MANA_FULL:
3033 msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
3035 msg_format("The %s glows pale...", name);
3037 if (p_ptr->pclass == CLASS_MAGIC_EATER)
3040 for (i = 0; i < EATER_EXT*2; i++)
3042 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
3043 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;
3045 for (; i < EATER_EXT*3; i++)
3047 int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
3048 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;
3049 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
3052 msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
3054 msg_print("You feel your head clear.");
3056 p_ptr->window |= (PW_PLAYER);
3058 else if (p_ptr->csp < p_ptr->msp)
3060 p_ptr->csp = p_ptr->msp;
3061 p_ptr->csp_frac = 0;
3063 msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
3065 msg_print("You feel your head clear.");
3067 p_ptr->redraw |= (PR_MANA);
3068 p_ptr->window |= (PW_PLAYER);
3069 p_ptr->window |= (PW_SPELL);
3074 /* Activate for timed effect */
3078 (void)set_tim_esp(randint1(30) + 25, FALSE);
3084 (void)set_afraid(0);
3085 (void)set_shero(randint1(25) + 25, FALSE);
3086 /* (void)set_afraid(0);
3087 (void)set_hero(randint1(50) + 50, FALSE);
3088 (void)set_blessed(randint1(50) + 50, FALSE);
3089 o_ptr->timeout = 100 + randint1(100); */
3096 msg_format("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", name);
3098 msg_format("The %s lets out a shrill wail...", name);
3101 (void)set_protevil(randint1(25) + k, FALSE);
3105 case ACT_RESIST_ALL:
3108 msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3110 msg_print("It glows many colours...");
3112 (void)set_oppose_acid(randint1(40) + 40, FALSE);
3113 (void)set_oppose_elec(randint1(40) + 40, FALSE);
3114 (void)set_oppose_fire(randint1(40) + 40, FALSE);
3115 (void)set_oppose_cold(randint1(40) + 40, FALSE);
3116 (void)set_oppose_pois(randint1(40) + 40, FALSE);
3123 msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3125 msg_print("It glows bright green...");
3127 (void)set_fast(randint1(20) + 20, FALSE);
3131 case ACT_XTRA_SPEED:
3134 msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3136 msg_print("It glows brightly...");
3138 (void)set_fast(randint1(75) + 75, FALSE);
3144 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3150 (void)set_invuln(randint1(8) + 8, FALSE);
3156 (void)set_afraid(0);
3157 set_hero(randint1(25)+25, FALSE);
3162 case ACT_HELO_SPEED:
3164 (void)set_fast(randint1(50) + 50, FALSE);
3167 set_hero(randint1(50) + 50, FALSE);
3171 case ACT_RESIST_ACID:
3174 msg_format("%s¤¬¹õ¤¯µ±¤¤¤¿...", name);
3176 msg_format("The %s grows black.", name);
3178 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3180 if (!get_aim_dir(&dir)) return FALSE;
3181 fire_ball(GF_ACID, dir, 100, 2);
3183 (void)set_oppose_acid(randint1(20) + 20, FALSE);
3187 case ACT_RESIST_FIRE:
3190 msg_format("%s¤¬ÀÖ¤¯µ±¤¤¤¿...", name);
3192 msg_format("The %s grows red.", name);
3194 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3196 if (!get_aim_dir(&dir)) return FALSE;
3197 fire_ball(GF_FIRE, dir, 100, 2);
3199 (void)set_oppose_fire(randint1(20) + 20, FALSE);
3203 case ACT_RESIST_COLD:
3206 msg_format("%s¤¬Çò¤¯µ±¤¤¤¿...", name);
3208 msg_format("The %s grows white.", name);
3210 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3212 if (!get_aim_dir(&dir)) return FALSE;
3213 fire_ball(GF_COLD, dir, 100, 2);
3215 (void)set_oppose_cold(randint1(20) + 20, FALSE);
3219 case ACT_RESIST_ELEC:
3222 msg_format("%s¤¬ÀĤ¯µ±¤¤¤¿...", name);
3224 msg_format("The %s grows blue.", name);
3226 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3228 if (!get_aim_dir(&dir)) return FALSE;
3229 fire_ball(GF_ELEC, dir, 100, 2);
3231 (void)set_oppose_elec(randint1(20) + 20, FALSE);
3235 case ACT_RESIST_POIS:
3238 msg_format("%s¤¬ÎФ˵±¤¤¤¿...", name);
3240 msg_format("The %s grows green.", name);
3242 (void)set_oppose_pois(randint1(20) + 20, FALSE);
3246 /* Activate for general purpose effect (detection etc.) */
3251 msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
3253 msg_format("The %s wells with clear light...", name);
3255 lite_area(damroll(2, 15), 3);
3262 msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
3264 msg_print("It shines brightly...");
3266 map_area(DETECT_RAD_MAP);
3267 lite_area(damroll(2, 15), 3);
3271 case ACT_DETECT_ALL:
3274 msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3275 msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
3277 msg_print("It glows bright white...");
3278 msg_print("An image forms in your mind...");
3280 detect_all(DETECT_RAD_DEFAULT);
3284 case ACT_DETECT_XTRA:
3287 msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3289 msg_print("It glows brightly...");
3291 detect_all(DETECT_RAD_DEFAULT);
3293 identify_fully(FALSE);
3300 msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
3302 msg_print("It glows yellow...");
3304 identify_fully(FALSE);
3310 if (!ident_spell(FALSE)) return FALSE;
3314 case ACT_RUNE_EXPLO:
3317 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3319 msg_print("It glows bright red...");
3328 msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3330 msg_print("It glows light blue...");
3338 (void)set_food(PY_FOOD_MAX - 1);
3345 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3347 msg_print("It glows bright red...");
3349 destroy_doors_touch();
3356 msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
3358 msg_print("It pulsates...");
3360 if (!get_aim_dir(&dir)) return FALSE;
3361 wall_to_mud(dir, 20 + randint1(30));
3374 msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3376 msg_print("It glows bright yellow...");
3385 msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
3387 msg_print("You open a dimensional gate. Choose a destination.");
3389 if (!dimension_door()) return FALSE;
3397 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
3399 msg_print("It twists space around you...");
3401 teleport_player(100, 0L);
3408 msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3410 msg_print("It glows soft white...");
3412 if (!word_of_recall()) return FALSE;
3419 msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
3421 msg_format("The %s flashes bright red!", name);
3423 chg_virtue(V_KNOWLEDGE, 1);
3424 chg_virtue(V_ENLIGHTEN, 1);
3427 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3428 take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
3430 msg_format("The %s drains your vitality...", name);
3431 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
3433 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3434 (void)detect_doors(DETECT_RAD_DEFAULT);
3435 (void)detect_stairs(DETECT_RAD_DEFAULT);
3437 if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
3439 if (get_check("Activate recall? "))
3442 (void)word_of_recall();
3448 case ACT_TELEKINESIS:
3450 if (!get_aim_dir(&dir)) return FALSE;
3452 msg_format("%s¤ò¿¤Ð¤·¤¿¡£", name);
3454 msg_format("You stretched your %s.", name);
3456 fetch(dir, 500, TRUE);
3460 case ACT_DETECT_UNIQUE:
3463 monster_type *m_ptr;
3464 monster_race *r_ptr;
3466 msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
3468 msg_print("Some strange places show up in your mind. And you see ...");
3470 /* Process the monsters (backwards) */
3471 for (i = m_max - 1; i >= 1; i--)
3473 /* Access the monster */
3476 /* Ignore "dead" monsters */
3477 if (!m_ptr->r_idx) continue;
3479 r_ptr = &r_info[m_ptr->r_idx];
3481 if(r_ptr->flags1 & RF1_UNIQUE)
3484 msg_format("%s¡¥ ",r_name + r_ptr->name);
3486 msg_format("%s. ",r_name + r_ptr->name);
3495 switch (randint1(13))
3497 case 1: case 2: case 3: case 4: case 5:
3498 teleport_player(10, 0L);
3500 case 6: case 7: case 8: case 9: case 10:
3501 teleport_player(222, 0L);
3504 (void)stair_creation();
3508 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
3510 if (get_check("Leave this level? "))
3513 if (autosave_l) do_cmd_save_game(TRUE);
3516 p_ptr->leaving = TRUE;
3522 case ACT_DISP_CURSE_XTRA:
3525 msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
3527 msg_format("The %s exhibits the truth...", name);
3529 if (remove_all_curse())
3532 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
3534 msg_print("You feel as if someone is watching over you.");
3541 case ACT_BRAND_FIRE_BOLTS:
3544 msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
3546 msg_format("Your %s glows deep red...", name);
3548 (void)brand_bolts();
3552 case ACT_RECHARGE_XTRA:
3555 msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
3557 msg_format("The %s gleams with blinding light...", name);
3559 if (!recharge(1000)) return FALSE;
3566 msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
3568 msg_print("The stone reveals hidden mysteries...");
3570 if (!ident_spell(FALSE)) return FALSE;
3572 if (mp_ptr->spell_book)
3574 /* Sufficient mana */
3575 if (20 <= p_ptr->csp)
3581 /* Over-exert the player */
3584 int oops = 20 - p_ptr->csp;
3588 p_ptr->csp_frac = 0;
3592 msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
3594 msg_print("You are too weak to control the stone!");
3596 /* Hack -- Bypass free action */
3597 (void)set_paralyzed(p_ptr->paralyzed +
3598 randint1(5 * oops + 1));
3601 (void)set_confused(p_ptr->confused +
3602 randint1(5 * oops + 1));
3606 p_ptr->redraw |= (PR_MANA);
3609 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
3611 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
3614 if (one_in_(5)) (void)set_confused(p_ptr->confused +
3617 /* Exercise a little care... */
3620 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
3622 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
3630 msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
3632 msg_print("You stamp. (as if you are in a ring.)");
3634 (void)set_afraid(0);
3635 (void)set_hero(randint1(20) + 20, FALSE);
3636 dispel_evil(p_ptr->lev * 3);
3640 case ACT_PHASE_DOOR:
3642 teleport_player(10, 0L);
3646 case ACT_DETECT_ALL_MONS:
3648 (void)detect_monsters_invis(255);
3649 (void)detect_monsters_normal(255);
3653 case ACT_ULTIMATE_RESIST:
3655 int v = randint1(25)+25;
3656 (void)set_afraid(0);
3657 (void)set_hero(v, FALSE);
3658 (void)hp_player(10);
3659 (void)set_blessed(v, FALSE);
3660 (void)set_oppose_acid(v, FALSE);
3661 (void)set_oppose_elec(v, FALSE);
3662 (void)set_oppose_fire(v, FALSE);
3663 (void)set_oppose_cold(v, FALSE);
3664 (void)set_oppose_pois(v, FALSE);
3665 (void)set_ultimate_res(v, FALSE);
3670 /* Unique activation */
3674 char o_name[MAX_NLEN];
3677 /* Cast off activated item */
3678 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3680 if (o_ptr == &inventory[inv]) break;
3684 if (inv > INVEN_FEET) return FALSE;
3686 object_copy(&forge, o_ptr);
3687 inven_item_increase(inv, (0 - o_ptr->number));
3688 inven_item_optimize(inv);
3689 o_idx = drop_near(&forge, 0, py, px);
3690 o_ptr = &o_list[o_idx];
3692 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3693 msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
3696 msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
3697 t = 20 + randint1(20);
3698 (void)set_blind(p_ptr->blind + t);
3699 (void)set_afraid(0);
3700 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3701 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3702 (void)set_hero(p_ptr->hero + t, FALSE);
3703 (void)set_blessed(p_ptr->blessed + t, FALSE);
3704 (void)set_fast(p_ptr->fast + t, FALSE);
3705 (void)set_shero(p_ptr->shero + t, FALSE);
3706 if (p_ptr->pclass == CLASS_FORCETRAINER)
3708 p_ptr->magic_num1[0] = plev * 5 + 190;
3709 msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
3719 if (!get_rep_dir2(&dir)) return FALSE;
3723 if (!cave_have_flag_bold(y, x, FF_WATER))
3726 msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
3728 msg_print("There is no fishing place.");
3732 else if (cave[y][x].m_idx)
3735 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3737 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
3739 msg_format("%^s is stand in your way.", m_name);
3744 set_action(ACTION_FISH);
3745 p_ptr->redraw |= (PR_STATE);
3752 monster_type *m_ptr;
3756 if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
3759 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3761 msg_print("Suke-san apperars.");
3762 kakusan = "Suke-san";
3766 if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
3769 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3771 msg_print("Kaku-san appears.");
3772 kakusan = "Kaku-san";
3778 for (i = m_max - 1; i > 0; i--)
3781 if (!m_ptr->r_idx) continue;
3782 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3783 if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
3784 if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
3793 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
3795 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
3799 confuse_monsters(120);
3801 stasis_monsters(120);
3807 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
3809 msg_print("Nothing happen.");
3817 /* Only for Muramasa */
3818 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3820 if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
3822 if (get_check("Are you sure?!"))
3826 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
3828 msg_print("The Muramasa pulsates...");
3834 msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
3836 msg_print("The Muramasa is destroyed!");
3838 curse_weapon_object(TRUE, o_ptr);
3844 case ACT_BLOODY_MOON:
3846 /* Only for Bloody Moon */
3847 if (o_ptr->name1 != ART_BLOOD) return FALSE;
3849 msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
3851 msg_print("Your scythe glows brightly!");
3853 get_bloody_moon_flags(o_ptr);
3854 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3855 p_ptr->update |= (PU_BONUS | PU_HP);
3863 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3866 /* Only for Crimson */
3867 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3870 msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
3872 msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
3875 if (!get_aim_dir(&dir)) return FALSE;
3877 /* Use the given direction */
3878 tx = px + 99 * ddx[dir];
3879 ty = py + 99 * ddy[dir];
3881 /* Hack -- Use an actual "target" */
3882 if ((dir == 5) && target_okay())
3888 if (p_ptr->pclass == CLASS_ARCHER)
3890 /* Extra shot at level 10 */
3891 if (p_ptr->lev >= 10) num++;
3893 /* Extra shot at level 30 */
3894 if (p_ptr->lev >= 30) num++;
3896 /* Extra shot at level 45 */
3897 if (p_ptr->lev >= 45) num++;
3900 for (i = 0; i < num; i++)
3901 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3908 msg_format("Unknown activation effect: %d.", act_ptr->index);
3910 msg_format("Unknown activation effect: %d.", act_ptr->index);
3916 /* Set activation timeout */
3917 if (act_ptr->timeout.constant >= 0) {
3918 o_ptr->timeout = act_ptr->timeout.constant;
3919 if (act_ptr->timeout.dice > 0) {
3920 o_ptr->timeout += randint1(act_ptr->timeout.dice);
3923 /* Activations that have special timeout */
3924 switch (act_ptr->index) {
3926 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3929 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3932 o_ptr->timeout = 3 * (p_ptr->lev + 10);
3938 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3947 void get_bloody_moon_flags(object_type *o_ptr)
3951 for (i = 0; i < TR_FLAG_SIZE; i++)
3952 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3954 dummy = randint1(2) + randint1(2);
3955 for (i = 0; i < dummy; i++)
3957 int flag = randint0(26);
3958 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3959 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3960 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3961 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3964 dummy = randint1(2);
3965 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3967 for (i = 0; i < 2; i++)
3969 int tmp = randint0(11);
3970 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3971 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3976 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3978 bool give_resistance = FALSE, give_power = FALSE;
3980 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3982 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3985 give_resistance = TRUE;
3989 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3990 add_flag(o_ptr->art_flags, TR_TY_CURSE);
3991 o_ptr->curse_flags |=
3992 (TRC_CURSED | TRC_HEAVY_CURSE);
3993 o_ptr->curse_flags |= get_curse(2, o_ptr);
3998 if (o_ptr->name1 == ART_MURAMASA)
4000 if (p_ptr->pclass != CLASS_SAMURAI)
4002 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
4003 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4007 if (o_ptr->name1 == ART_XIAOLONG)
4009 if (p_ptr->pclass == CLASS_MONK)
4010 add_flag(o_ptr->art_flags, TR_BLOWS);
4013 if (o_ptr->name1 == ART_BLOOD)
4015 get_bloody_moon_flags(o_ptr);
4018 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
4020 if (p_ptr->psex != SEX_FEMALE)
4022 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
4026 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
4027 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
4028 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
4030 /* Give a resistance OR a power */
4031 if (one_in_(2)) give_resistance = TRUE;
4032 else give_power = TRUE;
4040 if (give_resistance)
4042 one_high_resistance(o_ptr);
4048 * Create the artifact of the specified number
4050 bool create_named_art(int a_idx, int y, int x)
4056 artifact_type *a_ptr = &a_info[a_idx];
4058 /* Get local object */
4061 /* Ignore "empty" artifacts */
4062 if (!a_ptr->name) return FALSE;
4064 /* Acquire the "kind" index */
4065 i = lookup_kind(a_ptr->tval, a_ptr->sval);
4068 if (!i) return FALSE;
4070 /* Create the artifact */
4071 object_prep(q_ptr, i);
4074 q_ptr->name1 = a_idx;
4076 /* Extract the fields */
4077 q_ptr->pval = a_ptr->pval;
4078 q_ptr->ac = a_ptr->ac;
4079 q_ptr->dd = a_ptr->dd;
4080 q_ptr->ds = a_ptr->ds;
4081 q_ptr->to_a = a_ptr->to_a;
4082 q_ptr->to_h = a_ptr->to_h;
4083 q_ptr->to_d = a_ptr->to_d;
4084 q_ptr->weight = a_ptr->weight;
4086 /* Hack -- extract the "cursed" flag */
4087 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
4088 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4089 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
4090 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
4091 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
4092 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
4094 random_artifact_resistance(q_ptr, a_ptr);
4097 * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À¼Á¤Ë°Í¸¤¹¤ë.
4098 * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
4099 * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ¤Ê¤¯¤Ê¤ë.
4102 /* Drop the artifact from heaven */
4103 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;