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.
15 static int suppression_evil_dam(object_type *o_ptr);
16 static int weakening_artifact(object_type *o_ptr);
19 /* Chance of using syllables to form the name instead of the "template" files */
20 #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 */
21 #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 */
22 #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。 */
23 #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。*/
24 #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 */
25 #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 */
28 * Bias luck needs to be higher than weird luck,
29 * since it is usually tested several times...
32 #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 */
36 * アーティファクトのバイアスIDを保管する。 / Use for biased artifact creation
38 static int artifact_bias;
42 * @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
44 * @param o_ptr 対象のオブジェクト構造体ポインタ
47 void one_sustain(object_type *o_ptr)
51 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
52 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
53 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
54 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
55 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
56 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
62 * @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
63 * @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。
64 * @param o_ptr 対象のオブジェクト構造体ポインタ
67 void one_high_resistance(object_type *o_ptr)
71 case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
72 case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
73 case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
74 case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
75 case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
76 case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
77 case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
78 case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
79 case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
80 case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
81 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
82 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
87 * @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
88 * @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
89 * 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。
90 * ランダム付加そのものに重複の抑止はない。
91 * @param o_ptr 対象のオブジェクト構造体ポインタ
94 void one_lordly_high_resistance(object_type *o_ptr)
98 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
99 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
100 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
101 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
102 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
103 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
104 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
105 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
106 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
107 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
112 * @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
113 * @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。
114 * @param o_ptr 対象のオブジェクト構造体ポインタ
117 void one_ele_resistance(object_type *o_ptr)
121 case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
122 case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
123 case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
124 case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
129 * @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
130 * @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。
131 * @param o_ptr 対象のオブジェクト構造体ポインタ
134 void one_dragon_ele_resistance(object_type *o_ptr)
138 add_flag(o_ptr->art_flags, TR_RES_POIS);
142 one_ele_resistance(o_ptr);
147 * @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
148 * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
149 * 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。
150 * @param o_ptr 対象のオブジェクト構造体ポインタ
153 void one_low_esp(object_type *o_ptr)
155 switch (randint1(10))
157 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
158 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
159 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
160 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
161 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
162 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
163 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
164 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
165 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
166 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
172 * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
173 * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
175 * @param o_ptr 対象のオブジェクト構造体ポインタ
178 void one_resistance(object_type *o_ptr)
182 one_ele_resistance(o_ptr);
186 one_high_resistance(o_ptr);
192 * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
193 * @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。
195 * @param o_ptr 対象のオブジェクト構造体ポインタ
198 void one_ability(object_type *o_ptr)
200 switch (randint0(10))
202 case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
203 case 1: add_flag(o_ptr->art_flags, TR_LITE_1); break;
204 case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
205 case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
206 case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
207 case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
208 case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
209 case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP); break;
218 * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
219 * @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、
220 * 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。
221 * @param o_ptr 対象のオブジェクト構造体ポインタ
224 void one_activation(object_type *o_ptr)
229 while (randint1(100) >= chance)
231 type = randint1(255);
246 case ACT_CURE_POISON:
284 case ACT_CHARM_ANIMAL:
287 case ACT_SUMMON_ANIMAL:
293 case ACT_BANISH_EVIL:
296 case ACT_CHARM_UNDEAD:
297 case ACT_CHARM_OTHER:
298 case ACT_SUMMON_PHANTOM:
305 case ACT_CHARM_ANIMALS:
306 case ACT_CHARM_OTHERS:
307 case ACT_SUMMON_ELEMENTAL:
316 case ACT_DETECT_XTRA:
320 case ACT_SUMMON_UNDEAD:
321 case ACT_SUMMON_DEMON:
332 /* A type was chosen... */
334 add_flag(o_ptr->art_flags, TR_ACTIVATE);
339 * @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.
340 * @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。
341 * 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、
342 * 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。
343 * @attention プレイヤーの職業依存処理あり。
344 * @param o_ptr 対象のオブジェクト構造体ポインタ
347 static void curse_artifact(object_type * o_ptr)
349 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
350 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
351 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
352 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
354 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
355 remove_flag(o_ptr->art_flags, TR_BLESSED);
357 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
358 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
359 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
360 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
361 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
362 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
363 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
364 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
365 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
366 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
368 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))
369 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
373 * @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.
374 * @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。
375 * 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。
376 * @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。
377 * @param o_ptr 対象のオブジェクト構造体ポインタ
380 static void random_plus(object_type * o_ptr)
382 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
384 switch (artifact_bias)
387 if (!(have_flag(o_ptr->art_flags, TR_STR)))
389 add_flag(o_ptr->art_flags, TR_STR);
390 if (one_in_(2)) return;
393 if (!(have_flag(o_ptr->art_flags, TR_CON)))
395 add_flag(o_ptr->art_flags, TR_CON);
396 if (one_in_(2)) return;
399 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
401 add_flag(o_ptr->art_flags, TR_DEX);
402 if (one_in_(2)) return;
407 if (!(have_flag(o_ptr->art_flags, TR_INT)))
409 add_flag(o_ptr->art_flags, TR_INT);
410 if (one_in_(2)) return;
412 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
414 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
415 if (one_in_(2)) return;
420 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
422 add_flag(o_ptr->art_flags, TR_WIS);
423 if (one_in_(2)) return;
428 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
430 add_flag(o_ptr->art_flags, TR_DEX);
431 if (one_in_(2)) return;
434 if (!(have_flag(o_ptr->art_flags, TR_CON)))
436 add_flag(o_ptr->art_flags, TR_CON);
437 if (one_in_(2)) return;
440 if (!(have_flag(o_ptr->art_flags, TR_STR)))
442 add_flag(o_ptr->art_flags, TR_STR);
443 if (one_in_(2)) return;
448 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
450 add_flag(o_ptr->art_flags, TR_STEALTH);
451 if (one_in_(2)) return;
453 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
455 add_flag(o_ptr->art_flags, TR_SEARCH);
456 if (one_in_(2)) return;
461 if (!(have_flag(o_ptr->art_flags, TR_STR)))
463 add_flag(o_ptr->art_flags, TR_STR);
464 if (one_in_(2)) return;
469 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
471 add_flag(o_ptr->art_flags, TR_WIS);
472 if (one_in_(2)) return;
477 if (!(have_flag(o_ptr->art_flags, TR_INT)))
479 add_flag(o_ptr->art_flags, TR_INT);
480 if (one_in_(2)) return;
485 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
487 add_flag(o_ptr->art_flags, TR_DEX);
488 if (one_in_(2)) return;
493 if (!(have_flag(o_ptr->art_flags, TR_CON)))
495 add_flag(o_ptr->art_flags, TR_CON);
496 if (one_in_(2)) return;
501 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
503 add_flag(o_ptr->art_flags, TR_CHR);
504 if (one_in_(2)) return;
509 if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
511 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
513 add_flag(o_ptr->art_flags, TR_DEC_MANA);
514 if (one_in_(2)) return;
518 switch (randint1(this_type))
521 add_flag(o_ptr->art_flags, TR_STR);
522 if (!artifact_bias && !one_in_(13))
523 artifact_bias = BIAS_STR;
524 else if (!artifact_bias && one_in_(7))
525 artifact_bias = BIAS_WARRIOR;
528 add_flag(o_ptr->art_flags, TR_INT);
529 if (!artifact_bias && !one_in_(13))
530 artifact_bias = BIAS_INT;
531 else if (!artifact_bias && one_in_(7))
532 artifact_bias = BIAS_MAGE;
535 add_flag(o_ptr->art_flags, TR_WIS);
536 if (!artifact_bias && !one_in_(13))
537 artifact_bias = BIAS_WIS;
538 else if (!artifact_bias && one_in_(7))
539 artifact_bias = BIAS_PRIESTLY;
542 add_flag(o_ptr->art_flags, TR_DEX);
543 if (!artifact_bias && !one_in_(13))
544 artifact_bias = BIAS_DEX;
545 else if (!artifact_bias && one_in_(7))
546 artifact_bias = BIAS_ROGUE;
549 add_flag(o_ptr->art_flags, TR_CON);
550 if (!artifact_bias && !one_in_(13))
551 artifact_bias = BIAS_CON;
552 else if (!artifact_bias && one_in_(9))
553 artifact_bias = BIAS_RANGER;
556 add_flag(o_ptr->art_flags, TR_CHR);
557 if (!artifact_bias && !one_in_(13))
558 artifact_bias = BIAS_CHR;
561 add_flag(o_ptr->art_flags, TR_STEALTH);
562 if (!artifact_bias && one_in_(3))
563 artifact_bias = BIAS_ROGUE;
566 add_flag(o_ptr->art_flags, TR_SEARCH);
567 if (!artifact_bias && one_in_(9))
568 artifact_bias = BIAS_RANGER;
571 add_flag(o_ptr->art_flags, TR_INFRA);
574 add_flag(o_ptr->art_flags, TR_SPEED);
575 if (!artifact_bias && one_in_(11))
576 artifact_bias = BIAS_ROGUE;
579 add_flag(o_ptr->art_flags, TR_TUNNEL);
582 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
585 add_flag(o_ptr->art_flags, TR_BLOWS);
586 if (!artifact_bias && one_in_(11))
587 artifact_bias = BIAS_WARRIOR;
594 * @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.
595 * @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。
596 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
597 * 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。
599 * @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。
600 * @param o_ptr 対象のオブジェクト構造体ポインタ
603 static void random_resistance(object_type * o_ptr)
605 switch (artifact_bias)
608 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
610 add_flag(o_ptr->art_flags, TR_RES_ACID);
611 if (one_in_(2)) return;
613 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
615 add_flag(o_ptr->art_flags, TR_IM_ACID);
616 if (!one_in_(IM_LUCK))
618 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
619 remove_flag(o_ptr->art_flags, TR_IM_COLD);
620 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
622 if (one_in_(2)) return;
627 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
629 add_flag(o_ptr->art_flags, TR_RES_ELEC);
630 if (one_in_(2)) return;
632 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
633 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
635 add_flag(o_ptr->art_flags, TR_SH_ELEC);
636 if (one_in_(2)) return;
638 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
640 add_flag(o_ptr->art_flags, TR_IM_ELEC);
641 if (!one_in_(IM_LUCK))
643 remove_flag(o_ptr->art_flags, TR_IM_ACID);
644 remove_flag(o_ptr->art_flags, TR_IM_COLD);
645 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
648 if (one_in_(2)) return;
653 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
655 add_flag(o_ptr->art_flags, TR_RES_FIRE);
656 if (one_in_(2)) return;
658 if ((o_ptr->tval >= TV_CLOAK) &&
659 (o_ptr->tval <= TV_HARD_ARMOR) &&
660 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
662 add_flag(o_ptr->art_flags, TR_SH_FIRE);
663 if (one_in_(2)) return;
665 if (one_in_(BIAS_LUCK) &&
666 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
668 add_flag(o_ptr->art_flags, TR_IM_FIRE);
669 if (!one_in_(IM_LUCK))
671 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
672 remove_flag(o_ptr->art_flags, TR_IM_COLD);
673 remove_flag(o_ptr->art_flags, TR_IM_ACID);
675 if (one_in_(2)) return;
680 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
682 add_flag(o_ptr->art_flags, TR_RES_COLD);
683 if (one_in_(2)) return;
685 if ((o_ptr->tval >= TV_CLOAK) &&
686 (o_ptr->tval <= TV_HARD_ARMOR) &&
687 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
689 add_flag(o_ptr->art_flags, TR_SH_COLD);
690 if (one_in_(2)) return;
692 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
694 add_flag(o_ptr->art_flags, TR_IM_COLD);
695 if (!one_in_(IM_LUCK))
697 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
698 remove_flag(o_ptr->art_flags, TR_IM_ACID);
699 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
701 if (one_in_(2)) return;
706 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
708 add_flag(o_ptr->art_flags, TR_RES_POIS);
709 if (one_in_(2)) return;
714 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
716 add_flag(o_ptr->art_flags, TR_RES_FEAR);
717 if (one_in_(2)) return;
719 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
721 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
722 if (one_in_(2)) return;
726 case BIAS_NECROMANTIC:
727 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
729 add_flag(o_ptr->art_flags, TR_RES_NETHER);
730 if (one_in_(2)) return;
732 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
734 add_flag(o_ptr->art_flags, TR_RES_POIS);
735 if (one_in_(2)) return;
737 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
739 add_flag(o_ptr->art_flags, TR_RES_DARK);
740 if (one_in_(2)) return;
745 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
747 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
748 if (one_in_(2)) return;
750 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
752 add_flag(o_ptr->art_flags, TR_RES_CONF);
753 if (one_in_(2)) return;
755 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
757 add_flag(o_ptr->art_flags, TR_RES_DISEN);
758 if (one_in_(2)) return;
763 switch (randint1(42))
766 if (!one_in_(WEIRD_LUCK))
767 random_resistance(o_ptr);
770 add_flag(o_ptr->art_flags, TR_IM_ACID);
772 artifact_bias = BIAS_ACID;
776 if (!one_in_(WEIRD_LUCK))
777 random_resistance(o_ptr);
780 add_flag(o_ptr->art_flags, TR_IM_ELEC);
782 artifact_bias = BIAS_ELEC;
786 if (!one_in_(WEIRD_LUCK))
787 random_resistance(o_ptr);
790 add_flag(o_ptr->art_flags, TR_IM_COLD);
792 artifact_bias = BIAS_COLD;
796 if (!one_in_(WEIRD_LUCK))
797 random_resistance(o_ptr);
800 add_flag(o_ptr->art_flags, TR_IM_FIRE);
802 artifact_bias = BIAS_FIRE;
808 add_flag(o_ptr->art_flags, TR_RES_ACID);
810 artifact_bias = BIAS_ACID;
815 add_flag(o_ptr->art_flags, TR_RES_ELEC);
817 artifact_bias = BIAS_ELEC;
822 add_flag(o_ptr->art_flags, TR_RES_FIRE);
824 artifact_bias = BIAS_FIRE;
829 add_flag(o_ptr->art_flags, TR_RES_COLD);
831 artifact_bias = BIAS_COLD;
835 add_flag(o_ptr->art_flags, TR_RES_POIS);
836 if (!artifact_bias && !one_in_(4))
837 artifact_bias = BIAS_POIS;
838 else if (!artifact_bias && one_in_(2))
839 artifact_bias = BIAS_NECROMANTIC;
840 else if (!artifact_bias && one_in_(2))
841 artifact_bias = BIAS_ROGUE;
845 add_flag(o_ptr->art_flags, TR_RES_FEAR);
846 if (!artifact_bias && one_in_(3))
847 artifact_bias = BIAS_WARRIOR;
850 add_flag(o_ptr->art_flags, TR_RES_LITE);
853 add_flag(o_ptr->art_flags, TR_RES_DARK);
857 add_flag(o_ptr->art_flags, TR_RES_BLIND);
861 add_flag(o_ptr->art_flags, TR_RES_CONF);
862 if (!artifact_bias && one_in_(6))
863 artifact_bias = BIAS_CHAOS;
867 add_flag(o_ptr->art_flags, TR_RES_SOUND);
871 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
875 add_flag(o_ptr->art_flags, TR_RES_NETHER);
876 if (!artifact_bias && one_in_(3))
877 artifact_bias = BIAS_NECROMANTIC;
881 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
885 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
886 if (!artifact_bias && one_in_(2))
887 artifact_bias = BIAS_CHAOS;
891 add_flag(o_ptr->art_flags, TR_RES_DISEN);
894 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
895 add_flag(o_ptr->art_flags, TR_SH_ELEC);
897 random_resistance(o_ptr);
899 artifact_bias = BIAS_ELEC;
902 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
903 add_flag(o_ptr->art_flags, TR_SH_FIRE);
905 random_resistance(o_ptr);
907 artifact_bias = BIAS_FIRE;
910 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
911 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
912 add_flag(o_ptr->art_flags, TR_REFLECT);
914 random_resistance(o_ptr);
917 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
918 add_flag(o_ptr->art_flags, TR_SH_COLD);
920 random_resistance(o_ptr);
922 artifact_bias = BIAS_COLD;
929 * @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.
930 * @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。
931 * 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、
932 * 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。
933 * @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。
934 * @param o_ptr 対象のオブジェクト構造体ポインタ
937 static void random_misc(object_type * o_ptr)
939 switch (artifact_bias)
942 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
944 add_flag(o_ptr->art_flags, TR_SUST_CON);
945 if (one_in_(2)) return;
950 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
952 add_flag(o_ptr->art_flags, TR_SUST_STR);
953 if (one_in_(2)) return;
958 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
960 add_flag(o_ptr->art_flags, TR_SUST_WIS);
961 if (one_in_(2)) return;
966 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
968 add_flag(o_ptr->art_flags, TR_SUST_INT);
969 if (one_in_(2)) return;
974 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
976 add_flag(o_ptr->art_flags, TR_SUST_DEX);
977 if (one_in_(2)) return;
982 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
984 add_flag(o_ptr->art_flags, TR_SUST_CON);
985 if (one_in_(2)) return;
990 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
992 add_flag(o_ptr->art_flags, TR_SUST_CHR);
993 if (one_in_(2)) return;
998 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
1000 add_flag(o_ptr->art_flags, TR_TELEPORT);
1001 if (one_in_(2)) return;
1006 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
1008 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
1013 switch (randint1(33))
1016 add_flag(o_ptr->art_flags, TR_SUST_STR);
1018 artifact_bias = BIAS_STR;
1021 add_flag(o_ptr->art_flags, TR_SUST_INT);
1023 artifact_bias = BIAS_INT;
1026 add_flag(o_ptr->art_flags, TR_SUST_WIS);
1028 artifact_bias = BIAS_WIS;
1031 add_flag(o_ptr->art_flags, TR_SUST_DEX);
1033 artifact_bias = BIAS_DEX;
1036 add_flag(o_ptr->art_flags, TR_SUST_CON);
1038 artifact_bias = BIAS_CON;
1041 add_flag(o_ptr->art_flags, TR_SUST_CHR);
1043 artifact_bias = BIAS_CHR;
1048 add_flag(o_ptr->art_flags, TR_FREE_ACT);
1051 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1052 if (!artifact_bias && one_in_(5))
1053 artifact_bias = BIAS_PRIESTLY;
1054 else if (!artifact_bias && one_in_(6))
1055 artifact_bias = BIAS_NECROMANTIC;
1059 add_flag(o_ptr->art_flags, TR_LITE_1);
1063 add_flag(o_ptr->art_flags, TR_LEVITATION);
1068 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1072 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1076 add_flag(o_ptr->art_flags, TR_REGEN);
1079 add_flag(o_ptr->art_flags, TR_TELEPORT);
1084 if (object_is_armour(o_ptr))
1088 o_ptr->to_a = 4 + randint1(11);
1095 int bonus_h, bonus_d;
1096 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1097 bonus_h = 4 + (randint1(11));
1098 bonus_d = 4 + (randint1(11));
1099 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))
1104 o_ptr->to_h += bonus_h;
1105 o_ptr->to_d += bonus_d;
1109 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1112 add_flag(o_ptr->art_flags, TR_NO_TELE);
1115 add_flag(o_ptr->art_flags, TR_WARNING);
1119 switch (randint1(3))
1122 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1123 if (!artifact_bias && one_in_(3))
1124 artifact_bias = BIAS_LAW;
1127 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1128 if (!artifact_bias && one_in_(3))
1129 artifact_bias = BIAS_MAGE;
1132 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1133 if (!artifact_bias && one_in_(9))
1134 artifact_bias = BIAS_MAGE;
1142 int n = randint1(3);
1144 idx[0] = randint1(10);
1146 idx[1] = randint1(9);
1147 if (idx[1] >= idx[0]) idx[1]++;
1149 idx[2] = randint1(8);
1150 if (idx[2] >= idx[0]) idx[2]++;
1151 if (idx[2] >= idx[1]) idx[2]++;
1153 while (n--) switch (idx[n])
1156 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1157 if (!artifact_bias && one_in_(4))
1158 artifact_bias = BIAS_RANGER;
1161 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1162 if (!artifact_bias && one_in_(3))
1163 artifact_bias = BIAS_PRIESTLY;
1164 else if (!artifact_bias && one_in_(6))
1165 artifact_bias = BIAS_NECROMANTIC;
1168 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1171 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1174 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1177 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1180 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1183 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1184 if (!artifact_bias && one_in_(6))
1185 artifact_bias = BIAS_ROGUE;
1188 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1189 if (!artifact_bias && one_in_(3))
1190 artifact_bias = BIAS_LAW;
1193 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1194 if (!artifact_bias && one_in_(3))
1195 artifact_bias = BIAS_LAW;
1204 * @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.
1205 * @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。
1206 * 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、
1207 * 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、
1208 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1209 * @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。
1210 * @param o_ptr 対象のオブジェクト構造体ポインタ
1213 static void random_slay(object_type *o_ptr)
1215 if (o_ptr->tval == TV_BOW)
1217 switch (randint1(6))
1222 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1223 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1224 if (!artifact_bias && one_in_(9))
1225 artifact_bias = BIAS_RANGER;
1228 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1229 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1230 if (!artifact_bias && one_in_(9))
1231 artifact_bias = BIAS_RANGER;
1238 switch (artifact_bias)
1241 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1243 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1244 if (one_in_(2)) return;
1249 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1250 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1252 /* A free power for "priestly" random artifacts */
1253 add_flag(o_ptr->art_flags, TR_BLESSED);
1257 case BIAS_NECROMANTIC:
1258 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1260 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1261 if (one_in_(2)) return;
1263 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1265 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1266 if (one_in_(2)) return;
1271 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1273 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1274 if (one_in_(2)) return;
1279 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1280 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1281 !(have_flag(o_ptr->art_flags, TR_THROW)))
1283 /* Free power for rogues... */
1284 add_flag(o_ptr->art_flags, TR_THROW);
1286 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1288 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1289 if (one_in_(2)) return;
1294 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1296 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1297 if (one_in_(2)) return;
1302 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1304 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1305 if (one_in_(2)) return;
1310 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1312 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1313 if (one_in_(2)) return;
1318 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1320 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1321 if (one_in_(2)) return;
1326 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1328 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1329 if (one_in_(2)) return;
1334 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1336 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1337 if (one_in_(2)) return;
1339 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1341 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1342 if (one_in_(2)) return;
1344 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1346 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1347 if (one_in_(2)) return;
1352 switch (randint1(36))
1358 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1362 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1369 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1373 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1375 if (!artifact_bias && one_in_(2))
1376 artifact_bias = BIAS_LAW;
1377 else if (!artifact_bias && one_in_(9))
1378 artifact_bias = BIAS_PRIESTLY;
1384 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1388 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1390 if (!artifact_bias && one_in_(9))
1391 artifact_bias = BIAS_PRIESTLY;
1397 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1401 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1403 if (!artifact_bias && one_in_(9))
1404 artifact_bias = BIAS_PRIESTLY;
1410 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1414 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1421 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1425 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1432 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1436 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1441 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1444 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1448 if (o_ptr->tval == TV_SWORD)
1450 add_flag(o_ptr->art_flags, TR_VORPAL);
1451 if (!artifact_bias && one_in_(9))
1452 artifact_bias = BIAS_WARRIOR;
1458 add_flag(o_ptr->art_flags, TR_IMPACT);
1462 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1464 artifact_bias = BIAS_FIRE;
1468 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1470 artifact_bias = BIAS_COLD;
1474 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1476 artifact_bias = BIAS_ELEC;
1480 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1482 artifact_bias = BIAS_ACID;
1486 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1487 if (!artifact_bias && !one_in_(3))
1488 artifact_bias = BIAS_POIS;
1489 else if (!artifact_bias && one_in_(6))
1490 artifact_bias = BIAS_NECROMANTIC;
1491 else if (!artifact_bias)
1492 artifact_bias = BIAS_ROGUE;
1495 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1497 artifact_bias = BIAS_NECROMANTIC;
1500 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1502 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1508 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1512 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1516 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1518 artifact_bias = BIAS_CHAOS;
1524 * @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.
1525 * @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。
1526 * @param o_ptr 対象のオブジェクト構造体ポインタ
1529 static void give_activation_power(object_type *o_ptr)
1531 int type = 0, chance = 0;
1533 switch (artifact_bias)
1538 type = ACT_BO_ELEC_1;
1540 else if (!one_in_(5))
1542 type = ACT_BA_ELEC_2;
1546 type = ACT_BA_ELEC_3;
1552 type = ACT_BA_POIS_1;
1559 type = ACT_BO_FIRE_1;
1561 else if (!one_in_(5))
1563 type = ACT_BA_FIRE_1;
1567 type = ACT_BA_FIRE_2;
1575 type = ACT_BO_COLD_1;
1576 else if (!one_in_(3))
1577 type = ACT_BA_COLD_1;
1578 else if (!one_in_(3))
1579 type = ACT_BA_COLD_2;
1581 type = ACT_BA_COLD_3;
1587 type = ACT_SUMMON_DEMON;
1589 type = ACT_CALL_CHAOS;
1596 type = ACT_CHARM_UNDEAD;
1597 else if (one_in_(12))
1598 type = ACT_BANISH_EVIL;
1599 else if (one_in_(11))
1600 type = ACT_DISP_EVIL;
1601 else if (one_in_(10))
1602 type = ACT_PROT_EVIL;
1603 else if (one_in_(9))
1604 type = ACT_CURE_1000;
1605 else if (one_in_(8))
1606 type = ACT_CURE_700;
1607 else if (one_in_(7))
1608 type = ACT_REST_ALL;
1609 else if (one_in_(6))
1610 type = ACT_REST_EXP;
1615 case BIAS_NECROMANTIC:
1619 else if (one_in_(13))
1620 type = ACT_DISP_GOOD;
1621 else if (one_in_(9))
1622 type = ACT_MASS_GENO;
1623 else if (one_in_(8))
1624 type = ACT_GENOCIDE;
1625 else if (one_in_(13))
1626 type = ACT_SUMMON_UNDEAD;
1627 else if (one_in_(9))
1628 type = ACT_VAMPIRE_2;
1629 else if (one_in_(6))
1630 type = ACT_CHARM_UNDEAD;
1632 type = ACT_VAMPIRE_1;
1638 type = ACT_BANISH_EVIL;
1639 else if (one_in_(4))
1640 type = ACT_DISP_EVIL;
1642 type = ACT_PROT_EVIL;
1649 else if (one_in_(4))
1651 else if (one_in_(3))
1652 type = ACT_DETECT_ALL;
1653 else if (one_in_(8))
1656 type = ACT_ID_PLAIN;
1662 type = ACT_SUMMON_ELEMENTAL;
1663 else if (one_in_(10))
1664 type = ACT_SUMMON_PHANTOM;
1665 else if (one_in_(5))
1666 type = ACT_RUNE_EXPLO;
1682 type = ACT_CHARM_ANIMALS;
1683 else if (one_in_(7))
1684 type = ACT_SUMMON_ANIMAL;
1685 else if (one_in_(6))
1686 type = ACT_CHARM_ANIMAL;
1687 else if (one_in_(4))
1688 type = ACT_RESIST_ALL;
1689 else if (one_in_(3))
1692 type = ACT_CURE_POISON;
1696 if (!type || (randint1(100) >= chance))
1698 one_activation(o_ptr);
1702 /* A type was chosen... */
1703 o_ptr->xtra2 = type;
1704 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1709 * @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.
1710 * @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。
1711 * @param return_name 名前を返すための文字列参照ポインタ
1712 * @param armour 対象のオブジェクトが防具が否か
1713 * @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)
1716 static void get_random_name(char *return_name, bool armour, int power)
1718 int prob = randint1(100);
1720 if (prob <= SINDARIN_NAME)
1722 get_table_sindarin(return_name);
1724 else if (prob <= TABLE_NAME)
1726 get_table_name(return_name);
1738 filename = _("a_cursed_j.txt", "a_cursed.txt");
1741 filename = _("a_low_j.txt", "a_low.txt");
1744 filename = _("a_med_j.txt", "a_med.txt");
1747 filename = _("a_high_j.txt", "a_high.txt");
1754 filename = _("w_cursed_j.txt", "w_cursed.txt");
1757 filename = _("w_low_j.txt", "w_low.txt");
1760 filename = _("w_med_j.txt", "w_med.txt");
1763 filename = _("w_high_j.txt", "w_high.txt");
1767 (void)get_rnd_line(filename, artifact_bias, return_name);
1769 if (return_name[0] == 0) get_table_name(return_name);
1775 * @brief ランダムアーティファクト生成のメインルーチン
1776 * @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。
1777 * @param o_ptr 対象のオブジェクト構造体ポインタ
1778 * @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。
1779 * @return 常にTRUE(1)を返す
1781 bool create_artifact(object_type *o_ptr, bool a_scroll)
1783 char new_name[1024];
1785 int powers = randint1(5) + 1;
1787 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1790 bool a_cursed = FALSE;
1791 int warrior_artifact_bias = 0;
1794 /* Reset artifact bias */
1797 /* Nuke enchantments */
1801 for (i = 0; i < TR_FLAG_SIZE; i++)
1802 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1804 if (o_ptr->pval) has_pval = TRUE;
1806 if (a_scroll && one_in_(4))
1808 switch (p_ptr->pclass)
1811 case CLASS_BERSERKER:
1816 artifact_bias = BIAS_WARRIOR;
1819 case CLASS_HIGH_MAGE:
1820 case CLASS_SORCERER:
1821 case CLASS_MAGIC_EATER:
1822 case CLASS_BLUE_MAGE:
1823 artifact_bias = BIAS_MAGE;
1826 artifact_bias = BIAS_PRIESTLY;
1830 artifact_bias = BIAS_ROGUE;
1831 warrior_artifact_bias = 25;
1835 artifact_bias = BIAS_RANGER;
1836 warrior_artifact_bias = 30;
1839 artifact_bias = BIAS_PRIESTLY;
1840 warrior_artifact_bias = 40;
1842 case CLASS_WARRIOR_MAGE:
1843 case CLASS_RED_MAGE:
1844 artifact_bias = BIAS_MAGE;
1845 warrior_artifact_bias = 40;
1847 case CLASS_CHAOS_WARRIOR:
1848 artifact_bias = BIAS_CHAOS;
1849 warrior_artifact_bias = 40;
1852 case CLASS_FORCETRAINER:
1853 artifact_bias = BIAS_PRIESTLY;
1855 case CLASS_MINDCRAFTER:
1857 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1860 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1862 case CLASS_IMITATOR:
1863 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1865 case CLASS_BEASTMASTER:
1866 artifact_bias = BIAS_CHR;
1867 warrior_artifact_bias = 50;
1869 case CLASS_MIRROR_MASTER:
1870 if (randint1(4) > 1)
1872 artifact_bias = BIAS_MAGE;
1876 artifact_bias = BIAS_ROGUE;
1882 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1883 artifact_bias = BIAS_WARRIOR;
1885 strcpy(new_name, "");
1887 if (!a_scroll && one_in_(A_CURSED))
1889 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1892 while (one_in_(powers) || one_in_(7) || one_in_(10))
1895 if (!a_cursed && one_in_(WEIRD_LUCK))
1898 if (a_cursed) powers /= 2;
1900 max_powers = powers;
1904 switch (randint1(max_type))
1911 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1913 if (a_cursed && !one_in_(13)) break;
1916 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1920 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1924 random_resistance(o_ptr);
1933 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1941 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1943 /* This one commented out by gw's request... */
1945 add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1948 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1950 o_ptr->pval = randint1(2);
1951 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1960 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1963 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1968 /* give it some plusses... */
1969 if (object_is_armour(o_ptr))
1970 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1971 else if (object_is_weapon_ammo(o_ptr))
1973 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1974 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1975 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1978 /* Just to be sure */
1979 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1980 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1981 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1982 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1984 total_flags = flag_cost(o_ptr, o_ptr->pval);
1986 if (a_cursed) curse_artifact(o_ptr);
1989 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1992 give_activation_power(o_ptr);
1995 if (object_is_armour(o_ptr))
1997 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1999 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
2000 o_ptr->to_d -= (s16b)randint0(3);
2001 o_ptr->to_h -= (s16b)randint0(3);
2003 while ((o_ptr->to_d+o_ptr->to_h) > 10)
2005 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
2006 o_ptr->to_d -= (s16b)randint0(3);
2007 o_ptr->to_h -= (s16b)randint0(3);
2011 if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
2013 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
2017 remove_flag(o_ptr->art_flags, TR_BLOWS);
2018 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
2019 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
2020 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2021 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
2022 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2023 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
2024 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
2025 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
2026 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
2027 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
2028 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2029 remove_flag(o_ptr->art_flags, TR_VORPAL);
2030 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
2031 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
2032 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
2033 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
2034 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
2037 if (!object_is_weapon_ammo(o_ptr))
2040 if (a_cursed) power_level = 0;
2041 else if (total_flags < 15000) power_level = 1;
2042 else if (total_flags < 35000) power_level = 2;
2043 else power_level = 3;
2049 if (a_cursed) power_level = 0;
2050 else if (total_flags < 20000) power_level = 1;
2051 else if (total_flags < 45000) power_level = 2;
2052 else power_level = 3;
2055 /* 平均対邪ダメージが一定以上なら11/12(WEIRD_LUCK)でダメージ抑制処理を行う */
2056 if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
2058 msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
2061 if (weakening_artifact(o_ptr) == 0) break;
2062 } while (suppression_evil_dam(o_ptr));
2067 char dummy_name[80] = "";
2068 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? ");
2070 /* Identify it fully */
2071 object_aware(o_ptr);
2072 object_known(o_ptr);
2074 /* Mark the item as fully known */
2075 o_ptr->ident |= (IDENT_MENTAL);
2077 /* For being treated as random artifact in screen_object() */
2078 o_ptr->art_name = quark_add("");
2080 (void)screen_object(o_ptr, 0L);
2082 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2088 get_table_sindarin_aux(dummy_name);
2092 get_table_name_aux(dummy_name);
2095 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
2096 chg_virtue(V_INDIVIDUALISM, 2);
2097 chg_virtue(V_ENCHANT, 5);
2101 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2104 /* Save the inscription */
2105 o_ptr->art_name = quark_add(new_name);
2107 msg_format_wizard(CHEAT_OBJECT, _("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」",
2108 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[artifact_bias]);
2111 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2117 * @brief オブジェクトから能力発動IDを取得する。
2118 * @details いくつかのケースで定義されている発動効果から、
2119 * 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。
2120 * @param o_ptr 対象のオブジェクト構造体ポインタ
2121 * @return 発動効果のIDを返す
2123 int activation_index(object_type *o_ptr)
2125 /* Give priority to weaponsmith's essential activations */
2126 if (object_is_smith(o_ptr))
2128 switch (o_ptr->xtra3 - 1)
2130 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2131 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2132 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2133 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2134 case TR_IMPACT: return ACT_QUAKE;
2138 if (object_is_fixed_artifact(o_ptr))
2140 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2142 return a_info[o_ptr->name1].act_idx;
2145 if (object_is_ego(o_ptr))
2147 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2149 return e_info[o_ptr->name2].act_idx;
2152 if (!object_is_random_artifact(o_ptr))
2154 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2156 return k_info[o_ptr->k_idx].act_idx;
2160 return o_ptr->xtra2;
2164 * @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。
2165 * @details activation_index() 関数の結果から参照する。
2166 * @param o_ptr 対象のオブジェクト構造体ポインタ
2167 * @return 発動効果構造体のポインタを返す
2169 const activation_type* find_activation_info(object_type *o_ptr)
2171 const int index = activation_index(o_ptr);
2172 const activation_type* p;
2174 for (p = activation_info; p->flag != NULL; ++ p) {
2175 if (p->index == index)
2185 * @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
2186 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
2187 * @param o_ptr 対象のオブジェクト構造体ポインタ
2188 * @return 発動実行の是非を返す。
2190 static bool activate_dragon_breath(object_type *o_ptr)
2192 u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2195 int i, dir, t, n = 0;
2197 if (!get_aim_dir(&dir)) return FALSE;
2199 object_flags(o_ptr, flgs);
2201 for (i = 0; dragonbreath_info[i].flag != 0; i++)
2203 if (have_flag(flgs, dragonbreath_info[i].flag))
2205 type[n] = dragonbreath_info[i].type;
2206 name[n] = dragonbreath_info[i].name;
2212 if (n == 0) return FALSE;
2215 if (music_singing_any()) stop_singing();
2216 if (hex_spelling_any()) stop_hex_spell_all();
2219 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
2220 fire_ball(type[t], dir, 250, -4);
2226 * @brief アイテムの発動効果を処理する。
2227 * @details activate_random_artifact()とされているが、実際は全発動が統合された。
2228 * @todo 折を見て関数名を修正すること。
2229 * @param o_ptr 対象のオブジェクト構造体ポインタ
2230 * @return 発動実行の是非を返す。
2232 bool activate_random_artifact(object_type *o_ptr)
2234 int plev = p_ptr->lev;
2235 int k, dir, dummy = 0;
2236 cptr name = k_name + k_info[o_ptr->k_idx].name;
2237 const activation_type* const act_ptr = find_activation_info(o_ptr);
2241 /* Maybe forgot adding information to activation_info table ? */
2242 msg_print("Activation information is not found.");
2246 /* Activate for attack */
2247 switch (act_ptr->index)
2251 if (!get_aim_dir(&dir)) return FALSE;
2252 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
2253 (void)lite_line(dir, damroll(6, 8));
2259 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
2260 if (!get_aim_dir(&dir)) return FALSE;
2261 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2267 msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
2268 if (!get_aim_dir(&dir)) return FALSE;
2269 fire_ball(GF_POIS, dir, 12, 3);
2275 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
2276 if (!get_aim_dir(&dir)) return FALSE;
2277 fire_bolt(GF_ELEC, dir, damroll(4, 8));
2283 msg_print(_("それは酸に覆われた...","It is covered in acid..."));
2284 if (!get_aim_dir(&dir)) return FALSE;
2285 fire_bolt(GF_ACID, dir, damroll(5, 8));
2291 msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2292 if (!get_aim_dir(&dir)) return FALSE;
2293 fire_bolt(GF_COLD, dir, damroll(6, 8));
2299 msg_print(_("それは炎に覆われた...","It is covered in fire..."));
2300 if (!get_aim_dir(&dir)) return FALSE;
2301 fire_bolt(GF_FIRE, dir, damroll(9, 8));
2307 msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2308 if (!get_aim_dir(&dir)) return FALSE;
2309 fire_ball(GF_COLD, dir, 48, 2);
2315 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
2316 if (!get_aim_dir(&dir)) return FALSE;
2317 fire_ball(GF_COLD, dir, 100, 2);
2323 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
2324 if (!get_aim_dir(&dir)) return FALSE;
2325 fire_ball(GF_COLD, dir, 400, 3);
2331 msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2332 if (!get_aim_dir(&dir)) return FALSE;
2333 fire_ball(GF_FIRE, dir, 72, 2);
2339 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
2340 if (!get_aim_dir(&dir)) return FALSE;
2341 fire_ball(GF_FIRE, dir, 120, 3);
2347 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
2348 if (!get_aim_dir(&dir)) return FALSE;
2349 fire_ball(GF_FIRE, dir, 300, 3);
2355 msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2356 if (!get_aim_dir(&dir)) return FALSE;
2357 fire_ball(GF_FIRE, dir, 100, 2);
2363 msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
2364 if (!get_aim_dir(&dir)) return FALSE;
2365 fire_ball(GF_ELEC, dir, 100, 3);
2371 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2372 if (!get_aim_dir(&dir)) return FALSE;
2373 fire_ball(GF_ELEC, dir, 500, 3);
2379 msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
2380 if (!get_aim_dir(&dir)) return FALSE;
2381 fire_ball(GF_ACID, dir, 100, 2);
2387 msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
2388 if (!get_aim_dir(&dir)) return FALSE;
2389 fire_ball(GF_NUKE, dir, 100, 2);
2395 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);
2396 if (!get_aim_dir(&dir)) return FALSE;
2397 if (drain_life(dir, 100))
2403 msg_print(_("黒く輝いている...", "It glows black..."));
2404 if (!get_aim_dir(&dir)) return FALSE;
2405 drain_life(dir, 120);
2411 if (!get_aim_dir(&dir)) return FALSE;
2412 for (dummy = 0; dummy < 3; dummy++)
2414 if (drain_life(dir, 50))
2422 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
2423 if (!get_aim_dir(&dir)) return FALSE;
2424 fire_bolt(GF_ARROW, dir, 150);
2433 monster_type *m_ptr;
2435 for (dir = 0; dir <= 9; dir++)
2437 y = p_ptr->y + ddy[dir];
2438 x = p_ptr->x + ddx[dir];
2439 c_ptr = &cave[y][x];
2441 /* Get the monster */
2442 m_ptr = &m_list[c_ptr->m_idx];
2444 /* Hack -- attack monsters */
2445 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2454 if (!get_aim_dir(&dir)) return FALSE;
2455 for (dummy = 0; dummy < 3; dummy++)
2457 if (drain_life(dir, 100))
2464 case ACT_CALL_CHAOS:
2466 msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
2473 if (!get_aim_dir(&dir)) return FALSE;
2474 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
2475 fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2481 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
2482 dispel_evil(p_ptr->lev * 5);
2488 if (!get_aim_dir(&dir)) return FALSE;
2489 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2490 fire_ball(GF_MISSILE, dir, 300, -4);
2496 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
2497 dispel_good(p_ptr->lev * 5);
2503 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
2504 if (!get_aim_dir(&dir)) return FALSE;
2505 fire_bolt(GF_ARROW, dir, 150);
2511 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
2512 if (!get_aim_dir(&dir)) return FALSE;
2513 fire_ball(GF_WATER, dir, 200, 3);
2519 msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
2520 if (!get_aim_dir(&dir)) return FALSE;
2521 fire_ball(GF_DARK, dir, 250, 4);
2527 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
2528 if (!get_aim_dir(&dir)) return FALSE;
2529 fire_ball(GF_MANA, dir, 250, 4);
2535 msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
2536 (void)dispel_monsters(4);
2540 case ACT_BLINDING_LIGHT:
2542 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
2543 fire_ball(GF_LITE, 0, 300, 6);
2544 confuse_monsters(3 * p_ptr->lev / 2);
2550 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
2551 if (!get_aim_dir(&dir)) return FALSE;
2556 case ACT_CAST_BA_STAR:
2558 int num = damroll(5, 3);
2561 msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
2562 for (k = 0; k < num; k++)
2568 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
2570 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2572 if (!player_bold(y, x)) break;
2575 project(0, 3, y, x, 150, GF_ELEC,
2576 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2582 case ACT_BLADETURNER:
2584 if (!get_aim_dir(&dir)) return FALSE;
2585 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2586 fire_ball(GF_MISSILE, dir, 300, -4);
2587 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
2588 (void)set_afraid(0);
2589 (void)set_hero(randint1(50) + 50, FALSE);
2590 (void)hp_player(10);
2591 (void)set_blessed(randint1(50) + 50, FALSE);
2592 (void)set_oppose_acid(randint1(50) + 50, FALSE);
2593 (void)set_oppose_elec(randint1(50) + 50, FALSE);
2594 (void)set_oppose_fire(randint1(50) + 50, FALSE);
2595 (void)set_oppose_cold(randint1(50) + 50, FALSE);
2596 (void)set_oppose_pois(randint1(50) + 50, FALSE);
2602 if (!get_aim_dir(&dir)) return FALSE;
2603 fire_ball(GF_FIRE, dir, 200, -2);
2604 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2606 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2612 if (!get_aim_dir(&dir)) return FALSE;
2613 fire_ball(GF_COLD, dir, 200, -2);
2614 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2616 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2622 if (!activate_dragon_breath(o_ptr)) return FALSE;
2626 /* Activate for other offensive action */
2630 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
2631 if (!get_aim_dir(&dir)) return FALSE;
2632 confuse_monster(dir, 20);
2638 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2639 sleep_monsters_touch();
2645 earthquake(p_ptr->y, p_ptr->x, 5);
2651 turn_monsters(40 + p_ptr->lev);
2657 if (!get_aim_dir(&dir)) return FALSE;
2658 (void)fire_beam(GF_AWAY_ALL, dir, plev);
2662 case ACT_BANISH_EVIL:
2664 if (banish_evil(100))
2666 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!"));
2673 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2674 (void)symbol_genocide(200, TRUE);
2680 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
2681 (void)mass_genocide(200, TRUE);
2685 case ACT_SCARE_AREA:
2687 if (music_singing_any()) stop_singing();
2688 if (hex_spelling_any()) stop_hex_spell_all();
2689 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!",
2690 "You wind a mighty blast; your enemies tremble!"));
2691 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2697 if (o_ptr->name1 == ART_HYOUSIGI)
2699 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
2703 msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
2705 aggravate_monsters(0);
2709 /* Activate for summoning / charming */
2711 case ACT_CHARM_ANIMAL:
2713 if (!get_aim_dir(&dir)) return FALSE;
2714 (void)charm_animal(dir, plev * 2);
2718 case ACT_CHARM_UNDEAD:
2720 if (!get_aim_dir(&dir)) return FALSE;
2721 (void)control_one_undead(dir, plev * 2);
2725 case ACT_CHARM_OTHER:
2727 if (!get_aim_dir(&dir)) return FALSE;
2728 (void)charm_monster(dir, plev * 2);
2732 case ACT_CHARM_ANIMALS:
2734 (void)charm_animals(plev * 2);
2738 case ACT_CHARM_OTHERS:
2740 charm_monsters(plev * 2);
2744 case ACT_SUMMON_ANIMAL:
2746 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2750 case ACT_SUMMON_PHANTOM:
2752 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
2753 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2757 case ACT_SUMMON_ELEMENTAL:
2759 bool pet = one_in_(3);
2762 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2763 if (pet) mode |= PM_FORCE_PET;
2764 else mode |= PM_NO_PET;
2766 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2768 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
2770 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
2772 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
2778 case ACT_SUMMON_DEMON:
2780 bool pet = one_in_(3);
2783 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2784 if (pet) mode |= PM_FORCE_PET;
2785 else mode |= PM_NO_PET;
2787 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
2789 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
2791 msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
2793 msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2799 case ACT_SUMMON_UNDEAD:
2801 bool pet = one_in_(3);
2805 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2807 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2808 if (pet) mode |= PM_FORCE_PET;
2809 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2811 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
2813 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...",
2814 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2816 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!",
2817 "Ancient, long-dead forms arise from the ground to serve you!"));
2819 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
2820 "'The dead arise... to punish you for disturbing them!'"));
2826 case ACT_SUMMON_HOUND:
2828 u32b mode = PM_ALLOW_GROUP;
2829 bool pet = !one_in_(5);
2830 if (pet) mode |= PM_FORCE_PET;
2831 else mode |= PM_NO_PET;
2833 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2837 msg_print(_("ハウンドがあなたの下僕として出現した。",
2838 "A group of hounds appear as your servant."));
2840 msg_print(_("ハウンドはあなたに牙を向けている!",
2841 "A group of hounds appear as your enemy!"));
2847 case ACT_SUMMON_DAWN:
2849 msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
2850 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2854 case ACT_SUMMON_OCTOPUS:
2856 u32b mode = PM_ALLOW_GROUP;
2857 bool pet = !one_in_(5);
2858 if (pet) mode |= PM_FORCE_PET;
2860 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
2863 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."));
2865 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
2871 /* Activate for healing */
2873 case ACT_CHOIR_SINGS:
2875 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
2876 (void)set_poisoned(0);
2879 (void)set_confused(0);
2881 (void)set_afraid(0);
2882 (void)set_hero(randint1(25) + 25, FALSE);
2883 (void)hp_player(777);
2889 (void)set_afraid(0);
2890 (void)hp_player(30);
2896 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
2897 hp_player(damroll(4, 8));
2898 (void)set_cut((p_ptr->cut / 2) - 50);
2902 case ACT_CURE_POISON:
2904 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2905 (void)set_afraid(0);
2906 (void)set_poisoned(0);
2912 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
2919 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
2920 (void)do_res_stat(A_STR);
2921 (void)do_res_stat(A_INT);
2922 (void)do_res_stat(A_WIS);
2923 (void)do_res_stat(A_DEX);
2924 (void)do_res_stat(A_CON);
2925 (void)do_res_stat(A_CHR);
2926 (void)restore_level();
2932 msg_print(_("深青色に輝いている...","It glows deep blue..."));
2933 msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
2934 (void)hp_player(700);
2941 msg_print(_("白く明るく輝いている...","It glows a bright white..."));
2942 msg_print(_("ひじょうに気分がよい...","You feel much better..."));
2943 (void)hp_player(1000);
2950 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
2951 (void)set_poisoned(0);
2952 (void)set_confused(0);
2961 case ACT_CURE_MANA_FULL:
2963 msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
2964 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2967 for (i = 0; i < EATER_EXT*2; i++)
2969 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2970 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;
2972 for (; i < EATER_EXT*3; i++)
2974 int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2975 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;
2976 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2978 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2979 p_ptr->window |= (PW_PLAYER);
2981 else if (p_ptr->csp < p_ptr->msp)
2983 p_ptr->csp = p_ptr->msp;
2984 p_ptr->csp_frac = 0;
2985 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2986 p_ptr->redraw |= (PR_MANA);
2987 p_ptr->window |= (PW_PLAYER);
2988 p_ptr->window |= (PW_SPELL);
2993 /* Activate for timed effect */
2997 (void)set_tim_esp(randint1(30) + 25, FALSE);
3003 (void)set_afraid(0);
3004 (void)set_shero(randint1(25) + 25, FALSE);
3005 /* (void)set_afraid(0);
3006 (void)set_hero(randint1(50) + 50, FALSE);
3007 (void)set_blessed(randint1(50) + 50, FALSE);
3008 o_ptr->timeout = 100 + randint1(100); */
3014 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
3016 (void)set_protevil(randint1(25) + k, FALSE);
3020 case ACT_RESIST_ALL:
3022 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
3023 (void)set_oppose_acid(randint1(40) + 40, FALSE);
3024 (void)set_oppose_elec(randint1(40) + 40, FALSE);
3025 (void)set_oppose_fire(randint1(40) + 40, FALSE);
3026 (void)set_oppose_cold(randint1(40) + 40, FALSE);
3027 (void)set_oppose_pois(randint1(40) + 40, FALSE);
3033 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
3034 (void)set_fast(randint1(20) + 20, FALSE);
3038 case ACT_XTRA_SPEED:
3040 msg_print(_("明るく輝いている...", "It glows brightly..."));
3041 (void)set_fast(randint1(75) + 75, FALSE);
3047 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3053 (void)set_invuln(randint1(8) + 8, FALSE);
3059 (void)set_afraid(0);
3060 set_hero(randint1(25)+25, FALSE);
3065 case ACT_HELO_SPEED:
3067 (void)set_fast(randint1(50) + 50, FALSE);
3070 set_hero(randint1(50) + 50, FALSE);
3074 case ACT_RESIST_ACID:
3076 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
3077 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3079 if (!get_aim_dir(&dir)) return FALSE;
3080 fire_ball(GF_ACID, dir, 100, 2);
3082 (void)set_oppose_acid(randint1(20) + 20, FALSE);
3086 case ACT_RESIST_FIRE:
3088 msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
3089 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3091 if (!get_aim_dir(&dir)) return FALSE;
3092 fire_ball(GF_FIRE, dir, 100, 2);
3094 (void)set_oppose_fire(randint1(20) + 20, FALSE);
3098 case ACT_RESIST_COLD:
3100 msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
3101 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3103 if (!get_aim_dir(&dir)) return FALSE;
3104 fire_ball(GF_COLD, dir, 100, 2);
3106 (void)set_oppose_cold(randint1(20) + 20, FALSE);
3110 case ACT_RESIST_ELEC:
3112 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
3113 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3115 if (!get_aim_dir(&dir)) return FALSE;
3116 fire_ball(GF_ELEC, dir, 100, 2);
3118 (void)set_oppose_elec(randint1(20) + 20, FALSE);
3122 case ACT_RESIST_POIS:
3124 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
3125 (void)set_oppose_pois(randint1(20) + 20, FALSE);
3129 /* Activate for general purpose effect (detection etc.) */
3133 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
3134 lite_area(damroll(2, 15), 3);
3140 msg_print(_("眩しく輝いた...", "It shines brightly..."));
3141 map_area(DETECT_RAD_MAP);
3142 lite_area(damroll(2, 15), 3);
3146 case ACT_DETECT_ALL:
3148 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
3149 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
3150 detect_all(DETECT_RAD_DEFAULT);
3154 case ACT_DETECT_XTRA:
3156 msg_print(_("明るく輝いている...", "It glows brightly..."));
3157 detect_all(DETECT_RAD_DEFAULT);
3159 identify_fully(FALSE);
3165 msg_print(_("黄色く輝いている...", "It glows yellow..."));
3166 identify_fully(FALSE);
3172 if (!ident_spell(FALSE)) return FALSE;
3176 case ACT_RUNE_EXPLO:
3178 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3185 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
3192 (void)set_food(PY_FOOD_MAX - 1);
3198 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3199 destroy_doors_touch();
3205 msg_print(_("鼓動している...", "It pulsates..."));
3206 if (!get_aim_dir(&dir)) return FALSE;
3207 wall_to_mud(dir, 20 + randint1(30));
3219 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
3226 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."));
3227 if (!dimension_door()) return FALSE;
3234 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
3235 teleport_player(100, 0L);
3241 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
3242 if (!word_of_recall()) return FALSE;
3248 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
3249 chg_virtue(V_KNOWLEDGE, 1);
3250 chg_virtue(V_ENLIGHTEN, 1);
3253 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3254 take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
3256 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3257 (void)detect_doors(DETECT_RAD_DEFAULT);
3258 (void)detect_stairs(DETECT_RAD_DEFAULT);
3260 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
3262 (void)word_of_recall();
3268 case ACT_TELEKINESIS:
3270 if (!get_aim_dir(&dir)) return FALSE;
3271 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
3272 fetch(dir, 500, TRUE);
3276 case ACT_DETECT_UNIQUE:
3279 monster_type *m_ptr;
3280 monster_race *r_ptr;
3281 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 ..."));
3282 /* Process the monsters (backwards) */
3283 for (i = m_max - 1; i >= 1; i--)
3285 /* Access the monster */
3288 /* Ignore "dead" monsters */
3289 if (!m_ptr->r_idx) continue;
3291 r_ptr = &r_info[m_ptr->r_idx];
3293 if(r_ptr->flags1 & RF1_UNIQUE)
3295 msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
3303 switch (randint1(13))
3305 case 1: case 2: case 3: case 4: case 5:
3306 teleport_player(10, 0L);
3308 case 6: case 7: case 8: case 9: case 10:
3309 teleport_player(222, 0L);
3312 (void)stair_creation();
3315 if (get_check(_("この階を去りますか?", "Leave this level? ")))
3317 if (autosave_l) do_cmd_save_game(TRUE);
3320 p_ptr->leaving = TRUE;
3326 case ACT_DISP_CURSE_XTRA:
3328 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
3329 if (remove_all_curse())
3331 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."));
3337 case ACT_BRAND_FIRE_BOLTS:
3339 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
3340 (void)brand_bolts();
3344 case ACT_RECHARGE_XTRA:
3346 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
3347 if (!recharge(1000)) return FALSE;
3353 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
3354 if (!ident_spell(FALSE)) return FALSE;
3356 if (mp_ptr->spell_book)
3358 /* Sufficient mana */
3359 if (20 <= p_ptr->csp)
3365 /* Over-exert the player */
3368 int oops = 20 - p_ptr->csp;
3372 p_ptr->csp_frac = 0;
3375 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
3376 /* Hack -- Bypass free action */
3377 (void)set_paralyzed(p_ptr->paralyzed +
3378 randint1(5 * oops + 1));
3381 (void)set_confused(p_ptr->confused +
3382 randint1(5 * oops + 1));
3386 p_ptr->redraw |= (PR_MANA);
3388 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
3390 if (one_in_(5)) (void)set_confused(p_ptr->confused +
3393 /* Exercise a little care... */
3395 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
3401 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
3402 (void)set_afraid(0);
3403 (void)set_hero(randint1(20) + 20, FALSE);
3404 dispel_evil(p_ptr->lev * 3);
3408 case ACT_PHASE_DOOR:
3410 teleport_player(10, 0L);
3414 case ACT_DETECT_ALL_MONS:
3416 (void)detect_monsters_invis(255);
3417 (void)detect_monsters_normal(255);
3421 case ACT_ULTIMATE_RESIST:
3423 int v = randint1(25)+25;
3424 (void)set_afraid(0);
3425 (void)set_hero(v, FALSE);
3426 (void)hp_player(10);
3427 (void)set_blessed(v, FALSE);
3428 (void)set_oppose_acid(v, FALSE);
3429 (void)set_oppose_elec(v, FALSE);
3430 (void)set_oppose_fire(v, FALSE);
3431 (void)set_oppose_cold(v, FALSE);
3432 (void)set_oppose_pois(v, FALSE);
3433 (void)set_ultimate_res(v, FALSE);
3438 /* Unique activation */
3442 char o_name[MAX_NLEN];
3445 /* Cast off activated item */
3446 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3448 if (o_ptr == &inventory[inv]) break;
3452 if (inv > INVEN_FEET) return FALSE;
3454 object_copy(&forge, o_ptr);
3455 inven_item_increase(inv, (0 - o_ptr->number));
3456 inven_item_optimize(inv);
3457 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
3458 o_ptr = &o_list[o_idx];
3460 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3461 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
3464 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
3465 t = 20 + randint1(20);
3466 (void)set_blind(p_ptr->blind + t);
3467 (void)set_afraid(0);
3468 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3469 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3470 (void)set_hero(p_ptr->hero + t, FALSE);
3471 (void)set_blessed(p_ptr->blessed + t, FALSE);
3472 (void)set_fast(p_ptr->fast + t, FALSE);
3473 (void)set_shero(p_ptr->shero + t, FALSE);
3474 if (p_ptr->pclass == CLASS_FORCETRAINER)
3476 p_ptr->magic_num1[0] = plev * 5 + 190;
3477 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
3483 case ACT_FALLING_STAR:
3485 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
3486 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.'"));
3491 case ACT_GRAND_CROSS:
3493 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
3494 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3498 case ACT_TELEPORT_LEVEL:
3500 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;
3505 case ACT_STRAIN_HASTE:
3508 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3509 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
3510 t = 25 + randint1(25);
3511 (void)set_fast(p_ptr->fast + t, FALSE);
3519 if (!get_rep_dir2(&dir)) return FALSE;
3520 y = p_ptr->y+ddy[dir];
3521 x = p_ptr->x+ddx[dir];
3523 if (!cave_have_flag_bold(y, x, FF_WATER))
3525 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
3528 else if (cave[y][x].m_idx)
3531 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3532 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
3533 p_ptr->energy_use = 0;
3536 set_action(ACTION_FISH);
3537 p_ptr->redraw |= (PR_STATE);
3544 monster_type *m_ptr;
3547 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
3549 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
3550 kakusan = "Suke-san";
3553 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
3555 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
3556 kakusan = "Kaku-san";
3561 for (i = m_max - 1; i > 0; i--)
3564 if (!m_ptr->r_idx) continue;
3565 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3566 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3567 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3575 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。」",
3576 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
3579 confuse_monsters(120);
3581 stasis_monsters(120);
3586 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
3593 /* Only for Muramasa */
3594 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3595 if (get_check(_("本当に使いますか?", "Are you sure?!")))
3597 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
3601 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
3602 curse_weapon_object(TRUE, o_ptr);
3608 case ACT_BLOODY_MOON:
3610 /* Only for Bloody Moon */
3611 if (o_ptr->name1 != ART_BLOOD) return FALSE;
3612 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
3613 get_bloody_moon_flags(o_ptr);
3614 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3615 p_ptr->update |= (PU_BONUS | PU_HP);
3623 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3626 /* Only for Crimson */
3627 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3629 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!"));
3631 if (!get_aim_dir(&dir)) return FALSE;
3633 /* Use the given direction */
3634 tx = p_ptr->x + 99 * ddx[dir];
3635 ty = p_ptr->y + 99 * ddy[dir];
3637 /* Hack -- Use an actual "target" */
3638 if ((dir == 5) && target_okay())
3644 if (p_ptr->pclass == CLASS_ARCHER)
3646 /* Extra shot at level 10 */
3647 if (p_ptr->lev >= 10) num++;
3649 /* Extra shot at level 30 */
3650 if (p_ptr->lev >= 30) num++;
3652 /* Extra shot at level 45 */
3653 if (p_ptr->lev >= 45) num++;
3656 for (i = 0; i < num; i++)
3657 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3663 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
3668 /* Set activation timeout */
3669 if (act_ptr->timeout.constant >= 0) {
3670 o_ptr->timeout = act_ptr->timeout.constant;
3671 if (act_ptr->timeout.dice > 0) {
3672 o_ptr->timeout += randint1(act_ptr->timeout.dice);
3675 /* Activations that have special timeout */
3676 switch (act_ptr->index) {
3678 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3681 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3684 o_ptr->timeout = 3 * (p_ptr->lev + 10);
3690 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3699 * @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。
3700 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
3701 * @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
3704 void get_bloody_moon_flags(object_type *o_ptr)
3708 for (i = 0; i < TR_FLAG_SIZE; i++)
3709 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3711 dummy = randint1(2) + randint1(2);
3712 for (i = 0; i < dummy; i++)
3714 int flag = randint0(26);
3715 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3716 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3717 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3718 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3721 dummy = randint1(2);
3722 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3724 for (i = 0; i < 2; i++)
3726 int tmp = randint0(11);
3727 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3728 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3733 * @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。.
3734 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
3735 * 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、
3737 * @attention プレイヤーの各種ステータスに依存した処理がある。
3738 * @todo 折を見て関数名を変更すること。
3739 * @param o_ptr 対象のオブジェクト構造体ポインタ
3740 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
3743 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3745 bool give_resistance = FALSE, give_power = FALSE;
3747 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3749 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3752 give_resistance = TRUE;
3756 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3757 add_flag(o_ptr->art_flags, TR_TY_CURSE);
3758 o_ptr->curse_flags |=
3759 (TRC_CURSED | TRC_HEAVY_CURSE);
3760 o_ptr->curse_flags |= get_curse(2, o_ptr);
3765 if (o_ptr->name1 == ART_MURAMASA)
3767 if (p_ptr->pclass != CLASS_SAMURAI)
3769 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3770 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3774 if (o_ptr->name1 == ART_ROBINTON)
3776 if (p_ptr->pclass == CLASS_BARD)
3778 add_flag(o_ptr->art_flags, TR_DEC_MANA);
3782 if (o_ptr->name1 == ART_XIAOLONG)
3784 if (p_ptr->pclass == CLASS_MONK)
3785 add_flag(o_ptr->art_flags, TR_BLOWS);
3788 if (o_ptr->name1 == ART_BLOOD)
3790 get_bloody_moon_flags(o_ptr);
3793 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3795 if (p_ptr->psex != SEX_FEMALE)
3797 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3801 if (o_ptr->name1 == ART_MILIM)
3803 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3806 add_flag(o_ptr->art_flags, TR_STR);
3807 add_flag(o_ptr->art_flags, TR_INT);
3808 add_flag(o_ptr->art_flags, TR_WIS);
3809 add_flag(o_ptr->art_flags, TR_DEX);
3810 add_flag(o_ptr->art_flags, TR_CON);
3811 add_flag(o_ptr->art_flags, TR_CHR);
3815 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3816 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3817 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3819 /* Give a resistance OR a power */
3820 if (one_in_(2)) give_resistance = TRUE;
3821 else give_power = TRUE;
3829 if (give_resistance)
3831 one_high_resistance(o_ptr);
3837 * @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
3838 * @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。
3839 * @param a_idx 生成する固定アーティファクト構造体のID
3840 * @param y アイテムを落とす地点のy座標
3841 * @param x アイテムを落とす地点のx座標
3842 * @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。
3843 * @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.
3844 * 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
3845 * drop_near()関数の返り値は信用できなくなる.
3847 bool create_named_art(int a_idx, int y, int x)
3853 artifact_type *a_ptr = &a_info[a_idx];
3855 /* Get local object */
3858 /* Ignore "empty" artifacts */
3859 if (!a_ptr->name) return FALSE;
3861 /* Acquire the "kind" index */
3862 i = lookup_kind(a_ptr->tval, a_ptr->sval);
3865 if (!i) return FALSE;
3867 /* Create the artifact */
3868 object_prep(q_ptr, i);
3871 q_ptr->name1 = a_idx;
3873 /* Extract the fields */
3874 q_ptr->pval = a_ptr->pval;
3875 q_ptr->ac = a_ptr->ac;
3876 q_ptr->dd = a_ptr->dd;
3877 q_ptr->ds = a_ptr->ds;
3878 q_ptr->to_a = a_ptr->to_a;
3879 q_ptr->to_h = a_ptr->to_h;
3880 q_ptr->to_d = a_ptr->to_d;
3881 q_ptr->weight = a_ptr->weight;
3883 /* Hack -- extract the "cursed" flag */
3884 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3885 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3886 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3887 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3888 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3889 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3891 random_artifact_resistance(q_ptr, a_ptr);
3893 /* Drop the artifact from heaven */
3894 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3897 int calc_arm_avgdamage(object_type *o_ptr)
3899 u32b flgs[TR_FLAG_SIZE];
3900 object_flags(o_ptr, flgs);
3902 int dam, base, s_evil, forced, vorpal;
3903 dam = base = s_evil = forced = vorpal = 0;
3905 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
3907 if(have_flag(flgs, TR_KILL_EVIL))
3909 dam = s_evil = dam * 7 / 2;
3911 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
3913 dam = s_evil = dam * 2;
3916 if (have_flag(flgs, TR_FORCE_WEAPON))
3918 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
3921 if(have_flag(flgs, TR_VORPAL))
3923 dam = vorpal = dam * 11 / 9;
3926 dam = dam + o_ptr->to_d;
3928 if (cheat_xtra) msg_format("素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
3929 base, s_evil, forced, vorpal, dam);
3934 static int suppression_evil_dam(object_type *o_ptr)
3937 u32b flgs[TR_FLAG_SIZE];
3938 object_flags(o_ptr, flgs);
3940 if (have_flag(flgs, TR_VAMPIRIC))
3942 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
3946 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
3950 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
3954 else if (calc_arm_avgdamage(o_ptr) > 63)
3961 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
3965 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
3969 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
3973 else if (calc_arm_avgdamage(o_ptr) > 75)
3981 static int weakening_artifact(object_type *o_ptr)
3983 int k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
3984 object_kind *k_ptr = &k_info[k_idx];
3986 if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
3988 int pre_dd = o_ptr->dd;
3989 int pre_ds = o_ptr->ds;
3991 if (o_ptr->dd > o_ptr->ds)
4002 msg_format("Dice Supress %dd%d -> %dd%d",
4003 pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
4008 if (o_ptr->to_d > 10)
4010 int pre_damage = o_ptr->to_d;
4012 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
4013 if (o_ptr->to_d < 10)
4020 msg_format("Plus-Damage Supress %d -> %d",
4021 pre_damage, o_ptr->to_d);