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 * Choose one random activation
190 void one_activation(object_type *o_ptr)
195 while (randint1(100) >= chance)
197 type = randint1(255);
212 case ACT_CURE_POISON:
250 case ACT_CHARM_ANIMAL:
253 case ACT_SUMMON_ANIMAL:
259 case ACT_BANISH_EVIL:
262 case ACT_CHARM_UNDEAD:
263 case ACT_CHARM_OTHER:
264 case ACT_SUMMON_PHANTOM:
271 case ACT_CHARM_ANIMALS:
272 case ACT_CHARM_OTHERS:
273 case ACT_SUMMON_ELEMENTAL:
282 case ACT_DETECT_XTRA:
286 case ACT_SUMMON_UNDEAD:
287 case ACT_SUMMON_DEMON:
298 /* A type was chosen... */
300 add_flag(o_ptr->art_flags, TR_ACTIVATE);
304 static void curse_artifact(object_type * o_ptr)
306 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
307 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
308 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
309 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
311 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
312 remove_flag(o_ptr->art_flags, TR_BLESSED);
314 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
315 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
316 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
317 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
318 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
319 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
320 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
321 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
322 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
323 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
325 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))
326 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
330 static void random_plus(object_type * o_ptr)
332 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
334 switch (artifact_bias)
337 if (!(have_flag(o_ptr->art_flags, TR_STR)))
339 add_flag(o_ptr->art_flags, TR_STR);
340 if (one_in_(2)) return;
343 if (!(have_flag(o_ptr->art_flags, TR_CON)))
345 add_flag(o_ptr->art_flags, TR_CON);
346 if (one_in_(2)) return;
349 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
351 add_flag(o_ptr->art_flags, TR_DEX);
352 if (one_in_(2)) return;
357 if (!(have_flag(o_ptr->art_flags, TR_INT)))
359 add_flag(o_ptr->art_flags, TR_INT);
360 if (one_in_(2)) return;
362 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
364 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
365 if (one_in_(2)) return;
370 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
372 add_flag(o_ptr->art_flags, TR_WIS);
373 if (one_in_(2)) return;
378 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
380 add_flag(o_ptr->art_flags, TR_DEX);
381 if (one_in_(2)) return;
384 if (!(have_flag(o_ptr->art_flags, TR_CON)))
386 add_flag(o_ptr->art_flags, TR_CON);
387 if (one_in_(2)) return;
390 if (!(have_flag(o_ptr->art_flags, TR_STR)))
392 add_flag(o_ptr->art_flags, TR_STR);
393 if (one_in_(2)) return;
398 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
400 add_flag(o_ptr->art_flags, TR_STEALTH);
401 if (one_in_(2)) return;
403 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
405 add_flag(o_ptr->art_flags, TR_SEARCH);
406 if (one_in_(2)) return;
411 if (!(have_flag(o_ptr->art_flags, TR_STR)))
413 add_flag(o_ptr->art_flags, TR_STR);
414 if (one_in_(2)) return;
419 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
421 add_flag(o_ptr->art_flags, TR_WIS);
422 if (one_in_(2)) return;
427 if (!(have_flag(o_ptr->art_flags, TR_INT)))
429 add_flag(o_ptr->art_flags, TR_INT);
430 if (one_in_(2)) return;
435 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
437 add_flag(o_ptr->art_flags, TR_DEX);
438 if (one_in_(2)) return;
443 if (!(have_flag(o_ptr->art_flags, TR_CON)))
445 add_flag(o_ptr->art_flags, TR_CON);
446 if (one_in_(2)) return;
451 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
453 add_flag(o_ptr->art_flags, TR_CHR);
454 if (one_in_(2)) return;
459 if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
461 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
463 add_flag(o_ptr->art_flags, TR_DEC_MANA);
464 if (one_in_(2)) return;
468 switch (randint1(this_type))
471 add_flag(o_ptr->art_flags, TR_STR);
472 if (!artifact_bias && !one_in_(13))
473 artifact_bias = BIAS_STR;
474 else if (!artifact_bias && one_in_(7))
475 artifact_bias = BIAS_WARRIOR;
478 add_flag(o_ptr->art_flags, TR_INT);
479 if (!artifact_bias && !one_in_(13))
480 artifact_bias = BIAS_INT;
481 else if (!artifact_bias && one_in_(7))
482 artifact_bias = BIAS_MAGE;
485 add_flag(o_ptr->art_flags, TR_WIS);
486 if (!artifact_bias && !one_in_(13))
487 artifact_bias = BIAS_WIS;
488 else if (!artifact_bias && one_in_(7))
489 artifact_bias = BIAS_PRIESTLY;
492 add_flag(o_ptr->art_flags, TR_DEX);
493 if (!artifact_bias && !one_in_(13))
494 artifact_bias = BIAS_DEX;
495 else if (!artifact_bias && one_in_(7))
496 artifact_bias = BIAS_ROGUE;
499 add_flag(o_ptr->art_flags, TR_CON);
500 if (!artifact_bias && !one_in_(13))
501 artifact_bias = BIAS_CON;
502 else if (!artifact_bias && one_in_(9))
503 artifact_bias = BIAS_RANGER;
506 add_flag(o_ptr->art_flags, TR_CHR);
507 if (!artifact_bias && !one_in_(13))
508 artifact_bias = BIAS_CHR;
511 add_flag(o_ptr->art_flags, TR_STEALTH);
512 if (!artifact_bias && one_in_(3))
513 artifact_bias = BIAS_ROGUE;
516 add_flag(o_ptr->art_flags, TR_SEARCH);
517 if (!artifact_bias && one_in_(9))
518 artifact_bias = BIAS_RANGER;
521 add_flag(o_ptr->art_flags, TR_INFRA);
524 add_flag(o_ptr->art_flags, TR_SPEED);
525 if (!artifact_bias && one_in_(11))
526 artifact_bias = BIAS_ROGUE;
529 add_flag(o_ptr->art_flags, TR_TUNNEL);
532 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
535 add_flag(o_ptr->art_flags, TR_BLOWS);
536 if (!artifact_bias && one_in_(11))
537 artifact_bias = BIAS_WARRIOR;
544 static void random_resistance(object_type * o_ptr)
546 switch (artifact_bias)
549 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
551 add_flag(o_ptr->art_flags, TR_RES_ACID);
552 if (one_in_(2)) return;
554 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
556 add_flag(o_ptr->art_flags, TR_IM_ACID);
557 if (!one_in_(IM_LUCK))
559 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
560 remove_flag(o_ptr->art_flags, TR_IM_COLD);
561 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
563 if (one_in_(2)) return;
568 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
570 add_flag(o_ptr->art_flags, TR_RES_ELEC);
571 if (one_in_(2)) return;
573 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
574 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
576 add_flag(o_ptr->art_flags, TR_SH_ELEC);
577 if (one_in_(2)) return;
579 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
581 add_flag(o_ptr->art_flags, TR_IM_ELEC);
582 if (!one_in_(IM_LUCK))
584 remove_flag(o_ptr->art_flags, TR_IM_ACID);
585 remove_flag(o_ptr->art_flags, TR_IM_COLD);
586 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
589 if (one_in_(2)) return;
594 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
596 add_flag(o_ptr->art_flags, TR_RES_FIRE);
597 if (one_in_(2)) return;
599 if ((o_ptr->tval >= TV_CLOAK) &&
600 (o_ptr->tval <= TV_HARD_ARMOR) &&
601 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
603 add_flag(o_ptr->art_flags, TR_SH_FIRE);
604 if (one_in_(2)) return;
606 if (one_in_(BIAS_LUCK) &&
607 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
609 add_flag(o_ptr->art_flags, TR_IM_FIRE);
610 if (!one_in_(IM_LUCK))
612 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
613 remove_flag(o_ptr->art_flags, TR_IM_COLD);
614 remove_flag(o_ptr->art_flags, TR_IM_ACID);
616 if (one_in_(2)) return;
621 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
623 add_flag(o_ptr->art_flags, TR_RES_COLD);
624 if (one_in_(2)) return;
626 if ((o_ptr->tval >= TV_CLOAK) &&
627 (o_ptr->tval <= TV_HARD_ARMOR) &&
628 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
630 add_flag(o_ptr->art_flags, TR_SH_COLD);
631 if (one_in_(2)) return;
633 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
635 add_flag(o_ptr->art_flags, TR_IM_COLD);
636 if (!one_in_(IM_LUCK))
638 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
639 remove_flag(o_ptr->art_flags, TR_IM_ACID);
640 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
642 if (one_in_(2)) return;
647 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
649 add_flag(o_ptr->art_flags, TR_RES_POIS);
650 if (one_in_(2)) return;
655 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
657 add_flag(o_ptr->art_flags, TR_RES_FEAR);
658 if (one_in_(2)) return;
660 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
662 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
663 if (one_in_(2)) return;
667 case BIAS_NECROMANTIC:
668 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
670 add_flag(o_ptr->art_flags, TR_RES_NETHER);
671 if (one_in_(2)) return;
673 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
675 add_flag(o_ptr->art_flags, TR_RES_POIS);
676 if (one_in_(2)) return;
678 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
680 add_flag(o_ptr->art_flags, TR_RES_DARK);
681 if (one_in_(2)) return;
686 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
688 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
689 if (one_in_(2)) return;
691 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
693 add_flag(o_ptr->art_flags, TR_RES_CONF);
694 if (one_in_(2)) return;
696 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
698 add_flag(o_ptr->art_flags, TR_RES_DISEN);
699 if (one_in_(2)) return;
704 switch (randint1(42))
707 if (!one_in_(WEIRD_LUCK))
708 random_resistance(o_ptr);
711 add_flag(o_ptr->art_flags, TR_IM_ACID);
713 artifact_bias = BIAS_ACID;
717 if (!one_in_(WEIRD_LUCK))
718 random_resistance(o_ptr);
721 add_flag(o_ptr->art_flags, TR_IM_ELEC);
723 artifact_bias = BIAS_ELEC;
727 if (!one_in_(WEIRD_LUCK))
728 random_resistance(o_ptr);
731 add_flag(o_ptr->art_flags, TR_IM_COLD);
733 artifact_bias = BIAS_COLD;
737 if (!one_in_(WEIRD_LUCK))
738 random_resistance(o_ptr);
741 add_flag(o_ptr->art_flags, TR_IM_FIRE);
743 artifact_bias = BIAS_FIRE;
749 add_flag(o_ptr->art_flags, TR_RES_ACID);
751 artifact_bias = BIAS_ACID;
756 add_flag(o_ptr->art_flags, TR_RES_ELEC);
758 artifact_bias = BIAS_ELEC;
763 add_flag(o_ptr->art_flags, TR_RES_FIRE);
765 artifact_bias = BIAS_FIRE;
770 add_flag(o_ptr->art_flags, TR_RES_COLD);
772 artifact_bias = BIAS_COLD;
776 add_flag(o_ptr->art_flags, TR_RES_POIS);
777 if (!artifact_bias && !one_in_(4))
778 artifact_bias = BIAS_POIS;
779 else if (!artifact_bias && one_in_(2))
780 artifact_bias = BIAS_NECROMANTIC;
781 else if (!artifact_bias && one_in_(2))
782 artifact_bias = BIAS_ROGUE;
786 add_flag(o_ptr->art_flags, TR_RES_FEAR);
787 if (!artifact_bias && one_in_(3))
788 artifact_bias = BIAS_WARRIOR;
791 add_flag(o_ptr->art_flags, TR_RES_LITE);
794 add_flag(o_ptr->art_flags, TR_RES_DARK);
798 add_flag(o_ptr->art_flags, TR_RES_BLIND);
802 add_flag(o_ptr->art_flags, TR_RES_CONF);
803 if (!artifact_bias && one_in_(6))
804 artifact_bias = BIAS_CHAOS;
808 add_flag(o_ptr->art_flags, TR_RES_SOUND);
812 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
816 add_flag(o_ptr->art_flags, TR_RES_NETHER);
817 if (!artifact_bias && one_in_(3))
818 artifact_bias = BIAS_NECROMANTIC;
822 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
826 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
827 if (!artifact_bias && one_in_(2))
828 artifact_bias = BIAS_CHAOS;
832 add_flag(o_ptr->art_flags, TR_RES_DISEN);
835 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
836 add_flag(o_ptr->art_flags, TR_SH_ELEC);
838 random_resistance(o_ptr);
840 artifact_bias = BIAS_ELEC;
843 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
844 add_flag(o_ptr->art_flags, TR_SH_FIRE);
846 random_resistance(o_ptr);
848 artifact_bias = BIAS_FIRE;
851 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
852 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
853 add_flag(o_ptr->art_flags, TR_REFLECT);
855 random_resistance(o_ptr);
858 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
859 add_flag(o_ptr->art_flags, TR_SH_COLD);
861 random_resistance(o_ptr);
863 artifact_bias = BIAS_COLD;
870 static void random_misc(object_type * o_ptr)
872 switch (artifact_bias)
875 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
877 add_flag(o_ptr->art_flags, TR_SUST_CON);
878 if (one_in_(2)) return;
883 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
885 add_flag(o_ptr->art_flags, TR_SUST_STR);
886 if (one_in_(2)) return;
891 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
893 add_flag(o_ptr->art_flags, TR_SUST_WIS);
894 if (one_in_(2)) return;
899 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
901 add_flag(o_ptr->art_flags, TR_SUST_INT);
902 if (one_in_(2)) return;
907 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
909 add_flag(o_ptr->art_flags, TR_SUST_DEX);
910 if (one_in_(2)) return;
915 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
917 add_flag(o_ptr->art_flags, TR_SUST_CON);
918 if (one_in_(2)) return;
923 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
925 add_flag(o_ptr->art_flags, TR_SUST_CHR);
926 if (one_in_(2)) return;
931 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
933 add_flag(o_ptr->art_flags, TR_TELEPORT);
934 if (one_in_(2)) return;
939 if (!(have_flag(o_ptr->art_flags, TR_LITE)))
941 add_flag(o_ptr->art_flags, TR_LITE); /* Freebie */
946 switch (randint1(33))
949 add_flag(o_ptr->art_flags, TR_SUST_STR);
951 artifact_bias = BIAS_STR;
954 add_flag(o_ptr->art_flags, TR_SUST_INT);
956 artifact_bias = BIAS_INT;
959 add_flag(o_ptr->art_flags, TR_SUST_WIS);
961 artifact_bias = BIAS_WIS;
964 add_flag(o_ptr->art_flags, TR_SUST_DEX);
966 artifact_bias = BIAS_DEX;
969 add_flag(o_ptr->art_flags, TR_SUST_CON);
971 artifact_bias = BIAS_CON;
974 add_flag(o_ptr->art_flags, TR_SUST_CHR);
976 artifact_bias = BIAS_CHR;
981 add_flag(o_ptr->art_flags, TR_FREE_ACT);
984 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
985 if (!artifact_bias && one_in_(5))
986 artifact_bias = BIAS_PRIESTLY;
987 else if (!artifact_bias && one_in_(6))
988 artifact_bias = BIAS_NECROMANTIC;
992 add_flag(o_ptr->art_flags, TR_LITE);
996 add_flag(o_ptr->art_flags, TR_LEVITATION);
1001 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1005 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1009 add_flag(o_ptr->art_flags, TR_REGEN);
1012 add_flag(o_ptr->art_flags, TR_TELEPORT);
1017 if (object_is_armour(o_ptr))
1021 o_ptr->to_a = 4 + randint1(11);
1028 int bonus_h, bonus_d;
1029 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1030 bonus_h = 4 + (randint1(11));
1031 bonus_d = 4 + (randint1(11));
1032 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))
1037 o_ptr->to_h += bonus_h;
1038 o_ptr->to_d += bonus_d;
1042 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1045 add_flag(o_ptr->art_flags, TR_NO_TELE);
1048 add_flag(o_ptr->art_flags, TR_WARNING);
1052 switch (randint1(3))
1055 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1056 if (!artifact_bias && one_in_(3))
1057 artifact_bias = BIAS_LAW;
1060 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1061 if (!artifact_bias && one_in_(3))
1062 artifact_bias = BIAS_MAGE;
1065 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1066 if (!artifact_bias && one_in_(9))
1067 artifact_bias = BIAS_MAGE;
1075 int n = randint1(3);
1077 idx[0] = randint1(8);
1079 idx[1] = randint1(7);
1080 if (idx[1] >= idx[0]) idx[1]++;
1082 idx[2] = randint1(6);
1083 if (idx[2] >= idx[0]) idx[2]++;
1084 if (idx[2] >= idx[1]) idx[2]++;
1086 while (n--) switch (idx[n])
1089 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1090 if (!artifact_bias && one_in_(4))
1091 artifact_bias = BIAS_RANGER;
1094 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1095 if (!artifact_bias && one_in_(3))
1096 artifact_bias = BIAS_PRIESTLY;
1097 else if (!artifact_bias && one_in_(6))
1098 artifact_bias = BIAS_NECROMANTIC;
1101 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1104 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1107 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1110 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1113 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1114 if (!artifact_bias && one_in_(6))
1115 artifact_bias = BIAS_ROGUE;
1118 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1119 if (!artifact_bias && one_in_(3))
1120 artifact_bias = BIAS_LAW;
1123 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1124 if (!artifact_bias && one_in_(3))
1125 artifact_bias = BIAS_LAW;
1134 static void random_slay(object_type *o_ptr)
1136 if (o_ptr->tval == TV_BOW)
1138 switch (randint1(6))
1143 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1144 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1145 if (!artifact_bias && one_in_(9))
1146 artifact_bias = BIAS_RANGER;
1149 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1150 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1151 if (!artifact_bias && one_in_(9))
1152 artifact_bias = BIAS_RANGER;
1159 switch (artifact_bias)
1162 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1164 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1165 if (one_in_(2)) return;
1170 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1171 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1173 /* A free power for "priestly" random artifacts */
1174 add_flag(o_ptr->art_flags, TR_BLESSED);
1178 case BIAS_NECROMANTIC:
1179 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1181 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1182 if (one_in_(2)) return;
1184 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1186 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1187 if (one_in_(2)) return;
1192 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1194 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1195 if (one_in_(2)) return;
1200 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1201 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1202 !(have_flag(o_ptr->art_flags, TR_THROW)))
1204 /* Free power for rogues... */
1205 add_flag(o_ptr->art_flags, TR_THROW);
1207 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1209 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1210 if (one_in_(2)) return;
1215 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1217 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1218 if (one_in_(2)) return;
1223 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1225 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1226 if (one_in_(2)) return;
1231 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1233 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1234 if (one_in_(2)) return;
1239 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1241 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1242 if (one_in_(2)) return;
1247 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1249 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1250 if (one_in_(2)) return;
1255 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1257 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1258 if (one_in_(2)) return;
1260 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1262 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1263 if (one_in_(2)) return;
1265 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1267 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1268 if (one_in_(2)) return;
1273 switch (randint1(36))
1277 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1281 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1282 if (!artifact_bias && one_in_(2))
1283 artifact_bias = BIAS_LAW;
1284 else if (!artifact_bias && one_in_(9))
1285 artifact_bias = BIAS_PRIESTLY;
1289 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1290 if (!artifact_bias && one_in_(9))
1291 artifact_bias = BIAS_PRIESTLY;
1295 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1296 if (!artifact_bias && one_in_(9))
1297 artifact_bias = BIAS_PRIESTLY;
1301 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1305 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1309 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1313 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1316 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1320 if (o_ptr->tval == TV_SWORD)
1322 add_flag(o_ptr->art_flags, TR_VORPAL);
1323 if (!artifact_bias && one_in_(9))
1324 artifact_bias = BIAS_WARRIOR;
1330 add_flag(o_ptr->art_flags, TR_IMPACT);
1334 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1336 artifact_bias = BIAS_FIRE;
1340 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1342 artifact_bias = BIAS_COLD;
1346 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1348 artifact_bias = BIAS_ELEC;
1352 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1354 artifact_bias = BIAS_ACID;
1358 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1359 if (!artifact_bias && !one_in_(3))
1360 artifact_bias = BIAS_POIS;
1361 else if (!artifact_bias && one_in_(6))
1362 artifact_bias = BIAS_NECROMANTIC;
1363 else if (!artifact_bias)
1364 artifact_bias = BIAS_ROGUE;
1367 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1369 artifact_bias = BIAS_NECROMANTIC;
1372 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1374 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1378 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1381 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1383 artifact_bias = BIAS_CHAOS;
1389 static void give_activation_power(object_type *o_ptr)
1391 int type = 0, chance = 0;
1393 switch (artifact_bias)
1398 type = ACT_BO_ELEC_1;
1400 else if (!one_in_(5))
1402 type = ACT_BA_ELEC_2;
1406 type = ACT_BA_ELEC_3;
1412 type = ACT_BA_POIS_1;
1419 type = ACT_BO_FIRE_1;
1421 else if (!one_in_(5))
1423 type = ACT_BA_FIRE_1;
1427 type = ACT_BA_FIRE_2;
1435 type = ACT_BO_COLD_1;
1436 else if (!one_in_(3))
1437 type = ACT_BA_COLD_1;
1438 else if (!one_in_(3))
1439 type = ACT_BA_COLD_2;
1441 type = ACT_BA_COLD_3;
1447 type = ACT_SUMMON_DEMON;
1449 type = ACT_CALL_CHAOS;
1456 type = ACT_CHARM_UNDEAD;
1457 else if (one_in_(12))
1458 type = ACT_BANISH_EVIL;
1459 else if (one_in_(11))
1460 type = ACT_DISP_EVIL;
1461 else if (one_in_(10))
1462 type = ACT_PROT_EVIL;
1463 else if (one_in_(9))
1464 type = ACT_CURE_1000;
1465 else if (one_in_(8))
1466 type = ACT_CURE_700;
1467 else if (one_in_(7))
1468 type = ACT_REST_ALL;
1469 else if (one_in_(6))
1470 type = ACT_REST_LIFE;
1475 case BIAS_NECROMANTIC:
1479 else if (one_in_(13))
1480 type = ACT_DISP_GOOD;
1481 else if (one_in_(9))
1482 type = ACT_MASS_GENO;
1483 else if (one_in_(8))
1484 type = ACT_GENOCIDE;
1485 else if (one_in_(13))
1486 type = ACT_SUMMON_UNDEAD;
1487 else if (one_in_(9))
1488 type = ACT_VAMPIRE_2;
1489 else if (one_in_(6))
1490 type = ACT_CHARM_UNDEAD;
1492 type = ACT_VAMPIRE_1;
1498 type = ACT_BANISH_EVIL;
1499 else if (one_in_(4))
1500 type = ACT_DISP_EVIL;
1502 type = ACT_PROT_EVIL;
1509 else if (one_in_(4))
1511 else if (one_in_(3))
1512 type = ACT_DETECT_ALL;
1513 else if (one_in_(8))
1516 type = ACT_ID_PLAIN;
1522 type = ACT_SUMMON_ELEMENTAL;
1523 else if (one_in_(10))
1524 type = ACT_SUMMON_PHANTOM;
1525 else if (one_in_(5))
1526 type = ACT_RUNE_EXPLO;
1542 type = ACT_CHARM_ANIMALS;
1543 else if (one_in_(7))
1544 type = ACT_SUMMON_ANIMAL;
1545 else if (one_in_(6))
1546 type = ACT_CHARM_ANIMAL;
1547 else if (one_in_(4))
1548 type = ACT_RESIST_ALL;
1549 else if (one_in_(3))
1552 type = ACT_CURE_POISON;
1556 if (!type || (randint1(100) >= chance))
1558 one_activation(o_ptr);
1562 /* A type was chosen... */
1563 o_ptr->xtra2 = type;
1564 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1569 static void get_random_name(char *return_name, bool armour, int power)
1571 int prob = randint1(100);
1573 if (prob <= SINDARIN_NAME)
1575 get_table_sindarin(return_name);
1577 else if (prob <= TABLE_NAME)
1579 get_table_name(return_name);
1592 filename = "a_cursed_j.txt";
1594 filename = "a_cursed.txt";
1599 filename = "a_low_j.txt";
1601 filename = "a_low.txt";
1606 filename = "a_med_j.txt";
1608 filename = "a_med.txt";
1613 filename = "a_high_j.txt";
1615 filename = "a_high.txt";
1624 filename = "w_cursed_j.txt";
1626 filename = "w_cursed.txt";
1631 filename = "w_low_j.txt";
1633 filename = "w_low.txt";
1638 filename = "w_med_j.txt";
1640 filename = "w_med.txt";
1645 filename = "w_high_j.txt";
1647 filename = "w_high.txt";
1652 (void)get_rnd_line(filename, artifact_bias, return_name);
1654 if (return_name[0] == 0) get_table_name(return_name);
1660 bool create_artifact(object_type *o_ptr, bool a_scroll)
1662 char new_name[1024];
1664 int powers = randint1(5) + 1;
1665 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1668 bool a_cursed = FALSE;
1669 int warrior_artifact_bias = 0;
1672 /* Reset artifact bias */
1675 /* Nuke enchantments */
1679 for (i = 0; i < TR_FLAG_SIZE; i++)
1680 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1682 if (o_ptr->pval) has_pval = TRUE;
1684 if (a_scroll && one_in_(4))
1686 switch (p_ptr->pclass)
1689 case CLASS_BERSERKER:
1694 artifact_bias = BIAS_WARRIOR;
1697 case CLASS_HIGH_MAGE:
1698 case CLASS_SORCERER:
1699 case CLASS_MAGIC_EATER:
1700 case CLASS_BLUE_MAGE:
1701 artifact_bias = BIAS_MAGE;
1704 artifact_bias = BIAS_PRIESTLY;
1708 artifact_bias = BIAS_ROGUE;
1709 warrior_artifact_bias = 25;
1713 artifact_bias = BIAS_RANGER;
1714 warrior_artifact_bias = 30;
1717 artifact_bias = BIAS_PRIESTLY;
1718 warrior_artifact_bias = 40;
1720 case CLASS_WARRIOR_MAGE:
1721 case CLASS_RED_MAGE:
1722 artifact_bias = BIAS_MAGE;
1723 warrior_artifact_bias = 40;
1725 case CLASS_CHAOS_WARRIOR:
1726 artifact_bias = BIAS_CHAOS;
1727 warrior_artifact_bias = 40;
1730 case CLASS_FORCETRAINER:
1731 artifact_bias = BIAS_PRIESTLY;
1733 case CLASS_MINDCRAFTER:
1735 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1738 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1740 case CLASS_IMITATOR:
1741 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1743 case CLASS_BEASTMASTER:
1744 artifact_bias = BIAS_CHR;
1745 warrior_artifact_bias = 50;
1747 case CLASS_MIRROR_MASTER:
1748 if (randint1(4) > 1)
1750 artifact_bias = BIAS_MAGE;
1754 artifact_bias = BIAS_ROGUE;
1760 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1761 artifact_bias = BIAS_WARRIOR;
1763 strcpy(new_name, "");
1765 if (!a_scroll && one_in_(A_CURSED))
1767 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1770 while (one_in_(powers) || one_in_(7) || one_in_(10))
1773 if (!a_cursed && one_in_(WEIRD_LUCK))
1776 if (a_cursed) powers /= 2;
1781 switch (randint1(max_type))
1788 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1790 if (a_cursed && !one_in_(13)) break;
1793 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1797 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1801 random_resistance(o_ptr);
1810 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1818 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1820 /* This one commented out by gw's request... */
1822 add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1825 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1827 o_ptr->pval = randint1(2);
1828 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1837 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1840 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1844 /* give it some plusses... */
1845 if (object_is_armour(o_ptr))
1846 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1847 else if (object_is_weapon_ammo(o_ptr))
1849 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1850 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1851 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1854 /* Just to be sure */
1855 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1856 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1857 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1858 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1860 total_flags = flag_cost(o_ptr, o_ptr->pval);
1861 if (cheat_peek) msg_format("%ld", total_flags);
1863 if (a_cursed) curse_artifact(o_ptr);
1866 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1869 give_activation_power(o_ptr);
1872 if (object_is_armour(o_ptr))
1874 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1876 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1877 o_ptr->to_d -= (s16b)randint0(3);
1878 o_ptr->to_h -= (s16b)randint0(3);
1880 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1882 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1883 o_ptr->to_d -= (s16b)randint0(3);
1884 o_ptr->to_h -= (s16b)randint0(3);
1888 if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1890 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1894 remove_flag(o_ptr->art_flags, TR_BLOWS);
1895 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1896 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1897 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1898 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1899 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1900 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1901 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1902 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1903 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1904 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1905 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1906 remove_flag(o_ptr->art_flags, TR_VORPAL);
1907 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1908 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1909 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1910 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1911 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1914 if (!object_is_weapon_ammo(o_ptr))
1917 if (a_cursed) power_level = 0;
1918 else if (total_flags < 15000) power_level = 1;
1919 else if (total_flags < 35000) power_level = 2;
1920 else power_level = 3;
1926 if (a_cursed) power_level = 0;
1927 else if (total_flags < 20000) power_level = 1;
1928 else if (total_flags < 45000) power_level = 2;
1929 else power_level = 3;
1934 char dummy_name[80] = "";
1936 cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
1938 cptr ask_msg = "What do you want to call the artifact? ";
1941 /* Identify it fully */
1942 object_aware(o_ptr);
1943 object_known(o_ptr);
1945 /* Mark the item as fully known */
1946 o_ptr->ident |= (IDENT_MENTAL);
1948 /* For being treated as random artifact in screen_object() */
1949 o_ptr->art_name = quark_add("");
1951 (void)screen_object(o_ptr, 0L);
1953 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1959 get_table_sindarin_aux(dummy_name);
1963 get_table_name_aux(dummy_name);
1968 sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
1970 sprintf(new_name, "'%s'", dummy_name);
1973 chg_virtue(V_INDIVIDUALISM, 2);
1974 chg_virtue(V_ENCHANT, 5);
1978 get_random_name(new_name, object_is_armour(o_ptr), power_level);
1984 if (artifact_bias) msg_format("±¿¤ÎÊФä¿¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È: %d¡£", artifact_bias);
1985 else msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£");
1987 if (artifact_bias) msg_format("Biased artifact: %d.", artifact_bias);
1988 else msg_print("No bias in artifact.");
1992 /* Save the inscription */
1993 o_ptr->art_name = quark_add(new_name);
1996 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2002 int activation_index(object_type *o_ptr)
2004 /* Give priority to weaponsmith's essential activations */
2005 if (object_is_smith(o_ptr))
2007 switch (o_ptr->xtra3-1)
2009 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2010 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2011 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2012 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2013 case TR_IMPACT: return ACT_QUAKE;
2017 if (object_is_fixed_artifact(o_ptr))
2019 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2021 return a_info[o_ptr->name1].act_idx;
2024 if (object_is_ego(o_ptr))
2026 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2028 return e_info[o_ptr->name2].act_idx;
2031 if (!object_is_random_artifact(o_ptr))
2033 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2035 return k_info[o_ptr->k_idx].act_idx;
2039 return o_ptr->xtra2;
2042 const activation_type* find_activation_info(object_type *o_ptr)
2044 const int index = activation_index(o_ptr);
2045 const activation_type* p;
2047 for (p = activation_info; p->flag != NULL; ++ p) {
2048 if (p->index == index)
2058 /* Dragon breath activation */
2059 static bool activate_dragon_breath(object_type *o_ptr)
2061 u32b flgs[4]; /* for resistance flags */
2064 int i, dir, t, n = 0;
2066 if (!get_aim_dir(&dir)) return FALSE;
2068 object_flags(o_ptr, flgs);
2070 for (i = 0; dragonbreath_info[i].flag != 0; i++)
2072 if (have_flag(flgs, dragonbreath_info[i].flag))
2074 type[n] = dragonbreath_info[i].type;
2075 name[n] = dragonbreath_info[i].name;
2081 if (n == 0) return FALSE;
2084 if (music_singing_any()) stop_singing();
2085 if (hex_spelling_any()) stop_hex_spell_all();
2088 msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
2089 fire_ball(type[t], dir, 250, -4);
2095 bool activate_random_artifact(object_type *o_ptr)
2097 int plev = p_ptr->lev;
2098 int k, dir, dummy = 0;
2099 cptr name = k_name + k_info[o_ptr->k_idx].name;
2100 const activation_type* const act_ptr = find_activation_info(o_ptr);
2104 /* Maybe forgot adding information to activation_info table ? */
2105 msg_print("Activation information is not found.");
2109 /* Activate for attack */
2110 switch (act_ptr->index)
2114 if (!get_aim_dir(&dir)) return FALSE;
2115 msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears."));
2116 (void)lite_line(dir, damroll(6, 8));
2122 msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly..."));
2123 if (!get_aim_dir(&dir)) return FALSE;
2124 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2130 msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green..."));
2131 if (!get_aim_dir(&dir)) return FALSE;
2132 fire_ball(GF_POIS, dir, 12, 3);
2138 msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks..."));
2139 if (!get_aim_dir(&dir)) return FALSE;
2140 fire_bolt(GF_ELEC, dir, damroll(4, 8));
2146 msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid..."));
2147 if (!get_aim_dir(&dir)) return FALSE;
2148 fire_bolt(GF_ACID, dir, damroll(5, 8));
2154 msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2155 if (!get_aim_dir(&dir)) return FALSE;
2156 fire_bolt(GF_COLD, dir, damroll(6, 8));
2162 msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire..."));
2163 if (!get_aim_dir(&dir)) return FALSE;
2164 fire_bolt(GF_FIRE, dir, damroll(9, 8));
2170 msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2171 if (!get_aim_dir(&dir)) return FALSE;
2172 fire_ball(GF_COLD, dir, 48, 2);
2178 msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue..."));
2179 if (!get_aim_dir(&dir)) return FALSE;
2180 fire_ball(GF_COLD, dir, 100, 2);
2186 msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white..."));
2187 if (!get_aim_dir(&dir)) return FALSE;
2188 fire_ball(GF_COLD, dir, 400, 3);
2194 msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2195 if (!get_aim_dir(&dir)) return FALSE;
2196 fire_ball(GF_FIRE, dir, 72, 2);
2202 msg_format(_("%s¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...", "The %s rages in fire..."), name);
2203 if (!get_aim_dir(&dir)) return FALSE;
2204 fire_ball(GF_FIRE, dir, 120, 3);
2210 msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red..."));
2211 if (!get_aim_dir(&dir)) return FALSE;
2212 fire_ball(GF_FIRE, dir, 300, 3);
2218 msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2219 if (!get_aim_dir(&dir)) return FALSE;
2220 fire_ball(GF_FIRE, dir, 100, 2);
2226 msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity..."));
2227 if (!get_aim_dir(&dir)) return FALSE;
2228 fire_ball(GF_ELEC, dir, 100, 3);
2234 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2235 if (!get_aim_dir(&dir)) return FALSE;
2236 fire_ball(GF_ELEC, dir, 500, 3);
2242 msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black..."));
2243 if (!get_aim_dir(&dir)) return FALSE;
2244 fire_ball(GF_ACID, dir, 100, 2);
2250 msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green..."));
2251 if (!get_aim_dir(&dir)) return FALSE;
2252 fire_ball(GF_NUKE, dir, 100, 2);
2258 msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name);
2259 if (!get_aim_dir(&dir)) return FALSE;
2260 if (drain_life(dir, 100))
2266 msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black..."));
2267 if (!get_aim_dir(&dir)) return FALSE;
2268 drain_life(dir, 120);
2274 if (!get_aim_dir(&dir)) return FALSE;
2275 for (dummy = 0; dummy < 3; dummy++)
2277 if (drain_life(dir, 50))
2285 msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes..."));
2286 if (!get_aim_dir(&dir)) return FALSE;
2287 fire_bolt(GF_ARROW, dir, 150);
2296 monster_type *m_ptr;
2298 for (dir = 0; dir <= 9; dir++)
2302 c_ptr = &cave[y][x];
2304 /* Get the monster */
2305 m_ptr = &m_list[c_ptr->m_idx];
2307 /* Hack -- attack monsters */
2308 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2317 if (!get_aim_dir(&dir)) return FALSE;
2318 for (dummy = 0; dummy < 3; dummy++)
2320 if (drain_life(dir, 100))
2327 case ACT_CALL_CHAOS:
2329 msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours..."));
2336 if (!get_aim_dir(&dir)) return FALSE;
2337 msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!"));
2338 fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2344 msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness..."));
2345 dispel_evil(p_ptr->lev * 5);
2351 if (!get_aim_dir(&dir)) return FALSE;
2352 msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2353 fire_ball(GF_MISSILE, dir, 300, -4);
2359 msg_print(_("¼Ù°¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil..."));
2360 dispel_good(p_ptr->lev * 5);
2366 msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name);
2367 if (!get_aim_dir(&dir)) return FALSE;
2368 fire_bolt(GF_ARROW, dir, 150);
2374 msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name);
2375 if (!get_aim_dir(&dir)) return FALSE;
2376 fire_ball(GF_WATER, dir, 200, 3);
2382 msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name);
2383 if (!get_aim_dir(&dir)) return FALSE;
2384 fire_ball(GF_DARK, dir, 250, 4);
2390 msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name);
2391 if (!get_aim_dir(&dir)) return FALSE;
2392 fire_ball(GF_MANA, dir, 250, 4);
2398 msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life."));
2399 (void)dispel_monsters(4);
2403 case ACT_BLINDING_LIGHT:
2405 msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name);
2406 fire_ball(GF_LITE, 0, 300, 6);
2407 confuse_monsters(3 * p_ptr->lev / 2);
2413 msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name);
2414 if (!get_aim_dir(&dir)) return FALSE;
2419 case ACT_CAST_BA_STAR:
2421 int num = damroll(5, 3);
2424 msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name);
2425 for (k = 0; k < num; k++)
2431 scatter(&y, &x, py, px, 4, 0);
2433 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2435 if (!player_bold(y, x)) break;
2438 project(0, 3, y, x, 150, GF_ELEC,
2439 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2445 case ACT_BLADETURNER:
2447 if (!get_aim_dir(&dir)) return FALSE;
2448 msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2449 fire_ball(GF_MISSILE, dir, 300, -4);
2450 msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours..."));
2451 (void)set_afraid(0);
2452 (void)set_hero(randint1(50) + 50, FALSE);
2453 (void)hp_player(10);
2454 (void)set_blessed(randint1(50) + 50, FALSE);
2455 (void)set_oppose_acid(randint1(50) + 50, FALSE);
2456 (void)set_oppose_elec(randint1(50) + 50, FALSE);
2457 (void)set_oppose_fire(randint1(50) + 50, FALSE);
2458 (void)set_oppose_cold(randint1(50) + 50, FALSE);
2459 (void)set_oppose_pois(randint1(50) + 50, FALSE);
2465 if (!get_aim_dir(&dir)) return FALSE;
2466 fire_ball(GF_FIRE, dir, 200, -2);
2467 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2469 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2475 if (!get_aim_dir(&dir)) return FALSE;
2476 fire_ball(GF_COLD, dir, 200, -2);
2477 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2479 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2485 if (!activate_dragon_breath(o_ptr)) return FALSE;
2489 /* Activate for other offensive action */
2493 msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours..."));
2494 if (!get_aim_dir(&dir)) return FALSE;
2495 confuse_monster(dir, 20);
2501 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2502 sleep_monsters_touch();
2508 earthquake(py, px, 5);
2514 turn_monsters(40 + p_ptr->lev);
2520 if (!get_aim_dir(&dir)) return FALSE;
2521 (void)fire_beam(GF_AWAY_ALL, dir, plev);
2525 case ACT_BANISH_EVIL:
2527 if (banish_evil(100))
2529 msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!"));
2536 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2537 (void)symbol_genocide(200, TRUE);
2543 msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note..."));
2544 (void)mass_genocide(200, TRUE);
2548 case ACT_SCARE_AREA:
2550 if (music_singing_any()) stop_singing();
2551 if (hex_spelling_any()) stop_hex_spell_all();
2552 msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!",
2553 "You wind a mighty blast; your enemies tremble!"));
2554 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2560 if (o_ptr->name1 == ART_HYOUSIGI)
2562 msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers."));
2566 msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name);
2568 aggravate_monsters(0);
2572 /* Activate for summoning / charming */
2574 case ACT_CHARM_ANIMAL:
2576 if (!get_aim_dir(&dir)) return FALSE;
2577 (void)charm_animal(dir, plev * 2);
2581 case ACT_CHARM_UNDEAD:
2583 if (!get_aim_dir(&dir)) return FALSE;
2584 (void)control_one_undead(dir, plev * 2);
2588 case ACT_CHARM_OTHER:
2590 if (!get_aim_dir(&dir)) return FALSE;
2591 (void)charm_monster(dir, plev * 2);
2595 case ACT_CHARM_ANIMALS:
2597 (void)charm_animals(plev * 2);
2601 case ACT_CHARM_OTHERS:
2603 charm_monsters(plev * 2);
2607 case ACT_SUMMON_ANIMAL:
2609 (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2613 case ACT_SUMMON_PHANTOM:
2615 msg_print(_("¸¸Îî¤ò¾¤´¤·¤¿¡£", "You summon a phantasmal servant."));
2616 (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2620 case ACT_SUMMON_ELEMENTAL:
2622 bool pet = one_in_(3);
2625 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2626 if (pet) mode |= PM_FORCE_PET;
2627 else mode |= PM_NO_PET;
2629 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2631 msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes..."));
2633 msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you."));
2635 msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!"));
2641 case ACT_SUMMON_DEMON:
2643 bool pet = one_in_(3);
2646 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2647 if (pet) mode |= PM_FORCE_PET;
2648 else mode |= PM_NO_PET;
2650 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
2652 msg_print(_("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone."));
2654 msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'"));
2656 msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2662 case ACT_SUMMON_UNDEAD:
2664 bool pet = one_in_(3);
2668 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2670 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2671 if (pet) mode |= PM_FORCE_PET;
2672 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2674 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
2676 msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...",
2677 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2679 msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª",
2680 "Ancient, long-dead forms arise from the ground to serve you!"));
2682 msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª",
2683 "'The dead arise... to punish you for disturbing them!'"));
2689 case ACT_SUMMON_HOUND:
2691 u32b mode = PM_ALLOW_GROUP;
2692 bool pet = !one_in_(5);
2693 if (pet) mode |= PM_FORCE_PET;
2694 else mode |= PM_NO_PET;
2696 if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2700 msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£",
2701 "A group of hounds appear as your servant."));
2703 msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª",
2704 "A group of hounds appear as your enemy!"));
2710 case ACT_SUMMON_DAWN:
2712 msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£","You summon the Legion of the Dawn."));
2713 (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2717 case ACT_SUMMON_OCTOPUS:
2719 u32b mode = PM_ALLOW_GROUP;
2720 bool pet = !one_in_(5);
2721 if (pet) mode |= PM_FORCE_PET;
2723 if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
2726 msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant."));
2728 msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!"));
2734 /* Activate for healing */
2736 case ACT_CHOIR_SINGS:
2738 msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings..."));
2739 (void)set_poisoned(0);
2742 (void)set_confused(0);
2744 (void)set_afraid(0);
2745 (void)set_hero(randint1(25) + 25, FALSE);
2746 (void)hp_player(777);
2752 (void)set_afraid(0);
2753 (void)hp_player(30);
2759 msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple..."));
2760 hp_player(damroll(4, 8));
2761 (void)set_cut((p_ptr->cut / 2) - 50);
2765 case ACT_CURE_POISON:
2767 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2768 (void)set_afraid(0);
2769 (void)set_poisoned(0);
2775 msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red..."));
2782 msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green..."));
2783 (void)do_res_stat(A_STR);
2784 (void)do_res_stat(A_INT);
2785 (void)do_res_stat(A_WIS);
2786 (void)do_res_stat(A_DEX);
2787 (void)do_res_stat(A_CON);
2788 (void)do_res_stat(A_CHR);
2789 (void)restore_level();
2795 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue..."));
2796 msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside..."));
2797 (void)hp_player(700);
2804 msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white..."));
2805 msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better..."));
2806 (void)hp_player(1000);
2813 msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name);
2814 (void)set_poisoned(0);
2815 (void)set_confused(0);
2824 case ACT_CURE_MANA_FULL:
2826 msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name);
2827 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2830 for (i = 0; i < EATER_EXT*2; i++)
2832 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2833 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;
2835 for (; i < EATER_EXT*3; i++)
2837 int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2838 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;
2839 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2841 msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2842 p_ptr->window |= (PW_PLAYER);
2844 else if (p_ptr->csp < p_ptr->msp)
2846 p_ptr->csp = p_ptr->msp;
2847 p_ptr->csp_frac = 0;
2848 msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2849 p_ptr->redraw |= (PR_MANA);
2850 p_ptr->window |= (PW_PLAYER);
2851 p_ptr->window |= (PW_SPELL);
2856 /* Activate for timed effect */
2860 (void)set_tim_esp(randint1(30) + 25, FALSE);
2866 (void)set_afraid(0);
2867 (void)set_shero(randint1(25) + 25, FALSE);
2868 /* (void)set_afraid(0);
2869 (void)set_hero(randint1(50) + 50, FALSE);
2870 (void)set_blessed(randint1(50) + 50, FALSE);
2871 o_ptr->timeout = 100 + randint1(100); */
2877 msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name);
2879 (void)set_protevil(randint1(25) + k, FALSE);
2883 case ACT_RESIST_ALL:
2885 msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours..."));
2886 (void)set_oppose_acid(randint1(40) + 40, FALSE);
2887 (void)set_oppose_elec(randint1(40) + 40, FALSE);
2888 (void)set_oppose_fire(randint1(40) + 40, FALSE);
2889 (void)set_oppose_cold(randint1(40) + 40, FALSE);
2890 (void)set_oppose_pois(randint1(40) + 40, FALSE);
2896 msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green..."));
2897 (void)set_fast(randint1(20) + 20, FALSE);
2901 case ACT_XTRA_SPEED:
2903 msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly..."));
2904 (void)set_fast(randint1(75) + 75, FALSE);
2910 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
2916 (void)set_invuln(randint1(8) + 8, FALSE);
2922 (void)set_afraid(0);
2923 set_hero(randint1(25)+25, FALSE);
2928 case ACT_HELO_SPEED:
2930 (void)set_fast(randint1(50) + 50, FALSE);
2933 set_hero(randint1(50) + 50, FALSE);
2937 case ACT_RESIST_ACID:
2939 msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name);
2940 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
2942 if (!get_aim_dir(&dir)) return FALSE;
2943 fire_ball(GF_ACID, dir, 100, 2);
2945 (void)set_oppose_acid(randint1(20) + 20, FALSE);
2949 case ACT_RESIST_FIRE:
2951 msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name);
2952 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2954 if (!get_aim_dir(&dir)) return FALSE;
2955 fire_ball(GF_FIRE, dir, 100, 2);
2957 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2961 case ACT_RESIST_COLD:
2963 msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name);
2964 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2966 if (!get_aim_dir(&dir)) return FALSE;
2967 fire_ball(GF_COLD, dir, 100, 2);
2969 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2973 case ACT_RESIST_ELEC:
2975 msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name);
2976 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
2978 if (!get_aim_dir(&dir)) return FALSE;
2979 fire_ball(GF_ELEC, dir, 100, 2);
2981 (void)set_oppose_elec(randint1(20) + 20, FALSE);
2985 case ACT_RESIST_POIS:
2987 msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name);
2988 (void)set_oppose_pois(randint1(20) + 20, FALSE);
2992 /* Activate for general purpose effect (detection etc.) */
2997 msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
2999 msg_format("The %s wells with clear light...", name);
3001 lite_area(damroll(2, 15), 3);
3008 msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
3010 msg_print("It shines brightly...");
3012 map_area(DETECT_RAD_MAP);
3013 lite_area(damroll(2, 15), 3);
3017 case ACT_DETECT_ALL:
3020 msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3021 msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
3023 msg_print("It glows bright white...");
3024 msg_print("An image forms in your mind...");
3026 detect_all(DETECT_RAD_DEFAULT);
3030 case ACT_DETECT_XTRA:
3033 msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3035 msg_print("It glows brightly...");
3037 detect_all(DETECT_RAD_DEFAULT);
3039 identify_fully(FALSE);
3046 msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
3048 msg_print("It glows yellow...");
3050 identify_fully(FALSE);
3056 if (!ident_spell(FALSE)) return FALSE;
3060 case ACT_RUNE_EXPLO:
3063 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3065 msg_print("It glows bright red...");
3074 msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3076 msg_print("It glows light blue...");
3084 (void)set_food(PY_FOOD_MAX - 1);
3091 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3093 msg_print("It glows bright red...");
3095 destroy_doors_touch();
3102 msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
3104 msg_print("It pulsates...");
3106 if (!get_aim_dir(&dir)) return FALSE;
3107 wall_to_mud(dir, 20 + randint1(30));
3120 msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3122 msg_print("It glows bright yellow...");
3131 msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
3133 msg_print("You open a dimensional gate. Choose a destination.");
3135 if (!dimension_door()) return FALSE;
3143 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
3145 msg_print("It twists space around you...");
3147 teleport_player(100, 0L);
3154 msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3156 msg_print("It glows soft white...");
3158 if (!word_of_recall()) return FALSE;
3165 msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
3167 msg_format("The %s flashes bright red!", name);
3169 chg_virtue(V_KNOWLEDGE, 1);
3170 chg_virtue(V_ENLIGHTEN, 1);
3173 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3174 take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
3176 msg_format("The %s drains your vitality...", name);
3177 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
3179 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3180 (void)detect_doors(DETECT_RAD_DEFAULT);
3181 (void)detect_stairs(DETECT_RAD_DEFAULT);
3183 if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
3185 if (get_check("Activate recall? "))
3188 (void)word_of_recall();
3194 case ACT_TELEKINESIS:
3196 if (!get_aim_dir(&dir)) return FALSE;
3198 msg_format("%s¤ò¿¤Ð¤·¤¿¡£", name);
3200 msg_format("You stretched your %s.", name);
3202 fetch(dir, 500, TRUE);
3206 case ACT_DETECT_UNIQUE:
3209 monster_type *m_ptr;
3210 monster_race *r_ptr;
3212 msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
3214 msg_print("Some strange places show up in your mind. And you see ...");
3216 /* Process the monsters (backwards) */
3217 for (i = m_max - 1; i >= 1; i--)
3219 /* Access the monster */
3222 /* Ignore "dead" monsters */
3223 if (!m_ptr->r_idx) continue;
3225 r_ptr = &r_info[m_ptr->r_idx];
3227 if(r_ptr->flags1 & RF1_UNIQUE)
3230 msg_format("%s¡¥ ",r_name + r_ptr->name);
3232 msg_format("%s. ",r_name + r_ptr->name);
3241 switch (randint1(13))
3243 case 1: case 2: case 3: case 4: case 5:
3244 teleport_player(10, 0L);
3246 case 6: case 7: case 8: case 9: case 10:
3247 teleport_player(222, 0L);
3250 (void)stair_creation();
3254 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
3256 if (get_check("Leave this level? "))
3259 if (autosave_l) do_cmd_save_game(TRUE);
3262 p_ptr->leaving = TRUE;
3268 case ACT_DISP_CURSE_XTRA:
3271 msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
3273 msg_format("The %s exhibits the truth...", name);
3275 if (remove_all_curse())
3278 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
3280 msg_print("You feel as if someone is watching over you.");
3287 case ACT_BRAND_FIRE_BOLTS:
3290 msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
3292 msg_format("Your %s glows deep red...", name);
3294 (void)brand_bolts();
3298 case ACT_RECHARGE_XTRA:
3301 msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
3303 msg_format("The %s gleams with blinding light...", name);
3305 if (!recharge(1000)) return FALSE;
3312 msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
3314 msg_print("The stone reveals hidden mysteries...");
3316 if (!ident_spell(FALSE)) return FALSE;
3318 if (mp_ptr->spell_book)
3320 /* Sufficient mana */
3321 if (20 <= p_ptr->csp)
3327 /* Over-exert the player */
3330 int oops = 20 - p_ptr->csp;
3334 p_ptr->csp_frac = 0;
3338 msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
3340 msg_print("You are too weak to control the stone!");
3342 /* Hack -- Bypass free action */
3343 (void)set_paralyzed(p_ptr->paralyzed +
3344 randint1(5 * oops + 1));
3347 (void)set_confused(p_ptr->confused +
3348 randint1(5 * oops + 1));
3352 p_ptr->redraw |= (PR_MANA);
3355 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
3357 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
3360 if (one_in_(5)) (void)set_confused(p_ptr->confused +
3363 /* Exercise a little care... */
3366 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
3368 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
3376 msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
3378 msg_print("You stamp. (as if you are in a ring.)");
3380 (void)set_afraid(0);
3381 (void)set_hero(randint1(20) + 20, FALSE);
3382 dispel_evil(p_ptr->lev * 3);
3386 case ACT_PHASE_DOOR:
3388 teleport_player(10, 0L);
3392 case ACT_DETECT_ALL_MONS:
3394 (void)detect_monsters_invis(255);
3395 (void)detect_monsters_normal(255);
3399 case ACT_ULTIMATE_RESIST:
3401 int v = randint1(25)+25;
3402 (void)set_afraid(0);
3403 (void)set_hero(v, FALSE);
3404 (void)hp_player(10);
3405 (void)set_blessed(v, FALSE);
3406 (void)set_oppose_acid(v, FALSE);
3407 (void)set_oppose_elec(v, FALSE);
3408 (void)set_oppose_fire(v, FALSE);
3409 (void)set_oppose_cold(v, FALSE);
3410 (void)set_oppose_pois(v, FALSE);
3411 (void)set_ultimate_res(v, FALSE);
3416 /* Unique activation */
3420 char o_name[MAX_NLEN];
3423 /* Cast off activated item */
3424 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3426 if (o_ptr == &inventory[inv]) break;
3430 if (inv > INVEN_FEET) return FALSE;
3432 object_copy(&forge, o_ptr);
3433 inven_item_increase(inv, (0 - o_ptr->number));
3434 inven_item_optimize(inv);
3435 o_idx = drop_near(&forge, 0, py, px);
3436 o_ptr = &o_list[o_idx];
3438 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3439 msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
3442 msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
3443 t = 20 + randint1(20);
3444 (void)set_blind(p_ptr->blind + t);
3445 (void)set_afraid(0);
3446 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3447 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3448 (void)set_hero(p_ptr->hero + t, FALSE);
3449 (void)set_blessed(p_ptr->blessed + t, FALSE);
3450 (void)set_fast(p_ptr->fast + t, FALSE);
3451 (void)set_shero(p_ptr->shero + t, FALSE);
3452 if (p_ptr->pclass == CLASS_FORCETRAINER)
3454 p_ptr->magic_num1[0] = plev * 5 + 190;
3455 msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
3461 case ACT_FALLING_STAR:
3463 msg_print(_("¤¢¤Ê¤¿¤ÏÍÅÅá¤ËÌ¥Æþ¤é¤ì¤¿¡Ä", "You are enchanted by cursed blade..."));
3464 msg_print(_("¡Ö¶¸¤Û¤·¤¯ ·ì¤Î¤´¤È¤ ·î¤Ï¤Î¤Ü¤ì¤ê Èë¤á¤ª¤¤· Ëâ·õ ¤¤¤º¤³¤¾¤ä¡×", "'Behold the blade arts.'"));
3469 case ACT_GRAND_CROSS:
3471 msg_print(_("¡Ö°Ç¤Ë´Ô¤ì¡ª¡×", "You say, 'Return to darkness!'"));
3472 project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3476 case ACT_TELEPORT_LEVEL:
3479 if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
3481 if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
3487 case ACT_STRAIN_HASTE:
3491 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3492 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "²Ã®¤·¤¿ÈèÏ«", -1);
3494 msg_format("The %s drains your vitality...", name);
3495 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1);
3497 t = 25 + randint1(25);
3498 (void)set_fast(p_ptr->fast + t, FALSE);
3506 if (!get_rep_dir2(&dir)) return FALSE;
3510 if (!cave_have_flag_bold(y, x, FF_WATER))
3513 msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
3515 msg_print("There is no fishing place.");
3519 else if (cave[y][x].m_idx)
3522 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3524 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
3526 msg_format("%^s is stand in your way.", m_name);
3531 set_action(ACTION_FISH);
3532 p_ptr->redraw |= (PR_STATE);
3539 monster_type *m_ptr;
3543 if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
3546 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3548 msg_print("Suke-san apperars.");
3549 kakusan = "Suke-san";
3553 if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
3556 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3558 msg_print("Kaku-san appears.");
3559 kakusan = "Kaku-san";
3565 for (i = m_max - 1; i > 0; i--)
3568 if (!m_ptr->r_idx) continue;
3569 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3570 if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
3571 if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
3580 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
3582 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
3586 confuse_monsters(120);
3588 stasis_monsters(120);
3594 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
3596 msg_print("Nothing happen.");
3604 /* Only for Muramasa */
3605 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3607 if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
3609 if (get_check("Are you sure?!"))
3613 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
3615 msg_print("The Muramasa pulsates...");
3621 msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
3623 msg_print("The Muramasa is destroyed!");
3625 curse_weapon_object(TRUE, o_ptr);
3631 case ACT_BLOODY_MOON:
3633 /* Only for Bloody Moon */
3634 if (o_ptr->name1 != ART_BLOOD) return FALSE;
3636 msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
3638 msg_print("Your scythe glows brightly!");
3640 get_bloody_moon_flags(o_ptr);
3641 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3642 p_ptr->update |= (PU_BONUS | PU_HP);
3650 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3653 /* Only for Crimson */
3654 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3657 msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
3659 msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
3662 if (!get_aim_dir(&dir)) return FALSE;
3664 /* Use the given direction */
3665 tx = px + 99 * ddx[dir];
3666 ty = py + 99 * ddy[dir];
3668 /* Hack -- Use an actual "target" */
3669 if ((dir == 5) && target_okay())
3675 if (p_ptr->pclass == CLASS_ARCHER)
3677 /* Extra shot at level 10 */
3678 if (p_ptr->lev >= 10) num++;
3680 /* Extra shot at level 30 */
3681 if (p_ptr->lev >= 30) num++;
3683 /* Extra shot at level 45 */
3684 if (p_ptr->lev >= 45) num++;
3687 for (i = 0; i < num; i++)
3688 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3695 msg_format("Unknown activation effect: %d.", act_ptr->index);
3697 msg_format("Unknown activation effect: %d.", act_ptr->index);
3703 /* Set activation timeout */
3704 if (act_ptr->timeout.constant >= 0) {
3705 o_ptr->timeout = act_ptr->timeout.constant;
3706 if (act_ptr->timeout.dice > 0) {
3707 o_ptr->timeout += randint1(act_ptr->timeout.dice);
3710 /* Activations that have special timeout */
3711 switch (act_ptr->index) {
3713 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3716 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3719 o_ptr->timeout = 3 * (p_ptr->lev + 10);
3725 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3734 void get_bloody_moon_flags(object_type *o_ptr)
3738 for (i = 0; i < TR_FLAG_SIZE; i++)
3739 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3741 dummy = randint1(2) + randint1(2);
3742 for (i = 0; i < dummy; i++)
3744 int flag = randint0(26);
3745 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3746 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3747 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3748 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3751 dummy = randint1(2);
3752 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3754 for (i = 0; i < 2; i++)
3756 int tmp = randint0(11);
3757 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3758 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3763 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3765 bool give_resistance = FALSE, give_power = FALSE;
3767 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3769 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3772 give_resistance = TRUE;
3776 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3777 add_flag(o_ptr->art_flags, TR_TY_CURSE);
3778 o_ptr->curse_flags |=
3779 (TRC_CURSED | TRC_HEAVY_CURSE);
3780 o_ptr->curse_flags |= get_curse(2, o_ptr);
3785 if (o_ptr->name1 == ART_MURAMASA)
3787 if (p_ptr->pclass != CLASS_SAMURAI)
3789 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3790 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3794 if (o_ptr->name1 == ART_XIAOLONG)
3796 if (p_ptr->pclass == CLASS_MONK)
3797 add_flag(o_ptr->art_flags, TR_BLOWS);
3800 if (o_ptr->name1 == ART_BLOOD)
3802 get_bloody_moon_flags(o_ptr);
3805 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3807 if (p_ptr->psex != SEX_FEMALE)
3809 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3813 if (o_ptr->name1 == ART_MILIM)
3815 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3818 add_flag(o_ptr->art_flags, TR_STR);
3819 add_flag(o_ptr->art_flags, TR_INT);
3820 add_flag(o_ptr->art_flags, TR_WIS);
3821 add_flag(o_ptr->art_flags, TR_DEX);
3822 add_flag(o_ptr->art_flags, TR_CON);
3823 add_flag(o_ptr->art_flags, TR_CHR);
3827 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3828 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3829 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3831 /* Give a resistance OR a power */
3832 if (one_in_(2)) give_resistance = TRUE;
3833 else give_power = TRUE;
3841 if (give_resistance)
3843 one_high_resistance(o_ptr);
3849 * Create the artifact of the specified number
3851 bool create_named_art(int a_idx, int y, int x)
3857 artifact_type *a_ptr = &a_info[a_idx];
3859 /* Get local object */
3862 /* Ignore "empty" artifacts */
3863 if (!a_ptr->name) return FALSE;
3865 /* Acquire the "kind" index */
3866 i = lookup_kind(a_ptr->tval, a_ptr->sval);
3869 if (!i) return FALSE;
3871 /* Create the artifact */
3872 object_prep(q_ptr, i);
3875 q_ptr->name1 = a_idx;
3877 /* Extract the fields */
3878 q_ptr->pval = a_ptr->pval;
3879 q_ptr->ac = a_ptr->ac;
3880 q_ptr->dd = a_ptr->dd;
3881 q_ptr->ds = a_ptr->ds;
3882 q_ptr->to_a = a_ptr->to_a;
3883 q_ptr->to_h = a_ptr->to_h;
3884 q_ptr->to_d = a_ptr->to_d;
3885 q_ptr->weight = a_ptr->weight;
3887 /* Hack -- extract the "cursed" flag */
3888 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3889 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3890 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3891 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3892 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3893 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3895 random_artifact_resistance(q_ptr, a_ptr);
3898 * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À¼Á¤Ë°Í¸¤¹¤ë.
3899 * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
3900 * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ¤Ê¤¯¤Ê¤ë.
3903 /* Drop the artifact from heaven */
3904 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;