3 @brief ¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÀ¸À®¤È´ÉÍý / Artifact code
6 Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 This software may be copied and distributed for educational, research, and\n
8 not for profit purposes provided that this copyright and statement are\n
9 included in all such copies.\n
10 2013 Deskull rearranged comment for Doxygen.
16 /* Chance of using syllables to form the name instead of the "template" files */
17 #define SINDARIN_NAME 10 /*!< ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë¥·¥ó¥À¥ê¥óÌäò¤Ä¤±¤ë¾ò·ïʬ´ô */
18 #define TABLE_NAME 20 /*!< ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë´Á»úÌäò¤Ä¤±¤ë¾ò·ïʬ´ô */
19 #define A_CURSED 13 /*!< 1/n¤Î³ÎΨ¤ÇÀ¸À®¤Î´¬Êª°Ê³°¤Î¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬¼ö¤¤¤Ä¤¤Ë¤Ê¤ë¡£ */
20 #define WEIRD_LUCK 12 /*!< 1/n¤Î³ÎΨ¤Çrandom_resistance()¤Î½èÍýÃæ¥Ð¥¤¥¢¥¹³°¤ÎÂÑÀ¤¬¤Ä¤¡¢create_artifact¤Ç4¤òĶ¤¨¤ëpval¤¬µö²Ä¤µ¤ì¤ë¡£*/
21 #define BIAS_LUCK 20 /*!< 1/n¤Î³ÎΨ¤Çrandom_resistance()¤ÇÉղ乤븵ÁÇÂÑÀ¤¬Ìȱ֤ˤʤë */
22 #define IM_LUCK 7 /*!< 1/n¤Î³ÎΨ¤Çrandom_resistance()¤ÇÊ£¿ôÌȱ֤νüµî½èÍý¤¬ÌȽü¤µ¤ì¤ë */
25 * Bias luck needs to be higher than weird luck,
26 * since it is usually tested several times...
29 #define ACTIVATION_CHANCE 3 /*!< 1/n¤Î³ÎΨ¤Ç¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ëȯư¤¬Éղ䵤ì¤ë¡£¤¿¤À¤·Ëɶñ¤Ï¤µ¤é¤Ë1/2 */
33 * ¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î¥Ð¥¤¥¢¥¹ID¤òÊݴɤ¹¤ë¡£ / Use for biased artifact creation
35 static int artifact_bias;
39 * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥é¥ó¥À¥à¤ÊǽÎÏ°Ý»ý¤ò°ì¤ÄÉղ乤롣/ Choose one random sustain
40 * @details ½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
41 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
44 void one_sustain(object_type *o_ptr)
48 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
49 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
50 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
51 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
52 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
53 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
59 * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥é¥ó¥À¥à¤Ê¾å°ÌÂÑÀ¤ò°ì¤ÄÉղ乤롣/ Choose one random high resistance
60 * @details ½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£¸õÊä¤ÏÆÇ¡¢Á®¸÷¡¢°Å¹õ¡¢ÇËÊÒ¡¢ÌÕÌÜ¡¢º®Íð¡¢ÃϹö¡¢°ø²Ìº®Íð¡¢¥«¥ª¥¹¡¢Îô²½¡¢¶²ÉݤΤ¤¤º¤ì¤«¡£
61 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
64 void one_high_resistance(object_type *o_ptr)
68 case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
69 case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
70 case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
71 case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
72 case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
73 case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
74 case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
75 case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
76 case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
77 case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
78 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
79 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
84 * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë²¦¼Ô¤Î»ØÎظþ¤±¤Î¾å°ÌÂÑÀ¤ò°ì¤ÄÉղ乤롣/ Choose one random high resistance
85 * @details ¸õÊä¤ÏÁ®¸÷¡¢°Å¹õ¡¢ÇËÊÒ¡¢ÌÕÌÜ¡¢º®Íð¡¢ÃϹö¡¢°ø²Ìº®Íð¡¢¥«¥ª¥¹¡¢¶²ÉݤǤ¢¤ê
86 * ²¦¼Ô¤Î»ØÎؤˤ¢¤é¤«¤¸¤á¤Ä¤¤¤Æ¤¤¤ëÂÑÀ¤òone_high_resistance()¤«¤é½ü³°¤·¤¿¤â¤Î¤Ç¤¢¤ë¡£
87 * ¥é¥ó¥À¥àÉղ佤Τâ¤Î¤Ë½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
88 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
91 void one_lordly_high_resistance(object_type *o_ptr)
95 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
96 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
97 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
98 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
99 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
100 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
101 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
102 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
103 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
104 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
109 * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¸µÁÇÂÑÀ¤ò°ì¤ÄÉղ乤롣/ Choose one random element resistance
110 * @details ¸õÊä¤Ï²Ð±ê¡¢Î䵤¡¢ÅÅ·â¡¢»À¤Î¤¤¤º¤ì¤«¤Ç¤¢¤ê¡¢½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
111 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
114 void one_ele_resistance(object_type *o_ptr)
118 case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
119 case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
120 case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
121 case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
126 * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥É¥é¥´¥óÁõÈ÷¸þ¤±¸µÁÇÂÑÀ¤ò°ì¤ÄÉղ乤롣/ Choose one random element or poison resistance
127 * @details ¸õÊä¤Ï1/7¤Î³ÎΨ¤ÇÆÇ¡¢6/7¤Î³ÎΨ¤Ç²Ð±ê¡¢Î䵤¡¢ÅÅ·â¡¢»À¤Î¤¤¤º¤ì¤«(one_ele_resistance()¤Î¥³¡¼¥ë)¤Ç¤¢¤ê¡¢½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
128 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
131 void one_dragon_ele_resistance(object_type *o_ptr)
135 add_flag(o_ptr->art_flags, TR_RES_POIS);
139 one_ele_resistance(o_ptr);
144 * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¼å¤¤ESP¤ò°ì¤ÄÉղ乤롣/ Choose one lower rank esp
145 * @details ¸õÊä¤Ïưʪ¡¢¥¢¥ó¥Ç¥Ã¥É¡¢°Ëâ¡¢¥ª¡¼¥¯¡¢¥È¥í¥ë¡¢µð¿Í¡¢
146 * ¥É¥é¥´¥ó¡¢¿Í´Ö¡¢Á±ÎÉ¡¢¥æ¥Ë¡¼¥¯ESP¤Î¤¤¤º¤ì¤«¤Ç¤¢¤ê¡¢½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
147 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
150 void one_low_esp(object_type *o_ptr)
152 switch (randint1(10))
154 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
155 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
156 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
157 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
158 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
159 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
160 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
161 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
162 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
163 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
169 * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ËÂÑÀ¤ò°ì¤ÄÉղ乤롣/ Choose one random resistance
170 * @details 1/3¤Ç¸µÁÇÂÑÀ(one_ele_resistance())¡¢2/3¤Ç¾å°ÌÂÑÀ(one_high_resistance)
171 * ¤ò¥³¡¼¥ë¤¹¤ë¡£½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
172 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
175 void one_resistance(object_type *o_ptr)
179 one_ele_resistance(o_ptr);
183 one_high_resistance(o_ptr);
189 * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ËǽÎϤò°ì¤ÄÉղ乤롣/ Choose one random ability
190 * @details ¸õÊä¤ÏÉâÍ·¡¢±Êµ×¸÷¸»+1¡¢Æ©ÌÀ»ë¡¢·Ù¹ð¡¢Ãپò½¡¢µÞ²óÉü¡¢ËãáãÃΤ餺¡¢À¸Ì¿ÎÏ°Ý»ý¤Î¤¤¤º¤ì¤«¡£
192 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
195 void one_ability(object_type *o_ptr)
197 switch (randint0(10))
199 case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
200 case 1: add_flag(o_ptr->art_flags, TR_LITE_1); break;
201 case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
202 case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
203 case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
204 case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
205 case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
206 case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE); break;
215 * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ëȯư¤ò°ì¤ÄÉղ乤롣/ Choose one random activation
216 * @details ¸õÊä¿¿ô¡£¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î¥Ð¥¤¥¢¥¹¤Ë¤Ï°ìÀڰ͸¤»¤º¡¢
217 * while¥ë¡¼¥×¤Ë¤è¤ë¹½Â¤¤ÇǽÎÏŪ¤Ë¶¯ÎϤʤâ¤Î¤Û¤É³ÎΨ¤òÍî¤È¤·¤Æ¤¤¤ë¡£
218 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
221 void one_activation(object_type *o_ptr)
226 while (randint1(100) >= chance)
228 type = randint1(255);
243 case ACT_CURE_POISON:
281 case ACT_CHARM_ANIMAL:
284 case ACT_SUMMON_ANIMAL:
290 case ACT_BANISH_EVIL:
293 case ACT_CHARM_UNDEAD:
294 case ACT_CHARM_OTHER:
295 case ACT_SUMMON_PHANTOM:
302 case ACT_CHARM_ANIMALS:
303 case ACT_CHARM_OTHERS:
304 case ACT_SUMMON_ELEMENTAL:
313 case ACT_DETECT_XTRA:
317 case ACT_SUMMON_UNDEAD:
318 case ACT_SUMMON_DEMON:
329 /* A type was chosen... */
331 add_flag(o_ptr->art_flags, TR_ACTIVATE);
336 * @brief ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®Ãæ¡¢ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ò¼ö¤¤¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë¤¹¤ë·Ð²á½èÍý¡£/ generation process of cursed artifact.
337 * @details pval¡¢AC¡¢Ì¿Ãæ¡¢¥À¥á¡¼¥¸¤¬Àµ¤Î¾ì¹ç¡¢Éä¹æȿž¤Î¾å1d4¤À¤±°²½¤µ¤»¡¢½Å¤¤¼ö¤¤¡¢¼ö¤¤¥Õ¥é¥°¤òɬ¤ºÉղá£
338 * ½ËÊ¡¤ò̵¸ú¡£³ÎΨ¤Ë±þ¤¸¤Æ¡¢±Ê±ó¤Î¼ö¤¤¡¢ÂÀ¸Å¤Î±åÇ°¡¢·Ð¸³Ã͵ۼý¡¢¼å¤¤¼ö¤¤¤Î·Ñ³ŪÉղᢶ¯¤¤¼ö¤¤¤Î·Ñ³ŪÉղá¢HPµÛ¼ý¤Î¼ö¤¤¡¢
339 * MPµÛ¼ý¤Î¼ö¤¤¡¢Íð¥Æ¥ì¥Ý¡¼¥È¡¢È¿¥Æ¥ì¥Ý¡¼¥È¡¢È¿ËâË¡¤ò¤Ä¤±¤ë¡£
340 * @attention ¥×¥ì¥¤¥ä¡¼¤Î¿¦¶È°Í¸½èÍý¤¢¤ê¡£
341 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
344 static void curse_artifact(object_type * o_ptr)
346 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
347 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
348 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
349 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
351 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
352 remove_flag(o_ptr->art_flags, TR_BLESSED);
354 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
355 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
356 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
357 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
358 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
359 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
360 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
361 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
362 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
363 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
365 if ((p_ptr->pclass != CLASS_WARRIOR) && (p_ptr->pclass != CLASS_ARCHER) && (p_ptr->pclass != CLASS_CAVALRY) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH) && one_in_(3))
366 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
370 static void random_plus(object_type * o_ptr)
372 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
374 switch (artifact_bias)
377 if (!(have_flag(o_ptr->art_flags, TR_STR)))
379 add_flag(o_ptr->art_flags, TR_STR);
380 if (one_in_(2)) return;
383 if (!(have_flag(o_ptr->art_flags, TR_CON)))
385 add_flag(o_ptr->art_flags, TR_CON);
386 if (one_in_(2)) return;
389 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
391 add_flag(o_ptr->art_flags, TR_DEX);
392 if (one_in_(2)) return;
397 if (!(have_flag(o_ptr->art_flags, TR_INT)))
399 add_flag(o_ptr->art_flags, TR_INT);
400 if (one_in_(2)) return;
402 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
404 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
405 if (one_in_(2)) return;
410 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
412 add_flag(o_ptr->art_flags, TR_WIS);
413 if (one_in_(2)) return;
418 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
420 add_flag(o_ptr->art_flags, TR_DEX);
421 if (one_in_(2)) return;
424 if (!(have_flag(o_ptr->art_flags, TR_CON)))
426 add_flag(o_ptr->art_flags, TR_CON);
427 if (one_in_(2)) return;
430 if (!(have_flag(o_ptr->art_flags, TR_STR)))
432 add_flag(o_ptr->art_flags, TR_STR);
433 if (one_in_(2)) return;
438 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
440 add_flag(o_ptr->art_flags, TR_STEALTH);
441 if (one_in_(2)) return;
443 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
445 add_flag(o_ptr->art_flags, TR_SEARCH);
446 if (one_in_(2)) return;
451 if (!(have_flag(o_ptr->art_flags, TR_STR)))
453 add_flag(o_ptr->art_flags, TR_STR);
454 if (one_in_(2)) return;
459 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
461 add_flag(o_ptr->art_flags, TR_WIS);
462 if (one_in_(2)) return;
467 if (!(have_flag(o_ptr->art_flags, TR_INT)))
469 add_flag(o_ptr->art_flags, TR_INT);
470 if (one_in_(2)) return;
475 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
477 add_flag(o_ptr->art_flags, TR_DEX);
478 if (one_in_(2)) return;
483 if (!(have_flag(o_ptr->art_flags, TR_CON)))
485 add_flag(o_ptr->art_flags, TR_CON);
486 if (one_in_(2)) return;
491 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
493 add_flag(o_ptr->art_flags, TR_CHR);
494 if (one_in_(2)) return;
499 if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
501 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
503 add_flag(o_ptr->art_flags, TR_DEC_MANA);
504 if (one_in_(2)) return;
508 switch (randint1(this_type))
511 add_flag(o_ptr->art_flags, TR_STR);
512 if (!artifact_bias && !one_in_(13))
513 artifact_bias = BIAS_STR;
514 else if (!artifact_bias && one_in_(7))
515 artifact_bias = BIAS_WARRIOR;
518 add_flag(o_ptr->art_flags, TR_INT);
519 if (!artifact_bias && !one_in_(13))
520 artifact_bias = BIAS_INT;
521 else if (!artifact_bias && one_in_(7))
522 artifact_bias = BIAS_MAGE;
525 add_flag(o_ptr->art_flags, TR_WIS);
526 if (!artifact_bias && !one_in_(13))
527 artifact_bias = BIAS_WIS;
528 else if (!artifact_bias && one_in_(7))
529 artifact_bias = BIAS_PRIESTLY;
532 add_flag(o_ptr->art_flags, TR_DEX);
533 if (!artifact_bias && !one_in_(13))
534 artifact_bias = BIAS_DEX;
535 else if (!artifact_bias && one_in_(7))
536 artifact_bias = BIAS_ROGUE;
539 add_flag(o_ptr->art_flags, TR_CON);
540 if (!artifact_bias && !one_in_(13))
541 artifact_bias = BIAS_CON;
542 else if (!artifact_bias && one_in_(9))
543 artifact_bias = BIAS_RANGER;
546 add_flag(o_ptr->art_flags, TR_CHR);
547 if (!artifact_bias && !one_in_(13))
548 artifact_bias = BIAS_CHR;
551 add_flag(o_ptr->art_flags, TR_STEALTH);
552 if (!artifact_bias && one_in_(3))
553 artifact_bias = BIAS_ROGUE;
556 add_flag(o_ptr->art_flags, TR_SEARCH);
557 if (!artifact_bias && one_in_(9))
558 artifact_bias = BIAS_RANGER;
561 add_flag(o_ptr->art_flags, TR_INFRA);
564 add_flag(o_ptr->art_flags, TR_SPEED);
565 if (!artifact_bias && one_in_(11))
566 artifact_bias = BIAS_ROGUE;
569 add_flag(o_ptr->art_flags, TR_TUNNEL);
572 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
575 add_flag(o_ptr->art_flags, TR_BLOWS);
576 if (!artifact_bias && one_in_(11))
577 artifact_bias = BIAS_WARRIOR;
584 static void random_resistance(object_type * o_ptr)
586 switch (artifact_bias)
589 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
591 add_flag(o_ptr->art_flags, TR_RES_ACID);
592 if (one_in_(2)) return;
594 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
596 add_flag(o_ptr->art_flags, TR_IM_ACID);
597 if (!one_in_(IM_LUCK))
599 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
600 remove_flag(o_ptr->art_flags, TR_IM_COLD);
601 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
603 if (one_in_(2)) return;
608 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
610 add_flag(o_ptr->art_flags, TR_RES_ELEC);
611 if (one_in_(2)) return;
613 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
614 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
616 add_flag(o_ptr->art_flags, TR_SH_ELEC);
617 if (one_in_(2)) return;
619 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
621 add_flag(o_ptr->art_flags, TR_IM_ELEC);
622 if (!one_in_(IM_LUCK))
624 remove_flag(o_ptr->art_flags, TR_IM_ACID);
625 remove_flag(o_ptr->art_flags, TR_IM_COLD);
626 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
629 if (one_in_(2)) return;
634 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
636 add_flag(o_ptr->art_flags, TR_RES_FIRE);
637 if (one_in_(2)) return;
639 if ((o_ptr->tval >= TV_CLOAK) &&
640 (o_ptr->tval <= TV_HARD_ARMOR) &&
641 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
643 add_flag(o_ptr->art_flags, TR_SH_FIRE);
644 if (one_in_(2)) return;
646 if (one_in_(BIAS_LUCK) &&
647 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
649 add_flag(o_ptr->art_flags, TR_IM_FIRE);
650 if (!one_in_(IM_LUCK))
652 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
653 remove_flag(o_ptr->art_flags, TR_IM_COLD);
654 remove_flag(o_ptr->art_flags, TR_IM_ACID);
656 if (one_in_(2)) return;
661 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
663 add_flag(o_ptr->art_flags, TR_RES_COLD);
664 if (one_in_(2)) return;
666 if ((o_ptr->tval >= TV_CLOAK) &&
667 (o_ptr->tval <= TV_HARD_ARMOR) &&
668 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
670 add_flag(o_ptr->art_flags, TR_SH_COLD);
671 if (one_in_(2)) return;
673 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
675 add_flag(o_ptr->art_flags, TR_IM_COLD);
676 if (!one_in_(IM_LUCK))
678 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
679 remove_flag(o_ptr->art_flags, TR_IM_ACID);
680 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
682 if (one_in_(2)) return;
687 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
689 add_flag(o_ptr->art_flags, TR_RES_POIS);
690 if (one_in_(2)) return;
695 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
697 add_flag(o_ptr->art_flags, TR_RES_FEAR);
698 if (one_in_(2)) return;
700 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
702 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
703 if (one_in_(2)) return;
707 case BIAS_NECROMANTIC:
708 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
710 add_flag(o_ptr->art_flags, TR_RES_NETHER);
711 if (one_in_(2)) return;
713 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
715 add_flag(o_ptr->art_flags, TR_RES_POIS);
716 if (one_in_(2)) return;
718 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
720 add_flag(o_ptr->art_flags, TR_RES_DARK);
721 if (one_in_(2)) return;
726 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
728 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
729 if (one_in_(2)) return;
731 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
733 add_flag(o_ptr->art_flags, TR_RES_CONF);
734 if (one_in_(2)) return;
736 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
738 add_flag(o_ptr->art_flags, TR_RES_DISEN);
739 if (one_in_(2)) return;
744 switch (randint1(42))
747 if (!one_in_(WEIRD_LUCK))
748 random_resistance(o_ptr);
751 add_flag(o_ptr->art_flags, TR_IM_ACID);
753 artifact_bias = BIAS_ACID;
757 if (!one_in_(WEIRD_LUCK))
758 random_resistance(o_ptr);
761 add_flag(o_ptr->art_flags, TR_IM_ELEC);
763 artifact_bias = BIAS_ELEC;
767 if (!one_in_(WEIRD_LUCK))
768 random_resistance(o_ptr);
771 add_flag(o_ptr->art_flags, TR_IM_COLD);
773 artifact_bias = BIAS_COLD;
777 if (!one_in_(WEIRD_LUCK))
778 random_resistance(o_ptr);
781 add_flag(o_ptr->art_flags, TR_IM_FIRE);
783 artifact_bias = BIAS_FIRE;
789 add_flag(o_ptr->art_flags, TR_RES_ACID);
791 artifact_bias = BIAS_ACID;
796 add_flag(o_ptr->art_flags, TR_RES_ELEC);
798 artifact_bias = BIAS_ELEC;
803 add_flag(o_ptr->art_flags, TR_RES_FIRE);
805 artifact_bias = BIAS_FIRE;
810 add_flag(o_ptr->art_flags, TR_RES_COLD);
812 artifact_bias = BIAS_COLD;
816 add_flag(o_ptr->art_flags, TR_RES_POIS);
817 if (!artifact_bias && !one_in_(4))
818 artifact_bias = BIAS_POIS;
819 else if (!artifact_bias && one_in_(2))
820 artifact_bias = BIAS_NECROMANTIC;
821 else if (!artifact_bias && one_in_(2))
822 artifact_bias = BIAS_ROGUE;
826 add_flag(o_ptr->art_flags, TR_RES_FEAR);
827 if (!artifact_bias && one_in_(3))
828 artifact_bias = BIAS_WARRIOR;
831 add_flag(o_ptr->art_flags, TR_RES_LITE);
834 add_flag(o_ptr->art_flags, TR_RES_DARK);
838 add_flag(o_ptr->art_flags, TR_RES_BLIND);
842 add_flag(o_ptr->art_flags, TR_RES_CONF);
843 if (!artifact_bias && one_in_(6))
844 artifact_bias = BIAS_CHAOS;
848 add_flag(o_ptr->art_flags, TR_RES_SOUND);
852 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
856 add_flag(o_ptr->art_flags, TR_RES_NETHER);
857 if (!artifact_bias && one_in_(3))
858 artifact_bias = BIAS_NECROMANTIC;
862 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
866 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
867 if (!artifact_bias && one_in_(2))
868 artifact_bias = BIAS_CHAOS;
872 add_flag(o_ptr->art_flags, TR_RES_DISEN);
875 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
876 add_flag(o_ptr->art_flags, TR_SH_ELEC);
878 random_resistance(o_ptr);
880 artifact_bias = BIAS_ELEC;
883 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
884 add_flag(o_ptr->art_flags, TR_SH_FIRE);
886 random_resistance(o_ptr);
888 artifact_bias = BIAS_FIRE;
891 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
892 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
893 add_flag(o_ptr->art_flags, TR_REFLECT);
895 random_resistance(o_ptr);
898 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
899 add_flag(o_ptr->art_flags, TR_SH_COLD);
901 random_resistance(o_ptr);
903 artifact_bias = BIAS_COLD;
910 static void random_misc(object_type * o_ptr)
912 switch (artifact_bias)
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_STR)))
925 add_flag(o_ptr->art_flags, TR_SUST_STR);
926 if (one_in_(2)) return;
931 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
933 add_flag(o_ptr->art_flags, TR_SUST_WIS);
934 if (one_in_(2)) return;
939 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
941 add_flag(o_ptr->art_flags, TR_SUST_INT);
942 if (one_in_(2)) return;
947 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
949 add_flag(o_ptr->art_flags, TR_SUST_DEX);
950 if (one_in_(2)) return;
955 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
957 add_flag(o_ptr->art_flags, TR_SUST_CON);
958 if (one_in_(2)) return;
963 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
965 add_flag(o_ptr->art_flags, TR_SUST_CHR);
966 if (one_in_(2)) return;
971 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
973 add_flag(o_ptr->art_flags, TR_TELEPORT);
974 if (one_in_(2)) return;
979 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
981 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
986 switch (randint1(33))
989 add_flag(o_ptr->art_flags, TR_SUST_STR);
991 artifact_bias = BIAS_STR;
994 add_flag(o_ptr->art_flags, TR_SUST_INT);
996 artifact_bias = BIAS_INT;
999 add_flag(o_ptr->art_flags, TR_SUST_WIS);
1001 artifact_bias = BIAS_WIS;
1004 add_flag(o_ptr->art_flags, TR_SUST_DEX);
1006 artifact_bias = BIAS_DEX;
1009 add_flag(o_ptr->art_flags, TR_SUST_CON);
1011 artifact_bias = BIAS_CON;
1014 add_flag(o_ptr->art_flags, TR_SUST_CHR);
1016 artifact_bias = BIAS_CHR;
1021 add_flag(o_ptr->art_flags, TR_FREE_ACT);
1024 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
1025 if (!artifact_bias && one_in_(5))
1026 artifact_bias = BIAS_PRIESTLY;
1027 else if (!artifact_bias && one_in_(6))
1028 artifact_bias = BIAS_NECROMANTIC;
1032 add_flag(o_ptr->art_flags, TR_LITE_1);
1036 add_flag(o_ptr->art_flags, TR_LEVITATION);
1041 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1045 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1049 add_flag(o_ptr->art_flags, TR_REGEN);
1052 add_flag(o_ptr->art_flags, TR_TELEPORT);
1057 if (object_is_armour(o_ptr))
1061 o_ptr->to_a = 4 + randint1(11);
1068 int bonus_h, bonus_d;
1069 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1070 bonus_h = 4 + (randint1(11));
1071 bonus_d = 4 + (randint1(11));
1072 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))
1077 o_ptr->to_h += bonus_h;
1078 o_ptr->to_d += bonus_d;
1082 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1085 add_flag(o_ptr->art_flags, TR_NO_TELE);
1088 add_flag(o_ptr->art_flags, TR_WARNING);
1092 switch (randint1(3))
1095 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1096 if (!artifact_bias && one_in_(3))
1097 artifact_bias = BIAS_LAW;
1100 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1101 if (!artifact_bias && one_in_(3))
1102 artifact_bias = BIAS_MAGE;
1105 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1106 if (!artifact_bias && one_in_(9))
1107 artifact_bias = BIAS_MAGE;
1115 int n = randint1(3);
1117 idx[0] = randint1(8);
1119 idx[1] = randint1(7);
1120 if (idx[1] >= idx[0]) idx[1]++;
1122 idx[2] = randint1(6);
1123 if (idx[2] >= idx[0]) idx[2]++;
1124 if (idx[2] >= idx[1]) idx[2]++;
1126 while (n--) switch (idx[n])
1129 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1130 if (!artifact_bias && one_in_(4))
1131 artifact_bias = BIAS_RANGER;
1134 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1135 if (!artifact_bias && one_in_(3))
1136 artifact_bias = BIAS_PRIESTLY;
1137 else if (!artifact_bias && one_in_(6))
1138 artifact_bias = BIAS_NECROMANTIC;
1141 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1144 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1147 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1150 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1153 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1154 if (!artifact_bias && one_in_(6))
1155 artifact_bias = BIAS_ROGUE;
1158 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1159 if (!artifact_bias && one_in_(3))
1160 artifact_bias = BIAS_LAW;
1163 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1164 if (!artifact_bias && one_in_(3))
1165 artifact_bias = BIAS_LAW;
1174 static void random_slay(object_type *o_ptr)
1176 if (o_ptr->tval == TV_BOW)
1178 switch (randint1(6))
1183 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1184 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1185 if (!artifact_bias && one_in_(9))
1186 artifact_bias = BIAS_RANGER;
1189 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1190 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1191 if (!artifact_bias && one_in_(9))
1192 artifact_bias = BIAS_RANGER;
1199 switch (artifact_bias)
1202 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1204 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1205 if (one_in_(2)) return;
1210 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1211 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1213 /* A free power for "priestly" random artifacts */
1214 add_flag(o_ptr->art_flags, TR_BLESSED);
1218 case BIAS_NECROMANTIC:
1219 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1221 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1222 if (one_in_(2)) return;
1224 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1226 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1227 if (one_in_(2)) return;
1232 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1234 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1235 if (one_in_(2)) return;
1240 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1241 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1242 !(have_flag(o_ptr->art_flags, TR_THROW)))
1244 /* Free power for rogues... */
1245 add_flag(o_ptr->art_flags, TR_THROW);
1247 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1249 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1250 if (one_in_(2)) return;
1255 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1257 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1258 if (one_in_(2)) return;
1263 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1265 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1266 if (one_in_(2)) return;
1271 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1273 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1274 if (one_in_(2)) return;
1279 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1281 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1282 if (one_in_(2)) return;
1287 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1289 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1290 if (one_in_(2)) return;
1295 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1297 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1298 if (one_in_(2)) return;
1300 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1302 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1303 if (one_in_(2)) return;
1305 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1307 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1308 if (one_in_(2)) return;
1313 switch (randint1(36))
1317 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1321 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1322 if (!artifact_bias && one_in_(2))
1323 artifact_bias = BIAS_LAW;
1324 else if (!artifact_bias && one_in_(9))
1325 artifact_bias = BIAS_PRIESTLY;
1329 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1330 if (!artifact_bias && one_in_(9))
1331 artifact_bias = BIAS_PRIESTLY;
1335 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1336 if (!artifact_bias && one_in_(9))
1337 artifact_bias = BIAS_PRIESTLY;
1341 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1345 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1349 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1353 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1356 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1360 if (o_ptr->tval == TV_SWORD)
1362 add_flag(o_ptr->art_flags, TR_VORPAL);
1363 if (!artifact_bias && one_in_(9))
1364 artifact_bias = BIAS_WARRIOR;
1370 add_flag(o_ptr->art_flags, TR_IMPACT);
1374 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1376 artifact_bias = BIAS_FIRE;
1380 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1382 artifact_bias = BIAS_COLD;
1386 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1388 artifact_bias = BIAS_ELEC;
1392 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1394 artifact_bias = BIAS_ACID;
1398 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1399 if (!artifact_bias && !one_in_(3))
1400 artifact_bias = BIAS_POIS;
1401 else if (!artifact_bias && one_in_(6))
1402 artifact_bias = BIAS_NECROMANTIC;
1403 else if (!artifact_bias)
1404 artifact_bias = BIAS_ROGUE;
1407 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1409 artifact_bias = BIAS_NECROMANTIC;
1412 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1414 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1418 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1421 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1423 artifact_bias = BIAS_CHAOS;
1429 static void give_activation_power(object_type *o_ptr)
1431 int type = 0, chance = 0;
1433 switch (artifact_bias)
1438 type = ACT_BO_ELEC_1;
1440 else if (!one_in_(5))
1442 type = ACT_BA_ELEC_2;
1446 type = ACT_BA_ELEC_3;
1452 type = ACT_BA_POIS_1;
1459 type = ACT_BO_FIRE_1;
1461 else if (!one_in_(5))
1463 type = ACT_BA_FIRE_1;
1467 type = ACT_BA_FIRE_2;
1475 type = ACT_BO_COLD_1;
1476 else if (!one_in_(3))
1477 type = ACT_BA_COLD_1;
1478 else if (!one_in_(3))
1479 type = ACT_BA_COLD_2;
1481 type = ACT_BA_COLD_3;
1487 type = ACT_SUMMON_DEMON;
1489 type = ACT_CALL_CHAOS;
1496 type = ACT_CHARM_UNDEAD;
1497 else if (one_in_(12))
1498 type = ACT_BANISH_EVIL;
1499 else if (one_in_(11))
1500 type = ACT_DISP_EVIL;
1501 else if (one_in_(10))
1502 type = ACT_PROT_EVIL;
1503 else if (one_in_(9))
1504 type = ACT_CURE_1000;
1505 else if (one_in_(8))
1506 type = ACT_CURE_700;
1507 else if (one_in_(7))
1508 type = ACT_REST_ALL;
1509 else if (one_in_(6))
1510 type = ACT_REST_LIFE;
1515 case BIAS_NECROMANTIC:
1519 else if (one_in_(13))
1520 type = ACT_DISP_GOOD;
1521 else if (one_in_(9))
1522 type = ACT_MASS_GENO;
1523 else if (one_in_(8))
1524 type = ACT_GENOCIDE;
1525 else if (one_in_(13))
1526 type = ACT_SUMMON_UNDEAD;
1527 else if (one_in_(9))
1528 type = ACT_VAMPIRE_2;
1529 else if (one_in_(6))
1530 type = ACT_CHARM_UNDEAD;
1532 type = ACT_VAMPIRE_1;
1538 type = ACT_BANISH_EVIL;
1539 else if (one_in_(4))
1540 type = ACT_DISP_EVIL;
1542 type = ACT_PROT_EVIL;
1549 else if (one_in_(4))
1551 else if (one_in_(3))
1552 type = ACT_DETECT_ALL;
1553 else if (one_in_(8))
1556 type = ACT_ID_PLAIN;
1562 type = ACT_SUMMON_ELEMENTAL;
1563 else if (one_in_(10))
1564 type = ACT_SUMMON_PHANTOM;
1565 else if (one_in_(5))
1566 type = ACT_RUNE_EXPLO;
1582 type = ACT_CHARM_ANIMALS;
1583 else if (one_in_(7))
1584 type = ACT_SUMMON_ANIMAL;
1585 else if (one_in_(6))
1586 type = ACT_CHARM_ANIMAL;
1587 else if (one_in_(4))
1588 type = ACT_RESIST_ALL;
1589 else if (one_in_(3))
1592 type = ACT_CURE_POISON;
1596 if (!type || (randint1(100) >= chance))
1598 one_activation(o_ptr);
1602 /* A type was chosen... */
1603 o_ptr->xtra2 = type;
1604 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1609 static void get_random_name(char *return_name, bool armour, int power)
1611 int prob = randint1(100);
1613 if (prob <= SINDARIN_NAME)
1615 get_table_sindarin(return_name);
1617 else if (prob <= TABLE_NAME)
1619 get_table_name(return_name);
1632 filename = "a_cursed_j.txt";
1634 filename = "a_cursed.txt";
1639 filename = "a_low_j.txt";
1641 filename = "a_low.txt";
1646 filename = "a_med_j.txt";
1648 filename = "a_med.txt";
1653 filename = "a_high_j.txt";
1655 filename = "a_high.txt";
1664 filename = "w_cursed_j.txt";
1666 filename = "w_cursed.txt";
1671 filename = "w_low_j.txt";
1673 filename = "w_low.txt";
1678 filename = "w_med_j.txt";
1680 filename = "w_med.txt";
1685 filename = "w_high_j.txt";
1687 filename = "w_high.txt";
1692 (void)get_rnd_line(filename, artifact_bias, return_name);
1694 if (return_name[0] == 0) get_table_name(return_name);
1700 bool create_artifact(object_type *o_ptr, bool a_scroll)
1702 char new_name[1024];
1704 int powers = randint1(5) + 1;
1706 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1709 bool a_cursed = FALSE;
1710 int warrior_artifact_bias = 0;
1713 /* Reset artifact bias */
1716 /* Nuke enchantments */
1720 for (i = 0; i < TR_FLAG_SIZE; i++)
1721 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1723 if (o_ptr->pval) has_pval = TRUE;
1725 if (a_scroll && one_in_(4))
1727 switch (p_ptr->pclass)
1730 case CLASS_BERSERKER:
1735 artifact_bias = BIAS_WARRIOR;
1738 case CLASS_HIGH_MAGE:
1739 case CLASS_SORCERER:
1740 case CLASS_MAGIC_EATER:
1741 case CLASS_BLUE_MAGE:
1742 artifact_bias = BIAS_MAGE;
1745 artifact_bias = BIAS_PRIESTLY;
1749 artifact_bias = BIAS_ROGUE;
1750 warrior_artifact_bias = 25;
1754 artifact_bias = BIAS_RANGER;
1755 warrior_artifact_bias = 30;
1758 artifact_bias = BIAS_PRIESTLY;
1759 warrior_artifact_bias = 40;
1761 case CLASS_WARRIOR_MAGE:
1762 case CLASS_RED_MAGE:
1763 artifact_bias = BIAS_MAGE;
1764 warrior_artifact_bias = 40;
1766 case CLASS_CHAOS_WARRIOR:
1767 artifact_bias = BIAS_CHAOS;
1768 warrior_artifact_bias = 40;
1771 case CLASS_FORCETRAINER:
1772 artifact_bias = BIAS_PRIESTLY;
1774 case CLASS_MINDCRAFTER:
1776 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1779 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1781 case CLASS_IMITATOR:
1782 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1784 case CLASS_BEASTMASTER:
1785 artifact_bias = BIAS_CHR;
1786 warrior_artifact_bias = 50;
1788 case CLASS_MIRROR_MASTER:
1789 if (randint1(4) > 1)
1791 artifact_bias = BIAS_MAGE;
1795 artifact_bias = BIAS_ROGUE;
1801 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1802 artifact_bias = BIAS_WARRIOR;
1804 strcpy(new_name, "");
1806 if (!a_scroll && one_in_(A_CURSED))
1808 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1811 while (one_in_(powers) || one_in_(7) || one_in_(10))
1814 if (!a_cursed && one_in_(WEIRD_LUCK))
1817 if (a_cursed) powers /= 2;
1819 max_powers = powers;
1823 switch (randint1(max_type))
1830 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1832 if (a_cursed && !one_in_(13)) break;
1835 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1839 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1843 random_resistance(o_ptr);
1852 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1860 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1862 /* This one commented out by gw's request... */
1864 add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1867 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1869 o_ptr->pval = randint1(2);
1870 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1879 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1882 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1886 /* give it some plusses... */
1887 if (object_is_armour(o_ptr))
1888 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1889 else if (object_is_weapon_ammo(o_ptr))
1891 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1892 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1893 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1896 /* Just to be sure */
1897 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1898 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1899 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1900 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1902 total_flags = flag_cost(o_ptr, o_ptr->pval);
1904 if (a_cursed) curse_artifact(o_ptr);
1907 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1910 give_activation_power(o_ptr);
1913 if (object_is_armour(o_ptr))
1915 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1917 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1918 o_ptr->to_d -= (s16b)randint0(3);
1919 o_ptr->to_h -= (s16b)randint0(3);
1921 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1923 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1924 o_ptr->to_d -= (s16b)randint0(3);
1925 o_ptr->to_h -= (s16b)randint0(3);
1929 if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1931 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1935 remove_flag(o_ptr->art_flags, TR_BLOWS);
1936 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1937 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1938 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1939 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1940 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1941 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1942 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1943 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1944 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1945 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1946 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1947 remove_flag(o_ptr->art_flags, TR_VORPAL);
1948 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1949 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1950 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1951 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1952 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1955 if (!object_is_weapon_ammo(o_ptr))
1958 if (a_cursed) power_level = 0;
1959 else if (total_flags < 15000) power_level = 1;
1960 else if (total_flags < 35000) power_level = 2;
1961 else power_level = 3;
1967 if (a_cursed) power_level = 0;
1968 else if (total_flags < 20000) power_level = 1;
1969 else if (total_flags < 45000) power_level = 2;
1970 else power_level = 3;
1975 char dummy_name[80] = "";
1977 cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
1979 cptr ask_msg = "What do you want to call the artifact? ";
1982 /* Identify it fully */
1983 object_aware(o_ptr);
1984 object_known(o_ptr);
1986 /* Mark the item as fully known */
1987 o_ptr->ident |= (IDENT_MENTAL);
1989 /* For being treated as random artifact in screen_object() */
1990 o_ptr->art_name = quark_add("");
1992 (void)screen_object(o_ptr, 0L);
1994 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2000 get_table_sindarin_aux(dummy_name);
2004 get_table_name_aux(dummy_name);
2009 sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
2011 sprintf(new_name, "'%s'", dummy_name);
2014 chg_virtue(V_INDIVIDUALISM, 2);
2015 chg_virtue(V_ENCHANT, 5);
2019 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2022 /* Save the inscription */
2023 o_ptr->art_name = quark_add(new_name);
2027 char o_name[MAX_NLEN];
2029 object_aware(o_ptr);
2030 object_known(o_ptr);
2032 /* Mark the item as fully known */
2033 o_ptr->ident |= (IDENT_MENTAL);
2036 object_desc(o_name, o_ptr, 0);
2039 msg_format("¥Ñ¥ï¡¼ %d ¤Ç ²ÁÃÍ%ld ¤Î¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À® ¥Ð¥¤¥¢¥¹¤Ï¡Ö%s¡×:", max_powers, total_flags, artifact_bias_name[artifact_bias]);
2041 msg_format("Random artifact generated '%s'. (Power:%d, Value:%ld) :", artifact_bias_name[artifact_bias], max_powers, total_flags);
2043 msg_format("%s", o_name);
2047 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2053 int activation_index(object_type *o_ptr)
2055 /* Give priority to weaponsmith's essential activations */
2056 if (object_is_smith(o_ptr))
2058 switch (o_ptr->xtra3-1)
2060 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2061 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2062 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2063 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2064 case TR_IMPACT: return ACT_QUAKE;
2068 if (object_is_fixed_artifact(o_ptr))
2070 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2072 return a_info[o_ptr->name1].act_idx;
2075 if (object_is_ego(o_ptr))
2077 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2079 return e_info[o_ptr->name2].act_idx;
2082 if (!object_is_random_artifact(o_ptr))
2084 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2086 return k_info[o_ptr->k_idx].act_idx;
2090 return o_ptr->xtra2;
2093 const activation_type* find_activation_info(object_type *o_ptr)
2095 const int index = activation_index(o_ptr);
2096 const activation_type* p;
2098 for (p = activation_info; p->flag != NULL; ++ p) {
2099 if (p->index == index)
2109 /* Dragon breath activation */
2110 static bool activate_dragon_breath(object_type *o_ptr)
2112 u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2115 int i, dir, t, n = 0;
2117 if (!get_aim_dir(&dir)) return FALSE;
2119 object_flags(o_ptr, flgs);
2121 for (i = 0; dragonbreath_info[i].flag != 0; i++)
2123 if (have_flag(flgs, dragonbreath_info[i].flag))
2125 type[n] = dragonbreath_info[i].type;
2126 name[n] = dragonbreath_info[i].name;
2132 if (n == 0) return FALSE;
2135 if (music_singing_any()) stop_singing();
2136 if (hex_spelling_any()) stop_hex_spell_all();
2139 msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
2140 fire_ball(type[t], dir, 250, -4);
2146 bool activate_random_artifact(object_type *o_ptr)
2148 int plev = p_ptr->lev;
2149 int k, dir, dummy = 0;
2150 cptr name = k_name + k_info[o_ptr->k_idx].name;
2151 const activation_type* const act_ptr = find_activation_info(o_ptr);
2155 /* Maybe forgot adding information to activation_info table ? */
2156 msg_print("Activation information is not found.");
2160 /* Activate for attack */
2161 switch (act_ptr->index)
2165 if (!get_aim_dir(&dir)) return FALSE;
2166 msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears."));
2167 (void)lite_line(dir, damroll(6, 8));
2173 msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly..."));
2174 if (!get_aim_dir(&dir)) return FALSE;
2175 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2181 msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green..."));
2182 if (!get_aim_dir(&dir)) return FALSE;
2183 fire_ball(GF_POIS, dir, 12, 3);
2189 msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks..."));
2190 if (!get_aim_dir(&dir)) return FALSE;
2191 fire_bolt(GF_ELEC, dir, damroll(4, 8));
2197 msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid..."));
2198 if (!get_aim_dir(&dir)) return FALSE;
2199 fire_bolt(GF_ACID, dir, damroll(5, 8));
2205 msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2206 if (!get_aim_dir(&dir)) return FALSE;
2207 fire_bolt(GF_COLD, dir, damroll(6, 8));
2213 msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire..."));
2214 if (!get_aim_dir(&dir)) return FALSE;
2215 fire_bolt(GF_FIRE, dir, damroll(9, 8));
2221 msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2222 if (!get_aim_dir(&dir)) return FALSE;
2223 fire_ball(GF_COLD, dir, 48, 2);
2229 msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue..."));
2230 if (!get_aim_dir(&dir)) return FALSE;
2231 fire_ball(GF_COLD, dir, 100, 2);
2237 msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white..."));
2238 if (!get_aim_dir(&dir)) return FALSE;
2239 fire_ball(GF_COLD, dir, 400, 3);
2245 msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2246 if (!get_aim_dir(&dir)) return FALSE;
2247 fire_ball(GF_FIRE, dir, 72, 2);
2253 msg_format(_("%s¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...", "The %s rages in fire..."), name);
2254 if (!get_aim_dir(&dir)) return FALSE;
2255 fire_ball(GF_FIRE, dir, 120, 3);
2261 msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red..."));
2262 if (!get_aim_dir(&dir)) return FALSE;
2263 fire_ball(GF_FIRE, dir, 300, 3);
2269 msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2270 if (!get_aim_dir(&dir)) return FALSE;
2271 fire_ball(GF_FIRE, dir, 100, 2);
2277 msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity..."));
2278 if (!get_aim_dir(&dir)) return FALSE;
2279 fire_ball(GF_ELEC, dir, 100, 3);
2285 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2286 if (!get_aim_dir(&dir)) return FALSE;
2287 fire_ball(GF_ELEC, dir, 500, 3);
2293 msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black..."));
2294 if (!get_aim_dir(&dir)) return FALSE;
2295 fire_ball(GF_ACID, dir, 100, 2);
2301 msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green..."));
2302 if (!get_aim_dir(&dir)) return FALSE;
2303 fire_ball(GF_NUKE, dir, 100, 2);
2309 msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name);
2310 if (!get_aim_dir(&dir)) return FALSE;
2311 if (drain_life(dir, 100))
2317 msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black..."));
2318 if (!get_aim_dir(&dir)) return FALSE;
2319 drain_life(dir, 120);
2325 if (!get_aim_dir(&dir)) return FALSE;
2326 for (dummy = 0; dummy < 3; dummy++)
2328 if (drain_life(dir, 50))
2336 msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes..."));
2337 if (!get_aim_dir(&dir)) return FALSE;
2338 fire_bolt(GF_ARROW, dir, 150);
2347 monster_type *m_ptr;
2349 for (dir = 0; dir <= 9; dir++)
2353 c_ptr = &cave[y][x];
2355 /* Get the monster */
2356 m_ptr = &m_list[c_ptr->m_idx];
2358 /* Hack -- attack monsters */
2359 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2368 if (!get_aim_dir(&dir)) return FALSE;
2369 for (dummy = 0; dummy < 3; dummy++)
2371 if (drain_life(dir, 100))
2378 case ACT_CALL_CHAOS:
2380 msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours..."));
2387 if (!get_aim_dir(&dir)) return FALSE;
2388 msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!"));
2389 fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2395 msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness..."));
2396 dispel_evil(p_ptr->lev * 5);
2402 if (!get_aim_dir(&dir)) return FALSE;
2403 msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2404 fire_ball(GF_MISSILE, dir, 300, -4);
2410 msg_print(_("¼Ù°¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil..."));
2411 dispel_good(p_ptr->lev * 5);
2417 msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name);
2418 if (!get_aim_dir(&dir)) return FALSE;
2419 fire_bolt(GF_ARROW, dir, 150);
2425 msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name);
2426 if (!get_aim_dir(&dir)) return FALSE;
2427 fire_ball(GF_WATER, dir, 200, 3);
2433 msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name);
2434 if (!get_aim_dir(&dir)) return FALSE;
2435 fire_ball(GF_DARK, dir, 250, 4);
2441 msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name);
2442 if (!get_aim_dir(&dir)) return FALSE;
2443 fire_ball(GF_MANA, dir, 250, 4);
2449 msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life."));
2450 (void)dispel_monsters(4);
2454 case ACT_BLINDING_LIGHT:
2456 msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name);
2457 fire_ball(GF_LITE, 0, 300, 6);
2458 confuse_monsters(3 * p_ptr->lev / 2);
2464 msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name);
2465 if (!get_aim_dir(&dir)) return FALSE;
2470 case ACT_CAST_BA_STAR:
2472 int num = damroll(5, 3);
2475 msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name);
2476 for (k = 0; k < num; k++)
2482 scatter(&y, &x, py, px, 4, 0);
2484 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2486 if (!player_bold(y, x)) break;
2489 project(0, 3, y, x, 150, GF_ELEC,
2490 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2496 case ACT_BLADETURNER:
2498 if (!get_aim_dir(&dir)) return FALSE;
2499 msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2500 fire_ball(GF_MISSILE, dir, 300, -4);
2501 msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours..."));
2502 (void)set_afraid(0);
2503 (void)set_hero(randint1(50) + 50, FALSE);
2504 (void)hp_player(10);
2505 (void)set_blessed(randint1(50) + 50, FALSE);
2506 (void)set_oppose_acid(randint1(50) + 50, FALSE);
2507 (void)set_oppose_elec(randint1(50) + 50, FALSE);
2508 (void)set_oppose_fire(randint1(50) + 50, FALSE);
2509 (void)set_oppose_cold(randint1(50) + 50, FALSE);
2510 (void)set_oppose_pois(randint1(50) + 50, FALSE);
2516 if (!get_aim_dir(&dir)) return FALSE;
2517 fire_ball(GF_FIRE, dir, 200, -2);
2518 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2520 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2526 if (!get_aim_dir(&dir)) return FALSE;
2527 fire_ball(GF_COLD, dir, 200, -2);
2528 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2530 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2536 if (!activate_dragon_breath(o_ptr)) return FALSE;
2540 /* Activate for other offensive action */
2544 msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours..."));
2545 if (!get_aim_dir(&dir)) return FALSE;
2546 confuse_monster(dir, 20);
2552 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2553 sleep_monsters_touch();
2559 earthquake(py, px, 5);
2565 turn_monsters(40 + p_ptr->lev);
2571 if (!get_aim_dir(&dir)) return FALSE;
2572 (void)fire_beam(GF_AWAY_ALL, dir, plev);
2576 case ACT_BANISH_EVIL:
2578 if (banish_evil(100))
2580 msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!"));
2587 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2588 (void)symbol_genocide(200, TRUE);
2594 msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note..."));
2595 (void)mass_genocide(200, TRUE);
2599 case ACT_SCARE_AREA:
2601 if (music_singing_any()) stop_singing();
2602 if (hex_spelling_any()) stop_hex_spell_all();
2603 msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!",
2604 "You wind a mighty blast; your enemies tremble!"));
2605 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2611 if (o_ptr->name1 == ART_HYOUSIGI)
2613 msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers."));
2617 msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name);
2619 aggravate_monsters(0);
2623 /* Activate for summoning / charming */
2625 case ACT_CHARM_ANIMAL:
2627 if (!get_aim_dir(&dir)) return FALSE;
2628 (void)charm_animal(dir, plev * 2);
2632 case ACT_CHARM_UNDEAD:
2634 if (!get_aim_dir(&dir)) return FALSE;
2635 (void)control_one_undead(dir, plev * 2);
2639 case ACT_CHARM_OTHER:
2641 if (!get_aim_dir(&dir)) return FALSE;
2642 (void)charm_monster(dir, plev * 2);
2646 case ACT_CHARM_ANIMALS:
2648 (void)charm_animals(plev * 2);
2652 case ACT_CHARM_OTHERS:
2654 charm_monsters(plev * 2);
2658 case ACT_SUMMON_ANIMAL:
2660 (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2664 case ACT_SUMMON_PHANTOM:
2666 msg_print(_("¸¸Îî¤ò¾¤´¤·¤¿¡£", "You summon a phantasmal servant."));
2667 (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2671 case ACT_SUMMON_ELEMENTAL:
2673 bool pet = one_in_(3);
2676 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2677 if (pet) mode |= PM_FORCE_PET;
2678 else mode |= PM_NO_PET;
2680 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2682 msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes..."));
2684 msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you."));
2686 msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!"));
2692 case ACT_SUMMON_DEMON:
2694 bool pet = one_in_(3);
2697 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2698 if (pet) mode |= PM_FORCE_PET;
2699 else mode |= PM_NO_PET;
2701 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
2703 msg_print(_("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone."));
2705 msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'"));
2707 msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2713 case ACT_SUMMON_UNDEAD:
2715 bool pet = one_in_(3);
2719 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2721 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2722 if (pet) mode |= PM_FORCE_PET;
2723 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2725 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
2727 msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...",
2728 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2730 msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª",
2731 "Ancient, long-dead forms arise from the ground to serve you!"));
2733 msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª",
2734 "'The dead arise... to punish you for disturbing them!'"));
2740 case ACT_SUMMON_HOUND:
2742 u32b mode = PM_ALLOW_GROUP;
2743 bool pet = !one_in_(5);
2744 if (pet) mode |= PM_FORCE_PET;
2745 else mode |= PM_NO_PET;
2747 if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2751 msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£",
2752 "A group of hounds appear as your servant."));
2754 msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª",
2755 "A group of hounds appear as your enemy!"));
2761 case ACT_SUMMON_DAWN:
2763 msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£","You summon the Legion of the Dawn."));
2764 (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2768 case ACT_SUMMON_OCTOPUS:
2770 u32b mode = PM_ALLOW_GROUP;
2771 bool pet = !one_in_(5);
2772 if (pet) mode |= PM_FORCE_PET;
2774 if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
2777 msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant."));
2779 msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!"));
2785 /* Activate for healing */
2787 case ACT_CHOIR_SINGS:
2789 msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings..."));
2790 (void)set_poisoned(0);
2793 (void)set_confused(0);
2795 (void)set_afraid(0);
2796 (void)set_hero(randint1(25) + 25, FALSE);
2797 (void)hp_player(777);
2803 (void)set_afraid(0);
2804 (void)hp_player(30);
2810 msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple..."));
2811 hp_player(damroll(4, 8));
2812 (void)set_cut((p_ptr->cut / 2) - 50);
2816 case ACT_CURE_POISON:
2818 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2819 (void)set_afraid(0);
2820 (void)set_poisoned(0);
2826 msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red..."));
2833 msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green..."));
2834 (void)do_res_stat(A_STR);
2835 (void)do_res_stat(A_INT);
2836 (void)do_res_stat(A_WIS);
2837 (void)do_res_stat(A_DEX);
2838 (void)do_res_stat(A_CON);
2839 (void)do_res_stat(A_CHR);
2840 (void)restore_level();
2846 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue..."));
2847 msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside..."));
2848 (void)hp_player(700);
2855 msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white..."));
2856 msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better..."));
2857 (void)hp_player(1000);
2864 msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name);
2865 (void)set_poisoned(0);
2866 (void)set_confused(0);
2875 case ACT_CURE_MANA_FULL:
2877 msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name);
2878 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2881 for (i = 0; i < EATER_EXT*2; i++)
2883 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2884 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;
2886 for (; i < EATER_EXT*3; i++)
2888 int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2889 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;
2890 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2892 msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2893 p_ptr->window |= (PW_PLAYER);
2895 else if (p_ptr->csp < p_ptr->msp)
2897 p_ptr->csp = p_ptr->msp;
2898 p_ptr->csp_frac = 0;
2899 msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2900 p_ptr->redraw |= (PR_MANA);
2901 p_ptr->window |= (PW_PLAYER);
2902 p_ptr->window |= (PW_SPELL);
2907 /* Activate for timed effect */
2911 (void)set_tim_esp(randint1(30) + 25, FALSE);
2917 (void)set_afraid(0);
2918 (void)set_shero(randint1(25) + 25, FALSE);
2919 /* (void)set_afraid(0);
2920 (void)set_hero(randint1(50) + 50, FALSE);
2921 (void)set_blessed(randint1(50) + 50, FALSE);
2922 o_ptr->timeout = 100 + randint1(100); */
2928 msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name);
2930 (void)set_protevil(randint1(25) + k, FALSE);
2934 case ACT_RESIST_ALL:
2936 msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours..."));
2937 (void)set_oppose_acid(randint1(40) + 40, FALSE);
2938 (void)set_oppose_elec(randint1(40) + 40, FALSE);
2939 (void)set_oppose_fire(randint1(40) + 40, FALSE);
2940 (void)set_oppose_cold(randint1(40) + 40, FALSE);
2941 (void)set_oppose_pois(randint1(40) + 40, FALSE);
2947 msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green..."));
2948 (void)set_fast(randint1(20) + 20, FALSE);
2952 case ACT_XTRA_SPEED:
2954 msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly..."));
2955 (void)set_fast(randint1(75) + 75, FALSE);
2961 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
2967 (void)set_invuln(randint1(8) + 8, FALSE);
2973 (void)set_afraid(0);
2974 set_hero(randint1(25)+25, FALSE);
2979 case ACT_HELO_SPEED:
2981 (void)set_fast(randint1(50) + 50, FALSE);
2984 set_hero(randint1(50) + 50, FALSE);
2988 case ACT_RESIST_ACID:
2990 msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name);
2991 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
2993 if (!get_aim_dir(&dir)) return FALSE;
2994 fire_ball(GF_ACID, dir, 100, 2);
2996 (void)set_oppose_acid(randint1(20) + 20, FALSE);
3000 case ACT_RESIST_FIRE:
3002 msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name);
3003 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3005 if (!get_aim_dir(&dir)) return FALSE;
3006 fire_ball(GF_FIRE, dir, 100, 2);
3008 (void)set_oppose_fire(randint1(20) + 20, FALSE);
3012 case ACT_RESIST_COLD:
3014 msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name);
3015 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3017 if (!get_aim_dir(&dir)) return FALSE;
3018 fire_ball(GF_COLD, dir, 100, 2);
3020 (void)set_oppose_cold(randint1(20) + 20, FALSE);
3024 case ACT_RESIST_ELEC:
3026 msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name);
3027 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3029 if (!get_aim_dir(&dir)) return FALSE;
3030 fire_ball(GF_ELEC, dir, 100, 2);
3032 (void)set_oppose_elec(randint1(20) + 20, FALSE);
3036 case ACT_RESIST_POIS:
3038 msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name);
3039 (void)set_oppose_pois(randint1(20) + 20, FALSE);
3043 /* Activate for general purpose effect (detection etc.) */
3048 msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
3050 msg_format("The %s wells with clear light...", name);
3052 lite_area(damroll(2, 15), 3);
3059 msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
3061 msg_print("It shines brightly...");
3063 map_area(DETECT_RAD_MAP);
3064 lite_area(damroll(2, 15), 3);
3068 case ACT_DETECT_ALL:
3071 msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3072 msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
3074 msg_print("It glows bright white...");
3075 msg_print("An image forms in your mind...");
3077 detect_all(DETECT_RAD_DEFAULT);
3081 case ACT_DETECT_XTRA:
3084 msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3086 msg_print("It glows brightly...");
3088 detect_all(DETECT_RAD_DEFAULT);
3090 identify_fully(FALSE);
3097 msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
3099 msg_print("It glows yellow...");
3101 identify_fully(FALSE);
3107 if (!ident_spell(FALSE)) return FALSE;
3111 case ACT_RUNE_EXPLO:
3114 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3116 msg_print("It glows bright red...");
3125 msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3127 msg_print("It glows light blue...");
3135 (void)set_food(PY_FOOD_MAX - 1);
3142 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3144 msg_print("It glows bright red...");
3146 destroy_doors_touch();
3153 msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
3155 msg_print("It pulsates...");
3157 if (!get_aim_dir(&dir)) return FALSE;
3158 wall_to_mud(dir, 20 + randint1(30));
3171 msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3173 msg_print("It glows bright yellow...");
3182 msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
3184 msg_print("You open a dimensional gate. Choose a destination.");
3186 if (!dimension_door()) return FALSE;
3194 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
3196 msg_print("It twists space around you...");
3198 teleport_player(100, 0L);
3205 msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3207 msg_print("It glows soft white...");
3209 if (!word_of_recall()) return FALSE;
3216 msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
3218 msg_format("The %s flashes bright red!", name);
3220 chg_virtue(V_KNOWLEDGE, 1);
3221 chg_virtue(V_ENLIGHTEN, 1);
3224 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3225 take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
3227 msg_format("The %s drains your vitality...", name);
3228 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
3230 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3231 (void)detect_doors(DETECT_RAD_DEFAULT);
3232 (void)detect_stairs(DETECT_RAD_DEFAULT);
3234 if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
3236 if (get_check("Activate recall? "))
3239 (void)word_of_recall();
3245 case ACT_TELEKINESIS:
3247 if (!get_aim_dir(&dir)) return FALSE;
3249 msg_format("%s¤ò¿¤Ð¤·¤¿¡£", name);
3251 msg_format("You stretched your %s.", name);
3253 fetch(dir, 500, TRUE);
3257 case ACT_DETECT_UNIQUE:
3260 monster_type *m_ptr;
3261 monster_race *r_ptr;
3263 msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
3265 msg_print("Some strange places show up in your mind. And you see ...");
3267 /* Process the monsters (backwards) */
3268 for (i = m_max - 1; i >= 1; i--)
3270 /* Access the monster */
3273 /* Ignore "dead" monsters */
3274 if (!m_ptr->r_idx) continue;
3276 r_ptr = &r_info[m_ptr->r_idx];
3278 if(r_ptr->flags1 & RF1_UNIQUE)
3281 msg_format("%s¡¥ ",r_name + r_ptr->name);
3283 msg_format("%s. ",r_name + r_ptr->name);
3292 switch (randint1(13))
3294 case 1: case 2: case 3: case 4: case 5:
3295 teleport_player(10, 0L);
3297 case 6: case 7: case 8: case 9: case 10:
3298 teleport_player(222, 0L);
3301 (void)stair_creation();
3305 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
3307 if (get_check("Leave this level? "))
3310 if (autosave_l) do_cmd_save_game(TRUE);
3313 p_ptr->leaving = TRUE;
3319 case ACT_DISP_CURSE_XTRA:
3322 msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
3324 msg_format("The %s exhibits the truth...", name);
3326 if (remove_all_curse())
3329 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
3331 msg_print("You feel as if someone is watching over you.");
3338 case ACT_BRAND_FIRE_BOLTS:
3341 msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
3343 msg_format("Your %s glows deep red...", name);
3345 (void)brand_bolts();
3349 case ACT_RECHARGE_XTRA:
3352 msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
3354 msg_format("The %s gleams with blinding light...", name);
3356 if (!recharge(1000)) return FALSE;
3363 msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
3365 msg_print("The stone reveals hidden mysteries...");
3367 if (!ident_spell(FALSE)) return FALSE;
3369 if (mp_ptr->spell_book)
3371 /* Sufficient mana */
3372 if (20 <= p_ptr->csp)
3378 /* Over-exert the player */
3381 int oops = 20 - p_ptr->csp;
3385 p_ptr->csp_frac = 0;
3389 msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
3391 msg_print("You are too weak to control the stone!");
3393 /* Hack -- Bypass free action */
3394 (void)set_paralyzed(p_ptr->paralyzed +
3395 randint1(5 * oops + 1));
3398 (void)set_confused(p_ptr->confused +
3399 randint1(5 * oops + 1));
3403 p_ptr->redraw |= (PR_MANA);
3406 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
3408 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
3411 if (one_in_(5)) (void)set_confused(p_ptr->confused +
3414 /* Exercise a little care... */
3417 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
3419 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
3427 msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
3429 msg_print("You stamp. (as if you are in a ring.)");
3431 (void)set_afraid(0);
3432 (void)set_hero(randint1(20) + 20, FALSE);
3433 dispel_evil(p_ptr->lev * 3);
3437 case ACT_PHASE_DOOR:
3439 teleport_player(10, 0L);
3443 case ACT_DETECT_ALL_MONS:
3445 (void)detect_monsters_invis(255);
3446 (void)detect_monsters_normal(255);
3450 case ACT_ULTIMATE_RESIST:
3452 int v = randint1(25)+25;
3453 (void)set_afraid(0);
3454 (void)set_hero(v, FALSE);
3455 (void)hp_player(10);
3456 (void)set_blessed(v, FALSE);
3457 (void)set_oppose_acid(v, FALSE);
3458 (void)set_oppose_elec(v, FALSE);
3459 (void)set_oppose_fire(v, FALSE);
3460 (void)set_oppose_cold(v, FALSE);
3461 (void)set_oppose_pois(v, FALSE);
3462 (void)set_ultimate_res(v, FALSE);
3467 /* Unique activation */
3471 char o_name[MAX_NLEN];
3474 /* Cast off activated item */
3475 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3477 if (o_ptr == &inventory[inv]) break;
3481 if (inv > INVEN_FEET) return FALSE;
3483 object_copy(&forge, o_ptr);
3484 inven_item_increase(inv, (0 - o_ptr->number));
3485 inven_item_optimize(inv);
3486 o_idx = drop_near(&forge, 0, py, px);
3487 o_ptr = &o_list[o_idx];
3489 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3490 msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
3493 msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
3494 t = 20 + randint1(20);
3495 (void)set_blind(p_ptr->blind + t);
3496 (void)set_afraid(0);
3497 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3498 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3499 (void)set_hero(p_ptr->hero + t, FALSE);
3500 (void)set_blessed(p_ptr->blessed + t, FALSE);
3501 (void)set_fast(p_ptr->fast + t, FALSE);
3502 (void)set_shero(p_ptr->shero + t, FALSE);
3503 if (p_ptr->pclass == CLASS_FORCETRAINER)
3505 p_ptr->magic_num1[0] = plev * 5 + 190;
3506 msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
3512 case ACT_FALLING_STAR:
3514 msg_print(_("¤¢¤Ê¤¿¤ÏÍÅÅá¤ËÌ¥Æþ¤é¤ì¤¿¡Ä", "You are enchanted by cursed blade..."));
3515 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.'"));
3520 case ACT_GRAND_CROSS:
3522 msg_print(_("¡Ö°Ç¤Ë´Ô¤ì¡ª¡×", "You say, 'Return to darkness!'"));
3523 project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3527 case ACT_TELEPORT_LEVEL:
3530 if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
3532 if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
3538 case ACT_STRAIN_HASTE:
3542 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3543 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "²Ã®¤·¤¿ÈèÏ«", -1);
3545 msg_format("The %s drains your vitality...", name);
3546 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1);
3548 t = 25 + randint1(25);
3549 (void)set_fast(p_ptr->fast + t, FALSE);
3557 if (!get_rep_dir2(&dir)) return FALSE;
3561 if (!cave_have_flag_bold(y, x, FF_WATER))
3564 msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
3566 msg_print("There is no fishing place.");
3570 else if (cave[y][x].m_idx)
3573 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3575 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
3577 msg_format("%^s is stand in your way.", m_name);
3582 set_action(ACTION_FISH);
3583 p_ptr->redraw |= (PR_STATE);
3590 monster_type *m_ptr;
3594 if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
3597 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3599 msg_print("Suke-san apperars.");
3600 kakusan = "Suke-san";
3604 if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
3607 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3609 msg_print("Kaku-san appears.");
3610 kakusan = "Kaku-san";
3616 for (i = m_max - 1; i > 0; i--)
3619 if (!m_ptr->r_idx) continue;
3620 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3621 if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
3622 if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
3631 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
3633 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
3637 confuse_monsters(120);
3639 stasis_monsters(120);
3645 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
3647 msg_print("Nothing happen.");
3655 /* Only for Muramasa */
3656 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3658 if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
3660 if (get_check("Are you sure?!"))
3664 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
3666 msg_print("The Muramasa pulsates...");
3672 msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
3674 msg_print("The Muramasa is destroyed!");
3676 curse_weapon_object(TRUE, o_ptr);
3682 case ACT_BLOODY_MOON:
3684 /* Only for Bloody Moon */
3685 if (o_ptr->name1 != ART_BLOOD) return FALSE;
3687 msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
3689 msg_print("Your scythe glows brightly!");
3691 get_bloody_moon_flags(o_ptr);
3692 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3693 p_ptr->update |= (PU_BONUS | PU_HP);
3701 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3704 /* Only for Crimson */
3705 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3708 msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
3710 msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
3713 if (!get_aim_dir(&dir)) return FALSE;
3715 /* Use the given direction */
3716 tx = px + 99 * ddx[dir];
3717 ty = py + 99 * ddy[dir];
3719 /* Hack -- Use an actual "target" */
3720 if ((dir == 5) && target_okay())
3726 if (p_ptr->pclass == CLASS_ARCHER)
3728 /* Extra shot at level 10 */
3729 if (p_ptr->lev >= 10) num++;
3731 /* Extra shot at level 30 */
3732 if (p_ptr->lev >= 30) num++;
3734 /* Extra shot at level 45 */
3735 if (p_ptr->lev >= 45) num++;
3738 for (i = 0; i < num; i++)
3739 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3746 msg_format("Unknown activation effect: %d.", act_ptr->index);
3748 msg_format("Unknown activation effect: %d.", act_ptr->index);
3754 /* Set activation timeout */
3755 if (act_ptr->timeout.constant >= 0) {
3756 o_ptr->timeout = act_ptr->timeout.constant;
3757 if (act_ptr->timeout.dice > 0) {
3758 o_ptr->timeout += randint1(act_ptr->timeout.dice);
3761 /* Activations that have special timeout */
3762 switch (act_ptr->index) {
3764 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3767 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3770 o_ptr->timeout = 3 * (p_ptr->lev + 10);
3776 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3785 void get_bloody_moon_flags(object_type *o_ptr)
3789 for (i = 0; i < TR_FLAG_SIZE; i++)
3790 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3792 dummy = randint1(2) + randint1(2);
3793 for (i = 0; i < dummy; i++)
3795 int flag = randint0(26);
3796 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3797 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3798 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3799 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3802 dummy = randint1(2);
3803 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3805 for (i = 0; i < 2; i++)
3807 int tmp = randint0(11);
3808 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3809 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3814 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3816 bool give_resistance = FALSE, give_power = FALSE;
3818 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3820 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3823 give_resistance = TRUE;
3827 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3828 add_flag(o_ptr->art_flags, TR_TY_CURSE);
3829 o_ptr->curse_flags |=
3830 (TRC_CURSED | TRC_HEAVY_CURSE);
3831 o_ptr->curse_flags |= get_curse(2, o_ptr);
3836 if (o_ptr->name1 == ART_MURAMASA)
3838 if (p_ptr->pclass != CLASS_SAMURAI)
3840 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3841 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3845 if (o_ptr->name1 == ART_ROBINTON)
3847 if (p_ptr->pclass == CLASS_BARD)
3849 add_flag(o_ptr->art_flags, TR_DEC_MANA);
3853 if (o_ptr->name1 == ART_XIAOLONG)
3855 if (p_ptr->pclass == CLASS_MONK)
3856 add_flag(o_ptr->art_flags, TR_BLOWS);
3859 if (o_ptr->name1 == ART_BLOOD)
3861 get_bloody_moon_flags(o_ptr);
3864 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3866 if (p_ptr->psex != SEX_FEMALE)
3868 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3872 if (o_ptr->name1 == ART_MILIM)
3874 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3877 add_flag(o_ptr->art_flags, TR_STR);
3878 add_flag(o_ptr->art_flags, TR_INT);
3879 add_flag(o_ptr->art_flags, TR_WIS);
3880 add_flag(o_ptr->art_flags, TR_DEX);
3881 add_flag(o_ptr->art_flags, TR_CON);
3882 add_flag(o_ptr->art_flags, TR_CHR);
3886 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3887 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3888 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3890 /* Give a resistance OR a power */
3891 if (one_in_(2)) give_resistance = TRUE;
3892 else give_power = TRUE;
3900 if (give_resistance)
3902 one_high_resistance(o_ptr);
3908 * Create the artifact of the specified number
3910 bool create_named_art(int a_idx, int y, int x)
3916 artifact_type *a_ptr = &a_info[a_idx];
3918 /* Get local object */
3921 /* Ignore "empty" artifacts */
3922 if (!a_ptr->name) return FALSE;
3924 /* Acquire the "kind" index */
3925 i = lookup_kind(a_ptr->tval, a_ptr->sval);
3928 if (!i) return FALSE;
3930 /* Create the artifact */
3931 object_prep(q_ptr, i);
3934 q_ptr->name1 = a_idx;
3936 /* Extract the fields */
3937 q_ptr->pval = a_ptr->pval;
3938 q_ptr->ac = a_ptr->ac;
3939 q_ptr->dd = a_ptr->dd;
3940 q_ptr->ds = a_ptr->ds;
3941 q_ptr->to_a = a_ptr->to_a;
3942 q_ptr->to_h = a_ptr->to_h;
3943 q_ptr->to_d = a_ptr->to_d;
3944 q_ptr->weight = a_ptr->weight;
3946 /* Hack -- extract the "cursed" flag */
3947 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3948 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3949 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3950 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3951 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3952 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3954 random_artifact_resistance(q_ptr, a_ptr);
3957 * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À¼Á¤Ë°Í¸¤¹¤ë.
3958 * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
3959 * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ¤Ê¤¯¤Ê¤ë.
3962 /* Drop the artifact from heaven */
3963 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;