*/
#include "angband.h"
-
-static int suppression_evil_dam(object_type *o_ptr);
-static int weakening_artifact(object_type *o_ptr);
-
-
-/* Chance of using syllables to form the name instead of the "template" files */
-#define SINDARIN_NAME 10 /*!< ランダムアーティファクトにシンダリン銘をつける確率 */
-#define TABLE_NAME 20 /*!< ランダムアーティファクトに漢字銘をつける確率(正確には TABLE_NAME - SINDARIN_NAME %)となる */
-#define A_CURSED 13 /*!< 1/nの確率で生成の巻物以外のランダムアーティファクトが呪いつきになる。 */
-#define WEIRD_LUCK 12 /*!< 1/nの確率でrandom_resistance()の処理中バイアス外の耐性がつき、create_artifactで4を超えるpvalが許可される。*/
-#define BIAS_LUCK 20 /*!< 1/nの確率でrandom_resistance()で付加する元素耐性が免疫になる */
-#define IM_LUCK 7 /*!< 1/nの確率でrandom_resistance()で複数免疫の除去処理が免除される */
-
-/*! @note
- * Bias luck needs to be higher than weird luck,
- * since it is usually tested several times...
- */
-
-#define ACTIVATION_CHANCE 3 /*!< 1/nの確率でランダムアーティファクトに発動が付加される。ただし防具はさらに1/2 */
-
-
-/*!
- * @brief 対象のオブジェクトにランダムな上位耐性を一つ付加する。/ Choose one random high resistance
- * @details 重複の抑止はない。候補は毒、閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、劣化、恐怖のいずれか。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-void one_high_resistance(object_type *o_ptr)
-{
- switch (randint0(12))
- {
- case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
- case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
- case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
- case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
- case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
- case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
- case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
- case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
- case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
- case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
- case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
- case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
- }
-}
-
-/*!
- * @brief 対象のオブジェクトに王者の指輪向けの上位耐性を一つ付加する。/ Choose one random high resistance
- * @details 候補は閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、恐怖であり
- * 王者の指輪にあらかじめついている耐性をone_high_resistance()から除外したものである。
- * ランダム付加そのものに重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-void one_lordly_high_resistance(object_type *o_ptr)
-{
- switch (randint0(10))
- {
- case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
- case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
- case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
- case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
- case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
- case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
- case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
- case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
- case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
- case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
- }
-}
-
-/*!
- * @brief 対象のオブジェクトに元素耐性を一つ付加する。/ Choose one random element resistance
- * @details 候補は火炎、冷気、電撃、酸のいずれかであり、重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-void one_ele_resistance(object_type *o_ptr)
-{
- switch (randint0(4))
- {
- case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
- case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
- case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
- case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
- }
-}
-
-/*!
- * @brief 対象のオブジェクトにドラゴン装備向け元素耐性を一つ付加する。/ Choose one random element or poison resistance
- * @details 候補は1/7の確率で毒、6/7の確率で火炎、冷気、電撃、酸のいずれか(one_ele_resistance()のコール)であり、重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-void one_dragon_ele_resistance(object_type *o_ptr)
-{
- if (one_in_(7))
- {
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- }
- else
- {
- one_ele_resistance(o_ptr);
- }
-}
-
-/*!
- * @brief 対象のオブジェクトに弱いESPを一つ付加する。/ Choose one lower rank esp
- * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
- * ドラゴン、人間、善良、ユニークESPのいずれかであり、重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-void one_low_esp(object_type *o_ptr)
-{
- switch (randint1(10))
- {
- case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
- case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
- case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
- case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
- case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
- case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
- case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
- case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
- case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
- case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
- }
-}
-
-
-/*!
- * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
- * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
- * をコールする。重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
+#include "util.h"
+
+#include "artifact.h"
+#include "cmd-smith.h"
+
+#include "avatar.h"
+#include "floor.h"
+#include "cmd-activate.h"
+#include "object.h"
+#include "object/object-kind.h"
+#include "object-boost.h"
+#include "object-curse.h"
+#include "object-ego.h"
+#include "object-flavor.h"
+#include "object-hook.h"
+#include "spells-object.h"
+#include "files.h"
+#include "grid.h"
+#include "monster.h"
+#include "view/display-main-window.h"
+#include "player-class.h"
+#include "player-personality.h"
+#include "world/world.h"
+
+ /*
+ * The artifact arrays
+ */
+artifact_type *a_info;
+char *a_name;
+char *a_text;
+
+/*
+ * Maximum number of artifacts in a_info.txt
*/
-void one_resistance(object_type *o_ptr)
-{
- if (one_in_(3))
- {
- one_ele_resistance(o_ptr);
- }
- else
- {
- one_high_resistance(o_ptr);
- }
-}
+ARTIFACT_IDX max_a_idx;
+static bool has_extreme_damage_rate(object_type *o_ptr);
+static bool weakening_artifact(object_type *o_ptr);
+#ifdef JP
/*!
- * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
- * @details 候補は浮遊、永久光源+1、透明視、警告、遅消化、急回復、麻痺知らず、経験値維持のいずれか。
- * 重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
+ * @brief ランダムアーティファクトのバイアス名称テーブル
*/
-void one_ability(object_type *o_ptr)
+const concptr artifact_bias_name[MAX_BIAS] =
{
- switch (randint0(10))
- {
- case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
- case 1: add_flag(o_ptr->art_flags, TR_LITE_1); break;
- case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
- case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
- case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
- case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
- case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
- case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP); break;
- case 8:
- case 9:
- one_low_esp(o_ptr);
- break;
- }
-}
-
-/*!
- * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
- * @details 候補多数。ランダムアーティファクトのバイアスには一切依存せず、
- * whileループによる構造で能力的に強力なものほど確率を落としている。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-void one_activation(object_type *o_ptr)
+ "なし",
+ "電撃",
+ "毒",
+ "火炎",
+ "冷気",
+ "酸",
+ "腕力",
+ "知力",
+ "賢さ",
+ "器用さ",
+ "耐久",
+ "魅力",
+ "混沌",
+ "プリースト",
+ "死霊",
+ "法",
+ "盗賊",
+ "メイジ",
+ "戦士",
+ "レンジャー",
+};
+#else
+const concptr artifact_bias_name[MAX_BIAS] =
{
- int type = 0;
- int chance = 0;
-
- while (randint1(100) >= chance)
- {
- type = randint1(255);
- switch (type)
- {
- case ACT_SUNLIGHT:
- case ACT_BO_MISS_1:
- case ACT_BA_POIS_1:
- case ACT_BO_ELEC_1:
- case ACT_BO_ACID_1:
- case ACT_BO_COLD_1:
- case ACT_BO_FIRE_1:
- case ACT_CONFUSE:
- case ACT_SLEEP:
- case ACT_QUAKE:
- case ACT_CURE_LW:
- case ACT_CURE_MW:
- case ACT_CURE_POISON:
- case ACT_BERSERK:
- case ACT_LIGHT:
- case ACT_MAP_LIGHT:
- case ACT_DEST_DOOR:
- case ACT_STONE_MUD:
- case ACT_TELEPORT:
- chance = 101;
- break;
- case ACT_BA_COLD_1:
- case ACT_BA_FIRE_1:
- case ACT_DRAIN_1:
- case ACT_TELE_AWAY:
- case ACT_ESP:
- case ACT_RESIST_ALL:
- case ACT_DETECT_ALL:
- case ACT_RECALL:
- case ACT_SATIATE:
- case ACT_RECHARGE:
- chance = 85;
- break;
- case ACT_TERROR:
- case ACT_PROT_EVIL:
- case ACT_ID_PLAIN:
- chance = 75;
- break;
- case ACT_DRAIN_2:
- case ACT_VAMPIRE_1:
- case ACT_BO_MISS_2:
- case ACT_BA_FIRE_2:
- case ACT_REST_EXP:
- chance = 66;
- break;
- case ACT_BA_FIRE_3:
- case ACT_BA_COLD_3:
- case ACT_BA_ELEC_3:
- case ACT_WHIRLWIND:
- case ACT_VAMPIRE_2:
- case ACT_CHARM_ANIMAL:
- chance = 50;
- break;
- case ACT_SUMMON_ANIMAL:
- chance = 40;
- break;
- case ACT_DISP_EVIL:
- case ACT_BA_MISS_3:
- case ACT_DISP_GOOD:
- case ACT_BANISH_EVIL:
- case ACT_GENOCIDE:
- case ACT_MASS_GENO:
- case ACT_CHARM_UNDEAD:
- case ACT_CHARM_OTHER:
- case ACT_SUMMON_PHANTOM:
- case ACT_REST_ALL:
- case ACT_RUNE_EXPLO:
- chance = 33;
- break;
- case ACT_CALL_CHAOS:
- case ACT_ROCKET:
- case ACT_CHARM_ANIMALS:
- case ACT_CHARM_OTHERS:
- case ACT_SUMMON_ELEMENTAL:
- case ACT_CURE_700:
- case ACT_SPEED:
- case ACT_ID_FULL:
- case ACT_RUNE_PROT:
- chance = 25;
- break;
- case ACT_CURE_1000:
- case ACT_XTRA_SPEED:
- case ACT_DETECT_XTRA:
- case ACT_DIM_DOOR:
- chance = 10;
- break;
- case ACT_SUMMON_UNDEAD:
- case ACT_SUMMON_DEMON:
- case ACT_WRAITH:
- case ACT_INVULN:
- case ACT_ALCHEMY:
- chance = 5;
- break;
- default:
- chance = 0;
- }
- }
+ "None",
+ "Elec",
+ "Poison",
+ "Fire",
+ "Cold",
+ "Acid",
+ "STR",
+ "INT",
+ "WIS",
+ "DEX",
+ "CON",
+ "CHA",
+ "Chaos",
+ "Pristly",
+ "Necromantic",
+ "Law",
+ "Rogue",
+ "Mage",
+ "Warrior",
+ "Ranger",
+};
+#endif
- /* A type was chosen... */
- o_ptr->xtra2 = (byte_hack)type;
- add_flag(o_ptr->art_flags, TR_ACTIVATE);
- o_ptr->timeout = 0;
-}
/*!
* @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact.
* 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、
* MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。
* @attention プレイヤーの職業依存処理あり。
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @return なし
*/
-static void curse_artifact(object_type * o_ptr)
+static void curse_artifact(player_type *player_ptr, object_type *o_ptr)
{
if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
- 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))
+ if ((player_ptr->pclass != CLASS_WARRIOR) && (player_ptr->pclass != CLASS_ARCHER) && (player_ptr->pclass != CLASS_CAVALRY) && (player_ptr->pclass != CLASS_BERSERKER) && (player_ptr->pclass != CLASS_SMITH) && one_in_(3))
add_flag(o_ptr->art_flags, TR_NO_MAGIC);
}
+
/*!
* @brief ランダムアーティファクト生成中、対象のオブジェクトにpval能力を付加する。/ Add one pval on generation of randam artifact.
* @details 優先的に付加されるpvalがランダムアーティファクトバイアスに依存して存在する。
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @return なし
*/
-static void random_plus(object_type * o_ptr)
+static void random_plus(object_type *o_ptr)
{
int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
add_flag(o_ptr->art_flags, TR_DEX);
if (one_in_(2)) return;
}
+
break;
case BIAS_MAGE:
add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
if (one_in_(2)) return;
}
+
break;
case BIAS_PRIESTLY:
add_flag(o_ptr->art_flags, TR_WIS);
if (one_in_(2)) return;
}
+
break;
case BIAS_RANGER:
add_flag(o_ptr->art_flags, TR_STR);
if (one_in_(2)) return;
}
+
break;
case BIAS_ROGUE:
add_flag(o_ptr->art_flags, TR_SEARCH);
if (one_in_(2)) return;
}
+
break;
case BIAS_STR:
add_flag(o_ptr->art_flags, TR_STR);
if (one_in_(2)) return;
}
+
break;
case BIAS_WIS:
add_flag(o_ptr->art_flags, TR_WIS);
if (one_in_(2)) return;
}
+
break;
case BIAS_INT:
add_flag(o_ptr->art_flags, TR_INT);
if (one_in_(2)) return;
}
+
break;
case BIAS_DEX:
add_flag(o_ptr->art_flags, TR_DEX);
if (one_in_(2)) return;
}
+
break;
case BIAS_CON:
add_flag(o_ptr->art_flags, TR_CON);
if (one_in_(2)) return;
}
+
break;
case BIAS_CHR:
add_flag(o_ptr->art_flags, TR_CHR);
if (one_in_(2)) return;
}
+
break;
}
if (!o_ptr->artifact_bias && one_in_(11))
o_ptr->artifact_bias = BIAS_WARRIOR;
}
+
break;
}
}
+
/*!
* @brief ランダムアーティファクト生成中、対象のオブジェクトに耐性を付加する。/ Add one resistance on generation of randam artifact.
* @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @return なし
*/
-static void random_resistance(object_type * o_ptr)
+static void random_resistance(object_type *o_ptr)
{
switch (o_ptr->artifact_bias)
{
add_flag(o_ptr->art_flags, TR_RES_ACID);
if (one_in_(2)) return;
}
+
if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
{
add_flag(o_ptr->art_flags, TR_IM_ACID);
}
if (one_in_(2)) return;
}
+
break;
case BIAS_ELEC:
add_flag(o_ptr->art_flags, TR_RES_ELEC);
if (one_in_(2)) return;
}
+
if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
- !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
+ !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
{
add_flag(o_ptr->art_flags, TR_SH_ELEC);
if (one_in_(2)) return;
}
+
if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
{
add_flag(o_ptr->art_flags, TR_IM_ELEC);
if (one_in_(2)) return;
}
+
break;
case BIAS_FIRE:
add_flag(o_ptr->art_flags, TR_RES_FIRE);
if (one_in_(2)) return;
}
+
if ((o_ptr->tval >= TV_CLOAK) &&
- (o_ptr->tval <= TV_HARD_ARMOR) &&
- !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
+ (o_ptr->tval <= TV_HARD_ARMOR) &&
+ !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
{
add_flag(o_ptr->art_flags, TR_SH_FIRE);
if (one_in_(2)) return;
}
+
if (one_in_(BIAS_LUCK) &&
- !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
+ !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
{
add_flag(o_ptr->art_flags, TR_IM_FIRE);
if (!one_in_(IM_LUCK))
}
if (one_in_(2)) return;
}
+
break;
case BIAS_COLD:
add_flag(o_ptr->art_flags, TR_RES_COLD);
if (one_in_(2)) return;
}
+
if ((o_ptr->tval >= TV_CLOAK) &&
- (o_ptr->tval <= TV_HARD_ARMOR) &&
- !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
+ (o_ptr->tval <= TV_HARD_ARMOR) &&
+ !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
{
add_flag(o_ptr->art_flags, TR_SH_COLD);
if (one_in_(2)) return;
}
+
if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
{
add_flag(o_ptr->art_flags, TR_IM_COLD);
}
if (one_in_(2)) return;
}
+
break;
case BIAS_POIS:
add_flag(o_ptr->art_flags, TR_RES_POIS);
if (one_in_(2)) return;
}
+
break;
case BIAS_WARRIOR:
add_flag(o_ptr->art_flags, TR_RES_FEAR);
if (one_in_(2)) return;
}
+
if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
{
add_flag(o_ptr->art_flags, TR_NO_MAGIC);
if (one_in_(2)) return;
}
+
break;
case BIAS_NECROMANTIC:
add_flag(o_ptr->art_flags, TR_RES_NETHER);
if (one_in_(2)) return;
}
+
if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
{
add_flag(o_ptr->art_flags, TR_RES_POIS);
if (one_in_(2)) return;
}
+
if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
{
add_flag(o_ptr->art_flags, TR_RES_DARK);
if (one_in_(2)) return;
}
+
break;
case BIAS_CHAOS:
add_flag(o_ptr->art_flags, TR_RES_CHAOS);
if (one_in_(2)) return;
}
+
if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
{
add_flag(o_ptr->art_flags, TR_RES_CONF);
if (one_in_(2)) return;
}
+
if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
{
add_flag(o_ptr->art_flags, TR_RES_DISEN);
if (one_in_(2)) return;
}
+
break;
}
switch (randint1(42))
{
- case 1:
- if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_ACID);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ACID;
- }
- break;
- case 2:
- if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_ELEC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ELEC;
- }
- break;
- case 3:
- if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_COLD);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_COLD;
- }
- break;
- case 4:
- if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_FIRE);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_FIRE;
- }
- break;
- case 5:
- case 6:
- case 13:
- add_flag(o_ptr->art_flags, TR_RES_ACID);
+ case 1:
+ if (!one_in_(WEIRD_LUCK))
+ random_resistance(o_ptr);
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_IM_ACID);
if (!o_ptr->artifact_bias)
o_ptr->artifact_bias = BIAS_ACID;
- break;
- case 7:
- case 8:
- case 14:
- add_flag(o_ptr->art_flags, TR_RES_ELEC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ELEC;
- break;
- case 9:
- case 10:
- case 15:
- add_flag(o_ptr->art_flags, TR_RES_FIRE);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_FIRE;
- break;
- case 11:
- case 12:
- case 16:
- add_flag(o_ptr->art_flags, TR_RES_COLD);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_COLD;
- break;
- case 17:
- case 18:
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- if (!o_ptr->artifact_bias && !one_in_(4))
- o_ptr->artifact_bias = BIAS_POIS;
- else if (!o_ptr->artifact_bias && one_in_(2))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- else if (!o_ptr->artifact_bias && one_in_(2))
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 19:
- case 20:
- add_flag(o_ptr->art_flags, TR_RES_FEAR);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_WARRIOR;
- break;
- case 21:
- add_flag(o_ptr->art_flags, TR_RES_LITE);
- break;
- case 22:
- add_flag(o_ptr->art_flags, TR_RES_DARK);
- break;
- case 23:
- case 24:
- add_flag(o_ptr->art_flags, TR_RES_BLIND);
- break;
- case 25:
- case 26:
- add_flag(o_ptr->art_flags, TR_RES_CONF);
- if (!o_ptr->artifact_bias && one_in_(6))
- o_ptr->artifact_bias = BIAS_CHAOS;
- break;
- case 27:
- case 28:
- add_flag(o_ptr->art_flags, TR_RES_SOUND);
- break;
- case 29:
- case 30:
- add_flag(o_ptr->art_flags, TR_RES_SHARDS);
- break;
- case 31:
- case 32:
- add_flag(o_ptr->art_flags, TR_RES_NETHER);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- break;
- case 33:
- case 34:
- add_flag(o_ptr->art_flags, TR_RES_NEXUS);
- break;
- case 35:
- case 36:
- add_flag(o_ptr->art_flags, TR_RES_CHAOS);
- if (!o_ptr->artifact_bias && one_in_(2))
- o_ptr->artifact_bias = BIAS_CHAOS;
- break;
- case 37:
- case 38:
- add_flag(o_ptr->art_flags, TR_RES_DISEN);
- break;
- case 39:
- if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- add_flag(o_ptr->art_flags, TR_SH_ELEC);
- else
- random_resistance(o_ptr);
+ }
+
+ break;
+ case 2:
+ if (!one_in_(WEIRD_LUCK))
+ random_resistance(o_ptr);
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_IM_ELEC);
if (!o_ptr->artifact_bias)
o_ptr->artifact_bias = BIAS_ELEC;
- break;
- case 40:
- if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- add_flag(o_ptr->art_flags, TR_SH_FIRE);
- else
- random_resistance(o_ptr);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_FIRE;
- break;
- case 41:
- if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
- o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
- add_flag(o_ptr->art_flags, TR_REFLECT);
- else
- random_resistance(o_ptr);
- break;
- case 42:
- if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- add_flag(o_ptr->art_flags, TR_SH_COLD);
- else
- random_resistance(o_ptr);
+ }
+
+ break;
+ case 3:
+ if (!one_in_(WEIRD_LUCK))
+ random_resistance(o_ptr);
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_IM_COLD);
if (!o_ptr->artifact_bias)
o_ptr->artifact_bias = BIAS_COLD;
- break;
- }
-}
-
+ }
-/*!
- * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
- * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
- * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
- * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
- * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void random_misc(object_type * o_ptr)
-{
- switch (o_ptr->artifact_bias)
- {
- case BIAS_RANGER:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
+ break;
+ case 4:
+ if (!one_in_(WEIRD_LUCK))
+ random_resistance(o_ptr);
+ else
{
- add_flag(o_ptr->art_flags, TR_SUST_CON);
- if (one_in_(2)) return;
+ add_flag(o_ptr->art_flags, TR_IM_FIRE);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
}
- break;
- case BIAS_STR:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_STR);
+ break;
+ case 5:
+ case 6:
+ case 13:
+ add_flag(o_ptr->art_flags, TR_RES_ACID);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ACID;
+ break;
+ case 7:
+ case 8:
+ case 14:
+ add_flag(o_ptr->art_flags, TR_RES_ELEC);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
+ break;
+ case 9:
+ case 10:
+ case 15:
+ add_flag(o_ptr->art_flags, TR_RES_FIRE);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
+ break;
+ case 11:
+ case 12:
+ case 16:
+ add_flag(o_ptr->art_flags, TR_RES_COLD);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
+ break;
+ case 17:
+ case 18:
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
+ if (!o_ptr->artifact_bias && !one_in_(4))
+ o_ptr->artifact_bias = BIAS_POIS;
+ else if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ else if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_ROGUE;
+ break;
+ case 19:
+ case 20:
+ add_flag(o_ptr->art_flags, TR_RES_FEAR);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
+ break;
+ case 21:
+ add_flag(o_ptr->art_flags, TR_RES_LITE);
+ break;
+ case 22:
+ add_flag(o_ptr->art_flags, TR_RES_DARK);
+ break;
+ case 23:
+ case 24:
+ add_flag(o_ptr->art_flags, TR_RES_BLIND);
+ break;
+ case 25:
+ case 26:
+ add_flag(o_ptr->art_flags, TR_RES_CONF);
+ if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_CHAOS;
+ break;
+ case 27:
+ case 28:
+ add_flag(o_ptr->art_flags, TR_RES_SOUND);
+ break;
+ case 29:
+ case 30:
+ add_flag(o_ptr->art_flags, TR_RES_SHARDS);
+ break;
+ case 31:
+ case 32:
+ add_flag(o_ptr->art_flags, TR_RES_NETHER);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ break;
+ case 33:
+ case 34:
+ add_flag(o_ptr->art_flags, TR_RES_NEXUS);
+ break;
+ case 35:
+ case 36:
+ add_flag(o_ptr->art_flags, TR_RES_CHAOS);
+ if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_CHAOS;
+ break;
+ case 37:
+ case 38:
+ add_flag(o_ptr->art_flags, TR_RES_DISEN);
+ break;
+ case 39:
+ if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
+ add_flag(o_ptr->art_flags, TR_SH_ELEC);
+ else
+ random_resistance(o_ptr);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
+ break;
+ case 40:
+ if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
+ add_flag(o_ptr->art_flags, TR_SH_FIRE);
+ else
+ random_resistance(o_ptr);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
+ break;
+ case 41:
+ if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
+ o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
+ add_flag(o_ptr->art_flags, TR_REFLECT);
+ else
+ random_resistance(o_ptr);
+ break;
+ case 42:
+ if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
+ add_flag(o_ptr->art_flags, TR_SH_COLD);
+ else
+ random_resistance(o_ptr);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
+ break;
+ }
+}
+
+
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
+ * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
+ * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
+ * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
+ * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
+static void random_misc(object_type *o_ptr)
+{
+ switch (o_ptr->artifact_bias)
+ {
+ case BIAS_RANGER:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
+ {
+ add_flag(o_ptr->art_flags, TR_SUST_CON);
+ if (one_in_(2)) return;
+ }
+
+ break;
+
+ case BIAS_STR:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
+ {
+ add_flag(o_ptr->art_flags, TR_SUST_STR);
if (one_in_(2)) return;
}
+
break;
case BIAS_WIS:
add_flag(o_ptr->art_flags, TR_SUST_WIS);
if (one_in_(2)) return;
}
+
break;
case BIAS_INT:
add_flag(o_ptr->art_flags, TR_SUST_INT);
if (one_in_(2)) return;
}
+
break;
case BIAS_DEX:
add_flag(o_ptr->art_flags, TR_SUST_DEX);
if (one_in_(2)) return;
}
+
break;
case BIAS_CON:
add_flag(o_ptr->art_flags, TR_SUST_CON);
if (one_in_(2)) return;
}
+
break;
case BIAS_CHR:
add_flag(o_ptr->art_flags, TR_SUST_CHR);
if (one_in_(2)) return;
}
+
break;
case BIAS_CHAOS:
add_flag(o_ptr->art_flags, TR_TELEPORT);
if (one_in_(2)) return;
}
+
break;
case BIAS_FIRE:
{
add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
}
+
break;
}
switch (randint1(33))
{
+ case 1:
+ add_flag(o_ptr->art_flags, TR_SUST_STR);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_STR;
+ break;
+ case 2:
+ add_flag(o_ptr->art_flags, TR_SUST_INT);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_INT;
+ break;
+ case 3:
+ add_flag(o_ptr->art_flags, TR_SUST_WIS);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_WIS;
+ break;
+ case 4:
+ add_flag(o_ptr->art_flags, TR_SUST_DEX);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_DEX;
+ break;
+ case 5:
+ add_flag(o_ptr->art_flags, TR_SUST_CON);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_CON;
+ break;
+ case 6:
+ add_flag(o_ptr->art_flags, TR_SUST_CHR);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_CHR;
+ break;
+ case 7:
+ case 8:
+ case 14:
+ add_flag(o_ptr->art_flags, TR_FREE_ACT);
+ break;
+ case 9:
+ add_flag(o_ptr->art_flags, TR_HOLD_EXP);
+ if (!o_ptr->artifact_bias && one_in_(5))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ else if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ break;
+ case 10:
+ case 11:
+ add_flag(o_ptr->art_flags, TR_LITE_1);
+ break;
+ case 12:
+ case 13:
+ add_flag(o_ptr->art_flags, TR_LEVITATION);
+ break;
+ case 15:
+ case 16:
+ case 17:
+ add_flag(o_ptr->art_flags, TR_SEE_INVIS);
+ break;
+ case 19:
+ case 20:
+ add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
+ break;
+ case 21:
+ case 22:
+ add_flag(o_ptr->art_flags, TR_REGEN);
+ break;
+ case 23:
+ add_flag(o_ptr->art_flags, TR_TELEPORT);
+ break;
+ case 24:
+ case 25:
+ case 26:
+ if (object_is_armour(o_ptr))
+ random_misc(o_ptr);
+ else
+ {
+ o_ptr->to_a = 4 + randint1(11);
+ }
+
+ break;
+ case 27:
+ case 28:
+ case 29:
+ {
+ HIT_PROB bonus_h;
+ HIT_POINT bonus_d;
+ add_flag(o_ptr->art_flags, TR_SHOW_MODS);
+ bonus_h = 4 + (HIT_PROB)(randint1(11));
+ bonus_d = 4 + (HIT_POINT)(randint1(11));
+ 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))
+ {
+ bonus_h /= 2;
+ bonus_d /= 2;
+ }
+ o_ptr->to_h += bonus_h;
+ o_ptr->to_d += bonus_d;
+ break;
+ }
+ case 30:
+ add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+ break;
+ case 31:
+ add_flag(o_ptr->art_flags, TR_NO_TELE);
+ break;
+ case 32:
+ add_flag(o_ptr->art_flags, TR_WARNING);
+ break;
+
+ case 18:
+ switch (randint1(3))
+ {
case 1:
- add_flag(o_ptr->art_flags, TR_SUST_STR);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_STR;
+ add_flag(o_ptr->art_flags, TR_ESP_EVIL);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_LAW;
break;
case 2:
- add_flag(o_ptr->art_flags, TR_SUST_INT);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_INT;
+ add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_MAGE;
break;
case 3:
- add_flag(o_ptr->art_flags, TR_SUST_WIS);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_WIS;
- break;
- case 4:
- add_flag(o_ptr->art_flags, TR_SUST_DEX);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_DEX;
- break;
- case 5:
- add_flag(o_ptr->art_flags, TR_SUST_CON);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_CON;
- break;
- case 6:
- add_flag(o_ptr->art_flags, TR_SUST_CHR);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_CHR;
- break;
- case 7:
- case 8:
- case 14:
- add_flag(o_ptr->art_flags, TR_FREE_ACT);
- break;
- case 9:
- add_flag(o_ptr->art_flags, TR_HOLD_EXP);
- if (!o_ptr->artifact_bias && one_in_(5))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- else if (!o_ptr->artifact_bias && one_in_(6))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- break;
- case 10:
- case 11:
- add_flag(o_ptr->art_flags, TR_LITE_1);
- break;
- case 12:
- case 13:
- add_flag(o_ptr->art_flags, TR_LEVITATION);
- break;
- case 15:
- case 16:
- case 17:
- add_flag(o_ptr->art_flags, TR_SEE_INVIS);
- break;
- case 19:
- case 20:
- add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
- break;
- case 21:
- case 22:
- add_flag(o_ptr->art_flags, TR_REGEN);
- break;
- case 23:
- add_flag(o_ptr->art_flags, TR_TELEPORT);
- break;
- case 24:
- case 25:
- case 26:
- if (object_is_armour(o_ptr))
- random_misc(o_ptr);
- else
- {
- o_ptr->to_a = 4 + randint1(11);
- }
- break;
- case 27:
- case 28:
- case 29:
- {
- HIT_PROB bonus_h;
- HIT_POINT bonus_d;
- add_flag(o_ptr->art_flags, TR_SHOW_MODS);
- bonus_h = 4 + (HIT_PROB)(randint1(11));
- bonus_d = 4 + (HIT_POINT)(randint1(11));
- 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))
- {
- bonus_h /= 2;
- bonus_d /= 2;
- }
- o_ptr->to_h += bonus_h;
- o_ptr->to_d += bonus_d;
+ add_flag(o_ptr->art_flags, TR_TELEPATHY);
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_MAGE;
break;
}
- case 30:
- add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- break;
- case 31:
- add_flag(o_ptr->art_flags, TR_NO_TELE);
- break;
- case 32:
- add_flag(o_ptr->art_flags, TR_WARNING);
- break;
- case 18:
- switch (randint1(3))
- {
- case 1:
- add_flag(o_ptr->art_flags, TR_ESP_EVIL);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_LAW;
- break;
- case 2:
- add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_MAGE;
- break;
- case 3:
- add_flag(o_ptr->art_flags, TR_TELEPATHY);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_MAGE;
- break;
- }
- break;
+ break;
- case 33:
- {
- int idx[3];
- int n = randint1(3);
+ case 33:
+ {
+ int idx[3];
+ int n = randint1(3);
- idx[0] = randint1(10);
+ idx[0] = randint1(10);
- idx[1] = randint1(9);
- if (idx[1] >= idx[0]) idx[1]++;
+ idx[1] = randint1(9);
+ if (idx[1] >= idx[0]) idx[1]++;
- idx[2] = randint1(8);
- if (idx[2] >= idx[0]) idx[2]++;
- if (idx[2] >= idx[1]) idx[2]++;
+ idx[2] = randint1(8);
+ if (idx[2] >= idx[0]) idx[2]++;
+ if (idx[2] >= idx[1]) idx[2]++;
- while (n--) switch (idx[n])
+ while (n--)
+ {
+ switch (idx[n])
{
case 1:
add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
o_ptr->artifact_bias = BIAS_LAW;
break;
}
+
break;
}
}
+ }
}
+
/*!
* @brief ランダムアーティファクト生成中、対象のオブジェクトにスレイ効果を付加する。/ Add one slaying on generation of randam artifact.
* @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
{
switch (randint1(6))
{
- case 1:
- case 2:
- case 3:
- add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
- if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_RANGER;
- break;
- default:
- add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
- if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_RANGER;
+ case 1:
+ case 2:
+ case 3:
+ add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
+ if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
+ break;
+ default:
+ add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
+ if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
break;
}
add_flag(o_ptr->art_flags, TR_CHAOTIC);
if (one_in_(2)) return;
}
+
break;
case BIAS_PRIESTLY:
- if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
- !(have_flag(o_ptr->art_flags, TR_BLESSED)))
+ if ((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
+ !(have_flag(o_ptr->art_flags, TR_BLESSED)))
{
/* A free power for "priestly" random artifacts */
add_flag(o_ptr->art_flags, TR_BLESSED);
}
+
break;
case BIAS_NECROMANTIC:
add_flag(o_ptr->art_flags, TR_VAMPIRIC);
if (one_in_(2)) return;
}
+
if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
{
add_flag(o_ptr->art_flags, TR_BRAND_POIS);
if (one_in_(2)) return;
}
+
break;
case BIAS_RANGER:
add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
if (one_in_(2)) return;
}
+
break;
case BIAS_ROGUE:
if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
- ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
- !(have_flag(o_ptr->art_flags, TR_THROW)))
+ ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
+ !(have_flag(o_ptr->art_flags, TR_THROW)))
{
/* Free power for rogues... */
add_flag(o_ptr->art_flags, TR_THROW);
}
+
if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
{
add_flag(o_ptr->art_flags, TR_BRAND_POIS);
if (one_in_(2)) return;
}
+
break;
case BIAS_POIS:
add_flag(o_ptr->art_flags, TR_BRAND_POIS);
if (one_in_(2)) return;
}
+
break;
case BIAS_FIRE:
add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
if (one_in_(2)) return;
}
+
break;
case BIAS_COLD:
add_flag(o_ptr->art_flags, TR_BRAND_COLD);
if (one_in_(2)) return;
}
+
break;
case BIAS_ELEC:
add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
if (one_in_(2)) return;
}
+
break;
case BIAS_ACID:
add_flag(o_ptr->art_flags, TR_BRAND_ACID);
if (one_in_(2)) return;
}
+
break;
case BIAS_LAW:
add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
if (one_in_(2)) return;
}
+
if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
{
add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
if (one_in_(2)) return;
}
+
if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
{
add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
if (one_in_(2)) return;
}
+
break;
}
switch (randint1(36))
{
- case 1:
- case 2:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
- }
- break;
- case 3:
- case 4:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_EVIL);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
- }
- if (!o_ptr->artifact_bias && one_in_(2))
- o_ptr->artifact_bias = BIAS_LAW;
- else if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case 5:
- case 6:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
- }
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case 7:
- case 8:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_DEMON);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- }
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case 9:
- case 10:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_ORC);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_ORC);
- }
- break;
- case 11:
- case 12:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_TROLL);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
- }
- break;
- case 13:
- case 14:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_GIANT);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
- }
- break;
- case 15:
- case 16:
- add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
- break;
- case 17:
- add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
- break;
- case 18:
- case 19:
- if (o_ptr->tval == TV_SWORD)
- {
- add_flag(o_ptr->art_flags, TR_VORPAL);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_WARRIOR;
- }
- else
- random_slay(o_ptr);
- break;
- case 20:
- add_flag(o_ptr->art_flags, TR_IMPACT);
- break;
- case 21:
- case 22:
- add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_FIRE;
- break;
- case 23:
- case 24:
- add_flag(o_ptr->art_flags, TR_BRAND_COLD);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_COLD;
- break;
- case 25:
- case 26:
- add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ELEC;
- break;
- case 27:
- case 28:
- add_flag(o_ptr->art_flags, TR_BRAND_ACID);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ACID;
- break;
- case 29:
- case 30:
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (!o_ptr->artifact_bias && !one_in_(3))
- o_ptr->artifact_bias = BIAS_POIS;
- else if (!o_ptr->artifact_bias && one_in_(6))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- else if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 31:
- add_flag(o_ptr->art_flags, TR_VAMPIRIC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- break;
- case 32:
- add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
- break;
- case 33:
- case 34:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- }
- break;
- default:
- add_flag(o_ptr->art_flags, TR_CHAOTIC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_CHAOS;
- break;
+ case 1:
+ case 2:
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+ }
+ break;
+ case 3:
+ case 4:
+ if (one_in_(8))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_EVIL);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+ }
+ if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_LAW;
+ else if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ break;
+ case 5:
+ case 6:
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+ }
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ break;
+ case 7:
+ case 8:
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_DEMON);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+ }
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ break;
+ case 9:
+ case 10:
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_ORC);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_ORC);
+ }
+ break;
+ case 11:
+ case 12:
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_TROLL);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+ }
+ break;
+ case 13:
+ case 14:
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_GIANT);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
+ }
+
+ break;
+ case 15:
+ case 16:
+ add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
+ break;
+ case 17:
+ add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
+ break;
+ case 18:
+ case 19:
+ if (o_ptr->tval == TV_SWORD)
+ {
+ add_flag(o_ptr->art_flags, TR_VORPAL);
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
+ }
+ else
+ random_slay(o_ptr);
+ break;
+ case 20:
+ add_flag(o_ptr->art_flags, TR_IMPACT);
+ break;
+ case 21:
+ case 22:
+ add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
+ break;
+ case 23:
+ case 24:
+ add_flag(o_ptr->art_flags, TR_BRAND_COLD);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
+ break;
+ case 25:
+ case 26:
+ add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
+ break;
+ case 27:
+ case 28:
+ add_flag(o_ptr->art_flags, TR_BRAND_ACID);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ACID;
+ break;
+ case 29:
+ case 30:
+ add_flag(o_ptr->art_flags, TR_BRAND_POIS);
+ if (!o_ptr->artifact_bias && !one_in_(3))
+ o_ptr->artifact_bias = BIAS_POIS;
+ else if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ else if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ROGUE;
+ break;
+ case 31:
+ add_flag(o_ptr->art_flags, TR_VAMPIRIC);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ break;
+ case 32:
+ add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
+ break;
+ case 33:
+ case 34:
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ }
+
+ break;
+ default:
+ add_flag(o_ptr->art_flags, TR_CHAOTIC);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_CHAOS;
+ break;
}
}
+
/*!
* @brief ランダムアーティファクト生成中、対象のオブジェクトにバイアスに依存した発動を与える。/ Add one activaton of randam artifact depend on bias.
* @details バイアスが無い場合、一部のバイアスの確率によっては one_ability() に処理が移行する。
switch (o_ptr->artifact_bias)
{
- case BIAS_ELEC:
- if (!one_in_(3))
- {
- type = ACT_BO_ELEC_1;
- }
- else if (!one_in_(5))
- {
- type = ACT_BA_ELEC_2;
- }
- else
- {
- type = ACT_BA_ELEC_3;
- }
- chance = 101;
- break;
+ case BIAS_ELEC:
+ if (!one_in_(3))
+ {
+ type = ACT_BO_ELEC_1;
+ }
+ else if (!one_in_(5))
+ {
+ type = ACT_BA_ELEC_2;
+ }
+ else
+ {
+ type = ACT_BA_ELEC_3;
+ }
- case BIAS_POIS:
- type = ACT_BA_POIS_1;
- chance = 101;
- break;
+ chance = 101;
+ break;
- case BIAS_FIRE:
- if (!one_in_(3))
- {
- type = ACT_BO_FIRE_1;
- }
- else if (!one_in_(5))
- {
- type = ACT_BA_FIRE_1;
- }
- else
- {
- type = ACT_BA_FIRE_2;
- }
- chance = 101;
- break;
+ case BIAS_POIS:
+ type = ACT_BA_POIS_1;
+ chance = 101;
+ break;
- case BIAS_COLD:
- chance = 101;
- if (!one_in_(3))
- type = ACT_BO_COLD_1;
- else if (!one_in_(3))
- type = ACT_BA_COLD_1;
- else if (!one_in_(3))
- type = ACT_BA_COLD_2;
- else
- type = ACT_BA_COLD_3;
- break;
+ case BIAS_FIRE:
+ if (!one_in_(3))
+ {
+ type = ACT_BO_FIRE_1;
+ }
+ else if (!one_in_(5))
+ {
+ type = ACT_BA_FIRE_1;
+ }
+ else
+ {
+ type = ACT_BA_FIRE_2;
+ }
- case BIAS_CHAOS:
- chance = 50;
- if (one_in_(6))
- type = ACT_SUMMON_DEMON;
- else
- type = ACT_CALL_CHAOS;
- break;
+ chance = 101;
+ break;
- case BIAS_PRIESTLY:
- chance = 101;
-
- if (one_in_(13))
- type = ACT_CHARM_UNDEAD;
- else if (one_in_(12))
- type = ACT_BANISH_EVIL;
- else if (one_in_(11))
- type = ACT_DISP_EVIL;
- else if (one_in_(10))
- type = ACT_PROT_EVIL;
- else if (one_in_(9))
- type = ACT_CURE_1000;
- else if (one_in_(8))
- type = ACT_CURE_700;
- else if (one_in_(7))
- type = ACT_REST_ALL;
- else if (one_in_(6))
- type = ACT_REST_EXP;
- else
- type = ACT_CURE_MW;
- break;
+ case BIAS_COLD:
+ chance = 101;
+ if (!one_in_(3))
+ type = ACT_BO_COLD_1;
+ else if (!one_in_(3))
+ type = ACT_BA_COLD_1;
+ else if (!one_in_(3))
+ type = ACT_BA_COLD_2;
+ else
+ type = ACT_BA_COLD_3;
+ break;
- case BIAS_NECROMANTIC:
- chance = 101;
- if (one_in_(66))
- type = ACT_WRAITH;
- else if (one_in_(13))
- type = ACT_DISP_GOOD;
- else if (one_in_(9))
- type = ACT_MASS_GENO;
- else if (one_in_(8))
- type = ACT_GENOCIDE;
- else if (one_in_(13))
- type = ACT_SUMMON_UNDEAD;
- else if (one_in_(9))
- type = ACT_VAMPIRE_2;
- else if (one_in_(6))
- type = ACT_CHARM_UNDEAD;
- else
- type = ACT_VAMPIRE_1;
- break;
+ case BIAS_CHAOS:
+ chance = 50;
+ if (one_in_(6))
+ type = ACT_SUMMON_DEMON;
+ else
+ type = ACT_CALL_CHAOS;
+ break;
- case BIAS_LAW:
- chance = 101;
- if (one_in_(8))
- type = ACT_BANISH_EVIL;
- else if (one_in_(4))
- type = ACT_DISP_EVIL;
- else
- type = ACT_PROT_EVIL;
- break;
+ case BIAS_PRIESTLY:
+ chance = 101;
+
+ if (one_in_(13))
+ type = ACT_CHARM_UNDEAD;
+ else if (one_in_(12))
+ type = ACT_BANISH_EVIL;
+ else if (one_in_(11))
+ type = ACT_DISP_EVIL;
+ else if (one_in_(10))
+ type = ACT_PROT_EVIL;
+ else if (one_in_(9))
+ type = ACT_CURE_1000;
+ else if (one_in_(8))
+ type = ACT_CURE_700;
+ else if (one_in_(7))
+ type = ACT_REST_ALL;
+ else if (one_in_(6))
+ type = ACT_REST_EXP;
+ else
+ type = ACT_CURE_MW;
+ break;
- case BIAS_ROGUE:
- chance = 101;
- if (one_in_(50))
- type = ACT_SPEED;
- else if (one_in_(4))
- type = ACT_SLEEP;
- else if (one_in_(3))
- type = ACT_DETECT_ALL;
- else if (one_in_(8))
- type = ACT_ID_FULL;
- else
- type = ACT_ID_PLAIN;
- break;
+ case BIAS_NECROMANTIC:
+ chance = 101;
+ if (one_in_(66))
+ type = ACT_WRAITH;
+ else if (one_in_(13))
+ type = ACT_DISP_GOOD;
+ else if (one_in_(9))
+ type = ACT_MASS_GENO;
+ else if (one_in_(8))
+ type = ACT_GENOCIDE;
+ else if (one_in_(13))
+ type = ACT_SUMMON_UNDEAD;
+ else if (one_in_(9))
+ type = ACT_DRAIN_2;
+ else if (one_in_(6))
+ type = ACT_CHARM_UNDEAD;
+ else
+ type = ACT_DRAIN_1;
+ break;
- case BIAS_MAGE:
- chance = 66;
- if (one_in_(20))
- type = ACT_SUMMON_ELEMENTAL;
- else if (one_in_(10))
- type = ACT_SUMMON_PHANTOM;
- else if (one_in_(5))
- type = ACT_RUNE_EXPLO;
- else
- type = ACT_ESP;
- break;
+ case BIAS_LAW:
+ chance = 101;
+ if (one_in_(8))
+ type = ACT_BANISH_EVIL;
+ else if (one_in_(4))
+ type = ACT_DISP_EVIL;
+ else
+ type = ACT_PROT_EVIL;
+ break;
- case BIAS_WARRIOR:
- chance = 80;
- if (one_in_(100))
- type = ACT_INVULN;
- else
- type = ACT_BERSERK;
- break;
+ case BIAS_ROGUE:
+ chance = 101;
+ if (one_in_(50))
+ type = ACT_SPEED;
+ else if (one_in_(4))
+ type = ACT_SLEEP;
+ else if (one_in_(3))
+ type = ACT_DETECT_ALL;
+ else if (one_in_(8))
+ type = ACT_ID_FULL;
+ else
+ type = ACT_ID_PLAIN;
+ break;
- case BIAS_RANGER:
- chance = 101;
- if (one_in_(20))
- type = ACT_CHARM_ANIMALS;
- else if (one_in_(7))
- type = ACT_SUMMON_ANIMAL;
- else if (one_in_(6))
- type = ACT_CHARM_ANIMAL;
- else if (one_in_(4))
- type = ACT_RESIST_ALL;
- else if (one_in_(3))
- type = ACT_SATIATE;
- else
- type = ACT_CURE_POISON;
- break;
+ case BIAS_MAGE:
+ chance = 66;
+ if (one_in_(20))
+ type = ACT_SUMMON_ELEMENTAL;
+ else if (one_in_(10))
+ type = ACT_SUMMON_PHANTOM;
+ else if (one_in_(5))
+ type = ACT_RUNE_EXPLO;
+ else
+ type = ACT_ESP;
+ break;
+
+ case BIAS_WARRIOR:
+ chance = 80;
+ if (one_in_(100))
+ type = ACT_INVULN;
+ else
+ type = ACT_BERSERK;
+ break;
+
+ case BIAS_RANGER:
+ chance = 101;
+ if (one_in_(20))
+ type = ACT_CHARM_ANIMALS;
+ else if (one_in_(7))
+ type = ACT_SUMMON_ANIMAL;
+ else if (one_in_(6))
+ type = ACT_CHARM_ANIMAL;
+ else if (one_in_(4))
+ type = ACT_RESIST_ALL;
+ else if (one_in_(3))
+ type = ACT_SATIATE;
+ else
+ type = ACT_CURE_POISON;
+ break;
}
if (!type || (randint1(100) >= chance))
}
/* A type was chosen... */
- o_ptr->xtra2 = (byte_hack)type;
+ o_ptr->xtra2 = (byte)type;
add_flag(o_ptr->art_flags, TR_ACTIVATE);
o_ptr->timeout = 0;
}
+
/*!
* @brief ランダムアーティファクト生成中、対象のオブジェクトに名前を与える。/ Set name of randomartifact.
* @details 確率によって、シンダリン銘、漢字銘、固定名のいずれか一つが与えられる。
*/
static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
{
- int prob = randint1(100);
+ PERCENTAGE prob = randint1(100);
if (prob <= SINDARIN_NAME)
{
get_table_sindarin(return_name);
+ return;
}
- else if (prob <= TABLE_NAME)
+
+ if (prob <= TABLE_NAME)
{
get_table_name(return_name);
+ return;
}
- else
- {
- cptr filename;
- switch (armour)
+ concptr filename;
+ switch (armour)
+ {
+ case 1:
+ switch (power)
{
- case 1:
- switch (power)
- {
- case 0:
- filename = _("a_cursed_j.txt", "a_cursed.txt");
- break;
- case 1:
- filename = _("a_low_j.txt", "a_low.txt");
- break;
- case 2:
- filename = _("a_med_j.txt", "a_med.txt");
- break;
- default:
- filename = _("a_high_j.txt", "a_high.txt");
- }
- break;
- default:
- switch (power)
- {
- case 0:
- filename = _("w_cursed_j.txt", "w_cursed.txt");
- break;
- case 1:
- filename = _("w_low_j.txt", "w_low.txt");
- break;
- case 2:
- filename = _("w_med_j.txt", "w_med.txt");
- break;
- default:
- filename = _("w_high_j.txt", "w_high.txt");
- }
+ case 0:
+ filename = _("a_cursed_j.txt", "a_cursed.txt");
+ break;
+ case 1:
+ filename = _("a_low_j.txt", "a_low.txt");
+ break;
+ case 2:
+ filename = _("a_med_j.txt", "a_med.txt");
+ break;
+ default:
+ filename = _("a_high_j.txt", "a_high.txt");
}
+ break;
+ default:
+ switch (power)
+ {
+ case 0:
+ filename = _("w_cursed_j.txt", "w_cursed.txt");
+ break;
+ case 1:
+ filename = _("w_low_j.txt", "w_low.txt");
+ break;
+ case 2:
+ filename = _("w_med_j.txt", "w_med.txt");
+ break;
+ default:
+ filename = _("w_high_j.txt", "w_high.txt");
+ }
+ }
- (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
+ (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
#ifdef JP
- if (return_name[0] == 0) get_table_name(return_name);
+ if (return_name[0] == 0) get_table_name(return_name);
#endif
- }
}
+
/*!
* @brief ランダムアーティファクト生成のメインルーチン
* @details 既に生成が済んでいるオブジェクトの構造体を、アーティファクトとして強化する。
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @param a_scroll アーティファクト生成の巻物上の処理。呪いのアーティファクトが生成対象外となる。
* @return 常にTRUE(1)を返す
*/
-bool create_artifact(object_type *o_ptr, bool a_scroll)
+bool become_random_artifact(player_type *player_ptr, object_type *o_ptr, bool a_scroll)
{
- char new_name[1024];
- int has_pval = 0;
- int powers = randint1(5) + 1;
- int max_powers;
- int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
- int power_level;
- s32b total_flags;
- bool a_cursed = FALSE;
- int warrior_artifact_bias = 0;
- int i;
-
/* Reset artifact bias */
o_ptr->artifact_bias = 0;
o_ptr->name1 = 0;
o_ptr->name2 = 0;
- for (i = 0; i < TR_FLAG_SIZE; i++)
+ for (int i = 0; i < TR_FLAG_SIZE; i++)
o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
+ bool has_pval = FALSE;
if (o_ptr->pval) has_pval = TRUE;
+ int warrior_artifact_bias = 0;
if (a_scroll && one_in_(4))
{
- switch (p_ptr->pclass)
- {
- case CLASS_WARRIOR:
- case CLASS_BERSERKER:
- case CLASS_ARCHER:
- case CLASS_SAMURAI:
- case CLASS_CAVALRY:
- case CLASS_SMITH:
- o_ptr->artifact_bias = BIAS_WARRIOR;
- break;
- case CLASS_MAGE:
- case CLASS_HIGH_MAGE:
- case CLASS_SORCERER:
- case CLASS_MAGIC_EATER:
- case CLASS_BLUE_MAGE:
- o_ptr->artifact_bias = BIAS_MAGE;
- break;
- case CLASS_PRIEST:
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case CLASS_ROGUE:
- case CLASS_NINJA:
- o_ptr->artifact_bias = BIAS_ROGUE;
- warrior_artifact_bias = 25;
- break;
- case CLASS_RANGER:
- case CLASS_SNIPER:
- o_ptr->artifact_bias = BIAS_RANGER;
- warrior_artifact_bias = 30;
- break;
- case CLASS_PALADIN:
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- warrior_artifact_bias = 40;
- break;
- case CLASS_WARRIOR_MAGE:
- case CLASS_RED_MAGE:
- o_ptr->artifact_bias = BIAS_MAGE;
- warrior_artifact_bias = 40;
- break;
- case CLASS_CHAOS_WARRIOR:
- o_ptr->artifact_bias = BIAS_CHAOS;
- warrior_artifact_bias = 40;
- break;
- case CLASS_MONK:
- case CLASS_FORCETRAINER:
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case CLASS_MINDCRAFTER:
- case CLASS_BARD:
- if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case CLASS_TOURIST:
- if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
- break;
- case CLASS_IMITATOR:
- if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
- break;
- case CLASS_BEASTMASTER:
- o_ptr->artifact_bias = BIAS_CHR;
- warrior_artifact_bias = 50;
- break;
- case CLASS_MIRROR_MASTER:
- if (randint1(4) > 1)
- {
- o_ptr->artifact_bias = BIAS_MAGE;
- }
- else
- {
- o_ptr->artifact_bias = BIAS_ROGUE;
- }
- break;
+ switch (player_ptr->pclass)
+ {
+ case CLASS_WARRIOR:
+ case CLASS_BERSERKER:
+ case CLASS_ARCHER:
+ case CLASS_SAMURAI:
+ case CLASS_CAVALRY:
+ case CLASS_SMITH:
+ o_ptr->artifact_bias = BIAS_WARRIOR;
+ break;
+ case CLASS_MAGE:
+ case CLASS_HIGH_MAGE:
+ case CLASS_SORCERER:
+ case CLASS_MAGIC_EATER:
+ case CLASS_BLUE_MAGE:
+ o_ptr->artifact_bias = BIAS_MAGE;
+ break;
+ case CLASS_PRIEST:
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ break;
+ case CLASS_ROGUE:
+ case CLASS_NINJA:
+ o_ptr->artifact_bias = BIAS_ROGUE;
+ warrior_artifact_bias = 25;
+ break;
+ case CLASS_RANGER:
+ case CLASS_SNIPER:
+ o_ptr->artifact_bias = BIAS_RANGER;
+ warrior_artifact_bias = 30;
+ break;
+ case CLASS_PALADIN:
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ warrior_artifact_bias = 40;
+ break;
+ case CLASS_WARRIOR_MAGE:
+ case CLASS_RED_MAGE:
+ o_ptr->artifact_bias = BIAS_MAGE;
+ warrior_artifact_bias = 40;
+ break;
+ case CLASS_CHAOS_WARRIOR:
+ o_ptr->artifact_bias = BIAS_CHAOS;
+ warrior_artifact_bias = 40;
+ break;
+ case CLASS_MONK:
+ case CLASS_FORCETRAINER:
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ break;
+ case CLASS_MINDCRAFTER:
+ case CLASS_BARD:
+ if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
+ break;
+ case CLASS_TOURIST:
+ if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
+ break;
+ case CLASS_IMITATOR:
+ if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
+ break;
+ case CLASS_BEASTMASTER:
+ o_ptr->artifact_bias = BIAS_CHR;
+ warrior_artifact_bias = 50;
+ break;
+ case CLASS_MIRROR_MASTER:
+ if (randint1(4) > 1)
+ {
+ o_ptr->artifact_bias = BIAS_MAGE;
+ }
+ else
+ {
+ o_ptr->artifact_bias = BIAS_ROGUE;
+ }
+
+ break;
}
}
if (a_scroll && (randint1(100) <= warrior_artifact_bias))
o_ptr->artifact_bias = BIAS_WARRIOR;
+ GAME_TEXT new_name[1024];
strcpy(new_name, "");
+ bool a_cursed = FALSE;
if (!a_scroll && one_in_(A_CURSED))
a_cursed = TRUE;
if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
a_cursed = TRUE;
+ int powers = randint1(5) + 1;
while (one_in_(powers) || one_in_(7) || one_in_(10))
powers++;
if (a_cursed) powers /= 2;
- max_powers = powers;
- /* Main loop */
+ int max_powers = powers;
+ int max_type = object_is_weapon_ammo(o_ptr) ? 7 : 5;
while (powers--)
{
switch (randint1(max_type))
{
- case 1: case 2:
- random_plus(o_ptr);
- has_pval = TRUE;
- break;
- case 3: case 4:
- if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
+ case 1: case 2:
+ random_plus(o_ptr);
+ has_pval = TRUE;
+ break;
+ case 3: case 4:
+ if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
+ {
+ if (a_cursed && !one_in_(13)) break;
+ if (one_in_(13))
{
- if (a_cursed && !one_in_(13)) break;
- if (one_in_(13))
- {
- if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
- }
- else
- {
- if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
- }
+ if (one_in_(o_ptr->ds + 4)) o_ptr->ds++;
}
else
- random_resistance(o_ptr);
- break;
- case 5:
- random_misc(o_ptr);
- break;
- case 6: case 7:
- random_slay(o_ptr);
- break;
- default:
- if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
- powers++;
+ {
+ if (one_in_(o_ptr->dd + 1)) o_ptr->dd++;
+ }
+ }
+ else
+ random_resistance(o_ptr);
+ break;
+ case 5:
+ random_misc(o_ptr);
+ break;
+ case 6: case 7:
+ random_slay(o_ptr);
+ break;
+ default:
+ if (current_world_ptr->wizard) msg_print("Switch error in become_random_artifact!");
+ powers++;
}
};
if (has_pval)
{
-#if 0
- add_flag(o_ptr->art_flags, TR_SHOW_MODS);
-
- /* This one commented out by gw's request... */
- if (!a_scroll)
- add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
-#endif
-
if (have_flag(o_ptr->art_flags, TR_BLOWS))
{
o_ptr->pval = randint1(2);
do
{
o_ptr->pval++;
- }
- while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
+ } while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
}
if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
- total_flags = flag_cost(o_ptr, o_ptr->pval);
+ s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
- if (a_cursed) curse_artifact(o_ptr);
+ if (a_cursed) curse_artifact(player_ptr, o_ptr);
if (!a_cursed &&
- one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
+ one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
{
o_ptr->xtra2 = 0;
give_activation_power(o_ptr);
if (object_is_armour(o_ptr))
{
- while ((o_ptr->to_d+o_ptr->to_h) > 20)
+ while ((o_ptr->to_d + o_ptr->to_h) > 20)
{
if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
- o_ptr->to_d -= (s16b)randint0(3);
- o_ptr->to_h -= (s16b)randint0(3);
+ o_ptr->to_d -= (HIT_POINT)randint0(3);
+ o_ptr->to_h -= (HIT_PROB)randint0(3);
}
- while ((o_ptr->to_d+o_ptr->to_h) > 10)
+ while ((o_ptr->to_d + o_ptr->to_h) > 10)
{
if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
- o_ptr->to_d -= (s16b)randint0(3);
- o_ptr->to_h -= (s16b)randint0(3);
+ o_ptr->to_d -= (HIT_POINT)randint0(3);
+ o_ptr->to_h -= (HIT_PROB)randint0(3);
}
}
if (((o_ptr->artifact_bias == BIAS_MAGE) || (o_ptr->artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
- if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
+ if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
{
o_ptr->to_h = 0;
o_ptr->to_d = 0;
remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
}
- if (!object_is_weapon_ammo(o_ptr))
- {
- /* For armors */
- if (a_cursed) power_level = 0;
- else if (total_flags < 15000) power_level = 1;
- else if (total_flags < 35000) power_level = 2;
- else power_level = 3;
- }
-
- else
- {
- /* For weapons */
- if (a_cursed) power_level = 0;
- else if (total_flags < 20000) power_level = 1;
- else if (total_flags < 45000) power_level = 2;
- else power_level = 3;
- }
-
- /* 平均対邪ダメージが一定以上なら11/12(WEIRD_LUCK)でダメージ抑制処理を行う */
- if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
- {
- msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
- do
- {
- if (weakening_artifact(o_ptr) == 0) break;
- } while (suppression_evil_dam(o_ptr));
- }
-
- if (a_scroll)
- {
- char dummy_name[80] = "";
- cptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
-
- /* Identify it fully */
- object_aware(o_ptr);
- object_known(o_ptr);
-
- /* Mark the item as fully known */
- o_ptr->ident |= (IDENT_MENTAL);
-
- /* For being treated as random artifact in screen_object() */
- o_ptr->art_name = quark_add("");
-
- (void)screen_object(o_ptr, 0L);
-
- if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
- || !dummy_name[0])
- {
- /* Cancelled */
- if (one_in_(2))
- {
- get_table_sindarin_aux(dummy_name);
- }
- else
- {
- get_table_name_aux(dummy_name);
- }
- }
- sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
- chg_virtue(V_INDIVIDUALISM, 2);
- chg_virtue(V_ENCHANT, 5);
- }
- else
- {
- get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
- }
-
- /* Save the inscription */
- o_ptr->art_name = quark_add(new_name);
-
- msg_format_wizard(CHEAT_OBJECT, _("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」",
- "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- return TRUE;
-}
-
-/*!
- * @brief オブジェクトから能力発動IDを取得する。
- * @details いくつかのケースで定義されている発動効果から、
- * 鍛冶師による付与>固定アーティファクト>エゴ>ランダムアーティファクト>ベースアイテムの優先順位で走査していく。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動効果のIDを返す
- */
-int activation_index(object_type *o_ptr)
-{
- /* Give priority to weaponsmith's essential activations */
- if (object_is_smith(o_ptr))
- {
- switch (o_ptr->xtra3 - 1)
- {
- case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
- case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
- case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
- case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
- case TR_IMPACT: return ACT_QUAKE;
- }
- }
-
- if (object_is_fixed_artifact(o_ptr))
- {
- if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
- {
- return a_info[o_ptr->name1].act_idx;
- }
- }
- if (object_is_ego(o_ptr))
- {
- if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
- {
- return e_info[o_ptr->name2].act_idx;
- }
- }
- if (!object_is_random_artifact(o_ptr))
- {
- if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
- {
- return k_info[o_ptr->k_idx].act_idx;
- }
- }
-
- return o_ptr->xtra2;
-}
-
-/*!
- * @brief オブジェクトから発動効果構造体のポインタを取得する。
- * @details activation_index() 関数の結果から参照する。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動効果構造体のポインタを返す
- */
-const activation_type* find_activation_info(object_type *o_ptr)
-{
- const int index = activation_index(o_ptr);
- const activation_type* p;
-
- for (p = activation_info; p->flag != NULL; ++ p) {
- if (p->index == index)
- {
- return p;
- }
- }
-
- return NULL;
-}
-
-/*!
- * @brief 発動によるブレスの属性をアイテムの耐性から選択し、実行を処理する。/ Dragon breath activation
- * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動実行の是非を返す。
- */
-static bool activate_dragon_breath(object_type *o_ptr)
-{
- u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
- int type[20];
- cptr name[20];
- int i, dir, t, n = 0;
-
- if (!get_aim_dir(&dir)) return FALSE;
-
- object_flags(o_ptr, flgs);
-
- for (i = 0; dragonbreath_info[i].flag != 0; i++)
- {
- if (have_flag(flgs, dragonbreath_info[i].flag))
- {
- type[n] = dragonbreath_info[i].type;
- name[n] = dragonbreath_info[i].name;
- n++;
- }
- }
-
- /* Paranoia */
- if (n == 0) return FALSE;
-
- /* Stop speaking */
- if (music_singing_any()) stop_singing();
- if (hex_spelling_any()) stop_hex_spell_all();
-
- t = randint0(n);
- msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
- fire_ball(type[t], dir, 250, -4);
-
- return TRUE;
-}
-
-/*!
- * @brief アイテムの発動効果を処理する。
- * @details activate_random_artifact()とされているが、実際は全発動が統合された。
- * @todo 折を見て関数名を修正すること。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動実行の是非を返す。
- */
-bool activate_random_artifact(object_type *o_ptr)
-{
- PLAYER_LEVEL plev = p_ptr->lev;
- int k, dummy = 0;
- DIRECTION dir;
- cptr name = k_name + k_info[o_ptr->k_idx].name;
- const activation_type* const act_ptr = find_activation_info(o_ptr);
-
- /* Paranoia */
- if (!act_ptr) {
- /* Maybe forgot adding information to activation_info table ? */
- msg_print("Activation information is not found.");
- return FALSE;
- }
-
- /* Activate for attack */
- switch (act_ptr->index)
- {
- case ACT_SUNLIGHT:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
- (void)lite_line(dir, damroll(6, 8));
- break;
- }
-
- case ACT_BO_MISS_1:
- {
- msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_MISSILE, dir, damroll(2, 6));
- break;
- }
-
- case ACT_BA_POIS_1:
- {
- msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_POIS, dir, 12, 3);
- break;
- }
-
- case ACT_BO_ELEC_1:
- {
- msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_ELEC, dir, damroll(4, 8));
- break;
- }
-
- case ACT_BO_ACID_1:
- {
- msg_print(_("それは酸に覆われた...","It is covered in acid..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_ACID, dir, damroll(5, 8));
- break;
- }
-
- case ACT_BO_COLD_1:
- {
- msg_print(_("それは霜に覆われた...","It is covered in frost..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_COLD, dir, damroll(6, 8));
- break;
- }
-
- case ACT_BO_FIRE_1:
- {
- msg_print(_("それは炎に覆われた...","It is covered in fire..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_FIRE, dir, damroll(9, 8));
- break;
- }
-
- case ACT_BA_COLD_1:
- {
- msg_print(_("それは霜に覆われた...","It is covered in frost..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 48, 2);
- break;
- }
-
- case ACT_BA_COLD_2:
- {
- msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 100, 2);
- break;
- }
-
- case ACT_BA_COLD_3:
- {
- msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 400, 3);
- break;
- }
-
- case ACT_BA_FIRE_1:
- {
- msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 72, 2);
- break;
- }
-
- case ACT_BA_FIRE_2:
- {
- msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 120, 3);
- break;
- }
-
- case ACT_BA_FIRE_3:
- {
- msg_print(_("深赤色に輝いている...", "It glows deep red..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 300, 3);
- break;
- }
-
- case ACT_BA_FIRE_4:
- {
- msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 100, 2);
- break;
- }
-
- case ACT_BA_ELEC_2:
- {
- msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ELEC, dir, 100, 3);
- break;
- }
-
- case ACT_BA_ELEC_3:
- {
- msg_print(_("深青色に輝いている...", "It glows deep blue..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ELEC, dir, 500, 3);
- break;
- }
-
- case ACT_BA_ACID_1:
- {
- msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ACID, dir, 100, 2);
- break;
- }
-
- case ACT_BA_NUKE_1:
- {
- msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_NUKE, dir, 100, 2);
- break;
- }
-
- case ACT_DRAIN_1:
- {
- msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
- if (!get_aim_dir(&dir)) return FALSE;
- if (drain_life(dir, 100))
- break;
- }
-
- case ACT_DRAIN_2:
- {
- msg_print(_("黒く輝いている...", "It glows black..."));
- if (!get_aim_dir(&dir)) return FALSE;
- drain_life(dir, 120);
- break;
- }
-
- case ACT_VAMPIRE_1:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- for (dummy = 0; dummy < 3; dummy++)
- {
- if (drain_life(dir, 50))
- hp_player(50);
- }
- break;
- }
-
- case ACT_BO_MISS_2:
- {
- msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_ARROW, dir, 150);
- break;
- }
-
- case ACT_WHIRLWIND:
- {
- {
- int y = 0, x = 0;
- cave_type *c_ptr;
- monster_type *m_ptr;
-
- for (dir = 0; dir <= 9; dir++)
- {
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- c_ptr = &cave[y][x];
-
- /* Get the monster */
- m_ptr = &m_list[c_ptr->m_idx];
-
- /* Hack -- attack monsters */
- if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
- py_attack(y, x, 0);
- }
- }
- break;
- }
-
- case ACT_VAMPIRE_2:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- for (dummy = 0; dummy < 3; dummy++)
- {
- if (drain_life(dir, 100))
- hp_player(100);
- }
- break;
- }
-
-
- case ACT_CALL_CHAOS:
- {
- msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
- call_chaos();
- break;
- }
-
- case ACT_ROCKET:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("ロケットを発射した!", "You launch a rocket!"));
- fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
- break;
- }
-
- case ACT_DISP_EVIL:
- {
- msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
- dispel_evil(p_ptr->lev * 5);
- break;
- }
-
- case ACT_BA_MISS_3:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
- fire_ball(GF_MISSILE, dir, 300, -4);
- break;
- }
-
- case ACT_DISP_GOOD:
- {
- msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
- dispel_good(p_ptr->lev * 5);
- break;
- }
-
- case ACT_BO_MANA:
- {
- msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_ARROW, dir, 150);
- break;
- }
-
- case ACT_BA_WATER:
- {
- msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_WATER, dir, 200, 3);
- break;
- }
-
- case ACT_BA_DARK:
- {
- msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_DARK, dir, 250, 4);
- break;
- }
-
- case ACT_BA_MANA:
- {
- msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_MANA, dir, 250, 4);
- break;
- }
-
- case ACT_PESTICIDE:
- {
- msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
- (void)dispel_monsters(4);
- break;
- }
-
- case ACT_BLINDING_LIGHT:
- {
- msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
- fire_ball(GF_LITE, 0, 300, 6);
- confuse_monsters(3 * p_ptr->lev / 2);
- break;
- }
-
- case ACT_BIZARRE:
- {
- msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
- if (!get_aim_dir(&dir)) return FALSE;
- ring_of_power(dir);
- break;
- }
-
- case ACT_CAST_BA_STAR:
- {
- HIT_POINT num = damroll(5, 3);
- POSITION y = 0, x = 0;
- int attempts;
- msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
- for (k = 0; k < num; k++)
- {
- attempts = 1000;
-
- while (attempts--)
- {
- scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
-
- if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
-
- if (!player_bold(y, x)) break;
- }
-
- project(0, 3, y, x, 150, GF_ELEC,
- (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
- }
-
- break;
- }
-
- case ACT_BLADETURNER:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
- fire_ball(GF_MISSILE, dir, 300, -4);
- msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
- (void)set_afraid(0);
- (void)set_hero(randint1(50) + 50, FALSE);
- (void)hp_player(10);
- (void)set_blessed(randint1(50) + 50, FALSE);
- (void)set_oppose_acid(randint1(50) + 50, FALSE);
- (void)set_oppose_elec(randint1(50) + 50, FALSE);
- (void)set_oppose_fire(randint1(50) + 50, FALSE);
- (void)set_oppose_cold(randint1(50) + 50, FALSE);
- (void)set_oppose_pois(randint1(50) + 50, FALSE);
- break;
- }
-
- case ACT_BR_FIRE:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 200, -2);
- if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
- {
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- }
- break;
- }
- case ACT_BR_COLD:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 200, -2);
- if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
- {
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- }
- break;
- }
- case ACT_BR_DRAGON:
- {
- if (!activate_dragon_breath(o_ptr)) return FALSE;
- break;
- }
-
- /* Activate for other offensive action */
-
- case ACT_CONFUSE:
- {
- msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
- if (!get_aim_dir(&dir)) return FALSE;
- confuse_monster(dir, 20);
- break;
- }
-
- case ACT_SLEEP:
- {
- msg_print(_("深青色に輝いている...", "It glows deep blue..."));
- sleep_monsters_touch();
- break;
- }
-
- case ACT_QUAKE:
- {
- earthquake(p_ptr->y, p_ptr->x, 5);
- break;
- }
-
- case ACT_TERROR:
- {
- turn_monsters(40 + p_ptr->lev);
- break;
- }
-
- case ACT_TELE_AWAY:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_beam(GF_AWAY_ALL, dir, plev);
- break;
- }
-
- case ACT_BANISH_EVIL:
- {
- if (banish_evil(100))
- {
- msg_print(_("アーティファクトの力が邪悪を打ち払った!", "The power of the artifact banishes evil!"));
- }
- break;
- }
-
- case ACT_GENOCIDE:
- {
- msg_print(_("深青色に輝いている...", "It glows deep blue..."));
- (void)symbol_genocide(200, TRUE);
- break;
- }
-
- case ACT_MASS_GENO:
- {
- msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
- (void)mass_genocide(200, TRUE);
- break;
- }
-
- case ACT_SCARE_AREA:
- {
- if (music_singing_any()) stop_singing();
- if (hex_spelling_any()) stop_hex_spell_all();
- msg_print(_("あなたは力強い突風を吹き鳴らした。周囲の敵が震え上っている!",
- "You wind a mighty blast; your enemies tremble!"));
- (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
- break;
- }
-
- case ACT_AGGRAVATE:
- {
- if (o_ptr->name1 == ART_HYOUSIGI)
- {
- msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
- }
- else
- {
- msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
- }
- aggravate_monsters(0);
- break;
- }
-
- /* Activate for summoning / charming */
-
- case ACT_CHARM_ANIMAL:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- (void)charm_animal(dir, plev * 2);
- break;
- }
-
- case ACT_CHARM_UNDEAD:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- (void)control_one_undead(dir, plev * 2);
- break;
- }
-
- case ACT_CHARM_OTHER:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- (void)charm_monster(dir, plev * 2);
- break;
- }
-
- case ACT_CHARM_ANIMALS:
- {
- (void)charm_animals(plev * 2);
- break;
- }
-
- case ACT_CHARM_OTHERS:
- {
- charm_monsters(plev * 2);
- break;
- }
-
- case ACT_SUMMON_ANIMAL:
- {
- (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
- break;
- }
-
- case ACT_SUMMON_PHANTOM:
- {
- msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
- (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
- break;
- }
-
- case ACT_SUMMON_ELEMENTAL:
- {
- bool pet = one_in_(3);
- BIT_FLAGS mode = 0L;
-
- if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
-
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
- {
- msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
- if (pet)
- msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
- else
- msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
- }
-
- break;
- }
-
- case ACT_SUMMON_DEMON:
- {
- bool pet = one_in_(3);
- BIT_FLAGS mode = 0L;
-
- if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
-
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
- {
- msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
- if (pet)
- msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
- else
- msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
- }
-
- break;
- }
-
- case ACT_SUMMON_UNDEAD:
- {
- bool pet = one_in_(3);
- int type;
- BIT_FLAGS mode = 0L;
-
- type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
-
- if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
-
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
- {
- msg_print(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
- "Cold winds begin to blow around you, carrying with them the stench of decay..."));
- if (pet)
- msg_print(_("古えの死せる者共があなたに仕えるため土から甦った!",
- "Ancient, long-dead forms arise from the ground to serve you!"));
- else
- msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
- "'The dead arise... to punish you for disturbing them!'"));
- }
-
- break;
- }
-
- case ACT_SUMMON_HOUND:
- {
- BIT_FLAGS mode = PM_ALLOW_GROUP;
- bool pet = !one_in_(5);
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
-
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
- {
-
- if (pet)
- msg_print(_("ハウンドがあなたの下僕として出現した。",
- "A group of hounds appear as your servant."));
- else
- msg_print(_("ハウンドはあなたに牙を向けている!",
- "A group of hounds appear as your enemy!"));
- }
-
- break;
- }
-
- case ACT_SUMMON_DAWN:
- {
- msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
- (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
- break;
- }
-
- case ACT_SUMMON_OCTOPUS:
- {
- BIT_FLAGS mode = PM_ALLOW_GROUP;
- bool pet = !one_in_(5);
- if (pet) mode |= PM_FORCE_PET;
-
- if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
- {
- if (pet)
- msg_print(_("蛸があなたの下僕として出現した。", "A group of octopuses appear as your servant."));
- else
- msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
- }
-
- break;
- }
-
- /* Activate for healing */
-
- case ACT_CHOIR_SINGS:
- {
- msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
- (void)set_poisoned(0);
- (void)set_cut(0);
- (void)set_stun(0);
- (void)set_confused(0);
- (void)set_blind(0);
- (void)set_afraid(0);
- (void)set_hero(randint1(25) + 25, FALSE);
- (void)hp_player(777);
- break;
- }
-
- case ACT_CURE_LW:
- {
- (void)set_afraid(0);
- (void)hp_player(30);
- break;
- }
-
- case ACT_CURE_MW:
- {
- msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
- hp_player(damroll(4, 8));
- (void)set_cut((p_ptr->cut / 2) - 50);
- break;
- }
-
- case ACT_CURE_POISON:
- {
- msg_print(_("深青色に輝いている...", "It glows deep blue..."));
- (void)set_afraid(0);
- (void)set_poisoned(0);
- break;
- }
-
- case ACT_REST_EXP:
- {
- msg_print(_("深紅に輝いている...", "It glows a deep red..."));
- restore_level();
- break;
- }
-
- case ACT_REST_ALL:
- {
- msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
- (void)do_res_stat(A_STR);
- (void)do_res_stat(A_INT);
- (void)do_res_stat(A_WIS);
- (void)do_res_stat(A_DEX);
- (void)do_res_stat(A_CON);
- (void)do_res_stat(A_CHR);
- (void)restore_level();
- break;
- }
-
- case ACT_CURE_700:
- {
- msg_print(_("深青色に輝いている...","It glows deep blue..."));
- msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
- (void)hp_player(700);
- (void)set_cut(0);
- break;
- }
-
- case ACT_CURE_1000:
- {
- msg_print(_("白く明るく輝いている...","It glows a bright white..."));
- msg_print(_("ひじょうに気分がよい...","You feel much better..."));
- (void)hp_player(1000);
- (void)set_cut(0);
- break;
- }
-
- case ACT_CURING:
- {
- msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
- (void)set_poisoned(0);
- (void)set_confused(0);
- (void)set_blind(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)set_image(0);
-
- break;
- }
-
- case ACT_CURE_MANA_FULL:
- {
- msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
- if (p_ptr->pclass == CLASS_MAGIC_EATER)
- {
- int i;
- for (i = 0; i < EATER_EXT*2; i++)
- {
- p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
- 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;
- }
- for (; i < EATER_EXT*3; i++)
- {
- KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
- 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;
- if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
- }
- msg_print(_("頭がハッキリとした。", "You feel your head clear."));
- p_ptr->window |= (PW_PLAYER);
- }
- else if (p_ptr->csp < p_ptr->msp)
- {
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
- msg_print(_("頭がハッキリとした。", "You feel your head clear."));
- p_ptr->redraw |= (PR_MANA);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
- }
- break;
- }
-
- /* Activate for timed effect */
-
- case ACT_ESP:
- {
- (void)set_tim_esp(randint1(30) + 25, FALSE);
- break;
- }
-
- case ACT_BERSERK:
- {
- (void)set_afraid(0);
- (void)set_shero(randint1(25) + 25, FALSE);
- /* (void)set_afraid(0);
- (void)set_hero(randint1(50) + 50, FALSE);
- (void)set_blessed(randint1(50) + 50, FALSE);
- o_ptr->timeout = 100 + randint1(100); */
- break;
- }
-
- case ACT_PROT_EVIL:
- {
- msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
- k = 3 * p_ptr->lev;
- (void)set_protevil(randint1(25) + k, FALSE);
- break;
- }
-
- case ACT_RESIST_ALL:
- {
- msg_print(_("様々な色に輝いている...", "It glows many colours..."));
- (void)set_oppose_acid(randint1(40) + 40, FALSE);
- (void)set_oppose_elec(randint1(40) + 40, FALSE);
- (void)set_oppose_fire(randint1(40) + 40, FALSE);
- (void)set_oppose_cold(randint1(40) + 40, FALSE);
- (void)set_oppose_pois(randint1(40) + 40, FALSE);
- break;
- }
-
- case ACT_SPEED:
- {
- msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
- (void)set_fast(randint1(20) + 20, FALSE);
- break;
- }
-
- case ACT_XTRA_SPEED:
- {
- msg_print(_("明るく輝いている...", "It glows brightly..."));
- (void)set_fast(randint1(75) + 75, FALSE);
- break;
- }
-
- case ACT_WRAITH:
- {
- set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
- break;
- }
-
- case ACT_INVULN:
- {
- (void)set_invuln(randint1(8) + 8, FALSE);
- break;
- }
-
- case ACT_HELO:
- {
- (void)set_afraid(0);
- set_hero(randint1(25)+25, FALSE);
- hp_player(10);
- break;
- }
-
- case ACT_HELO_SPEED:
- {
- (void)set_fast(randint1(50) + 50, FALSE);
- hp_player(10);
- set_afraid(0);
- set_hero(randint1(50) + 50, FALSE);
- break;
- }
-
- case ACT_RESIST_ACID:
- {
- msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
- if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ACID, dir, 100, 2);
- }
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- break;
- }
-
- case ACT_RESIST_FIRE:
- {
- msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
- if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 100, 2);
- }
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- break;
- }
-
- case ACT_RESIST_COLD:
- {
- msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
- if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 100, 2);
- }
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- break;
- }
-
- case ACT_RESIST_ELEC:
- {
- msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
- if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ELEC, dir, 100, 2);
- }
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- break;
- }
-
- case ACT_RESIST_POIS:
- {
- msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
- (void)set_oppose_pois(randint1(20) + 20, FALSE);
- break;
- }
-
- /* Activate for general purpose effect (detection etc.) */
-
- case ACT_LIGHT:
- {
- msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
- lite_area(damroll(2, 15), 3);
- break;
- }
-
- case ACT_MAP_LIGHT:
- {
- msg_print(_("眩しく輝いた...", "It shines brightly..."));
- map_area(DETECT_RAD_MAP);
- lite_area(damroll(2, 15), 3);
- break;
- }
-
- case ACT_DETECT_ALL:
- {
- msg_print(_("白く明るく輝いている...", "It glows bright white..."));
- msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
- detect_all(DETECT_RAD_DEFAULT);
- break;
- }
-
- case ACT_DETECT_XTRA:
- {
- msg_print(_("明るく輝いている...", "It glows brightly..."));
- detect_all(DETECT_RAD_DEFAULT);
- probing();
- identify_fully(FALSE);
- break;
- }
-
- case ACT_ID_FULL:
- {
- msg_print(_("黄色く輝いている...", "It glows yellow..."));
- identify_fully(FALSE);
- break;
- }
-
- case ACT_ID_PLAIN:
- {
- if (!ident_spell(FALSE)) return FALSE;
- break;
- }
-
- case ACT_RUNE_EXPLO:
- {
- msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
- explosive_rune();
- break;
- }
-
- case ACT_RUNE_PROT:
- {
- msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
- warding_glyph();
- break;
- }
-
- case ACT_SATIATE:
- {
- (void)set_food(PY_FOOD_MAX - 1);
- break;
- }
-
- case ACT_DEST_DOOR:
- {
- msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
- destroy_doors_touch();
- break;
- }
-
- case ACT_STONE_MUD:
- {
- msg_print(_("鼓動している...", "It pulsates..."));
- if (!get_aim_dir(&dir)) return FALSE;
- wall_to_mud(dir, 20 + randint1(30));
- break;
- }
-
- case ACT_RECHARGE:
- {
- recharge(130);
- break;
- }
-
- case ACT_ALCHEMY:
- {
- msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
- (void)alchemy();
- break;
- }
-
- case ACT_DIM_DOOR:
- {
- msg_print(_("次元の扉が開いた。目的地を選んで下さい。", "You open a dimensional gate. Choose a destination."));
- if (!dimension_door()) return FALSE;
- break;
- }
-
-
- case ACT_TELEPORT:
- {
- msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
- teleport_player(100, 0L);
- break;
- }
-
- case ACT_RECALL:
- {
- msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
- if (!word_of_recall()) return FALSE;
- break;
- }
-
- case ACT_JUDGE:
- {
- msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
- chg_virtue(V_KNOWLEDGE, 1);
- chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE);
-
- msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
- take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
-
- (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
-
- if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
- {
- (void)word_of_recall();
- }
-
- break;
- }
-
- case ACT_TELEKINESIS:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
- fetch(dir, 500, TRUE);
- break;
- }
-
- case ACT_DETECT_UNIQUE:
- {
- int i;
- monster_type *m_ptr;
- monster_race *r_ptr;
- msg_print(_("奇妙な場所が頭の中に浮かんだ...", "Some strange places show up in your mind. And you see ..."));
- /* Process the monsters (backwards) */
- for (i = m_max - 1; i >= 1; i--)
- {
- /* Access the monster */
- m_ptr = &m_list[i];
-
- /* Ignore "dead" monsters */
- if (!m_ptr->r_idx) continue;
-
- r_ptr = &r_info[m_ptr->r_idx];
-
- if(r_ptr->flags1 & RF1_UNIQUE)
- {
- msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
- }
- }
- break;
- }
-
- case ACT_ESCAPE:
- {
- switch (randint1(13))
- {
- case 1: case 2: case 3: case 4: case 5:
- teleport_player(10, 0L);
- break;
- case 6: case 7: case 8: case 9: case 10:
- teleport_player(222, 0L);
- break;
- case 11: case 12:
- (void)stair_creation();
- break;
- default:
- if (get_check(_("この階を去りますか?", "Leave this level? ")))
- {
- if (autosave_l) do_cmd_save_game(TRUE);
-
- /* Leaving */
- p_ptr->leaving = TRUE;
- }
- }
- break;
- }
-
- case ACT_DISP_CURSE_XTRA:
- {
- msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
- if (remove_all_curse())
- {
- msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
- }
- (void)probing();
- break;
- }
-
- case ACT_BRAND_FIRE_BOLTS:
- {
- msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
- (void)brand_bolts();
- break;
- }
-
- case ACT_RECHARGE_XTRA:
- {
- msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
- if (!recharge(1000)) return FALSE;
- break;
- }
-
- case ACT_LORE:
- {
- msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
- if (!ident_spell(FALSE)) return FALSE;
-
- if (mp_ptr->spell_book)
- {
- /* Sufficient mana */
- if (20 <= p_ptr->csp)
- {
- /* Use some mana */
- p_ptr->csp -= 20;
- }
-
- /* Over-exert the player */
- else
- {
- int oops = 20 - p_ptr->csp;
-
- /* No mana left */
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
-
- /* Message */
- msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
- /* Hack -- Bypass free action */
- (void)set_paralyzed(p_ptr->paralyzed +
- randint1(5 * oops + 1));
-
- /* Confusing. */
- (void)set_confused(p_ptr->confused +
- randint1(5 * oops + 1));
- }
-
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
- }
- take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
- /* Confusing. */
- if (one_in_(5)) (void)set_confused(p_ptr->confused +
- randint1(10));
-
- /* Exercise a little care... */
- if (one_in_(20))
- take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
- break;
- }
-
- case ACT_SHIKOFUMI:
- {
- msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
- (void)set_afraid(0);
- (void)set_hero(randint1(20) + 20, FALSE);
- dispel_evil(p_ptr->lev * 3);
- break;
- }
-
- case ACT_PHASE_DOOR:
- {
- teleport_player(10, 0L);
- break;
- }
-
- case ACT_DETECT_ALL_MONS:
- {
- (void)detect_monsters_invis(255);
- (void)detect_monsters_normal(255);
- break;
- }
-
- case ACT_ULTIMATE_RESIST:
- {
- TIME_EFFECT v = randint1(25)+25;
- (void)set_afraid(0);
- (void)set_hero(v, FALSE);
- (void)hp_player(10);
- (void)set_blessed(v, FALSE);
- (void)set_oppose_acid(v, FALSE);
- (void)set_oppose_elec(v, FALSE);
- (void)set_oppose_fire(v, FALSE);
- (void)set_oppose_cold(v, FALSE);
- (void)set_oppose_pois(v, FALSE);
- (void)set_ultimate_res(v, FALSE);
- break;
- }
-
-
- /* Unique activation */
- case ACT_CAST_OFF:
- {
- int inv, t;
- OBJECT_IDX o_idx;
- char o_name[MAX_NLEN];
- object_type forge;
-
- /* Cast off activated item */
- for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
- {
- if (o_ptr == &inventory[inv]) break;
- }
-
- /* Paranoia */
- if (inv > INVEN_FEET) return FALSE;
-
- object_copy(&forge, o_ptr);
- inven_item_increase(inv, (0 - o_ptr->number));
- inven_item_optimize(inv);
- o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
- o_ptr = &o_list[o_idx];
-
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
- msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
-
- /* Get effects */
- msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
- t = 20 + randint1(20);
- (void)set_blind(p_ptr->blind + t);
- (void)set_afraid(0);
- (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
- (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
- (void)set_hero(p_ptr->hero + t, FALSE);
- (void)set_blessed(p_ptr->blessed + t, FALSE);
- (void)set_fast(p_ptr->fast + t, FALSE);
- (void)set_shero(p_ptr->shero + t, FALSE);
- if (p_ptr->pclass == CLASS_FORCETRAINER)
- {
- P_PTR_KI = plev * 5 + 190;
- msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
- }
-
- break;
- }
+ int power_level;
+ if (!object_is_weapon_ammo(o_ptr))
+ {
+ /* For armors */
+ if (a_cursed) power_level = 0;
+ else if (total_flags < 15000) power_level = 1;
+ else if (total_flags < 35000) power_level = 2;
+ else power_level = 3;
+ }
- case ACT_FALLING_STAR:
- {
- msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
- msg_print(_("「狂ほしく 血のごとき 月はのぼれり 秘めおきし 魔剣 いずこぞや」", "'Behold the blade arts.'"));
- massacre();
- break;
- }
+ else
+ {
+ /* For weapons */
+ if (a_cursed) power_level = 0;
+ else if (total_flags < 20000) power_level = 1;
+ else if (total_flags < 45000) power_level = 2;
+ else power_level = 3;
+ }
- case ACT_GRAND_CROSS:
- {
- msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
- project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
- break;
- }
+ /* ダメージ抑制処理を行う */
+ while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
+ {
+ weakening_artifact(o_ptr);
+ }
- case ACT_TELEPORT_LEVEL:
- {
- if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)"))) return FALSE;
- teleport_level(0);
- break;
- }
+ if (a_scroll)
+ {
+ GAME_TEXT dummy_name[MAX_NLEN] = "";
+ concptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
- case ACT_STRAIN_HASTE:
- {
- int t;
- msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
- take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
- t = 25 + randint1(25);
- (void)set_fast(p_ptr->fast + t, FALSE);
- break;
- }
+ object_aware(player_ptr, o_ptr);
+ object_known(o_ptr);
- case ACT_FISHING:
- {
- int x, y;
+ /* Mark the item as fully known */
+ o_ptr->ident |= (IDENT_FULL_KNOWN);
- if (!get_rep_dir2(&dir)) return FALSE;
- y = p_ptr->y+ddy[dir];
- x = p_ptr->x+ddx[dir];
- tsuri_dir = dir;
- if (!cave_have_flag_bold(y, x, FF_WATER))
- {
- msg_print(_("そこは水辺ではない。", "There is no fishing place."));
- return FALSE;
- }
- else if (cave[y][x].m_idx)
- {
- char m_name[80];
- monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
- msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
- p_ptr->energy_use = 0;
- return FALSE;
- }
- set_action(ACTION_FISH);
- p_ptr->redraw |= (PR_STATE);
- break;
- }
+ /* For being treated as random artifact in screen_object() */
+ o_ptr->art_name = quark_add("");
- case ACT_INROU:
- {
- int count = 0, i;
- monster_type *m_ptr;
- cptr kakusan = "";
-
- if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
- {
- msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
- kakusan = "Suke-san";
- count++;
- }
- if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
- {
- msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
- kakusan = "Kaku-san";
- count++;
- }
- if (!count)
- {
- for (i = m_max - 1; i > 0; i--)
- {
- m_ptr = &m_list[i];
- if (!m_ptr->r_idx) continue;
- if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
- if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
- if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
- count++;
- break;
- }
- }
+ (void)screen_object(player_ptr, o_ptr, 0L);
- if (count)
+ if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
+ || !dummy_name[0])
+ {
+ /* Cancelled */
+ if (one_in_(2))
{
- msg_format(_("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」",
- "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
- sukekaku = TRUE;
- stun_monsters(120);
- confuse_monsters(120);
- turn_monsters(120);
- stasis_monsters(120);
- sukekaku = FALSE;
+ get_table_sindarin_aux(dummy_name);
}
else
{
- msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
- }
- break;
- }
-
- case ACT_MURAMASA:
- {
- /* Only for Muramasa */
- if (o_ptr->name1 != ART_MURAMASA) return FALSE;
- if (get_check(_("本当に使いますか?", "Are you sure?!")))
- {
- msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
- do_inc_stat(A_STR);
- if (one_in_(2))
- {
- msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
- curse_weapon_object(TRUE, o_ptr);
- }
+ get_table_name_aux(dummy_name);
}
- break;
- }
-
- case ACT_BLOODY_MOON:
- {
- /* Only for Bloody Moon */
- if (o_ptr->name1 != ART_BLOOD) return FALSE;
- msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
- get_bloody_moon_flags(o_ptr);
- if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
- p_ptr->update |= (PU_BONUS | PU_HP);
- break;
}
- case ACT_CRIMSON:
- {
- int num = 1;
- int i;
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- int tx, ty;
-
- /* Only for Crimson */
- if (o_ptr->name1 != ART_CRIMSON) return FALSE;
-
- msg_print(_("せっかくだから『クリムゾン』をぶっぱなすぜ!", "I'll fire CRIMSON! SEKKAKUDAKARA!"));
+ sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
+ chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
+ chg_virtue(player_ptr, V_ENCHANT, 5);
+ }
+ else
+ {
+ get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
+ }
- if (!get_aim_dir(&dir)) return FALSE;
+ /* Save the inscription */
+ o_ptr->art_name = quark_add(new_name);
- /* Use the given direction */
- tx = p_ptr->x + 99 * ddx[dir];
- ty = p_ptr->y + 99 * ddy[dir];
+ msg_format_wizard(CHEAT_OBJECT, _("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」",
+ "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
+ player_ptr->window |= (PW_INVEN | PW_EQUIP);
- if (p_ptr->pclass == CLASS_ARCHER)
- {
- /* Extra shot at level 10 */
- if (p_ptr->lev >= 10) num++;
+ return TRUE;
+}
- /* Extra shot at level 30 */
- if (p_ptr->lev >= 30) num++;
- /* Extra shot at level 45 */
- if (p_ptr->lev >= 45) num++;
- }
+/*!
+ * @brief オブジェクトから能力発動IDを取得する。
+ * @details いくつかのケースで定義されている発動効果から、
+ * 鍛冶師による付与>固定アーティファクト>エゴ>ランダムアーティファクト>ベースアイテムの優先順位で走査していく。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return 発動効果のIDを返す
+ */
+int activation_index(object_type *o_ptr)
+{
+ /* Give priority to weaponsmith's essential activations */
+ if (object_is_smith(o_ptr))
+ {
+ switch (o_ptr->xtra3 - 1)
+ {
+ case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
+ case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
+ case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
+ case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
+ case TR_IMPACT: return ACT_QUAKE;
+ }
+ }
- for (i = 0; i < num; i++)
- project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
- break;
+ if (object_is_fixed_artifact(o_ptr))
+ {
+ if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
+ {
+ return a_info[o_ptr->name1].act_idx;
}
+ }
- default:
+ if (object_is_ego(o_ptr))
+ {
+ if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
{
- msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
- return FALSE;
+ return e_info[o_ptr->name2].act_idx;
}
}
- /* Set activation timeout */
- if (act_ptr->timeout.constant >= 0) {
- o_ptr->timeout = (s16b)act_ptr->timeout.constant;
- if (act_ptr->timeout.dice > 0) {
- o_ptr->timeout += randint1(act_ptr->timeout.dice);
- }
- } else {
- /* Activations that have special timeout */
- switch (act_ptr->index) {
- case ACT_BR_FIRE:
- o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
- break;
- case ACT_BR_COLD:
- o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
- break;
- case ACT_TERROR:
- o_ptr->timeout = 3 * (p_ptr->lev + 10);
- break;
- case ACT_MURAMASA:
- /* Nothing to do */
- break;
- default:
- msg_format("Special timeout is not implemented: %d.", act_ptr->index);
- return FALSE;
+ if (!object_is_random_artifact(o_ptr))
+ {
+ if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
+ {
+ return k_info[o_ptr->k_idx].act_idx;
}
}
- return TRUE;
+ return o_ptr->xtra2;
}
+
/*!
- * @brief 固定アーティファクト『ブラッディムーン』の特性を変更する。
- * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
- * @param o_ptr 対象のオブジェクト構造体(ブラッディムーン)のポインタ
- * @return なし
+ * @brief オブジェクトから発動効果構造体のポインタを取得する。
+ * @details activation_index() 関数の結果から参照する。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return 発動効果構造体のポインタを返す
*/
-void get_bloody_moon_flags(object_type *o_ptr)
+const activation_type* find_activation_info(object_type *o_ptr)
{
- int dummy, i;
-
- for (i = 0; i < TR_FLAG_SIZE; i++)
- o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
-
- dummy = randint1(2) + randint1(2);
- for (i = 0; i < dummy; i++)
+ const int index = activation_index(o_ptr);
+ const activation_type* p;
+ for (p = activation_info; p->flag != NULL; ++p)
{
- int flag = randint0(26);
- if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
- else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
- else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
+ if (p->index == index)
+ {
+ return p;
+ }
}
- dummy = randint1(2);
- for (i = 0; i < dummy; i++) one_resistance(o_ptr);
-
- for (i = 0; i < 2; i++)
- {
- int tmp = randint0(11);
- if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
- else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
- }
+ return NULL;
}
+
/*!
* @brief 固定アーティファクト生成時の特別なハードコーディング処理を行う。.
* @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
* その他追加耐性、特性追加処理。
* @attention プレイヤーの各種ステータスに依存した処理がある。
* @todo 折を見て関数名を変更すること。
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @param a_ptr 生成する固定アーティファクト構造体ポインタ
* @return なし
*/
-void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
+void random_artifact_resistance(player_type *player_ptr, object_type *o_ptr, artifact_type *a_ptr)
{
bool give_resistance = FALSE, give_power = FALSE;
if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
{
- if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
+ bool is_special_class = player_ptr->pclass == CLASS_WARRIOR;
+ is_special_class |= player_ptr->pclass == CLASS_ARCHER;
+ is_special_class |= player_ptr->pclass == CLASS_CAVALRY;
+ is_special_class |= player_ptr->pclass == CLASS_BERSERKER;
+ if (is_special_class)
{
give_power = TRUE;
give_resistance = TRUE;
add_flag(o_ptr->art_flags, TR_AGGRAVATE);
add_flag(o_ptr->art_flags, TR_TY_CURSE);
o_ptr->curse_flags |=
- (TRC_CURSED | TRC_HEAVY_CURSE);
+ (TRC_CURSED | TRC_HEAVY_CURSE);
o_ptr->curse_flags |= get_curse(2, o_ptr);
return;
}
if (o_ptr->name1 == ART_MURAMASA)
{
- if (p_ptr->pclass != CLASS_SAMURAI)
+ if (player_ptr->pclass != CLASS_SAMURAI)
{
add_flag(o_ptr->art_flags, TR_NO_MAGIC);
o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
if (o_ptr->name1 == ART_ROBINTON)
{
- if (p_ptr->pclass == CLASS_BARD)
+ if (player_ptr->pclass == CLASS_BARD)
{
add_flag(o_ptr->art_flags, TR_DEC_MANA);
}
if (o_ptr->name1 == ART_XIAOLONG)
{
- if (p_ptr->pclass == CLASS_MONK)
+ if (player_ptr->pclass == CLASS_MONK)
add_flag(o_ptr->art_flags, TR_BLOWS);
}
if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
{
- if (p_ptr->psex != SEX_FEMALE)
+ if (player_ptr->psex != SEX_FEMALE)
{
add_flag(o_ptr->art_flags, TR_AGGRAVATE);
}
if (o_ptr->name1 == ART_MILIM)
{
- if (p_ptr->pseikaku == SEIKAKU_SEXY)
+ if (player_ptr->pseikaku == SEIKAKU_SEXY)
{
o_ptr->pval = 3;
add_flag(o_ptr->art_flags, TR_STR);
/*!
* @brief フロアの指定された位置に固定アーティファクトを生成する。 / Create the artifact of the specified number
* @details 固定アーティファクト構造体から基本ステータスをコピーした後、所定の座標でdrop_item()で落とす。
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param a_idx 生成する固定アーティファクト構造体のID
* @param y アイテムを落とす地点のy座標
* @param x アイテムを落とす地点のx座標
* 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
* drop_near()関数の返り値は信用できなくなる.
*/
-bool create_named_art(int a_idx, int y, int x)
+bool create_named_art(player_type *player_ptr, ARTIFACT_IDX a_idx, POSITION y, POSITION x)
{
- object_type forge;
- object_type *q_ptr;
- IDX i;
-
artifact_type *a_ptr = &a_info[a_idx];
- /* Get local object */
- q_ptr = &forge;
-
/* Ignore "empty" artifacts */
if (!a_ptr->name) return FALSE;
/* Acquire the "kind" index */
- i = lookup_kind(a_ptr->tval, a_ptr->sval);
+ KIND_OBJECT_IDX i = lookup_kind(a_ptr->tval, a_ptr->sval);
+ if (i == 0) return FALSE;
- /* Oops */
- if (!i) return FALSE;
-
- /* Create the artifact */
+ object_type forge;
+ object_type *q_ptr;
+ q_ptr = &forge;
object_prep(q_ptr, i);
/* Save the name */
- q_ptr->name1 = (byte_hack)a_idx;
+ q_ptr->name1 = a_idx;
/* Extract the fields */
q_ptr->pval = a_ptr->pval;
if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
- random_artifact_resistance(q_ptr, a_ptr);
+ random_artifact_resistance(player_ptr, q_ptr, a_ptr);
/* Drop the artifact from heaven */
- return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
+ return drop_near(player_ptr, q_ptr, -1, y, x) ? TRUE : FALSE;
}
+
+
/*対邪平均ダメージの計算処理*/
-int calc_arm_avgdamage(object_type *o_ptr)
+HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
{
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(o_ptr, flgs);
- HIT_POINT dam, base, s_evil, forced, vorpal;
- dam = base = s_evil = forced = vorpal = 0;
+ HIT_POINT base, forced, vorpal;
+ HIT_POINT s_evil = forced = vorpal = 0;
+ HIT_POINT dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
- dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
-
- if(have_flag(flgs, TR_KILL_EVIL))
+ if (have_flag(flgs, TR_KILL_EVIL))
{
dam = s_evil = dam * 7 / 2;
}
- else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
- {
+ else if (!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
+ {
dam = s_evil = dam * 2;
}
else s_evil = dam;
}
else forced = dam;
- if(have_flag(flgs, TR_VORPAL))
+ if (have_flag(flgs, TR_VORPAL))
{
dam = vorpal = dam * 11 / 9;
}
dam = dam + o_ptr->to_d;
- msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
- base, s_evil, forced, vorpal, dam);
+ msg_format_wizard(CHEAT_OBJECT, "素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
- return(dam);
+ return dam;
}
-static int suppression_evil_dam(object_type *o_ptr)
+
+static bool has_extreme_damage_rate(object_type *o_ptr)
{
- int num = FALSE;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(o_ptr, flgs);
if (have_flag(flgs, TR_VAMPIRIC))
{
- if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
{
- num = TRUE;
+ return TRUE;
}
- else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
+
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
{
- num = TRUE;
+ return TRUE;
}
- else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
+
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
{
- num = TRUE;
+ return TRUE;
}
- else if (calc_arm_avgdamage(o_ptr) > 63)
+
+ if (calc_arm_avgdamage(o_ptr) > 63)
{
- num = TRUE;
+ return TRUE;
}
+
+ return FALSE;
}
- else
+
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
{
- if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
- {
- num = TRUE;
- }
- else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
- {
- num = TRUE;
- }
- else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
- {
- num = TRUE;
- }
- else if (calc_arm_avgdamage(o_ptr) > 75)
- {
- num = TRUE;
- }
+ return TRUE;
+ }
+
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
+ {
+ return TRUE;
+ }
+
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
+ {
+ return TRUE;
}
- return(num);
+
+ if (calc_arm_avgdamage(o_ptr) > 75)
+ {
+ return TRUE;
+ }
+
+ return FALSE;
}
-static int weakening_artifact(object_type *o_ptr)
+
+static bool weakening_artifact(object_type *o_ptr)
{
- KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
- object_kind *k_ptr = &k_info[k_idx];
+ KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
+ object_kind *k_ptr = &k_info[k_idx];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ object_flags(o_ptr, flgs);
+
+ if (have_flag(flgs, TR_KILL_EVIL))
+ {
+ remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
+ add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+ return TRUE;
+ }
+
+ if (k_ptr->dd < o_ptr->dd)
+ {
+ o_ptr->dd--;
+ return TRUE;
+ }
- if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
- {
- int pre_dd = o_ptr->dd;
- int pre_ds = o_ptr->ds;
+ if (k_ptr->ds < o_ptr->ds)
+ {
+ o_ptr->ds--;
+ return TRUE;
+ }
- if (o_ptr->dd > o_ptr->ds)
+ if (o_ptr->to_d > 10)
+ {
+ o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
+ if (o_ptr->to_d < 10)
{
- o_ptr->dd--;
+ o_ptr->to_d = 10;
}
- else
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+
+/*!
+ * @brief 非INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
+ * Mega-Hack -- Attempt to create one of the "Special Objects"
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
+ * @return 生成に成功したらTRUEを返す。
+ * @details
+ * Attempt to change an object into an artifact\n
+ * This routine should only be called by "apply_magic()"\n
+ * Note -- see "make_artifact_special()" and "apply_magic()"\n
+ */
+bool make_artifact(player_type *player_ptr, object_type *o_ptr)
+{
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (floor_ptr->dun_level == 0) return FALSE;
+
+ /* Paranoia -- no "plural" artifacts */
+ if (o_ptr->number != 1) return FALSE;
+
+ /* Check the artifact list (skip the "specials") */
+ for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
+ {
+ artifact_type *a_ptr = &a_info[i];
+
+ /* Skip "empty" items */
+ if (!a_ptr->name) continue;
+
+ /* Cannot make an artifact twice */
+ if (a_ptr->cur_num) continue;
+
+ if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
+
+ if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
+
+ /* Must have the correct fields */
+ if (a_ptr->tval != o_ptr->tval) continue;
+ if (a_ptr->sval != o_ptr->sval) continue;
+
+ /* XXX XXX Enforce minimum "depth" (loosely) */
+ if (a_ptr->level > floor_ptr->dun_level)
{
- o_ptr->ds--;
+ /* Acquire the "out-of-depth factor" */
+ int d = (a_ptr->level - floor_ptr->dun_level) * 2;
+
+ /* Roll for out-of-depth creation */
+ if (!one_in_(d)) continue;
}
- msg_format_wizard(CHEAT_OBJECT,
- _("ダイスが抑制されました。%dd%d -> %dd%d", "Dice Supress %dd%d -> %dd%d"),
- pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
- return 1;
+ /* We must make the "rarity roll" */
+ if (!one_in_(a_ptr->rarity)) continue;
+
+ /* Hack -- mark the item as an artifact */
+ o_ptr->name1 = i;
+
+ /* Hack: Some artifacts get random extra powers */
+ random_artifact_resistance(player_ptr, o_ptr, a_ptr);
+
+ return TRUE;
}
-
- if (o_ptr->to_d > 10)
+
+ return FALSE;
+}
+
+/*!
+ * @brief INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
+ * Mega-Hack -- Attempt to create one of the "Special Objects"
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
+ * @return 生成に成功したらTRUEを返す。
+ * @details
+ * We are only called from "make_object()", and we assume that\n
+ * "apply_magic()" is called immediately after we return.\n
+ *\n
+ * Note -- see "make_artifact()" and "apply_magic()"\n
+ */
+bool make_artifact_special(player_type *player_ptr, object_type *o_ptr)
+{
+ KIND_OBJECT_IDX k_idx = 0;
+
+ /*! @note 地上ではキャンセルする / No artifacts in the town */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (floor_ptr->dun_level == 0) return FALSE;
+
+ /*! @note get_obj_num_hookによる指定がある場合は生成をキャンセルする / Themed object */
+ if (get_obj_num_hook) return FALSE;
+
+ /*! @note 全固定アーティファクト中からIDの若い順に生成対象とその確率を走査する / Check the artifact list (just the "specials") */
+ for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
{
- int pre_damage = o_ptr->to_d;
+ artifact_type *a_ptr = &a_info[i];
- o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
- if (o_ptr->to_d < 10)
+ /*! @note アーティファクト名が空の不正なデータは除外する / Skip "empty" artifacts */
+ if (!a_ptr->name) continue;
+
+ /*! @note 既に生成回数がカウントされたアーティファクト、QUESTITEMと非INSTA_ARTは除外 / Cannot make an artifact twice */
+ if (a_ptr->cur_num) continue;
+ if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
+ if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
+
+ /*! @note アーティファクト生成階が現在に対して足りない場合は高確率で1/(不足階層*2)を満たさないと生成リストに加えられない /
+ * XXX XXX Enforce minimum "depth" (loosely) */
+ if (a_ptr->level > floor_ptr->object_level)
{
- o_ptr->to_d = 10;
+ /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
+ int d = (a_ptr->level - floor_ptr->object_level) * 2;
+ if (!one_in_(d)) continue;
+ }
+
+ /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
+ if (!one_in_(a_ptr->rarity)) continue;
+
+ /*! @note INSTA_ART型固定アーティファクトのベースアイテムもチェック対象とする。ベースアイテムの生成階層が足りない場合1/(不足階層*5) を満たさないと除外される。 /
+ * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
+ k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
+ if (k_info[k_idx].level > floor_ptr->object_level)
+ {
+ int d = (k_info[k_idx].level - floor_ptr->object_level) * 5;
+ if (!one_in_(d)) continue;
}
- msg_format_wizard(CHEAT_OBJECT,
- _("ダメージ修正が抑制されました。 %d -> %d", "Plus-Damage Supress %d -> %d"),
- pre_damage, o_ptr->to_d);
+ /*! @note 前述の条件を満たしたら、後のIDのアーティファクトはチェックせずすぐ確定し生成処理に移す /
+ * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
+ object_prep(o_ptr, k_idx);
+
+ o_ptr->name1 = i;
+ random_artifact_resistance(player_ptr, o_ptr, a_ptr);
+ return TRUE;
+ }
- return 1;
- }
- return 0;
-}
\ No newline at end of file
+ /*! @note 全INSTA_ART固定アーティファクトを試行しても決まらなかった場合 FALSEを返す / Failure */
+ return FALSE;
+}