/* Chance of using syllables to form the name instead of the "template" files */
+#define SINDARIN_NAME 10
#define TABLE_NAME 20
#define A_CURSED 13
#define WEIRD_LUCK 12
/*
+ * Choose one lower rank esp
+ */
+void one_low_esp(object_type *o_ptr)
+{
+ switch (randint1(9))
+ {
+ 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;
+ }
+}
+
+
+
+/*
* Choose one random resistance
*/
void one_resistance(object_type *o_ptr)
{
switch (randint0(10))
{
- case 0: add_flag(o_ptr->art_flags, TR_FEATHER); break;
+ case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
case 1: add_flag(o_ptr->art_flags, TR_LITE); 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 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE); break;
case 8:
case 9:
- switch (randint1(9))
- {
- 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;
- }
+ one_low_esp(o_ptr);
break;
}
}
static void random_plus(object_type * o_ptr)
{
- int this_type = (o_ptr->tval < TV_BOOTS ? 23 : 19);
+ int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
switch (artifact_bias)
{
break;
case 12:
case 13:
- add_flag(o_ptr->art_flags, TR_FEATHER);
+ add_flag(o_ptr->art_flags, TR_LEVITATION);
break;
case 15:
case 16:
case 24:
case 25:
case 26:
- if (o_ptr->tval >= TV_BOOTS && o_ptr->tval <= TV_DRAG_ARMOR)
+ if (object_is_armour(o_ptr))
random_misc(o_ptr);
else
{
static void get_random_name(char *return_name, bool armour, int power)
{
- if (randint1(100) <= TABLE_NAME)
+ int prob = randint1(100);
+
+ if (prob <= SINDARIN_NAME)
+ {
+ get_table_sindarin(return_name);
+ }
+ else if (prob <= TABLE_NAME)
{
get_table_name(return_name);
}
{
case 0:
#ifdef JP
-filename = "a_cursed_j.txt";
+ filename = "a_cursed_j.txt";
#else
filename = "a_cursed.txt";
#endif
-
break;
case 1:
#ifdef JP
-filename = "a_low_j.txt";
+ filename = "a_low_j.txt";
#else
filename = "a_low.txt";
#endif
-
break;
case 2:
#ifdef JP
-filename = "a_med_j.txt";
+ filename = "a_med_j.txt";
#else
filename = "a_med.txt";
#endif
-
break;
default:
#ifdef JP
-filename = "a_high_j.txt";
+ filename = "a_high_j.txt";
#else
filename = "a_high.txt";
#endif
-
}
break;
default:
{
case 0:
#ifdef JP
-filename = "w_cursed_j.txt";
+ filename = "w_cursed_j.txt";
#else
filename = "w_cursed.txt";
#endif
-
break;
case 1:
#ifdef JP
-filename = "w_low_j.txt";
+ filename = "w_low_j.txt";
#else
filename = "w_low.txt";
#endif
-
break;
case 2:
#ifdef JP
-filename = "w_med_j.txt";
+ filename = "w_med_j.txt";
#else
filename = "w_med.txt";
#endif
-
break;
default:
#ifdef JP
-filename = "w_high_j.txt";
+ filename = "w_high_j.txt";
#else
filename = "w_high.txt";
#endif
-
}
}
(void)get_rnd_line(filename, 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
}
}
char new_name[1024];
int has_pval = 0;
int powers = randint1(5) + 1;
- int max_type = (o_ptr->tval < TV_BOOTS ? 7 : 5);
+ int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
int power_level;
s32b total_flags;
bool a_cursed = FALSE;
warrior_artifact_bias = 25;
break;
case CLASS_RANGER:
+ case CLASS_SNIPER:
artifact_bias = BIAS_RANGER;
warrior_artifact_bias = 30;
break;
if (!a_scroll && one_in_(A_CURSED))
a_cursed = TRUE;
- if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && cursed_p(o_ptr))
+ if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
a_cursed = TRUE;
while (one_in_(powers) || one_in_(7) || one_in_(10))
has_pval = TRUE;
break;
case 3: case 4:
- if (one_in_(2) && (o_ptr->tval < TV_BOOTS) && (o_ptr->tval != TV_BOW))
+ 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))
}
/* give it some plusses... */
- if (o_ptr->tval >= TV_BOOTS && o_ptr->tval <= TV_DRAG_ARMOR)
+ if (object_is_armour(o_ptr))
o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
- else if (o_ptr->tval <= TV_SWORD)
+ else if (object_is_weapon_ammo(o_ptr))
{
o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
if (a_cursed) curse_artifact(o_ptr);
if (!a_cursed &&
- (randint1((o_ptr->tval >= TV_BOOTS)
- ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE) == 1))
+ one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
{
o_ptr->xtra2 = 0;
give_activation_power(o_ptr);
}
- if ((o_ptr->tval >= TV_BOOTS) && (o_ptr->tval <= TV_DRAG_ARMOR))
+ if (object_is_armour(o_ptr))
{
while ((o_ptr->to_d+o_ptr->to_h) > 20)
{
remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
}
- if (o_ptr->tval >= TV_BOOTS)
+ 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 < 25000) power_level = 2;
+ 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 < 35000) power_level = 2;
+ else if (total_flags < 45000) power_level = 2;
else power_level = 3;
}
if (a_scroll)
{
- char dummy_name[80];
+ char dummy_name[80] = "";
+#ifdef JP
+ cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
+#else
+ cptr ask_msg = "What do you want to call the artifact? ";
+#endif
+
/* Identify it fully */
object_aware(o_ptr);
object_known(o_ptr);
/* Mark the item as fully known */
o_ptr->ident |= (IDENT_MENTAL);
- strcpy(dummy_name, "");
- (void)identify_fully_aux(o_ptr);
-
-#ifdef JP
- if (!(get_string("¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©", dummy_name, 80)))
-#else
- if (!(get_string("What do you want to call the artifact? ", dummy_name, 80)))
-#endif
+ (void)screen_object(o_ptr, 0L);
+ if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
+ || !dummy_name[0])
{
- get_random_name(new_name, (bool)(o_ptr->tval >= TV_BOOTS), power_level);
+ /* Cancelled */
+ if (one_in_(2))
+ {
+ get_table_sindarin_aux(dummy_name);
+ }
+ else
+ {
+ get_table_name_aux(dummy_name);
+ }
}
- else
- {
-#ifdef JP
- strcpy(new_name, "¡Ô");
-#else
- strcpy(new_name, "'");
-#endif
- strcat(new_name, dummy_name);
#ifdef JP
- strcat(new_name, "¡Õ¤È¤¤¤¦Ì¾¤Î");
+ sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
#else
- strcat(new_name, "'");
+ sprintf(new_name, "'%s'", dummy_name);
#endif
- }
-
chg_virtue(V_INDIVIDUALISM, 2);
chg_virtue(V_ENCHANT, 5);
-
}
else
{
- get_random_name(new_name, (bool)(o_ptr->tval >= TV_BOOTS), power_level);
+ get_random_name(new_name, object_is_armour(o_ptr), power_level);
}
if (cheat_xtra)
{
- if (artifact_bias)
-#ifdef JP
-msg_format("±¿¤ÎÊФä¿¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È: %d¡£", artifact_bias);
-#else
- msg_format("Biased artifact: %d.", artifact_bias);
-#endif
-
- else
#ifdef JP
-msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£");
+ if (artifact_bias) msg_format("±¿¤ÎÊФä¿¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È: %d¡£", artifact_bias);
+ else msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£");
#else
- msg_print("No bias in artifact.");
+ if (artifact_bias) msg_format("Biased artifact: %d.", artifact_bias);
+ else msg_print("No bias in artifact.");
#endif
-
}
/* Save the inscription */
m_ptr = &m_list[c_ptr->m_idx];
/* Hack -- attack monsters */
- if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x)))
+ if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
py_attack(y, x, 0);
}
}
if (banish_evil(100))
{
#ifdef JP
- msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁÅݤ·¤¿¡ª");
+ msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª");
#else
msg_print("The power of the artifact banishes evil!");
#endif
case ACT_BERSERK:
{
+ (void)set_afraid(0);
(void)set_hero(randint1(50) + 50, FALSE);
(void)set_blessed(randint1(50) + 50, FALSE);
o_ptr->timeout = 100 + randint1(100);
detect_all(DETECT_RAD_DEFAULT);
probing();
- identify_fully(FALSE, FALSE);
+ identify_fully(FALSE);
o_ptr->timeout = 1000;
break;
}
msg_print("It glows yellow...");
#endif
- identify_fully(FALSE, FALSE);
+ identify_fully(FALSE);
o_ptr->timeout = 750;
break;
}
case ACT_ID_PLAIN:
{
- if (!ident_spell(FALSE, FALSE)) return FALSE;
+ if (!ident_spell(FALSE)) return FALSE;
o_ptr->timeout = 10;
break;
}
msg_print("It twists space around you...");
#endif
- teleport_player(100);
+ teleport_player(100, 0L);
o_ptr->timeout = 45;
break;
}
}
+void get_bloody_moon_flags(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++)
+ {
+ 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);
+ }
+
+ 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);
+ }
+}
+
+
void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
{
bool give_resistance = FALSE, give_power = FALSE;
return;
}
}
+
if (o_ptr->name1 == ART_MURAMASA)
{
if (p_ptr->pclass != CLASS_SAMURAI)
if (o_ptr->name1 == ART_BLOOD)
{
- int dummy, i;
- dummy = randint1(2)+randint1(2);
- for (i = 0; i < dummy; i++)
- {
- int flag = randint0(19);
- if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
- }
- dummy = randint1(2);
- for (i = 0; i < dummy; i++)
- one_resistance(o_ptr);
- dummy = 2;
- for (i = 0; i < dummy; i++)
+ get_bloody_moon_flags(o_ptr);
+ }
+
+ if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
+ {
+ if (p_ptr->psex != SEX_FEMALE)
{
- 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);
+ add_flag(o_ptr->art_flags, TR_AGGRAVATE);
}
}
/*
* Create the artifact of the specified number
*/
-void create_named_art(int a_idx, int y, int x)
+bool create_named_art(int a_idx, int y, int x)
{
object_type forge;
object_type *q_ptr;
q_ptr = &forge;
/* Ignore "empty" artifacts */
- if (!a_ptr->name) return;
+ if (!a_ptr->name) return FALSE;
/* Acquire the "kind" index */
i = lookup_kind(a_ptr->tval, a_ptr->sval);
/* Oops */
- if (!i) return;
+ if (!i) return FALSE;
/* Create the artifact */
object_prep(q_ptr, i);
random_artifact_resistance(q_ptr, a_ptr);
+ /*
+ * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À¼Á¤Ë°Í¸¤¹¤ë.
+ * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
+ * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ¤Ê¤¯¤Ê¤ë.
+ */
+
/* Drop the artifact from heaven */
- (void)drop_near(q_ptr, -1, y, x);
+ return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
}