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[Refactor] #37353 dragonbreath_type 構造体と関連変数を cmd-activate.c/h へ移動.
[hengband/hengband.git] / src / cmd-activate.c
index aa51704..01a9798 100644 (file)
@@ -7,17 +7,50 @@
 */
 
 #include "angband.h"
+#include "util.h"
+
 #include "cmd-activate.h"
+#include "cmd-basic.h"
+#include "floor.h"
 #include "object-hook.h"
-#include "spells-summon.h"
 #include "sort.h"
-#include "projection.h"
 #include "artifact.h"
 #include "avatar.h"
+#include "spells.h"
+#include "spells-summon.h"
 #include "spells-status.h"
 #include "spells-object.h"
+#include "spells-floor.h"
 #include "realm-hex.h"
 #include "player-status.h"
+#include "player-effects.h"
+#include "monster-status.h"
+#include "files.h"
+#include "objectkind.h"
+#include "object-ego.h"
+#include "grid.h"
+
+/*!
+ * @brief 装備耐性に準じたブレス効果の選択テーブル /
+ * Define flags, effect type, name for dragon breath activation
+ */
+const dragonbreath_type dragonbreath_info[] = {
+       { TR_RES_ACID, GF_ACID, _("酸", "acid") },
+       { TR_RES_ELEC, GF_ELEC, _("電撃", "lightning") },
+       { TR_RES_FIRE, GF_FIRE, _("火炎", "fire") },
+       { TR_RES_COLD, GF_COLD, _("冷気", "cold") },
+       { TR_RES_POIS, GF_POIS, _("毒", "poison") },
+       { TR_RES_LITE, GF_LITE, _("閃光", "light") },
+       { TR_RES_DARK, GF_DARK, _("暗黒", "dark") },
+       { TR_RES_SHARDS, GF_SHARDS, _("破片", "shard") },
+       { TR_RES_CONF, GF_CONFUSION, _("混乱", "confusion") },
+       { TR_RES_SOUND, GF_SOUND, _("轟音", "sound") },
+       { TR_RES_NEXUS, GF_NEXUS, _("因果混乱", "nexus") },
+       { TR_RES_NETHER, GF_NETHER, _("地獄", "nether") },
+       { TR_RES_CHAOS, GF_CHAOS, _("カオス", "chaos") },
+       { TR_RES_DISEN, GF_DISENCHANT, _("劣化", "disenchant") },
+       { 0, 0, NULL }
+};
 
 /*!
  * @brief アイテムの発動効果テーブル /
@@ -293,45 +326,6 @@ const activation_type activation_info[] =
 };
 
 /*!
-* @brief ペット入りモンスターボールをソートするための比較関数
-* @param u 所持品配列の参照ポインタ
-* @param v 未使用
-* @param a 所持品ID1
-* @param b 所持品ID2
-* @return 1の方が大であればTRUE
-*/
-static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
-{
-       u16b *who = (u16b*)(u);
-
-       int w1 = who[a];
-       int w2 = who[b];
-
-       monster_type *m_ptr1 = &m_list[w1];
-       monster_type *m_ptr2 = &m_list[w2];
-       monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
-       monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
-
-       /* Unused */
-       (void)v;
-
-       if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
-       if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
-
-       if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
-       if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
-
-       if (r_ptr1->level > r_ptr2->level) return TRUE;
-       if (r_ptr2->level > r_ptr1->level) return FALSE;
-
-       if (m_ptr1->hp > m_ptr2->hp) return TRUE;
-       if (m_ptr2->hp > m_ptr1->hp) return FALSE;
-
-       return w1 <= w2;
-}
-
-
-/*!
  * @brief 装備を発動するコマンドのサブルーチン /
  * Activate a wielded object.  Wielded objects never stack.
  * And even if they did, activatable objects never stack.
@@ -341,7 +335,7 @@ static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
  * <pre>
  * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
  * But one could, for example, easily make an activatable "Ring of Plasma".
- * Note that it always takes a turn to activate an artifact, even if
+ * Note that it always takes a current_world_ptr->game_turn to activate an artifact, even if
  * the user hits "escape" at the "direction" prompt.
  * </pre>
  */
@@ -357,13 +351,13 @@ void do_cmd_activate_aux(INVENTORY_IDX item)
        /* Get the item (in the pack) */
        if (item >= 0)
        {
-               o_ptr = &inventory[item];
+               o_ptr = &p_ptr->inventory_list[item];
        }
 
        /* Get the item (on the floor) */
        else
        {
-               o_ptr = &o_list[0 - item];
+               o_ptr = &current_floor_ptr->o_list[0 - item];
        }
 
        take_turn(p_ptr, 100);
@@ -456,26 +450,22 @@ void do_cmd_activate_aux(INVENTORY_IDX item)
                if (hex_spelling_any()) stop_hex_spell_all();
 
                {
-                       IDX pet_ctr, i;
+                       MONSTER_IDX pet_ctr, i;
                        MONSTER_IDX *who;
                        int max_pet = 0;
                        u16b dummy_why;
 
                        /* Allocate the "who" array */
-                       C_MAKE(who, max_m_idx, MONSTER_IDX);
+                       C_MAKE(who, current_floor_ptr->max_m_idx, MONSTER_IDX);
 
                        /* Process the monsters (backwards) */
-                       for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
+                       for (pet_ctr = current_floor_ptr->m_max - 1; pet_ctr >= 1; pet_ctr--)
                        {
-                               if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
+                               if (is_pet(&current_floor_ptr->m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
                                  who[max_pet++] = pet_ctr;
                        }
 
-                       /* Select the sort method */
-                       ang_sort_comp = ang_sort_comp_pet;
-                       ang_sort_swap = ang_sort_swap_hook;
-
-                       ang_sort(who, &dummy_why, max_pet);
+                       ang_sort(who, &dummy_why, max_pet, ang_sort_comp_pet, ang_sort_swap_hook);
 
                        /* Process the monsters (backwards) */
                        for (i = 0; i < max_pet; i++)
@@ -485,7 +475,7 @@ void do_cmd_activate_aux(INVENTORY_IDX item)
                        }
 
                        /* Free the "who" array */
-                       C_KILL(who, max_m_idx, IDX);
+                       C_KILL(who, current_floor_ptr->max_m_idx, IDX);
                }
                o_ptr->timeout = 100 + randint1(100);
                return;
@@ -556,10 +546,10 @@ void do_cmd_activate_aux(INVENTORY_IDX item)
                        {
                                if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
                                {
-                                       if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
-                                       if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
-                                       if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
-                                       m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
+                                       if (o_ptr->xtra3) current_floor_ptr->m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
+                                       if (o_ptr->xtra5) current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
+                                       if (o_ptr->xtra4) current_floor_ptr->m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
+                                       current_floor_ptr->m_list[hack_m_idx_ii].maxhp = current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp;
                                        if (o_ptr->inscription)
                                        {
                                                char buf[80];
@@ -601,7 +591,7 @@ void do_cmd_activate_aux(INVENTORY_IDX item)
                                                                s--;
 #endif
                                                        *s = '\0';
-                                                       m_list[hack_m_idx_ii].nickname = quark_add(buf);
+                                                       current_floor_ptr->m_list[hack_m_idx_ii].nickname = quark_add(buf);
                                                        t = quark_str(o_ptr->inscription);
                                                        s = buf;
                                                        while(*t && (*t != '#'))
@@ -687,8 +677,6 @@ static bool activate_dragon_breath(object_type *o_ptr)
                        n++;
                }
        }
-
-       /* Paranoia */
        if (n == 0) return FALSE;
 
        /* Stop speaking */
@@ -714,8 +702,6 @@ bool activate_artifact(object_type *o_ptr)
        DIRECTION dir;
        concptr 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.");
@@ -1210,30 +1196,13 @@ bool activate_artifact(object_type *o_ptr)
        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), '\0');
+               (void)summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
                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, '\0'))
-               {
-                       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!"));
-               }
-
+               if (!cast_summon_elemental(p_ptr, (plev * 3) / 2)) return FALSE;
                break;
-       }
 
        case ACT_SUMMON_DEMON:
        {
@@ -1242,76 +1211,23 @@ bool activate_artifact(object_type *o_ptr)
        }
 
        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, '\0'))
-               {
-                       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!'"));
-               }
-
+               if (!cast_summon_undead(p_ptr, (plev * 3) / 2)) return FALSE;
                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, '\0'))
-               {
-
-                       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!"));
-               }
-
+               if (!cast_summon_hound(p_ptr, (plev * 3) / 2)) return FALSE;
                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), '\0');
+               (void)summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
                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!"));
-               }
-
+               if(!cast_summon_octopus(p_ptr)) return FALSE;
                break;
-       }
 
        /* Activate for healing */
 
@@ -1671,13 +1587,13 @@ bool activate_artifact(object_type *o_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--)
+               for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
                {
                        /* Access the monster */
-                       m_ptr = &m_list[i];
+                       m_ptr = &current_floor_ptr->m_list[i];
 
                        /* Ignore "dead" monsters */
-                       if (!m_ptr->r_idx) continue;
+                       if (!monster_is_valid(m_ptr)) continue;
 
                        r_ptr = &r_info[m_ptr->r_idx];
 
@@ -1706,8 +1622,6 @@ bool activate_artifact(object_type *o_ptr)
                        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;
                        }
                }
@@ -1737,45 +1651,9 @@ bool activate_artifact(object_type *o_ptr)
        }
 
        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;
-
-                               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));
-                       }
-                       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);
+               if(!perilous_secrets(p_ptr)) return FALSE;
                break;
-       }
 
        case ACT_SHIKOFUMI:
        {
@@ -1815,53 +1693,9 @@ bool activate_artifact(object_type *o_ptr)
                break;
        }
 
-
-       /* Unique activation */
        case ACT_CAST_OFF:
-       {
-               INVENTORY_IDX inv;
-               int t;
-               OBJECT_IDX o_idx;
-               GAME_TEXT 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."));
-               }
-
+               cosmic_cast_off(p_ptr, o_ptr);
                break;
-       }
 
        case ACT_FALLING_STAR:
        {
@@ -1896,80 +1730,12 @@ bool activate_artifact(object_type *o_ptr)
        }
 
        case ACT_FISHING:
-       {
-               POSITION x, y;
-
-               if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
-               y = p_ptr->y + ddy[dir];
-               x = p_ptr->x + ddx[dir];
-               p_ptr->fishing_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 (grid_array[y][x].m_idx)
-               {
-                       GAME_TEXT m_name[MAX_NLEN];
-                       monster_desc(m_name, &m_list[grid_array[y][x].m_idx], 0);
-                       msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
-                       free_turn(p_ptr);
-                       return FALSE;
-               }
-               set_action(ACTION_FISH);
-               p_ptr->redraw |= (PR_STATE);
+               if(!fishing(p_ptr)) return FALSE;
                break;
-       }
 
        case ACT_INROU:
-       {
-               int count = 0, i;
-               monster_type *m_ptr;
-               concptr 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;
-                       }
-               }
-
-               if (count)
-               {
-                       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;
-               }
-               else
-               {
-                       msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
-               }
+               mitokohmon();
                break;
-       }
 
        case ACT_MURAMASA:
        {
@@ -2000,46 +1766,10 @@ bool activate_artifact(object_type *o_ptr)
        }
 
        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!"));
-
-               if (!get_aim_dir(&dir)) return FALSE;
-
-               /* Use the given direction */
-               tx = p_ptr->x + 99 * ddx[dir];
-               ty = p_ptr->y + 99 * ddy[dir];
-
-               /* Hack -- Use an actual "target" */
-               if ((dir == 5) && target_okay())
-               {
-                       tx = target_col;
-                       ty = target_row;
-               }
-
-               if (p_ptr->pclass == CLASS_ARCHER)
-               {
-                       /* Extra shot at level 10 */
-                       if (p_ptr->lev >= 10) num++;
-
-                       /* Extra shot at level 30 */
-                       if (p_ptr->lev >= 30) num++;
-
-                       /* Extra shot at level 45 */
-                       if (p_ptr->lev >= 45) num++;
-               }
-
-               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);
+               if(!fire_crimson()) return FALSE;
                break;
-       }
 
        default:
        {
@@ -2079,38 +1809,3 @@ bool activate_artifact(object_type *o_ptr)
        return TRUE;
 }
 
-/*!
- * @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
- */
-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 < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
-               else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
-       }
-}
-
-