-#include "angband.h"\r
-\r
-/*!\r
- * @brief アイテムに付加される可能性のある呪いを指定する。\r
- * @param power 呪いの段階\r
- * @param o_ptr 呪いをかけられる装備オブジェクトの構造体参照ポインタ\r
- * @return 与える呪いのID\r
- */\r
-BIT_FLAGS get_curse(int power, object_type *o_ptr)\r
-{\r
- BIT_FLAGS new_curse;\r
-\r
- while(1)\r
- {\r
- new_curse = (1 << (randint0(MAX_CURSE)+4));\r
- if (power == 2)\r
- {\r
- if (!(new_curse & TRC_HEAVY_MASK)) continue;\r
- }\r
- else if (power == 1)\r
- {\r
- if (new_curse & TRC_SPECIAL_MASK) continue;\r
- }\r
- else if (power == 0)\r
- {\r
- if (new_curse & TRC_HEAVY_MASK) continue;\r
- }\r
- if (new_curse == TRC_LOW_MELEE && !object_is_weapon(o_ptr)) continue;\r
- if (new_curse == TRC_LOW_AC && !object_is_armour(o_ptr)) continue;\r
- break;\r
- }\r
- return new_curse;\r
-}\r
-\r
-/*!\r
- * @brief 装備への呪い付加判定と付加処理\r
- * @param chance 呪いの基本確率\r
- * @param heavy_chance さらに重い呪いとなる確率\r
- * @return なし\r
- */\r
-void curse_equipment(PERCENTAGE chance, PERCENTAGE heavy_chance)\r
-{\r
- bool changed = FALSE;\r
- int curse_power = 0;\r
- BIT_FLAGS new_curse;\r
- BIT_FLAGS oflgs[TR_FLAG_SIZE];\r
- object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];\r
- char o_name[MAX_NLEN];\r
-\r
- if (randint1(100) > chance) return;\r
-\r
- if (!o_ptr->k_idx) return;\r
-\r
- object_flags(o_ptr, oflgs);\r
-\r
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));\r
-\r
- /* Extra, biased saving throw for blessed items */\r
- if (have_flag(oflgs, TR_BLESSED))\r
- {\r
-#ifdef JP\r
- msg_format("祝福された%sは呪いを跳ね返した!", o_name,\r
-#else\r
- msg_format("Your blessed %s resist%s cursing!", o_name,\r
-#endif\r
-\r
- ((o_ptr->number > 1) ? "" : "s"));\r
- /* Hmmm -- can we wear multiple items? If not, this is unnecessary */\r
- return;\r
- }\r
-\r
- if ((randint1(100) <= heavy_chance) &&\r
- (object_is_artifact(o_ptr) || object_is_ego(o_ptr)))\r
- {\r
- if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))\r
- changed = TRUE;\r
- o_ptr->curse_flags |= TRC_HEAVY_CURSE;\r
- o_ptr->curse_flags |= TRC_CURSED;\r
- curse_power++;\r
- }\r
- else\r
- {\r
- if (!object_is_cursed(o_ptr))\r
- changed = TRUE;\r
- o_ptr->curse_flags |= TRC_CURSED;\r
- }\r
- if (heavy_chance >= 50) curse_power++;\r
-\r
- new_curse = get_curse(curse_power, o_ptr);\r
- if (!(o_ptr->curse_flags & new_curse))\r
- {\r
- changed = TRUE;\r
- o_ptr->curse_flags |= new_curse;\r
- }\r
-\r
- if (changed)\r
- {\r
- msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding %s..."), o_name);\r
- o_ptr->feeling = FEEL_NONE;\r
- }\r
- p_ptr->update |= (PU_BONUS);\r
-}\r
-\r
+#include "angband.h"
+
+/*!
+ * @brief アイテムに付加される可能性のある呪いを指定する。
+ * @param power 呪いの段階
+ * @param o_ptr 呪いをかけられる装備オブジェクトの構造体参照ポインタ
+ * @return 与える呪いのID
+ */
+BIT_FLAGS get_curse(int power, object_type *o_ptr)
+{
+ BIT_FLAGS new_curse;
+
+ while(1)
+ {
+ new_curse = (1 << (randint0(MAX_CURSE)+4));
+ if (power == 2)
+ {
+ if (!(new_curse & TRC_HEAVY_MASK)) continue;
+ }
+ else if (power == 1)
+ {
+ if (new_curse & TRC_SPECIAL_MASK) continue;
+ }
+ else if (power == 0)
+ {
+ if (new_curse & TRC_HEAVY_MASK) continue;
+ }
+ if (new_curse == TRC_LOW_MELEE && !object_is_weapon(o_ptr)) continue;
+ if (new_curse == TRC_LOW_AC && !object_is_armour(o_ptr)) continue;
+ break;
+ }
+ return new_curse;
+}
+
+/*!
+ * @brief 装備への呪い付加判定と付加処理
+ * @param chance 呪いの基本確率
+ * @param heavy_chance さらに重い呪いとなる確率
+ * @return なし
+ */
+void curse_equipment(PERCENTAGE chance, PERCENTAGE heavy_chance)
+{
+ bool changed = FALSE;
+ int curse_power = 0;
+ BIT_FLAGS new_curse;
+ BIT_FLAGS oflgs[TR_FLAG_SIZE];
+ object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
+ GAME_TEXT o_name[MAX_NLEN];
+
+ if (randint1(100) > chance) return;
+
+ if (!o_ptr->k_idx) return;
+
+ object_flags(o_ptr, oflgs);
+
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+
+ /* Extra, biased saving throw for blessed items */
+ if (have_flag(oflgs, TR_BLESSED))
+ {
+#ifdef JP
+ msg_format("祝福された%sは呪いを跳ね返した!", o_name,
+#else
+ msg_format("Your blessed %s resist%s cursing!", o_name,
+#endif
+
+ ((o_ptr->number > 1) ? "" : "s"));
+ /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
+ return;
+ }
+
+ if ((randint1(100) <= heavy_chance) &&
+ (object_is_artifact(o_ptr) || object_is_ego(o_ptr)))
+ {
+ if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
+ changed = TRUE;
+ o_ptr->curse_flags |= TRC_HEAVY_CURSE;
+ o_ptr->curse_flags |= TRC_CURSED;
+ curse_power++;
+ }
+ else
+ {
+ if (!object_is_cursed(o_ptr))
+ changed = TRUE;
+ o_ptr->curse_flags |= TRC_CURSED;
+ }
+ if (heavy_chance >= 50) curse_power++;
+
+ new_curse = get_curse(curse_power, o_ptr);
+ if (!(o_ptr->curse_flags & new_curse))
+ {
+ changed = TRUE;
+ o_ptr->curse_flags |= new_curse;
+ }
+
+ if (changed)
+ {
+ msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding %s..."), o_name);
+ o_ptr->feeling = FEEL_NONE;
+ }
+ p_ptr->update |= (PU_BONUS);
+}
+