X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fartifact.c;h=3595542448294655a2cfea9ebaa1c344567e6a8d;hb=a2a8bc4097588608838975371cd03e2604950fd5;hp=1fba65a70aa0fe59f1e978fa4aca0a4aca65810f;hpb=6c68601093715dafb430dba02ab7f35821434873;p=hengband%2Fhengband.git diff --git a/src/artifact.c b/src/artifact.c index 1fba65a70..359554244 100644 --- a/src/artifact.c +++ b/src/artifact.c @@ -12,6 +12,7 @@ /* 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 @@ -38,12 +39,12 @@ void one_sustain(object_type *o_ptr) { switch (randint0(6)) { - case 0: o_ptr->art_flags2 |= (TR2_SUST_STR); break; - case 1: o_ptr->art_flags2 |= (TR2_SUST_INT); break; - case 2: o_ptr->art_flags2 |= (TR2_SUST_WIS); break; - case 3: o_ptr->art_flags2 |= (TR2_SUST_DEX); break; - case 4: o_ptr->art_flags2 |= (TR2_SUST_CON); break; - case 5: o_ptr->art_flags2 |= (TR2_SUST_CHR); break; + case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break; + case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break; + case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break; + case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break; + case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break; + case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break; } } @@ -55,18 +56,18 @@ void one_high_resistance(object_type *o_ptr) { switch (randint0(12)) { - case 0: o_ptr->art_flags2 |= (TR2_RES_POIS); break; - case 1: o_ptr->art_flags2 |= (TR2_RES_LITE); break; - case 2: o_ptr->art_flags2 |= (TR2_RES_DARK); break; - case 3: o_ptr->art_flags2 |= (TR2_RES_SHARDS); break; - case 4: o_ptr->art_flags2 |= (TR2_RES_BLIND); break; - case 5: o_ptr->art_flags2 |= (TR2_RES_CONF); break; - case 6: o_ptr->art_flags2 |= (TR2_RES_SOUND); break; - case 7: o_ptr->art_flags2 |= (TR2_RES_NETHER); break; - case 8: o_ptr->art_flags2 |= (TR2_RES_NEXUS); break; - case 9: o_ptr->art_flags2 |= (TR2_RES_CHAOS); break; - case 10: o_ptr->art_flags2 |= (TR2_RES_DISEN); break; - case 11: o_ptr->art_flags2 |= (TR2_RES_FEAR); break; + 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; } } @@ -78,16 +79,16 @@ void one_lordly_high_resistance(object_type *o_ptr) { switch (randint0(10)) { - case 0: o_ptr->art_flags2 |= (TR2_RES_LITE); break; - case 1: o_ptr->art_flags2 |= (TR2_RES_DARK); break; - case 2: o_ptr->art_flags2 |= (TR2_RES_SHARDS); break; - case 3: o_ptr->art_flags2 |= (TR2_RES_BLIND); break; - case 4: o_ptr->art_flags2 |= (TR2_RES_CONF); break; - case 5: o_ptr->art_flags2 |= (TR2_RES_SOUND); break; - case 6: o_ptr->art_flags2 |= (TR2_RES_NETHER); break; - case 7: o_ptr->art_flags2 |= (TR2_RES_NEXUS); break; - case 8: o_ptr->art_flags2 |= (TR2_RES_CHAOS); break; - case 9: o_ptr->art_flags2 |= (TR2_RES_FEAR); break; + 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; } } @@ -99,10 +100,10 @@ void one_ele_resistance(object_type *o_ptr) { switch (randint0(4)) { - case 0: o_ptr->art_flags2 |= (TR2_RES_ACID); break; - case 1: o_ptr->art_flags2 |= (TR2_RES_ELEC); break; - case 2: o_ptr->art_flags2 |= (TR2_RES_COLD); break; - case 3: o_ptr->art_flags2 |= (TR2_RES_FIRE); break; + 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; } } @@ -114,7 +115,7 @@ void one_dragon_ele_resistance(object_type *o_ptr) { if (one_in_(7)) { - o_ptr->art_flags2 |= (TR2_RES_POIS); + add_flag(o_ptr->art_flags, TR_RES_POIS); } else { @@ -124,6 +125,28 @@ void one_dragon_ele_resistance(object_type *o_ptr) /* + * Choose one lower rank esp + */ +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; + } +} + + + +/* * Choose one random resistance */ void one_resistance(object_type *o_ptr) @@ -144,16 +167,20 @@ void one_resistance(object_type *o_ptr) */ void one_ability(object_type *o_ptr) { - switch (randint0(8)) + switch (randint0(10)) { - case 0: o_ptr->art_flags3 |= (TR3_FEATHER); break; - case 1: o_ptr->art_flags3 |= (TR3_LITE); break; - case 2: o_ptr->art_flags3 |= (TR3_SEE_INVIS); break; - case 3: o_ptr->art_flags3 |= (TR3_WARNING); break; - case 4: o_ptr->art_flags3 |= (TR3_SLOW_DIGEST); break; - case 5: o_ptr->art_flags3 |= (TR3_REGEN); break; - case 6: o_ptr->art_flags2 |= (TR2_FREE_ACT); break; - case 7: o_ptr->art_flags2 |= (TR2_HOLD_LIFE); 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 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_LIFE); break; + case 8: + case 9: + one_low_esp(o_ptr); + break; } } @@ -166,144 +193,146 @@ static void curse_artifact(object_type * o_ptr) if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4)); o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED); - o_ptr->art_flags3 &= ~(TR3_BLESSED); + remove_flag(o_ptr->art_flags, TR_BLESSED); if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE; - if (one_in_(3)) o_ptr->art_flags3 |= TR3_TY_CURSE; - if (one_in_(2)) o_ptr->art_flags3 |= TR3_AGGRAVATE; - if (one_in_(3)) o_ptr->art_flags3 |= TR3_DRAIN_EXP; - if (one_in_(2)) o_ptr->art_flags3 |= TR3_TELEPORT; - else if (one_in_(3)) o_ptr->art_flags3 |= TR3_NO_TELE; + if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE); + if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE); + if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP); + if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE); + if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE); + 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)) - o_ptr->art_flags3 |= TR3_NO_MAGIC; + add_flag(o_ptr->art_flags, TR_NO_MAGIC); } 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) { case BIAS_WARRIOR: - if (!(o_ptr->art_flags1 & TR1_STR)) + if (!(have_flag(o_ptr->art_flags, TR_STR))) { - o_ptr->art_flags1 |= TR1_STR; + add_flag(o_ptr->art_flags, TR_STR); if (one_in_(2)) return; } - if (!(o_ptr->art_flags1 & TR1_CON)) + if (!(have_flag(o_ptr->art_flags, TR_CON))) { - o_ptr->art_flags1 |= TR1_CON; + add_flag(o_ptr->art_flags, TR_CON); if (one_in_(2)) return; } - if (!(o_ptr->art_flags1 & TR1_DEX)) + if (!(have_flag(o_ptr->art_flags, TR_DEX))) { - o_ptr->art_flags1 |= TR1_DEX; + add_flag(o_ptr->art_flags, TR_DEX); if (one_in_(2)) return; } break; case BIAS_MAGE: - if (!(o_ptr->art_flags1 & TR1_INT)) + if (!(have_flag(o_ptr->art_flags, TR_INT))) { - o_ptr->art_flags1 |= TR1_INT; + add_flag(o_ptr->art_flags, TR_INT); if (one_in_(2)) return; } - if ((o_ptr->tval == TV_GLOVES) && !(o_ptr->art_flags1 & TR1_MAGIC_MASTERY)) + if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY))) { - o_ptr->art_flags1 |= TR1_MAGIC_MASTERY; + add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY); if (one_in_(2)) return; } break; case BIAS_PRIESTLY: - if (!(o_ptr->art_flags1 & TR1_WIS)) + if (!(have_flag(o_ptr->art_flags, TR_WIS))) { - o_ptr->art_flags1 |= TR1_WIS; + add_flag(o_ptr->art_flags, TR_WIS); if (one_in_(2)) return; } break; case BIAS_RANGER: - if (!(o_ptr->art_flags1 & TR1_DEX)) + if (!(have_flag(o_ptr->art_flags, TR_DEX))) { - o_ptr->art_flags1 |= TR1_DEX; + add_flag(o_ptr->art_flags, TR_DEX); if (one_in_(2)) return; } - if (!(o_ptr->art_flags1 & TR1_CON)) + if (!(have_flag(o_ptr->art_flags, TR_CON))) { - o_ptr->art_flags1 |= TR1_CON; + add_flag(o_ptr->art_flags, TR_CON); if (one_in_(2)) return; } - if (!(o_ptr->art_flags1 & TR1_STR)) + if (!(have_flag(o_ptr->art_flags, TR_STR))) { - o_ptr->art_flags1 |= TR1_STR; + add_flag(o_ptr->art_flags, TR_STR); if (one_in_(2)) return; } break; case BIAS_ROGUE: - if (!(o_ptr->art_flags1 & TR1_STEALTH)) + if (!(have_flag(o_ptr->art_flags, TR_STEALTH))) { - o_ptr->art_flags1 |= TR1_STEALTH; + add_flag(o_ptr->art_flags, TR_STEALTH); if (one_in_(2)) return; } - if (!(o_ptr->art_flags1 & TR1_SEARCH)) + if (!(have_flag(o_ptr->art_flags, TR_SEARCH))) { - o_ptr->art_flags1 |= TR1_SEARCH; + add_flag(o_ptr->art_flags, TR_SEARCH); if (one_in_(2)) return; } break; case BIAS_STR: - if (!(o_ptr->art_flags1 & TR1_STR)) + if (!(have_flag(o_ptr->art_flags, TR_STR))) { - o_ptr->art_flags1 |= TR1_STR; + add_flag(o_ptr->art_flags, TR_STR); if (one_in_(2)) return; } break; case BIAS_WIS: - if (!(o_ptr->art_flags1 & TR1_WIS)) + if (!(have_flag(o_ptr->art_flags, TR_WIS))) { - o_ptr->art_flags1 |= TR1_WIS; + add_flag(o_ptr->art_flags, TR_WIS); if (one_in_(2)) return; } break; case BIAS_INT: - if (!(o_ptr->art_flags1 & TR1_INT)) + if (!(have_flag(o_ptr->art_flags, TR_INT))) { - o_ptr->art_flags1 |= TR1_INT; + add_flag(o_ptr->art_flags, TR_INT); if (one_in_(2)) return; } break; case BIAS_DEX: - if (!(o_ptr->art_flags1 & TR1_DEX)) + if (!(have_flag(o_ptr->art_flags, TR_DEX))) { - o_ptr->art_flags1 |= TR1_DEX; + add_flag(o_ptr->art_flags, TR_DEX); if (one_in_(2)) return; } break; case BIAS_CON: - if (!(o_ptr->art_flags1 & TR1_CON)) + if (!(have_flag(o_ptr->art_flags, TR_CON))) { - o_ptr->art_flags1 |= TR1_CON; + add_flag(o_ptr->art_flags, TR_CON); if (one_in_(2)) return; } break; case BIAS_CHR: - if (!(o_ptr->art_flags1 & TR1_CHR)) + if (!(have_flag(o_ptr->art_flags, TR_CHR))) { - o_ptr->art_flags1 |= TR1_CHR; + add_flag(o_ptr->art_flags, TR_CHR); if (one_in_(2)) return; } break; @@ -311,9 +340,9 @@ static void random_plus(object_type * o_ptr) if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE)) { - if (!(o_ptr->art_flags3 & TR3_DEC_MANA) && one_in_(3)) + if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3)) { - o_ptr->art_flags3 |= TR3_DEC_MANA; + add_flag(o_ptr->art_flags, TR_DEC_MANA); if (one_in_(2)) return; } } @@ -321,71 +350,71 @@ static void random_plus(object_type * o_ptr) switch (randint1(this_type)) { case 1: case 2: - o_ptr->art_flags1 |= TR1_STR; + add_flag(o_ptr->art_flags, TR_STR); if (!artifact_bias && !one_in_(13)) artifact_bias = BIAS_STR; else if (!artifact_bias && one_in_(7)) artifact_bias = BIAS_WARRIOR; break; case 3: case 4: - o_ptr->art_flags1 |= TR1_INT; + add_flag(o_ptr->art_flags, TR_INT); if (!artifact_bias && !one_in_(13)) artifact_bias = BIAS_INT; else if (!artifact_bias && one_in_(7)) artifact_bias = BIAS_MAGE; break; case 5: case 6: - o_ptr->art_flags1 |= TR1_WIS; + add_flag(o_ptr->art_flags, TR_WIS); if (!artifact_bias && !one_in_(13)) artifact_bias = BIAS_WIS; else if (!artifact_bias && one_in_(7)) artifact_bias = BIAS_PRIESTLY; break; case 7: case 8: - o_ptr->art_flags1 |= TR1_DEX; + add_flag(o_ptr->art_flags, TR_DEX); if (!artifact_bias && !one_in_(13)) artifact_bias = BIAS_DEX; else if (!artifact_bias && one_in_(7)) artifact_bias = BIAS_ROGUE; break; case 9: case 10: - o_ptr->art_flags1 |= TR1_CON; + add_flag(o_ptr->art_flags, TR_CON); if (!artifact_bias && !one_in_(13)) artifact_bias = BIAS_CON; else if (!artifact_bias && one_in_(9)) artifact_bias = BIAS_RANGER; break; case 11: case 12: - o_ptr->art_flags1 |= TR1_CHR; + add_flag(o_ptr->art_flags, TR_CHR); if (!artifact_bias && !one_in_(13)) artifact_bias = BIAS_CHR; break; case 13: case 14: - o_ptr->art_flags1 |= TR1_STEALTH; + add_flag(o_ptr->art_flags, TR_STEALTH); if (!artifact_bias && one_in_(3)) artifact_bias = BIAS_ROGUE; break; case 15: case 16: - o_ptr->art_flags1 |= TR1_SEARCH; + add_flag(o_ptr->art_flags, TR_SEARCH); if (!artifact_bias && one_in_(9)) artifact_bias = BIAS_RANGER; break; case 17: case 18: - o_ptr->art_flags1 |= TR1_INFRA; + add_flag(o_ptr->art_flags, TR_INFRA); break; case 19: - o_ptr->art_flags1 |= TR1_SPEED; + add_flag(o_ptr->art_flags, TR_SPEED); if (!artifact_bias && one_in_(11)) artifact_bias = BIAS_ROGUE; break; case 20: case 21: - o_ptr->art_flags1 |= TR1_TUNNEL; + add_flag(o_ptr->art_flags, TR_TUNNEL); break; case 22: case 23: if (o_ptr->tval == TV_BOW) random_plus(o_ptr); else { - o_ptr->art_flags1 |= TR1_BLOWS; + add_flag(o_ptr->art_flags, TR_BLOWS); if (!artifact_bias && one_in_(11)) artifact_bias = BIAS_WARRIOR; } @@ -399,135 +428,156 @@ static void random_resistance(object_type * o_ptr) switch (artifact_bias) { case BIAS_ACID: - if (!(o_ptr->art_flags2 & TR2_RES_ACID)) + if (!(have_flag(o_ptr->art_flags, TR_RES_ACID))) { - o_ptr->art_flags2 |= TR2_RES_ACID; + add_flag(o_ptr->art_flags, TR_RES_ACID); if (one_in_(2)) return; } - if (one_in_(BIAS_LUCK) && !(o_ptr->art_flags2 & TR2_IM_ACID)) + if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID))) { - o_ptr->art_flags2 |= TR2_IM_ACID; - if (!one_in_(IM_LUCK)) o_ptr->art_flags2 &= ~(TR2_IM_ELEC | TR2_IM_COLD | TR2_IM_FIRE); + add_flag(o_ptr->art_flags, TR_IM_ACID); + if (!one_in_(IM_LUCK)) + { + remove_flag(o_ptr->art_flags, TR_IM_ELEC); + remove_flag(o_ptr->art_flags, TR_IM_COLD); + remove_flag(o_ptr->art_flags, TR_IM_FIRE); + } if (one_in_(2)) return; } break; case BIAS_ELEC: - if (!(o_ptr->art_flags2 & TR2_RES_ELEC)) + if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC))) { - o_ptr->art_flags2 |= TR2_RES_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) && - !(o_ptr->art_flags3 & TR3_SH_ELEC)) + !(have_flag(o_ptr->art_flags, TR_SH_ELEC))) { - o_ptr->art_flags3 |= TR3_SH_ELEC; + add_flag(o_ptr->art_flags, TR_SH_ELEC); if (one_in_(2)) return; } - if (one_in_(BIAS_LUCK) && !(o_ptr->art_flags2 & TR2_IM_ELEC)) + if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC))) { - o_ptr->art_flags2 |= TR2_IM_ELEC; - if (!one_in_(IM_LUCK)) o_ptr->art_flags2 &= ~(TR2_IM_ACID | TR2_IM_COLD | TR2_IM_FIRE); + add_flag(o_ptr->art_flags, TR_IM_ELEC); + if (!one_in_(IM_LUCK)) + { + remove_flag(o_ptr->art_flags, TR_IM_ACID); + remove_flag(o_ptr->art_flags, TR_IM_COLD); + remove_flag(o_ptr->art_flags, TR_IM_FIRE); + } + if (one_in_(2)) return; } break; case BIAS_FIRE: - if (!(o_ptr->art_flags2 & TR2_RES_FIRE)) + if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE))) { - o_ptr->art_flags2 |= TR2_RES_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) && - !(o_ptr->art_flags3 & TR3_SH_FIRE)) + !(have_flag(o_ptr->art_flags, TR_SH_FIRE))) { - o_ptr->art_flags3 |= TR3_SH_FIRE; + add_flag(o_ptr->art_flags, TR_SH_FIRE); if (one_in_(2)) return; } if (one_in_(BIAS_LUCK) && - !(o_ptr->art_flags2 & TR2_IM_FIRE)) + !(have_flag(o_ptr->art_flags, TR_IM_FIRE))) { - o_ptr->art_flags2 |= TR2_IM_FIRE; - if (!one_in_(IM_LUCK)) o_ptr->art_flags2 &= ~(TR2_IM_ELEC | TR2_IM_COLD | TR2_IM_ACID); + add_flag(o_ptr->art_flags, TR_IM_FIRE); + if (!one_in_(IM_LUCK)) + { + remove_flag(o_ptr->art_flags, TR_IM_ELEC); + remove_flag(o_ptr->art_flags, TR_IM_COLD); + remove_flag(o_ptr->art_flags, TR_IM_ACID); + } if (one_in_(2)) return; } break; case BIAS_COLD: - if (!(o_ptr->art_flags2 & TR2_RES_COLD)) + if (!(have_flag(o_ptr->art_flags, TR_RES_COLD))) { - o_ptr->art_flags2 |= TR2_RES_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) && - !(o_ptr->art_flags3 & TR3_SH_COLD)) + !(have_flag(o_ptr->art_flags, TR_SH_COLD))) { - o_ptr->art_flags3 |= TR3_SH_COLD; + add_flag(o_ptr->art_flags, TR_SH_COLD); if (one_in_(2)) return; } - if (one_in_(BIAS_LUCK) && !(o_ptr->art_flags2 & TR2_IM_COLD)) + if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD))) { - o_ptr->art_flags2 |= TR2_IM_COLD; - if (!one_in_(IM_LUCK)) o_ptr->art_flags2 &= ~(TR2_IM_ELEC | TR2_IM_ACID | TR2_IM_FIRE); + add_flag(o_ptr->art_flags, TR_IM_COLD); + if (!one_in_(IM_LUCK)) + { + remove_flag(o_ptr->art_flags, TR_IM_ELEC); + remove_flag(o_ptr->art_flags, TR_IM_ACID); + remove_flag(o_ptr->art_flags, TR_IM_FIRE); + } if (one_in_(2)) return; } break; case BIAS_POIS: - if (!(o_ptr->art_flags2 & TR2_RES_POIS)) + if (!(have_flag(o_ptr->art_flags, TR_RES_POIS))) { - o_ptr->art_flags2 |= TR2_RES_POIS; + add_flag(o_ptr->art_flags, TR_RES_POIS); if (one_in_(2)) return; } break; case BIAS_WARRIOR: - if (!one_in_(3) && (!(o_ptr->art_flags2 & TR2_RES_FEAR))) + if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR)))) { - o_ptr->art_flags2 |= TR2_RES_FEAR; + add_flag(o_ptr->art_flags, TR_RES_FEAR); if (one_in_(2)) return; } - if (one_in_(3) && (!(o_ptr->art_flags3 & TR3_NO_MAGIC))) + if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC)))) { - o_ptr->art_flags3 |= TR3_NO_MAGIC; + add_flag(o_ptr->art_flags, TR_NO_MAGIC); if (one_in_(2)) return; } break; case BIAS_NECROMANTIC: - if (!(o_ptr->art_flags2 & TR2_RES_NETHER)) + if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER))) { - o_ptr->art_flags2 |= TR2_RES_NETHER; + add_flag(o_ptr->art_flags, TR_RES_NETHER); if (one_in_(2)) return; } - if (!(o_ptr->art_flags2 & TR2_RES_POIS)) + if (!(have_flag(o_ptr->art_flags, TR_RES_POIS))) { - o_ptr->art_flags2 |= TR2_RES_POIS; + add_flag(o_ptr->art_flags, TR_RES_POIS); if (one_in_(2)) return; } - if (!(o_ptr->art_flags2 & TR2_RES_DARK)) + if (!(have_flag(o_ptr->art_flags, TR_RES_DARK))) { - o_ptr->art_flags2 |= TR2_RES_DARK; + add_flag(o_ptr->art_flags, TR_RES_DARK); if (one_in_(2)) return; } break; case BIAS_CHAOS: - if (!(o_ptr->art_flags2 & TR2_RES_CHAOS)) + if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS))) { - o_ptr->art_flags2 |= TR2_RES_CHAOS; + add_flag(o_ptr->art_flags, TR_RES_CHAOS); if (one_in_(2)) return; } - if (!(o_ptr->art_flags2 & TR2_RES_CONF)) + if (!(have_flag(o_ptr->art_flags, TR_RES_CONF))) { - o_ptr->art_flags2 |= TR2_RES_CONF; + add_flag(o_ptr->art_flags, TR_RES_CONF); if (one_in_(2)) return; } - if (!(o_ptr->art_flags2 & TR2_RES_DISEN)) + if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN))) { - o_ptr->art_flags2 |= TR2_RES_DISEN; + add_flag(o_ptr->art_flags, TR_RES_DISEN); if (one_in_(2)) return; } break; @@ -540,7 +590,7 @@ static void random_resistance(object_type * o_ptr) random_resistance(o_ptr); else { - o_ptr->art_flags2 |= TR2_IM_ACID; + add_flag(o_ptr->art_flags, TR_IM_ACID); if (!artifact_bias) artifact_bias = BIAS_ACID; } @@ -550,7 +600,7 @@ static void random_resistance(object_type * o_ptr) random_resistance(o_ptr); else { - o_ptr->art_flags2 |= TR2_IM_ELEC; + add_flag(o_ptr->art_flags, TR_IM_ELEC); if (!artifact_bias) artifact_bias = BIAS_ELEC; } @@ -560,7 +610,7 @@ static void random_resistance(object_type * o_ptr) random_resistance(o_ptr); else { - o_ptr->art_flags2 |= TR2_IM_COLD; + add_flag(o_ptr->art_flags, TR_IM_COLD); if (!artifact_bias) artifact_bias = BIAS_COLD; } @@ -570,7 +620,7 @@ static void random_resistance(object_type * o_ptr) random_resistance(o_ptr); else { - o_ptr->art_flags2 |= TR2_IM_FIRE; + add_flag(o_ptr->art_flags, TR_IM_FIRE); if (!artifact_bias) artifact_bias = BIAS_FIRE; } @@ -578,34 +628,34 @@ static void random_resistance(object_type * o_ptr) case 5: case 6: case 13: - o_ptr->art_flags2 |= TR2_RES_ACID; + add_flag(o_ptr->art_flags, TR_RES_ACID); if (!artifact_bias) artifact_bias = BIAS_ACID; break; case 7: case 8: case 14: - o_ptr->art_flags2 |= TR2_RES_ELEC; + add_flag(o_ptr->art_flags, TR_RES_ELEC); if (!artifact_bias) artifact_bias = BIAS_ELEC; break; case 9: case 10: case 15: - o_ptr->art_flags2 |= TR2_RES_FIRE; + add_flag(o_ptr->art_flags, TR_RES_FIRE); if (!artifact_bias) artifact_bias = BIAS_FIRE; break; case 11: case 12: case 16: - o_ptr->art_flags2 |= TR2_RES_COLD; + add_flag(o_ptr->art_flags, TR_RES_COLD); if (!artifact_bias) artifact_bias = BIAS_COLD; break; case 17: case 18: - o_ptr->art_flags2 |= TR2_RES_POIS; + add_flag(o_ptr->art_flags, TR_RES_POIS); if (!artifact_bias && !one_in_(4)) artifact_bias = BIAS_POIS; else if (!artifact_bias && one_in_(2)) @@ -615,57 +665,57 @@ static void random_resistance(object_type * o_ptr) break; case 19: case 20: - o_ptr->art_flags2 |= TR2_RES_FEAR; + add_flag(o_ptr->art_flags, TR_RES_FEAR); if (!artifact_bias && one_in_(3)) artifact_bias = BIAS_WARRIOR; break; case 21: - o_ptr->art_flags2 |= TR2_RES_LITE; + add_flag(o_ptr->art_flags, TR_RES_LITE); break; case 22: - o_ptr->art_flags2 |= TR2_RES_DARK; + add_flag(o_ptr->art_flags, TR_RES_DARK); break; case 23: case 24: - o_ptr->art_flags2 |= TR2_RES_BLIND; + add_flag(o_ptr->art_flags, TR_RES_BLIND); break; case 25: case 26: - o_ptr->art_flags2 |= TR2_RES_CONF; + add_flag(o_ptr->art_flags, TR_RES_CONF); if (!artifact_bias && one_in_(6)) artifact_bias = BIAS_CHAOS; break; case 27: case 28: - o_ptr->art_flags2 |= TR2_RES_SOUND; + add_flag(o_ptr->art_flags, TR_RES_SOUND); break; case 29: case 30: - o_ptr->art_flags2 |= TR2_RES_SHARDS; + add_flag(o_ptr->art_flags, TR_RES_SHARDS); break; case 31: case 32: - o_ptr->art_flags2 |= TR2_RES_NETHER; + add_flag(o_ptr->art_flags, TR_RES_NETHER); if (!artifact_bias && one_in_(3)) artifact_bias = BIAS_NECROMANTIC; break; case 33: case 34: - o_ptr->art_flags2 |= TR2_RES_NEXUS; + add_flag(o_ptr->art_flags, TR_RES_NEXUS); break; case 35: case 36: - o_ptr->art_flags2 |= TR2_RES_CHAOS; + add_flag(o_ptr->art_flags, TR_RES_CHAOS); if (!artifact_bias && one_in_(2)) artifact_bias = BIAS_CHAOS; break; case 37: case 38: - o_ptr->art_flags2 |= TR2_RES_DISEN; + add_flag(o_ptr->art_flags, TR_RES_DISEN); break; case 39: if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR) - o_ptr->art_flags3 |= TR3_SH_ELEC; + add_flag(o_ptr->art_flags, TR_SH_ELEC); else random_resistance(o_ptr); if (!artifact_bias) @@ -673,7 +723,7 @@ static void random_resistance(object_type * o_ptr) break; case 40: if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR) - o_ptr->art_flags3 |= TR3_SH_FIRE; + add_flag(o_ptr->art_flags, TR_SH_FIRE); else random_resistance(o_ptr); if (!artifact_bias) @@ -682,13 +732,13 @@ static void random_resistance(object_type * o_ptr) case 41: if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK || o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR) - o_ptr->art_flags2 |= TR2_REFLECT; + 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) - o_ptr->art_flags3 |= TR3_SH_COLD; + add_flag(o_ptr->art_flags, TR_SH_COLD); else random_resistance(o_ptr); if (!artifact_bias) @@ -704,116 +754,116 @@ static void random_misc(object_type * o_ptr) switch (artifact_bias) { case BIAS_RANGER: - if (!(o_ptr->art_flags2 & TR2_SUST_CON)) + if (!(have_flag(o_ptr->art_flags, TR_SUST_CON))) { - o_ptr->art_flags2 |= TR2_SUST_CON; + add_flag(o_ptr->art_flags, TR_SUST_CON); if (one_in_(2)) return; } break; case BIAS_STR: - if (!(o_ptr->art_flags2 & TR2_SUST_STR)) + if (!(have_flag(o_ptr->art_flags, TR_SUST_STR))) { - o_ptr->art_flags2 |= TR2_SUST_STR; + add_flag(o_ptr->art_flags, TR_SUST_STR); if (one_in_(2)) return; } break; case BIAS_WIS: - if (!(o_ptr->art_flags2 & TR2_SUST_WIS)) + if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS))) { - o_ptr->art_flags2 |= TR2_SUST_WIS; + add_flag(o_ptr->art_flags, TR_SUST_WIS); if (one_in_(2)) return; } break; case BIAS_INT: - if (!(o_ptr->art_flags2 & TR2_SUST_INT)) + if (!(have_flag(o_ptr->art_flags, TR_SUST_INT))) { - o_ptr->art_flags2 |= TR2_SUST_INT; + add_flag(o_ptr->art_flags, TR_SUST_INT); if (one_in_(2)) return; } break; case BIAS_DEX: - if (!(o_ptr->art_flags2 & TR2_SUST_DEX)) + if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX))) { - o_ptr->art_flags2 |= TR2_SUST_DEX; + add_flag(o_ptr->art_flags, TR_SUST_DEX); if (one_in_(2)) return; } break; case BIAS_CON: - if (!(o_ptr->art_flags2 & TR2_SUST_CON)) + if (!(have_flag(o_ptr->art_flags, TR_SUST_CON))) { - o_ptr->art_flags2 |= TR2_SUST_CON; + add_flag(o_ptr->art_flags, TR_SUST_CON); if (one_in_(2)) return; } break; case BIAS_CHR: - if (!(o_ptr->art_flags2 & TR2_SUST_CHR)) + if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR))) { - o_ptr->art_flags2 |= TR2_SUST_CHR; + add_flag(o_ptr->art_flags, TR_SUST_CHR); if (one_in_(2)) return; } break; case BIAS_CHAOS: - if (!(o_ptr->art_flags3 & TR3_TELEPORT)) + if (!(have_flag(o_ptr->art_flags, TR_TELEPORT))) { - o_ptr->art_flags3 |= TR3_TELEPORT; + add_flag(o_ptr->art_flags, TR_TELEPORT); if (one_in_(2)) return; } break; case BIAS_FIRE: - if (!(o_ptr->art_flags3 & TR3_LITE)) + if (!(have_flag(o_ptr->art_flags, TR_LITE))) { - o_ptr->art_flags3 |= TR3_LITE; /* Freebie */ + add_flag(o_ptr->art_flags, TR_LITE); /* Freebie */ } break; } - switch (randint1(32)) + switch (randint1(33)) { case 1: - o_ptr->art_flags2 |= TR2_SUST_STR; + add_flag(o_ptr->art_flags, TR_SUST_STR); if (!artifact_bias) artifact_bias = BIAS_STR; break; case 2: - o_ptr->art_flags2 |= TR2_SUST_INT; + add_flag(o_ptr->art_flags, TR_SUST_INT); if (!artifact_bias) artifact_bias = BIAS_INT; break; case 3: - o_ptr->art_flags2 |= TR2_SUST_WIS; + add_flag(o_ptr->art_flags, TR_SUST_WIS); if (!artifact_bias) artifact_bias = BIAS_WIS; break; case 4: - o_ptr->art_flags2 |= TR2_SUST_DEX; + add_flag(o_ptr->art_flags, TR_SUST_DEX); if (!artifact_bias) artifact_bias = BIAS_DEX; break; case 5: - o_ptr->art_flags2 |= TR2_SUST_CON; + add_flag(o_ptr->art_flags, TR_SUST_CON); if (!artifact_bias) artifact_bias = BIAS_CON; break; case 6: - o_ptr->art_flags2 |= TR2_SUST_CHR; + add_flag(o_ptr->art_flags, TR_SUST_CHR); if (!artifact_bias) artifact_bias = BIAS_CHR; break; case 7: case 8: case 14: - o_ptr->art_flags2 |= TR2_FREE_ACT; + add_flag(o_ptr->art_flags, TR_FREE_ACT); break; case 9: - o_ptr->art_flags2 |= TR2_HOLD_LIFE; + add_flag(o_ptr->art_flags, TR_HOLD_LIFE); if (!artifact_bias && one_in_(5)) artifact_bias = BIAS_PRIESTLY; else if (!artifact_bias && one_in_(6)) @@ -821,38 +871,32 @@ static void random_misc(object_type * o_ptr) break; case 10: case 11: - o_ptr->art_flags3 |= TR3_LITE; + add_flag(o_ptr->art_flags, TR_LITE); break; case 12: case 13: - o_ptr->art_flags3 |= TR3_FEATHER; + add_flag(o_ptr->art_flags, TR_LEVITATION); break; case 15: case 16: case 17: - o_ptr->art_flags3 |= TR3_SEE_INVIS; - break; - case 18: - if (one_in_(3)) break; - o_ptr->art_flags3 |= TR3_TELEPATHY; - if (!artifact_bias && one_in_(9)) - artifact_bias = BIAS_MAGE; + add_flag(o_ptr->art_flags, TR_SEE_INVIS); break; case 19: case 20: - o_ptr->art_flags3 |= TR3_SLOW_DIGEST; + add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break; case 21: case 22: - o_ptr->art_flags3 |= TR3_REGEN; + add_flag(o_ptr->art_flags, TR_REGEN); break; case 23: - o_ptr->art_flags3 |= TR3_TELEPORT; + add_flag(o_ptr->art_flags, TR_TELEPORT); break; 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 { @@ -864,7 +908,7 @@ static void random_misc(object_type * o_ptr) case 29: { int bonus_h, bonus_d; - o_ptr->art_flags3 |= TR3_SHOW_MODS; + add_flag(o_ptr->art_flags, TR_SHOW_MODS); bonus_h = 4 + (randint1(11)); bonus_d = 4 + (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)) @@ -877,14 +921,94 @@ static void random_misc(object_type * o_ptr) break; } case 30: - o_ptr->art_flags3 |= TR3_NO_MAGIC; + add_flag(o_ptr->art_flags, TR_NO_MAGIC); break; case 31: - o_ptr->art_flags3 |= TR3_NO_TELE; + add_flag(o_ptr->art_flags, TR_NO_TELE); break; case 32: - o_ptr->art_flags3 |= TR3_WARNING; + 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 (!artifact_bias && one_in_(3)) + artifact_bias = BIAS_LAW; + break; + case 2: + add_flag(o_ptr->art_flags, TR_ESP_NONLIVING); + if (!artifact_bias && one_in_(3)) + artifact_bias = BIAS_MAGE; + break; + case 3: + add_flag(o_ptr->art_flags, TR_TELEPATHY); + if (!artifact_bias && one_in_(9)) + artifact_bias = BIAS_MAGE; + break; + } + break; + + case 33: + { + int idx[3]; + int n = randint1(3); + + idx[0] = randint1(8); + + idx[1] = randint1(7); + if (idx[1] >= idx[0]) idx[1]++; + + idx[2] = randint1(6); + if (idx[2] >= idx[0]) idx[2]++; + if (idx[2] >= idx[1]) idx[2]++; + + while (n--) switch (idx[n]) + { + case 1: + add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); + if (!artifact_bias && one_in_(4)) + artifact_bias = BIAS_RANGER; + break; + case 2: + add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); + if (!artifact_bias && one_in_(3)) + artifact_bias = BIAS_PRIESTLY; + else if (!artifact_bias && one_in_(6)) + artifact_bias = BIAS_NECROMANTIC; + 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_HUMAN); + if (!artifact_bias && one_in_(6)) + artifact_bias = BIAS_ROGUE; + break; + case 8: + add_flag(o_ptr->art_flags, TR_ESP_GOOD); + if (!artifact_bias && one_in_(3)) + artifact_bias = BIAS_LAW; + break; + case 9: + add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); + if (!artifact_bias && one_in_(3)) + artifact_bias = BIAS_LAW; + break; + } break; + } } } @@ -898,14 +1022,14 @@ static void random_slay(object_type *o_ptr) case 1: case 2: case 3: - o_ptr->art_flags3 |= TR3_XTRA_MIGHT; - if (!one_in_(7)) o_ptr->art_flags3 &= ~(TR3_XTRA_SHOTS); + add_flag(o_ptr->art_flags, TR_XTRA_MIGHT); + if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS); if (!artifact_bias && one_in_(9)) artifact_bias = BIAS_RANGER; break; default: - o_ptr->art_flags3 |= TR3_XTRA_SHOTS; - if (!one_in_(7)) o_ptr->art_flags3 &= ~(TR3_XTRA_MIGHT); + add_flag(o_ptr->art_flags, TR_XTRA_SHOTS); + if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT); if (!artifact_bias && one_in_(9)) artifact_bias = BIAS_RANGER; break; @@ -917,39 +1041,39 @@ static void random_slay(object_type *o_ptr) switch (artifact_bias) { case BIAS_CHAOS: - if (!(o_ptr->art_flags1 & TR1_CHAOTIC)) + if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC))) { - o_ptr->art_flags1 |= TR1_CHAOTIC; + 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) && - !(o_ptr->art_flags3 & TR3_BLESSED)) + !(have_flag(o_ptr->art_flags, TR_BLESSED))) { /* A free power for "priestly" random artifacts */ - o_ptr->art_flags3 |= TR3_BLESSED; + add_flag(o_ptr->art_flags, TR_BLESSED); } break; case BIAS_NECROMANTIC: - if (!(o_ptr->art_flags1 & TR1_VAMPIRIC)) + if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC))) { - o_ptr->art_flags1 |= TR1_VAMPIRIC; + add_flag(o_ptr->art_flags, TR_VAMPIRIC); if (one_in_(2)) return; } - if (!(o_ptr->art_flags1 & TR1_BRAND_POIS) && one_in_(2)) + if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2)) { - o_ptr->art_flags1 |= TR1_BRAND_POIS; + add_flag(o_ptr->art_flags, TR_BRAND_POIS); if (one_in_(2)) return; } break; case BIAS_RANGER: - if (!(o_ptr->art_flags1 & TR1_SLAY_ANIMAL)) + if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL))) { - o_ptr->art_flags1 |= TR1_SLAY_ANIMAL; + add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL); if (one_in_(2)) return; } break; @@ -957,72 +1081,72 @@ static void random_slay(object_type *o_ptr) case BIAS_ROGUE: if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) || ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) && - !(o_ptr->art_flags2 & TR2_THROW)) + !(have_flag(o_ptr->art_flags, TR_THROW))) { /* Free power for rogues... */ - o_ptr->art_flags2 |= TR2_THROW; + add_flag(o_ptr->art_flags, TR_THROW); } - if (!(o_ptr->art_flags1 & TR1_BRAND_POIS)) + if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS))) { - o_ptr->art_flags1 |= TR1_BRAND_POIS; + add_flag(o_ptr->art_flags, TR_BRAND_POIS); if (one_in_(2)) return; } break; case BIAS_POIS: - if (!(o_ptr->art_flags1 & TR1_BRAND_POIS)) + if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS))) { - o_ptr->art_flags1 |= TR1_BRAND_POIS; + add_flag(o_ptr->art_flags, TR_BRAND_POIS); if (one_in_(2)) return; } break; case BIAS_FIRE: - if (!(o_ptr->art_flags1 & TR1_BRAND_FIRE)) + if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE))) { - o_ptr->art_flags1 |= TR1_BRAND_FIRE; + add_flag(o_ptr->art_flags, TR_BRAND_FIRE); if (one_in_(2)) return; } break; case BIAS_COLD: - if (!(o_ptr->art_flags1 & TR1_BRAND_COLD)) + if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD))) { - o_ptr->art_flags1 |= TR1_BRAND_COLD; + add_flag(o_ptr->art_flags, TR_BRAND_COLD); if (one_in_(2)) return; } break; case BIAS_ELEC: - if (!(o_ptr->art_flags1 & TR1_BRAND_ELEC)) + if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC))) { - o_ptr->art_flags1 |= TR1_BRAND_ELEC; + add_flag(o_ptr->art_flags, TR_BRAND_ELEC); if (one_in_(2)) return; } break; case BIAS_ACID: - if (!(o_ptr->art_flags1 & TR1_BRAND_ACID)) + if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID))) { - o_ptr->art_flags1 |= TR1_BRAND_ACID; + add_flag(o_ptr->art_flags, TR_BRAND_ACID); if (one_in_(2)) return; } break; case BIAS_LAW: - if (!(o_ptr->art_flags1 & TR1_SLAY_EVIL)) + if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL))) { - o_ptr->art_flags1 |= TR1_SLAY_EVIL; + add_flag(o_ptr->art_flags, TR_SLAY_EVIL); if (one_in_(2)) return; } - if (!(o_ptr->art_flags1 & TR1_SLAY_UNDEAD)) + if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD))) { - o_ptr->art_flags1 |= TR1_SLAY_UNDEAD; + add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD); if (one_in_(2)) return; } - if (!(o_ptr->art_flags1 & TR1_SLAY_DEMON)) + if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON))) { - o_ptr->art_flags1 |= TR1_SLAY_DEMON; + add_flag(o_ptr->art_flags, TR_SLAY_DEMON); if (one_in_(2)) return; } break; @@ -1032,11 +1156,11 @@ static void random_slay(object_type *o_ptr) { case 1: case 2: - o_ptr->art_flags1 |= TR1_SLAY_ANIMAL; + add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL); break; case 3: case 4: - o_ptr->art_flags1 |= TR1_SLAY_EVIL; + add_flag(o_ptr->art_flags, TR_SLAY_EVIL); if (!artifact_bias && one_in_(2)) artifact_bias = BIAS_LAW; else if (!artifact_bias && one_in_(9)) @@ -1044,40 +1168,40 @@ static void random_slay(object_type *o_ptr) break; case 5: case 6: - o_ptr->art_flags1 |= TR1_SLAY_UNDEAD; + add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD); if (!artifact_bias && one_in_(9)) artifact_bias = BIAS_PRIESTLY; break; case 7: case 8: - o_ptr->art_flags1 |= TR1_SLAY_DEMON; + add_flag(o_ptr->art_flags, TR_SLAY_DEMON); if (!artifact_bias && one_in_(9)) artifact_bias = BIAS_PRIESTLY; break; case 9: case 10: - o_ptr->art_flags1 |= TR1_SLAY_ORC; + add_flag(o_ptr->art_flags, TR_SLAY_ORC); break; case 11: case 12: - o_ptr->art_flags1 |= TR1_SLAY_TROLL; + add_flag(o_ptr->art_flags, TR_SLAY_TROLL); break; case 13: case 14: - o_ptr->art_flags1 |= TR1_SLAY_GIANT; + add_flag(o_ptr->art_flags, TR_SLAY_GIANT); break; case 15: case 16: - o_ptr->art_flags1 |= TR1_SLAY_DRAGON; + add_flag(o_ptr->art_flags, TR_SLAY_DRAGON); break; case 17: - o_ptr->art_flags1 |= TR1_KILL_DRAGON; + add_flag(o_ptr->art_flags, TR_KILL_DRAGON); break; case 18: case 19: if (o_ptr->tval == TV_SWORD) { - o_ptr->art_flags1 |= TR1_VORPAL; + add_flag(o_ptr->art_flags, TR_VORPAL); if (!artifact_bias && one_in_(9)) artifact_bias = BIAS_WARRIOR; } @@ -1085,35 +1209,35 @@ static void random_slay(object_type *o_ptr) random_slay(o_ptr); break; case 20: - o_ptr->art_flags1 |= TR1_IMPACT; + add_flag(o_ptr->art_flags, TR_IMPACT); break; case 21: case 22: - o_ptr->art_flags1 |= TR1_BRAND_FIRE; + add_flag(o_ptr->art_flags, TR_BRAND_FIRE); if (!artifact_bias) artifact_bias = BIAS_FIRE; break; case 23: case 24: - o_ptr->art_flags1 |= TR1_BRAND_COLD; + add_flag(o_ptr->art_flags, TR_BRAND_COLD); if (!artifact_bias) artifact_bias = BIAS_COLD; break; case 25: case 26: - o_ptr->art_flags1 |= TR1_BRAND_ELEC; + add_flag(o_ptr->art_flags, TR_BRAND_ELEC); if (!artifact_bias) artifact_bias = BIAS_ELEC; break; case 27: case 28: - o_ptr->art_flags1 |= TR1_BRAND_ACID; + add_flag(o_ptr->art_flags, TR_BRAND_ACID); if (!artifact_bias) artifact_bias = BIAS_ACID; break; case 29: case 30: - o_ptr->art_flags1 |= TR1_BRAND_POIS; + add_flag(o_ptr->art_flags, TR_BRAND_POIS); if (!artifact_bias && !one_in_(3)) artifact_bias = BIAS_POIS; else if (!artifact_bias && one_in_(6)) @@ -1122,21 +1246,21 @@ static void random_slay(object_type *o_ptr) artifact_bias = BIAS_ROGUE; break; case 31: - o_ptr->art_flags1 |= TR1_VAMPIRIC; + add_flag(o_ptr->art_flags, TR_VAMPIRIC); if (!artifact_bias) artifact_bias = BIAS_NECROMANTIC; break; case 32: - o_ptr->art_flags1 |= TR1_FORCE_WEAPON; + add_flag(o_ptr->art_flags, TR_FORCE_WEAPON); if (!artifact_bias) artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY); break; case 33: case 34: - o_ptr->art_flags3 |= TR3_SLAY_HUMAN; + add_flag(o_ptr->art_flags, TR_SLAY_HUMAN); break; default: - o_ptr->art_flags1 |= TR1_CHAOTIC; + add_flag(o_ptr->art_flags, TR_CHAOTIC); if (!artifact_bias) artifact_bias = BIAS_CHAOS; break; @@ -1361,6 +1485,7 @@ static void give_activation_power(object_type *o_ptr) case ACT_REST_LIFE: chance = 66; break; + case ACT_BA_FIRE_3: case ACT_BA_COLD_3: case ACT_BA_ELEC_3: case ACT_WHIRLWIND: @@ -1415,14 +1540,20 @@ static void give_activation_power(object_type *o_ptr) /* A type was chosen... */ o_ptr->xtra2 = type; - o_ptr->art_flags3 |= TR3_ACTIVATE; + add_flag(o_ptr->art_flags, TR_ACTIVATE); o_ptr->timeout = 0; } 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); } @@ -1437,35 +1568,31 @@ static void get_random_name(char *return_name, bool armour, int power) { 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: @@ -1473,41 +1600,37 @@ filename = "a_high_j.txt"; { 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 } } @@ -1518,11 +1641,12 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) 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; int warrior_artifact_bias = 0; + int i; /* Reset artifact bias */ artifact_bias = 0; @@ -1531,9 +1655,9 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) o_ptr->name1 = 0; o_ptr->name2 = 0; - o_ptr->art_flags1 |= k_info[o_ptr->k_idx].flags1; - o_ptr->art_flags2 |= k_info[o_ptr->k_idx].flags2; - o_ptr->art_flags3 |= k_info[o_ptr->k_idx].flags3; + for (i = 0; i < TR_FLAG_SIZE; i++) + o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i]; + if (o_ptr->pval) has_pval = TRUE; if (a_scroll && one_in_(4)) @@ -1564,6 +1688,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) warrior_artifact_bias = 25; break; case CLASS_RANGER: + case CLASS_SNIPER: artifact_bias = BIAS_RANGER; warrior_artifact_bias = 30; break; @@ -1618,7 +1743,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) 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)) @@ -1639,7 +1764,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) 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)) @@ -1661,7 +1786,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) random_slay(o_ptr); break; default: - if (wizard) msg_print("Switch error in create_artifact!"); + if (p_ptr->wizard) msg_print("Switch error in create_artifact!"); powers++; } }; @@ -1669,14 +1794,14 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) if (has_pval) { #if 0 - o_ptr->art_flags3 |= TR3_SHOW_MODS; + add_flag(o_ptr->art_flags, TR_SHOW_MODS); /* This one commented out by gw's request... */ if (!a_scroll) - o_ptr->art_flags3 |= TR3_HIDE_TYPE; + add_flag(o_ptr->art_flags, TR_HIDE_TYPE); #endif - if (o_ptr->art_flags1 & TR1_BLOWS) + if (have_flag(o_ptr->art_flags, TR_BLOWS)) { o_ptr->pval = randint1(2); if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA)) @@ -1696,18 +1821,20 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) } /* 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 ((o_ptr->art_flags1 & TR1_WIS) && (o_ptr->pval > 0)) o_ptr->art_flags3 |= TR3_BLESSED; + if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED); } /* Just to be sure */ - o_ptr->art_flags3 |= (TR3_IGNORE_ACID | TR3_IGNORE_ELEC | - TR3_IGNORE_FIRE | TR3_IGNORE_COLD); + add_flag(o_ptr->art_flags, TR_IGNORE_ACID); + add_flag(o_ptr->art_flags, TR_IGNORE_ELEC); + 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); if (cheat_peek) msg_format("%ld", total_flags); @@ -1715,14 +1842,13 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) 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) { @@ -1738,51 +1864,59 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) } } - if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) o_ptr->art_flags2 |= TR2_FREE_ACT; + if (((artifact_bias == BIAS_MAGE) || (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)) { o_ptr->to_h = 0; o_ptr->to_d = 0; - o_ptr->art_flags1 &= ~(TR1_BLOWS); - o_ptr->art_flags1 &= ~(TR1_FORCE_WEAPON); - o_ptr->art_flags1 &= ~(TR1_SLAY_ANIMAL); - o_ptr->art_flags1 &= ~(TR1_SLAY_EVIL); - o_ptr->art_flags1 &= ~(TR1_SLAY_UNDEAD); - o_ptr->art_flags1 &= ~(TR1_SLAY_DEMON); - o_ptr->art_flags1 &= ~(TR1_SLAY_ORC); - o_ptr->art_flags1 &= ~(TR1_SLAY_TROLL); - o_ptr->art_flags1 &= ~(TR1_SLAY_GIANT); - o_ptr->art_flags1 &= ~(TR1_SLAY_DRAGON); - o_ptr->art_flags1 &= ~(TR1_KILL_DRAGON); - o_ptr->art_flags3 &= ~(TR3_SLAY_HUMAN); - o_ptr->art_flags1 &= ~(TR1_VORPAL); - o_ptr->art_flags1 &= ~(TR1_BRAND_POIS); - o_ptr->art_flags1 &= ~(TR1_BRAND_ACID); - o_ptr->art_flags1 &= ~(TR1_BRAND_ELEC); - o_ptr->art_flags1 &= ~(TR1_BRAND_FIRE); - o_ptr->art_flags1 &= ~(TR1_BRAND_COLD); + remove_flag(o_ptr->art_flags, TR_BLOWS); + remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON); + remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL); + remove_flag(o_ptr->art_flags, TR_SLAY_EVIL); + remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD); + remove_flag(o_ptr->art_flags, TR_SLAY_DEMON); + remove_flag(o_ptr->art_flags, TR_SLAY_ORC); + remove_flag(o_ptr->art_flags, TR_SLAY_TROLL); + remove_flag(o_ptr->art_flags, TR_SLAY_GIANT); + remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON); + remove_flag(o_ptr->art_flags, TR_KILL_DRAGON); + remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN); + remove_flag(o_ptr->art_flags, TR_VORPAL); + remove_flag(o_ptr->art_flags, TR_BRAND_POIS); + remove_flag(o_ptr->art_flags, TR_BRAND_ACID); + remove_flag(o_ptr->art_flags, TR_BRAND_ELEC); + remove_flag(o_ptr->art_flags, TR_BRAND_FIRE); + 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); @@ -1790,60 +1924,45 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) /* 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 */ @@ -1856,12 +1975,67 @@ msg_print(" } -bool activate_random_artifact(object_type * o_ptr) +const activation_type* find_activation_info(const object_type *o_ptr) +{ + const activation_type* p; + + for (p = activation_info; p->flag != NULL; ++ p) { + if (p->index == o_ptr->xtra2) + { + return p; + } + } + + return NULL; +} + + +/* Dragon breath activation */ +static bool activate_dragon_breath(object_type *o_ptr) +{ + u32b flgs[4]; /* 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(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]); + fire_ball(type[t], dir, 250, -4); + + return TRUE; +} + + +bool activate_random_artifact(object_type *o_ptr) { int plev = p_ptr->lev; int k, dir, dummy = 0; + cptr name = k_name + k_info[o_ptr->k_idx].name; + const activation_type* act_ptr; - if (!o_ptr->art_name) return FALSE; /* oops? */ + /* Paranoia */ + if (!o_ptr->xtra2) return FALSE; /* Activate for attack */ switch (o_ptr->xtra2) @@ -1874,9 +2048,7 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("A line of sunlight appears."); #endif - (void)lite_line(dir); - o_ptr->timeout = 10; break; } @@ -1887,10 +2059,8 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows extremely brightly..."); #endif - if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_MISSILE, dir, damroll(2, 6)); - o_ptr->timeout = 2; break; } @@ -1901,10 +2071,8 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It throbs deep green..."); #endif - if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_POIS, dir, 12, 3); - o_ptr->timeout = randint0(4) + 4; break; } @@ -1915,10 +2083,8 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It is covered in sparks..."); #endif - if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ELEC, dir, damroll(4, 8)); - o_ptr->timeout = randint0(5) + 5; break; } @@ -1929,10 +2095,8 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It is covered in acid..."); #endif - if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ACID, dir, damroll(5, 8)); - o_ptr->timeout = randint0(6) + 6; break; } @@ -1943,10 +2107,8 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It is covered in frost..."); #endif - if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_COLD, dir, damroll(6, 8)); - o_ptr->timeout = randint0(7) + 7; break; } @@ -1957,10 +2119,8 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It is covered in fire..."); #endif - if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_FIRE, dir, damroll(9, 8)); - o_ptr->timeout = randint0(8) + 8; break; } @@ -1971,10 +2131,8 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It is covered in frost..."); #endif - if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 48, 2); - o_ptr->timeout = 400; break; } @@ -1985,24 +2143,20 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows an intense red..."); #endif - if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_FIRE, dir, 72, 2); - o_ptr->timeout = 400; break; } case ACT_DRAIN_1: { #ifdef JP - msg_print("¤½¤ì¤Ï¹õ¤¯µ±¤¤¤¿..."); + msg_format("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", name); #else - msg_print("It glows black..."); + msg_format("You order the %s to strangle your opponent.", name); #endif - if (!get_aim_dir(&dir)) return FALSE; if (drain_life(dir, 100)) - o_ptr->timeout = randint0(100) + 100; break; } @@ -2013,10 +2167,8 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows an intense blue..."); #endif - if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 100, 2); - o_ptr->timeout = 300; break; } @@ -2027,10 +2179,20 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It crackles with electricity..."); #endif - if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_ELEC, dir, 100, 3); - o_ptr->timeout = 500; + break; + } + + case ACT_BA_FIRE_2: + { +#ifdef JP + msg_format("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", name); +#else + msg_format("The %s rages in fire...", name); +#endif + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_FIRE, dir, 120, 3); break; } @@ -2041,10 +2203,8 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows black..."); #endif - if (!get_aim_dir(&dir)) return FALSE; drain_life(dir, 120); - o_ptr->timeout = 400; break; } @@ -2056,7 +2216,6 @@ bool activate_random_artifact(object_type * o_ptr) if (drain_life(dir, 50)) hp_player(50); } - o_ptr->timeout = 400; break; } @@ -2067,24 +2226,20 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It grows magical spikes..."); #endif - if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ARROW, dir, 150); - o_ptr->timeout = randint0(90) + 90; break; } - case ACT_BA_FIRE_2: + case ACT_BA_FIRE_3: { #ifdef JP msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); #else msg_print("It glows deep red..."); #endif - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_FIRE, dir, 120, 3); - o_ptr->timeout = randint0(225) + 225; + fire_ball(GF_FIRE, dir, 300, 3); break; } @@ -2095,10 +2250,8 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows bright white..."); #endif - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_COLD, dir, 200, 3); - o_ptr->timeout = randint0(325) + 325; + fire_ball(GF_COLD, dir, 400, 3); break; } @@ -2109,10 +2262,8 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows deep blue..."); #endif - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_ELEC, dir, 250, 3); - o_ptr->timeout = randint0(425) + 425; + fire_ball(GF_ELEC, dir, 500, 3); break; } @@ -2133,11 +2284,10 @@ bool activate_random_artifact(object_type * o_ptr) 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); } } - o_ptr->timeout = 250; break; } @@ -2149,8 +2299,6 @@ bool activate_random_artifact(object_type * o_ptr) if (drain_life(dir, 100)) hp_player(100); } - - o_ptr->timeout = 400; break; } @@ -2162,9 +2310,7 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows in scintillating colours..."); #endif - call_chaos(); - o_ptr->timeout = 350; break; } @@ -2176,9 +2322,7 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("You launch a rocket!"); #endif - fire_ball(GF_ROCKET, dir, 250 + plev*3, 2); - o_ptr->timeout = 400; break; } @@ -2189,9 +2333,19 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It floods the area with goodness..."); #endif - dispel_evil(p_ptr->lev * 5); - o_ptr->timeout = randint0(300) + 300; + break; + } + + case ACT_BA_MISS_3: + { + if (!get_aim_dir(&dir)) return FALSE; +#ifdef JP + msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); +#else + msg_print("You breathe the elements."); +#endif + fire_ball(GF_MISSILE, dir, 300, -4); break; } @@ -2202,162 +2356,333 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It floods the area with evil..."); #endif - dispel_good(p_ptr->lev * 5); - o_ptr->timeout = randint0(300) + 300; break; } - case ACT_BA_MISS_3: + case ACT_BO_MANA: { - if (!get_aim_dir(&dir)) return FALSE; #ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); + msg_format("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", name); #else - msg_print("You breathe the elements."); + msg_format("The %s grows magical spikes...", name); #endif - - fire_ball(GF_MISSILE, dir, 300, 4); - o_ptr->timeout = 500; + if (!get_aim_dir(&dir)) return FALSE; + fire_bolt(GF_ARROW, dir, 150); break; } - /* Activate for other offensive action */ - - case ACT_CONFUSE: + case ACT_BA_WATER: { #ifdef JP - msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë..."); + msg_format("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", name); #else - msg_print("It glows in scintillating colours..."); + msg_format("The %s throbs deep blue...", name); #endif - if (!get_aim_dir(&dir)) return FALSE; - confuse_monster(dir, 20); - o_ptr->timeout = 15; + fire_ball(GF_WATER, dir, 200, 3); break; } - case ACT_SLEEP: + case ACT_BA_DARK: { #ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); + msg_format("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...", name); #else - msg_print("It glows deep blue..."); + msg_format("The %s is coverd in pitch-darkness...", name); #endif - - sleep_monsters_touch(); - o_ptr->timeout = 55; + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_DARK, dir, 250, 4); break; } - case ACT_QUAKE: + case ACT_BA_MANA: { - earthquake(py, px, 10); - o_ptr->timeout = 50; +#ifdef JP + msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name); +#else + msg_format("The %s glows pale...", name); +#endif + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_MANA, dir, 250, 4); break; } - case ACT_TERROR: + case ACT_PESTICIDE: { - turn_monsters(40 + p_ptr->lev); - o_ptr->timeout = 3 * (p_ptr->lev + 10); +#ifdef JP + msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£"); +#else + msg_print("You exterminate small life."); +#endif + (void)dispel_monsters(4); break; } - case ACT_TELE_AWAY: + case ACT_BLINDING_LIGHT: { - if (!get_aim_dir(&dir)) return FALSE; - (void)fire_beam(GF_AWAY_ALL, dir, plev); - o_ptr->timeout = 200; +#ifdef JP + msg_format("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", name); +#else + msg_format("The %s gleams with blinding light...", name); +#endif + fire_ball(GF_LITE, 0, 300, 6); + confuse_monsters(3 * p_ptr->lev / 2); break; } - case ACT_BANISH_EVIL: + case ACT_BIZARRE: { - if (banish_evil(100)) - { #ifdef JP - msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁÅݤ·¤¿¡ª"); + msg_format("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", name); #else - msg_print("The power of the artifact banishes evil!"); + msg_format("The %s glows intensely black...", name); #endif - - } - o_ptr->timeout = 250 + randint1(250); + if (!get_aim_dir(&dir)) return FALSE; + ring_of_power(dir); break; } - case ACT_GENOCIDE: + case ACT_CAST_BA_STAR: { + int num = damroll(5, 3); + int y, x; + int attempts; #ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); + msg_format("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...", name); #else - msg_print("It glows deep blue..."); + msg_format("The %s is surrounded by lightning...", name); #endif + for (k = 0; k < num; k++) + { + attempts = 1000; + + while (attempts--) + { + scatter(&y, &x, py, px, 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); + } - (void)symbol_genocide(200, TRUE); - o_ptr->timeout = 500; break; } - case ACT_MASS_GENO: + case ACT_BLADETURNER: { + if (!get_aim_dir(&dir)) return FALSE; #ifdef JP - msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿..."); + msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); #else - msg_print("It lets out a long, shrill note..."); + msg_print("You breathe the elements."); #endif - - (void)mass_genocide(200, TRUE); - o_ptr->timeout = 1000; + fire_ball(GF_MISSILE, dir, 300, -4); +#ifdef JP + msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿..."); +#else + msg_print("Your armor glows many colours..."); +#endif + (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; } - - /* Activate for summoning / charming */ - - case ACT_CHARM_ANIMAL: + case ACT_BA_ACID_1: { if (!get_aim_dir(&dir)) return FALSE; - (void)charm_animal(dir, plev); - o_ptr->timeout = 300; + fire_ball(GF_ACID, dir, 100, 2); break; } - case ACT_CHARM_UNDEAD: + case ACT_BR_FIRE: { if (!get_aim_dir(&dir)) return FALSE; - (void)control_one_undead(dir, plev); - o_ptr->timeout = 333; + 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_CHARM_OTHER: + case ACT_BR_COLD: { if (!get_aim_dir(&dir)) return FALSE; - (void)charm_monster(dir, plev); - o_ptr->timeout = 400; + 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: + { +#ifdef JP + msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë..."); +#else + msg_print("It glows in scintillating colours..."); +#endif + if (!get_aim_dir(&dir)) return FALSE; + confuse_monster(dir, 20); + break; + } + + case ACT_SLEEP: + { +#ifdef JP + msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); +#else + msg_print("It glows deep blue..."); +#endif + sleep_monsters_touch(); + break; + } + + case ACT_QUAKE: + { + earthquake(py, px, 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)) + { +#ifdef JP + msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª"); +#else + msg_print("The power of the artifact banishes evil!"); +#endif + } + break; + } + + case ACT_GENOCIDE: + { +#ifdef JP + msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); +#else + msg_print("It glows deep blue..."); +#endif + (void)symbol_genocide(200, TRUE); + break; + } + + case ACT_MASS_GENO: + { +#ifdef JP + msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿..."); +#else + msg_print("It lets out a long, shrill note..."); +#endif + (void)mass_genocide(200, TRUE); + break; + } + + case ACT_SCARE_AREA: + { + if (music_singing_any()) stop_singing(); + if (hex_spelling_any()) stop_hex_spell_all(); +#ifdef JP + msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!"); +#else + msg_print("You wind a mighty blast; your enemies tremble!"); +#endif + (void)turn_monsters((3 * p_ptr->lev / 2) + 10); + break; + } + + case ACT_AGGRAVATE: + { + if (o_ptr->name1 == ART_HYOUSIGI) + { +#ifdef JP + msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£"); +#else + msg_print("You beat Your wooden clappers."); +#endif + } + else + { +#ifdef JP + msg_format("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£", name); +#else + msg_format("The %s sounds an unpleasant noise.", name); +#endif + } + 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); - o_ptr->timeout = 500; break; } case ACT_CHARM_OTHERS: { charm_monsters(plev * 2); - o_ptr->timeout = 750; break; } case ACT_SUMMON_ANIMAL: { - (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, TRUE, TRUE, TRUE, FALSE, FALSE); - o_ptr->timeout = 200 + randint1(300); + (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET)); break; } @@ -2368,134 +2693,201 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("You summon a phantasmal servant."); #endif - - (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, TRUE, TRUE, TRUE, FALSE, FALSE); - o_ptr->timeout = 200 + randint1(200); + (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET)); break; } case ACT_SUMMON_ELEMENTAL: { bool pet = one_in_(3); - bool group = !(pet && (plev < 50)); + u32b mode = 0L; - if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, group, FALSE, pet, FALSE, (bool)(!pet))) + 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), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode)) { #ifdef JP msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿..."); #else msg_print("An elemental materializes..."); #endif - - if (pet) #ifdef JP msg_print("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£"); #else msg_print("It seems obedient to you."); #endif - else #ifdef JP msg_print("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª"); #else msg_print("You fail to control it!"); #endif - } - o_ptr->timeout = 750; break; } case ACT_SUMMON_DEMON: { bool pet = one_in_(3); - bool group = !(pet && (plev < 50)); + u32b 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), py, px, ((plev * 3) / 2), SUMMON_DEMON, group, FALSE, pet, FALSE, (bool)(!pet))) + if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode)) { #ifdef JP msg_print("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£"); #else msg_print("The area fills with a stench of sulphur and brimstone."); #endif - if (pet) #ifdef JP msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×"); #else msg_print("'What is thy bidding... Master?'"); #endif - else #ifdef JP msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×"); #else msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"); #endif - } - o_ptr->timeout = 666 + randint1(333); break; } case ACT_SUMMON_UNDEAD: { bool pet = one_in_(3); - bool group; - bool unique_okay; int type; + u32b mode = 0L; type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD); - if (pet) - { - group = (((plev > 24) && one_in_(3)) ? TRUE : FALSE); - unique_okay = FALSE; - } - else - { - group = TRUE; - unique_okay = TRUE; - } - if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, - group, FALSE, pet, unique_okay, (bool)(!pet))) + 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), py, px, ((plev * 3) / 2), type, mode)) { #ifdef JP msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë..."); #else msg_print("Cold winds begin to blow around you, carrying with them the stench of decay..."); #endif - if (pet) #ifdef JP msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª"); #else msg_print("Ancient, long-dead forms arise from the ground to serve you!"); #endif - else #ifdef JP msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª"); #else msg_print("'The dead arise... to punish you for disturbing them!'"); #endif + } + + break; + } + + case ACT_SUMMON_HOUND: + { + u32b 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), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode)) + { + + if (pet) +#ifdef JP + msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£"); +#else + msg_print("A group of hounds appear as your servant."); +#endif + + else +#ifdef JP + msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª"); +#else + msg_print("A group of hounds appear as your enemy!"); +#endif + + } + + break; + } + + case ACT_SUMMON_DAWN: + { +#ifdef JP + msg_print("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£"); +#else + msg_print("You summon the Legion of the Dawn."); +#endif + (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET)); + break; + } + + case ACT_SUMMON_OCTOPUS: + { + u32b mode = PM_ALLOW_GROUP; + bool pet = !one_in_(5); + if (pet) mode |= PM_FORCE_PET; + if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode)) + { + if (pet) +#ifdef JP + msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£"); +#else + msg_print("A group of octopuses appear as your servant."); +#endif + else +#ifdef JP + msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª"); +#else + msg_print("A group of octopuses appear as your enemy!"); +#endif } - o_ptr->timeout = 666 + randint1(333); break; } /* Activate for healing */ + case ACT_CHOIR_SINGS: + { +#ifdef JP + msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë..."); +#else + msg_print("A heavenly choir sings..."); +#endif + (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); - o_ptr->timeout = 10; break; } @@ -2506,10 +2898,8 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It radiates deep purple..."); #endif - hp_player(damroll(4, 8)); (void)set_cut((p_ptr->cut / 2) - 50); - o_ptr->timeout = randint0(3) + 3; break; } @@ -2520,10 +2910,8 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows deep blue..."); #endif - (void)set_afraid(0); (void)set_poisoned(0); - o_ptr->timeout = 5; break; } @@ -2534,9 +2922,7 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows a deep red..."); #endif - restore_level(); - o_ptr->timeout = 450; break; } @@ -2547,7 +2933,6 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows a deep green..."); #endif - (void)do_res_stat(A_STR); (void)do_res_stat(A_INT); (void)do_res_stat(A_WIS); @@ -2555,7 +2940,6 @@ bool activate_random_artifact(object_type * o_ptr) (void)do_res_stat(A_CON); (void)do_res_stat(A_CHR); (void)restore_level(); - o_ptr->timeout = 750; break; } @@ -2563,19 +2947,13 @@ bool activate_random_artifact(object_type * o_ptr) { #ifdef JP msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep blue..."); -#endif - -#ifdef JP msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë..."); #else + msg_print("It glows deep blue..."); msg_print("You feel a warm tingling inside..."); #endif - (void)hp_player(700); (void)set_cut(0); - o_ptr->timeout = 250; break; } @@ -2583,19 +2961,74 @@ bool activate_random_artifact(object_type * o_ptr) { #ifdef JP msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); + msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤..."); #else msg_print("It glows a bright white..."); + msg_print("You feel much better..."); #endif + (void)hp_player(1000); + (void)set_cut(0); + break; + } + case ACT_CURING: + { #ifdef JP - msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤..."); + msg_format("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", name); #else - msg_print("You feel much better..."); + msg_format("the %s cures you affectionately ...", name); #endif - - (void)hp_player(1000); + (void)set_poisoned(0); + (void)set_confused(0); + (void)set_blind(0); + (void)set_stun(0); (void)set_cut(0); - o_ptr->timeout = 888; + (void)set_image(0); + + break; + } + + case ACT_CURE_MANA_FULL: + { +#ifdef JP + msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name); +#else + msg_format("The %s glows pale...", name); +#endif + 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++) + { + int 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; + } +#ifdef JP + msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£"); +#else + msg_print("You feel your head clear."); +#endif + p_ptr->window |= (PW_PLAYER); + } + else if (p_ptr->csp < p_ptr->msp) + { + p_ptr->csp = p_ptr->msp; + p_ptr->csp_frac = 0; +#ifdef JP + msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£"); +#else + msg_print("You feel your head clear."); +#endif + p_ptr->redraw |= (PR_MANA); + p_ptr->window |= (PW_PLAYER); + p_ptr->window |= (PW_SPELL); + } break; } @@ -2604,29 +3037,29 @@ bool activate_random_artifact(object_type * o_ptr) case ACT_ESP: { (void)set_tim_esp(randint1(30) + 25, FALSE); - o_ptr->timeout = 200; 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); + o_ptr->timeout = 100 + randint1(100); */ break; } case ACT_PROT_EVIL: { #ifdef JP - msg_print("±Ô¤¤²»¤¬Î®¤ì½Ð¤¿..."); + msg_format("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", name); #else - msg_print("It lets out a shrill wail..."); + msg_format("The %s lets out a shrill wail...", name); #endif - k = 3 * p_ptr->lev; (void)set_protevil(randint1(25) + k, FALSE); - o_ptr->timeout = randint0(225) + 225; break; } @@ -2637,13 +3070,11 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows many colours..."); #endif - (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); - o_ptr->timeout = 200; break; } @@ -2654,9 +3085,7 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows bright green..."); #endif - (void)set_fast(randint1(20) + 20, FALSE); - o_ptr->timeout = 250; break; } @@ -2667,71 +3096,149 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows brightly..."); #endif - (void)set_fast(randint1(75) + 75, FALSE); - o_ptr->timeout = randint0(200) + 200; break; } case ACT_WRAITH: { set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE); - o_ptr->timeout = 1000; break; } case ACT_INVULN: { (void)set_invuln(randint1(8) + 8, FALSE); - o_ptr->timeout = 1000; break; } - /* Activate for general purpose effect (detection etc.) */ - - case ACT_LIGHT: + case ACT_HELO: { -#ifdef JP - msg_print("À¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿..."); -#else - msg_print("It wells with clear light..."); -#endif + (void)set_afraid(0); + set_hero(randint1(25)+25, FALSE); + hp_player(10); + break; + } - lite_area(damroll(2, 15), 3); - o_ptr->timeout = randint0(10) + 10; + 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_MAP_LIGHT: + case ACT_RESIST_ACID: { #ifdef JP - msg_print("âÁ¤·¤¯µ±¤¤¤¿..."); + msg_format("%s¤¬¹õ¤¯µ±¤¤¤¿...", name); #else - msg_print("It shines brightly..."); + msg_format("The %s grows black.", name); #endif + 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; + } - map_area(DETECT_RAD_MAP); + case ACT_RESIST_FIRE: + { +#ifdef JP + msg_format("%s¤¬ÀÖ¤¯µ±¤¤¤¿...", name); +#else + msg_format("The %s grows red.", name); +#endif + 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: + { +#ifdef JP + msg_format("%s¤¬Çò¤¯µ±¤¤¤¿...", name); +#else + msg_format("The %s grows white.", name); +#endif + 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: + { +#ifdef JP + msg_format("%s¤¬ÀĤ¯µ±¤¤¤¿...", name); +#else + msg_format("The %s grows blue.", name); +#endif + 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: + { +#ifdef JP + msg_format("%s¤¬ÎФ˵±¤¤¤¿...", name); +#else + msg_format("The %s grows green.", name); +#endif + (void)set_oppose_pois(randint1(20) + 20, FALSE); + break; + } + + /* Activate for general purpose effect (detection etc.) */ + + case ACT_LIGHT: + { +#ifdef JP + msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name); +#else + msg_format("The %s wells with clear light...", name); +#endif lite_area(damroll(2, 15), 3); - o_ptr->timeout = randint0(50) + 50; break; } - case ACT_DETECT_ALL: + case ACT_MAP_LIGHT: { #ifdef JP - msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); + msg_print("âÁ¤·¤¯µ±¤¤¤¿..."); #else - msg_print("It glows bright white..."); + msg_print("It shines brightly..."); #endif + map_area(DETECT_RAD_MAP); + lite_area(damroll(2, 15), 3); + break; + } + case ACT_DETECT_ALL: + { #ifdef JP + msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿..."); #else + msg_print("It glows bright white..."); msg_print("An image forms in your mind..."); #endif - detect_all(DETECT_RAD_DEFAULT); - o_ptr->timeout = randint0(55) + 55; break; } @@ -2742,11 +3249,9 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows brightly..."); #endif - detect_all(DETECT_RAD_DEFAULT); probing(); identify_fully(FALSE); - o_ptr->timeout = 1000; break; } @@ -2757,16 +3262,13 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows yellow..."); #endif - identify_fully(FALSE); - o_ptr->timeout = 750; break; } case ACT_ID_PLAIN: { if (!ident_spell(FALSE)) return FALSE; - o_ptr->timeout = 10; break; } @@ -2777,9 +3279,7 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows bright red..."); #endif - explosive_rune(); - o_ptr->timeout = 200; break; } @@ -2790,16 +3290,13 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows light blue..."); #endif - warding_glyph(); - o_ptr->timeout = 400; break; } case ACT_SATIATE: { (void)set_food(PY_FOOD_MAX - 1); - o_ptr->timeout = 200; break; } @@ -2810,9 +3307,7 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows bright red..."); #endif - destroy_doors_touch(); - o_ptr->timeout = 10; break; } @@ -2823,17 +3318,14 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It pulsates..."); #endif - if (!get_aim_dir(&dir)) return FALSE; wall_to_mud(dir); - o_ptr->timeout = 5; break; } case ACT_RECHARGE: { recharge(130); - o_ptr->timeout = 70; break; } @@ -2844,9 +3336,7 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It glows bright yellow..."); #endif - (void)alchemy(); - o_ptr->timeout = 500; break; } @@ -2857,9 +3347,7 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("You open a dimensional gate. Choose a destination."); #endif - if (!dimension_door()) return FALSE; - o_ptr->timeout = 100; break; } @@ -2871,9 +3359,7 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_print("It twists space around you..."); #endif - - teleport_player(100); - o_ptr->timeout = 45; + teleport_player(100, 0L); break; } @@ -2885,7 +3371,495 @@ bool activate_random_artifact(object_type * o_ptr) msg_print("It glows soft white..."); #endif if (!word_of_recall()) return FALSE; - o_ptr->timeout = 200; + break; + } + + case ACT_JUDGE: + { +#ifdef JP + msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name); +#else + msg_format("The %s flashes bright red!", name); +#endif + chg_virtue(V_KNOWLEDGE, 1); + chg_virtue(V_ENLIGHTEN, 1); + wiz_lite(FALSE); +#ifdef JP + msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name); + take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1); +#else + msg_format("The %s drains your vitality...", name); + take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1); +#endif + (void)detect_traps(DETECT_RAD_DEFAULT, TRUE); + (void)detect_doors(DETECT_RAD_DEFAULT); + (void)detect_stairs(DETECT_RAD_DEFAULT); +#ifdef JP + if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©")) +#else + if (get_check("Activate recall? ")) +#endif + { + (void)word_of_recall(); + } + + break; + } + + case ACT_TELEKINESIS: + { + if (!get_aim_dir(&dir)) return FALSE; +#ifdef JP + msg_format("%s¤ò¿­¤Ð¤·¤¿¡£", name); +#else + msg_format("You stretched your %s.", name); +#endif + fetch(dir, 500, TRUE); + break; + } + + case ACT_DETECT_UNIQUE: + { + int i; + monster_type *m_ptr; + monster_race *r_ptr; +#ifdef JP + msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥"); +#else + msg_print("Some strange places show up in your mind. And you see ..."); +#endif + /* 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) + { +#ifdef JP + msg_format("%s¡¥ ",r_name + r_ptr->name); +#else + msg_format("%s. ",r_name + r_ptr->name); +#endif + } + } + 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: +#ifdef JP + if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©")) +#else + if (get_check("Leave this level? ")) +#endif + { + if (autosave_l) do_cmd_save_game(TRUE); + + /* Leaving */ + p_ptr->leaving = TRUE; + } + } + break; + } + + case ACT_DISP_CURSE_XTRA: + { +#ifdef JP + msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name); +#else + msg_format("The %s exhibits the truth...", name); +#endif + if (remove_all_curse()) + { +#ifdef JP + msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£"); +#else + msg_print("You feel as if someone is watching over you."); +#endif + } + (void)probing(); + break; + } + + case ACT_BRAND_FIRE_BOLTS: + { +#ifdef JP + msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name); +#else + msg_format("Your %s glows deep red...", name); +#endif + (void)brand_bolts(); + break; + } + + case ACT_RECHARGE_XTRA: + { +#ifdef JP + msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name); +#else + msg_format("The %s gleams with blinding light...", name); +#endif + if (!recharge(1000)) return FALSE; + break; + } + + case ACT_LORE: + { +#ifdef JP + msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥"); +#else + msg_print("The stone reveals hidden mysteries..."); +#endif + 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 */ +#ifdef JP + msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª"); +#else + msg_print("You are too weak to control the stone!"); +#endif + /* 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); + } +#ifdef JP + take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1); +#else + take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1); +#endif + /* Confusing. */ + if (one_in_(5)) (void)set_confused(p_ptr->confused + + randint1(10)); + + /* Exercise a little care... */ + if (one_in_(20)) +#ifdef JP + take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1); +#else + take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1); +#endif + break; + } + + case ACT_SHIKOFUMI: + { +#ifdef JP + msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£"); +#else + msg_print("You stamp. (as if you are in a ring.)"); +#endif + (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: + { + int 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, o_idx, t; + 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, py, px); + o_ptr = &o_list[o_idx]; + + object_desc(o_name, o_ptr, OD_NAME_ONLY); + msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %d."), o_name); + + /* Get effects */ + msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "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->magic_num1[0] = plev * 5 + 190; + msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion.")); + } + + break; + } + + case ACT_FISHING: + { + int x, y; + + if (!get_rep_dir2(&dir)) return FALSE; + y = py+ddy[dir]; + x = px+ddx[dir]; + tsuri_dir = dir; + if (!cave_have_flag_bold(y, x, FF_WATER)) + { +#ifdef JP + msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£"); +#else + msg_print("There is no fishing place."); +#endif + 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); +#ifdef JP + msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name); +#else + msg_format("%^s is stand in your way.", m_name); +#endif + energy_use = 0; + return FALSE; + } + set_action(ACTION_FISH); + p_ptr->redraw |= (PR_STATE); + break; + } + + case ACT_INROU: + { + int count = 0, i; + monster_type *m_ptr; +#ifndef JP + cptr kakusan = ""; +#endif + if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET)) + { +#ifdef JP + msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£"); +#else + msg_print("Suke-san apperars."); + kakusan = "Suke-san"; +#endif + count++; + } + if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET)) + { +#ifdef JP + msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£"); +#else + msg_print("Kaku-san appears."); + kakusan = "Kaku-san"; +#endif + 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, py, px)) continue; + if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue; + count++; + break; + } + } + + if (count) + { +#ifdef JP + msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×"); +#else + msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan); +#endif + sukekaku = TRUE; + stun_monsters(120); + confuse_monsters(120); + turn_monsters(120); + stasis_monsters(120); + sukekaku = FALSE; + } + else + { +#ifdef JP + msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£"); +#else + msg_print("Nothing happen."); +#endif + } + break; + } + + case ACT_MURAMASA: + { + /* Only for Muramasa */ + if (o_ptr->name1 != ART_MURAMASA) return FALSE; +#ifdef JP + if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©")) +#else + if (get_check("Are you sure?!")) +#endif + { +#ifdef JP + msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥"); +#else + msg_print("The Muramasa pulsates..."); +#endif + do_inc_stat(A_STR); + if (one_in_(2)) + { +#ifdef JP + msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª"); +#else + msg_print("The Muramasa is destroyed!"); +#endif + curse_weapon_object(TRUE, o_ptr); + } + } + break; + } + + case ACT_BLOODY_MOON: + { + /* Only for Bloody Moon */ + if (o_ptr->name1 != ART_BLOOD) return FALSE; +#ifdef JP + msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿..."); +#else + msg_print("Your scythe glows brightly!"); +#endif + 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; + int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; + int tx, ty; + + /* Only for Crimson */ + if (o_ptr->name1 != ART_CRIMSON) return FALSE; + +#ifdef JP + msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª"); +#else + msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!"); +#endif + + if (!get_aim_dir(&dir)) return FALSE; + + /* Use the given direction */ + tx = px + 99 * ddx[dir]; + ty = py + 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); break; } @@ -2896,7 +3870,41 @@ bool activate_random_artifact(object_type * o_ptr) #else msg_format("Unknown activation effect: %d.", o_ptr->xtra2); #endif + return FALSE; + } + } + + /* Set activation timeout */ + act_ptr = find_activation_info(o_ptr); + if (!act_ptr) { + /* Maybe forgot adding information to activation_info table ? */ + msg_format("Activation information is not found: %d.", o_ptr->xtra2); + return FALSE; + } + + if (act_ptr->timeout.constant >= 0) { + o_ptr->timeout = 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 (o_ptr->xtra2) { + 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.", o_ptr->xtra2); return FALSE; } } @@ -2905,6 +3913,35 @@ bool activate_random_artifact(object_type * o_ptr) } +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; @@ -2918,19 +3955,20 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr) } else { - o_ptr->art_flags3 |= - (TR3_AGGRAVATE | TR3_TY_CURSE); + 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); o_ptr->curse_flags |= get_curse(2, o_ptr); return; } } + if (o_ptr->name1 == ART_MURAMASA) { if (p_ptr->pclass != CLASS_SAMURAI) { - o_ptr->art_flags3 |= (TR3_NO_MAGIC); + add_flag(o_ptr->art_flags, TR_NO_MAGIC); o_ptr->curse_flags |= (TRC_HEAVY_CURSE); } } @@ -2938,28 +3976,19 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr) if (o_ptr->name1 == ART_XIAOLONG) { if (p_ptr->pclass == CLASS_MONK) - o_ptr->art_flags1 |= TR1_BLOWS; + add_flag(o_ptr->art_flags, TR_BLOWS); } 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) o_ptr->art_flags3 |= TR3_SLAY_HUMAN; - else o_ptr->art_flags1 |= (TR1_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) o_ptr->art_flags1 |= (TR1_STR << tmp); - else o_ptr->art_flags1 |= (TR1_STEALTH << (tmp - 6)); + add_flag(o_ptr->art_flags, TR_AGGRAVATE); } } @@ -2987,7 +4016,7 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr) /* * 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; @@ -2999,13 +4028,13 @@ void create_named_art(int a_idx, int y, int x) 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); @@ -3022,6 +4051,7 @@ void create_named_art(int a_idx, int y, int x) q_ptr->to_h = a_ptr->to_h; q_ptr->to_d = a_ptr->to_d; q_ptr->weight = a_ptr->weight; + q_ptr->xtra2 = a_ptr->act_idx; /* Hack -- extract the "cursed" flag */ if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED); @@ -3033,6 +4063,12 @@ void create_named_art(int a_idx, int y, int x) 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; }