X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fartifact.c;h=4769120b181855ffa2fe8497a8eaa866104a5723;hb=4275b2dad76f7e20dde05e6e0c3b95854613ea66;hp=fddc4c10fddb6eafed11c7edde41d86b5f5b7036;hpb=f20dd18f65b23597ee27e3d91245c5763f1d99c2;p=hengband%2Fhengband.git diff --git a/src/artifact.c b/src/artifact.c index fddc4c10f..4769120b1 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 @@ -25,245 +26,513 @@ #define ACTIVATION_CHANCE 3 -static void curse_artifact(object_type * o_ptr) +/* + * Use for biased artifact creation + */ +static int artifact_bias; + + +/* + * Choose one random sustain + */ +void one_sustain(object_type *o_ptr) +{ + switch (randint0(6)) + { + 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; + } +} + + +/* + * Choose one random high resistance + */ +void one_high_resistance(object_type *o_ptr) { - if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint(4)); - if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint(4)); - if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint(4)); - if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint(4)); + switch (randint0(12)) + { + case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break; + case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break; + case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break; + case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break; + case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break; + case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break; + case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break; + case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break; + case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break; + case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break; + case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break; + case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break; + } +} - o_ptr->art_flags3 |= (TR3_HEAVY_CURSE | TR3_CURSED); - if (one_in_(4)) o_ptr->art_flags3 |= TR3_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; +/* + * Choose one random high resistance ( except poison and disenchantment ) + */ +void one_lordly_high_resistance(object_type *o_ptr) +{ + switch (randint0(10)) + { + case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break; + case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break; + case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break; + case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break; + case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break; + case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break; + case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break; + case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break; + case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break; + case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break; + } +} + - 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; +/* + * Choose one random element resistance + */ +void one_ele_resistance(object_type *o_ptr) +{ + switch (randint0(4)) + { + case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break; + case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break; + case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break; + case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break; + } +} + + +/* + * Choose one random element or poison resistance + */ +void one_dragon_ele_resistance(object_type *o_ptr) +{ + if (one_in_(7)) + { + add_flag(o_ptr->art_flags, TR_RES_POIS); + } + else + { + one_ele_resistance(o_ptr); + } +} + + +/* + * 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) +{ + if (one_in_(3)) + { + one_ele_resistance(o_ptr); + } + else + { + one_high_resistance(o_ptr); + } +} + + +/* + * Choose one random ability + */ +void one_ability(object_type *o_ptr) +{ + switch (randint0(10)) + { + 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; + } +} + +/* + * Choose one random activation + */ +void one_activation(object_type *o_ptr) +{ + int type = 0; + int chance = 0; + + while (randint1(100) >= chance) + { + type = randint1(255); + switch (type) + { + case ACT_SUNLIGHT: + case ACT_BO_MISS_1: + case ACT_BA_POIS_1: + case ACT_BO_ELEC_1: + case ACT_BO_ACID_1: + case ACT_BO_COLD_1: + case ACT_BO_FIRE_1: + case ACT_CONFUSE: + case ACT_SLEEP: + case ACT_QUAKE: + case ACT_CURE_LW: + case ACT_CURE_MW: + case ACT_CURE_POISON: + case ACT_BERSERK: + case ACT_LIGHT: + case ACT_MAP_LIGHT: + case ACT_DEST_DOOR: + case ACT_STONE_MUD: + case ACT_TELEPORT: + chance = 101; + break; + case ACT_BA_COLD_1: + case ACT_BA_FIRE_1: + case ACT_DRAIN_1: + case ACT_TELE_AWAY: + case ACT_ESP: + case ACT_RESIST_ALL: + case ACT_DETECT_ALL: + case ACT_RECALL: + case ACT_SATIATE: + case ACT_RECHARGE: + chance = 85; + break; + case ACT_TERROR: + case ACT_PROT_EVIL: + case ACT_ID_PLAIN: + chance = 75; + break; + case ACT_DRAIN_2: + case ACT_VAMPIRE_1: + case ACT_BO_MISS_2: + case ACT_BA_FIRE_2: + case ACT_REST_LIFE: + chance = 66; + break; + case ACT_BA_FIRE_3: + case ACT_BA_COLD_3: + case ACT_BA_ELEC_3: + case ACT_WHIRLWIND: + case ACT_VAMPIRE_2: + case ACT_CHARM_ANIMAL: + chance = 50; + break; + case ACT_SUMMON_ANIMAL: + chance = 40; + break; + case ACT_DISP_EVIL: + case ACT_BA_MISS_3: + case ACT_DISP_GOOD: + case ACT_BANISH_EVIL: + case ACT_GENOCIDE: + case ACT_MASS_GENO: + case ACT_CHARM_UNDEAD: + case ACT_CHARM_OTHER: + case ACT_SUMMON_PHANTOM: + case ACT_REST_ALL: + case ACT_RUNE_EXPLO: + chance = 33; + break; + case ACT_CALL_CHAOS: + case ACT_ROCKET: + case ACT_CHARM_ANIMALS: + case ACT_CHARM_OTHERS: + case ACT_SUMMON_ELEMENTAL: + case ACT_CURE_700: + case ACT_SPEED: + case ACT_ID_FULL: + case ACT_RUNE_PROT: + chance = 25; + break; + case ACT_CURE_1000: + case ACT_XTRA_SPEED: + case ACT_DETECT_XTRA: + case ACT_DIM_DOOR: + chance = 10; + break; + case ACT_SUMMON_UNDEAD: + case ACT_SUMMON_DEMON: + case ACT_WRAITH: + case ACT_INVULN: + case ACT_ALCHEMY: + chance = 5; + break; + default: + chance = 0; + } + } - o_ptr->ident |= IDENT_CURSED; + /* A type was chosen... */ + o_ptr->xtra2 = type; + add_flag(o_ptr->art_flags, TR_ACTIVATE); + o_ptr->timeout = 0; +} + +static void curse_artifact(object_type * o_ptr) +{ + if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4)); + if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4)); + if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4)); + 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); + remove_flag(o_ptr->art_flags, TR_BLESSED); + + if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE; + 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_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP); + if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA); + 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)) + add_flag(o_ptr->art_flags, TR_NO_MAGIC); } -static void random_plus(object_type * o_ptr, bool is_scroll) +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); - if (artifact_bias == BIAS_WARRIOR) + switch (artifact_bias) { - if (!(o_ptr->art_flags1 & TR1_STR)) + case BIAS_WARRIOR: + if (!(have_flag(o_ptr->art_flags, TR_STR))) { - o_ptr->art_flags1 |= TR1_STR; - if (one_in_(2)) return; /* 50% chance of being a "free" power */ + 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; } - } - else if (artifact_bias == BIAS_MAGE) - { - if (!(o_ptr->art_flags1 & TR1_INT)) + break; + + case BIAS_MAGE: + 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; } - } - else if (artifact_bias == BIAS_PRIESTLY) - { - if (!(o_ptr->art_flags1 & TR1_WIS)) + break; + + case BIAS_PRIESTLY: + 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; } - } - else if (artifact_bias == BIAS_RANGER) - { - if (!(o_ptr->art_flags1 & TR1_DEX)) + break; + + case BIAS_RANGER: + 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; - if (one_in_(2)) return; /* 50% chance of being a "free" power */ + 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; } - } - else if (artifact_bias == BIAS_ROGUE) - { - if (!(o_ptr->art_flags1 & TR1_STEALTH)) + break; + + case BIAS_ROGUE: + 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; } - } - else if (artifact_bias == BIAS_STR) - { - if (!(o_ptr->art_flags1 & TR1_STR)) + break; + + case BIAS_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; } - } - else if (artifact_bias == BIAS_WIS) - { - if (!(o_ptr->art_flags1 & TR1_WIS)) + break; + + case BIAS_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; } - } - else if (artifact_bias == BIAS_INT) - { - if (!(o_ptr->art_flags1 & TR1_INT)) + break; + + case BIAS_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; } - } - else if (artifact_bias == BIAS_DEX) - { - if (!(o_ptr->art_flags1 & TR1_DEX)) + break; + + case BIAS_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; } - } - else if (artifact_bias == BIAS_CON) - { - if (!(o_ptr->art_flags1 & TR1_CON)) + break; + + case BIAS_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; } - } - else if (artifact_bias == BIAS_CHR) - { - if (!(o_ptr->art_flags1 & TR1_CHR)) + break; + + case BIAS_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; } 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; } } - switch (randint(this_type)) + switch (randint1(this_type)) { case 1: case 2: - o_ptr->art_flags1 |= TR1_STR; - /* if (is_scroll) msg_print("It makes you feel strong!"); */ + 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; - /* if (is_scroll) msg_print("It makes you feel smart!"); */ + 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; - /* if (is_scroll) msg_print("It makes you feel wise!"); */ + 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; - /* if (is_scroll) msg_print("It makes you feel nimble!"); */ + 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; - /* if (is_scroll) msg_print("It makes you feel healthy!"); */ + 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; - /* if (is_scroll) msg_print("It makes you look great!"); */ + 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; - /* if (is_scroll) msg_print("It looks muffled."); */ + 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; - /* if (is_scroll) msg_print("It makes you see better."); */ + 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; - /* if (is_scroll) msg_print("It makes you see tiny red animals.");*/ + add_flag(o_ptr->art_flags, TR_INFRA); break; case 19: - o_ptr->art_flags1 |= TR1_SPEED; - /* if (is_scroll) msg_print("It makes you move faster!"); */ + 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; - /* if (is_scroll) msg_print("Gravel flies from it!"); */ + add_flag(o_ptr->art_flags, TR_TUNNEL); break; case 22: case 23: - if (o_ptr->tval == TV_BOW) random_plus(o_ptr, is_scroll); + if (o_ptr->tval == TV_BOW) random_plus(o_ptr); else { - o_ptr->art_flags1 |= TR1_BLOWS; - /* if (is_scroll) msg_print("It seems faster!"); */ + add_flag(o_ptr->art_flags, TR_BLOWS); if (!artifact_bias && one_in_(11)) artifact_bias = BIAS_WARRIOR; } @@ -272,188 +541,204 @@ static void random_plus(object_type * o_ptr, bool is_scroll) } -void random_resistance(object_type * o_ptr, bool is_scroll, int specific) +static void random_resistance(object_type * o_ptr) { - if (!specific) /* To avoid a number of possible bugs */ + switch (artifact_bias) { - if (artifact_bias == BIAS_ACID) + case BIAS_ACID: + if (!(have_flag(o_ptr->art_flags, TR_RES_ACID))) { - if (!(o_ptr->art_flags2 & TR2_RES_ACID)) - { - o_ptr->art_flags2 |= TR2_RES_ACID; - if (one_in_(2)) return; - } - if (one_in_(BIAS_LUCK) && !(o_ptr->art_flags2 & TR2_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); - if (one_in_(2)) return; - } + add_flag(o_ptr->art_flags, TR_RES_ACID); + if (one_in_(2)) return; } - else if (artifact_bias == BIAS_ELEC) + if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID))) { - if (!(o_ptr->art_flags2 & TR2_RES_ELEC)) - { - o_ptr->art_flags2 |= TR2_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)) - { - o_ptr->art_flags3 |= TR3_SH_ELEC; - if (one_in_(2)) return; - } - if (one_in_(BIAS_LUCK) && !(o_ptr->art_flags2 & TR2_IM_ELEC)) + add_flag(o_ptr->art_flags, TR_IM_ACID); + if (!one_in_(IM_LUCK)) { - 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); - if (one_in_(2)) return; + 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; } - else if (artifact_bias == BIAS_FIRE) + break; + + case BIAS_ELEC: + if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC))) { - if (!(o_ptr->art_flags2 & TR2_RES_FIRE)) - { - o_ptr->art_flags2 |= TR2_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)) - { - o_ptr->art_flags3 |= TR3_SH_FIRE; - if (one_in_(2)) return; - } - if (one_in_(BIAS_LUCK) && - !(o_ptr->art_flags2 & TR2_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); - if (one_in_(2)) return; - } + add_flag(o_ptr->art_flags, TR_RES_ELEC); + if (one_in_(2)) return; } - else if (artifact_bias == BIAS_COLD) + if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) && + !(have_flag(o_ptr->art_flags, TR_SH_ELEC))) { - if (!(o_ptr->art_flags2 & TR2_RES_COLD)) - { - o_ptr->art_flags2 |= TR2_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)) - { - o_ptr->art_flags3 |= TR3_SH_COLD; - if (one_in_(2)) return; - } - if (one_in_(BIAS_LUCK) && !(o_ptr->art_flags2 & TR2_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); - if (one_in_(2)) return; - } + add_flag(o_ptr->art_flags, TR_SH_ELEC); + if (one_in_(2)) return; } - else if (artifact_bias == BIAS_POIS) + if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC))) { - if (!(o_ptr->art_flags2 & TR2_RES_POIS)) + add_flag(o_ptr->art_flags, TR_IM_ELEC); + if (!one_in_(IM_LUCK)) { - o_ptr->art_flags2 |= TR2_RES_POIS; - if (one_in_(2)) return; + 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; } - else if (artifact_bias == BIAS_WARRIOR) + break; + + case BIAS_FIRE: + if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE))) { - if (!one_in_(3) && (!(o_ptr->art_flags2 & TR2_RES_FEAR))) - { - o_ptr->art_flags2 |= TR2_RES_FEAR; - if (one_in_(2)) return; - } - if (one_in_(3) && (!(o_ptr->art_flags3 & TR3_NO_MAGIC))) - { - o_ptr->art_flags3 |= TR3_NO_MAGIC; - if (one_in_(2)) return; - } + add_flag(o_ptr->art_flags, TR_RES_FIRE); + if (one_in_(2)) return; } - else if (artifact_bias == BIAS_NECROMANTIC) + if ((o_ptr->tval >= TV_CLOAK) && + (o_ptr->tval <= TV_HARD_ARMOR) && + !(have_flag(o_ptr->art_flags, TR_SH_FIRE))) { - if (!(o_ptr->art_flags2 & TR2_RES_NETHER)) - { - o_ptr->art_flags2 |= TR2_RES_NETHER; - if (one_in_(2)) return; - } - if (!(o_ptr->art_flags2 & TR2_RES_POIS)) - { - o_ptr->art_flags2 |= TR2_RES_POIS; - if (one_in_(2)) return; - } - if (!(o_ptr->art_flags2 & TR2_RES_DARK)) - { - o_ptr->art_flags2 |= TR2_RES_DARK; - if (one_in_(2)) return; - } + add_flag(o_ptr->art_flags, TR_SH_FIRE); + if (one_in_(2)) return; } - else if (artifact_bias == BIAS_CHAOS) + if (one_in_(BIAS_LUCK) && + !(have_flag(o_ptr->art_flags, TR_IM_FIRE))) { - if (!(o_ptr->art_flags2 & TR2_RES_CHAOS)) - { - o_ptr->art_flags2 |= TR2_RES_CHAOS; - if (one_in_(2)) return; - } - if (!(o_ptr->art_flags2 & TR2_RES_CONF)) + add_flag(o_ptr->art_flags, TR_IM_FIRE); + if (!one_in_(IM_LUCK)) { - o_ptr->art_flags2 |= TR2_RES_CONF; - if (one_in_(2)) return; + 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 (!(o_ptr->art_flags2 & TR2_RES_DISEN)) + if (one_in_(2)) return; + } + break; + + case BIAS_COLD: + if (!(have_flag(o_ptr->art_flags, TR_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) && + !(have_flag(o_ptr->art_flags, TR_SH_COLD))) + { + add_flag(o_ptr->art_flags, TR_SH_COLD); + if (one_in_(2)) return; + } + if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD))) + { + add_flag(o_ptr->art_flags, TR_IM_COLD); + if (!one_in_(IM_LUCK)) { - o_ptr->art_flags2 |= TR2_RES_DISEN; - if (one_in_(2)) return; + 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 (!(have_flag(o_ptr->art_flags, TR_RES_POIS))) + { + add_flag(o_ptr->art_flags, TR_RES_POIS); + if (one_in_(2)) return; + } + break; + + case BIAS_WARRIOR: + if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR)))) + { + add_flag(o_ptr->art_flags, TR_RES_FEAR); + if (one_in_(2)) return; + } + if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC)))) + { + add_flag(o_ptr->art_flags, TR_NO_MAGIC); + if (one_in_(2)) return; + } + break; + + case BIAS_NECROMANTIC: + if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER))) + { + add_flag(o_ptr->art_flags, TR_RES_NETHER); + if (one_in_(2)) return; + } + if (!(have_flag(o_ptr->art_flags, TR_RES_POIS))) + { + add_flag(o_ptr->art_flags, TR_RES_POIS); + if (one_in_(2)) return; + } + if (!(have_flag(o_ptr->art_flags, TR_RES_DARK))) + { + add_flag(o_ptr->art_flags, TR_RES_DARK); + if (one_in_(2)) return; + } + break; + + case BIAS_CHAOS: + if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS))) + { + add_flag(o_ptr->art_flags, TR_RES_CHAOS); + if (one_in_(2)) return; + } + if (!(have_flag(o_ptr->art_flags, TR_RES_CONF))) + { + add_flag(o_ptr->art_flags, TR_RES_CONF); + if (one_in_(2)) return; } + if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN))) + { + add_flag(o_ptr->art_flags, TR_RES_DISEN); + if (one_in_(2)) return; + } + break; } - switch (specific ? specific : randint(42)) + switch (randint1(42)) { case 1: if (!one_in_(WEIRD_LUCK)) - random_resistance(o_ptr, is_scroll, specific); + random_resistance(o_ptr); else { - o_ptr->art_flags2 |= TR2_IM_ACID; - /* if (is_scroll) msg_print("It looks totally incorruptible."); */ + add_flag(o_ptr->art_flags, TR_IM_ACID); if (!artifact_bias) artifact_bias = BIAS_ACID; } break; case 2: if (!one_in_(WEIRD_LUCK)) - random_resistance(o_ptr, is_scroll, specific); + random_resistance(o_ptr); else { - o_ptr->art_flags2 |= TR2_IM_ELEC; - /* if (is_scroll) msg_print("It looks completely grounded."); */ + add_flag(o_ptr->art_flags, TR_IM_ELEC); if (!artifact_bias) artifact_bias = BIAS_ELEC; } break; case 3: if (!one_in_(WEIRD_LUCK)) - random_resistance(o_ptr, is_scroll, specific); + random_resistance(o_ptr); else { - o_ptr->art_flags2 |= TR2_IM_COLD; - /* if (is_scroll) msg_print("It feels very warm."); */ + add_flag(o_ptr->art_flags, TR_IM_COLD); if (!artifact_bias) artifact_bias = BIAS_COLD; } break; case 4: if (!one_in_(WEIRD_LUCK)) - random_resistance(o_ptr, is_scroll, specific); + random_resistance(o_ptr); else { - o_ptr->art_flags2 |= TR2_IM_FIRE; - /* if (is_scroll) msg_print("It feels very cool."); */ + add_flag(o_ptr->art_flags, TR_IM_FIRE); if (!artifact_bias) artifact_bias = BIAS_FIRE; } @@ -461,39 +746,34 @@ void random_resistance(object_type * o_ptr, bool is_scroll, int specific) case 5: case 6: case 13: - o_ptr->art_flags2 |= TR2_RES_ACID; - /* if (is_scroll) msg_print("It makes your stomach rumble."); */ + 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; - /* if (is_scroll) msg_print("It makes you feel grounded."); */ + 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; - /* if (is_scroll) msg_print("It makes you feel cool!");*/ + 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; - /* if (is_scroll) msg_print("It makes you feel full of hot air!");*/ + 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; - /* if (is_scroll) msg_print("It makes breathing easier for you."); */ + 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)) @@ -503,93 +783,82 @@ void random_resistance(object_type * o_ptr, bool is_scroll, int specific) break; case 19: case 20: - o_ptr->art_flags2 |= TR2_RES_FEAR; - /* if (is_scroll) msg_print("It makes you feel brave!"); */ + 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; - /* if (is_scroll) msg_print("It makes everything look darker.");*/ + add_flag(o_ptr->art_flags, TR_RES_LITE); break; case 22: - o_ptr->art_flags2 |= TR2_RES_DARK; - /* if (is_scroll) msg_print("It makes everything look brighter.");*/ + add_flag(o_ptr->art_flags, TR_RES_DARK); break; case 23: case 24: - o_ptr->art_flags2 |= TR2_RES_BLIND; - /* if (is_scroll) msg_print("It makes you feel you are wearing glasses.");*/ + add_flag(o_ptr->art_flags, TR_RES_BLIND); break; case 25: case 26: - o_ptr->art_flags2 |= TR2_RES_CONF; - /* if (is_scroll) msg_print("It makes you feel very determined.");*/ + 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; - /* if (is_scroll) msg_print("It makes you feel deaf!");*/ + add_flag(o_ptr->art_flags, TR_RES_SOUND); break; case 29: case 30: - o_ptr->art_flags2 |= TR2_RES_SHARDS; - /* if (is_scroll) msg_print("It makes your skin feel thicker.");*/ + add_flag(o_ptr->art_flags, TR_RES_SHARDS); break; case 31: case 32: - o_ptr->art_flags2 |= TR2_RES_NETHER; - /* if (is_scroll) msg_print("It makes you feel like visiting a graveyard!");*/ + 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; - /* if (is_scroll) msg_print("It makes you feel normal.");*/ + add_flag(o_ptr->art_flags, TR_RES_NEXUS); break; case 35: case 36: - o_ptr->art_flags2 |= TR2_RES_CHAOS; - /* if (is_scroll) msg_print("It makes you feel very firm.");*/ + 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; - /* if (is_scroll) msg_print("It is surrounded by a static feeling.");*/ + 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, is_scroll, specific); + random_resistance(o_ptr); if (!artifact_bias) artifact_bias = BIAS_ELEC; 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, is_scroll, specific); + random_resistance(o_ptr); if (!artifact_bias) artifact_bias = BIAS_FIRE; break; case 41: if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK || o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR) - o_ptr->art_flags2 |= TR2_REFLECT; + add_flag(o_ptr->art_flags, TR_REFLECT); else - random_resistance(o_ptr, is_scroll, specific); + 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, is_scroll, specific); + random_resistance(o_ptr); if (!artifact_bias) artifact_bias = BIAS_COLD; break; @@ -598,127 +867,121 @@ void random_resistance(object_type * o_ptr, bool is_scroll, int specific) -static void random_misc(object_type * o_ptr, bool is_scroll) +static void random_misc(object_type * o_ptr) { - if (artifact_bias == BIAS_RANGER) + switch (artifact_bias) { - if (!(o_ptr->art_flags2 & TR2_SUST_CON)) + case BIAS_RANGER: + 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; } - } - else if (artifact_bias == BIAS_STR) - { - if (!(o_ptr->art_flags2 & TR2_SUST_STR)) + break; + + case BIAS_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; } - } - else if (artifact_bias == BIAS_WIS) - { - if (!(o_ptr->art_flags2 & TR2_SUST_WIS)) + break; + + case BIAS_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; } - } - else if (artifact_bias == BIAS_INT) - { - if (!(o_ptr->art_flags2 & TR2_SUST_INT)) + break; + + case BIAS_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; } - } - else if (artifact_bias == BIAS_DEX) - { - if (!(o_ptr->art_flags2 & TR2_SUST_DEX)) + break; + + case BIAS_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; } - } - else if (artifact_bias == BIAS_CON) - { - if (!(o_ptr->art_flags2 & TR2_SUST_CON)) + break; + + case BIAS_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; } - } - else if (artifact_bias == BIAS_CHR) - { - if (!(o_ptr->art_flags2 & TR2_SUST_CHR)) + break; + + case BIAS_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; } - } - else if (artifact_bias == BIAS_CHAOS) - { - if (!(o_ptr->art_flags3 & TR3_TELEPORT)) + break; + + case BIAS_CHAOS: + 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; } - } - else if (artifact_bias == BIAS_FIRE) - { - if (!(o_ptr->art_flags3 & TR3_LITE)) + break; + + case BIAS_FIRE: + 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 (randint(31)) + switch (randint1(33)) { case 1: - o_ptr->art_flags2 |= TR2_SUST_STR; - /* if (is_scroll) msg_print("It makes you feel you cannot become weaker."); */ + 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; - /* if (is_scroll) msg_print("It makes you feel you cannot become more stupid.");*/ + 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; - /* if (is_scroll) msg_print("It makes you feel you cannot become simpler.");*/ + 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; - /* if (is_scroll) msg_print("It makes you feel you cannot become clumsier.");*/ + 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; - /* if (is_scroll) msg_print("It makes you feel you cannot become less healthy.");*/ + 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; - /* if (is_scroll) msg_print("It makes you feel you cannot become uglier.");*/ + 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; - /* if (is_scroll) msg_print("It makes you feel like a young rebel!");*/ + add_flag(o_ptr->art_flags, TR_FREE_ACT); break; case 9: - o_ptr->art_flags2 |= TR2_HOLD_LIFE; - /* if (is_scroll) msg_print("It makes you feel immortal.");*/ + 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)) @@ -726,49 +989,36 @@ static void random_misc(object_type * o_ptr, bool is_scroll) break; case 10: case 11: - o_ptr->art_flags3 |= TR3_LITE; - /* if (is_scroll) msg_print("It starts shining.");*/ + add_flag(o_ptr->art_flags, TR_LITE); break; case 12: case 13: - o_ptr->art_flags3 |= TR3_FEATHER; - /* if (is_scroll) msg_print("It feels lighter.");*/ + add_flag(o_ptr->art_flags, TR_LEVITATION); break; case 15: case 16: case 17: - o_ptr->art_flags3 |= TR3_SEE_INVIS; - /* if (is_scroll) msg_print("It makes you see the air!");*/ - break; - case 18: - if (one_in_(3)) break; - o_ptr->art_flags3 |= TR3_TELEPATHY; - /* if (is_scroll) msg_print("It makes you hear voices inside your head!");*/ - 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; - /* if (is_scroll) msg_print("It makes you feel less hungry.");*/ + add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break; case 21: case 22: - o_ptr->art_flags3 |= TR3_REGEN; - /* if (is_scroll) msg_print("It looks as good as new.");*/ + add_flag(o_ptr->art_flags, TR_REGEN); break; case 23: - o_ptr->art_flags3 |= TR3_TELEPORT; - /* if (is_scroll) msg_print("Its position feels uncertain!");*/ + 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) - random_misc(o_ptr, is_scroll); + if (object_is_armour(o_ptr)) + random_misc(o_ptr); else { - o_ptr->to_a = 4 + randint(11); + o_ptr->to_a = 4 + randint1(11); } break; case 27: @@ -776,9 +1026,9 @@ static void random_misc(object_type * o_ptr, bool is_scroll) case 29: { int bonus_h, bonus_d; - o_ptr->art_flags3 |= TR3_SHOW_MODS; - bonus_h = 4 + (randint(11)); - bonus_d = 4 + (randint(11)); + 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)) { bonus_h /= 2; @@ -789,289 +1039,349 @@ static void random_misc(object_type * o_ptr, bool is_scroll) 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: + 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; + } } } -static void random_slay(object_type *o_ptr, bool is_scroll) +static void random_slay(object_type *o_ptr) { - if (artifact_bias == BIAS_CHAOS && (o_ptr->tval != TV_BOW)) + if (o_ptr->tval == TV_BOW) { - if (!(o_ptr->art_flags1 & TR1_CHAOTIC)) + switch (randint1(6)) { - o_ptr->art_flags1 |= TR1_CHAOTIC; - if (one_in_(2)) return; + case 1: + case 2: + case 3: + add_flag(o_ptr->art_flags, TR_XTRA_MIGHT); + if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS); + if (!artifact_bias && one_in_(9)) + artifact_bias = BIAS_RANGER; + break; + default: + add_flag(o_ptr->art_flags, TR_XTRA_SHOTS); + if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT); + if (!artifact_bias && one_in_(9)) + artifact_bias = BIAS_RANGER; + break; } - } - else if (artifact_bias == BIAS_PRIESTLY && - (o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) && - !(o_ptr->art_flags3 & TR3_BLESSED)) - { - /* A free power for "priestly" random artifacts */ - o_ptr->art_flags3 |= TR3_BLESSED; + return; } - else if (artifact_bias == BIAS_NECROMANTIC && (o_ptr->tval != TV_BOW)) + switch (artifact_bias) { - if (!(o_ptr->art_flags1 & TR1_VAMPIRIC)) + case BIAS_CHAOS: + if (!(have_flag(o_ptr->art_flags, TR_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) && + !(have_flag(o_ptr->art_flags, TR_BLESSED))) + { + /* A free power for "priestly" random artifacts */ + add_flag(o_ptr->art_flags, TR_BLESSED); + } + break; + + case BIAS_NECROMANTIC: + 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; - else if (artifact_bias == BIAS_RANGER && (o_ptr->tval != TV_BOW)) - { - if (!(o_ptr->art_flags1 & TR1_SLAY_ANIMAL)) + case BIAS_RANGER: + 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; - else if (artifact_bias == BIAS_ROGUE && (o_ptr->tval != TV_BOW)) - { + 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; - else if (artifact_bias == BIAS_POIS && (o_ptr->tval != TV_BOW)) - { - if (!(o_ptr->art_flags1 & TR1_BRAND_POIS)) + case BIAS_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; - else if (artifact_bias == BIAS_FIRE && (o_ptr->tval != TV_BOW)) - { - if (!(o_ptr->art_flags1 & TR1_BRAND_FIRE)) + case BIAS_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; - else if (artifact_bias == BIAS_COLD && (o_ptr->tval != TV_BOW)) - { - if (!(o_ptr->art_flags1 & TR1_BRAND_COLD)) + case BIAS_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; - else if (artifact_bias == BIAS_ELEC && (o_ptr->tval != TV_BOW)) - { - if (!(o_ptr->art_flags1 & TR1_BRAND_ELEC)) + case BIAS_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; - else if (artifact_bias == BIAS_ACID && (o_ptr->tval != TV_BOW)) - { - if (!(o_ptr->art_flags1 & TR1_BRAND_ACID)) + case BIAS_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; - else if (artifact_bias == BIAS_LAW && (o_ptr->tval != TV_BOW)) - { - if (!(o_ptr->art_flags1 & TR1_SLAY_EVIL)) + case BIAS_LAW: + 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; } - if (o_ptr->tval != TV_BOW) + switch (randint1(36)) { - switch (randint(34)) - { - case 1: - case 2: - o_ptr->art_flags1 |= TR1_SLAY_ANIMAL; - /* if (is_scroll) msg_print("You start hating animals.");*/ - break; - case 3: - case 4: - o_ptr->art_flags1 |= TR1_SLAY_EVIL; - /* if (is_scroll) msg_print("You hate evil creatures.");*/ - if (!artifact_bias && one_in_(2)) - artifact_bias = BIAS_LAW; - else if (!artifact_bias && one_in_(9)) - artifact_bias = BIAS_PRIESTLY; - break; - case 5: - case 6: - o_ptr->art_flags1 |= TR1_SLAY_UNDEAD; - /* if (is_scroll) msg_print("You hate undead creatures.");*/ - if (!artifact_bias && one_in_(9)) - artifact_bias = BIAS_PRIESTLY; - break; - case 7: - case 8: - o_ptr->art_flags1 |= TR1_SLAY_DEMON; - /* if (is_scroll) msg_print("You hate demons.");*/ + case 1: + case 2: + add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL); + break; + case 3: + case 4: + 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)) + artifact_bias = BIAS_PRIESTLY; + break; + case 5: + case 6: + add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD); + if (!artifact_bias && one_in_(9)) + artifact_bias = BIAS_PRIESTLY; + break; + case 7: + case 8: + add_flag(o_ptr->art_flags, TR_SLAY_DEMON); + if (!artifact_bias && one_in_(9)) + artifact_bias = BIAS_PRIESTLY; + break; + case 9: + case 10: + add_flag(o_ptr->art_flags, TR_SLAY_ORC); + break; + case 11: + case 12: + add_flag(o_ptr->art_flags, TR_SLAY_TROLL); + break; + case 13: + case 14: + add_flag(o_ptr->art_flags, TR_SLAY_GIANT); + break; + case 15: + case 16: + add_flag(o_ptr->art_flags, TR_SLAY_DRAGON); + break; + case 17: + add_flag(o_ptr->art_flags, TR_KILL_DRAGON); + break; + case 18: + case 19: + if (o_ptr->tval == TV_SWORD) + { + add_flag(o_ptr->art_flags, TR_VORPAL); if (!artifact_bias && one_in_(9)) - artifact_bias = BIAS_PRIESTLY; - break; - case 9: - case 10: - o_ptr->art_flags1 |= TR1_SLAY_ORC; - /* if (is_scroll) msg_print("You hate orcs.");*/ - break; - case 11: - case 12: - o_ptr->art_flags1 |= TR1_SLAY_TROLL; - /* if (is_scroll) msg_print("You hate trolls.");*/ - break; - case 13: - case 14: - o_ptr->art_flags1 |= TR1_SLAY_GIANT; - /* if (is_scroll) msg_print("You hate giants.");*/ - break; - case 15: - case 16: - o_ptr->art_flags1 |= TR1_SLAY_DRAGON; - /* if (is_scroll) msg_print("You hate dragons.");*/ - break; - case 17: - o_ptr->art_flags1 |= TR1_KILL_DRAGON; - /* if (is_scroll) msg_print("You feel an intense hatred of dragons.");*/ - break; - case 18: - case 19: - if (o_ptr->tval == TV_SWORD) - { - o_ptr->art_flags1 |= TR1_VORPAL; - /* if (is_scroll) msg_print("It looks extremely sharp!");*/ - if (!artifact_bias && one_in_(9)) - artifact_bias = BIAS_WARRIOR; - } - else - random_slay(o_ptr, is_scroll); - break; - case 20: - o_ptr->art_flags1 |= TR1_IMPACT; - /* if (is_scroll) msg_print("The ground trembles beneath you.");*/ - break; - case 21: - case 22: - o_ptr->art_flags1 |= TR1_BRAND_FIRE; - /* if (is_scroll) msg_print("It feels hot!");*/ - if (!artifact_bias) - artifact_bias = BIAS_FIRE; - break; - case 23: - case 24: - o_ptr->art_flags1 |= TR1_BRAND_COLD; - /* if (is_scroll) msg_print("It feels cold!");*/ - if (!artifact_bias) - artifact_bias = BIAS_COLD; - break; - case 25: - case 26: - o_ptr->art_flags1 |= TR1_BRAND_ELEC; - /* if (is_scroll) msg_print("Ouch! You get zapped!");*/ - if (!artifact_bias) - artifact_bias = BIAS_ELEC; - break; - case 27: - case 28: - o_ptr->art_flags1 |= TR1_BRAND_ACID; - /* if (is_scroll) msg_print("Its smell makes you feel dizzy.");*/ - if (!artifact_bias) - artifact_bias = BIAS_ACID; - break; - case 29: - case 30: - o_ptr->art_flags1 |= TR1_BRAND_POIS; - /* if (is_scroll) msg_print("It smells rotten.");*/ - if (!artifact_bias && !one_in_(3)) - artifact_bias = BIAS_POIS; - else if (!artifact_bias && one_in_(6)) - artifact_bias = BIAS_NECROMANTIC; - else if (!artifact_bias) - artifact_bias = BIAS_ROGUE; - break; - case 31: - o_ptr->art_flags1 |= TR1_VAMPIRIC; - /* if (is_scroll) msg_print("You think it bit you!");*/ - if (!artifact_bias) - artifact_bias = BIAS_NECROMANTIC; - break; - case 32: - o_ptr->art_flags1 |= TR1_FORCE_WEPON; - /* if (is_scroll) msg_print("It looks consuming your MP!");*/ - if (!artifact_bias) - artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY); - break; - default: - o_ptr->art_flags1 |= TR1_CHAOTIC; - /* if (is_scroll) msg_print("It looks very confusing.");*/ - if (!artifact_bias) - artifact_bias = BIAS_CHAOS; - break; - } - } - else - { - switch (randint(6)) - { - case 1: - case 2: - case 3: - o_ptr->art_flags3 |= TR3_XTRA_MIGHT; - if (!one_in_(7)) o_ptr->art_flags3 &= ~(TR3_XTRA_SHOTS); - /* if (is_scroll) msg_print("It looks mightier than before."); */ - 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); - /* if (is_scroll) msg_print("It seems faster!"); */ - if (!artifact_bias && one_in_(9)) - artifact_bias = BIAS_RANGER; + artifact_bias = BIAS_WARRIOR; + } + else + random_slay(o_ptr); + break; + case 20: + add_flag(o_ptr->art_flags, TR_IMPACT); + break; + case 21: + case 22: + add_flag(o_ptr->art_flags, TR_BRAND_FIRE); + if (!artifact_bias) + artifact_bias = BIAS_FIRE; + break; + case 23: + case 24: + add_flag(o_ptr->art_flags, TR_BRAND_COLD); + if (!artifact_bias) + artifact_bias = BIAS_COLD; + break; + case 25: + case 26: + add_flag(o_ptr->art_flags, TR_BRAND_ELEC); + if (!artifact_bias) + artifact_bias = BIAS_ELEC; + break; + case 27: + case 28: + add_flag(o_ptr->art_flags, TR_BRAND_ACID); + if (!artifact_bias) + artifact_bias = BIAS_ACID; + break; + case 29: + case 30: + 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)) + artifact_bias = BIAS_NECROMANTIC; + else if (!artifact_bias) + artifact_bias = BIAS_ROGUE; + break; + case 31: + add_flag(o_ptr->art_flags, TR_VAMPIRIC); + if (!artifact_bias) + artifact_bias = BIAS_NECROMANTIC; + break; + case 32: + 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: + add_flag(o_ptr->art_flags, TR_SLAY_HUMAN); + break; + default: + add_flag(o_ptr->art_flags, TR_CHAOTIC); + if (!artifact_bias) + artifact_bias = BIAS_CHAOS; break; - } } } @@ -1080,10 +1390,9 @@ static void give_activation_power(object_type *o_ptr) { int type = 0, chance = 0; - if (artifact_bias) + switch (artifact_bias) { - if (artifact_bias == BIAS_ELEC) - { + case BIAS_ELEC: if (!one_in_(3)) { type = ACT_BO_ELEC_1; @@ -1097,14 +1406,14 @@ static void give_activation_power(object_type *o_ptr) type = ACT_BA_ELEC_3; } chance = 101; - } - else if (artifact_bias == BIAS_POIS) - { + break; + + case BIAS_POIS: type = ACT_BA_POIS_1; chance = 101; - } - else if (artifact_bias == BIAS_FIRE) - { + break; + + case BIAS_FIRE: if (!one_in_(3)) { type = ACT_BO_FIRE_1; @@ -1118,9 +1427,9 @@ static void give_activation_power(object_type *o_ptr) type = ACT_BA_FIRE_2; } chance = 101; - } - else if (artifact_bias == BIAS_COLD) - { + break; + + case BIAS_COLD: chance = 101; if (!one_in_(3)) type = ACT_BO_COLD_1; @@ -1130,17 +1439,17 @@ static void give_activation_power(object_type *o_ptr) type = ACT_BA_COLD_2; else type = ACT_BA_COLD_3; - } - else if (artifact_bias == BIAS_CHAOS) - { + break; + + case BIAS_CHAOS: chance = 50; if (one_in_(6)) type = ACT_SUMMON_DEMON; else type = ACT_CALL_CHAOS; - } - else if (artifact_bias == BIAS_PRIESTLY) - { + break; + + case BIAS_PRIESTLY: chance = 101; if (one_in_(13)) @@ -1161,9 +1470,9 @@ static void give_activation_power(object_type *o_ptr) type = ACT_REST_LIFE; else type = ACT_CURE_MW; - } - else if (artifact_bias == BIAS_NECROMANTIC) - { + break; + + case BIAS_NECROMANTIC: chance = 101; if (one_in_(66)) type = ACT_WRAITH; @@ -1181,9 +1490,9 @@ static void give_activation_power(object_type *o_ptr) type = ACT_CHARM_UNDEAD; else type = ACT_VAMPIRE_1; - } - else if (artifact_bias == BIAS_LAW) - { + break; + + case BIAS_LAW: chance = 101; if (one_in_(8)) type = ACT_BANISH_EVIL; @@ -1191,9 +1500,9 @@ static void give_activation_power(object_type *o_ptr) type = ACT_DISP_EVIL; else type = ACT_PROT_EVIL; - } - else if (artifact_bias == BIAS_ROGUE) - { + break; + + case BIAS_ROGUE: chance = 101; if (one_in_(50)) type = ACT_SPEED; @@ -1205,9 +1514,9 @@ static void give_activation_power(object_type *o_ptr) type = ACT_ID_FULL; else type = ACT_ID_PLAIN; - } - else if (artifact_bias == BIAS_MAGE) - { + break; + + case BIAS_MAGE: chance = 66; if (one_in_(20)) type = ACT_SUMMON_ELEMENTAL; @@ -1217,17 +1526,17 @@ static void give_activation_power(object_type *o_ptr) type = ACT_RUNE_EXPLO; else type = ACT_ESP; - } - else if (artifact_bias == BIAS_WARRIOR) - { + break; + + case BIAS_WARRIOR: chance = 80; if (one_in_(100)) type = ACT_INVULN; else type = ACT_BERSERK; - } - else if (artifact_bias == BIAS_RANGER) - { + break; + + case BIAS_RANGER: chance = 101; if (one_in_(20)) type = ACT_CHARM_ANIMALS; @@ -1241,121 +1550,31 @@ static void give_activation_power(object_type *o_ptr) type = ACT_SATIATE; else type = ACT_CURE_POISON; - } + break; } - while (!type || (randint(100) >= chance)) + if (!type || (randint1(100) >= chance)) { - type = randint(255); - switch (type) - { - case ACT_SUNLIGHT: - case ACT_BO_MISS_1: - case ACT_BA_POIS_1: - case ACT_BO_ELEC_1: - case ACT_BO_ACID_1: - case ACT_BO_COLD_1: - case ACT_BO_FIRE_1: - case ACT_CONFUSE: - case ACT_SLEEP: - case ACT_QUAKE: - case ACT_CURE_LW: - case ACT_CURE_MW: - case ACT_CURE_POISON: - case ACT_BERSERK: - case ACT_LIGHT: - case ACT_MAP_LIGHT: - case ACT_DEST_DOOR: - case ACT_STONE_MUD: - case ACT_TELEPORT: - chance = 101; - break; - case ACT_BA_COLD_1: - case ACT_BA_FIRE_1: - case ACT_DRAIN_1: - case ACT_TELE_AWAY: - case ACT_ESP: - case ACT_RESIST_ALL: - case ACT_DETECT_ALL: - case ACT_RECALL: - case ACT_SATIATE: - case ACT_RECHARGE: - chance = 85; - break; - case ACT_TERROR: - case ACT_PROT_EVIL: - case ACT_ID_PLAIN: - chance = 75; - break; - case ACT_DRAIN_2: - case ACT_VAMPIRE_1: - case ACT_BO_MISS_2: - case ACT_BA_FIRE_2: - case ACT_REST_LIFE: - chance = 66; - break; - case ACT_BA_COLD_3: - case ACT_BA_ELEC_3: - case ACT_WHIRLWIND: - case ACT_VAMPIRE_2: - case ACT_CHARM_ANIMAL: - chance = 50; - break; - case ACT_SUMMON_ANIMAL: - chance = 40; - break; - case ACT_DISP_EVIL: - case ACT_BA_MISS_3: - case ACT_DISP_GOOD: - case ACT_BANISH_EVIL: - case ACT_GENOCIDE: - case ACT_MASS_GENO: - case ACT_CHARM_UNDEAD: - case ACT_CHARM_OTHER: - case ACT_SUMMON_PHANTOM: - case ACT_REST_ALL: - case ACT_RUNE_EXPLO: - chance = 33; - break; - case ACT_CALL_CHAOS: - case ACT_ROCKET: - case ACT_CHARM_ANIMALS: - case ACT_CHARM_OTHERS: - case ACT_SUMMON_ELEMENTAL: - case ACT_CURE_700: - case ACT_SPEED: - case ACT_ID_FULL: - case ACT_RUNE_PROT: - chance = 25; - break; - case ACT_CURE_1000: - case ACT_XTRA_SPEED: - case ACT_DETECT_XTRA: - case ACT_DIM_DOOR: - chance = 10; - break; - case ACT_SUMMON_UNDEAD: - case ACT_SUMMON_DEMON: - case ACT_WRAITH: - case ACT_INVULN: - case ACT_ALCHEMY: - chance = 5; - break; - default: - chance = 0; - } + one_activation(o_ptr); + return; } /* 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 (randint(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); } @@ -1370,35 +1589,31 @@ 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: @@ -1406,41 +1621,37 @@ 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 } } @@ -1450,23 +1661,24 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) { char new_name[1024]; int has_pval = 0; - int powers = randint(5) + 1; - int max_type = (o_ptr->tval < TV_BOOTS ? 7 : 5); + int powers = randint1(5) + 1; + 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; /* Nuke enchantments */ 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)) @@ -1497,6 +1709,7 @@ 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; @@ -1519,20 +1732,20 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) break; case CLASS_MINDCRAFTER: case CLASS_BARD: - if (randint(5) > 2) artifact_bias = BIAS_PRIESTLY; + if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY; break; case CLASS_TOURIST: - if (randint(5) > 2) artifact_bias = BIAS_WARRIOR; + if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR; break; case CLASS_IMITATOR: - if (randint(2) > 1) artifact_bias = BIAS_RANGER; + if (randint1(2) > 1) artifact_bias = BIAS_RANGER; break; case CLASS_BEASTMASTER: artifact_bias = BIAS_CHR; warrior_artifact_bias = 50; break; case CLASS_MIRROR_MASTER: - if (randint(4) > 1) + if (randint1(4) > 1) { artifact_bias = BIAS_MAGE; } @@ -1544,14 +1757,14 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) } } - if (a_scroll && (randint(100) <= warrior_artifact_bias)) + if (a_scroll && (randint1(100) <= warrior_artifact_bias)) artifact_bias = BIAS_WARRIOR; strcpy(new_name, ""); 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)) @@ -1565,14 +1778,14 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) /* Main loop */ while (powers--) { - switch (randint(max_type)) + switch (randint1(max_type)) { case 1: case 2: - random_plus(o_ptr, a_scroll); + random_plus(o_ptr); 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)) @@ -1585,16 +1798,16 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) } } else - random_resistance(o_ptr, a_scroll, FALSE); + random_resistance(o_ptr); break; case 5: - random_misc(o_ptr, a_scroll); + random_misc(o_ptr); break; case 6: case 7: - random_slay(o_ptr, 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++; } }; @@ -1602,16 +1815,16 @@ 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 = randint(2); + o_ptr->pval = randint1(2); if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA)) o_ptr->pval++; } @@ -1621,7 +1834,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) { o_ptr->pval++; } - while (o_ptr->pval < randint(5) || one_in_(o_ptr->pval)); + while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval)); } if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK)) @@ -1629,18 +1842,20 @@ 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) - o_ptr->to_a += randint(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a); - else if (o_ptr->tval <= TV_SWORD) + if (object_is_armour(o_ptr)) + o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a); + else if (object_is_weapon_ammo(o_ptr)) { - o_ptr->to_h += randint(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h); - o_ptr->to_d += randint(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; + 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 ((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); @@ -1648,101 +1863,81 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) if (a_cursed) curse_artifact(o_ptr); if (!a_cursed && - (randint((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) { if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break; - o_ptr->to_d -= (s16b)rand_int(3); - o_ptr->to_h -= (s16b)rand_int(3); + o_ptr->to_d -= (s16b)randint0(3); + o_ptr->to_h -= (s16b)randint0(3); } while ((o_ptr->to_d+o_ptr->to_h) > 10) { if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break; - o_ptr->to_d -= (s16b)rand_int(3); - o_ptr->to_h -= (s16b)rand_int(3); + o_ptr->to_d -= (s16b)randint0(3); + o_ptr->to_h -= (s16b)randint0(3); } } - 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_WEPON); - 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_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]; - strcpy(dummy_name, ""); - (void)identify_fully_aux(o_ptr); - + char dummy_name[80] = ""; #ifdef JP - if (!(get_string("¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©", dummy_name, 80))) + cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©"; #else - if (!(get_string("What do you want to call the artifact? ", dummy_name, 80))) + cptr ask_msg = "What do you want to call the artifact? "; #endif - { - get_random_name(new_name, (bool)(o_ptr->tval >= TV_BOOTS), power_level); - } - 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"); -#else - strcat(new_name, "'"); -#endif - - } /* Identify it fully */ object_aware(o_ptr); object_known(o_ptr); @@ -1750,31 +1945,48 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) /* Mark the item as fully known */ o_ptr->ident |= (IDENT_MENTAL); + /* For being treated as random artifact in screen_object() */ + o_ptr->art_name = quark_add(""); + + (void)screen_object(o_ptr, 0L); + + if (!get_string(ask_msg, dummy_name, sizeof dummy_name) + || !dummy_name[0]) + { + /* Cancelled */ + if (one_in_(2)) + { + get_table_sindarin_aux(dummy_name); + } + else + { + get_table_name_aux(dummy_name); + } + } + +#ifdef JP + sprintf(new_name, "¡Ô%s¡Õ", dummy_name); +#else + 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); + 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_format("Biased artifact: %d.", artifact_bias); + if (artifact_bias) msg_format("Biased artifact: %d.", artifact_bias); + else msg_print("No bias in artifact."); #endif - - else -#ifdef JP -msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£"); -#else - msg_print("No bias in artifact."); -#endif - } /* Save the inscription */ @@ -1787,263 +1999,292 @@ msg_print(" } -bool activate_random_artifact(object_type * o_ptr) +int activation_index(object_type *o_ptr) +{ + /* Give priority to weaponsmith's essential activations */ + if (object_is_smith(o_ptr)) + { + switch (o_ptr->xtra3-1) + { + case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID; + case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC; + case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE; + case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD; + case TR_IMPACT: return ACT_QUAKE; + } + } + + if (object_is_fixed_artifact(o_ptr)) + { + if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE)) + { + return a_info[o_ptr->name1].act_idx; + } + } + if (object_is_ego(o_ptr)) + { + if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE)) + { + return e_info[o_ptr->name2].act_idx; + } + } + if (!object_is_random_artifact(o_ptr)) + { + if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE)) + { + return k_info[o_ptr->k_idx].act_idx; + } + } + + return o_ptr->xtra2; +} + +const activation_type* find_activation_info(object_type *o_ptr) +{ + const int index = activation_index(o_ptr); + const activation_type* p; + + for (p = activation_info; p->flag != NULL; ++ p) { + if (p->index == index) + { + return p; + } + } + + return NULL; +} + + +/* 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; - - if (!o_ptr->art_name) return FALSE; /* oops? */ + cptr name = k_name + k_info[o_ptr->k_idx].name; + const activation_type* const act_ptr = find_activation_info(o_ptr); + + /* Paranoia */ + if (!act_ptr) { + /* Maybe forgot adding information to activation_info table ? */ + msg_print("Activation information is not found."); + return FALSE; + } /* Activate for attack */ - switch (o_ptr->xtra2) + switch (act_ptr->index) { case ACT_SUNLIGHT: { if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£"); -#else - msg_print("A line of sunlight appears."); -#endif - - (void)lite_line(dir); - o_ptr->timeout = 10; + msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears.")); + (void)lite_line(dir, damroll(6, 8)); break; } case ACT_BO_MISS_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows extremely brightly..."); -#endif - + msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly...")); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_MISSILE, dir, damroll(2, 6)); - o_ptr->timeout = 2; break; } case ACT_BA_POIS_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë..."); -#else - msg_print("It throbs deep green..."); -#endif - + msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green...")); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_POIS, dir, 12, 3); - o_ptr->timeout = rand_int(4) + 4; break; } case ACT_BO_ELEC_1: { -#ifdef JP - msg_print("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in sparks..."); -#endif - + msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks...")); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ELEC, dir, damroll(4, 8)); - o_ptr->timeout = rand_int(5) + 5; break; } case ACT_BO_ACID_1: { -#ifdef JP - msg_print("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in acid..."); -#endif - + msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid...")); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ACID, dir, damroll(5, 8)); - o_ptr->timeout = rand_int(6) + 6; break; } case ACT_BO_COLD_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in frost..."); -#endif - + msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost...")); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_COLD, dir, damroll(6, 8)); - o_ptr->timeout = rand_int(7) + 7; break; } case ACT_BO_FIRE_1: { -#ifdef JP - msg_print("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in fire..."); -#endif - + msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire...")); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_FIRE, dir, damroll(9, 8)); - o_ptr->timeout = rand_int(8) + 8; break; } case ACT_BA_COLD_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in frost..."); -#endif - + msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost...")); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 48, 2); - o_ptr->timeout = 400; + break; + } + + case ACT_BA_COLD_2: + { + msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue...")); + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_COLD, dir, 100, 2); + break; + } + + case ACT_BA_COLD_3: + { + msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white...")); + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_COLD, dir, 400, 3); break; } case ACT_BA_FIRE_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿..."); -#else - msg_print("It glows an intense red..."); -#endif - + msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red...")); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_FIRE, dir, 72, 2); - o_ptr->timeout = 400; break; } - - case ACT_DRAIN_1: + + case ACT_BA_FIRE_2: { -#ifdef JP - msg_print("¤½¤ì¤Ï¹õ¤¯µ±¤¤¤¿..."); -#else - msg_print("It glows black..."); -#endif - + msg_format(_("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", "The %s rages in fire..."), name); if (!get_aim_dir(&dir)) return FALSE; - if (drain_life(dir, 100)) - o_ptr->timeout = rand_int(100) + 100; + fire_ball(GF_FIRE, dir, 120, 3); break; } - - case ACT_BA_COLD_2: + + case ACT_BA_FIRE_3: { -#ifdef JP - msg_print("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿..."); -#else - msg_print("It glows an intense blue..."); -#endif - + msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red...")); if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_COLD, dir, 100, 2); - o_ptr->timeout = 300; + fire_ball(GF_FIRE, dir, 300, 3); break; } - + + case ACT_BA_FIRE_4: + { + msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red...")); + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_FIRE, dir, 100, 2); + break; + } + case ACT_BA_ELEC_2: { -#ifdef JP - msg_print("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿..."); -#else - msg_print("It crackles with electricity..."); -#endif - + msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity...")); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_ELEC, dir, 100, 3); - o_ptr->timeout = 500; break; } - - case ACT_DRAIN_2: + + case ACT_BA_ELEC_3: { -#ifdef JP - msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows black..."); -#endif - + msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue...")); if (!get_aim_dir(&dir)) return FALSE; - drain_life(dir, 120); - o_ptr->timeout = 400; + fire_ball(GF_ELEC, dir, 500, 3); break; } - - case ACT_VAMPIRE_1: + + case ACT_BA_ACID_1: { + msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black...")); if (!get_aim_dir(&dir)) return FALSE; - for (dummy = 0; dummy < 3; dummy++) - { - if (drain_life(dir, 50)) - hp_player(50); - } - o_ptr->timeout = 400; + fire_ball(GF_ACID, dir, 100, 2); break; } - - case ACT_BO_MISS_2: + + case ACT_BA_NUKE_1: { -#ifdef JP - msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿..."); -#else - msg_print("It grows magical spikes..."); -#endif - + msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green...")); if (!get_aim_dir(&dir)) return FALSE; - fire_bolt(GF_ARROW, dir, 150); - o_ptr->timeout = rand_int(90) + 90; + fire_ball(GF_NUKE, dir, 100, 2); break; } - - case ACT_BA_FIRE_2: + + case ACT_DRAIN_1: { -#ifdef JP - msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep red..."); -#endif - + msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name); if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_FIRE, dir, 120, 3); - o_ptr->timeout = rand_int(225) + 225; + if (drain_life(dir, 100)) break; } - case ACT_BA_COLD_3: + case ACT_DRAIN_2: { -#ifdef JP - msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows bright white..."); -#endif - + msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black...")); if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_COLD, dir, 200, 3); - o_ptr->timeout = rand_int(325) + 325; + drain_life(dir, 120); break; } - case ACT_BA_ELEC_3: + case ACT_VAMPIRE_1: { -#ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep blue..."); -#endif + if (!get_aim_dir(&dir)) return FALSE; + for (dummy = 0; dummy < 3; dummy++) + { + if (drain_life(dir, 50)) + hp_player(50); + } + break; + } + case ACT_BO_MISS_2: + { + msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes...")); if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_ELEC, dir, 250, 3); - o_ptr->timeout = rand_int(425) + 425; + fire_bolt(GF_ARROW, dir, 150); break; } @@ -2064,11 +2305,10 @@ 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; } @@ -2080,754 +2320,1401 @@ bool activate_random_artifact(object_type * o_ptr) if (drain_life(dir, 100)) hp_player(100); } - - o_ptr->timeout = 400; break; } case ACT_CALL_CHAOS: { -#ifdef JP - msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë..."); -#else - msg_print("It glows in scintillating colours..."); -#endif - + msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours...")); call_chaos(); - o_ptr->timeout = 350; break; } case ACT_ROCKET: { if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª"); -#else - msg_print("You launch a rocket!"); -#endif - + msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!")); fire_ball(GF_ROCKET, dir, 250 + plev*3, 2); - o_ptr->timeout = 400; break; } case ACT_DISP_EVIL: { -#ifdef JP - msg_print("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿..."); -#else - msg_print("It floods the area with goodness..."); -#endif - + msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness...")); dispel_evil(p_ptr->lev * 5); - o_ptr->timeout = rand_int(300) + 300; break; } - case ACT_DISP_GOOD: + case ACT_BA_MISS_3: { -#ifdef JP - msg_print("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿..."); -#else - msg_print("It floods the area with evil..."); -#endif + if (!get_aim_dir(&dir)) return FALSE; + msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements.")); + fire_ball(GF_MISSILE, dir, 300, -4); + break; + } + case ACT_DISP_GOOD: + { + msg_print(_("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil...")); dispel_good(p_ptr->lev * 5); - o_ptr->timeout = rand_int(300) + 300; break; } - case ACT_BA_MISS_3: + case ACT_BO_MANA: { + msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name); 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_bolt(GF_ARROW, dir, 150); + break; + } + + case ACT_BA_WATER: + { + msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name); + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_WATER, dir, 200, 3); + break; + } - fire_ball(GF_MISSILE, dir, 300, 4); - o_ptr->timeout = 500; + case ACT_BA_DARK: + { + msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name); + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_DARK, dir, 250, 4); + break; + } + + case ACT_BA_MANA: + { + msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name); + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_MANA, dir, 250, 4); + break; + } + + case ACT_PESTICIDE: + { + msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life.")); + (void)dispel_monsters(4); + break; + } + + case ACT_BLINDING_LIGHT: + { + msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name); + fire_ball(GF_LITE, 0, 300, 6); + confuse_monsters(3 * p_ptr->lev / 2); + break; + } + + case ACT_BIZARRE: + { + msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name); + if (!get_aim_dir(&dir)) return FALSE; + ring_of_power(dir); + break; + } + + case ACT_CAST_BA_STAR: + { + int num = damroll(5, 3); + int y, x; + int attempts; + msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name); + 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); + } + + break; + } + + case ACT_BLADETURNER: + { + if (!get_aim_dir(&dir)) return FALSE; + msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements.")); + fire_ball(GF_MISSILE, dir, 300, -4); + msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours...")); + (void)set_afraid(0); + (void)set_hero(randint1(50) + 50, FALSE); + (void)hp_player(10); + (void)set_blessed(randint1(50) + 50, FALSE); + (void)set_oppose_acid(randint1(50) + 50, FALSE); + (void)set_oppose_elec(randint1(50) + 50, FALSE); + (void)set_oppose_fire(randint1(50) + 50, FALSE); + (void)set_oppose_cold(randint1(50) + 50, FALSE); + (void)set_oppose_pois(randint1(50) + 50, FALSE); + break; + } + + case ACT_BR_FIRE: + { + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_FIRE, dir, 200, -2); + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) + { + (void)set_oppose_fire(randint1(20) + 20, FALSE); + } + break; + } + case ACT_BR_COLD: + { + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_COLD, dir, 200, -2); + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) + { + (void)set_oppose_cold(randint1(20) + 20, FALSE); + } + break; + } + case ACT_BR_DRAGON: + { + if (!activate_dragon_breath(o_ptr)) return FALSE; + break; + } + + /* Activate for other offensive action */ + + case ACT_CONFUSE: + { + msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours...")); + if (!get_aim_dir(&dir)) return FALSE; + confuse_monster(dir, 20); + break; + } + + case ACT_SLEEP: + { + msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue...")); + 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)) + { + msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!")); + } + break; + } + + case ACT_GENOCIDE: + { + msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue...")); + (void)symbol_genocide(200, TRUE); + break; + } + + case ACT_MASS_GENO: + { + msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note...")); + (void)mass_genocide(200, TRUE); + break; + } + + case ACT_SCARE_AREA: + { + if (music_singing_any()) stop_singing(); + if (hex_spelling_any()) stop_hex_spell_all(); + msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!", + "You wind a mighty blast; your enemies tremble!")); + (void)turn_monsters((3 * p_ptr->lev / 2) + 10); + break; + } + + case ACT_AGGRAVATE: + { + if (o_ptr->name1 == ART_HYOUSIGI) + { + msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers.")); + } + else + { + msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name); + } + aggravate_monsters(0); + break; + } + + /* Activate for summoning / charming */ + + case ACT_CHARM_ANIMAL: + { + if (!get_aim_dir(&dir)) return FALSE; + (void)charm_animal(dir, plev * 2); + break; + } + + case ACT_CHARM_UNDEAD: + { + if (!get_aim_dir(&dir)) return FALSE; + (void)control_one_undead(dir, plev * 2); + break; + } + + case ACT_CHARM_OTHER: + { + if (!get_aim_dir(&dir)) return FALSE; + (void)charm_monster(dir, plev * 2); + break; + } + + case ACT_CHARM_ANIMALS: + { + (void)charm_animals(plev * 2); + break; + } + + case ACT_CHARM_OTHERS: + { + charm_monsters(plev * 2); + break; + } + + case ACT_SUMMON_ANIMAL: + { + (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET)); + break; + } + + case ACT_SUMMON_PHANTOM: + { + msg_print(_("¸¸Îî¤ò¾¤´­¤·¤¿¡£", "You summon a phantasmal servant.")); + (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); + 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_ELEMENTAL, mode)) + { + msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes...")); + if (pet) + msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you.")); + else + msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!")); + } + + break; + } + + case ACT_SUMMON_DEMON: + { + bool pet = one_in_(3); + 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, mode)) + { + msg_print(_("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone.")); + if (pet) + msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'")); + else + msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'")); + } + + break; + } + + case ACT_SUMMON_UNDEAD: + { + bool pet = one_in_(3); + int type; + u32b mode = 0L; + + type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD); + + if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP; + if (pet) mode |= PM_FORCE_PET; + else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET); + + if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode)) + { + msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë...", + "Cold winds begin to blow around you, carrying with them the stench of decay...")); + if (pet) + msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª", + "Ancient, long-dead forms arise from the ground to serve you!")); + else + msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª", + "'The dead arise... to punish you for disturbing them!'")); + } + + 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) + msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", + "A group of hounds appear as your servant.")); + else + msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª", + "A group of hounds appear as your enemy!")); + } + + break; + } + + case ACT_SUMMON_DAWN: + { + msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£","You summon the Legion of the Dawn.")); + (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) + msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant.")); + else + msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!")); + } + + break; + } + + /* Activate for healing */ + + case ACT_CHOIR_SINGS: + { + msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings...")); + (void)set_poisoned(0); + (void)set_cut(0); + (void)set_stun(0); + (void)set_confused(0); + (void)set_blind(0); + (void)set_afraid(0); + (void)set_hero(randint1(25) + 25, FALSE); + (void)hp_player(777); + break; + } + + case ACT_CURE_LW: + { + (void)set_afraid(0); + (void)hp_player(30); + break; + } + + case ACT_CURE_MW: + { + msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple...")); + hp_player(damroll(4, 8)); + (void)set_cut((p_ptr->cut / 2) - 50); + break; + } + + case ACT_CURE_POISON: + { + msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue...")); + (void)set_afraid(0); + (void)set_poisoned(0); + break; + } + + case ACT_REST_LIFE: + { + msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red...")); + restore_level(); + break; + } + + case ACT_REST_ALL: + { + msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green...")); + (void)do_res_stat(A_STR); + (void)do_res_stat(A_INT); + (void)do_res_stat(A_WIS); + (void)do_res_stat(A_DEX); + (void)do_res_stat(A_CON); + (void)do_res_stat(A_CHR); + (void)restore_level(); + break; + } + + case ACT_CURE_700: + { + msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue...")); + msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside...")); + (void)hp_player(700); + (void)set_cut(0); + break; + } + + case ACT_CURE_1000: + { + msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white...")); + msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better...")); + (void)hp_player(1000); + (void)set_cut(0); + break; + } + + case ACT_CURING: + { + msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name); + (void)set_poisoned(0); + (void)set_confused(0); + (void)set_blind(0); + (void)set_stun(0); + (void)set_cut(0); + (void)set_image(0); + + break; + } + + case ACT_CURE_MANA_FULL: + { + msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name); + if (p_ptr->pclass == CLASS_MAGIC_EATER) + { + int i; + for (i = 0; i < EATER_EXT*2; i++) + { + p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3; + if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE; + } + for (; i < EATER_EXT*3; i++) + { + 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; + } + msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear.")); + p_ptr->window |= (PW_PLAYER); + } + else if (p_ptr->csp < p_ptr->msp) + { + p_ptr->csp = p_ptr->msp; + p_ptr->csp_frac = 0; + msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear.")); + p_ptr->redraw |= (PR_MANA); + p_ptr->window |= (PW_PLAYER); + p_ptr->window |= (PW_SPELL); + } + break; + } + + /* Activate for timed effect */ + + case ACT_ESP: + { + (void)set_tim_esp(randint1(30) + 25, FALSE); break; } - /* Activate for other offensive action */ - - case ACT_CONFUSE: + case ACT_BERSERK: { -#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); - o_ptr->timeout = 15; + (void)set_afraid(0); + (void)set_shero(randint1(25) + 25, FALSE); + /* (void)set_afraid(0); + (void)set_hero(randint1(50) + 50, FALSE); + (void)set_blessed(randint1(50) + 50, FALSE); + o_ptr->timeout = 100 + randint1(100); */ break; } - case ACT_SLEEP: + case ACT_PROT_EVIL: { -#ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep blue..."); -#endif - - sleep_monsters_touch(); - o_ptr->timeout = 55; + msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name); + k = 3 * p_ptr->lev; + (void)set_protevil(randint1(25) + k, FALSE); break; } - case ACT_QUAKE: + case ACT_RESIST_ALL: { - earthquake(py, px, 10); - o_ptr->timeout = 50; + msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours...")); + (void)set_oppose_acid(randint1(40) + 40, FALSE); + (void)set_oppose_elec(randint1(40) + 40, FALSE); + (void)set_oppose_fire(randint1(40) + 40, FALSE); + (void)set_oppose_cold(randint1(40) + 40, FALSE); + (void)set_oppose_pois(randint1(40) + 40, FALSE); break; } - case ACT_TERROR: + case ACT_SPEED: { - turn_monsters(40 + p_ptr->lev); - o_ptr->timeout = 3 * (p_ptr->lev + 10); + msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green...")); + (void)set_fast(randint1(20) + 20, FALSE); break; } - case ACT_TELE_AWAY: + case ACT_XTRA_SPEED: { - if (!get_aim_dir(&dir)) return FALSE; - (void)fire_beam(GF_AWAY_ALL, dir, plev); - o_ptr->timeout = 200; + msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly...")); + (void)set_fast(randint1(75) + 75, FALSE); break; } - case ACT_BANISH_EVIL: + case ACT_WRAITH: { - if (banish_evil(100)) - { -#ifdef JP - msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁÅݤ·¤¿¡ª"); -#else - msg_print("The power of the artifact banishes evil!"); -#endif - - } - o_ptr->timeout = 250 + randint(250); + set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE); break; } - case ACT_GENOCIDE: + case ACT_INVULN: { -#ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep blue..."); -#endif - - (void)symbol_genocide(200, TRUE); - o_ptr->timeout = 500; + (void)set_invuln(randint1(8) + 8, FALSE); break; } - case ACT_MASS_GENO: + case ACT_HELO: { -#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); - o_ptr->timeout = 1000; + (void)set_afraid(0); + set_hero(randint1(25)+25, FALSE); + hp_player(10); break; } - /* Activate for summoning / charming */ - - case ACT_CHARM_ANIMAL: + case ACT_HELO_SPEED: { - if (!get_aim_dir(&dir)) return FALSE; - (void)charm_animal(dir, plev); - o_ptr->timeout = 300; + (void)set_fast(randint1(50) + 50, FALSE); + hp_player(10); + set_afraid(0); + set_hero(randint1(50) + 50, FALSE); break; } - case ACT_CHARM_UNDEAD: + case ACT_RESIST_ACID: { - if (!get_aim_dir(&dir)) return FALSE; - (void)control_one_undead(dir, plev); - o_ptr->timeout = 333; + msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name); + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) + { + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_ACID, dir, 100, 2); + } + (void)set_oppose_acid(randint1(20) + 20, FALSE); break; } - case ACT_CHARM_OTHER: + case ACT_RESIST_FIRE: { - if (!get_aim_dir(&dir)) return FALSE; - (void)charm_monster(dir, plev); - o_ptr->timeout = 400; + msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name); + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) + { + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_FIRE, dir, 100, 2); + } + (void)set_oppose_fire(randint1(20) + 20, FALSE); break; } - case ACT_CHARM_ANIMALS: + case ACT_RESIST_COLD: { - (void)charm_animals(plev * 2); - o_ptr->timeout = 500; + msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name); + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) + { + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_COLD, dir, 100, 2); + } + (void)set_oppose_cold(randint1(20) + 20, FALSE); break; } - case ACT_CHARM_OTHERS: + case ACT_RESIST_ELEC: { - charm_monsters(plev * 2); - o_ptr->timeout = 750; + msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name); + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) + { + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_ELEC, dir, 100, 2); + } + (void)set_oppose_elec(randint1(20) + 20, FALSE); break; } - case ACT_SUMMON_ANIMAL: + case ACT_RESIST_POIS: { - (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, TRUE, TRUE, TRUE, FALSE, FALSE); - o_ptr->timeout = 200 + randint(300); + msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name); + (void)set_oppose_pois(randint1(20) + 20, FALSE); break; } - case ACT_SUMMON_PHANTOM: + /* Activate for general purpose effect (detection etc.) */ + + case ACT_LIGHT: { #ifdef JP - msg_print("¸¸Îî¤ò¾¤´­¤·¤¿¡£"); + msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name); #else - msg_print("You summon a phantasmal servant."); + msg_format("The %s wells with clear light...", name); #endif - - (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, TRUE, TRUE, TRUE, FALSE, FALSE); - o_ptr->timeout = 200 + randint(200); + lite_area(damroll(2, 15), 3); break; } - case ACT_SUMMON_ELEMENTAL: + case ACT_MAP_LIGHT: { - bool pet = one_in_(3); - bool group = !(pet && (plev < 50)); - - if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, group, FALSE, pet, FALSE, (bool)(!pet))) - { -#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"); + msg_print("âÁ¤·¤¯µ±¤¤¤¿..."); #else - msg_print("You fail to control it!"); + msg_print("It shines brightly..."); #endif - - } - - o_ptr->timeout = 750; + map_area(DETECT_RAD_MAP); + lite_area(damroll(2, 15), 3); break; } - case ACT_SUMMON_DEMON: + case ACT_DETECT_ALL: { - bool pet = one_in_(3); - bool group = !(pet && (plev < 50)); - - if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, group, FALSE, pet, FALSE, (bool)(!pet))) - { #ifdef JP - msg_print("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£"); + msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); + msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿..."); #else - msg_print("The area fills with a stench of sulphur and brimstone."); + msg_print("It glows bright white..."); + msg_print("An image forms in your mind..."); #endif + detect_all(DETECT_RAD_DEFAULT); + break; + } - if (pet) + case ACT_DETECT_XTRA: + { #ifdef JP - msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×"); + msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); #else - msg_print("'What is thy bidding... Master?'"); + msg_print("It glows brightly..."); #endif + detect_all(DETECT_RAD_DEFAULT); + probing(); + identify_fully(FALSE); + break; + } - else + case ACT_ID_FULL: + { #ifdef JP - msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×"); + msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë..."); #else - msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"); + msg_print("It glows yellow..."); #endif - - } - - o_ptr->timeout = 666 + randint(333); + identify_fully(FALSE); break; } - case ACT_SUMMON_UNDEAD: + case ACT_ID_PLAIN: { - bool pet = one_in_(3); - bool group; - bool unique_okay; - int type; - - 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))) - { -#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 (!ident_spell(FALSE)) return FALSE; + break; + } - if (pet) + case ACT_RUNE_EXPLO: + { #ifdef JP - msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª"); + msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); #else - msg_print("Ancient, long-dead forms arise from the ground to serve you!"); + msg_print("It glows bright red..."); #endif + explosive_rune(); + break; + } - else + case ACT_RUNE_PROT: + { #ifdef JP - msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª"); + msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); #else - msg_print("'The dead arise... to punish you for disturbing them!'"); + msg_print("It glows light blue..."); #endif - - } - - o_ptr->timeout = 666 + randint(333); + warding_glyph(); break; } - /* Activate for healing */ - - case ACT_CURE_LW: + case ACT_SATIATE: { - (void)set_afraid(0); - (void)hp_player(30); - o_ptr->timeout = 10; + (void)set_food(PY_FOOD_MAX - 1); break; } - case ACT_CURE_MW: + case ACT_DEST_DOOR: { #ifdef JP - msg_print("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë..."); + msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); #else - msg_print("It radiates deep purple..."); + msg_print("It glows bright red..."); #endif - - hp_player(damroll(4, 8)); - (void)set_cut((p_ptr->cut / 2) - 50); - o_ptr->timeout = rand_int(3) + 3; + destroy_doors_touch(); break; } - case ACT_CURE_POISON: + case ACT_STONE_MUD: { #ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); + msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë..."); #else - msg_print("It glows deep blue..."); + msg_print("It pulsates..."); #endif + if (!get_aim_dir(&dir)) return FALSE; + wall_to_mud(dir, 20 + randint1(30)); + break; + } - (void)set_afraid(0); - (void)set_poisoned(0); - o_ptr->timeout = 5; + case ACT_RECHARGE: + { + recharge(130); break; } - case ACT_REST_LIFE: + case ACT_ALCHEMY: { #ifdef JP - msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë..."); + msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); #else - msg_print("It glows a deep red..."); + msg_print("It glows bright yellow..."); #endif - - restore_level(); - o_ptr->timeout = 450; + (void)alchemy(); break; } - case ACT_REST_ALL: + case ACT_DIM_DOOR: { #ifdef JP - msg_print("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë..."); + msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£"); #else - msg_print("It glows a deep green..."); + msg_print("You open a dimensional gate. Choose a destination."); #endif - - (void)do_res_stat(A_STR); - (void)do_res_stat(A_INT); - (void)do_res_stat(A_WIS); - (void)do_res_stat(A_DEX); - (void)do_res_stat(A_CON); - (void)do_res_stat(A_CHR); - (void)restore_level(); - o_ptr->timeout = 750; + if (!dimension_door()) return FALSE; break; } - case ACT_CURE_700: + + case ACT_TELEPORT: { #ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); + msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë..."); #else - msg_print("It glows deep blue..."); + msg_print("It twists space around you..."); #endif + teleport_player(100, 0L); + break; + } + case ACT_RECALL: + { #ifdef JP - msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë..."); + msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); #else - msg_print("You feel a warm tingling inside..."); + msg_print("It glows soft white..."); #endif - - (void)hp_player(700); - (void)set_cut(0); - o_ptr->timeout = 250; + if (!word_of_recall()) return FALSE; break; } - case ACT_CURE_1000: + case ACT_JUDGE: { #ifdef JP - msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); + msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name); #else - msg_print("It glows a bright white..."); + 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_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤..."); + msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name); + take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1); #else - msg_print("You feel much better..."); + msg_format("The %s drains your vitality...", name); + take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1); #endif - - (void)hp_player(1000); - (void)set_cut(0); - o_ptr->timeout = 888; - break; - } - - /* Activate for timed effect */ - - case ACT_ESP: - { - (void)set_tim_esp(randint(30) + 25, FALSE); - o_ptr->timeout = 200; - break; - } - - case ACT_BERSERK: - { - (void)set_hero(randint(50) + 50, FALSE); - (void)set_blessed(randint(50) + 50, FALSE); - o_ptr->timeout = 100 + randint(100); - break; - } - - case ACT_PROT_EVIL: - { + (void)detect_traps(DETECT_RAD_DEFAULT, TRUE); + (void)detect_doors(DETECT_RAD_DEFAULT); + (void)detect_stairs(DETECT_RAD_DEFAULT); #ifdef JP - msg_print("±Ô¤¤²»¤¬Î®¤ì½Ð¤¿..."); + if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©")) #else - msg_print("It lets out a shrill wail..."); + if (get_check("Activate recall? ")) #endif + { + (void)word_of_recall(); + } - k = 3 * p_ptr->lev; - (void)set_protevil(randint(25) + k, FALSE); - o_ptr->timeout = rand_int(225) + 225; break; } - case ACT_RESIST_ALL: + case ACT_TELEKINESIS: { + if (!get_aim_dir(&dir)) return FALSE; #ifdef JP - msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); + msg_format("%s¤ò¿­¤Ð¤·¤¿¡£", name); #else - msg_print("It glows many colours..."); + msg_format("You stretched your %s.", name); #endif - - (void)set_oppose_acid(randint(40) + 40, FALSE); - (void)set_oppose_elec(randint(40) + 40, FALSE); - (void)set_oppose_fire(randint(40) + 40, FALSE); - (void)set_oppose_cold(randint(40) + 40, FALSE); - (void)set_oppose_pois(randint(40) + 40, FALSE); - o_ptr->timeout = 200; + fetch(dir, 500, TRUE); break; } - case ACT_SPEED: + case ACT_DETECT_UNIQUE: { + int i; + monster_type *m_ptr; + monster_race *r_ptr; #ifdef JP - msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë..."); + msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥"); #else - msg_print("It glows bright green..."); + 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]; - (void)set_fast(randint(20) + 20, FALSE); - o_ptr->timeout = 250; - break; - } + /* Ignore "dead" monsters */ + if (!m_ptr->r_idx) continue; - case ACT_XTRA_SPEED: - { + r_ptr = &r_info[m_ptr->r_idx]; + + if(r_ptr->flags1 & RF1_UNIQUE) + { #ifdef JP - msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); + msg_format("%s¡¥ ",r_name + r_ptr->name); #else - msg_print("It glows brightly..."); + msg_format("%s. ",r_name + r_ptr->name); #endif - - (void)set_fast(randint(75) + 75, FALSE); - o_ptr->timeout = rand_int(200) + 200; + } + } break; } - case ACT_WRAITH: + case ACT_ESCAPE: { - set_wraith_form(randint(plev / 2) + (plev / 2), FALSE); - o_ptr->timeout = 1000; + 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_INVULN: + case ACT_DISP_CURSE_XTRA: { - (void)set_invuln(randint(8) + 8, FALSE); - o_ptr->timeout = 1000; +#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; } - /* Activate for general purpose effect (detection etc.) */ - - case ACT_LIGHT: + case ACT_BRAND_FIRE_BOLTS: { #ifdef JP - msg_print("À¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿..."); + msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name); #else - msg_print("It wells with clear light..."); + msg_format("Your %s glows deep red...", name); #endif - - lite_area(damroll(2, 15), 3); - o_ptr->timeout = rand_int(10) + 10; + (void)brand_bolts(); break; } - case ACT_MAP_LIGHT: + case ACT_RECHARGE_XTRA: { #ifdef JP - msg_print("âÁ¤·¤¯µ±¤¤¤¿..."); + msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name); #else - msg_print("It shines brightly..."); + msg_format("The %s gleams with blinding light...", name); #endif - - map_area(DETECT_RAD_MAP); - lite_area(damroll(2, 15), 3); - o_ptr->timeout = rand_int(50) + 50; + if (!recharge(1000)) return FALSE; break; } - case ACT_DETECT_ALL: + case ACT_LORE: { #ifdef JP - msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); + msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥"); #else - msg_print("It glows bright white..."); + 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("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿..."); + msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª"); #else - msg_print("An image forms in your mind..."); + 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)); - detect_all(DETECT_RAD_DEFAULT); - o_ptr->timeout = rand_int(55) + 55; - break; - } + /* Confusing. */ + (void)set_confused(p_ptr->confused + + randint1(5 * oops + 1)); + } - case ACT_DETECT_XTRA: - { + /* Redraw mana */ + p_ptr->redraw |= (PR_MANA); + } #ifdef JP - msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); + take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1); #else - msg_print("It glows brightly..."); + take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1); #endif + /* Confusing. */ + if (one_in_(5)) (void)set_confused(p_ptr->confused + + randint1(10)); - detect_all(DETECT_RAD_DEFAULT); - probing(); - identify_fully(FALSE); - o_ptr->timeout = 1000; + /* 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_ID_FULL: + case ACT_SHIKOFUMI: { #ifdef JP - msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë..."); + msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£"); #else - msg_print("It glows yellow..."); + msg_print("You stamp. (as if you are in a ring.)"); #endif - - identify_fully(FALSE); - o_ptr->timeout = 750; + (void)set_afraid(0); + (void)set_hero(randint1(20) + 20, FALSE); + dispel_evil(p_ptr->lev * 3); break; } - case ACT_ID_PLAIN: + case ACT_PHASE_DOOR: { - if (!ident_spell(FALSE)) return FALSE; - o_ptr->timeout = 10; + teleport_player(10, 0L); break; } - case ACT_RUNE_EXPLO: + case ACT_DETECT_ALL_MONS: { -#ifdef JP - msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows bright red..."); -#endif + (void)detect_monsters_invis(255); + (void)detect_monsters_normal(255); + break; + } - explosive_rune(); - o_ptr->timeout = 200; + 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; } - case ACT_RUNE_PROT: + + /* Unique activation */ + case ACT_CAST_OFF: { -#ifdef JP - msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows light blue..."); -#endif + 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 %s."), 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.")); + } - warding_glyph(); - o_ptr->timeout = 400; break; } - case ACT_SATIATE: + case ACT_GRAND_CROSS: { - (void)set_food(PY_FOOD_MAX - 1); - o_ptr->timeout = 200; + msg_print(_("¡Ö°Ç¤Ë´Ô¤ì¡ª¡×", "You say, 'Return to darkness!'")); + project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1); break; } - case ACT_DEST_DOOR: + case ACT_TELEPORT_LEVEL: { #ifdef JP - msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); + if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE; #else - msg_print("It glows bright red..."); + if (!get_check("Are you sure? (Teleport Level)")) return FALSE; #endif - - destroy_doors_touch(); - o_ptr->timeout = 10; + teleport_level(0); break; } - case ACT_STONE_MUD: + case ACT_STRAIN_HASTE: { + int t; #ifdef JP - msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë..."); + msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name); + take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "²Ã®¤·¤¿ÈèÏ«", -1); #else - msg_print("It pulsates..."); + msg_format("The %s drains your vitality...", name); + take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1); #endif - - if (!get_aim_dir(&dir)) return FALSE; - wall_to_mud(dir); - o_ptr->timeout = 5; + t = 25 + randint1(25); + (void)set_fast(p_ptr->fast + t, FALSE); break; } - case ACT_RECHARGE: + case ACT_FISHING: { - recharge(130); - o_ptr->timeout = 70; + 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_ALCHEMY: + 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("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); + msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£"); #else - msg_print("It glows bright yellow..."); + 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; + } + } - (void)alchemy(); - o_ptr->timeout = 500; + 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_DIM_DOOR: + case ACT_MURAMASA: { + /* Only for Muramasa */ + if (o_ptr->name1 != ART_MURAMASA) return FALSE; #ifdef JP - msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£"); + if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©")) #else - msg_print("You open a dimensional gate. Choose a destination."); + if (get_check("Are you sure?!")) #endif - - if (!dimension_door()) return FALSE; - o_ptr->timeout = 100; + { +#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_TELEPORT: + case ACT_BLOODY_MOON: { + /* Only for Bloody Moon */ + if (o_ptr->name1 != ART_BLOOD) return FALSE; #ifdef JP - msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë..."); + msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿..."); #else - msg_print("It twists space around you..."); + msg_print("Your scythe glows brightly!"); #endif - - teleport_player(100); - o_ptr->timeout = 45; + 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_RECALL: + 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("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); + msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª"); #else - msg_print("It glows soft white..."); + msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!"); #endif - if (!word_of_recall()) return FALSE; - o_ptr->timeout = 200; + + 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; } default: { #ifdef JP - msg_format("Unknown activation effect: %d.", o_ptr->xtra2); + msg_format("Unknown activation effect: %d.", act_ptr->index); #else - msg_format("Unknown activation effect: %d.", o_ptr->xtra2); + msg_format("Unknown activation effect: %d.", act_ptr->index); #endif + return FALSE; + } + } + /* Set activation timeout */ + 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 (act_ptr->index) { + case ACT_BR_FIRE: + o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250; + break; + case ACT_BR_COLD: + o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250; + break; + case ACT_TERROR: + o_ptr->timeout = 3 * (p_ptr->lev + 10); + break; + case ACT_MURAMASA: + /* Nothing to do */ + break; + default: + msg_format("Special timeout is not implemented: %d.", act_ptr->index); return FALSE; } } @@ -2836,7 +3723,36 @@ bool activate_random_artifact(object_type * o_ptr) } -void random_artifact_resistance(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; @@ -2849,123 +3765,74 @@ void random_artifact_resistance(object_type * o_ptr) } else { - o_ptr->art_flags3 |= - (TR3_CURSED | TR3_HEAVY_CURSE | TR3_AGGRAVATE | TR3_TY_CURSE); - o_ptr->ident |= IDENT_CURSED; + 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_TELE | TR3_NO_MAGIC | TR3_HEAVY_CURSE); - o_ptr->ident |= IDENT_CURSED; + add_flag(o_ptr->art_flags, TR_NO_MAGIC); + o_ptr->curse_flags |= (TRC_HEAVY_CURSE); } } 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 = randint(2)+randint(2); - for (i = 0; i < dummy; i++) - o_ptr->art_flags1 |= (TR1_CHAOTIC << rand_int(18)); - dummy = randint(2); - for (i = 0; i < dummy; i++) - random_resistance(o_ptr, FALSE, randint(34) + 4); - dummy = 2; - for (i = 0; i < dummy; i++) - { - int tmp = rand_int(11); - if (tmp < 6) o_ptr->art_flags1 |= (TR1_STR << tmp); - else o_ptr->art_flags1 |= (TR1_STEALTH << (tmp - 6)); - } + get_bloody_moon_flags(o_ptr); } - switch (o_ptr->name1) + if (o_ptr->name1 == ART_HEAVENLY_MAIDEN) { - case ART_CELEBORN: - case ART_ARVEDUI: - case ART_CASPANION: - case ART_HITHLOMIR: - case ART_ROHIRRIM: - case ART_CELEGORM: - case ART_ANARION: - case ART_THRANDUIL: - case ART_LUTHIEN: - case ART_THROR: - case ART_THORIN: - case ART_NIMTHANC: - case ART_DETHANC: - case ART_NARTHANC: - case ART_STING: - case ART_TURMIL: - case ART_THALKETTOTH: - case ART_JIZO: - { - /* Give a resistance */ - give_resistance = TRUE; - } - break; - case ART_MAEDHROS: - case ART_GLAMDRING: - case ART_ORCRIST: - case ART_ANDURIL: - case ART_ZARCUTHRA: - case ART_GURTHANG: - case ART_HARADEKKET: - case ART_BRAND: - case ART_DAWN: - case ART_BUCKLAND: - case ART_AZAGHAL: - { - /* Give a resistance OR a power */ - if (one_in_(2)) give_resistance = TRUE; - else give_power = TRUE; - } - break; - case ART_NENYA: - case ART_VILYA: - case ART_BERUTHIEL: - case ART_THINGOL: - case ART_ULMO: - case ART_OLORIN: - { - /* Give a power */ - give_power = TRUE; - } - break; - case ART_CRIMSON: - case ART_POWER: - case ART_GONDOR: - case ART_AULE: - { - /* Give both */ - give_power = TRUE; - give_resistance = TRUE; - } - break; + if (p_ptr->psex != SEX_FEMALE) + { + add_flag(o_ptr->art_flags, TR_AGGRAVATE); + } } - if (give_power) + if (o_ptr->name1 == ART_MILIM) { - o_ptr->xtra1 = EGO_XTRA_ABILITY; + if (p_ptr->pseikaku == SEIKAKU_SEXY) + { + o_ptr->pval = 3; + add_flag(o_ptr->art_flags, TR_STR); + add_flag(o_ptr->art_flags, TR_INT); + add_flag(o_ptr->art_flags, TR_WIS); + add_flag(o_ptr->art_flags, TR_DEX); + add_flag(o_ptr->art_flags, TR_CON); + add_flag(o_ptr->art_flags, TR_CHR); + } + } - /* Randomize the "xtra" power */ - if (o_ptr->xtra1) o_ptr->xtra2 = randint(256); + if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE; + if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE; + if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER)) + { + /* Give a resistance OR a power */ + if (one_in_(2)) give_resistance = TRUE; + else give_power = TRUE; } - artifact_bias = 0; + if (give_power) + { + one_ability(o_ptr); + } if (give_resistance) { - random_resistance(o_ptr, FALSE, randint(22) + 16); + one_high_resistance(o_ptr); } } @@ -2973,7 +3840,7 @@ void random_artifact_resistance(object_type * o_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; @@ -2985,13 +3852,13 @@ 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); @@ -3009,11 +3876,22 @@ void create_named_art(int a_idx, int y, int x) q_ptr->to_d = a_ptr->to_d; q_ptr->weight = a_ptr->weight; - /* Hack -- acquire "cursed" flag */ - if (a_ptr->flags3 & TR3_CURSED) q_ptr->ident |= (IDENT_CURSED); + /* Hack -- extract the "cursed" flag */ + if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED); + if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE); + if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE); + if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr); + if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr); + if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr); + + random_artifact_resistance(q_ptr, a_ptr); - random_artifact_resistance(q_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; }