void gain_level_reward(int chosen_reward)
{
- object_type *q_ptr;
- object_type forge;
char wrath_reason[32] = "";
int nasty_chance = 6;
OBJECT_TYPE_VALUE dummy = 0;
- OBJECT_SUBTYPE_VALUE dummy2 = 0;
int type, effect;
concptr reward = NULL;
GAME_TEXT o_name[MAX_NLEN];
break;
case REW_CHAOS_WP:
-
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
- q_ptr = &forge;
- dummy = TV_SWORD;
- switch (randint1(p_ptr->lev))
- {
- case 0: case 1:
- dummy2 = SV_DAGGER;
- break;
- case 2: case 3:
- dummy2 = SV_MAIN_GAUCHE;
- break;
- case 4:
- dummy2 = SV_TANTO;
- break;
- case 5: case 6:
- dummy2 = SV_RAPIER;
- break;
- case 7: case 8:
- dummy2 = SV_SMALL_SWORD;
- break;
- case 9: case 10:
- dummy2 = SV_BASILLARD;
- break;
- case 11: case 12: case 13:
- dummy2 = SV_SHORT_SWORD;
- break;
- case 14: case 15:
- dummy2 = SV_SABRE;
- break;
- case 16: case 17:
- dummy2 = SV_CUTLASS;
- break;
- case 18:
- dummy2 = SV_WAKIZASHI;
- break;
- case 19:
- dummy2 = SV_KHOPESH;
- break;
- case 20:
- dummy2 = SV_TULWAR;
- break;
- case 21:
- dummy2 = SV_BROAD_SWORD;
- break;
- case 22: case 23:
- dummy2 = SV_LONG_SWORD;
- break;
- case 24: case 25:
- dummy2 = SV_SCIMITAR;
- break;
- case 26:
- dummy2 = SV_NINJATO;
- break;
- case 27:
- dummy2 = SV_KATANA;
- break;
- case 28: case 29:
- dummy2 = SV_BASTARD_SWORD;
- break;
- case 30:
- dummy2 = SV_GREAT_SCIMITAR;
- break;
- case 31:
- dummy2 = SV_CLAYMORE;
- break;
- case 32:
- dummy2 = SV_ESPADON;
- break;
- case 33:
- dummy2 = SV_TWO_HANDED_SWORD;
- break;
- case 34:
- dummy2 = SV_FLAMBERGE;
- break;
- case 35:
- dummy2 = SV_NO_DACHI;
- break;
- case 36:
- dummy2 = SV_EXECUTIONERS_SWORD;
- break;
- case 37:
- dummy2 = SV_ZWEIHANDER;
- break;
- case 38:
- dummy2 = SV_HAYABUSA;
- break;
- default:
- dummy2 = SV_BLADE_OF_CHAOS;
- }
-
- object_prep(q_ptr, lookup_kind(dummy, dummy2));
- q_ptr->to_h = 3 + randint1(dun_level) % 10;
- q_ptr->to_d = 3 + randint1(dun_level) % 10;
- one_resistance(q_ptr);
- q_ptr->name2 = EGO_CHAOTIC;
- (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
+ acquire_chaos_weapon(p_ptr);
reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
break;
#include "angband.h"
+#include "artifact.h"
#include "spells-object.h"
#include "object-hook.h"
#include "player-status.h"
}
}
+void acquire_chaos_weapon(player_type *creature_ptr)
+{
+ object_type forge;
+ object_type *q_ptr = &forge;
+ OBJECT_TYPE_VALUE dummy = TV_SWORD;
+ OBJECT_SUBTYPE_VALUE dummy2;
+ switch (randint1(creature_ptr->lev))
+ {
+ case 0: case 1:
+ dummy2 = SV_DAGGER;
+ break;
+ case 2: case 3:
+ dummy2 = SV_MAIN_GAUCHE;
+ break;
+ case 4:
+ dummy2 = SV_TANTO;
+ break;
+ case 5: case 6:
+ dummy2 = SV_RAPIER;
+ break;
+ case 7: case 8:
+ dummy2 = SV_SMALL_SWORD;
+ break;
+ case 9: case 10:
+ dummy2 = SV_BASILLARD;
+ break;
+ case 11: case 12: case 13:
+ dummy2 = SV_SHORT_SWORD;
+ break;
+ case 14: case 15:
+ dummy2 = SV_SABRE;
+ break;
+ case 16: case 17:
+ dummy2 = SV_CUTLASS;
+ break;
+ case 18:
+ dummy2 = SV_WAKIZASHI;
+ break;
+ case 19:
+ dummy2 = SV_KHOPESH;
+ break;
+ case 20:
+ dummy2 = SV_TULWAR;
+ break;
+ case 21:
+ dummy2 = SV_BROAD_SWORD;
+ break;
+ case 22: case 23:
+ dummy2 = SV_LONG_SWORD;
+ break;
+ case 24: case 25:
+ dummy2 = SV_SCIMITAR;
+ break;
+ case 26:
+ dummy2 = SV_NINJATO;
+ break;
+ case 27:
+ dummy2 = SV_KATANA;
+ break;
+ case 28: case 29:
+ dummy2 = SV_BASTARD_SWORD;
+ break;
+ case 30:
+ dummy2 = SV_GREAT_SCIMITAR;
+ break;
+ case 31:
+ dummy2 = SV_CLAYMORE;
+ break;
+ case 32:
+ dummy2 = SV_ESPADON;
+ break;
+ case 33:
+ dummy2 = SV_TWO_HANDED_SWORD;
+ break;
+ case 34:
+ dummy2 = SV_FLAMBERGE;
+ break;
+ case 35:
+ dummy2 = SV_NO_DACHI;
+ break;
+ case 36:
+ dummy2 = SV_EXECUTIONERS_SWORD;
+ break;
+ case 37:
+ dummy2 = SV_ZWEIHANDER;
+ break;
+ case 38:
+ dummy2 = SV_HAYABUSA;
+ break;
+ default:
+ dummy2 = SV_BLADE_OF_CHAOS;
+ }
+
+ object_prep(q_ptr, lookup_kind(dummy, dummy2));
+ q_ptr->to_h = 3 + randint1(dun_level) % 10;
+ q_ptr->to_d = 3 + randint1(dun_level) % 10;
+ one_resistance(q_ptr);
+ q_ptr->name2 = EGO_CHAOTIC;
+ (void)drop_near(q_ptr, -1, creature_ptr->y, creature_ptr->x);
+}
+
+
/*!
* @brief 防具呪縛処理 /
* Curse the players armor
extern bool import_magic_device(void);
extern void amusement(POSITION y1, POSITION x1, int num, bool known);
extern void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known);
+extern void acquire_chaos_weapon(player_type *creature_ptr);
extern bool curse_armor(void);
extern bool curse_weapon_object(bool force, object_type *o_ptr);
extern bool curse_weapon(bool force, int slot);