3 * @brief アーティファクトの生成と管理 / Artifact code
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2013 Deskull rearranged comment for Doxygen.
15 static int suppression_evil_dam(object_type *o_ptr);
16 static int weakening_artifact(object_type *o_ptr);
19 /* Chance of using syllables to form the name instead of the "template" files */
20 #define SINDARIN_NAME 10 /*!< ランダムアーティファクトにシンダリン銘をつける確率 */
21 #define TABLE_NAME 20 /*!< ランダムアーティファクトに漢字銘をつける確率(正確には TABLE_NAME - SINDARIN_NAME %)となる */
22 #define A_CURSED 13 /*!< 1/nの確率で生成の巻物以外のランダムアーティファクトが呪いつきになる。 */
23 #define WEIRD_LUCK 12 /*!< 1/nの確率でrandom_resistance()の処理中バイアス外の耐性がつき、create_artifactで4を超えるpvalが許可される。*/
24 #define BIAS_LUCK 20 /*!< 1/nの確率でrandom_resistance()で付加する元素耐性が免疫になる */
25 #define IM_LUCK 7 /*!< 1/nの確率でrandom_resistance()で複数免疫の除去処理が免除される */
28 * Bias luck needs to be higher than weird luck,
29 * since it is usually tested several times...
32 #define ACTIVATION_CHANCE 3 /*!< 1/nの確率でランダムアーティファクトに発動が付加される。ただし防具はさらに1/2 */
36 * アーティファクトのバイアスIDを保管する。 / Use for biased artifact creation
38 static int artifact_bias;
42 * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
44 * @param o_ptr 対象のオブジェクト構造体ポインタ
47 void one_sustain(object_type *o_ptr)
51 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
52 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
53 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
54 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
55 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
56 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
62 * @brief 対象のオブジェクトにランダムな上位耐性を一つ付加する。/ Choose one random high resistance
63 * @details 重複の抑止はない。候補は毒、閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、劣化、恐怖のいずれか。
64 * @param o_ptr 対象のオブジェクト構造体ポインタ
67 void one_high_resistance(object_type *o_ptr)
71 case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
72 case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
73 case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
74 case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
75 case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
76 case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
77 case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
78 case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
79 case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
80 case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
81 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
82 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
87 * @brief 対象のオブジェクトに王者の指輪向けの上位耐性を一つ付加する。/ Choose one random high resistance
88 * @details 候補は閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、恐怖であり
89 * 王者の指輪にあらかじめついている耐性をone_high_resistance()から除外したものである。
90 * ランダム付加そのものに重複の抑止はない。
91 * @param o_ptr 対象のオブジェクト構造体ポインタ
94 void one_lordly_high_resistance(object_type *o_ptr)
98 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
99 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
100 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
101 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
102 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
103 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
104 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
105 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
106 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
107 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
112 * @brief 対象のオブジェクトに元素耐性を一つ付加する。/ Choose one random element resistance
113 * @details 候補は火炎、冷気、電撃、酸のいずれかであり、重複の抑止はない。
114 * @param o_ptr 対象のオブジェクト構造体ポインタ
117 void one_ele_resistance(object_type *o_ptr)
121 case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
122 case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
123 case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
124 case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
129 * @brief 対象のオブジェクトにドラゴン装備向け元素耐性を一つ付加する。/ Choose one random element or poison resistance
130 * @details 候補は1/7の確率で毒、6/7の確率で火炎、冷気、電撃、酸のいずれか(one_ele_resistance()のコール)であり、重複の抑止はない。
131 * @param o_ptr 対象のオブジェクト構造体ポインタ
134 void one_dragon_ele_resistance(object_type *o_ptr)
138 add_flag(o_ptr->art_flags, TR_RES_POIS);
142 one_ele_resistance(o_ptr);
147 * @brief 対象のオブジェクトに弱いESPを一つ付加する。/ Choose one lower rank esp
148 * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
149 * ドラゴン、人間、善良、ユニークESPのいずれかであり、重複の抑止はない。
150 * @param o_ptr 対象のオブジェクト構造体ポインタ
153 void one_low_esp(object_type *o_ptr)
155 switch (randint1(10))
157 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
158 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
159 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
160 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
161 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
162 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
163 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
164 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
165 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
166 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
172 * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
173 * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
175 * @param o_ptr 対象のオブジェクト構造体ポインタ
178 void one_resistance(object_type *o_ptr)
182 one_ele_resistance(o_ptr);
186 one_high_resistance(o_ptr);
192 * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
193 * @details 候補は浮遊、永久光源+1、透明視、警告、遅消化、急回復、麻痺知らず、経験値維持のいずれか。
195 * @param o_ptr 対象のオブジェクト構造体ポインタ
198 void one_ability(object_type *o_ptr)
200 switch (randint0(10))
202 case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
203 case 1: add_flag(o_ptr->art_flags, TR_LITE_1); break;
204 case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
205 case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
206 case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
207 case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
208 case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
209 case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP); break;
218 * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
219 * @details 候補多数。ランダムアーティファクトのバイアスには一切依存せず、
220 * whileループによる構造で能力的に強力なものほど確率を落としている。
221 * @param o_ptr 対象のオブジェクト構造体ポインタ
224 void one_activation(object_type *o_ptr)
229 while (randint1(100) >= chance)
231 type = randint1(255);
246 case ACT_CURE_POISON:
284 case ACT_CHARM_ANIMAL:
287 case ACT_SUMMON_ANIMAL:
293 case ACT_BANISH_EVIL:
296 case ACT_CHARM_UNDEAD:
297 case ACT_CHARM_OTHER:
298 case ACT_SUMMON_PHANTOM:
305 case ACT_CHARM_ANIMALS:
306 case ACT_CHARM_OTHERS:
307 case ACT_SUMMON_ELEMENTAL:
316 case ACT_DETECT_XTRA:
320 case ACT_SUMMON_UNDEAD:
321 case ACT_SUMMON_DEMON:
332 /* A type was chosen... */
333 o_ptr->xtra2 = (byte_hack)type;
334 add_flag(o_ptr->art_flags, TR_ACTIVATE);
339 * @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact.
340 * @details pval、AC、命中、ダメージが正の場合、符号反転の上1d4だけ悪化させ、重い呪い、呪いフラグを必ず付加。
341 * 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、
342 * MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。
343 * @attention プレイヤーの職業依存処理あり。
344 * @param o_ptr 対象のオブジェクト構造体ポインタ
347 static void curse_artifact(object_type * o_ptr)
349 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
350 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
351 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
352 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
354 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
355 remove_flag(o_ptr->art_flags, TR_BLESSED);
357 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
358 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
359 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
360 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
361 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
362 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
363 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
364 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
365 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
366 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
368 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))
369 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
373 * @brief ランダムアーティファクト生成中、対象のオブジェクトにpval能力を付加する。/ Add one pval on generation of randam artifact.
374 * @details 優先的に付加されるpvalがランダムアーティファクトバイアスに依存して存在する。
375 * 原則的候補は腕力、知力、賢さ、器用さ、耐久、魅力、探索、隠密、赤外線視力、加速。武器のみ採掘、追加攻撃も候補に入る。
376 * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
377 * @param o_ptr 対象のオブジェクト構造体ポインタ
380 static void random_plus(object_type * o_ptr)
382 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
384 switch (artifact_bias)
387 if (!(have_flag(o_ptr->art_flags, TR_STR)))
389 add_flag(o_ptr->art_flags, TR_STR);
390 if (one_in_(2)) return;
393 if (!(have_flag(o_ptr->art_flags, TR_CON)))
395 add_flag(o_ptr->art_flags, TR_CON);
396 if (one_in_(2)) return;
399 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
401 add_flag(o_ptr->art_flags, TR_DEX);
402 if (one_in_(2)) return;
407 if (!(have_flag(o_ptr->art_flags, TR_INT)))
409 add_flag(o_ptr->art_flags, TR_INT);
410 if (one_in_(2)) return;
412 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
414 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
415 if (one_in_(2)) return;
420 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
422 add_flag(o_ptr->art_flags, TR_WIS);
423 if (one_in_(2)) return;
428 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
430 add_flag(o_ptr->art_flags, TR_DEX);
431 if (one_in_(2)) return;
434 if (!(have_flag(o_ptr->art_flags, TR_CON)))
436 add_flag(o_ptr->art_flags, TR_CON);
437 if (one_in_(2)) return;
440 if (!(have_flag(o_ptr->art_flags, TR_STR)))
442 add_flag(o_ptr->art_flags, TR_STR);
443 if (one_in_(2)) return;
448 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
450 add_flag(o_ptr->art_flags, TR_STEALTH);
451 if (one_in_(2)) return;
453 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
455 add_flag(o_ptr->art_flags, TR_SEARCH);
456 if (one_in_(2)) return;
461 if (!(have_flag(o_ptr->art_flags, TR_STR)))
463 add_flag(o_ptr->art_flags, TR_STR);
464 if (one_in_(2)) return;
469 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
471 add_flag(o_ptr->art_flags, TR_WIS);
472 if (one_in_(2)) return;
477 if (!(have_flag(o_ptr->art_flags, TR_INT)))
479 add_flag(o_ptr->art_flags, TR_INT);
480 if (one_in_(2)) return;
485 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
487 add_flag(o_ptr->art_flags, TR_DEX);
488 if (one_in_(2)) return;
493 if (!(have_flag(o_ptr->art_flags, TR_CON)))
495 add_flag(o_ptr->art_flags, TR_CON);
496 if (one_in_(2)) return;
501 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
503 add_flag(o_ptr->art_flags, TR_CHR);
504 if (one_in_(2)) return;
509 if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
511 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
513 add_flag(o_ptr->art_flags, TR_DEC_MANA);
514 if (one_in_(2)) return;
518 switch (randint1(this_type))
521 add_flag(o_ptr->art_flags, TR_STR);
522 if (!artifact_bias && !one_in_(13))
523 artifact_bias = BIAS_STR;
524 else if (!artifact_bias && one_in_(7))
525 artifact_bias = BIAS_WARRIOR;
528 add_flag(o_ptr->art_flags, TR_INT);
529 if (!artifact_bias && !one_in_(13))
530 artifact_bias = BIAS_INT;
531 else if (!artifact_bias && one_in_(7))
532 artifact_bias = BIAS_MAGE;
535 add_flag(o_ptr->art_flags, TR_WIS);
536 if (!artifact_bias && !one_in_(13))
537 artifact_bias = BIAS_WIS;
538 else if (!artifact_bias && one_in_(7))
539 artifact_bias = BIAS_PRIESTLY;
542 add_flag(o_ptr->art_flags, TR_DEX);
543 if (!artifact_bias && !one_in_(13))
544 artifact_bias = BIAS_DEX;
545 else if (!artifact_bias && one_in_(7))
546 artifact_bias = BIAS_ROGUE;
549 add_flag(o_ptr->art_flags, TR_CON);
550 if (!artifact_bias && !one_in_(13))
551 artifact_bias = BIAS_CON;
552 else if (!artifact_bias && one_in_(9))
553 artifact_bias = BIAS_RANGER;
556 add_flag(o_ptr->art_flags, TR_CHR);
557 if (!artifact_bias && !one_in_(13))
558 artifact_bias = BIAS_CHR;
561 add_flag(o_ptr->art_flags, TR_STEALTH);
562 if (!artifact_bias && one_in_(3))
563 artifact_bias = BIAS_ROGUE;
566 add_flag(o_ptr->art_flags, TR_SEARCH);
567 if (!artifact_bias && one_in_(9))
568 artifact_bias = BIAS_RANGER;
571 add_flag(o_ptr->art_flags, TR_INFRA);
574 add_flag(o_ptr->art_flags, TR_SPEED);
575 if (!artifact_bias && one_in_(11))
576 artifact_bias = BIAS_ROGUE;
579 add_flag(o_ptr->art_flags, TR_TUNNEL);
582 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
585 add_flag(o_ptr->art_flags, TR_BLOWS);
586 if (!artifact_bias && one_in_(11))
587 artifact_bias = BIAS_WARRIOR;
594 * @brief ランダムアーティファクト生成中、対象のオブジェクトに耐性を付加する。/ Add one resistance on generation of randam artifact.
595 * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
596 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
597 * 毒、閃光、暗黒、破片、轟音、盲目、混乱、地獄、カオス、劣化、恐怖、火オーラ、冷気オーラ、電撃オーラ、反射。
599 * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
600 * @param o_ptr 対象のオブジェクト構造体ポインタ
603 static void random_resistance(object_type * o_ptr)
605 switch (artifact_bias)
608 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
610 add_flag(o_ptr->art_flags, TR_RES_ACID);
611 if (one_in_(2)) return;
613 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
615 add_flag(o_ptr->art_flags, TR_IM_ACID);
616 if (!one_in_(IM_LUCK))
618 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
619 remove_flag(o_ptr->art_flags, TR_IM_COLD);
620 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
622 if (one_in_(2)) return;
627 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
629 add_flag(o_ptr->art_flags, TR_RES_ELEC);
630 if (one_in_(2)) return;
632 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
633 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
635 add_flag(o_ptr->art_flags, TR_SH_ELEC);
636 if (one_in_(2)) return;
638 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
640 add_flag(o_ptr->art_flags, TR_IM_ELEC);
641 if (!one_in_(IM_LUCK))
643 remove_flag(o_ptr->art_flags, TR_IM_ACID);
644 remove_flag(o_ptr->art_flags, TR_IM_COLD);
645 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
648 if (one_in_(2)) return;
653 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
655 add_flag(o_ptr->art_flags, TR_RES_FIRE);
656 if (one_in_(2)) return;
658 if ((o_ptr->tval >= TV_CLOAK) &&
659 (o_ptr->tval <= TV_HARD_ARMOR) &&
660 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
662 add_flag(o_ptr->art_flags, TR_SH_FIRE);
663 if (one_in_(2)) return;
665 if (one_in_(BIAS_LUCK) &&
666 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
668 add_flag(o_ptr->art_flags, TR_IM_FIRE);
669 if (!one_in_(IM_LUCK))
671 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
672 remove_flag(o_ptr->art_flags, TR_IM_COLD);
673 remove_flag(o_ptr->art_flags, TR_IM_ACID);
675 if (one_in_(2)) return;
680 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
682 add_flag(o_ptr->art_flags, TR_RES_COLD);
683 if (one_in_(2)) return;
685 if ((o_ptr->tval >= TV_CLOAK) &&
686 (o_ptr->tval <= TV_HARD_ARMOR) &&
687 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
689 add_flag(o_ptr->art_flags, TR_SH_COLD);
690 if (one_in_(2)) return;
692 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
694 add_flag(o_ptr->art_flags, TR_IM_COLD);
695 if (!one_in_(IM_LUCK))
697 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
698 remove_flag(o_ptr->art_flags, TR_IM_ACID);
699 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
701 if (one_in_(2)) return;
706 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
708 add_flag(o_ptr->art_flags, TR_RES_POIS);
709 if (one_in_(2)) return;
714 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
716 add_flag(o_ptr->art_flags, TR_RES_FEAR);
717 if (one_in_(2)) return;
719 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
721 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
722 if (one_in_(2)) return;
726 case BIAS_NECROMANTIC:
727 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
729 add_flag(o_ptr->art_flags, TR_RES_NETHER);
730 if (one_in_(2)) return;
732 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
734 add_flag(o_ptr->art_flags, TR_RES_POIS);
735 if (one_in_(2)) return;
737 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
739 add_flag(o_ptr->art_flags, TR_RES_DARK);
740 if (one_in_(2)) return;
745 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
747 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
748 if (one_in_(2)) return;
750 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
752 add_flag(o_ptr->art_flags, TR_RES_CONF);
753 if (one_in_(2)) return;
755 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
757 add_flag(o_ptr->art_flags, TR_RES_DISEN);
758 if (one_in_(2)) return;
763 switch (randint1(42))
766 if (!one_in_(WEIRD_LUCK))
767 random_resistance(o_ptr);
770 add_flag(o_ptr->art_flags, TR_IM_ACID);
772 artifact_bias = BIAS_ACID;
776 if (!one_in_(WEIRD_LUCK))
777 random_resistance(o_ptr);
780 add_flag(o_ptr->art_flags, TR_IM_ELEC);
782 artifact_bias = BIAS_ELEC;
786 if (!one_in_(WEIRD_LUCK))
787 random_resistance(o_ptr);
790 add_flag(o_ptr->art_flags, TR_IM_COLD);
792 artifact_bias = BIAS_COLD;
796 if (!one_in_(WEIRD_LUCK))
797 random_resistance(o_ptr);
800 add_flag(o_ptr->art_flags, TR_IM_FIRE);
802 artifact_bias = BIAS_FIRE;
808 add_flag(o_ptr->art_flags, TR_RES_ACID);
810 artifact_bias = BIAS_ACID;
815 add_flag(o_ptr->art_flags, TR_RES_ELEC);
817 artifact_bias = BIAS_ELEC;
822 add_flag(o_ptr->art_flags, TR_RES_FIRE);
824 artifact_bias = BIAS_FIRE;
829 add_flag(o_ptr->art_flags, TR_RES_COLD);
831 artifact_bias = BIAS_COLD;
835 add_flag(o_ptr->art_flags, TR_RES_POIS);
836 if (!artifact_bias && !one_in_(4))
837 artifact_bias = BIAS_POIS;
838 else if (!artifact_bias && one_in_(2))
839 artifact_bias = BIAS_NECROMANTIC;
840 else if (!artifact_bias && one_in_(2))
841 artifact_bias = BIAS_ROGUE;
845 add_flag(o_ptr->art_flags, TR_RES_FEAR);
846 if (!artifact_bias && one_in_(3))
847 artifact_bias = BIAS_WARRIOR;
850 add_flag(o_ptr->art_flags, TR_RES_LITE);
853 add_flag(o_ptr->art_flags, TR_RES_DARK);
857 add_flag(o_ptr->art_flags, TR_RES_BLIND);
861 add_flag(o_ptr->art_flags, TR_RES_CONF);
862 if (!artifact_bias && one_in_(6))
863 artifact_bias = BIAS_CHAOS;
867 add_flag(o_ptr->art_flags, TR_RES_SOUND);
871 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
875 add_flag(o_ptr->art_flags, TR_RES_NETHER);
876 if (!artifact_bias && one_in_(3))
877 artifact_bias = BIAS_NECROMANTIC;
881 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
885 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
886 if (!artifact_bias && one_in_(2))
887 artifact_bias = BIAS_CHAOS;
891 add_flag(o_ptr->art_flags, TR_RES_DISEN);
894 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
895 add_flag(o_ptr->art_flags, TR_SH_ELEC);
897 random_resistance(o_ptr);
899 artifact_bias = BIAS_ELEC;
902 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
903 add_flag(o_ptr->art_flags, TR_SH_FIRE);
905 random_resistance(o_ptr);
907 artifact_bias = BIAS_FIRE;
910 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
911 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
912 add_flag(o_ptr->art_flags, TR_REFLECT);
914 random_resistance(o_ptr);
917 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
918 add_flag(o_ptr->art_flags, TR_SH_COLD);
920 random_resistance(o_ptr);
922 artifact_bias = BIAS_COLD;
929 * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
930 * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
931 * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
932 * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
933 * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
934 * @param o_ptr 対象のオブジェクト構造体ポインタ
937 static void random_misc(object_type * o_ptr)
939 switch (artifact_bias)
942 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
944 add_flag(o_ptr->art_flags, TR_SUST_CON);
945 if (one_in_(2)) return;
950 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
952 add_flag(o_ptr->art_flags, TR_SUST_STR);
953 if (one_in_(2)) return;
958 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
960 add_flag(o_ptr->art_flags, TR_SUST_WIS);
961 if (one_in_(2)) return;
966 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
968 add_flag(o_ptr->art_flags, TR_SUST_INT);
969 if (one_in_(2)) return;
974 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
976 add_flag(o_ptr->art_flags, TR_SUST_DEX);
977 if (one_in_(2)) return;
982 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
984 add_flag(o_ptr->art_flags, TR_SUST_CON);
985 if (one_in_(2)) return;
990 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
992 add_flag(o_ptr->art_flags, TR_SUST_CHR);
993 if (one_in_(2)) return;
998 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
1000 add_flag(o_ptr->art_flags, TR_TELEPORT);
1001 if (one_in_(2)) return;
1006 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
1008 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
1013 switch (randint1(33))
1016 add_flag(o_ptr->art_flags, TR_SUST_STR);
1018 artifact_bias = BIAS_STR;
1021 add_flag(o_ptr->art_flags, TR_SUST_INT);
1023 artifact_bias = BIAS_INT;
1026 add_flag(o_ptr->art_flags, TR_SUST_WIS);
1028 artifact_bias = BIAS_WIS;
1031 add_flag(o_ptr->art_flags, TR_SUST_DEX);
1033 artifact_bias = BIAS_DEX;
1036 add_flag(o_ptr->art_flags, TR_SUST_CON);
1038 artifact_bias = BIAS_CON;
1041 add_flag(o_ptr->art_flags, TR_SUST_CHR);
1043 artifact_bias = BIAS_CHR;
1048 add_flag(o_ptr->art_flags, TR_FREE_ACT);
1051 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1052 if (!artifact_bias && one_in_(5))
1053 artifact_bias = BIAS_PRIESTLY;
1054 else if (!artifact_bias && one_in_(6))
1055 artifact_bias = BIAS_NECROMANTIC;
1059 add_flag(o_ptr->art_flags, TR_LITE_1);
1063 add_flag(o_ptr->art_flags, TR_LEVITATION);
1068 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1072 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1076 add_flag(o_ptr->art_flags, TR_REGEN);
1079 add_flag(o_ptr->art_flags, TR_TELEPORT);
1084 if (object_is_armour(o_ptr))
1088 o_ptr->to_a = 4 + randint1(11);
1097 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1098 bonus_h = 4 + (HIT_PROB)(randint1(11));
1099 bonus_d = 4 + (HIT_POINT)(randint1(11));
1100 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))
1105 o_ptr->to_h += bonus_h;
1106 o_ptr->to_d += bonus_d;
1110 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1113 add_flag(o_ptr->art_flags, TR_NO_TELE);
1116 add_flag(o_ptr->art_flags, TR_WARNING);
1120 switch (randint1(3))
1123 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1124 if (!artifact_bias && one_in_(3))
1125 artifact_bias = BIAS_LAW;
1128 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1129 if (!artifact_bias && one_in_(3))
1130 artifact_bias = BIAS_MAGE;
1133 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1134 if (!artifact_bias && one_in_(9))
1135 artifact_bias = BIAS_MAGE;
1143 int n = randint1(3);
1145 idx[0] = randint1(10);
1147 idx[1] = randint1(9);
1148 if (idx[1] >= idx[0]) idx[1]++;
1150 idx[2] = randint1(8);
1151 if (idx[2] >= idx[0]) idx[2]++;
1152 if (idx[2] >= idx[1]) idx[2]++;
1154 while (n--) switch (idx[n])
1157 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1158 if (!artifact_bias && one_in_(4))
1159 artifact_bias = BIAS_RANGER;
1162 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1163 if (!artifact_bias && one_in_(3))
1164 artifact_bias = BIAS_PRIESTLY;
1165 else if (!artifact_bias && one_in_(6))
1166 artifact_bias = BIAS_NECROMANTIC;
1169 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1172 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1175 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1178 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1181 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1184 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1185 if (!artifact_bias && one_in_(6))
1186 artifact_bias = BIAS_ROGUE;
1189 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1190 if (!artifact_bias && one_in_(3))
1191 artifact_bias = BIAS_LAW;
1194 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1195 if (!artifact_bias && one_in_(3))
1196 artifact_bias = BIAS_LAW;
1205 * @brief ランダムアーティファクト生成中、対象のオブジェクトにスレイ効果を付加する。/ Add one slaying on generation of randam artifact.
1206 * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
1207 * 原則的候補は強力射、高速射、混沌効果、吸血効果、祝福、投擲しやすい、焼棄、凍結、電撃、溶解、毒殺、
1208 * 動物スレイ、邪悪スレイ、悪魔スレイ、不死スレイ、オークスレイ、トロルスレイ、巨人スレイ、ドラゴンスレイ、
1209 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1210 * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
1211 * @param o_ptr 対象のオブジェクト構造体ポインタ
1214 static void random_slay(object_type *o_ptr)
1216 if (o_ptr->tval == TV_BOW)
1218 switch (randint1(6))
1223 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1224 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1225 if (!artifact_bias && one_in_(9))
1226 artifact_bias = BIAS_RANGER;
1229 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1230 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1231 if (!artifact_bias && one_in_(9))
1232 artifact_bias = BIAS_RANGER;
1239 switch (artifact_bias)
1242 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1244 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1245 if (one_in_(2)) return;
1250 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1251 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1253 /* A free power for "priestly" random artifacts */
1254 add_flag(o_ptr->art_flags, TR_BLESSED);
1258 case BIAS_NECROMANTIC:
1259 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1261 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1262 if (one_in_(2)) return;
1264 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1266 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1267 if (one_in_(2)) return;
1272 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1274 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1275 if (one_in_(2)) return;
1280 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1281 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1282 !(have_flag(o_ptr->art_flags, TR_THROW)))
1284 /* Free power for rogues... */
1285 add_flag(o_ptr->art_flags, TR_THROW);
1287 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1289 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1290 if (one_in_(2)) return;
1295 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1297 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1298 if (one_in_(2)) return;
1303 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1305 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1306 if (one_in_(2)) return;
1311 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1313 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1314 if (one_in_(2)) return;
1319 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1321 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1322 if (one_in_(2)) return;
1327 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1329 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1330 if (one_in_(2)) return;
1335 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1337 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1338 if (one_in_(2)) return;
1340 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1342 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1343 if (one_in_(2)) return;
1345 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1347 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1348 if (one_in_(2)) return;
1353 switch (randint1(36))
1359 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1363 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1370 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1374 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1376 if (!artifact_bias && one_in_(2))
1377 artifact_bias = BIAS_LAW;
1378 else if (!artifact_bias && one_in_(9))
1379 artifact_bias = BIAS_PRIESTLY;
1385 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1389 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1391 if (!artifact_bias && one_in_(9))
1392 artifact_bias = BIAS_PRIESTLY;
1398 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1402 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1404 if (!artifact_bias && one_in_(9))
1405 artifact_bias = BIAS_PRIESTLY;
1411 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1415 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1422 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1426 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1433 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1437 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1442 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1445 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1449 if (o_ptr->tval == TV_SWORD)
1451 add_flag(o_ptr->art_flags, TR_VORPAL);
1452 if (!artifact_bias && one_in_(9))
1453 artifact_bias = BIAS_WARRIOR;
1459 add_flag(o_ptr->art_flags, TR_IMPACT);
1463 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1465 artifact_bias = BIAS_FIRE;
1469 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1471 artifact_bias = BIAS_COLD;
1475 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1477 artifact_bias = BIAS_ELEC;
1481 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1483 artifact_bias = BIAS_ACID;
1487 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1488 if (!artifact_bias && !one_in_(3))
1489 artifact_bias = BIAS_POIS;
1490 else if (!artifact_bias && one_in_(6))
1491 artifact_bias = BIAS_NECROMANTIC;
1492 else if (!artifact_bias)
1493 artifact_bias = BIAS_ROGUE;
1496 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1498 artifact_bias = BIAS_NECROMANTIC;
1501 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1503 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1509 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1513 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1517 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1519 artifact_bias = BIAS_CHAOS;
1525 * @brief ランダムアーティファクト生成中、対象のオブジェクトにバイアスに依存した発動を与える。/ Add one activaton of randam artifact depend on bias.
1526 * @details バイアスが無い場合、一部のバイアスの確率によっては one_ability() に処理が移行する。
1527 * @param o_ptr 対象のオブジェクト構造体ポインタ
1530 static void give_activation_power(object_type *o_ptr)
1532 int type = 0, chance = 0;
1534 switch (artifact_bias)
1539 type = ACT_BO_ELEC_1;
1541 else if (!one_in_(5))
1543 type = ACT_BA_ELEC_2;
1547 type = ACT_BA_ELEC_3;
1553 type = ACT_BA_POIS_1;
1560 type = ACT_BO_FIRE_1;
1562 else if (!one_in_(5))
1564 type = ACT_BA_FIRE_1;
1568 type = ACT_BA_FIRE_2;
1576 type = ACT_BO_COLD_1;
1577 else if (!one_in_(3))
1578 type = ACT_BA_COLD_1;
1579 else if (!one_in_(3))
1580 type = ACT_BA_COLD_2;
1582 type = ACT_BA_COLD_3;
1588 type = ACT_SUMMON_DEMON;
1590 type = ACT_CALL_CHAOS;
1597 type = ACT_CHARM_UNDEAD;
1598 else if (one_in_(12))
1599 type = ACT_BANISH_EVIL;
1600 else if (one_in_(11))
1601 type = ACT_DISP_EVIL;
1602 else if (one_in_(10))
1603 type = ACT_PROT_EVIL;
1604 else if (one_in_(9))
1605 type = ACT_CURE_1000;
1606 else if (one_in_(8))
1607 type = ACT_CURE_700;
1608 else if (one_in_(7))
1609 type = ACT_REST_ALL;
1610 else if (one_in_(6))
1611 type = ACT_REST_EXP;
1616 case BIAS_NECROMANTIC:
1620 else if (one_in_(13))
1621 type = ACT_DISP_GOOD;
1622 else if (one_in_(9))
1623 type = ACT_MASS_GENO;
1624 else if (one_in_(8))
1625 type = ACT_GENOCIDE;
1626 else if (one_in_(13))
1627 type = ACT_SUMMON_UNDEAD;
1628 else if (one_in_(9))
1629 type = ACT_VAMPIRE_2;
1630 else if (one_in_(6))
1631 type = ACT_CHARM_UNDEAD;
1633 type = ACT_VAMPIRE_1;
1639 type = ACT_BANISH_EVIL;
1640 else if (one_in_(4))
1641 type = ACT_DISP_EVIL;
1643 type = ACT_PROT_EVIL;
1650 else if (one_in_(4))
1652 else if (one_in_(3))
1653 type = ACT_DETECT_ALL;
1654 else if (one_in_(8))
1657 type = ACT_ID_PLAIN;
1663 type = ACT_SUMMON_ELEMENTAL;
1664 else if (one_in_(10))
1665 type = ACT_SUMMON_PHANTOM;
1666 else if (one_in_(5))
1667 type = ACT_RUNE_EXPLO;
1683 type = ACT_CHARM_ANIMALS;
1684 else if (one_in_(7))
1685 type = ACT_SUMMON_ANIMAL;
1686 else if (one_in_(6))
1687 type = ACT_CHARM_ANIMAL;
1688 else if (one_in_(4))
1689 type = ACT_RESIST_ALL;
1690 else if (one_in_(3))
1693 type = ACT_CURE_POISON;
1697 if (!type || (randint1(100) >= chance))
1699 one_activation(o_ptr);
1703 /* A type was chosen... */
1704 o_ptr->xtra2 = (byte_hack)type;
1705 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1710 * @brief ランダムアーティファクト生成中、対象のオブジェクトに名前を与える。/ Set name of randomartifact.
1711 * @details 確率によって、シンダリン銘、漢字銘、固定名のいずれか一つが与えられる。
1712 * @param return_name 名前を返すための文字列参照ポインタ
1713 * @param armour 対象のオブジェクトが防具が否か
1714 * @param power 銘の基準となるオブジェクトの価値レベル(0=呪い、1=低位、2=中位、3以上=高位)
1717 static void get_random_name(char *return_name, bool armour, int power)
1719 int prob = randint1(100);
1721 if (prob <= SINDARIN_NAME)
1723 get_table_sindarin(return_name);
1725 else if (prob <= TABLE_NAME)
1727 get_table_name(return_name);
1739 filename = _("a_cursed_j.txt", "a_cursed.txt");
1742 filename = _("a_low_j.txt", "a_low.txt");
1745 filename = _("a_med_j.txt", "a_med.txt");
1748 filename = _("a_high_j.txt", "a_high.txt");
1755 filename = _("w_cursed_j.txt", "w_cursed.txt");
1758 filename = _("w_low_j.txt", "w_low.txt");
1761 filename = _("w_med_j.txt", "w_med.txt");
1764 filename = _("w_high_j.txt", "w_high.txt");
1768 (void)get_rnd_line(filename, artifact_bias, return_name);
1770 if (return_name[0] == 0) get_table_name(return_name);
1776 * @brief ランダムアーティファクト生成のメインルーチン
1777 * @details 既に生成が済んでいるオブジェクトの構造体を、アーティファクトとして強化する。
1778 * @param o_ptr 対象のオブジェクト構造体ポインタ
1779 * @param a_scroll アーティファクト生成の巻物上の処理。呪いのアーティファクトが生成対象外となる。
1780 * @return 常にTRUE(1)を返す
1782 bool create_artifact(object_type *o_ptr, bool a_scroll)
1784 char new_name[1024];
1786 int powers = randint1(5) + 1;
1788 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1791 bool a_cursed = FALSE;
1792 int warrior_artifact_bias = 0;
1795 /* Reset artifact bias */
1798 /* Nuke enchantments */
1802 for (i = 0; i < TR_FLAG_SIZE; i++)
1803 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1805 if (o_ptr->pval) has_pval = TRUE;
1807 if (a_scroll && one_in_(4))
1809 switch (p_ptr->pclass)
1812 case CLASS_BERSERKER:
1817 artifact_bias = BIAS_WARRIOR;
1820 case CLASS_HIGH_MAGE:
1821 case CLASS_SORCERER:
1822 case CLASS_MAGIC_EATER:
1823 case CLASS_BLUE_MAGE:
1824 artifact_bias = BIAS_MAGE;
1827 artifact_bias = BIAS_PRIESTLY;
1831 artifact_bias = BIAS_ROGUE;
1832 warrior_artifact_bias = 25;
1836 artifact_bias = BIAS_RANGER;
1837 warrior_artifact_bias = 30;
1840 artifact_bias = BIAS_PRIESTLY;
1841 warrior_artifact_bias = 40;
1843 case CLASS_WARRIOR_MAGE:
1844 case CLASS_RED_MAGE:
1845 artifact_bias = BIAS_MAGE;
1846 warrior_artifact_bias = 40;
1848 case CLASS_CHAOS_WARRIOR:
1849 artifact_bias = BIAS_CHAOS;
1850 warrior_artifact_bias = 40;
1853 case CLASS_FORCETRAINER:
1854 artifact_bias = BIAS_PRIESTLY;
1856 case CLASS_MINDCRAFTER:
1858 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1861 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1863 case CLASS_IMITATOR:
1864 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1866 case CLASS_BEASTMASTER:
1867 artifact_bias = BIAS_CHR;
1868 warrior_artifact_bias = 50;
1870 case CLASS_MIRROR_MASTER:
1871 if (randint1(4) > 1)
1873 artifact_bias = BIAS_MAGE;
1877 artifact_bias = BIAS_ROGUE;
1883 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1884 artifact_bias = BIAS_WARRIOR;
1886 strcpy(new_name, "");
1888 if (!a_scroll && one_in_(A_CURSED))
1890 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1893 while (one_in_(powers) || one_in_(7) || one_in_(10))
1896 if (!a_cursed && one_in_(WEIRD_LUCK))
1899 if (a_cursed) powers /= 2;
1901 max_powers = powers;
1905 switch (randint1(max_type))
1912 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1914 if (a_cursed && !one_in_(13)) break;
1917 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1921 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1925 random_resistance(o_ptr);
1934 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1942 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1944 /* This one commented out by gw's request... */
1946 add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1949 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1951 o_ptr->pval = randint1(2);
1952 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1961 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1964 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1969 /* give it some plusses... */
1970 if (object_is_armour(o_ptr))
1971 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1972 else if (object_is_weapon_ammo(o_ptr))
1974 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1975 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1976 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1979 /* Just to be sure */
1980 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1981 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1982 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1983 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1985 total_flags = flag_cost(o_ptr, o_ptr->pval);
1987 if (a_cursed) curse_artifact(o_ptr);
1990 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1993 give_activation_power(o_ptr);
1996 if (object_is_armour(o_ptr))
1998 while ((o_ptr->to_d+o_ptr->to_h) > 20)
2000 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
2001 o_ptr->to_d -= (s16b)randint0(3);
2002 o_ptr->to_h -= (s16b)randint0(3);
2004 while ((o_ptr->to_d+o_ptr->to_h) > 10)
2006 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
2007 o_ptr->to_d -= (s16b)randint0(3);
2008 o_ptr->to_h -= (s16b)randint0(3);
2012 if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
2014 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
2018 remove_flag(o_ptr->art_flags, TR_BLOWS);
2019 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
2020 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
2021 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2022 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
2023 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2024 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
2025 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
2026 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
2027 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
2028 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
2029 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2030 remove_flag(o_ptr->art_flags, TR_VORPAL);
2031 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
2032 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
2033 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
2034 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
2035 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
2038 if (!object_is_weapon_ammo(o_ptr))
2041 if (a_cursed) power_level = 0;
2042 else if (total_flags < 15000) power_level = 1;
2043 else if (total_flags < 35000) power_level = 2;
2044 else power_level = 3;
2050 if (a_cursed) power_level = 0;
2051 else if (total_flags < 20000) power_level = 1;
2052 else if (total_flags < 45000) power_level = 2;
2053 else power_level = 3;
2056 /* 平均対邪ダメージが一定以上なら11/12(WEIRD_LUCK)でダメージ抑制処理を行う */
2057 if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
2059 msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
2062 if (weakening_artifact(o_ptr) == 0) break;
2063 } while (suppression_evil_dam(o_ptr));
2068 char dummy_name[80] = "";
2069 cptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
2071 /* Identify it fully */
2072 object_aware(o_ptr);
2073 object_known(o_ptr);
2075 /* Mark the item as fully known */
2076 o_ptr->ident |= (IDENT_MENTAL);
2078 /* For being treated as random artifact in screen_object() */
2079 o_ptr->art_name = quark_add("");
2081 (void)screen_object(o_ptr, 0L);
2083 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2089 get_table_sindarin_aux(dummy_name);
2093 get_table_name_aux(dummy_name);
2096 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
2097 chg_virtue(V_INDIVIDUALISM, 2);
2098 chg_virtue(V_ENCHANT, 5);
2102 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2105 /* Save the inscription */
2106 o_ptr->art_name = quark_add(new_name);
2108 msg_format_wizard(CHEAT_OBJECT, _("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」",
2109 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[artifact_bias]);
2112 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2118 * @brief オブジェクトから能力発動IDを取得する。
2119 * @details いくつかのケースで定義されている発動効果から、
2120 * 鍛冶師による付与>固定アーティファクト>エゴ>ランダムアーティファクト>ベースアイテムの優先順位で走査していく。
2121 * @param o_ptr 対象のオブジェクト構造体ポインタ
2122 * @return 発動効果のIDを返す
2124 int activation_index(object_type *o_ptr)
2126 /* Give priority to weaponsmith's essential activations */
2127 if (object_is_smith(o_ptr))
2129 switch (o_ptr->xtra3 - 1)
2131 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2132 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2133 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2134 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2135 case TR_IMPACT: return ACT_QUAKE;
2139 if (object_is_fixed_artifact(o_ptr))
2141 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2143 return a_info[o_ptr->name1].act_idx;
2146 if (object_is_ego(o_ptr))
2148 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2150 return e_info[o_ptr->name2].act_idx;
2153 if (!object_is_random_artifact(o_ptr))
2155 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2157 return k_info[o_ptr->k_idx].act_idx;
2161 return o_ptr->xtra2;
2165 * @brief オブジェクトから発動効果構造体のポインタを取得する。
2166 * @details activation_index() 関数の結果から参照する。
2167 * @param o_ptr 対象のオブジェクト構造体ポインタ
2168 * @return 発動効果構造体のポインタを返す
2170 const activation_type* find_activation_info(object_type *o_ptr)
2172 const int index = activation_index(o_ptr);
2173 const activation_type* p;
2175 for (p = activation_info; p->flag != NULL; ++ p) {
2176 if (p->index == index)
2186 * @brief 発動によるブレスの属性をアイテムの耐性から選択し、実行を処理する。/ Dragon breath activation
2187 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
2188 * @param o_ptr 対象のオブジェクト構造体ポインタ
2189 * @return 発動実行の是非を返す。
2191 static bool activate_dragon_breath(object_type *o_ptr)
2193 u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2196 int i, dir, t, n = 0;
2198 if (!get_aim_dir(&dir)) return FALSE;
2200 object_flags(o_ptr, flgs);
2202 for (i = 0; dragonbreath_info[i].flag != 0; i++)
2204 if (have_flag(flgs, dragonbreath_info[i].flag))
2206 type[n] = dragonbreath_info[i].type;
2207 name[n] = dragonbreath_info[i].name;
2213 if (n == 0) return FALSE;
2216 if (music_singing_any()) stop_singing();
2217 if (hex_spelling_any()) stop_hex_spell_all();
2220 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
2221 fire_ball(type[t], dir, 250, -4);
2227 * @brief アイテムの発動効果を処理する。
2228 * @details activate_random_artifact()とされているが、実際は全発動が統合された。
2229 * @todo 折を見て関数名を修正すること。
2230 * @param o_ptr 対象のオブジェクト構造体ポインタ
2231 * @return 発動実行の是非を返す。
2233 bool activate_random_artifact(object_type *o_ptr)
2235 PLAYER_LEVEL plev = p_ptr->lev;
2238 cptr name = k_name + k_info[o_ptr->k_idx].name;
2239 const activation_type* const act_ptr = find_activation_info(o_ptr);
2243 /* Maybe forgot adding information to activation_info table ? */
2244 msg_print("Activation information is not found.");
2248 /* Activate for attack */
2249 switch (act_ptr->index)
2253 if (!get_aim_dir(&dir)) return FALSE;
2254 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
2255 (void)lite_line(dir, damroll(6, 8));
2261 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
2262 if (!get_aim_dir(&dir)) return FALSE;
2263 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2269 msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
2270 if (!get_aim_dir(&dir)) return FALSE;
2271 fire_ball(GF_POIS, dir, 12, 3);
2277 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
2278 if (!get_aim_dir(&dir)) return FALSE;
2279 fire_bolt(GF_ELEC, dir, damroll(4, 8));
2285 msg_print(_("それは酸に覆われた...","It is covered in acid..."));
2286 if (!get_aim_dir(&dir)) return FALSE;
2287 fire_bolt(GF_ACID, dir, damroll(5, 8));
2293 msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2294 if (!get_aim_dir(&dir)) return FALSE;
2295 fire_bolt(GF_COLD, dir, damroll(6, 8));
2301 msg_print(_("それは炎に覆われた...","It is covered in fire..."));
2302 if (!get_aim_dir(&dir)) return FALSE;
2303 fire_bolt(GF_FIRE, dir, damroll(9, 8));
2309 msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2310 if (!get_aim_dir(&dir)) return FALSE;
2311 fire_ball(GF_COLD, dir, 48, 2);
2317 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
2318 if (!get_aim_dir(&dir)) return FALSE;
2319 fire_ball(GF_COLD, dir, 100, 2);
2325 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
2326 if (!get_aim_dir(&dir)) return FALSE;
2327 fire_ball(GF_COLD, dir, 400, 3);
2333 msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2334 if (!get_aim_dir(&dir)) return FALSE;
2335 fire_ball(GF_FIRE, dir, 72, 2);
2341 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
2342 if (!get_aim_dir(&dir)) return FALSE;
2343 fire_ball(GF_FIRE, dir, 120, 3);
2349 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
2350 if (!get_aim_dir(&dir)) return FALSE;
2351 fire_ball(GF_FIRE, dir, 300, 3);
2357 msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2358 if (!get_aim_dir(&dir)) return FALSE;
2359 fire_ball(GF_FIRE, dir, 100, 2);
2365 msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
2366 if (!get_aim_dir(&dir)) return FALSE;
2367 fire_ball(GF_ELEC, dir, 100, 3);
2373 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2374 if (!get_aim_dir(&dir)) return FALSE;
2375 fire_ball(GF_ELEC, dir, 500, 3);
2381 msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
2382 if (!get_aim_dir(&dir)) return FALSE;
2383 fire_ball(GF_ACID, dir, 100, 2);
2389 msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
2390 if (!get_aim_dir(&dir)) return FALSE;
2391 fire_ball(GF_NUKE, dir, 100, 2);
2397 msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
2398 if (!get_aim_dir(&dir)) return FALSE;
2399 if (drain_life(dir, 100))
2405 msg_print(_("黒く輝いている...", "It glows black..."));
2406 if (!get_aim_dir(&dir)) return FALSE;
2407 drain_life(dir, 120);
2413 if (!get_aim_dir(&dir)) return FALSE;
2414 for (dummy = 0; dummy < 3; dummy++)
2416 if (drain_life(dir, 50))
2424 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
2425 if (!get_aim_dir(&dir)) return FALSE;
2426 fire_bolt(GF_ARROW, dir, 150);
2435 monster_type *m_ptr;
2437 for (dir = 0; dir <= 9; dir++)
2439 y = p_ptr->y + ddy[dir];
2440 x = p_ptr->x + ddx[dir];
2441 c_ptr = &cave[y][x];
2443 /* Get the monster */
2444 m_ptr = &m_list[c_ptr->m_idx];
2446 /* Hack -- attack monsters */
2447 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2456 if (!get_aim_dir(&dir)) return FALSE;
2457 for (dummy = 0; dummy < 3; dummy++)
2459 if (drain_life(dir, 100))
2466 case ACT_CALL_CHAOS:
2468 msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
2475 if (!get_aim_dir(&dir)) return FALSE;
2476 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
2477 fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2483 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
2484 dispel_evil(p_ptr->lev * 5);
2490 if (!get_aim_dir(&dir)) return FALSE;
2491 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2492 fire_ball(GF_MISSILE, dir, 300, -4);
2498 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
2499 dispel_good(p_ptr->lev * 5);
2505 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
2506 if (!get_aim_dir(&dir)) return FALSE;
2507 fire_bolt(GF_ARROW, dir, 150);
2513 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
2514 if (!get_aim_dir(&dir)) return FALSE;
2515 fire_ball(GF_WATER, dir, 200, 3);
2521 msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
2522 if (!get_aim_dir(&dir)) return FALSE;
2523 fire_ball(GF_DARK, dir, 250, 4);
2529 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
2530 if (!get_aim_dir(&dir)) return FALSE;
2531 fire_ball(GF_MANA, dir, 250, 4);
2537 msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
2538 (void)dispel_monsters(4);
2542 case ACT_BLINDING_LIGHT:
2544 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
2545 fire_ball(GF_LITE, 0, 300, 6);
2546 confuse_monsters(3 * p_ptr->lev / 2);
2552 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
2553 if (!get_aim_dir(&dir)) return FALSE;
2558 case ACT_CAST_BA_STAR:
2560 HIT_POINT num = damroll(5, 3);
2561 POSITION y = 0, x = 0;
2563 msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
2564 for (k = 0; k < num; k++)
2570 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
2572 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2574 if (!player_bold(y, x)) break;
2577 project(0, 3, y, x, 150, GF_ELEC,
2578 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2584 case ACT_BLADETURNER:
2586 if (!get_aim_dir(&dir)) return FALSE;
2587 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2588 fire_ball(GF_MISSILE, dir, 300, -4);
2589 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
2590 (void)set_afraid(0);
2591 (void)set_hero(randint1(50) + 50, FALSE);
2592 (void)hp_player(10);
2593 (void)set_blessed(randint1(50) + 50, FALSE);
2594 (void)set_oppose_acid(randint1(50) + 50, FALSE);
2595 (void)set_oppose_elec(randint1(50) + 50, FALSE);
2596 (void)set_oppose_fire(randint1(50) + 50, FALSE);
2597 (void)set_oppose_cold(randint1(50) + 50, FALSE);
2598 (void)set_oppose_pois(randint1(50) + 50, FALSE);
2604 if (!get_aim_dir(&dir)) return FALSE;
2605 fire_ball(GF_FIRE, dir, 200, -2);
2606 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2608 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2614 if (!get_aim_dir(&dir)) return FALSE;
2615 fire_ball(GF_COLD, dir, 200, -2);
2616 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2618 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2624 if (!activate_dragon_breath(o_ptr)) return FALSE;
2628 /* Activate for other offensive action */
2632 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
2633 if (!get_aim_dir(&dir)) return FALSE;
2634 confuse_monster(dir, 20);
2640 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2641 sleep_monsters_touch();
2647 earthquake(p_ptr->y, p_ptr->x, 5);
2653 turn_monsters(40 + p_ptr->lev);
2659 if (!get_aim_dir(&dir)) return FALSE;
2660 (void)fire_beam(GF_AWAY_ALL, dir, plev);
2664 case ACT_BANISH_EVIL:
2666 if (banish_evil(100))
2668 msg_print(_("アーティファクトの力が邪悪を打ち払った!", "The power of the artifact banishes evil!"));
2675 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2676 (void)symbol_genocide(200, TRUE);
2682 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
2683 (void)mass_genocide(200, TRUE);
2687 case ACT_SCARE_AREA:
2689 if (music_singing_any()) stop_singing();
2690 if (hex_spelling_any()) stop_hex_spell_all();
2691 msg_print(_("あなたは力強い突風を吹き鳴らした。周囲の敵が震え上っている!",
2692 "You wind a mighty blast; your enemies tremble!"));
2693 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2699 if (o_ptr->name1 == ART_HYOUSIGI)
2701 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
2705 msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
2707 aggravate_monsters(0);
2711 /* Activate for summoning / charming */
2713 case ACT_CHARM_ANIMAL:
2715 if (!get_aim_dir(&dir)) return FALSE;
2716 (void)charm_animal(dir, plev * 2);
2720 case ACT_CHARM_UNDEAD:
2722 if (!get_aim_dir(&dir)) return FALSE;
2723 (void)control_one_undead(dir, plev * 2);
2727 case ACT_CHARM_OTHER:
2729 if (!get_aim_dir(&dir)) return FALSE;
2730 (void)charm_monster(dir, plev * 2);
2734 case ACT_CHARM_ANIMALS:
2736 (void)charm_animals(plev * 2);
2740 case ACT_CHARM_OTHERS:
2742 charm_monsters(plev * 2);
2746 case ACT_SUMMON_ANIMAL:
2748 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2752 case ACT_SUMMON_PHANTOM:
2754 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
2755 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2759 case ACT_SUMMON_ELEMENTAL:
2761 bool pet = one_in_(3);
2764 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2765 if (pet) mode |= PM_FORCE_PET;
2766 else mode |= PM_NO_PET;
2768 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2770 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
2772 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
2774 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
2780 case ACT_SUMMON_DEMON:
2782 bool pet = one_in_(3);
2785 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2786 if (pet) mode |= PM_FORCE_PET;
2787 else mode |= PM_NO_PET;
2789 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
2791 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
2793 msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
2795 msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2801 case ACT_SUMMON_UNDEAD:
2803 bool pet = one_in_(3);
2807 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2809 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2810 if (pet) mode |= PM_FORCE_PET;
2811 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2813 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
2815 msg_print(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
2816 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2818 msg_print(_("古えの死せる者共があなたに仕えるため土から甦った!",
2819 "Ancient, long-dead forms arise from the ground to serve you!"));
2821 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
2822 "'The dead arise... to punish you for disturbing them!'"));
2828 case ACT_SUMMON_HOUND:
2830 u32b mode = PM_ALLOW_GROUP;
2831 bool pet = !one_in_(5);
2832 if (pet) mode |= PM_FORCE_PET;
2833 else mode |= PM_NO_PET;
2835 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2839 msg_print(_("ハウンドがあなたの下僕として出現した。",
2840 "A group of hounds appear as your servant."));
2842 msg_print(_("ハウンドはあなたに牙を向けている!",
2843 "A group of hounds appear as your enemy!"));
2849 case ACT_SUMMON_DAWN:
2851 msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
2852 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2856 case ACT_SUMMON_OCTOPUS:
2858 u32b mode = PM_ALLOW_GROUP;
2859 bool pet = !one_in_(5);
2860 if (pet) mode |= PM_FORCE_PET;
2862 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
2865 msg_print(_("蛸があなたの下僕として出現した。", "A group of octopuses appear as your servant."));
2867 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
2873 /* Activate for healing */
2875 case ACT_CHOIR_SINGS:
2877 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
2878 (void)set_poisoned(0);
2881 (void)set_confused(0);
2883 (void)set_afraid(0);
2884 (void)set_hero(randint1(25) + 25, FALSE);
2885 (void)hp_player(777);
2891 (void)set_afraid(0);
2892 (void)hp_player(30);
2898 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
2899 hp_player(damroll(4, 8));
2900 (void)set_cut((p_ptr->cut / 2) - 50);
2904 case ACT_CURE_POISON:
2906 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2907 (void)set_afraid(0);
2908 (void)set_poisoned(0);
2914 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
2921 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
2922 (void)do_res_stat(A_STR);
2923 (void)do_res_stat(A_INT);
2924 (void)do_res_stat(A_WIS);
2925 (void)do_res_stat(A_DEX);
2926 (void)do_res_stat(A_CON);
2927 (void)do_res_stat(A_CHR);
2928 (void)restore_level();
2934 msg_print(_("深青色に輝いている...","It glows deep blue..."));
2935 msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
2936 (void)hp_player(700);
2943 msg_print(_("白く明るく輝いている...","It glows a bright white..."));
2944 msg_print(_("ひじょうに気分がよい...","You feel much better..."));
2945 (void)hp_player(1000);
2952 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
2953 (void)set_poisoned(0);
2954 (void)set_confused(0);
2963 case ACT_CURE_MANA_FULL:
2965 msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
2966 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2969 for (i = 0; i < EATER_EXT*2; i++)
2971 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2972 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;
2974 for (; i < EATER_EXT*3; i++)
2976 int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2977 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;
2978 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2980 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2981 p_ptr->window |= (PW_PLAYER);
2983 else if (p_ptr->csp < p_ptr->msp)
2985 p_ptr->csp = p_ptr->msp;
2986 p_ptr->csp_frac = 0;
2987 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2988 p_ptr->redraw |= (PR_MANA);
2989 p_ptr->window |= (PW_PLAYER);
2990 p_ptr->window |= (PW_SPELL);
2995 /* Activate for timed effect */
2999 (void)set_tim_esp(randint1(30) + 25, FALSE);
3005 (void)set_afraid(0);
3006 (void)set_shero(randint1(25) + 25, FALSE);
3007 /* (void)set_afraid(0);
3008 (void)set_hero(randint1(50) + 50, FALSE);
3009 (void)set_blessed(randint1(50) + 50, FALSE);
3010 o_ptr->timeout = 100 + randint1(100); */
3016 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
3018 (void)set_protevil(randint1(25) + k, FALSE);
3022 case ACT_RESIST_ALL:
3024 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
3025 (void)set_oppose_acid(randint1(40) + 40, FALSE);
3026 (void)set_oppose_elec(randint1(40) + 40, FALSE);
3027 (void)set_oppose_fire(randint1(40) + 40, FALSE);
3028 (void)set_oppose_cold(randint1(40) + 40, FALSE);
3029 (void)set_oppose_pois(randint1(40) + 40, FALSE);
3035 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
3036 (void)set_fast(randint1(20) + 20, FALSE);
3040 case ACT_XTRA_SPEED:
3042 msg_print(_("明るく輝いている...", "It glows brightly..."));
3043 (void)set_fast(randint1(75) + 75, FALSE);
3049 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3055 (void)set_invuln(randint1(8) + 8, FALSE);
3061 (void)set_afraid(0);
3062 set_hero(randint1(25)+25, FALSE);
3067 case ACT_HELO_SPEED:
3069 (void)set_fast(randint1(50) + 50, FALSE);
3072 set_hero(randint1(50) + 50, FALSE);
3076 case ACT_RESIST_ACID:
3078 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
3079 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3081 if (!get_aim_dir(&dir)) return FALSE;
3082 fire_ball(GF_ACID, dir, 100, 2);
3084 (void)set_oppose_acid(randint1(20) + 20, FALSE);
3088 case ACT_RESIST_FIRE:
3090 msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
3091 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3093 if (!get_aim_dir(&dir)) return FALSE;
3094 fire_ball(GF_FIRE, dir, 100, 2);
3096 (void)set_oppose_fire(randint1(20) + 20, FALSE);
3100 case ACT_RESIST_COLD:
3102 msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
3103 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3105 if (!get_aim_dir(&dir)) return FALSE;
3106 fire_ball(GF_COLD, dir, 100, 2);
3108 (void)set_oppose_cold(randint1(20) + 20, FALSE);
3112 case ACT_RESIST_ELEC:
3114 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
3115 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3117 if (!get_aim_dir(&dir)) return FALSE;
3118 fire_ball(GF_ELEC, dir, 100, 2);
3120 (void)set_oppose_elec(randint1(20) + 20, FALSE);
3124 case ACT_RESIST_POIS:
3126 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
3127 (void)set_oppose_pois(randint1(20) + 20, FALSE);
3131 /* Activate for general purpose effect (detection etc.) */
3135 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
3136 lite_area(damroll(2, 15), 3);
3142 msg_print(_("眩しく輝いた...", "It shines brightly..."));
3143 map_area(DETECT_RAD_MAP);
3144 lite_area(damroll(2, 15), 3);
3148 case ACT_DETECT_ALL:
3150 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
3151 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
3152 detect_all(DETECT_RAD_DEFAULT);
3156 case ACT_DETECT_XTRA:
3158 msg_print(_("明るく輝いている...", "It glows brightly..."));
3159 detect_all(DETECT_RAD_DEFAULT);
3161 identify_fully(FALSE);
3167 msg_print(_("黄色く輝いている...", "It glows yellow..."));
3168 identify_fully(FALSE);
3174 if (!ident_spell(FALSE)) return FALSE;
3178 case ACT_RUNE_EXPLO:
3180 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3187 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
3194 (void)set_food(PY_FOOD_MAX - 1);
3200 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3201 destroy_doors_touch();
3207 msg_print(_("鼓動している...", "It pulsates..."));
3208 if (!get_aim_dir(&dir)) return FALSE;
3209 wall_to_mud(dir, 20 + randint1(30));
3221 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
3228 msg_print(_("次元の扉が開いた。目的地を選んで下さい。", "You open a dimensional gate. Choose a destination."));
3229 if (!dimension_door()) return FALSE;
3236 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
3237 teleport_player(100, 0L);
3243 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
3244 if (!word_of_recall()) return FALSE;
3250 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
3251 chg_virtue(V_KNOWLEDGE, 1);
3252 chg_virtue(V_ENLIGHTEN, 1);
3255 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3256 take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
3258 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3259 (void)detect_doors(DETECT_RAD_DEFAULT);
3260 (void)detect_stairs(DETECT_RAD_DEFAULT);
3262 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
3264 (void)word_of_recall();
3270 case ACT_TELEKINESIS:
3272 if (!get_aim_dir(&dir)) return FALSE;
3273 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
3274 fetch(dir, 500, TRUE);
3278 case ACT_DETECT_UNIQUE:
3281 monster_type *m_ptr;
3282 monster_race *r_ptr;
3283 msg_print(_("奇妙な場所が頭の中に浮かんだ...", "Some strange places show up in your mind. And you see ..."));
3284 /* Process the monsters (backwards) */
3285 for (i = m_max - 1; i >= 1; i--)
3287 /* Access the monster */
3290 /* Ignore "dead" monsters */
3291 if (!m_ptr->r_idx) continue;
3293 r_ptr = &r_info[m_ptr->r_idx];
3295 if(r_ptr->flags1 & RF1_UNIQUE)
3297 msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
3305 switch (randint1(13))
3307 case 1: case 2: case 3: case 4: case 5:
3308 teleport_player(10, 0L);
3310 case 6: case 7: case 8: case 9: case 10:
3311 teleport_player(222, 0L);
3314 (void)stair_creation();
3317 if (get_check(_("この階を去りますか?", "Leave this level? ")))
3319 if (autosave_l) do_cmd_save_game(TRUE);
3322 p_ptr->leaving = TRUE;
3328 case ACT_DISP_CURSE_XTRA:
3330 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
3331 if (remove_all_curse())
3333 msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
3339 case ACT_BRAND_FIRE_BOLTS:
3341 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
3342 (void)brand_bolts();
3346 case ACT_RECHARGE_XTRA:
3348 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
3349 if (!recharge(1000)) return FALSE;
3355 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
3356 if (!ident_spell(FALSE)) return FALSE;
3358 if (mp_ptr->spell_book)
3360 /* Sufficient mana */
3361 if (20 <= p_ptr->csp)
3367 /* Over-exert the player */
3370 int oops = 20 - p_ptr->csp;
3374 p_ptr->csp_frac = 0;
3377 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
3378 /* Hack -- Bypass free action */
3379 (void)set_paralyzed(p_ptr->paralyzed +
3380 randint1(5 * oops + 1));
3383 (void)set_confused(p_ptr->confused +
3384 randint1(5 * oops + 1));
3388 p_ptr->redraw |= (PR_MANA);
3390 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
3392 if (one_in_(5)) (void)set_confused(p_ptr->confused +
3395 /* Exercise a little care... */
3397 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
3403 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
3404 (void)set_afraid(0);
3405 (void)set_hero(randint1(20) + 20, FALSE);
3406 dispel_evil(p_ptr->lev * 3);
3410 case ACT_PHASE_DOOR:
3412 teleport_player(10, 0L);
3416 case ACT_DETECT_ALL_MONS:
3418 (void)detect_monsters_invis(255);
3419 (void)detect_monsters_normal(255);
3423 case ACT_ULTIMATE_RESIST:
3425 TIME_EFFECT v = randint1(25)+25;
3426 (void)set_afraid(0);
3427 (void)set_hero(v, FALSE);
3428 (void)hp_player(10);
3429 (void)set_blessed(v, FALSE);
3430 (void)set_oppose_acid(v, FALSE);
3431 (void)set_oppose_elec(v, FALSE);
3432 (void)set_oppose_fire(v, FALSE);
3433 (void)set_oppose_cold(v, FALSE);
3434 (void)set_oppose_pois(v, FALSE);
3435 (void)set_ultimate_res(v, FALSE);
3440 /* Unique activation */
3445 char o_name[MAX_NLEN];
3448 /* Cast off activated item */
3449 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3451 if (o_ptr == &inventory[inv]) break;
3455 if (inv > INVEN_FEET) return FALSE;
3457 object_copy(&forge, o_ptr);
3458 inven_item_increase(inv, (0 - o_ptr->number));
3459 inven_item_optimize(inv);
3460 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
3461 o_ptr = &o_list[o_idx];
3463 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3464 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
3467 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
3468 t = 20 + randint1(20);
3469 (void)set_blind(p_ptr->blind + t);
3470 (void)set_afraid(0);
3471 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3472 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3473 (void)set_hero(p_ptr->hero + t, FALSE);
3474 (void)set_blessed(p_ptr->blessed + t, FALSE);
3475 (void)set_fast(p_ptr->fast + t, FALSE);
3476 (void)set_shero(p_ptr->shero + t, FALSE);
3477 if (p_ptr->pclass == CLASS_FORCETRAINER)
3479 P_PTR_KI = plev * 5 + 190;
3480 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
3486 case ACT_FALLING_STAR:
3488 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
3489 msg_print(_("「狂ほしく 血のごとき 月はのぼれり 秘めおきし 魔剣 いずこぞや」", "'Behold the blade arts.'"));
3494 case ACT_GRAND_CROSS:
3496 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
3497 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3501 case ACT_TELEPORT_LEVEL:
3503 if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)"))) return FALSE;
3508 case ACT_STRAIN_HASTE:
3511 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3512 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
3513 t = 25 + randint1(25);
3514 (void)set_fast(p_ptr->fast + t, FALSE);
3522 if (!get_rep_dir2(&dir)) return FALSE;
3523 y = p_ptr->y+ddy[dir];
3524 x = p_ptr->x+ddx[dir];
3526 if (!cave_have_flag_bold(y, x, FF_WATER))
3528 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
3531 else if (cave[y][x].m_idx)
3534 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3535 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
3536 p_ptr->energy_use = 0;
3539 set_action(ACTION_FISH);
3540 p_ptr->redraw |= (PR_STATE);
3547 monster_type *m_ptr;
3550 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
3552 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
3553 kakusan = "Suke-san";
3556 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
3558 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
3559 kakusan = "Kaku-san";
3564 for (i = m_max - 1; i > 0; i--)
3567 if (!m_ptr->r_idx) continue;
3568 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3569 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3570 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3578 msg_format(_("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」",
3579 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
3582 confuse_monsters(120);
3584 stasis_monsters(120);
3589 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
3596 /* Only for Muramasa */
3597 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3598 if (get_check(_("本当に使いますか?", "Are you sure?!")))
3600 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
3604 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
3605 curse_weapon_object(TRUE, o_ptr);
3611 case ACT_BLOODY_MOON:
3613 /* Only for Bloody Moon */
3614 if (o_ptr->name1 != ART_BLOOD) return FALSE;
3615 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
3616 get_bloody_moon_flags(o_ptr);
3617 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3618 p_ptr->update |= (PU_BONUS | PU_HP);
3626 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3629 /* Only for Crimson */
3630 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3632 msg_print(_("せっかくだから『クリムゾン』をぶっぱなすぜ!", "I'll fire CRIMSON! SEKKAKUDAKARA!"));
3634 if (!get_aim_dir(&dir)) return FALSE;
3636 /* Use the given direction */
3637 tx = p_ptr->x + 99 * ddx[dir];
3638 ty = p_ptr->y + 99 * ddy[dir];
3640 /* Hack -- Use an actual "target" */
3641 if ((dir == 5) && target_okay())
3647 if (p_ptr->pclass == CLASS_ARCHER)
3649 /* Extra shot at level 10 */
3650 if (p_ptr->lev >= 10) num++;
3652 /* Extra shot at level 30 */
3653 if (p_ptr->lev >= 30) num++;
3655 /* Extra shot at level 45 */
3656 if (p_ptr->lev >= 45) num++;
3659 for (i = 0; i < num; i++)
3660 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3666 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
3671 /* Set activation timeout */
3672 if (act_ptr->timeout.constant >= 0) {
3673 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
3674 if (act_ptr->timeout.dice > 0) {
3675 o_ptr->timeout += randint1(act_ptr->timeout.dice);
3678 /* Activations that have special timeout */
3679 switch (act_ptr->index) {
3681 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3684 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3687 o_ptr->timeout = 3 * (p_ptr->lev + 10);
3693 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3702 * @brief 固定アーティファクト『ブラッディムーン』の特性を変更する。
3703 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
3704 * @param o_ptr 対象のオブジェクト構造体(ブラッディムーン)のポインタ
3707 void get_bloody_moon_flags(object_type *o_ptr)
3711 for (i = 0; i < TR_FLAG_SIZE; i++)
3712 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3714 dummy = randint1(2) + randint1(2);
3715 for (i = 0; i < dummy; i++)
3717 int flag = randint0(26);
3718 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3719 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3720 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3721 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3724 dummy = randint1(2);
3725 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3727 for (i = 0; i < 2; i++)
3729 int tmp = randint0(11);
3730 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3731 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3736 * @brief 固定アーティファクト生成時の特別なハードコーディング処理を行う。.
3737 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
3738 * 対象は恐怖の仮面、村正、ロビントンのハープ、龍争虎鬪、ブラッディムーン、羽衣、天女の羽衣、ミリム、
3740 * @attention プレイヤーの各種ステータスに依存した処理がある。
3741 * @todo 折を見て関数名を変更すること。
3742 * @param o_ptr 対象のオブジェクト構造体ポインタ
3743 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
3746 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3748 bool give_resistance = FALSE, give_power = FALSE;
3750 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3752 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3755 give_resistance = TRUE;
3759 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3760 add_flag(o_ptr->art_flags, TR_TY_CURSE);
3761 o_ptr->curse_flags |=
3762 (TRC_CURSED | TRC_HEAVY_CURSE);
3763 o_ptr->curse_flags |= get_curse(2, o_ptr);
3768 if (o_ptr->name1 == ART_MURAMASA)
3770 if (p_ptr->pclass != CLASS_SAMURAI)
3772 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3773 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3777 if (o_ptr->name1 == ART_ROBINTON)
3779 if (p_ptr->pclass == CLASS_BARD)
3781 add_flag(o_ptr->art_flags, TR_DEC_MANA);
3785 if (o_ptr->name1 == ART_XIAOLONG)
3787 if (p_ptr->pclass == CLASS_MONK)
3788 add_flag(o_ptr->art_flags, TR_BLOWS);
3791 if (o_ptr->name1 == ART_BLOOD)
3793 get_bloody_moon_flags(o_ptr);
3796 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3798 if (p_ptr->psex != SEX_FEMALE)
3800 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3804 if (o_ptr->name1 == ART_MILIM)
3806 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3809 add_flag(o_ptr->art_flags, TR_STR);
3810 add_flag(o_ptr->art_flags, TR_INT);
3811 add_flag(o_ptr->art_flags, TR_WIS);
3812 add_flag(o_ptr->art_flags, TR_DEX);
3813 add_flag(o_ptr->art_flags, TR_CON);
3814 add_flag(o_ptr->art_flags, TR_CHR);
3818 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3819 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3820 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3822 /* Give a resistance OR a power */
3823 if (one_in_(2)) give_resistance = TRUE;
3824 else give_power = TRUE;
3832 if (give_resistance)
3834 one_high_resistance(o_ptr);
3840 * @brief フロアの指定された位置に固定アーティファクトを生成する。 / Create the artifact of the specified number
3841 * @details 固定アーティファクト構造体から基本ステータスをコピーした後、所定の座標でdrop_item()で落とす。
3842 * @param a_idx 生成する固定アーティファクト構造体のID
3843 * @param y アイテムを落とす地点のy座標
3844 * @param x アイテムを落とす地点のx座標
3845 * @return 生成が成功したか否か、失敗はIDの不全、ベースアイテムの不全、drop_item()の失敗時に起こる。
3846 * @attention この処理はdrop_near()内で普通の固定アーティファクトが重ならない性質に依存する.
3847 * 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
3848 * drop_near()関数の返り値は信用できなくなる.
3850 bool create_named_art(int a_idx, int y, int x)
3856 artifact_type *a_ptr = &a_info[a_idx];
3858 /* Get local object */
3861 /* Ignore "empty" artifacts */
3862 if (!a_ptr->name) return FALSE;
3864 /* Acquire the "kind" index */
3865 i = lookup_kind(a_ptr->tval, a_ptr->sval);
3868 if (!i) return FALSE;
3870 /* Create the artifact */
3871 object_prep(q_ptr, i);
3874 q_ptr->name1 = (byte_hack)a_idx;
3876 /* Extract the fields */
3877 q_ptr->pval = a_ptr->pval;
3878 q_ptr->ac = a_ptr->ac;
3879 q_ptr->dd = a_ptr->dd;
3880 q_ptr->ds = a_ptr->ds;
3881 q_ptr->to_a = a_ptr->to_a;
3882 q_ptr->to_h = a_ptr->to_h;
3883 q_ptr->to_d = a_ptr->to_d;
3884 q_ptr->weight = a_ptr->weight;
3886 /* Hack -- extract the "cursed" flag */
3887 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3888 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3889 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3890 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3891 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3892 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3894 random_artifact_resistance(q_ptr, a_ptr);
3896 /* Drop the artifact from heaven */
3897 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3900 int calc_arm_avgdamage(object_type *o_ptr)
3902 u32b flgs[TR_FLAG_SIZE];
3903 object_flags(o_ptr, flgs);
3905 int dam, base, s_evil, forced, vorpal;
3906 dam = base = s_evil = forced = vorpal = 0;
3908 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
3910 if(have_flag(flgs, TR_KILL_EVIL))
3912 dam = s_evil = dam * 7 / 2;
3914 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
3916 dam = s_evil = dam * 2;
3920 if (have_flag(flgs, TR_FORCE_WEAPON))
3922 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
3926 if(have_flag(flgs, TR_VORPAL))
3928 dam = vorpal = dam * 11 / 9;
3932 dam = dam + o_ptr->to_d;
3934 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
3935 base, s_evil, forced, vorpal, dam);
3940 static int suppression_evil_dam(object_type *o_ptr)
3943 u32b flgs[TR_FLAG_SIZE];
3944 object_flags(o_ptr, flgs);
3946 if (have_flag(flgs, TR_VAMPIRIC))
3948 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
3952 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
3956 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
3960 else if (calc_arm_avgdamage(o_ptr) > 63)
3967 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
3971 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
3975 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
3979 else if (calc_arm_avgdamage(o_ptr) > 75)
3987 static int weakening_artifact(object_type *o_ptr)
3989 int k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
3990 object_kind *k_ptr = &k_info[k_idx];
3992 if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
3994 int pre_dd = o_ptr->dd;
3995 int pre_ds = o_ptr->ds;
3997 if (o_ptr->dd > o_ptr->ds)
4006 msg_format_wizard(CHEAT_OBJECT,
4007 _("ダイスが抑制されました。%dd%d -> %dd%d", "Dice Supress %dd%d -> %dd%d"),
4008 pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
4012 if (o_ptr->to_d > 10)
4014 int pre_damage = o_ptr->to_d;
4016 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
4017 if (o_ptr->to_d < 10)
4022 msg_format_wizard(CHEAT_OBJECT,
4023 _("ダメージ修正が抑制されました。 %d -> %d", "Plus-Damage Supress %d -> %d"),
4024 pre_damage, o_ptr->to_d);