1 /* Purpose: Artifact code */
4 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research, and
7 * not for profit purposes provided that this copyright and statement are
8 * included in all such copies.
14 /* Chance of using syllables to form the name instead of the "template" files */
15 #define SINDARIN_NAME 10
23 * Bias luck needs to be higher than weird luck,
24 * since it is usually tested several times...
26 #define ACTIVATION_CHANCE 3
30 * Use for biased artifact creation
32 static int artifact_bias;
36 * Choose one random sustain
38 void one_sustain(object_type *o_ptr)
42 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
43 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
44 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
45 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
46 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
47 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
53 * Choose one random high resistance
55 void one_high_resistance(object_type *o_ptr)
59 case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
60 case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
61 case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
62 case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
63 case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
64 case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
65 case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
66 case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
67 case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
68 case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
69 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
70 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
76 * Choose one random high resistance ( except poison and disenchantment )
78 void one_lordly_high_resistance(object_type *o_ptr)
82 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
83 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
84 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
85 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
86 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
87 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
88 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
89 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
90 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
91 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
97 * Choose one random element resistance
99 void one_ele_resistance(object_type *o_ptr)
103 case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
104 case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
105 case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
106 case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
112 * Choose one random element or poison resistance
114 void one_dragon_ele_resistance(object_type *o_ptr)
118 add_flag(o_ptr->art_flags, TR_RES_POIS);
122 one_ele_resistance(o_ptr);
128 * Choose one lower rank esp
130 void one_low_esp(object_type *o_ptr)
132 switch (randint1(10))
134 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
135 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
136 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
137 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
138 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
139 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
140 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
141 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
142 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
143 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
150 * Choose one random resistance
152 void one_resistance(object_type *o_ptr)
156 one_ele_resistance(o_ptr);
160 one_high_resistance(o_ptr);
166 * Choose one random ability
168 void one_ability(object_type *o_ptr)
170 switch (randint0(10))
172 case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
173 case 1: add_flag(o_ptr->art_flags, TR_LITE); break;
174 case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
175 case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
176 case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
177 case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
178 case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
179 case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE); break;
188 static void curse_artifact(object_type * o_ptr)
190 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
191 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
192 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
193 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
195 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
196 remove_flag(o_ptr->art_flags, TR_BLESSED);
198 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
199 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
200 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
201 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
202 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
203 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
204 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
205 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
207 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))
208 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
212 static void random_plus(object_type * o_ptr)
214 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
216 switch (artifact_bias)
219 if (!(have_flag(o_ptr->art_flags, TR_STR)))
221 add_flag(o_ptr->art_flags, TR_STR);
222 if (one_in_(2)) return;
225 if (!(have_flag(o_ptr->art_flags, TR_CON)))
227 add_flag(o_ptr->art_flags, TR_CON);
228 if (one_in_(2)) return;
231 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
233 add_flag(o_ptr->art_flags, TR_DEX);
234 if (one_in_(2)) return;
239 if (!(have_flag(o_ptr->art_flags, TR_INT)))
241 add_flag(o_ptr->art_flags, TR_INT);
242 if (one_in_(2)) return;
244 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
246 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
247 if (one_in_(2)) return;
252 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
254 add_flag(o_ptr->art_flags, TR_WIS);
255 if (one_in_(2)) return;
260 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
262 add_flag(o_ptr->art_flags, TR_DEX);
263 if (one_in_(2)) return;
266 if (!(have_flag(o_ptr->art_flags, TR_CON)))
268 add_flag(o_ptr->art_flags, TR_CON);
269 if (one_in_(2)) return;
272 if (!(have_flag(o_ptr->art_flags, TR_STR)))
274 add_flag(o_ptr->art_flags, TR_STR);
275 if (one_in_(2)) return;
280 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
282 add_flag(o_ptr->art_flags, TR_STEALTH);
283 if (one_in_(2)) return;
285 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
287 add_flag(o_ptr->art_flags, TR_SEARCH);
288 if (one_in_(2)) return;
293 if (!(have_flag(o_ptr->art_flags, TR_STR)))
295 add_flag(o_ptr->art_flags, TR_STR);
296 if (one_in_(2)) return;
301 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
303 add_flag(o_ptr->art_flags, TR_WIS);
304 if (one_in_(2)) return;
309 if (!(have_flag(o_ptr->art_flags, TR_INT)))
311 add_flag(o_ptr->art_flags, TR_INT);
312 if (one_in_(2)) return;
317 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
319 add_flag(o_ptr->art_flags, TR_DEX);
320 if (one_in_(2)) return;
325 if (!(have_flag(o_ptr->art_flags, TR_CON)))
327 add_flag(o_ptr->art_flags, TR_CON);
328 if (one_in_(2)) return;
333 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
335 add_flag(o_ptr->art_flags, TR_CHR);
336 if (one_in_(2)) return;
341 if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
343 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
345 add_flag(o_ptr->art_flags, TR_DEC_MANA);
346 if (one_in_(2)) return;
350 switch (randint1(this_type))
353 add_flag(o_ptr->art_flags, TR_STR);
354 if (!artifact_bias && !one_in_(13))
355 artifact_bias = BIAS_STR;
356 else if (!artifact_bias && one_in_(7))
357 artifact_bias = BIAS_WARRIOR;
360 add_flag(o_ptr->art_flags, TR_INT);
361 if (!artifact_bias && !one_in_(13))
362 artifact_bias = BIAS_INT;
363 else if (!artifact_bias && one_in_(7))
364 artifact_bias = BIAS_MAGE;
367 add_flag(o_ptr->art_flags, TR_WIS);
368 if (!artifact_bias && !one_in_(13))
369 artifact_bias = BIAS_WIS;
370 else if (!artifact_bias && one_in_(7))
371 artifact_bias = BIAS_PRIESTLY;
374 add_flag(o_ptr->art_flags, TR_DEX);
375 if (!artifact_bias && !one_in_(13))
376 artifact_bias = BIAS_DEX;
377 else if (!artifact_bias && one_in_(7))
378 artifact_bias = BIAS_ROGUE;
381 add_flag(o_ptr->art_flags, TR_CON);
382 if (!artifact_bias && !one_in_(13))
383 artifact_bias = BIAS_CON;
384 else if (!artifact_bias && one_in_(9))
385 artifact_bias = BIAS_RANGER;
388 add_flag(o_ptr->art_flags, TR_CHR);
389 if (!artifact_bias && !one_in_(13))
390 artifact_bias = BIAS_CHR;
393 add_flag(o_ptr->art_flags, TR_STEALTH);
394 if (!artifact_bias && one_in_(3))
395 artifact_bias = BIAS_ROGUE;
398 add_flag(o_ptr->art_flags, TR_SEARCH);
399 if (!artifact_bias && one_in_(9))
400 artifact_bias = BIAS_RANGER;
403 add_flag(o_ptr->art_flags, TR_INFRA);
406 add_flag(o_ptr->art_flags, TR_SPEED);
407 if (!artifact_bias && one_in_(11))
408 artifact_bias = BIAS_ROGUE;
411 add_flag(o_ptr->art_flags, TR_TUNNEL);
414 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
417 add_flag(o_ptr->art_flags, TR_BLOWS);
418 if (!artifact_bias && one_in_(11))
419 artifact_bias = BIAS_WARRIOR;
426 static void random_resistance(object_type * o_ptr)
428 switch (artifact_bias)
431 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
433 add_flag(o_ptr->art_flags, TR_RES_ACID);
434 if (one_in_(2)) return;
436 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
438 add_flag(o_ptr->art_flags, TR_IM_ACID);
439 if (!one_in_(IM_LUCK))
441 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
442 remove_flag(o_ptr->art_flags, TR_IM_COLD);
443 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
445 if (one_in_(2)) return;
450 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
452 add_flag(o_ptr->art_flags, TR_RES_ELEC);
453 if (one_in_(2)) return;
455 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
456 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
458 add_flag(o_ptr->art_flags, TR_SH_ELEC);
459 if (one_in_(2)) return;
461 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
463 add_flag(o_ptr->art_flags, TR_IM_ELEC);
464 if (!one_in_(IM_LUCK))
466 remove_flag(o_ptr->art_flags, TR_IM_ACID);
467 remove_flag(o_ptr->art_flags, TR_IM_COLD);
468 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
471 if (one_in_(2)) return;
476 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
478 add_flag(o_ptr->art_flags, TR_RES_FIRE);
479 if (one_in_(2)) return;
481 if ((o_ptr->tval >= TV_CLOAK) &&
482 (o_ptr->tval <= TV_HARD_ARMOR) &&
483 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
485 add_flag(o_ptr->art_flags, TR_SH_FIRE);
486 if (one_in_(2)) return;
488 if (one_in_(BIAS_LUCK) &&
489 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
491 add_flag(o_ptr->art_flags, TR_IM_FIRE);
492 if (!one_in_(IM_LUCK))
494 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
495 remove_flag(o_ptr->art_flags, TR_IM_COLD);
496 remove_flag(o_ptr->art_flags, TR_IM_ACID);
498 if (one_in_(2)) return;
503 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
505 add_flag(o_ptr->art_flags, TR_RES_COLD);
506 if (one_in_(2)) return;
508 if ((o_ptr->tval >= TV_CLOAK) &&
509 (o_ptr->tval <= TV_HARD_ARMOR) &&
510 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
512 add_flag(o_ptr->art_flags, TR_SH_COLD);
513 if (one_in_(2)) return;
515 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
517 add_flag(o_ptr->art_flags, TR_IM_COLD);
518 if (!one_in_(IM_LUCK))
520 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
521 remove_flag(o_ptr->art_flags, TR_IM_ACID);
522 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
524 if (one_in_(2)) return;
529 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
531 add_flag(o_ptr->art_flags, TR_RES_POIS);
532 if (one_in_(2)) return;
537 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
539 add_flag(o_ptr->art_flags, TR_RES_FEAR);
540 if (one_in_(2)) return;
542 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
544 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
545 if (one_in_(2)) return;
549 case BIAS_NECROMANTIC:
550 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
552 add_flag(o_ptr->art_flags, TR_RES_NETHER);
553 if (one_in_(2)) return;
555 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
557 add_flag(o_ptr->art_flags, TR_RES_POIS);
558 if (one_in_(2)) return;
560 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
562 add_flag(o_ptr->art_flags, TR_RES_DARK);
563 if (one_in_(2)) return;
568 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
570 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
571 if (one_in_(2)) return;
573 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
575 add_flag(o_ptr->art_flags, TR_RES_CONF);
576 if (one_in_(2)) return;
578 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
580 add_flag(o_ptr->art_flags, TR_RES_DISEN);
581 if (one_in_(2)) return;
586 switch (randint1(42))
589 if (!one_in_(WEIRD_LUCK))
590 random_resistance(o_ptr);
593 add_flag(o_ptr->art_flags, TR_IM_ACID);
595 artifact_bias = BIAS_ACID;
599 if (!one_in_(WEIRD_LUCK))
600 random_resistance(o_ptr);
603 add_flag(o_ptr->art_flags, TR_IM_ELEC);
605 artifact_bias = BIAS_ELEC;
609 if (!one_in_(WEIRD_LUCK))
610 random_resistance(o_ptr);
613 add_flag(o_ptr->art_flags, TR_IM_COLD);
615 artifact_bias = BIAS_COLD;
619 if (!one_in_(WEIRD_LUCK))
620 random_resistance(o_ptr);
623 add_flag(o_ptr->art_flags, TR_IM_FIRE);
625 artifact_bias = BIAS_FIRE;
631 add_flag(o_ptr->art_flags, TR_RES_ACID);
633 artifact_bias = BIAS_ACID;
638 add_flag(o_ptr->art_flags, TR_RES_ELEC);
640 artifact_bias = BIAS_ELEC;
645 add_flag(o_ptr->art_flags, TR_RES_FIRE);
647 artifact_bias = BIAS_FIRE;
652 add_flag(o_ptr->art_flags, TR_RES_COLD);
654 artifact_bias = BIAS_COLD;
658 add_flag(o_ptr->art_flags, TR_RES_POIS);
659 if (!artifact_bias && !one_in_(4))
660 artifact_bias = BIAS_POIS;
661 else if (!artifact_bias && one_in_(2))
662 artifact_bias = BIAS_NECROMANTIC;
663 else if (!artifact_bias && one_in_(2))
664 artifact_bias = BIAS_ROGUE;
668 add_flag(o_ptr->art_flags, TR_RES_FEAR);
669 if (!artifact_bias && one_in_(3))
670 artifact_bias = BIAS_WARRIOR;
673 add_flag(o_ptr->art_flags, TR_RES_LITE);
676 add_flag(o_ptr->art_flags, TR_RES_DARK);
680 add_flag(o_ptr->art_flags, TR_RES_BLIND);
684 add_flag(o_ptr->art_flags, TR_RES_CONF);
685 if (!artifact_bias && one_in_(6))
686 artifact_bias = BIAS_CHAOS;
690 add_flag(o_ptr->art_flags, TR_RES_SOUND);
694 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
698 add_flag(o_ptr->art_flags, TR_RES_NETHER);
699 if (!artifact_bias && one_in_(3))
700 artifact_bias = BIAS_NECROMANTIC;
704 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
708 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
709 if (!artifact_bias && one_in_(2))
710 artifact_bias = BIAS_CHAOS;
714 add_flag(o_ptr->art_flags, TR_RES_DISEN);
717 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
718 add_flag(o_ptr->art_flags, TR_SH_ELEC);
720 random_resistance(o_ptr);
722 artifact_bias = BIAS_ELEC;
725 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
726 add_flag(o_ptr->art_flags, TR_SH_FIRE);
728 random_resistance(o_ptr);
730 artifact_bias = BIAS_FIRE;
733 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
734 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
735 add_flag(o_ptr->art_flags, TR_REFLECT);
737 random_resistance(o_ptr);
740 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
741 add_flag(o_ptr->art_flags, TR_SH_COLD);
743 random_resistance(o_ptr);
745 artifact_bias = BIAS_COLD;
752 static void random_misc(object_type * o_ptr)
754 switch (artifact_bias)
757 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
759 add_flag(o_ptr->art_flags, TR_SUST_CON);
760 if (one_in_(2)) return;
765 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
767 add_flag(o_ptr->art_flags, TR_SUST_STR);
768 if (one_in_(2)) return;
773 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
775 add_flag(o_ptr->art_flags, TR_SUST_WIS);
776 if (one_in_(2)) return;
781 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
783 add_flag(o_ptr->art_flags, TR_SUST_INT);
784 if (one_in_(2)) return;
789 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
791 add_flag(o_ptr->art_flags, TR_SUST_DEX);
792 if (one_in_(2)) return;
797 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
799 add_flag(o_ptr->art_flags, TR_SUST_CON);
800 if (one_in_(2)) return;
805 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
807 add_flag(o_ptr->art_flags, TR_SUST_CHR);
808 if (one_in_(2)) return;
813 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
815 add_flag(o_ptr->art_flags, TR_TELEPORT);
816 if (one_in_(2)) return;
821 if (!(have_flag(o_ptr->art_flags, TR_LITE)))
823 add_flag(o_ptr->art_flags, TR_LITE); /* Freebie */
828 switch (randint1(33))
831 add_flag(o_ptr->art_flags, TR_SUST_STR);
833 artifact_bias = BIAS_STR;
836 add_flag(o_ptr->art_flags, TR_SUST_INT);
838 artifact_bias = BIAS_INT;
841 add_flag(o_ptr->art_flags, TR_SUST_WIS);
843 artifact_bias = BIAS_WIS;
846 add_flag(o_ptr->art_flags, TR_SUST_DEX);
848 artifact_bias = BIAS_DEX;
851 add_flag(o_ptr->art_flags, TR_SUST_CON);
853 artifact_bias = BIAS_CON;
856 add_flag(o_ptr->art_flags, TR_SUST_CHR);
858 artifact_bias = BIAS_CHR;
863 add_flag(o_ptr->art_flags, TR_FREE_ACT);
866 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
867 if (!artifact_bias && one_in_(5))
868 artifact_bias = BIAS_PRIESTLY;
869 else if (!artifact_bias && one_in_(6))
870 artifact_bias = BIAS_NECROMANTIC;
874 add_flag(o_ptr->art_flags, TR_LITE);
878 add_flag(o_ptr->art_flags, TR_LEVITATION);
883 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
887 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
891 add_flag(o_ptr->art_flags, TR_REGEN);
894 add_flag(o_ptr->art_flags, TR_TELEPORT);
899 if (object_is_armour(o_ptr))
903 o_ptr->to_a = 4 + randint1(11);
910 int bonus_h, bonus_d;
911 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
912 bonus_h = 4 + (randint1(11));
913 bonus_d = 4 + (randint1(11));
914 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))
919 o_ptr->to_h += bonus_h;
920 o_ptr->to_d += bonus_d;
924 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
927 add_flag(o_ptr->art_flags, TR_NO_TELE);
930 add_flag(o_ptr->art_flags, TR_WARNING);
937 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
938 if (!artifact_bias && one_in_(3))
939 artifact_bias = BIAS_LAW;
942 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
943 if (!artifact_bias && one_in_(3))
944 artifact_bias = BIAS_MAGE;
947 add_flag(o_ptr->art_flags, TR_TELEPATHY);
948 if (!artifact_bias && one_in_(9))
949 artifact_bias = BIAS_MAGE;
959 idx[0] = randint1(8);
961 idx[1] = randint1(7);
962 if (idx[1] >= idx[0]) idx[1]++;
964 idx[2] = randint1(6);
965 if (idx[2] >= idx[0]) idx[2]++;
966 if (idx[2] >= idx[1]) idx[2]++;
968 while (n--) switch (idx[n])
971 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
972 if (!artifact_bias && one_in_(4))
973 artifact_bias = BIAS_RANGER;
976 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
977 if (!artifact_bias && one_in_(3))
978 artifact_bias = BIAS_PRIESTLY;
979 else if (!artifact_bias && one_in_(6))
980 artifact_bias = BIAS_NECROMANTIC;
983 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
986 add_flag(o_ptr->art_flags, TR_ESP_ORC);
989 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
992 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
995 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
996 if (!artifact_bias && one_in_(6))
997 artifact_bias = BIAS_ROGUE;
1000 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1001 if (!artifact_bias && one_in_(3))
1002 artifact_bias = BIAS_LAW;
1005 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1006 if (!artifact_bias && one_in_(3))
1007 artifact_bias = BIAS_LAW;
1016 static void random_slay(object_type *o_ptr)
1018 if (o_ptr->tval == TV_BOW)
1020 switch (randint1(6))
1025 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1026 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1027 if (!artifact_bias && one_in_(9))
1028 artifact_bias = BIAS_RANGER;
1031 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1032 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1033 if (!artifact_bias && one_in_(9))
1034 artifact_bias = BIAS_RANGER;
1041 switch (artifact_bias)
1044 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1046 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1047 if (one_in_(2)) return;
1052 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1053 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1055 /* A free power for "priestly" random artifacts */
1056 add_flag(o_ptr->art_flags, TR_BLESSED);
1060 case BIAS_NECROMANTIC:
1061 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1063 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1064 if (one_in_(2)) return;
1066 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1068 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1069 if (one_in_(2)) return;
1074 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1076 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1077 if (one_in_(2)) return;
1082 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1083 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1084 !(have_flag(o_ptr->art_flags, TR_THROW)))
1086 /* Free power for rogues... */
1087 add_flag(o_ptr->art_flags, TR_THROW);
1089 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1091 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1092 if (one_in_(2)) return;
1097 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1099 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1100 if (one_in_(2)) return;
1105 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1107 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1108 if (one_in_(2)) return;
1113 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1115 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1116 if (one_in_(2)) return;
1121 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1123 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1124 if (one_in_(2)) return;
1129 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1131 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1132 if (one_in_(2)) return;
1137 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1139 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1140 if (one_in_(2)) return;
1142 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1144 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1145 if (one_in_(2)) return;
1147 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1149 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1150 if (one_in_(2)) return;
1155 switch (randint1(36))
1159 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1163 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1164 if (!artifact_bias && one_in_(2))
1165 artifact_bias = BIAS_LAW;
1166 else if (!artifact_bias && one_in_(9))
1167 artifact_bias = BIAS_PRIESTLY;
1171 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1172 if (!artifact_bias && one_in_(9))
1173 artifact_bias = BIAS_PRIESTLY;
1177 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1178 if (!artifact_bias && one_in_(9))
1179 artifact_bias = BIAS_PRIESTLY;
1183 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1187 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1191 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1195 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1198 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1202 if (o_ptr->tval == TV_SWORD)
1204 add_flag(o_ptr->art_flags, TR_VORPAL);
1205 if (!artifact_bias && one_in_(9))
1206 artifact_bias = BIAS_WARRIOR;
1212 add_flag(o_ptr->art_flags, TR_IMPACT);
1216 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1218 artifact_bias = BIAS_FIRE;
1222 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1224 artifact_bias = BIAS_COLD;
1228 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1230 artifact_bias = BIAS_ELEC;
1234 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1236 artifact_bias = BIAS_ACID;
1240 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1241 if (!artifact_bias && !one_in_(3))
1242 artifact_bias = BIAS_POIS;
1243 else if (!artifact_bias && one_in_(6))
1244 artifact_bias = BIAS_NECROMANTIC;
1245 else if (!artifact_bias)
1246 artifact_bias = BIAS_ROGUE;
1249 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1251 artifact_bias = BIAS_NECROMANTIC;
1254 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1256 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1260 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1263 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1265 artifact_bias = BIAS_CHAOS;
1271 static void give_activation_power(object_type *o_ptr)
1273 int type = 0, chance = 0;
1275 switch (artifact_bias)
1280 type = ACT_BO_ELEC_1;
1282 else if (!one_in_(5))
1284 type = ACT_BA_ELEC_2;
1288 type = ACT_BA_ELEC_3;
1294 type = ACT_BA_POIS_1;
1301 type = ACT_BO_FIRE_1;
1303 else if (!one_in_(5))
1305 type = ACT_BA_FIRE_1;
1309 type = ACT_BA_FIRE_2;
1317 type = ACT_BO_COLD_1;
1318 else if (!one_in_(3))
1319 type = ACT_BA_COLD_1;
1320 else if (!one_in_(3))
1321 type = ACT_BA_COLD_2;
1323 type = ACT_BA_COLD_3;
1329 type = ACT_SUMMON_DEMON;
1331 type = ACT_CALL_CHAOS;
1338 type = ACT_CHARM_UNDEAD;
1339 else if (one_in_(12))
1340 type = ACT_BANISH_EVIL;
1341 else if (one_in_(11))
1342 type = ACT_DISP_EVIL;
1343 else if (one_in_(10))
1344 type = ACT_PROT_EVIL;
1345 else if (one_in_(9))
1346 type = ACT_CURE_1000;
1347 else if (one_in_(8))
1348 type = ACT_CURE_700;
1349 else if (one_in_(7))
1350 type = ACT_REST_ALL;
1351 else if (one_in_(6))
1352 type = ACT_REST_LIFE;
1357 case BIAS_NECROMANTIC:
1361 else if (one_in_(13))
1362 type = ACT_DISP_GOOD;
1363 else if (one_in_(9))
1364 type = ACT_MASS_GENO;
1365 else if (one_in_(8))
1366 type = ACT_GENOCIDE;
1367 else if (one_in_(13))
1368 type = ACT_SUMMON_UNDEAD;
1369 else if (one_in_(9))
1370 type = ACT_VAMPIRE_2;
1371 else if (one_in_(6))
1372 type = ACT_CHARM_UNDEAD;
1374 type = ACT_VAMPIRE_1;
1380 type = ACT_BANISH_EVIL;
1381 else if (one_in_(4))
1382 type = ACT_DISP_EVIL;
1384 type = ACT_PROT_EVIL;
1391 else if (one_in_(4))
1393 else if (one_in_(3))
1394 type = ACT_DETECT_ALL;
1395 else if (one_in_(8))
1398 type = ACT_ID_PLAIN;
1404 type = ACT_SUMMON_ELEMENTAL;
1405 else if (one_in_(10))
1406 type = ACT_SUMMON_PHANTOM;
1407 else if (one_in_(5))
1408 type = ACT_RUNE_EXPLO;
1424 type = ACT_CHARM_ANIMALS;
1425 else if (one_in_(7))
1426 type = ACT_SUMMON_ANIMAL;
1427 else if (one_in_(6))
1428 type = ACT_CHARM_ANIMAL;
1429 else if (one_in_(4))
1430 type = ACT_RESIST_ALL;
1431 else if (one_in_(3))
1434 type = ACT_CURE_POISON;
1438 while (!type || (randint1(100) >= chance))
1440 type = randint1(255);
1455 case ACT_CURE_POISON:
1469 case ACT_RESIST_ALL:
1470 case ACT_DETECT_ALL:
1493 case ACT_CHARM_ANIMAL:
1496 case ACT_SUMMON_ANIMAL:
1502 case ACT_BANISH_EVIL:
1505 case ACT_CHARM_UNDEAD:
1506 case ACT_CHARM_OTHER:
1507 case ACT_SUMMON_PHANTOM:
1509 case ACT_RUNE_EXPLO:
1512 case ACT_CALL_CHAOS:
1514 case ACT_CHARM_ANIMALS:
1515 case ACT_CHARM_OTHERS:
1516 case ACT_SUMMON_ELEMENTAL:
1524 case ACT_XTRA_SPEED:
1525 case ACT_DETECT_XTRA:
1529 case ACT_SUMMON_UNDEAD:
1530 case ACT_SUMMON_DEMON:
1541 /* A type was chosen... */
1542 o_ptr->xtra2 = type;
1543 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1548 static void get_random_name(char *return_name, bool armour, int power)
1550 int prob = randint1(100);
1552 if (prob <= SINDARIN_NAME)
1554 get_table_sindarin(return_name);
1556 else if (prob <= TABLE_NAME)
1558 get_table_name(return_name);
1571 filename = "a_cursed_j.txt";
1573 filename = "a_cursed.txt";
1578 filename = "a_low_j.txt";
1580 filename = "a_low.txt";
1585 filename = "a_med_j.txt";
1587 filename = "a_med.txt";
1592 filename = "a_high_j.txt";
1594 filename = "a_high.txt";
1603 filename = "w_cursed_j.txt";
1605 filename = "w_cursed.txt";
1610 filename = "w_low_j.txt";
1612 filename = "w_low.txt";
1617 filename = "w_med_j.txt";
1619 filename = "w_med.txt";
1624 filename = "w_high_j.txt";
1626 filename = "w_high.txt";
1631 (void)get_rnd_line(filename, artifact_bias, return_name);
1633 if (return_name[0] == 0) get_table_name(return_name);
1639 bool create_artifact(object_type *o_ptr, bool a_scroll)
1641 char new_name[1024];
1643 int powers = randint1(5) + 1;
1644 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1647 bool a_cursed = FALSE;
1648 int warrior_artifact_bias = 0;
1651 /* Reset artifact bias */
1654 /* Nuke enchantments */
1658 for (i = 0; i < TR_FLAG_SIZE; i++)
1659 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1661 if (o_ptr->pval) has_pval = TRUE;
1663 if (a_scroll && one_in_(4))
1665 switch (p_ptr->pclass)
1668 case CLASS_BERSERKER:
1673 artifact_bias = BIAS_WARRIOR;
1676 case CLASS_HIGH_MAGE:
1677 case CLASS_SORCERER:
1678 case CLASS_MAGIC_EATER:
1679 case CLASS_BLUE_MAGE:
1680 artifact_bias = BIAS_MAGE;
1683 artifact_bias = BIAS_PRIESTLY;
1687 artifact_bias = BIAS_ROGUE;
1688 warrior_artifact_bias = 25;
1692 artifact_bias = BIAS_RANGER;
1693 warrior_artifact_bias = 30;
1696 artifact_bias = BIAS_PRIESTLY;
1697 warrior_artifact_bias = 40;
1699 case CLASS_WARRIOR_MAGE:
1700 case CLASS_RED_MAGE:
1701 artifact_bias = BIAS_MAGE;
1702 warrior_artifact_bias = 40;
1704 case CLASS_CHAOS_WARRIOR:
1705 artifact_bias = BIAS_CHAOS;
1706 warrior_artifact_bias = 40;
1709 case CLASS_FORCETRAINER:
1710 artifact_bias = BIAS_PRIESTLY;
1712 case CLASS_MINDCRAFTER:
1714 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1717 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1719 case CLASS_IMITATOR:
1720 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1722 case CLASS_BEASTMASTER:
1723 artifact_bias = BIAS_CHR;
1724 warrior_artifact_bias = 50;
1726 case CLASS_MIRROR_MASTER:
1727 if (randint1(4) > 1)
1729 artifact_bias = BIAS_MAGE;
1733 artifact_bias = BIAS_ROGUE;
1739 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1740 artifact_bias = BIAS_WARRIOR;
1742 strcpy(new_name, "");
1744 if (!a_scroll && one_in_(A_CURSED))
1746 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1749 while (one_in_(powers) || one_in_(7) || one_in_(10))
1752 if (!a_cursed && one_in_(WEIRD_LUCK))
1755 if (a_cursed) powers /= 2;
1760 switch (randint1(max_type))
1767 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1769 if (a_cursed && !one_in_(13)) break;
1772 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1776 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1780 random_resistance(o_ptr);
1789 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1797 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1799 /* This one commented out by gw's request... */
1801 add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1804 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1806 o_ptr->pval = randint1(2);
1807 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1816 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1819 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1823 /* give it some plusses... */
1824 if (object_is_armour(o_ptr))
1825 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1826 else if (object_is_weapon_ammo(o_ptr))
1828 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1829 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1830 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1833 /* Just to be sure */
1834 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1835 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1836 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1837 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1839 total_flags = flag_cost(o_ptr, o_ptr->pval);
1840 if (cheat_peek) msg_format("%ld", total_flags);
1842 if (a_cursed) curse_artifact(o_ptr);
1845 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1848 give_activation_power(o_ptr);
1851 if (object_is_armour(o_ptr))
1853 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1855 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1856 o_ptr->to_d -= (s16b)randint0(3);
1857 o_ptr->to_h -= (s16b)randint0(3);
1859 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1861 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1862 o_ptr->to_d -= (s16b)randint0(3);
1863 o_ptr->to_h -= (s16b)randint0(3);
1867 if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1869 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1873 remove_flag(o_ptr->art_flags, TR_BLOWS);
1874 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1875 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1876 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1877 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1878 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1879 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1880 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1881 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1882 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1883 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1884 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1885 remove_flag(o_ptr->art_flags, TR_VORPAL);
1886 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1887 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1888 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1889 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1890 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1893 if (!object_is_weapon_ammo(o_ptr))
1896 if (a_cursed) power_level = 0;
1897 else if (total_flags < 15000) power_level = 1;
1898 else if (total_flags < 35000) power_level = 2;
1899 else power_level = 3;
1905 if (a_cursed) power_level = 0;
1906 else if (total_flags < 20000) power_level = 1;
1907 else if (total_flags < 45000) power_level = 2;
1908 else power_level = 3;
1913 char dummy_name[80] = "";
1915 cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
1917 cptr ask_msg = "What do you want to call the artifact? ";
1920 /* Identify it fully */
1921 object_aware(o_ptr);
1922 object_known(o_ptr);
1924 /* Mark the item as fully known */
1925 o_ptr->ident |= (IDENT_MENTAL);
1927 (void)screen_object(o_ptr, 0L);
1929 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1935 get_table_sindarin_aux(dummy_name);
1939 get_table_name_aux(dummy_name);
1944 sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
1946 sprintf(new_name, "'%s'", dummy_name);
1949 chg_virtue(V_INDIVIDUALISM, 2);
1950 chg_virtue(V_ENCHANT, 5);
1954 get_random_name(new_name, object_is_armour(o_ptr), power_level);
1960 if (artifact_bias) msg_format("±¿¤ÎÊФä¿¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È: %d¡£", artifact_bias);
1961 else msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£");
1963 if (artifact_bias) msg_format("Biased artifact: %d.", artifact_bias);
1964 else msg_print("No bias in artifact.");
1968 /* Save the inscription */
1969 o_ptr->art_name = quark_add(new_name);
1972 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1978 const activation_type* find_activation_info(const object_type *o_ptr)
1980 const activation_type* p;
1982 for (p = activation_info; p->flag != NULL; ++ p) {
1983 if (p->index == o_ptr->xtra2)
1993 /* Dragon breath activation */
1994 static bool activate_dragon_breath(object_type *o_ptr)
1996 u32b flgs[4]; /* for resistance flags */
1999 int i, dir, t, n = 0;
2001 if (!get_aim_dir(&dir)) return FALSE;
2003 object_flags(o_ptr, flgs);
2005 for (i = 0; dragonbreath_info[i].flag != 0; i++)
2007 if (have_flag(flgs, dragonbreath_info[i].flag))
2009 type[n] = dragonbreath_info[i].type;
2010 name[n] = dragonbreath_info[i].name;
2016 if (n == 0) return FALSE;
2019 if (music_singing_any()) stop_singing();
2020 if (hex_spelling_any()) stop_hex_spell_all();
2023 msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
2024 fire_ball(type[t], dir, 250, -4);
2030 bool activate_random_artifact(object_type *o_ptr)
2032 int plev = p_ptr->lev;
2033 int k, dir, dummy = 0;
2034 cptr name = k_name + k_info[o_ptr->k_idx].name;
2035 const activation_type* act_ptr;
2038 if (!o_ptr->xtra2) return FALSE;
2040 /* Activate for attack */
2041 switch (o_ptr->xtra2)
2045 if (!get_aim_dir(&dir)) return FALSE;
2047 msg_print("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
2049 msg_print("A line of sunlight appears.");
2051 (void)lite_line(dir);
2058 msg_print("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
2060 msg_print("It glows extremely brightly...");
2062 if (!get_aim_dir(&dir)) return FALSE;
2063 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2070 msg_print("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...");
2072 msg_print("It throbs deep green...");
2074 if (!get_aim_dir(&dir)) return FALSE;
2075 fire_ball(GF_POIS, dir, 12, 3);
2082 msg_print("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
2084 msg_print("It is covered in sparks...");
2086 if (!get_aim_dir(&dir)) return FALSE;
2087 fire_bolt(GF_ELEC, dir, damroll(4, 8));
2094 msg_print("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...");
2096 msg_print("It is covered in acid...");
2098 if (!get_aim_dir(&dir)) return FALSE;
2099 fire_bolt(GF_ACID, dir, damroll(5, 8));
2106 msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
2108 msg_print("It is covered in frost...");
2110 if (!get_aim_dir(&dir)) return FALSE;
2111 fire_bolt(GF_COLD, dir, damroll(6, 8));
2118 msg_print("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...");
2120 msg_print("It is covered in fire...");
2122 if (!get_aim_dir(&dir)) return FALSE;
2123 fire_bolt(GF_FIRE, dir, damroll(9, 8));
2130 msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
2132 msg_print("It is covered in frost...");
2134 if (!get_aim_dir(&dir)) return FALSE;
2135 fire_ball(GF_COLD, dir, 48, 2);
2142 msg_print("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
2144 msg_print("It glows an intense red...");
2146 if (!get_aim_dir(&dir)) return FALSE;
2147 fire_ball(GF_FIRE, dir, 72, 2);
2154 msg_format("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", name);
2156 msg_format("You order the %s to strangle your opponent.", name);
2158 if (!get_aim_dir(&dir)) return FALSE;
2159 if (drain_life(dir, 100))
2166 msg_print("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
2168 msg_print("It glows an intense blue...");
2170 if (!get_aim_dir(&dir)) return FALSE;
2171 fire_ball(GF_COLD, dir, 100, 2);
2178 msg_print("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...");
2180 msg_print("It crackles with electricity...");
2182 if (!get_aim_dir(&dir)) return FALSE;
2183 fire_ball(GF_ELEC, dir, 100, 3);
2190 msg_format("%s¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...", name);
2192 msg_format("The %s rages in fire...", name);
2194 if (!get_aim_dir(&dir)) return FALSE;
2195 fire_ball(GF_FIRE, dir, 120, 3);
2202 msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...");
2204 msg_print("It glows black...");
2206 if (!get_aim_dir(&dir)) return FALSE;
2207 drain_life(dir, 120);
2213 if (!get_aim_dir(&dir)) return FALSE;
2214 for (dummy = 0; dummy < 3; dummy++)
2216 if (drain_life(dir, 50))
2225 msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
2227 msg_print("It grows magical spikes...");
2229 if (!get_aim_dir(&dir)) return FALSE;
2230 fire_bolt(GF_ARROW, dir, 150);
2237 msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2239 msg_print("It glows deep red...");
2241 if (!get_aim_dir(&dir)) return FALSE;
2242 fire_ball(GF_FIRE, dir, 300, 3);
2249 msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2251 msg_print("It glows bright white...");
2253 if (!get_aim_dir(&dir)) return FALSE;
2254 fire_ball(GF_COLD, dir, 400, 3);
2261 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2263 msg_print("It glows deep blue...");
2265 if (!get_aim_dir(&dir)) return FALSE;
2266 fire_ball(GF_ELEC, dir, 500, 3);
2275 monster_type *m_ptr;
2277 for (dir = 0; dir <= 9; dir++)
2281 c_ptr = &cave[y][x];
2283 /* Get the monster */
2284 m_ptr = &m_list[c_ptr->m_idx];
2286 /* Hack -- attack monsters */
2287 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2296 if (!get_aim_dir(&dir)) return FALSE;
2297 for (dummy = 0; dummy < 3; dummy++)
2299 if (drain_life(dir, 100))
2306 case ACT_CALL_CHAOS:
2309 msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
2311 msg_print("It glows in scintillating colours...");
2319 if (!get_aim_dir(&dir)) return FALSE;
2321 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
2323 msg_print("You launch a rocket!");
2325 fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2332 msg_print("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
2334 msg_print("It floods the area with goodness...");
2336 dispel_evil(p_ptr->lev * 5);
2342 if (!get_aim_dir(&dir)) return FALSE;
2344 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
2346 msg_print("You breathe the elements.");
2348 fire_ball(GF_MISSILE, dir, 300, -4);
2355 msg_print("¼Ù°¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
2357 msg_print("It floods the area with evil...");
2359 dispel_good(p_ptr->lev * 5);
2366 msg_format("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", name);
2368 msg_format("The %s grows magical spikes...", name);
2370 if (!get_aim_dir(&dir)) return FALSE;
2371 fire_bolt(GF_ARROW, dir, 150);
2378 msg_format("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", name);
2380 msg_format("The %s throbs deep blue...", name);
2382 if (!get_aim_dir(&dir)) return FALSE;
2383 fire_ball(GF_WATER, dir, 200, 3);
2390 msg_format("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...", name);
2392 msg_format("The %s is coverd in pitch-darkness...", name);
2394 if (!get_aim_dir(&dir)) return FALSE;
2395 fire_ball(GF_DARK, dir, 250, 4);
2402 msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
2404 msg_format("The %s glows pale...", name);
2406 if (!get_aim_dir(&dir)) return FALSE;
2407 fire_ball(GF_MANA, dir, 250, 4);
2414 msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
2416 msg_print("You exterminate small life.");
2418 (void)dispel_monsters(4);
2422 case ACT_BLINDING_LIGHT:
2425 msg_format("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", name);
2427 msg_format("The %s gleams with blinding light...", name);
2429 fire_ball(GF_LITE, 0, 300, 6);
2430 confuse_monsters(3 * p_ptr->lev / 2);
2437 msg_format("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", name);
2439 msg_format("The %s glows intensely black...", name);
2441 if (!get_aim_dir(&dir)) return FALSE;
2446 case ACT_CAST_BA_STAR:
2448 int num = damroll(5, 3);
2452 msg_format("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...", name);
2454 msg_format("The %s is surrounded by lightning...", name);
2456 for (k = 0; k < num; k++)
2462 scatter(&y, &x, py, px, 4, 0);
2464 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2466 if (!player_bold(y, x)) break;
2469 project(0, 3, y, x, 150, GF_ELEC,
2470 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2476 case ACT_BLADETURNER:
2478 if (!get_aim_dir(&dir)) return FALSE;
2480 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
2482 msg_print("You breathe the elements.");
2484 fire_ball(GF_MISSILE, dir, 300, -4);
2486 msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
2488 msg_print("Your armor glows many colours...");
2490 (void)set_afraid(0);
2491 (void)set_hero(randint1(50) + 50, FALSE);
2492 (void)hp_player(10);
2493 (void)set_blessed(randint1(50) + 50, FALSE);
2494 (void)set_oppose_acid(randint1(50) + 50, FALSE);
2495 (void)set_oppose_elec(randint1(50) + 50, FALSE);
2496 (void)set_oppose_fire(randint1(50) + 50, FALSE);
2497 (void)set_oppose_cold(randint1(50) + 50, FALSE);
2498 (void)set_oppose_pois(randint1(50) + 50, FALSE);
2503 if (!get_aim_dir(&dir)) return FALSE;
2504 fire_ball(GF_ACID, dir, 100, 2);
2510 if (!get_aim_dir(&dir)) return FALSE;
2511 fire_ball(GF_FIRE, dir, 200, -2);
2512 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2514 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2520 if (!get_aim_dir(&dir)) return FALSE;
2521 fire_ball(GF_COLD, dir, 200, -2);
2522 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2524 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2530 if (!activate_dragon_breath(o_ptr)) return FALSE;
2534 /* Activate for other offensive action */
2539 msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
2541 msg_print("It glows in scintillating colours...");
2543 if (!get_aim_dir(&dir)) return FALSE;
2544 confuse_monster(dir, 20);
2551 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2553 msg_print("It glows deep blue...");
2555 sleep_monsters_touch();
2561 earthquake(py, px, 5);
2567 turn_monsters(40 + p_ptr->lev);
2573 if (!get_aim_dir(&dir)) return FALSE;
2574 (void)fire_beam(GF_AWAY_ALL, dir, plev);
2578 case ACT_BANISH_EVIL:
2580 if (banish_evil(100))
2583 msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª");
2585 msg_print("The power of the artifact banishes evil!");
2594 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2596 msg_print("It glows deep blue...");
2598 (void)symbol_genocide(200, TRUE);
2605 msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
2607 msg_print("It lets out a long, shrill note...");
2609 (void)mass_genocide(200, TRUE);
2613 case ACT_SCARE_AREA:
2615 if (music_singing_any()) stop_singing();
2616 if (hex_spelling_any()) stop_hex_spell_all();
2618 msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!");
2620 msg_print("You wind a mighty blast; your enemies tremble!");
2622 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2628 if (o_ptr->name1 == ART_HYOUSIGI)
2631 msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
2633 msg_print("You beat Your wooden clappers.");
2639 msg_format("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£", name);
2641 msg_format("The %s sounds an unpleasant noise.", name);
2644 aggravate_monsters(0);
2648 /* Activate for summoning / charming */
2650 case ACT_CHARM_ANIMAL:
2652 if (!get_aim_dir(&dir)) return FALSE;
2653 (void)charm_animal(dir, plev * 2);
2657 case ACT_CHARM_UNDEAD:
2659 if (!get_aim_dir(&dir)) return FALSE;
2660 (void)control_one_undead(dir, plev * 2);
2664 case ACT_CHARM_OTHER:
2666 if (!get_aim_dir(&dir)) return FALSE;
2667 (void)charm_monster(dir, plev * 2);
2671 case ACT_CHARM_ANIMALS:
2673 (void)charm_animals(plev * 2);
2677 case ACT_CHARM_OTHERS:
2679 charm_monsters(plev * 2);
2683 case ACT_SUMMON_ANIMAL:
2685 (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2689 case ACT_SUMMON_PHANTOM:
2692 msg_print("¸¸Îî¤ò¾¤´¤·¤¿¡£");
2694 msg_print("You summon a phantasmal servant.");
2696 (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2700 case ACT_SUMMON_ELEMENTAL:
2702 bool pet = one_in_(3);
2705 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2706 if (pet) mode |= PM_FORCE_PET;
2707 else mode |= PM_NO_PET;
2709 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2712 msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...");
2714 msg_print("An elemental materializes...");
2718 msg_print("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£");
2720 msg_print("It seems obedient to you.");
2724 msg_print("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤¤Ê¤«¤Ã¤¿¡ª");
2726 msg_print("You fail to control it!");
2733 case ACT_SUMMON_DEMON:
2735 bool pet = one_in_(3);
2738 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2739 if (pet) mode |= PM_FORCE_PET;
2740 else mode |= PM_NO_PET;
2742 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
2745 msg_print("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£");
2747 msg_print("The area fills with a stench of sulphur and brimstone.");
2751 msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
2753 msg_print("'What is thy bidding... Master?'");
2757 msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
2759 msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
2766 case ACT_SUMMON_UNDEAD:
2768 bool pet = one_in_(3);
2772 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2774 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2775 if (pet) mode |= PM_FORCE_PET;
2776 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2778 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
2781 msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...");
2783 msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
2787 msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª");
2789 msg_print("Ancient, long-dead forms arise from the ground to serve you!");
2793 msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª");
2795 msg_print("'The dead arise... to punish you for disturbing them!'");
2802 case ACT_SUMMON_HOUND:
2804 u32b mode = PM_ALLOW_GROUP;
2805 bool pet = !one_in_(5);
2806 if (pet) mode |= PM_FORCE_PET;
2807 else mode |= PM_NO_PET;
2809 if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2814 msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
2816 msg_print("A group of hounds appear as your servant.");
2821 msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
2823 msg_print("A group of hounds appear as your enemy!");
2831 case ACT_SUMMON_DAWN:
2834 msg_print("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£");
2836 msg_print("You summon the Legion of the Dawn.");
2838 (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2842 case ACT_SUMMON_OCTOPUS:
2844 u32b mode = PM_ALLOW_GROUP;
2845 bool pet = !one_in_(5);
2846 if (pet) mode |= PM_FORCE_PET;
2848 if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
2852 msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
2854 msg_print("A group of octopuses appear as your servant.");
2858 msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
2860 msg_print("A group of octopuses appear as your enemy!");
2867 /* Activate for healing */
2869 case ACT_CHOIR_SINGS:
2872 msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
2874 msg_print("A heavenly choir sings...");
2876 (void)set_poisoned(0);
2879 (void)set_confused(0);
2881 (void)set_afraid(0);
2882 (void)set_hero(randint1(25) + 25, FALSE);
2883 (void)hp_player(777);
2889 (void)set_afraid(0);
2890 (void)hp_player(30);
2897 msg_print("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...");
2899 msg_print("It radiates deep purple...");
2901 hp_player(damroll(4, 8));
2902 (void)set_cut((p_ptr->cut / 2) - 50);
2906 case ACT_CURE_POISON:
2909 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2911 msg_print("It glows deep blue...");
2913 (void)set_afraid(0);
2914 (void)set_poisoned(0);
2921 msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...");
2923 msg_print("It glows a deep red...");
2932 msg_print("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2934 msg_print("It glows a deep green...");
2936 (void)do_res_stat(A_STR);
2937 (void)do_res_stat(A_INT);
2938 (void)do_res_stat(A_WIS);
2939 (void)do_res_stat(A_DEX);
2940 (void)do_res_stat(A_CON);
2941 (void)do_res_stat(A_CHR);
2942 (void)restore_level();
2949 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2950 msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
2952 msg_print("It glows deep blue...");
2953 msg_print("You feel a warm tingling inside...");
2955 (void)hp_player(700);
2963 msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
2964 msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
2966 msg_print("It glows a bright white...");
2967 msg_print("You feel much better...");
2969 (void)hp_player(1000);
2977 msg_format("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", name);
2979 msg_format("the %s cures you affectionately ...", name);
2981 (void)set_poisoned(0);
2982 (void)set_confused(0);
2991 case ACT_CURE_MANA_FULL:
2994 msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
2996 msg_format("The %s glows pale...", name);
2998 if (p_ptr->pclass == CLASS_MAGIC_EATER)
3001 for (i = 0; i < EATER_EXT*2; i++)
3003 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
3004 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;
3006 for (; i < EATER_EXT*3; i++)
3008 int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
3009 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;
3010 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
3013 msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
3015 msg_print("You feel your head clear.");
3017 p_ptr->window |= (PW_PLAYER);
3019 else if (p_ptr->csp < p_ptr->msp)
3021 p_ptr->csp = p_ptr->msp;
3022 p_ptr->csp_frac = 0;
3024 msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
3026 msg_print("You feel your head clear.");
3028 p_ptr->redraw |= (PR_MANA);
3029 p_ptr->window |= (PW_PLAYER);
3030 p_ptr->window |= (PW_SPELL);
3035 /* Activate for timed effect */
3039 (void)set_tim_esp(randint1(30) + 25, FALSE);
3045 (void)set_afraid(0);
3046 (void)set_shero(randint1(25) + 25, FALSE);
3047 /* (void)set_afraid(0);
3048 (void)set_hero(randint1(50) + 50, FALSE);
3049 (void)set_blessed(randint1(50) + 50, FALSE);
3050 o_ptr->timeout = 100 + randint1(100); */
3057 msg_format("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", name);
3059 msg_format("The %s lets out a shrill wail...", name);
3062 (void)set_protevil(randint1(25) + k, FALSE);
3066 case ACT_RESIST_ALL:
3069 msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3071 msg_print("It glows many colours...");
3073 (void)set_oppose_acid(randint1(40) + 40, FALSE);
3074 (void)set_oppose_elec(randint1(40) + 40, FALSE);
3075 (void)set_oppose_fire(randint1(40) + 40, FALSE);
3076 (void)set_oppose_cold(randint1(40) + 40, FALSE);
3077 (void)set_oppose_pois(randint1(40) + 40, FALSE);
3084 msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3086 msg_print("It glows bright green...");
3088 (void)set_fast(randint1(20) + 20, FALSE);
3092 case ACT_XTRA_SPEED:
3095 msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3097 msg_print("It glows brightly...");
3099 (void)set_fast(randint1(75) + 75, FALSE);
3105 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3111 (void)set_invuln(randint1(8) + 8, FALSE);
3117 (void)set_afraid(0);
3118 set_hero(randint1(25)+25, FALSE);
3123 case ACT_HELO_SPEED:
3125 (void)set_fast(randint1(50) + 50, FALSE);
3128 set_hero(randint1(50) + 50, FALSE);
3132 case ACT_RESIST_ACID:
3135 msg_format("%s¤¬¹õ¤¯µ±¤¤¤¿...", name);
3137 msg_format("The %s grows black.", name);
3139 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3141 if (!get_aim_dir(&dir)) return FALSE;
3142 fire_ball(GF_ACID, dir, 100, 2);
3144 (void)set_oppose_acid(randint1(20) + 20, FALSE);
3148 case ACT_RESIST_FIRE:
3151 msg_format("%s¤¬ÀÖ¤¯µ±¤¤¤¿...", name);
3153 msg_format("The %s grows red.", name);
3155 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3157 if (!get_aim_dir(&dir)) return FALSE;
3158 fire_ball(GF_FIRE, dir, 100, 2);
3160 (void)set_oppose_fire(randint1(20) + 20, FALSE);
3164 case ACT_RESIST_COLD:
3167 msg_format("%s¤¬Çò¤¯µ±¤¤¤¿...", name);
3169 msg_format("The %s grows white.", name);
3171 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3173 if (!get_aim_dir(&dir)) return FALSE;
3174 fire_ball(GF_COLD, dir, 100, 2);
3176 (void)set_oppose_cold(randint1(20) + 20, FALSE);
3180 case ACT_RESIST_ELEC:
3183 msg_format("%s¤¬ÀĤ¯µ±¤¤¤¿...", name);
3185 msg_format("The %s grows blue.", name);
3187 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3189 if (!get_aim_dir(&dir)) return FALSE;
3190 fire_ball(GF_ELEC, dir, 100, 2);
3192 (void)set_oppose_elec(randint1(20) + 20, FALSE);
3196 case ACT_RESIST_POIS:
3199 msg_format("%s¤¬ÎФ˵±¤¤¤¿...", name);
3201 msg_format("The %s grows green.", name);
3203 (void)set_oppose_pois(randint1(20) + 20, FALSE);
3207 /* Activate for general purpose effect (detection etc.) */
3212 msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
3214 msg_format("The %s wells with clear light...", name);
3216 lite_area(damroll(2, 15), 3);
3223 msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
3225 msg_print("It shines brightly...");
3227 map_area(DETECT_RAD_MAP);
3228 lite_area(damroll(2, 15), 3);
3232 case ACT_DETECT_ALL:
3235 msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3236 msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
3238 msg_print("It glows bright white...");
3239 msg_print("An image forms in your mind...");
3241 detect_all(DETECT_RAD_DEFAULT);
3245 case ACT_DETECT_XTRA:
3248 msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3250 msg_print("It glows brightly...");
3252 detect_all(DETECT_RAD_DEFAULT);
3254 identify_fully(FALSE);
3261 msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
3263 msg_print("It glows yellow...");
3265 identify_fully(FALSE);
3271 if (!ident_spell(FALSE)) return FALSE;
3275 case ACT_RUNE_EXPLO:
3278 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3280 msg_print("It glows bright red...");
3289 msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3291 msg_print("It glows light blue...");
3299 (void)set_food(PY_FOOD_MAX - 1);
3306 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3308 msg_print("It glows bright red...");
3310 destroy_doors_touch();
3317 msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
3319 msg_print("It pulsates...");
3321 if (!get_aim_dir(&dir)) return FALSE;
3335 msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3337 msg_print("It glows bright yellow...");
3346 msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
3348 msg_print("You open a dimensional gate. Choose a destination.");
3350 if (!dimension_door()) return FALSE;
3358 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
3360 msg_print("It twists space around you...");
3362 teleport_player(100, 0L);
3369 msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3371 msg_print("It glows soft white...");
3373 if (!word_of_recall()) return FALSE;
3380 msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
3382 msg_format("The %s flashes bright red!", name);
3384 chg_virtue(V_KNOWLEDGE, 1);
3385 chg_virtue(V_ENLIGHTEN, 1);
3388 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3389 take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
3391 msg_format("The %s drains your vitality...", name);
3392 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
3394 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3395 (void)detect_doors(DETECT_RAD_DEFAULT);
3396 (void)detect_stairs(DETECT_RAD_DEFAULT);
3398 if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
3400 if (get_check("Activate recall? "))
3403 (void)word_of_recall();
3409 case ACT_TELEKINESIS:
3411 if (!get_aim_dir(&dir)) return FALSE;
3413 msg_format("%s¤ò¿¤Ð¤·¤¿¡£", name);
3415 msg_format("You stretched your %s.", name);
3417 fetch(dir, 500, TRUE);
3421 case ACT_DETECT_UNIQUE:
3424 monster_type *m_ptr;
3425 monster_race *r_ptr;
3427 msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
3429 msg_print("Some strange places show up in your mind. And you see ...");
3431 /* Process the monsters (backwards) */
3432 for (i = m_max - 1; i >= 1; i--)
3434 /* Access the monster */
3437 /* Ignore "dead" monsters */
3438 if (!m_ptr->r_idx) continue;
3440 r_ptr = &r_info[m_ptr->r_idx];
3442 if(r_ptr->flags1 & RF1_UNIQUE)
3445 msg_format("%s¡¥ ",r_name + r_ptr->name);
3447 msg_format("%s. ",r_name + r_ptr->name);
3456 switch (randint1(13))
3458 case 1: case 2: case 3: case 4: case 5:
3459 teleport_player(10, 0L);
3461 case 6: case 7: case 8: case 9: case 10:
3462 teleport_player(222, 0L);
3465 (void)stair_creation();
3469 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
3471 if (get_check("Leave this level? "))
3474 if (autosave_l) do_cmd_save_game(TRUE);
3477 p_ptr->leaving = TRUE;
3483 case ACT_DISP_CURSE_XTRA:
3486 msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
3488 msg_format("The %s exhibits the truth...", name);
3490 if (remove_all_curse())
3493 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
3495 msg_print("You feel as if someone is watching over you.");
3502 case ACT_BRAND_FIRE_BOLTS:
3505 msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
3507 msg_format("Your %s glows deep red...", name);
3509 (void)brand_bolts();
3513 case ACT_RECHARGE_XTRA:
3516 msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
3518 msg_format("The %s gleams with blinding light...", name);
3520 if (!recharge(1000)) return FALSE;
3527 msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
3529 msg_print("The stone reveals hidden mysteries...");
3531 if (!ident_spell(FALSE)) return FALSE;
3533 if (mp_ptr->spell_book)
3535 /* Sufficient mana */
3536 if (20 <= p_ptr->csp)
3542 /* Over-exert the player */
3545 int oops = 20 - p_ptr->csp;
3549 p_ptr->csp_frac = 0;
3553 msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
3555 msg_print("You are too weak to control the stone!");
3557 /* Hack -- Bypass free action */
3558 (void)set_paralyzed(p_ptr->paralyzed +
3559 randint1(5 * oops + 1));
3562 (void)set_confused(p_ptr->confused +
3563 randint1(5 * oops + 1));
3567 p_ptr->redraw |= (PR_MANA);
3570 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
3572 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
3575 if (one_in_(5)) (void)set_confused(p_ptr->confused +
3578 /* Exercise a little care... */
3581 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
3583 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
3591 msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
3593 msg_print("You stamp. (as if you are in a ring.)");
3595 (void)set_afraid(0);
3596 (void)set_hero(randint1(20) + 20, FALSE);
3597 dispel_evil(p_ptr->lev * 3);
3601 case ACT_PHASE_DOOR:
3603 teleport_player(10, 0L);
3607 case ACT_DETECT_ALL_MONS:
3609 (void)detect_monsters_invis(255);
3610 (void)detect_monsters_normal(255);
3614 case ACT_ULTIMATE_RESIST:
3616 int v = randint1(25)+25;
3617 (void)set_afraid(0);
3618 (void)set_hero(v, FALSE);
3619 (void)hp_player(10);
3620 (void)set_blessed(v, FALSE);
3621 (void)set_oppose_acid(v, FALSE);
3622 (void)set_oppose_elec(v, FALSE);
3623 (void)set_oppose_fire(v, FALSE);
3624 (void)set_oppose_cold(v, FALSE);
3625 (void)set_oppose_pois(v, FALSE);
3626 (void)set_ultimate_res(v, FALSE);
3631 /* Unique activation */
3635 char o_name[MAX_NLEN];
3638 /* Cast off activated item */
3639 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3641 if (o_ptr == &inventory[inv]) break;
3645 if (inv > INVEN_FEET) return FALSE;
3647 object_copy(&forge, o_ptr);
3648 inven_item_increase(inv, (0 - o_ptr->number));
3649 inven_item_optimize(inv);
3650 o_idx = drop_near(&forge, 0, py, px);
3651 o_ptr = &o_list[o_idx];
3653 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3654 msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %d."), o_name);
3657 msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
3658 t = 20 + randint1(20);
3659 (void)set_blind(p_ptr->blind + t);
3660 (void)set_afraid(0);
3661 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3662 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3663 (void)set_hero(p_ptr->hero + t, FALSE);
3664 (void)set_blessed(p_ptr->blessed + t, FALSE);
3665 (void)set_fast(p_ptr->fast + t, FALSE);
3666 (void)set_shero(p_ptr->shero + t, FALSE);
3667 if (p_ptr->pclass == CLASS_FORCETRAINER)
3669 p_ptr->magic_num1[0] = plev * 5 + 190;
3670 msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
3680 if (!get_rep_dir2(&dir)) return FALSE;
3684 if (!cave_have_flag_bold(y, x, FF_WATER))
3687 msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
3689 msg_print("There is no fishing place.");
3693 else if (cave[y][x].m_idx)
3696 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3698 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
3700 msg_format("%^s is stand in your way.", m_name);
3705 set_action(ACTION_FISH);
3706 p_ptr->redraw |= (PR_STATE);
3713 monster_type *m_ptr;
3717 if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
3720 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3722 msg_print("Suke-san apperars.");
3723 kakusan = "Suke-san";
3727 if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
3730 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3732 msg_print("Kaku-san appears.");
3733 kakusan = "Kaku-san";
3739 for (i = m_max - 1; i > 0; i--)
3742 if (!m_ptr->r_idx) continue;
3743 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3744 if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
3745 if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
3754 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
3756 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
3760 confuse_monsters(120);
3762 stasis_monsters(120);
3768 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
3770 msg_print("Nothing happen.");
3778 /* Only for Muramasa */
3779 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3781 if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
3783 if (get_check("Are you sure?!"))
3787 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
3789 msg_print("The Muramasa pulsates...");
3795 msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
3797 msg_print("The Muramasa is destroyed!");
3799 curse_weapon_object(TRUE, o_ptr);
3805 case ACT_BLOODY_MOON:
3807 /* Only for Bloody Moon */
3808 if (o_ptr->name1 != ART_BLOOD) return FALSE;
3810 msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
3812 msg_print("Your scythe glows brightly!");
3814 get_bloody_moon_flags(o_ptr);
3815 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3816 p_ptr->update |= (PU_BONUS | PU_HP);
3824 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3827 /* Only for Crimson */
3828 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3831 msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
3833 msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
3836 if (!get_aim_dir(&dir)) return FALSE;
3838 /* Use the given direction */
3839 tx = px + 99 * ddx[dir];
3840 ty = py + 99 * ddy[dir];
3842 /* Hack -- Use an actual "target" */
3843 if ((dir == 5) && target_okay())
3849 if (p_ptr->pclass == CLASS_ARCHER)
3851 /* Extra shot at level 10 */
3852 if (p_ptr->lev >= 10) num++;
3854 /* Extra shot at level 30 */
3855 if (p_ptr->lev >= 30) num++;
3857 /* Extra shot at level 45 */
3858 if (p_ptr->lev >= 45) num++;
3861 for (i = 0; i < num; i++)
3862 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3869 msg_format("Unknown activation effect: %d.", o_ptr->xtra2);
3871 msg_format("Unknown activation effect: %d.", o_ptr->xtra2);
3877 /* Set activation timeout */
3878 act_ptr = find_activation_info(o_ptr);
3881 /* Maybe forgot adding information to activation_info table ? */
3882 msg_format("Activation information is not found: %d.", o_ptr->xtra2);
3886 if (act_ptr->timeout.constant >= 0) {
3887 o_ptr->timeout = act_ptr->timeout.constant;
3888 if (act_ptr->timeout.dice > 0) {
3889 o_ptr->timeout += randint1(act_ptr->timeout.dice);
3892 /* Activations that have special timeout */
3893 switch (o_ptr->xtra2) {
3895 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3898 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3901 o_ptr->timeout = 3 * (p_ptr->lev + 10);
3907 msg_format("Special timeout is not implemented: %d.", o_ptr->xtra2);
3916 void get_bloody_moon_flags(object_type *o_ptr)
3920 for (i = 0; i < TR_FLAG_SIZE; i++)
3921 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3923 dummy = randint1(2) + randint1(2);
3924 for (i = 0; i < dummy; i++)
3926 int flag = randint0(26);
3927 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3928 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3929 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3930 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3933 dummy = randint1(2);
3934 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3936 for (i = 0; i < 2; i++)
3938 int tmp = randint0(11);
3939 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3940 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3945 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3947 bool give_resistance = FALSE, give_power = FALSE;
3949 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3951 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3954 give_resistance = TRUE;
3958 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3959 add_flag(o_ptr->art_flags, TR_TY_CURSE);
3960 o_ptr->curse_flags |=
3961 (TRC_CURSED | TRC_HEAVY_CURSE);
3962 o_ptr->curse_flags |= get_curse(2, o_ptr);
3967 if (o_ptr->name1 == ART_MURAMASA)
3969 if (p_ptr->pclass != CLASS_SAMURAI)
3971 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3972 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3976 if (o_ptr->name1 == ART_XIAOLONG)
3978 if (p_ptr->pclass == CLASS_MONK)
3979 add_flag(o_ptr->art_flags, TR_BLOWS);
3982 if (o_ptr->name1 == ART_BLOOD)
3984 get_bloody_moon_flags(o_ptr);
3987 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3989 if (p_ptr->psex != SEX_FEMALE)
3991 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3995 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3996 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3997 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3999 /* Give a resistance OR a power */
4000 if (one_in_(2)) give_resistance = TRUE;
4001 else give_power = TRUE;
4009 if (give_resistance)
4011 one_high_resistance(o_ptr);
4017 * Create the artifact of the specified number
4019 bool create_named_art(int a_idx, int y, int x)
4025 artifact_type *a_ptr = &a_info[a_idx];
4027 /* Get local object */
4030 /* Ignore "empty" artifacts */
4031 if (!a_ptr->name) return FALSE;
4033 /* Acquire the "kind" index */
4034 i = lookup_kind(a_ptr->tval, a_ptr->sval);
4037 if (!i) return FALSE;
4039 /* Create the artifact */
4040 object_prep(q_ptr, i);
4043 q_ptr->name1 = a_idx;
4045 /* Extract the fields */
4046 q_ptr->pval = a_ptr->pval;
4047 q_ptr->ac = a_ptr->ac;
4048 q_ptr->dd = a_ptr->dd;
4049 q_ptr->ds = a_ptr->ds;
4050 q_ptr->to_a = a_ptr->to_a;
4051 q_ptr->to_h = a_ptr->to_h;
4052 q_ptr->to_d = a_ptr->to_d;
4053 q_ptr->weight = a_ptr->weight;
4054 q_ptr->xtra2 = a_ptr->act_idx;
4056 /* Hack -- extract the "cursed" flag */
4057 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
4058 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4059 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
4060 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
4061 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
4062 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
4064 random_artifact_resistance(q_ptr, a_ptr);
4067 * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À¼Á¤Ë°Í¸¤¹¤ë.
4068 * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
4069 * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ¤Ê¤¯¤Ê¤ë.
4072 /* Drop the artifact from heaven */
4073 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;