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 * @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
38 * @param o_ptr 対象のオブジェクト構造体ポインタ
41 void one_sustain(object_type *o_ptr)
45 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
46 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
47 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
48 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
49 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
50 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
56 * @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
57 * @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。
58 * @param o_ptr 対象のオブジェクト構造体ポインタ
61 void one_high_resistance(object_type *o_ptr)
65 case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
66 case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
67 case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
68 case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
69 case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
70 case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
71 case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
72 case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
73 case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
74 case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
75 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
76 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
81 * @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
82 * @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
83 * 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。
84 * ランダム付加そのものに重複の抑止はない。
85 * @param o_ptr 対象のオブジェクト構造体ポインタ
88 void one_lordly_high_resistance(object_type *o_ptr)
92 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
93 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
94 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
95 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
96 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
97 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
98 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
99 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
100 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
101 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
106 * @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
107 * @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。
108 * @param o_ptr 対象のオブジェクト構造体ポインタ
111 void one_ele_resistance(object_type *o_ptr)
115 case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
116 case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
117 case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
118 case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
123 * @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
124 * @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。
125 * @param o_ptr 対象のオブジェクト構造体ポインタ
128 void one_dragon_ele_resistance(object_type *o_ptr)
132 add_flag(o_ptr->art_flags, TR_RES_POIS);
136 one_ele_resistance(o_ptr);
141 * @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
142 * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
143 * 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。
144 * @param o_ptr 対象のオブジェクト構造体ポインタ
147 void one_low_esp(object_type *o_ptr)
149 switch (randint1(10))
151 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
152 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
153 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
154 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
155 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
156 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
157 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
158 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
159 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
160 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
166 * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
167 * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
169 * @param o_ptr 対象のオブジェクト構造体ポインタ
172 void one_resistance(object_type *o_ptr)
176 one_ele_resistance(o_ptr);
180 one_high_resistance(o_ptr);
186 * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
187 * @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。
189 * @param o_ptr 対象のオブジェクト構造体ポインタ
192 void one_ability(object_type *o_ptr)
194 switch (randint0(10))
196 case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
197 case 1: add_flag(o_ptr->art_flags, TR_LITE_1); break;
198 case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
199 case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
200 case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
201 case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
202 case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
203 case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP); break;
212 * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
213 * @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、
214 * 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。
215 * @param o_ptr 対象のオブジェクト構造体ポインタ
218 void one_activation(object_type *o_ptr)
223 while (randint1(100) >= chance)
225 type = randint1(255);
240 case ACT_CURE_POISON:
278 case ACT_CHARM_ANIMAL:
281 case ACT_SUMMON_ANIMAL:
287 case ACT_BANISH_EVIL:
290 case ACT_CHARM_UNDEAD:
291 case ACT_CHARM_OTHER:
292 case ACT_SUMMON_PHANTOM:
299 case ACT_CHARM_ANIMALS:
300 case ACT_CHARM_OTHERS:
301 case ACT_SUMMON_ELEMENTAL:
310 case ACT_DETECT_XTRA:
314 case ACT_SUMMON_UNDEAD:
315 case ACT_SUMMON_DEMON:
326 /* A type was chosen... */
327 o_ptr->xtra2 = (byte_hack)type;
328 add_flag(o_ptr->art_flags, TR_ACTIVATE);
333 * @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.
334 * @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。
335 * 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、
336 * 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。
337 * @attention プレイヤーの職業依存処理あり。
338 * @param o_ptr 対象のオブジェクト構造体ポインタ
341 static void curse_artifact(object_type * o_ptr)
343 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
344 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
345 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
346 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
348 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
349 remove_flag(o_ptr->art_flags, TR_BLESSED);
351 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
352 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
353 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
354 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
355 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
356 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
357 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
358 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
359 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
360 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
362 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))
363 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
367 * @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.
368 * @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。
369 * 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。
370 * @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。
371 * @param o_ptr 対象のオブジェクト構造体ポインタ
374 static void random_plus(object_type * o_ptr)
376 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
378 switch (o_ptr->artifact_bias)
381 if (!(have_flag(o_ptr->art_flags, TR_STR)))
383 add_flag(o_ptr->art_flags, TR_STR);
384 if (one_in_(2)) return;
387 if (!(have_flag(o_ptr->art_flags, TR_CON)))
389 add_flag(o_ptr->art_flags, TR_CON);
390 if (one_in_(2)) return;
393 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
395 add_flag(o_ptr->art_flags, TR_DEX);
396 if (one_in_(2)) return;
401 if (!(have_flag(o_ptr->art_flags, TR_INT)))
403 add_flag(o_ptr->art_flags, TR_INT);
404 if (one_in_(2)) return;
406 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
408 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
409 if (one_in_(2)) return;
414 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
416 add_flag(o_ptr->art_flags, TR_WIS);
417 if (one_in_(2)) return;
422 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
424 add_flag(o_ptr->art_flags, TR_DEX);
425 if (one_in_(2)) return;
428 if (!(have_flag(o_ptr->art_flags, TR_CON)))
430 add_flag(o_ptr->art_flags, TR_CON);
431 if (one_in_(2)) return;
434 if (!(have_flag(o_ptr->art_flags, TR_STR)))
436 add_flag(o_ptr->art_flags, TR_STR);
437 if (one_in_(2)) return;
442 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
444 add_flag(o_ptr->art_flags, TR_STEALTH);
445 if (one_in_(2)) return;
447 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
449 add_flag(o_ptr->art_flags, TR_SEARCH);
450 if (one_in_(2)) return;
455 if (!(have_flag(o_ptr->art_flags, TR_STR)))
457 add_flag(o_ptr->art_flags, TR_STR);
458 if (one_in_(2)) return;
463 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
465 add_flag(o_ptr->art_flags, TR_WIS);
466 if (one_in_(2)) return;
471 if (!(have_flag(o_ptr->art_flags, TR_INT)))
473 add_flag(o_ptr->art_flags, TR_INT);
474 if (one_in_(2)) return;
479 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
481 add_flag(o_ptr->art_flags, TR_DEX);
482 if (one_in_(2)) return;
487 if (!(have_flag(o_ptr->art_flags, TR_CON)))
489 add_flag(o_ptr->art_flags, TR_CON);
490 if (one_in_(2)) return;
495 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
497 add_flag(o_ptr->art_flags, TR_CHR);
498 if (one_in_(2)) return;
503 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
505 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
507 add_flag(o_ptr->art_flags, TR_DEC_MANA);
508 if (one_in_(2)) return;
512 switch (randint1(this_type))
515 add_flag(o_ptr->art_flags, TR_STR);
516 if (!o_ptr->artifact_bias && !one_in_(13))
517 o_ptr->artifact_bias = BIAS_STR;
518 else if (!o_ptr->artifact_bias && one_in_(7))
519 o_ptr->artifact_bias = BIAS_WARRIOR;
522 add_flag(o_ptr->art_flags, TR_INT);
523 if (!o_ptr->artifact_bias && !one_in_(13))
524 o_ptr->artifact_bias = BIAS_INT;
525 else if (!o_ptr->artifact_bias && one_in_(7))
526 o_ptr->artifact_bias = BIAS_MAGE;
529 add_flag(o_ptr->art_flags, TR_WIS);
530 if (!o_ptr->artifact_bias && !one_in_(13))
531 o_ptr->artifact_bias = BIAS_WIS;
532 else if (!o_ptr->artifact_bias && one_in_(7))
533 o_ptr->artifact_bias = BIAS_PRIESTLY;
536 add_flag(o_ptr->art_flags, TR_DEX);
537 if (!o_ptr->artifact_bias && !one_in_(13))
538 o_ptr->artifact_bias = BIAS_DEX;
539 else if (!o_ptr->artifact_bias && one_in_(7))
540 o_ptr->artifact_bias = BIAS_ROGUE;
543 add_flag(o_ptr->art_flags, TR_CON);
544 if (!o_ptr->artifact_bias && !one_in_(13))
545 o_ptr->artifact_bias = BIAS_CON;
546 else if (!o_ptr->artifact_bias && one_in_(9))
547 o_ptr->artifact_bias = BIAS_RANGER;
550 add_flag(o_ptr->art_flags, TR_CHR);
551 if (!o_ptr->artifact_bias && !one_in_(13))
552 o_ptr->artifact_bias = BIAS_CHR;
555 add_flag(o_ptr->art_flags, TR_STEALTH);
556 if (!o_ptr->artifact_bias && one_in_(3))
557 o_ptr->artifact_bias = BIAS_ROGUE;
560 add_flag(o_ptr->art_flags, TR_SEARCH);
561 if (!o_ptr->artifact_bias && one_in_(9))
562 o_ptr->artifact_bias = BIAS_RANGER;
565 add_flag(o_ptr->art_flags, TR_INFRA);
568 add_flag(o_ptr->art_flags, TR_SPEED);
569 if (!o_ptr->artifact_bias && one_in_(11))
570 o_ptr->artifact_bias = BIAS_ROGUE;
573 add_flag(o_ptr->art_flags, TR_TUNNEL);
576 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
579 add_flag(o_ptr->art_flags, TR_BLOWS);
580 if (!o_ptr->artifact_bias && one_in_(11))
581 o_ptr->artifact_bias = BIAS_WARRIOR;
588 * @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.
589 * @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。
590 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
591 * 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。
593 * @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。
594 * @param o_ptr 対象のオブジェクト構造体ポインタ
597 static void random_resistance(object_type * o_ptr)
599 switch (o_ptr->artifact_bias)
602 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
604 add_flag(o_ptr->art_flags, TR_RES_ACID);
605 if (one_in_(2)) return;
607 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
609 add_flag(o_ptr->art_flags, TR_IM_ACID);
610 if (!one_in_(IM_LUCK))
612 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
613 remove_flag(o_ptr->art_flags, TR_IM_COLD);
614 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
616 if (one_in_(2)) return;
621 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
623 add_flag(o_ptr->art_flags, TR_RES_ELEC);
624 if (one_in_(2)) return;
626 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
627 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
629 add_flag(o_ptr->art_flags, TR_SH_ELEC);
630 if (one_in_(2)) return;
632 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
634 add_flag(o_ptr->art_flags, TR_IM_ELEC);
635 if (!one_in_(IM_LUCK))
637 remove_flag(o_ptr->art_flags, TR_IM_ACID);
638 remove_flag(o_ptr->art_flags, TR_IM_COLD);
639 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
642 if (one_in_(2)) return;
647 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
649 add_flag(o_ptr->art_flags, TR_RES_FIRE);
650 if (one_in_(2)) return;
652 if ((o_ptr->tval >= TV_CLOAK) &&
653 (o_ptr->tval <= TV_HARD_ARMOR) &&
654 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
656 add_flag(o_ptr->art_flags, TR_SH_FIRE);
657 if (one_in_(2)) return;
659 if (one_in_(BIAS_LUCK) &&
660 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
662 add_flag(o_ptr->art_flags, TR_IM_FIRE);
663 if (!one_in_(IM_LUCK))
665 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
666 remove_flag(o_ptr->art_flags, TR_IM_COLD);
667 remove_flag(o_ptr->art_flags, TR_IM_ACID);
669 if (one_in_(2)) return;
674 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
676 add_flag(o_ptr->art_flags, TR_RES_COLD);
677 if (one_in_(2)) return;
679 if ((o_ptr->tval >= TV_CLOAK) &&
680 (o_ptr->tval <= TV_HARD_ARMOR) &&
681 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
683 add_flag(o_ptr->art_flags, TR_SH_COLD);
684 if (one_in_(2)) return;
686 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
688 add_flag(o_ptr->art_flags, TR_IM_COLD);
689 if (!one_in_(IM_LUCK))
691 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
692 remove_flag(o_ptr->art_flags, TR_IM_ACID);
693 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
695 if (one_in_(2)) return;
700 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
702 add_flag(o_ptr->art_flags, TR_RES_POIS);
703 if (one_in_(2)) return;
708 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
710 add_flag(o_ptr->art_flags, TR_RES_FEAR);
711 if (one_in_(2)) return;
713 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
715 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
716 if (one_in_(2)) return;
720 case BIAS_NECROMANTIC:
721 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
723 add_flag(o_ptr->art_flags, TR_RES_NETHER);
724 if (one_in_(2)) return;
726 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
728 add_flag(o_ptr->art_flags, TR_RES_POIS);
729 if (one_in_(2)) return;
731 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
733 add_flag(o_ptr->art_flags, TR_RES_DARK);
734 if (one_in_(2)) return;
739 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
741 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
742 if (one_in_(2)) return;
744 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
746 add_flag(o_ptr->art_flags, TR_RES_CONF);
747 if (one_in_(2)) return;
749 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
751 add_flag(o_ptr->art_flags, TR_RES_DISEN);
752 if (one_in_(2)) return;
757 switch (randint1(42))
760 if (!one_in_(WEIRD_LUCK))
761 random_resistance(o_ptr);
764 add_flag(o_ptr->art_flags, TR_IM_ACID);
765 if (!o_ptr->artifact_bias)
766 o_ptr->artifact_bias = BIAS_ACID;
770 if (!one_in_(WEIRD_LUCK))
771 random_resistance(o_ptr);
774 add_flag(o_ptr->art_flags, TR_IM_ELEC);
775 if (!o_ptr->artifact_bias)
776 o_ptr->artifact_bias = BIAS_ELEC;
780 if (!one_in_(WEIRD_LUCK))
781 random_resistance(o_ptr);
784 add_flag(o_ptr->art_flags, TR_IM_COLD);
785 if (!o_ptr->artifact_bias)
786 o_ptr->artifact_bias = BIAS_COLD;
790 if (!one_in_(WEIRD_LUCK))
791 random_resistance(o_ptr);
794 add_flag(o_ptr->art_flags, TR_IM_FIRE);
795 if (!o_ptr->artifact_bias)
796 o_ptr->artifact_bias = BIAS_FIRE;
802 add_flag(o_ptr->art_flags, TR_RES_ACID);
803 if (!o_ptr->artifact_bias)
804 o_ptr->artifact_bias = BIAS_ACID;
809 add_flag(o_ptr->art_flags, TR_RES_ELEC);
810 if (!o_ptr->artifact_bias)
811 o_ptr->artifact_bias = BIAS_ELEC;
816 add_flag(o_ptr->art_flags, TR_RES_FIRE);
817 if (!o_ptr->artifact_bias)
818 o_ptr->artifact_bias = BIAS_FIRE;
823 add_flag(o_ptr->art_flags, TR_RES_COLD);
824 if (!o_ptr->artifact_bias)
825 o_ptr->artifact_bias = BIAS_COLD;
829 add_flag(o_ptr->art_flags, TR_RES_POIS);
830 if (!o_ptr->artifact_bias && !one_in_(4))
831 o_ptr->artifact_bias = BIAS_POIS;
832 else if (!o_ptr->artifact_bias && one_in_(2))
833 o_ptr->artifact_bias = BIAS_NECROMANTIC;
834 else if (!o_ptr->artifact_bias && one_in_(2))
835 o_ptr->artifact_bias = BIAS_ROGUE;
839 add_flag(o_ptr->art_flags, TR_RES_FEAR);
840 if (!o_ptr->artifact_bias && one_in_(3))
841 o_ptr->artifact_bias = BIAS_WARRIOR;
844 add_flag(o_ptr->art_flags, TR_RES_LITE);
847 add_flag(o_ptr->art_flags, TR_RES_DARK);
851 add_flag(o_ptr->art_flags, TR_RES_BLIND);
855 add_flag(o_ptr->art_flags, TR_RES_CONF);
856 if (!o_ptr->artifact_bias && one_in_(6))
857 o_ptr->artifact_bias = BIAS_CHAOS;
861 add_flag(o_ptr->art_flags, TR_RES_SOUND);
865 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
869 add_flag(o_ptr->art_flags, TR_RES_NETHER);
870 if (!o_ptr->artifact_bias && one_in_(3))
871 o_ptr->artifact_bias = BIAS_NECROMANTIC;
875 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
879 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
880 if (!o_ptr->artifact_bias && one_in_(2))
881 o_ptr->artifact_bias = BIAS_CHAOS;
885 add_flag(o_ptr->art_flags, TR_RES_DISEN);
888 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
889 add_flag(o_ptr->art_flags, TR_SH_ELEC);
891 random_resistance(o_ptr);
892 if (!o_ptr->artifact_bias)
893 o_ptr->artifact_bias = BIAS_ELEC;
896 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
897 add_flag(o_ptr->art_flags, TR_SH_FIRE);
899 random_resistance(o_ptr);
900 if (!o_ptr->artifact_bias)
901 o_ptr->artifact_bias = BIAS_FIRE;
904 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
905 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
906 add_flag(o_ptr->art_flags, TR_REFLECT);
908 random_resistance(o_ptr);
911 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
912 add_flag(o_ptr->art_flags, TR_SH_COLD);
914 random_resistance(o_ptr);
915 if (!o_ptr->artifact_bias)
916 o_ptr->artifact_bias = BIAS_COLD;
923 * @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.
924 * @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。
925 * 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、
926 * 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。
927 * @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。
928 * @param o_ptr 対象のオブジェクト構造体ポインタ
931 static void random_misc(object_type * o_ptr)
933 switch (o_ptr->artifact_bias)
936 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
938 add_flag(o_ptr->art_flags, TR_SUST_CON);
939 if (one_in_(2)) return;
944 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
946 add_flag(o_ptr->art_flags, TR_SUST_STR);
947 if (one_in_(2)) return;
952 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
954 add_flag(o_ptr->art_flags, TR_SUST_WIS);
955 if (one_in_(2)) return;
960 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
962 add_flag(o_ptr->art_flags, TR_SUST_INT);
963 if (one_in_(2)) return;
968 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
970 add_flag(o_ptr->art_flags, TR_SUST_DEX);
971 if (one_in_(2)) return;
976 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
978 add_flag(o_ptr->art_flags, TR_SUST_CON);
979 if (one_in_(2)) return;
984 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
986 add_flag(o_ptr->art_flags, TR_SUST_CHR);
987 if (one_in_(2)) return;
992 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
994 add_flag(o_ptr->art_flags, TR_TELEPORT);
995 if (one_in_(2)) return;
1000 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
1002 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
1007 switch (randint1(33))
1010 add_flag(o_ptr->art_flags, TR_SUST_STR);
1011 if (!o_ptr->artifact_bias)
1012 o_ptr->artifact_bias = BIAS_STR;
1015 add_flag(o_ptr->art_flags, TR_SUST_INT);
1016 if (!o_ptr->artifact_bias)
1017 o_ptr->artifact_bias = BIAS_INT;
1020 add_flag(o_ptr->art_flags, TR_SUST_WIS);
1021 if (!o_ptr->artifact_bias)
1022 o_ptr->artifact_bias = BIAS_WIS;
1025 add_flag(o_ptr->art_flags, TR_SUST_DEX);
1026 if (!o_ptr->artifact_bias)
1027 o_ptr->artifact_bias = BIAS_DEX;
1030 add_flag(o_ptr->art_flags, TR_SUST_CON);
1031 if (!o_ptr->artifact_bias)
1032 o_ptr->artifact_bias = BIAS_CON;
1035 add_flag(o_ptr->art_flags, TR_SUST_CHR);
1036 if (!o_ptr->artifact_bias)
1037 o_ptr->artifact_bias = BIAS_CHR;
1042 add_flag(o_ptr->art_flags, TR_FREE_ACT);
1045 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1046 if (!o_ptr->artifact_bias && one_in_(5))
1047 o_ptr->artifact_bias = BIAS_PRIESTLY;
1048 else if (!o_ptr->artifact_bias && one_in_(6))
1049 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1053 add_flag(o_ptr->art_flags, TR_LITE_1);
1057 add_flag(o_ptr->art_flags, TR_LEVITATION);
1062 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1066 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1070 add_flag(o_ptr->art_flags, TR_REGEN);
1073 add_flag(o_ptr->art_flags, TR_TELEPORT);
1078 if (object_is_armour(o_ptr))
1082 o_ptr->to_a = 4 + randint1(11);
1091 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1092 bonus_h = 4 + (HIT_PROB)(randint1(11));
1093 bonus_d = 4 + (HIT_POINT)(randint1(11));
1094 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))
1099 o_ptr->to_h += bonus_h;
1100 o_ptr->to_d += bonus_d;
1104 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1107 add_flag(o_ptr->art_flags, TR_NO_TELE);
1110 add_flag(o_ptr->art_flags, TR_WARNING);
1114 switch (randint1(3))
1117 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1118 if (!o_ptr->artifact_bias && one_in_(3))
1119 o_ptr->artifact_bias = BIAS_LAW;
1122 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1123 if (!o_ptr->artifact_bias && one_in_(3))
1124 o_ptr->artifact_bias = BIAS_MAGE;
1127 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1128 if (!o_ptr->artifact_bias && one_in_(9))
1129 o_ptr->artifact_bias = BIAS_MAGE;
1137 int n = randint1(3);
1139 idx[0] = randint1(10);
1141 idx[1] = randint1(9);
1142 if (idx[1] >= idx[0]) idx[1]++;
1144 idx[2] = randint1(8);
1145 if (idx[2] >= idx[0]) idx[2]++;
1146 if (idx[2] >= idx[1]) idx[2]++;
1148 while (n--) switch (idx[n])
1151 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1152 if (!o_ptr->artifact_bias && one_in_(4))
1153 o_ptr->artifact_bias = BIAS_RANGER;
1156 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1157 if (!o_ptr->artifact_bias && one_in_(3))
1158 o_ptr->artifact_bias = BIAS_PRIESTLY;
1159 else if (!o_ptr->artifact_bias && one_in_(6))
1160 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1163 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1166 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1169 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1172 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1175 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1178 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1179 if (!o_ptr->artifact_bias && one_in_(6))
1180 o_ptr->artifact_bias = BIAS_ROGUE;
1183 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1184 if (!o_ptr->artifact_bias && one_in_(3))
1185 o_ptr->artifact_bias = BIAS_LAW;
1188 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1189 if (!o_ptr->artifact_bias && one_in_(3))
1190 o_ptr->artifact_bias = BIAS_LAW;
1199 * @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.
1200 * @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。
1201 * 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、
1202 * 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、
1203 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1204 * @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。
1205 * @param o_ptr 対象のオブジェクト構造体ポインタ
1208 static void random_slay(object_type *o_ptr)
1210 if (o_ptr->tval == TV_BOW)
1212 switch (randint1(6))
1217 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1218 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1219 if (!o_ptr->artifact_bias && one_in_(9))
1220 o_ptr->artifact_bias = BIAS_RANGER;
1223 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1224 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1225 if (!o_ptr->artifact_bias && one_in_(9))
1226 o_ptr->artifact_bias = BIAS_RANGER;
1233 switch (o_ptr->artifact_bias)
1236 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1238 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1239 if (one_in_(2)) return;
1244 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1245 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1247 /* A free power for "priestly" random artifacts */
1248 add_flag(o_ptr->art_flags, TR_BLESSED);
1252 case BIAS_NECROMANTIC:
1253 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1255 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1256 if (one_in_(2)) return;
1258 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1260 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1261 if (one_in_(2)) return;
1266 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1268 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1269 if (one_in_(2)) return;
1274 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1275 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1276 !(have_flag(o_ptr->art_flags, TR_THROW)))
1278 /* Free power for rogues... */
1279 add_flag(o_ptr->art_flags, TR_THROW);
1281 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1283 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1284 if (one_in_(2)) return;
1289 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1291 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1292 if (one_in_(2)) return;
1297 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1299 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1300 if (one_in_(2)) return;
1305 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1307 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1308 if (one_in_(2)) return;
1313 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1315 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1316 if (one_in_(2)) return;
1321 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1323 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1324 if (one_in_(2)) return;
1329 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1331 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1332 if (one_in_(2)) return;
1334 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1336 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1337 if (one_in_(2)) return;
1339 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1341 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1342 if (one_in_(2)) return;
1347 switch (randint1(36))
1353 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1357 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1364 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1368 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1370 if (!o_ptr->artifact_bias && one_in_(2))
1371 o_ptr->artifact_bias = BIAS_LAW;
1372 else if (!o_ptr->artifact_bias && one_in_(9))
1373 o_ptr->artifact_bias = BIAS_PRIESTLY;
1379 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1383 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1385 if (!o_ptr->artifact_bias && one_in_(9))
1386 o_ptr->artifact_bias = BIAS_PRIESTLY;
1392 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1396 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1398 if (!o_ptr->artifact_bias && one_in_(9))
1399 o_ptr->artifact_bias = BIAS_PRIESTLY;
1405 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1409 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1416 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1420 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1427 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1431 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1436 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1439 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1443 if (o_ptr->tval == TV_SWORD)
1445 add_flag(o_ptr->art_flags, TR_VORPAL);
1446 if (!o_ptr->artifact_bias && one_in_(9))
1447 o_ptr->artifact_bias = BIAS_WARRIOR;
1453 add_flag(o_ptr->art_flags, TR_IMPACT);
1457 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1458 if (!o_ptr->artifact_bias)
1459 o_ptr->artifact_bias = BIAS_FIRE;
1463 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1464 if (!o_ptr->artifact_bias)
1465 o_ptr->artifact_bias = BIAS_COLD;
1469 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1470 if (!o_ptr->artifact_bias)
1471 o_ptr->artifact_bias = BIAS_ELEC;
1475 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1476 if (!o_ptr->artifact_bias)
1477 o_ptr->artifact_bias = BIAS_ACID;
1481 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1482 if (!o_ptr->artifact_bias && !one_in_(3))
1483 o_ptr->artifact_bias = BIAS_POIS;
1484 else if (!o_ptr->artifact_bias && one_in_(6))
1485 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1486 else if (!o_ptr->artifact_bias)
1487 o_ptr->artifact_bias = BIAS_ROGUE;
1490 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1491 if (!o_ptr->artifact_bias)
1492 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1495 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1496 if (!o_ptr->artifact_bias)
1497 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1503 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1507 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1511 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1512 if (!o_ptr->artifact_bias)
1513 o_ptr->artifact_bias = BIAS_CHAOS;
1519 * @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.
1520 * @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。
1521 * @param o_ptr 対象のオブジェクト構造体ポインタ
1524 static void give_activation_power(object_type *o_ptr)
1526 int type = 0, chance = 0;
1528 switch (o_ptr->artifact_bias)
1533 type = ACT_BO_ELEC_1;
1535 else if (!one_in_(5))
1537 type = ACT_BA_ELEC_2;
1541 type = ACT_BA_ELEC_3;
1547 type = ACT_BA_POIS_1;
1554 type = ACT_BO_FIRE_1;
1556 else if (!one_in_(5))
1558 type = ACT_BA_FIRE_1;
1562 type = ACT_BA_FIRE_2;
1570 type = ACT_BO_COLD_1;
1571 else if (!one_in_(3))
1572 type = ACT_BA_COLD_1;
1573 else if (!one_in_(3))
1574 type = ACT_BA_COLD_2;
1576 type = ACT_BA_COLD_3;
1582 type = ACT_SUMMON_DEMON;
1584 type = ACT_CALL_CHAOS;
1591 type = ACT_CHARM_UNDEAD;
1592 else if (one_in_(12))
1593 type = ACT_BANISH_EVIL;
1594 else if (one_in_(11))
1595 type = ACT_DISP_EVIL;
1596 else if (one_in_(10))
1597 type = ACT_PROT_EVIL;
1598 else if (one_in_(9))
1599 type = ACT_CURE_1000;
1600 else if (one_in_(8))
1601 type = ACT_CURE_700;
1602 else if (one_in_(7))
1603 type = ACT_REST_ALL;
1604 else if (one_in_(6))
1605 type = ACT_REST_EXP;
1610 case BIAS_NECROMANTIC:
1614 else if (one_in_(13))
1615 type = ACT_DISP_GOOD;
1616 else if (one_in_(9))
1617 type = ACT_MASS_GENO;
1618 else if (one_in_(8))
1619 type = ACT_GENOCIDE;
1620 else if (one_in_(13))
1621 type = ACT_SUMMON_UNDEAD;
1622 else if (one_in_(9))
1623 type = ACT_VAMPIRE_2;
1624 else if (one_in_(6))
1625 type = ACT_CHARM_UNDEAD;
1627 type = ACT_VAMPIRE_1;
1633 type = ACT_BANISH_EVIL;
1634 else if (one_in_(4))
1635 type = ACT_DISP_EVIL;
1637 type = ACT_PROT_EVIL;
1644 else if (one_in_(4))
1646 else if (one_in_(3))
1647 type = ACT_DETECT_ALL;
1648 else if (one_in_(8))
1651 type = ACT_ID_PLAIN;
1657 type = ACT_SUMMON_ELEMENTAL;
1658 else if (one_in_(10))
1659 type = ACT_SUMMON_PHANTOM;
1660 else if (one_in_(5))
1661 type = ACT_RUNE_EXPLO;
1677 type = ACT_CHARM_ANIMALS;
1678 else if (one_in_(7))
1679 type = ACT_SUMMON_ANIMAL;
1680 else if (one_in_(6))
1681 type = ACT_CHARM_ANIMAL;
1682 else if (one_in_(4))
1683 type = ACT_RESIST_ALL;
1684 else if (one_in_(3))
1687 type = ACT_CURE_POISON;
1691 if (!type || (randint1(100) >= chance))
1693 one_activation(o_ptr);
1697 /* A type was chosen... */
1698 o_ptr->xtra2 = (byte_hack)type;
1699 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1704 * @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.
1705 * @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。
1706 * @param o_ptr 処理中のアイテム参照ポインタ
1707 * @param return_name 名前を返すための文字列参照ポインタ
1708 * @param armour 対象のオブジェクトが防具が否か
1709 * @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)
1712 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1714 int prob = randint1(100);
1716 if (prob <= SINDARIN_NAME)
1718 get_table_sindarin(return_name);
1720 else if (prob <= TABLE_NAME)
1722 get_table_name(return_name);
1734 filename = _("a_cursed_j.txt", "a_cursed.txt");
1737 filename = _("a_low_j.txt", "a_low.txt");
1740 filename = _("a_med_j.txt", "a_med.txt");
1743 filename = _("a_high_j.txt", "a_high.txt");
1750 filename = _("w_cursed_j.txt", "w_cursed.txt");
1753 filename = _("w_low_j.txt", "w_low.txt");
1756 filename = _("w_med_j.txt", "w_med.txt");
1759 filename = _("w_high_j.txt", "w_high.txt");
1763 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1765 if (return_name[0] == 0) get_table_name(return_name);
1771 * @brief ランダムアーティファクト生成のメインルーチン
1772 * @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。
1773 * @param o_ptr 対象のオブジェクト構造体ポインタ
1774 * @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。
1775 * @return 常にTRUE(1)を返す
1777 bool create_artifact(object_type *o_ptr, bool a_scroll)
1779 char new_name[1024];
1781 int powers = randint1(5) + 1;
1783 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1786 bool a_cursed = FALSE;
1787 int warrior_artifact_bias = 0;
1790 /* Reset artifact bias */
1791 o_ptr->artifact_bias = 0;
1793 /* Nuke enchantments */
1797 for (i = 0; i < TR_FLAG_SIZE; i++)
1798 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1800 if (o_ptr->pval) has_pval = TRUE;
1802 if (a_scroll && one_in_(4))
1804 switch (p_ptr->pclass)
1807 case CLASS_BERSERKER:
1812 o_ptr->artifact_bias = BIAS_WARRIOR;
1815 case CLASS_HIGH_MAGE:
1816 case CLASS_SORCERER:
1817 case CLASS_MAGIC_EATER:
1818 case CLASS_BLUE_MAGE:
1819 o_ptr->artifact_bias = BIAS_MAGE;
1822 o_ptr->artifact_bias = BIAS_PRIESTLY;
1826 o_ptr->artifact_bias = BIAS_ROGUE;
1827 warrior_artifact_bias = 25;
1831 o_ptr->artifact_bias = BIAS_RANGER;
1832 warrior_artifact_bias = 30;
1835 o_ptr->artifact_bias = BIAS_PRIESTLY;
1836 warrior_artifact_bias = 40;
1838 case CLASS_WARRIOR_MAGE:
1839 case CLASS_RED_MAGE:
1840 o_ptr->artifact_bias = BIAS_MAGE;
1841 warrior_artifact_bias = 40;
1843 case CLASS_CHAOS_WARRIOR:
1844 o_ptr->artifact_bias = BIAS_CHAOS;
1845 warrior_artifact_bias = 40;
1848 case CLASS_FORCETRAINER:
1849 o_ptr->artifact_bias = BIAS_PRIESTLY;
1851 case CLASS_MINDCRAFTER:
1853 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1856 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1858 case CLASS_IMITATOR:
1859 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1861 case CLASS_BEASTMASTER:
1862 o_ptr->artifact_bias = BIAS_CHR;
1863 warrior_artifact_bias = 50;
1865 case CLASS_MIRROR_MASTER:
1866 if (randint1(4) > 1)
1868 o_ptr->artifact_bias = BIAS_MAGE;
1872 o_ptr->artifact_bias = BIAS_ROGUE;
1878 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1879 o_ptr->artifact_bias = BIAS_WARRIOR;
1881 strcpy(new_name, "");
1883 if (!a_scroll && one_in_(A_CURSED))
1885 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1888 while (one_in_(powers) || one_in_(7) || one_in_(10))
1891 if (!a_cursed && one_in_(WEIRD_LUCK))
1894 if (a_cursed) powers /= 2;
1896 max_powers = powers;
1900 switch (randint1(max_type))
1907 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1909 if (a_cursed && !one_in_(13)) break;
1912 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1916 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1920 random_resistance(o_ptr);
1929 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1937 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1939 /* This one commented out by gw's request... */
1941 add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1944 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1946 o_ptr->pval = randint1(2);
1947 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1956 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1959 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1964 /* give it some plusses... */
1965 if (object_is_armour(o_ptr))
1966 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1967 else if (object_is_weapon_ammo(o_ptr))
1969 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1970 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1971 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1974 /* Just to be sure */
1975 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1976 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1977 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1978 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1980 total_flags = flag_cost(o_ptr, o_ptr->pval);
1982 if (a_cursed) curse_artifact(o_ptr);
1985 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1988 give_activation_power(o_ptr);
1991 if (object_is_armour(o_ptr))
1993 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1995 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1996 o_ptr->to_d -= (s16b)randint0(3);
1997 o_ptr->to_h -= (s16b)randint0(3);
1999 while ((o_ptr->to_d+o_ptr->to_h) > 10)
2001 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
2002 o_ptr->to_d -= (s16b)randint0(3);
2003 o_ptr->to_h -= (s16b)randint0(3);
2007 if (((o_ptr->artifact_bias == BIAS_MAGE) || (o_ptr->artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
2009 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
2013 remove_flag(o_ptr->art_flags, TR_BLOWS);
2014 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
2015 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
2016 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2017 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
2018 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2019 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
2020 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
2021 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
2022 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
2023 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
2024 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2025 remove_flag(o_ptr->art_flags, TR_VORPAL);
2026 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
2027 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
2028 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
2029 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
2030 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
2033 if (!object_is_weapon_ammo(o_ptr))
2036 if (a_cursed) power_level = 0;
2037 else if (total_flags < 15000) power_level = 1;
2038 else if (total_flags < 35000) power_level = 2;
2039 else power_level = 3;
2045 if (a_cursed) power_level = 0;
2046 else if (total_flags < 20000) power_level = 1;
2047 else if (total_flags < 45000) power_level = 2;
2048 else power_level = 3;
2051 /* 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 */
2052 if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
2054 msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
2057 if (weakening_artifact(o_ptr) == 0) break;
2058 } while (suppression_evil_dam(o_ptr));
2063 char dummy_name[80] = "";
2064 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? ");
2066 /* Identify it fully */
2067 object_aware(o_ptr);
2068 object_known(o_ptr);
2070 /* Mark the item as fully known */
2071 o_ptr->ident |= (IDENT_MENTAL);
2073 /* For being treated as random artifact in screen_object() */
2074 o_ptr->art_name = quark_add("");
2076 (void)screen_object(o_ptr, 0L);
2078 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2084 get_table_sindarin_aux(dummy_name);
2088 get_table_name_aux(dummy_name);
2091 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
2092 chg_virtue(V_INDIVIDUALISM, 2);
2093 chg_virtue(V_ENCHANT, 5);
2097 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
2100 /* Save the inscription */
2101 o_ptr->art_name = quark_add(new_name);
2103 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」",
2104 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
2107 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2113 * @brief オブジェクトから能力発動IDを取得する。
2114 * @details いくつかのケースで定義されている発動効果から、
2115 * 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。
2116 * @param o_ptr 対象のオブジェクト構造体ポインタ
2117 * @return 発動効果のIDを返す
2119 int activation_index(object_type *o_ptr)
2121 /* Give priority to weaponsmith's essential activations */
2122 if (object_is_smith(o_ptr))
2124 switch (o_ptr->xtra3 - 1)
2126 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2127 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2128 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2129 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2130 case TR_IMPACT: return ACT_QUAKE;
2134 if (object_is_fixed_artifact(o_ptr))
2136 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2138 return a_info[o_ptr->name1].act_idx;
2141 if (object_is_ego(o_ptr))
2143 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2145 return e_info[o_ptr->name2].act_idx;
2148 if (!object_is_random_artifact(o_ptr))
2150 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2152 return k_info[o_ptr->k_idx].act_idx;
2156 return o_ptr->xtra2;
2160 * @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。
2161 * @details activation_index() 関数の結果から参照する。
2162 * @param o_ptr 対象のオブジェクト構造体ポインタ
2163 * @return 発動効果構造体のポインタを返す
2165 const activation_type* find_activation_info(object_type *o_ptr)
2167 const int index = activation_index(o_ptr);
2168 const activation_type* p;
2170 for (p = activation_info; p->flag != NULL; ++ p) {
2171 if (p->index == index)
2181 * @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
2182 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
2183 * @param o_ptr 対象のオブジェクト構造体ポインタ
2184 * @return 発動実行の是非を返す。
2186 static bool activate_dragon_breath(object_type *o_ptr)
2188 u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2191 int i, dir, t, n = 0;
2193 if (!get_aim_dir(&dir)) return FALSE;
2195 object_flags(o_ptr, flgs);
2197 for (i = 0; dragonbreath_info[i].flag != 0; i++)
2199 if (have_flag(flgs, dragonbreath_info[i].flag))
2201 type[n] = dragonbreath_info[i].type;
2202 name[n] = dragonbreath_info[i].name;
2208 if (n == 0) return FALSE;
2211 if (music_singing_any()) stop_singing();
2212 if (hex_spelling_any()) stop_hex_spell_all();
2215 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
2216 fire_ball(type[t], dir, 250, -4);
2222 * @brief アイテムの発動効果を処理する。
2223 * @details activate_random_artifact()とされているが、実際は全発動が統合された。
2224 * @todo 折を見て関数名を修正すること。
2225 * @param o_ptr 対象のオブジェクト構造体ポインタ
2226 * @return 発動実行の是非を返す。
2228 bool activate_random_artifact(object_type *o_ptr)
2230 PLAYER_LEVEL plev = p_ptr->lev;
2233 cptr name = k_name + k_info[o_ptr->k_idx].name;
2234 const activation_type* const act_ptr = find_activation_info(o_ptr);
2238 /* Maybe forgot adding information to activation_info table ? */
2239 msg_print("Activation information is not found.");
2243 /* Activate for attack */
2244 switch (act_ptr->index)
2248 if (!get_aim_dir(&dir)) return FALSE;
2249 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
2250 (void)lite_line(dir, damroll(6, 8));
2256 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
2257 if (!get_aim_dir(&dir)) return FALSE;
2258 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2264 msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
2265 if (!get_aim_dir(&dir)) return FALSE;
2266 fire_ball(GF_POIS, dir, 12, 3);
2272 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
2273 if (!get_aim_dir(&dir)) return FALSE;
2274 fire_bolt(GF_ELEC, dir, damroll(4, 8));
2280 msg_print(_("それは酸に覆われた...","It is covered in acid..."));
2281 if (!get_aim_dir(&dir)) return FALSE;
2282 fire_bolt(GF_ACID, dir, damroll(5, 8));
2288 msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2289 if (!get_aim_dir(&dir)) return FALSE;
2290 fire_bolt(GF_COLD, dir, damroll(6, 8));
2296 msg_print(_("それは炎に覆われた...","It is covered in fire..."));
2297 if (!get_aim_dir(&dir)) return FALSE;
2298 fire_bolt(GF_FIRE, dir, damroll(9, 8));
2304 msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2305 if (!get_aim_dir(&dir)) return FALSE;
2306 fire_ball(GF_COLD, dir, 48, 2);
2312 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
2313 if (!get_aim_dir(&dir)) return FALSE;
2314 fire_ball(GF_COLD, dir, 100, 2);
2320 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
2321 if (!get_aim_dir(&dir)) return FALSE;
2322 fire_ball(GF_COLD, dir, 400, 3);
2328 msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2329 if (!get_aim_dir(&dir)) return FALSE;
2330 fire_ball(GF_FIRE, dir, 72, 2);
2336 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
2337 if (!get_aim_dir(&dir)) return FALSE;
2338 fire_ball(GF_FIRE, dir, 120, 3);
2344 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
2345 if (!get_aim_dir(&dir)) return FALSE;
2346 fire_ball(GF_FIRE, dir, 300, 3);
2352 msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2353 if (!get_aim_dir(&dir)) return FALSE;
2354 fire_ball(GF_FIRE, dir, 100, 2);
2360 msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
2361 if (!get_aim_dir(&dir)) return FALSE;
2362 fire_ball(GF_ELEC, dir, 100, 3);
2368 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2369 if (!get_aim_dir(&dir)) return FALSE;
2370 fire_ball(GF_ELEC, dir, 500, 3);
2376 msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
2377 if (!get_aim_dir(&dir)) return FALSE;
2378 fire_ball(GF_ACID, dir, 100, 2);
2384 msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
2385 if (!get_aim_dir(&dir)) return FALSE;
2386 fire_ball(GF_NUKE, dir, 100, 2);
2392 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);
2393 if (!get_aim_dir(&dir)) return FALSE;
2394 if (drain_life(dir, 100))
2400 msg_print(_("黒く輝いている...", "It glows black..."));
2401 if (!get_aim_dir(&dir)) return FALSE;
2402 drain_life(dir, 120);
2408 if (!get_aim_dir(&dir)) return FALSE;
2409 for (dummy = 0; dummy < 3; dummy++)
2411 if (drain_life(dir, 50))
2419 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
2420 if (!get_aim_dir(&dir)) return FALSE;
2421 fire_bolt(GF_ARROW, dir, 150);
2430 monster_type *m_ptr;
2432 for (dir = 0; dir <= 9; dir++)
2434 y = p_ptr->y + ddy[dir];
2435 x = p_ptr->x + ddx[dir];
2436 c_ptr = &cave[y][x];
2438 /* Get the monster */
2439 m_ptr = &m_list[c_ptr->m_idx];
2441 /* Hack -- attack monsters */
2442 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2451 if (!get_aim_dir(&dir)) return FALSE;
2452 for (dummy = 0; dummy < 3; dummy++)
2454 if (drain_life(dir, 100))
2461 case ACT_CALL_CHAOS:
2463 msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
2470 if (!get_aim_dir(&dir)) return FALSE;
2471 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
2472 fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2478 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
2479 dispel_evil(p_ptr->lev * 5);
2485 if (!get_aim_dir(&dir)) return FALSE;
2486 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2487 fire_ball(GF_MISSILE, dir, 300, -4);
2493 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
2494 dispel_good(p_ptr->lev * 5);
2500 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
2501 if (!get_aim_dir(&dir)) return FALSE;
2502 fire_bolt(GF_ARROW, dir, 150);
2508 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
2509 if (!get_aim_dir(&dir)) return FALSE;
2510 fire_ball(GF_WATER, dir, 200, 3);
2516 msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
2517 if (!get_aim_dir(&dir)) return FALSE;
2518 fire_ball(GF_DARK, dir, 250, 4);
2524 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
2525 if (!get_aim_dir(&dir)) return FALSE;
2526 fire_ball(GF_MANA, dir, 250, 4);
2532 msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
2533 (void)dispel_monsters(4);
2537 case ACT_BLINDING_LIGHT:
2539 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
2540 fire_ball(GF_LITE, 0, 300, 6);
2541 confuse_monsters(3 * p_ptr->lev / 2);
2547 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
2548 if (!get_aim_dir(&dir)) return FALSE;
2553 case ACT_CAST_BA_STAR:
2555 HIT_POINT num = damroll(5, 3);
2556 POSITION y = 0, x = 0;
2558 msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
2559 for (k = 0; k < num; k++)
2565 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
2567 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2569 if (!player_bold(y, x)) break;
2572 project(0, 3, y, x, 150, GF_ELEC,
2573 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2579 case ACT_BLADETURNER:
2581 if (!get_aim_dir(&dir)) return FALSE;
2582 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2583 fire_ball(GF_MISSILE, dir, 300, -4);
2584 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
2585 (void)set_afraid(0);
2586 (void)set_hero(randint1(50) + 50, FALSE);
2587 (void)hp_player(10);
2588 (void)set_blessed(randint1(50) + 50, FALSE);
2589 (void)set_oppose_acid(randint1(50) + 50, FALSE);
2590 (void)set_oppose_elec(randint1(50) + 50, FALSE);
2591 (void)set_oppose_fire(randint1(50) + 50, FALSE);
2592 (void)set_oppose_cold(randint1(50) + 50, FALSE);
2593 (void)set_oppose_pois(randint1(50) + 50, FALSE);
2599 if (!get_aim_dir(&dir)) return FALSE;
2600 fire_ball(GF_FIRE, dir, 200, -2);
2601 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2603 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2609 if (!get_aim_dir(&dir)) return FALSE;
2610 fire_ball(GF_COLD, dir, 200, -2);
2611 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2613 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2619 if (!activate_dragon_breath(o_ptr)) return FALSE;
2623 /* Activate for other offensive action */
2627 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
2628 if (!get_aim_dir(&dir)) return FALSE;
2629 confuse_monster(dir, 20);
2635 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2636 sleep_monsters_touch();
2642 earthquake(p_ptr->y, p_ptr->x, 5);
2648 turn_monsters(40 + p_ptr->lev);
2654 if (!get_aim_dir(&dir)) return FALSE;
2655 (void)fire_beam(GF_AWAY_ALL, dir, plev);
2659 case ACT_BANISH_EVIL:
2661 if (banish_evil(100))
2663 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!"));
2670 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2671 (void)symbol_genocide(200, TRUE);
2677 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
2678 (void)mass_genocide(200, TRUE);
2682 case ACT_SCARE_AREA:
2684 if (music_singing_any()) stop_singing();
2685 if (hex_spelling_any()) stop_hex_spell_all();
2686 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!",
2687 "You wind a mighty blast; your enemies tremble!"));
2688 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2694 if (o_ptr->name1 == ART_HYOUSIGI)
2696 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
2700 msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
2702 aggravate_monsters(0);
2706 /* Activate for summoning / charming */
2708 case ACT_CHARM_ANIMAL:
2710 if (!get_aim_dir(&dir)) return FALSE;
2711 (void)charm_animal(dir, plev * 2);
2715 case ACT_CHARM_UNDEAD:
2717 if (!get_aim_dir(&dir)) return FALSE;
2718 (void)control_one_undead(dir, plev * 2);
2722 case ACT_CHARM_OTHER:
2724 if (!get_aim_dir(&dir)) return FALSE;
2725 (void)charm_monster(dir, plev * 2);
2729 case ACT_CHARM_ANIMALS:
2731 (void)charm_animals(plev * 2);
2735 case ACT_CHARM_OTHERS:
2737 charm_monsters(plev * 2);
2741 case ACT_SUMMON_ANIMAL:
2743 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2747 case ACT_SUMMON_PHANTOM:
2749 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
2750 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2754 case ACT_SUMMON_ELEMENTAL:
2756 bool pet = one_in_(3);
2759 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2760 if (pet) mode |= PM_FORCE_PET;
2761 else mode |= PM_NO_PET;
2763 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2765 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
2767 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
2769 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
2775 case ACT_SUMMON_DEMON:
2777 bool pet = one_in_(3);
2780 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2781 if (pet) mode |= PM_FORCE_PET;
2782 else mode |= PM_NO_PET;
2784 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
2786 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
2788 msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
2790 msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2796 case ACT_SUMMON_UNDEAD:
2798 bool pet = one_in_(3);
2802 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2804 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2805 if (pet) mode |= PM_FORCE_PET;
2806 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2808 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
2810 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...",
2811 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2813 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!",
2814 "Ancient, long-dead forms arise from the ground to serve you!"));
2816 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
2817 "'The dead arise... to punish you for disturbing them!'"));
2823 case ACT_SUMMON_HOUND:
2825 u32b mode = PM_ALLOW_GROUP;
2826 bool pet = !one_in_(5);
2827 if (pet) mode |= PM_FORCE_PET;
2828 else mode |= PM_NO_PET;
2830 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2834 msg_print(_("ハウンドがあなたの下僕として出現した。",
2835 "A group of hounds appear as your servant."));
2837 msg_print(_("ハウンドはあなたに牙を向けている!",
2838 "A group of hounds appear as your enemy!"));
2844 case ACT_SUMMON_DAWN:
2846 msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
2847 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2851 case ACT_SUMMON_OCTOPUS:
2853 u32b mode = PM_ALLOW_GROUP;
2854 bool pet = !one_in_(5);
2855 if (pet) mode |= PM_FORCE_PET;
2857 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
2860 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."));
2862 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
2868 /* Activate for healing */
2870 case ACT_CHOIR_SINGS:
2872 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
2873 (void)set_poisoned(0);
2876 (void)set_confused(0);
2878 (void)set_afraid(0);
2879 (void)set_hero(randint1(25) + 25, FALSE);
2880 (void)hp_player(777);
2886 (void)set_afraid(0);
2887 (void)hp_player(30);
2893 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
2894 hp_player(damroll(4, 8));
2895 (void)set_cut((p_ptr->cut / 2) - 50);
2899 case ACT_CURE_POISON:
2901 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2902 (void)set_afraid(0);
2903 (void)set_poisoned(0);
2909 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
2916 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
2917 (void)do_res_stat(A_STR);
2918 (void)do_res_stat(A_INT);
2919 (void)do_res_stat(A_WIS);
2920 (void)do_res_stat(A_DEX);
2921 (void)do_res_stat(A_CON);
2922 (void)do_res_stat(A_CHR);
2923 (void)restore_level();
2929 msg_print(_("深青色に輝いている...","It glows deep blue..."));
2930 msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
2931 (void)hp_player(700);
2938 msg_print(_("白く明るく輝いている...","It glows a bright white..."));
2939 msg_print(_("ひじょうに気分がよい...","You feel much better..."));
2940 (void)hp_player(1000);
2947 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
2948 (void)set_poisoned(0);
2949 (void)set_confused(0);
2958 case ACT_CURE_MANA_FULL:
2960 msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
2961 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2964 for (i = 0; i < EATER_EXT*2; i++)
2966 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2967 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;
2969 for (; i < EATER_EXT*3; i++)
2971 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2972 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;
2973 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2975 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2976 p_ptr->window |= (PW_PLAYER);
2978 else if (p_ptr->csp < p_ptr->msp)
2980 p_ptr->csp = p_ptr->msp;
2981 p_ptr->csp_frac = 0;
2982 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2983 p_ptr->redraw |= (PR_MANA);
2984 p_ptr->window |= (PW_PLAYER);
2985 p_ptr->window |= (PW_SPELL);
2990 /* Activate for timed effect */
2994 (void)set_tim_esp(randint1(30) + 25, FALSE);
3000 (void)set_afraid(0);
3001 (void)set_shero(randint1(25) + 25, FALSE);
3002 /* (void)set_afraid(0);
3003 (void)set_hero(randint1(50) + 50, FALSE);
3004 (void)set_blessed(randint1(50) + 50, FALSE);
3005 o_ptr->timeout = 100 + randint1(100); */
3011 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
3013 (void)set_protevil(randint1(25) + k, FALSE);
3017 case ACT_RESIST_ALL:
3019 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
3020 (void)set_oppose_acid(randint1(40) + 40, FALSE);
3021 (void)set_oppose_elec(randint1(40) + 40, FALSE);
3022 (void)set_oppose_fire(randint1(40) + 40, FALSE);
3023 (void)set_oppose_cold(randint1(40) + 40, FALSE);
3024 (void)set_oppose_pois(randint1(40) + 40, FALSE);
3030 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
3031 (void)set_fast(randint1(20) + 20, FALSE);
3035 case ACT_XTRA_SPEED:
3037 msg_print(_("明るく輝いている...", "It glows brightly..."));
3038 (void)set_fast(randint1(75) + 75, FALSE);
3044 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3050 (void)set_invuln(randint1(8) + 8, FALSE);
3056 (void)set_afraid(0);
3057 set_hero(randint1(25)+25, FALSE);
3062 case ACT_HELO_SPEED:
3064 (void)set_fast(randint1(50) + 50, FALSE);
3067 set_hero(randint1(50) + 50, FALSE);
3071 case ACT_RESIST_ACID:
3073 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
3074 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3076 if (!get_aim_dir(&dir)) return FALSE;
3077 fire_ball(GF_ACID, dir, 100, 2);
3079 (void)set_oppose_acid(randint1(20) + 20, FALSE);
3083 case ACT_RESIST_FIRE:
3085 msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
3086 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3088 if (!get_aim_dir(&dir)) return FALSE;
3089 fire_ball(GF_FIRE, dir, 100, 2);
3091 (void)set_oppose_fire(randint1(20) + 20, FALSE);
3095 case ACT_RESIST_COLD:
3097 msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
3098 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3100 if (!get_aim_dir(&dir)) return FALSE;
3101 fire_ball(GF_COLD, dir, 100, 2);
3103 (void)set_oppose_cold(randint1(20) + 20, FALSE);
3107 case ACT_RESIST_ELEC:
3109 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
3110 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3112 if (!get_aim_dir(&dir)) return FALSE;
3113 fire_ball(GF_ELEC, dir, 100, 2);
3115 (void)set_oppose_elec(randint1(20) + 20, FALSE);
3119 case ACT_RESIST_POIS:
3121 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
3122 (void)set_oppose_pois(randint1(20) + 20, FALSE);
3126 /* Activate for general purpose effect (detection etc.) */
3130 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
3131 lite_area(damroll(2, 15), 3);
3137 msg_print(_("眩しく輝いた...", "It shines brightly..."));
3138 map_area(DETECT_RAD_MAP);
3139 lite_area(damroll(2, 15), 3);
3143 case ACT_DETECT_ALL:
3145 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
3146 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
3147 detect_all(DETECT_RAD_DEFAULT);
3151 case ACT_DETECT_XTRA:
3153 msg_print(_("明るく輝いている...", "It glows brightly..."));
3154 detect_all(DETECT_RAD_DEFAULT);
3156 identify_fully(FALSE);
3162 msg_print(_("黄色く輝いている...", "It glows yellow..."));
3163 identify_fully(FALSE);
3169 if (!ident_spell(FALSE)) return FALSE;
3173 case ACT_RUNE_EXPLO:
3175 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3182 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
3189 (void)set_food(PY_FOOD_MAX - 1);
3195 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3196 destroy_doors_touch();
3202 msg_print(_("鼓動している...", "It pulsates..."));
3203 if (!get_aim_dir(&dir)) return FALSE;
3204 wall_to_mud(dir, 20 + randint1(30));
3216 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
3223 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."));
3224 if (!dimension_door()) return FALSE;
3231 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
3232 teleport_player(100, 0L);
3238 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
3239 if (!word_of_recall()) return FALSE;
3245 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
3246 chg_virtue(V_KNOWLEDGE, 1);
3247 chg_virtue(V_ENLIGHTEN, 1);
3250 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3251 take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
3253 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3254 (void)detect_doors(DETECT_RAD_DEFAULT);
3255 (void)detect_stairs(DETECT_RAD_DEFAULT);
3257 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
3259 (void)word_of_recall();
3265 case ACT_TELEKINESIS:
3267 if (!get_aim_dir(&dir)) return FALSE;
3268 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
3269 fetch(dir, 500, TRUE);
3273 case ACT_DETECT_UNIQUE:
3276 monster_type *m_ptr;
3277 monster_race *r_ptr;
3278 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 ..."));
3279 /* Process the monsters (backwards) */
3280 for (i = m_max - 1; i >= 1; i--)
3282 /* Access the monster */
3285 /* Ignore "dead" monsters */
3286 if (!m_ptr->r_idx) continue;
3288 r_ptr = &r_info[m_ptr->r_idx];
3290 if(r_ptr->flags1 & RF1_UNIQUE)
3292 msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
3300 switch (randint1(13))
3302 case 1: case 2: case 3: case 4: case 5:
3303 teleport_player(10, 0L);
3305 case 6: case 7: case 8: case 9: case 10:
3306 teleport_player(222, 0L);
3309 (void)stair_creation();
3312 if (get_check(_("この階を去りますか?", "Leave this level? ")))
3314 if (autosave_l) do_cmd_save_game(TRUE);
3317 p_ptr->leaving = TRUE;
3323 case ACT_DISP_CURSE_XTRA:
3325 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
3326 if (remove_all_curse())
3328 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."));
3334 case ACT_BRAND_FIRE_BOLTS:
3336 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
3337 (void)brand_bolts();
3341 case ACT_RECHARGE_XTRA:
3343 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
3344 if (!recharge(1000)) return FALSE;
3350 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
3351 if (!ident_spell(FALSE)) return FALSE;
3353 if (mp_ptr->spell_book)
3355 /* Sufficient mana */
3356 if (20 <= p_ptr->csp)
3362 /* Over-exert the player */
3365 int oops = 20 - p_ptr->csp;
3369 p_ptr->csp_frac = 0;
3372 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
3373 /* Hack -- Bypass free action */
3374 (void)set_paralyzed(p_ptr->paralyzed +
3375 randint1(5 * oops + 1));
3378 (void)set_confused(p_ptr->confused +
3379 randint1(5 * oops + 1));
3383 p_ptr->redraw |= (PR_MANA);
3385 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
3387 if (one_in_(5)) (void)set_confused(p_ptr->confused +
3390 /* Exercise a little care... */
3392 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
3398 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
3399 (void)set_afraid(0);
3400 (void)set_hero(randint1(20) + 20, FALSE);
3401 dispel_evil(p_ptr->lev * 3);
3405 case ACT_PHASE_DOOR:
3407 teleport_player(10, 0L);
3411 case ACT_DETECT_ALL_MONS:
3413 (void)detect_monsters_invis(255);
3414 (void)detect_monsters_normal(255);
3418 case ACT_ULTIMATE_RESIST:
3420 TIME_EFFECT v = randint1(25)+25;
3421 (void)set_afraid(0);
3422 (void)set_hero(v, FALSE);
3423 (void)hp_player(10);
3424 (void)set_blessed(v, FALSE);
3425 (void)set_oppose_acid(v, FALSE);
3426 (void)set_oppose_elec(v, FALSE);
3427 (void)set_oppose_fire(v, FALSE);
3428 (void)set_oppose_cold(v, FALSE);
3429 (void)set_oppose_pois(v, FALSE);
3430 (void)set_ultimate_res(v, FALSE);
3435 /* Unique activation */
3440 char o_name[MAX_NLEN];
3443 /* Cast off activated item */
3444 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3446 if (o_ptr == &inventory[inv]) break;
3450 if (inv > INVEN_FEET) return FALSE;
3452 object_copy(&forge, o_ptr);
3453 inven_item_increase(inv, (0 - o_ptr->number));
3454 inven_item_optimize(inv);
3455 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
3456 o_ptr = &o_list[o_idx];
3458 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3459 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
3462 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
3463 t = 20 + randint1(20);
3464 (void)set_blind(p_ptr->blind + t);
3465 (void)set_afraid(0);
3466 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3467 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3468 (void)set_hero(p_ptr->hero + t, FALSE);
3469 (void)set_blessed(p_ptr->blessed + t, FALSE);
3470 (void)set_fast(p_ptr->fast + t, FALSE);
3471 (void)set_shero(p_ptr->shero + t, FALSE);
3472 if (p_ptr->pclass == CLASS_FORCETRAINER)
3474 P_PTR_KI = plev * 5 + 190;
3475 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
3481 case ACT_FALLING_STAR:
3483 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
3484 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.'"));
3489 case ACT_GRAND_CROSS:
3491 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
3492 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3496 case ACT_TELEPORT_LEVEL:
3498 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;
3503 case ACT_STRAIN_HASTE:
3506 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3507 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
3508 t = 25 + randint1(25);
3509 (void)set_fast(p_ptr->fast + t, FALSE);
3517 if (!get_rep_dir2(&dir)) return FALSE;
3518 y = p_ptr->y+ddy[dir];
3519 x = p_ptr->x+ddx[dir];
3521 if (!cave_have_flag_bold(y, x, FF_WATER))
3523 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
3526 else if (cave[y][x].m_idx)
3529 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3530 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
3531 p_ptr->energy_use = 0;
3534 set_action(ACTION_FISH);
3535 p_ptr->redraw |= (PR_STATE);
3542 monster_type *m_ptr;
3545 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
3547 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
3548 kakusan = "Suke-san";
3551 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
3553 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
3554 kakusan = "Kaku-san";
3559 for (i = m_max - 1; i > 0; i--)
3562 if (!m_ptr->r_idx) continue;
3563 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3564 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3565 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3573 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。」",
3574 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
3577 confuse_monsters(120);
3579 stasis_monsters(120);
3584 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
3591 /* Only for Muramasa */
3592 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3593 if (get_check(_("本当に使いますか?", "Are you sure?!")))
3595 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
3599 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
3600 curse_weapon_object(TRUE, o_ptr);
3606 case ACT_BLOODY_MOON:
3608 /* Only for Bloody Moon */
3609 if (o_ptr->name1 != ART_BLOOD) return FALSE;
3610 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
3611 get_bloody_moon_flags(o_ptr);
3612 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3613 p_ptr->update |= (PU_BONUS | PU_HP);
3621 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3624 /* Only for Crimson */
3625 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3627 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!"));
3629 if (!get_aim_dir(&dir)) return FALSE;
3631 /* Use the given direction */
3632 tx = p_ptr->x + 99 * ddx[dir];
3633 ty = p_ptr->y + 99 * ddy[dir];
3635 /* Hack -- Use an actual "target" */
3636 if ((dir == 5) && target_okay())
3642 if (p_ptr->pclass == CLASS_ARCHER)
3644 /* Extra shot at level 10 */
3645 if (p_ptr->lev >= 10) num++;
3647 /* Extra shot at level 30 */
3648 if (p_ptr->lev >= 30) num++;
3650 /* Extra shot at level 45 */
3651 if (p_ptr->lev >= 45) num++;
3654 for (i = 0; i < num; i++)
3655 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3661 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
3666 /* Set activation timeout */
3667 if (act_ptr->timeout.constant >= 0) {
3668 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
3669 if (act_ptr->timeout.dice > 0) {
3670 o_ptr->timeout += randint1(act_ptr->timeout.dice);
3673 /* Activations that have special timeout */
3674 switch (act_ptr->index) {
3676 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3679 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3682 o_ptr->timeout = 3 * (p_ptr->lev + 10);
3688 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3697 * @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。
3698 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
3699 * @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
3702 void get_bloody_moon_flags(object_type *o_ptr)
3706 for (i = 0; i < TR_FLAG_SIZE; i++)
3707 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3709 dummy = randint1(2) + randint1(2);
3710 for (i = 0; i < dummy; i++)
3712 int flag = randint0(26);
3713 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3714 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3715 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3716 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3719 dummy = randint1(2);
3720 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3722 for (i = 0; i < 2; i++)
3724 int tmp = randint0(11);
3725 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3726 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3731 * @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。.
3732 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
3733 * 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、
3735 * @attention プレイヤーの各種ステータスに依存した処理がある。
3736 * @todo 折を見て関数名を変更すること。
3737 * @param o_ptr 対象のオブジェクト構造体ポインタ
3738 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
3741 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3743 bool give_resistance = FALSE, give_power = FALSE;
3745 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3747 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3750 give_resistance = TRUE;
3754 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3755 add_flag(o_ptr->art_flags, TR_TY_CURSE);
3756 o_ptr->curse_flags |=
3757 (TRC_CURSED | TRC_HEAVY_CURSE);
3758 o_ptr->curse_flags |= get_curse(2, o_ptr);
3763 if (o_ptr->name1 == ART_MURAMASA)
3765 if (p_ptr->pclass != CLASS_SAMURAI)
3767 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3768 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3772 if (o_ptr->name1 == ART_ROBINTON)
3774 if (p_ptr->pclass == CLASS_BARD)
3776 add_flag(o_ptr->art_flags, TR_DEC_MANA);
3780 if (o_ptr->name1 == ART_XIAOLONG)
3782 if (p_ptr->pclass == CLASS_MONK)
3783 add_flag(o_ptr->art_flags, TR_BLOWS);
3786 if (o_ptr->name1 == ART_BLOOD)
3788 get_bloody_moon_flags(o_ptr);
3791 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3793 if (p_ptr->psex != SEX_FEMALE)
3795 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3799 if (o_ptr->name1 == ART_MILIM)
3801 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3804 add_flag(o_ptr->art_flags, TR_STR);
3805 add_flag(o_ptr->art_flags, TR_INT);
3806 add_flag(o_ptr->art_flags, TR_WIS);
3807 add_flag(o_ptr->art_flags, TR_DEX);
3808 add_flag(o_ptr->art_flags, TR_CON);
3809 add_flag(o_ptr->art_flags, TR_CHR);
3813 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3814 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3815 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3817 /* Give a resistance OR a power */
3818 if (one_in_(2)) give_resistance = TRUE;
3819 else give_power = TRUE;
3827 if (give_resistance)
3829 one_high_resistance(o_ptr);
3835 * @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
3836 * @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。
3837 * @param a_idx 生成する固定アーティファクト構造体のID
3838 * @param y アイテムを落とす地点のy座標
3839 * @param x アイテムを落とす地点のx座標
3840 * @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。
3841 * @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.
3842 * 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
3843 * drop_near()関数の返り値は信用できなくなる.
3845 bool create_named_art(int a_idx, int y, int x)
3851 artifact_type *a_ptr = &a_info[a_idx];
3853 /* Get local object */
3856 /* Ignore "empty" artifacts */
3857 if (!a_ptr->name) return FALSE;
3859 /* Acquire the "kind" index */
3860 i = lookup_kind(a_ptr->tval, a_ptr->sval);
3863 if (!i) return FALSE;
3865 /* Create the artifact */
3866 object_prep(q_ptr, i);
3869 q_ptr->name1 = (byte_hack)a_idx;
3871 /* Extract the fields */
3872 q_ptr->pval = a_ptr->pval;
3873 q_ptr->ac = a_ptr->ac;
3874 q_ptr->dd = a_ptr->dd;
3875 q_ptr->ds = a_ptr->ds;
3876 q_ptr->to_a = a_ptr->to_a;
3877 q_ptr->to_h = a_ptr->to_h;
3878 q_ptr->to_d = a_ptr->to_d;
3879 q_ptr->weight = a_ptr->weight;
3881 /* Hack -- extract the "cursed" flag */
3882 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3883 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3884 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3885 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3886 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3887 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3889 random_artifact_resistance(q_ptr, a_ptr);
3891 /* Drop the artifact from heaven */
3892 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3895 int calc_arm_avgdamage(object_type *o_ptr)
3897 u32b flgs[TR_FLAG_SIZE];
3898 object_flags(o_ptr, flgs);
3900 HIT_POINT dam, base, s_evil, forced, vorpal;
3901 dam = base = s_evil = forced = vorpal = 0;
3903 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
3905 if(have_flag(flgs, TR_KILL_EVIL))
3907 dam = s_evil = dam * 7 / 2;
3909 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
3911 dam = s_evil = dam * 2;
3915 if (have_flag(flgs, TR_FORCE_WEAPON))
3917 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
3921 if(have_flag(flgs, TR_VORPAL))
3923 dam = vorpal = dam * 11 / 9;
3927 dam = dam + o_ptr->to_d;
3929 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
3930 base, s_evil, forced, vorpal, dam);
3935 static int suppression_evil_dam(object_type *o_ptr)
3938 u32b flgs[TR_FLAG_SIZE];
3939 object_flags(o_ptr, flgs);
3941 if (have_flag(flgs, TR_VAMPIRIC))
3943 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
3947 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
3951 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
3955 else if (calc_arm_avgdamage(o_ptr) > 63)
3962 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
3966 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
3970 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
3974 else if (calc_arm_avgdamage(o_ptr) > 75)
3982 static int weakening_artifact(object_type *o_ptr)
3984 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
3985 object_kind *k_ptr = &k_info[k_idx];
3987 if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
3989 int pre_dd = o_ptr->dd;
3990 int pre_ds = o_ptr->ds;
3992 if (o_ptr->dd > o_ptr->ds)
4001 msg_format_wizard(CHEAT_OBJECT,
4002 _("ダイスが抑制されました。%dd%d -> %dd%d", "Dice Supress %dd%d -> %dd%d"),
4003 pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
4007 if (o_ptr->to_d > 10)
4009 int pre_damage = o_ptr->to_d;
4011 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
4012 if (o_ptr->to_d < 10)
4017 msg_format_wizard(CHEAT_OBJECT,
4018 _("ダメージ修正が抑制されました。 %d -> %d", "Plus-Damage Supress %d -> %d"),
4019 pre_damage, o_ptr->to_d);