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上位耐性を一つ付加する。/ Choose one random high resistance
37 * @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。
38 * @param o_ptr 対象のオブジェクト構造体ポインタ
41 void one_high_resistance(object_type *o_ptr)
45 case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
46 case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
47 case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
48 case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
49 case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
50 case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
51 case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
52 case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
53 case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
54 case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
55 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
56 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
61 * @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
62 * @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
63 * 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。
64 * ランダム付加そのものに重複の抑止はない。
65 * @param o_ptr 対象のオブジェクト構造体ポインタ
68 void one_lordly_high_resistance(object_type *o_ptr)
72 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
73 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
74 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
75 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
76 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
77 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
78 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
79 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
80 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
81 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
86 * @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
87 * @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。
88 * @param o_ptr 対象のオブジェクト構造体ポインタ
91 void one_ele_resistance(object_type *o_ptr)
95 case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
96 case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
97 case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
98 case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
103 * @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
104 * @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。
105 * @param o_ptr 対象のオブジェクト構造体ポインタ
108 void one_dragon_ele_resistance(object_type *o_ptr)
112 add_flag(o_ptr->art_flags, TR_RES_POIS);
116 one_ele_resistance(o_ptr);
121 * @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
122 * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
123 * 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。
124 * @param o_ptr 対象のオブジェクト構造体ポインタ
127 void one_low_esp(object_type *o_ptr)
129 switch (randint1(10))
131 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
132 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
133 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
134 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
135 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
136 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
137 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
138 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
139 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
140 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
146 * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
147 * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
149 * @param o_ptr 対象のオブジェクト構造体ポインタ
152 void one_resistance(object_type *o_ptr)
156 one_ele_resistance(o_ptr);
160 one_high_resistance(o_ptr);
166 * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
167 * @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。
169 * @param o_ptr 対象のオブジェクト構造体ポインタ
172 void one_ability(object_type *o_ptr)
174 switch (randint0(10))
176 case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
177 case 1: add_flag(o_ptr->art_flags, TR_LITE_1); break;
178 case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
179 case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
180 case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
181 case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
182 case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
183 case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP); break;
192 * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
193 * @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、
194 * 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。
195 * @param o_ptr 対象のオブジェクト構造体ポインタ
198 void one_activation(object_type *o_ptr)
203 while (randint1(100) >= chance)
205 type = randint1(255);
220 case ACT_CURE_POISON:
258 case ACT_CHARM_ANIMAL:
261 case ACT_SUMMON_ANIMAL:
267 case ACT_BANISH_EVIL:
270 case ACT_CHARM_UNDEAD:
271 case ACT_CHARM_OTHER:
272 case ACT_SUMMON_PHANTOM:
279 case ACT_CHARM_ANIMALS:
280 case ACT_CHARM_OTHERS:
281 case ACT_SUMMON_ELEMENTAL:
290 case ACT_DETECT_XTRA:
294 case ACT_SUMMON_UNDEAD:
295 case ACT_SUMMON_DEMON:
306 /* A type was chosen... */
307 o_ptr->xtra2 = (byte_hack)type;
308 add_flag(o_ptr->art_flags, TR_ACTIVATE);
313 * @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.
314 * @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。
315 * 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、
316 * 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。
317 * @attention プレイヤーの職業依存処理あり。
318 * @param o_ptr 対象のオブジェクト構造体ポインタ
321 static void curse_artifact(object_type * o_ptr)
323 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
324 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
325 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
326 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
328 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
329 remove_flag(o_ptr->art_flags, TR_BLESSED);
331 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
332 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
333 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
334 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
335 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
336 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
337 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
338 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
339 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
340 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
342 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))
343 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
347 * @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.
348 * @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。
349 * 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。
350 * @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。
351 * @param o_ptr 対象のオブジェクト構造体ポインタ
354 static void random_plus(object_type * o_ptr)
356 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
358 switch (o_ptr->artifact_bias)
361 if (!(have_flag(o_ptr->art_flags, TR_STR)))
363 add_flag(o_ptr->art_flags, TR_STR);
364 if (one_in_(2)) return;
367 if (!(have_flag(o_ptr->art_flags, TR_CON)))
369 add_flag(o_ptr->art_flags, TR_CON);
370 if (one_in_(2)) return;
373 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
375 add_flag(o_ptr->art_flags, TR_DEX);
376 if (one_in_(2)) return;
381 if (!(have_flag(o_ptr->art_flags, TR_INT)))
383 add_flag(o_ptr->art_flags, TR_INT);
384 if (one_in_(2)) return;
386 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
388 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
389 if (one_in_(2)) return;
394 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
396 add_flag(o_ptr->art_flags, TR_WIS);
397 if (one_in_(2)) return;
402 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
404 add_flag(o_ptr->art_flags, TR_DEX);
405 if (one_in_(2)) return;
408 if (!(have_flag(o_ptr->art_flags, TR_CON)))
410 add_flag(o_ptr->art_flags, TR_CON);
411 if (one_in_(2)) return;
414 if (!(have_flag(o_ptr->art_flags, TR_STR)))
416 add_flag(o_ptr->art_flags, TR_STR);
417 if (one_in_(2)) return;
422 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
424 add_flag(o_ptr->art_flags, TR_STEALTH);
425 if (one_in_(2)) return;
427 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
429 add_flag(o_ptr->art_flags, TR_SEARCH);
430 if (one_in_(2)) return;
435 if (!(have_flag(o_ptr->art_flags, TR_STR)))
437 add_flag(o_ptr->art_flags, TR_STR);
438 if (one_in_(2)) return;
443 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
445 add_flag(o_ptr->art_flags, TR_WIS);
446 if (one_in_(2)) return;
451 if (!(have_flag(o_ptr->art_flags, TR_INT)))
453 add_flag(o_ptr->art_flags, TR_INT);
454 if (one_in_(2)) return;
459 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
461 add_flag(o_ptr->art_flags, TR_DEX);
462 if (one_in_(2)) return;
467 if (!(have_flag(o_ptr->art_flags, TR_CON)))
469 add_flag(o_ptr->art_flags, TR_CON);
470 if (one_in_(2)) return;
475 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
477 add_flag(o_ptr->art_flags, TR_CHR);
478 if (one_in_(2)) return;
483 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
485 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
487 add_flag(o_ptr->art_flags, TR_DEC_MANA);
488 if (one_in_(2)) return;
492 switch (randint1(this_type))
495 add_flag(o_ptr->art_flags, TR_STR);
496 if (!o_ptr->artifact_bias && !one_in_(13))
497 o_ptr->artifact_bias = BIAS_STR;
498 else if (!o_ptr->artifact_bias && one_in_(7))
499 o_ptr->artifact_bias = BIAS_WARRIOR;
502 add_flag(o_ptr->art_flags, TR_INT);
503 if (!o_ptr->artifact_bias && !one_in_(13))
504 o_ptr->artifact_bias = BIAS_INT;
505 else if (!o_ptr->artifact_bias && one_in_(7))
506 o_ptr->artifact_bias = BIAS_MAGE;
509 add_flag(o_ptr->art_flags, TR_WIS);
510 if (!o_ptr->artifact_bias && !one_in_(13))
511 o_ptr->artifact_bias = BIAS_WIS;
512 else if (!o_ptr->artifact_bias && one_in_(7))
513 o_ptr->artifact_bias = BIAS_PRIESTLY;
516 add_flag(o_ptr->art_flags, TR_DEX);
517 if (!o_ptr->artifact_bias && !one_in_(13))
518 o_ptr->artifact_bias = BIAS_DEX;
519 else if (!o_ptr->artifact_bias && one_in_(7))
520 o_ptr->artifact_bias = BIAS_ROGUE;
523 add_flag(o_ptr->art_flags, TR_CON);
524 if (!o_ptr->artifact_bias && !one_in_(13))
525 o_ptr->artifact_bias = BIAS_CON;
526 else if (!o_ptr->artifact_bias && one_in_(9))
527 o_ptr->artifact_bias = BIAS_RANGER;
530 add_flag(o_ptr->art_flags, TR_CHR);
531 if (!o_ptr->artifact_bias && !one_in_(13))
532 o_ptr->artifact_bias = BIAS_CHR;
535 add_flag(o_ptr->art_flags, TR_STEALTH);
536 if (!o_ptr->artifact_bias && one_in_(3))
537 o_ptr->artifact_bias = BIAS_ROGUE;
540 add_flag(o_ptr->art_flags, TR_SEARCH);
541 if (!o_ptr->artifact_bias && one_in_(9))
542 o_ptr->artifact_bias = BIAS_RANGER;
545 add_flag(o_ptr->art_flags, TR_INFRA);
548 add_flag(o_ptr->art_flags, TR_SPEED);
549 if (!o_ptr->artifact_bias && one_in_(11))
550 o_ptr->artifact_bias = BIAS_ROGUE;
553 add_flag(o_ptr->art_flags, TR_TUNNEL);
556 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
559 add_flag(o_ptr->art_flags, TR_BLOWS);
560 if (!o_ptr->artifact_bias && one_in_(11))
561 o_ptr->artifact_bias = BIAS_WARRIOR;
568 * @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.
569 * @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。
570 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
571 * 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。
573 * @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。
574 * @param o_ptr 対象のオブジェクト構造体ポインタ
577 static void random_resistance(object_type * o_ptr)
579 switch (o_ptr->artifact_bias)
582 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
584 add_flag(o_ptr->art_flags, TR_RES_ACID);
585 if (one_in_(2)) return;
587 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
589 add_flag(o_ptr->art_flags, TR_IM_ACID);
590 if (!one_in_(IM_LUCK))
592 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
593 remove_flag(o_ptr->art_flags, TR_IM_COLD);
594 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
596 if (one_in_(2)) return;
601 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
603 add_flag(o_ptr->art_flags, TR_RES_ELEC);
604 if (one_in_(2)) return;
606 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
607 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
609 add_flag(o_ptr->art_flags, TR_SH_ELEC);
610 if (one_in_(2)) return;
612 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
614 add_flag(o_ptr->art_flags, TR_IM_ELEC);
615 if (!one_in_(IM_LUCK))
617 remove_flag(o_ptr->art_flags, TR_IM_ACID);
618 remove_flag(o_ptr->art_flags, TR_IM_COLD);
619 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
622 if (one_in_(2)) return;
627 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
629 add_flag(o_ptr->art_flags, TR_RES_FIRE);
630 if (one_in_(2)) return;
632 if ((o_ptr->tval >= TV_CLOAK) &&
633 (o_ptr->tval <= TV_HARD_ARMOR) &&
634 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
636 add_flag(o_ptr->art_flags, TR_SH_FIRE);
637 if (one_in_(2)) return;
639 if (one_in_(BIAS_LUCK) &&
640 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
642 add_flag(o_ptr->art_flags, TR_IM_FIRE);
643 if (!one_in_(IM_LUCK))
645 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
646 remove_flag(o_ptr->art_flags, TR_IM_COLD);
647 remove_flag(o_ptr->art_flags, TR_IM_ACID);
649 if (one_in_(2)) return;
654 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
656 add_flag(o_ptr->art_flags, TR_RES_COLD);
657 if (one_in_(2)) return;
659 if ((o_ptr->tval >= TV_CLOAK) &&
660 (o_ptr->tval <= TV_HARD_ARMOR) &&
661 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
663 add_flag(o_ptr->art_flags, TR_SH_COLD);
664 if (one_in_(2)) return;
666 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
668 add_flag(o_ptr->art_flags, TR_IM_COLD);
669 if (!one_in_(IM_LUCK))
671 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
672 remove_flag(o_ptr->art_flags, TR_IM_ACID);
673 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
675 if (one_in_(2)) return;
680 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
682 add_flag(o_ptr->art_flags, TR_RES_POIS);
683 if (one_in_(2)) return;
688 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
690 add_flag(o_ptr->art_flags, TR_RES_FEAR);
691 if (one_in_(2)) return;
693 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
695 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
696 if (one_in_(2)) return;
700 case BIAS_NECROMANTIC:
701 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
703 add_flag(o_ptr->art_flags, TR_RES_NETHER);
704 if (one_in_(2)) return;
706 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
708 add_flag(o_ptr->art_flags, TR_RES_POIS);
709 if (one_in_(2)) return;
711 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
713 add_flag(o_ptr->art_flags, TR_RES_DARK);
714 if (one_in_(2)) return;
719 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
721 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
722 if (one_in_(2)) return;
724 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
726 add_flag(o_ptr->art_flags, TR_RES_CONF);
727 if (one_in_(2)) return;
729 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
731 add_flag(o_ptr->art_flags, TR_RES_DISEN);
732 if (one_in_(2)) return;
737 switch (randint1(42))
740 if (!one_in_(WEIRD_LUCK))
741 random_resistance(o_ptr);
744 add_flag(o_ptr->art_flags, TR_IM_ACID);
745 if (!o_ptr->artifact_bias)
746 o_ptr->artifact_bias = BIAS_ACID;
750 if (!one_in_(WEIRD_LUCK))
751 random_resistance(o_ptr);
754 add_flag(o_ptr->art_flags, TR_IM_ELEC);
755 if (!o_ptr->artifact_bias)
756 o_ptr->artifact_bias = BIAS_ELEC;
760 if (!one_in_(WEIRD_LUCK))
761 random_resistance(o_ptr);
764 add_flag(o_ptr->art_flags, TR_IM_COLD);
765 if (!o_ptr->artifact_bias)
766 o_ptr->artifact_bias = BIAS_COLD;
770 if (!one_in_(WEIRD_LUCK))
771 random_resistance(o_ptr);
774 add_flag(o_ptr->art_flags, TR_IM_FIRE);
775 if (!o_ptr->artifact_bias)
776 o_ptr->artifact_bias = BIAS_FIRE;
782 add_flag(o_ptr->art_flags, TR_RES_ACID);
783 if (!o_ptr->artifact_bias)
784 o_ptr->artifact_bias = BIAS_ACID;
789 add_flag(o_ptr->art_flags, TR_RES_ELEC);
790 if (!o_ptr->artifact_bias)
791 o_ptr->artifact_bias = BIAS_ELEC;
796 add_flag(o_ptr->art_flags, TR_RES_FIRE);
797 if (!o_ptr->artifact_bias)
798 o_ptr->artifact_bias = BIAS_FIRE;
803 add_flag(o_ptr->art_flags, TR_RES_COLD);
804 if (!o_ptr->artifact_bias)
805 o_ptr->artifact_bias = BIAS_COLD;
809 add_flag(o_ptr->art_flags, TR_RES_POIS);
810 if (!o_ptr->artifact_bias && !one_in_(4))
811 o_ptr->artifact_bias = BIAS_POIS;
812 else if (!o_ptr->artifact_bias && one_in_(2))
813 o_ptr->artifact_bias = BIAS_NECROMANTIC;
814 else if (!o_ptr->artifact_bias && one_in_(2))
815 o_ptr->artifact_bias = BIAS_ROGUE;
819 add_flag(o_ptr->art_flags, TR_RES_FEAR);
820 if (!o_ptr->artifact_bias && one_in_(3))
821 o_ptr->artifact_bias = BIAS_WARRIOR;
824 add_flag(o_ptr->art_flags, TR_RES_LITE);
827 add_flag(o_ptr->art_flags, TR_RES_DARK);
831 add_flag(o_ptr->art_flags, TR_RES_BLIND);
835 add_flag(o_ptr->art_flags, TR_RES_CONF);
836 if (!o_ptr->artifact_bias && one_in_(6))
837 o_ptr->artifact_bias = BIAS_CHAOS;
841 add_flag(o_ptr->art_flags, TR_RES_SOUND);
845 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
849 add_flag(o_ptr->art_flags, TR_RES_NETHER);
850 if (!o_ptr->artifact_bias && one_in_(3))
851 o_ptr->artifact_bias = BIAS_NECROMANTIC;
855 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
859 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
860 if (!o_ptr->artifact_bias && one_in_(2))
861 o_ptr->artifact_bias = BIAS_CHAOS;
865 add_flag(o_ptr->art_flags, TR_RES_DISEN);
868 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
869 add_flag(o_ptr->art_flags, TR_SH_ELEC);
871 random_resistance(o_ptr);
872 if (!o_ptr->artifact_bias)
873 o_ptr->artifact_bias = BIAS_ELEC;
876 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
877 add_flag(o_ptr->art_flags, TR_SH_FIRE);
879 random_resistance(o_ptr);
880 if (!o_ptr->artifact_bias)
881 o_ptr->artifact_bias = BIAS_FIRE;
884 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
885 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
886 add_flag(o_ptr->art_flags, TR_REFLECT);
888 random_resistance(o_ptr);
891 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
892 add_flag(o_ptr->art_flags, TR_SH_COLD);
894 random_resistance(o_ptr);
895 if (!o_ptr->artifact_bias)
896 o_ptr->artifact_bias = BIAS_COLD;
903 * @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.
904 * @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。
905 * 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、
906 * 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。
907 * @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。
908 * @param o_ptr 対象のオブジェクト構造体ポインタ
911 static void random_misc(object_type * o_ptr)
913 switch (o_ptr->artifact_bias)
916 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
918 add_flag(o_ptr->art_flags, TR_SUST_CON);
919 if (one_in_(2)) return;
924 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
926 add_flag(o_ptr->art_flags, TR_SUST_STR);
927 if (one_in_(2)) return;
932 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
934 add_flag(o_ptr->art_flags, TR_SUST_WIS);
935 if (one_in_(2)) return;
940 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
942 add_flag(o_ptr->art_flags, TR_SUST_INT);
943 if (one_in_(2)) return;
948 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
950 add_flag(o_ptr->art_flags, TR_SUST_DEX);
951 if (one_in_(2)) return;
956 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
958 add_flag(o_ptr->art_flags, TR_SUST_CON);
959 if (one_in_(2)) return;
964 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
966 add_flag(o_ptr->art_flags, TR_SUST_CHR);
967 if (one_in_(2)) return;
972 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
974 add_flag(o_ptr->art_flags, TR_TELEPORT);
975 if (one_in_(2)) return;
980 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
982 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
987 switch (randint1(33))
990 add_flag(o_ptr->art_flags, TR_SUST_STR);
991 if (!o_ptr->artifact_bias)
992 o_ptr->artifact_bias = BIAS_STR;
995 add_flag(o_ptr->art_flags, TR_SUST_INT);
996 if (!o_ptr->artifact_bias)
997 o_ptr->artifact_bias = BIAS_INT;
1000 add_flag(o_ptr->art_flags, TR_SUST_WIS);
1001 if (!o_ptr->artifact_bias)
1002 o_ptr->artifact_bias = BIAS_WIS;
1005 add_flag(o_ptr->art_flags, TR_SUST_DEX);
1006 if (!o_ptr->artifact_bias)
1007 o_ptr->artifact_bias = BIAS_DEX;
1010 add_flag(o_ptr->art_flags, TR_SUST_CON);
1011 if (!o_ptr->artifact_bias)
1012 o_ptr->artifact_bias = BIAS_CON;
1015 add_flag(o_ptr->art_flags, TR_SUST_CHR);
1016 if (!o_ptr->artifact_bias)
1017 o_ptr->artifact_bias = BIAS_CHR;
1022 add_flag(o_ptr->art_flags, TR_FREE_ACT);
1025 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1026 if (!o_ptr->artifact_bias && one_in_(5))
1027 o_ptr->artifact_bias = BIAS_PRIESTLY;
1028 else if (!o_ptr->artifact_bias && one_in_(6))
1029 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1033 add_flag(o_ptr->art_flags, TR_LITE_1);
1037 add_flag(o_ptr->art_flags, TR_LEVITATION);
1042 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1046 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1050 add_flag(o_ptr->art_flags, TR_REGEN);
1053 add_flag(o_ptr->art_flags, TR_TELEPORT);
1058 if (object_is_armour(o_ptr))
1062 o_ptr->to_a = 4 + randint1(11);
1071 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1072 bonus_h = 4 + (HIT_PROB)(randint1(11));
1073 bonus_d = 4 + (HIT_POINT)(randint1(11));
1074 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))
1079 o_ptr->to_h += bonus_h;
1080 o_ptr->to_d += bonus_d;
1084 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1087 add_flag(o_ptr->art_flags, TR_NO_TELE);
1090 add_flag(o_ptr->art_flags, TR_WARNING);
1094 switch (randint1(3))
1097 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1098 if (!o_ptr->artifact_bias && one_in_(3))
1099 o_ptr->artifact_bias = BIAS_LAW;
1102 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1103 if (!o_ptr->artifact_bias && one_in_(3))
1104 o_ptr->artifact_bias = BIAS_MAGE;
1107 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1108 if (!o_ptr->artifact_bias && one_in_(9))
1109 o_ptr->artifact_bias = BIAS_MAGE;
1117 int n = randint1(3);
1119 idx[0] = randint1(10);
1121 idx[1] = randint1(9);
1122 if (idx[1] >= idx[0]) idx[1]++;
1124 idx[2] = randint1(8);
1125 if (idx[2] >= idx[0]) idx[2]++;
1126 if (idx[2] >= idx[1]) idx[2]++;
1128 while (n--) switch (idx[n])
1131 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1132 if (!o_ptr->artifact_bias && one_in_(4))
1133 o_ptr->artifact_bias = BIAS_RANGER;
1136 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1137 if (!o_ptr->artifact_bias && one_in_(3))
1138 o_ptr->artifact_bias = BIAS_PRIESTLY;
1139 else if (!o_ptr->artifact_bias && one_in_(6))
1140 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1143 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1146 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1149 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1152 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1155 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1158 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1159 if (!o_ptr->artifact_bias && one_in_(6))
1160 o_ptr->artifact_bias = BIAS_ROGUE;
1163 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1164 if (!o_ptr->artifact_bias && one_in_(3))
1165 o_ptr->artifact_bias = BIAS_LAW;
1168 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1169 if (!o_ptr->artifact_bias && one_in_(3))
1170 o_ptr->artifact_bias = BIAS_LAW;
1179 * @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.
1180 * @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。
1181 * 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、
1182 * 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、
1183 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1184 * @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。
1185 * @param o_ptr 対象のオブジェクト構造体ポインタ
1188 static void random_slay(object_type *o_ptr)
1190 if (o_ptr->tval == TV_BOW)
1192 switch (randint1(6))
1197 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1198 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1199 if (!o_ptr->artifact_bias && one_in_(9))
1200 o_ptr->artifact_bias = BIAS_RANGER;
1203 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1204 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1205 if (!o_ptr->artifact_bias && one_in_(9))
1206 o_ptr->artifact_bias = BIAS_RANGER;
1213 switch (o_ptr->artifact_bias)
1216 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1218 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1219 if (one_in_(2)) return;
1224 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1225 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1227 /* A free power for "priestly" random artifacts */
1228 add_flag(o_ptr->art_flags, TR_BLESSED);
1232 case BIAS_NECROMANTIC:
1233 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1235 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1236 if (one_in_(2)) return;
1238 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1240 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1241 if (one_in_(2)) return;
1246 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1248 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1249 if (one_in_(2)) return;
1254 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1255 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1256 !(have_flag(o_ptr->art_flags, TR_THROW)))
1258 /* Free power for rogues... */
1259 add_flag(o_ptr->art_flags, TR_THROW);
1261 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1263 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1264 if (one_in_(2)) return;
1269 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1271 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1272 if (one_in_(2)) return;
1277 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1279 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1280 if (one_in_(2)) return;
1285 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1287 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1288 if (one_in_(2)) return;
1293 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1295 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1296 if (one_in_(2)) return;
1301 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1303 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1304 if (one_in_(2)) return;
1309 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1311 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1312 if (one_in_(2)) return;
1314 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1316 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1317 if (one_in_(2)) return;
1319 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1321 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1322 if (one_in_(2)) return;
1327 switch (randint1(36))
1333 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1337 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1344 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1348 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1350 if (!o_ptr->artifact_bias && one_in_(2))
1351 o_ptr->artifact_bias = BIAS_LAW;
1352 else if (!o_ptr->artifact_bias && one_in_(9))
1353 o_ptr->artifact_bias = BIAS_PRIESTLY;
1359 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1363 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1365 if (!o_ptr->artifact_bias && one_in_(9))
1366 o_ptr->artifact_bias = BIAS_PRIESTLY;
1372 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1376 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1378 if (!o_ptr->artifact_bias && one_in_(9))
1379 o_ptr->artifact_bias = BIAS_PRIESTLY;
1385 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1389 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1396 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1400 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1407 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1411 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1416 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1419 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1423 if (o_ptr->tval == TV_SWORD)
1425 add_flag(o_ptr->art_flags, TR_VORPAL);
1426 if (!o_ptr->artifact_bias && one_in_(9))
1427 o_ptr->artifact_bias = BIAS_WARRIOR;
1433 add_flag(o_ptr->art_flags, TR_IMPACT);
1437 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1438 if (!o_ptr->artifact_bias)
1439 o_ptr->artifact_bias = BIAS_FIRE;
1443 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1444 if (!o_ptr->artifact_bias)
1445 o_ptr->artifact_bias = BIAS_COLD;
1449 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1450 if (!o_ptr->artifact_bias)
1451 o_ptr->artifact_bias = BIAS_ELEC;
1455 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1456 if (!o_ptr->artifact_bias)
1457 o_ptr->artifact_bias = BIAS_ACID;
1461 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1462 if (!o_ptr->artifact_bias && !one_in_(3))
1463 o_ptr->artifact_bias = BIAS_POIS;
1464 else if (!o_ptr->artifact_bias && one_in_(6))
1465 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1466 else if (!o_ptr->artifact_bias)
1467 o_ptr->artifact_bias = BIAS_ROGUE;
1470 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1471 if (!o_ptr->artifact_bias)
1472 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1475 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1476 if (!o_ptr->artifact_bias)
1477 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1483 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1487 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1491 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1492 if (!o_ptr->artifact_bias)
1493 o_ptr->artifact_bias = BIAS_CHAOS;
1499 * @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.
1500 * @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。
1501 * @param o_ptr 対象のオブジェクト構造体ポインタ
1504 static void give_activation_power(object_type *o_ptr)
1506 int type = 0, chance = 0;
1508 switch (o_ptr->artifact_bias)
1513 type = ACT_BO_ELEC_1;
1515 else if (!one_in_(5))
1517 type = ACT_BA_ELEC_2;
1521 type = ACT_BA_ELEC_3;
1527 type = ACT_BA_POIS_1;
1534 type = ACT_BO_FIRE_1;
1536 else if (!one_in_(5))
1538 type = ACT_BA_FIRE_1;
1542 type = ACT_BA_FIRE_2;
1550 type = ACT_BO_COLD_1;
1551 else if (!one_in_(3))
1552 type = ACT_BA_COLD_1;
1553 else if (!one_in_(3))
1554 type = ACT_BA_COLD_2;
1556 type = ACT_BA_COLD_3;
1562 type = ACT_SUMMON_DEMON;
1564 type = ACT_CALL_CHAOS;
1571 type = ACT_CHARM_UNDEAD;
1572 else if (one_in_(12))
1573 type = ACT_BANISH_EVIL;
1574 else if (one_in_(11))
1575 type = ACT_DISP_EVIL;
1576 else if (one_in_(10))
1577 type = ACT_PROT_EVIL;
1578 else if (one_in_(9))
1579 type = ACT_CURE_1000;
1580 else if (one_in_(8))
1581 type = ACT_CURE_700;
1582 else if (one_in_(7))
1583 type = ACT_REST_ALL;
1584 else if (one_in_(6))
1585 type = ACT_REST_EXP;
1590 case BIAS_NECROMANTIC:
1594 else if (one_in_(13))
1595 type = ACT_DISP_GOOD;
1596 else if (one_in_(9))
1597 type = ACT_MASS_GENO;
1598 else if (one_in_(8))
1599 type = ACT_GENOCIDE;
1600 else if (one_in_(13))
1601 type = ACT_SUMMON_UNDEAD;
1602 else if (one_in_(9))
1603 type = ACT_VAMPIRE_2;
1604 else if (one_in_(6))
1605 type = ACT_CHARM_UNDEAD;
1607 type = ACT_VAMPIRE_1;
1613 type = ACT_BANISH_EVIL;
1614 else if (one_in_(4))
1615 type = ACT_DISP_EVIL;
1617 type = ACT_PROT_EVIL;
1624 else if (one_in_(4))
1626 else if (one_in_(3))
1627 type = ACT_DETECT_ALL;
1628 else if (one_in_(8))
1631 type = ACT_ID_PLAIN;
1637 type = ACT_SUMMON_ELEMENTAL;
1638 else if (one_in_(10))
1639 type = ACT_SUMMON_PHANTOM;
1640 else if (one_in_(5))
1641 type = ACT_RUNE_EXPLO;
1657 type = ACT_CHARM_ANIMALS;
1658 else if (one_in_(7))
1659 type = ACT_SUMMON_ANIMAL;
1660 else if (one_in_(6))
1661 type = ACT_CHARM_ANIMAL;
1662 else if (one_in_(4))
1663 type = ACT_RESIST_ALL;
1664 else if (one_in_(3))
1667 type = ACT_CURE_POISON;
1671 if (!type || (randint1(100) >= chance))
1673 one_activation(o_ptr);
1677 /* A type was chosen... */
1678 o_ptr->xtra2 = (byte_hack)type;
1679 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1684 * @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.
1685 * @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。
1686 * @param o_ptr 処理中のアイテム参照ポインタ
1687 * @param return_name 名前を返すための文字列参照ポインタ
1688 * @param armour 対象のオブジェクトが防具が否か
1689 * @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)
1692 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1694 int prob = randint1(100);
1696 if (prob <= SINDARIN_NAME)
1698 get_table_sindarin(return_name);
1700 else if (prob <= TABLE_NAME)
1702 get_table_name(return_name);
1714 filename = _("a_cursed_j.txt", "a_cursed.txt");
1717 filename = _("a_low_j.txt", "a_low.txt");
1720 filename = _("a_med_j.txt", "a_med.txt");
1723 filename = _("a_high_j.txt", "a_high.txt");
1730 filename = _("w_cursed_j.txt", "w_cursed.txt");
1733 filename = _("w_low_j.txt", "w_low.txt");
1736 filename = _("w_med_j.txt", "w_med.txt");
1739 filename = _("w_high_j.txt", "w_high.txt");
1743 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1745 if (return_name[0] == 0) get_table_name(return_name);
1751 * @brief ランダムアーティファクト生成のメインルーチン
1752 * @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。
1753 * @param o_ptr 対象のオブジェクト構造体ポインタ
1754 * @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。
1755 * @return 常にTRUE(1)を返す
1757 bool create_artifact(object_type *o_ptr, bool a_scroll)
1759 char new_name[1024];
1761 int powers = randint1(5) + 1;
1763 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1766 bool a_cursed = FALSE;
1767 int warrior_artifact_bias = 0;
1770 /* Reset artifact bias */
1771 o_ptr->artifact_bias = 0;
1773 /* Nuke enchantments */
1777 for (i = 0; i < TR_FLAG_SIZE; i++)
1778 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1780 if (o_ptr->pval) has_pval = TRUE;
1782 if (a_scroll && one_in_(4))
1784 switch (p_ptr->pclass)
1787 case CLASS_BERSERKER:
1792 o_ptr->artifact_bias = BIAS_WARRIOR;
1795 case CLASS_HIGH_MAGE:
1796 case CLASS_SORCERER:
1797 case CLASS_MAGIC_EATER:
1798 case CLASS_BLUE_MAGE:
1799 o_ptr->artifact_bias = BIAS_MAGE;
1802 o_ptr->artifact_bias = BIAS_PRIESTLY;
1806 o_ptr->artifact_bias = BIAS_ROGUE;
1807 warrior_artifact_bias = 25;
1811 o_ptr->artifact_bias = BIAS_RANGER;
1812 warrior_artifact_bias = 30;
1815 o_ptr->artifact_bias = BIAS_PRIESTLY;
1816 warrior_artifact_bias = 40;
1818 case CLASS_WARRIOR_MAGE:
1819 case CLASS_RED_MAGE:
1820 o_ptr->artifact_bias = BIAS_MAGE;
1821 warrior_artifact_bias = 40;
1823 case CLASS_CHAOS_WARRIOR:
1824 o_ptr->artifact_bias = BIAS_CHAOS;
1825 warrior_artifact_bias = 40;
1828 case CLASS_FORCETRAINER:
1829 o_ptr->artifact_bias = BIAS_PRIESTLY;
1831 case CLASS_MINDCRAFTER:
1833 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1836 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1838 case CLASS_IMITATOR:
1839 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1841 case CLASS_BEASTMASTER:
1842 o_ptr->artifact_bias = BIAS_CHR;
1843 warrior_artifact_bias = 50;
1845 case CLASS_MIRROR_MASTER:
1846 if (randint1(4) > 1)
1848 o_ptr->artifact_bias = BIAS_MAGE;
1852 o_ptr->artifact_bias = BIAS_ROGUE;
1858 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1859 o_ptr->artifact_bias = BIAS_WARRIOR;
1861 strcpy(new_name, "");
1863 if (!a_scroll && one_in_(A_CURSED))
1865 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1868 while (one_in_(powers) || one_in_(7) || one_in_(10))
1871 if (!a_cursed && one_in_(WEIRD_LUCK))
1874 if (a_cursed) powers /= 2;
1876 max_powers = powers;
1880 switch (randint1(max_type))
1887 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1889 if (a_cursed && !one_in_(13)) break;
1892 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1896 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1900 random_resistance(o_ptr);
1909 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1917 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1919 /* This one commented out by gw's request... */
1921 add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1924 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1926 o_ptr->pval = randint1(2);
1927 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1936 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1939 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1944 /* give it some plusses... */
1945 if (object_is_armour(o_ptr))
1946 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1947 else if (object_is_weapon_ammo(o_ptr))
1949 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1950 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1951 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1954 /* Just to be sure */
1955 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1956 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1957 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1958 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1960 total_flags = flag_cost(o_ptr, o_ptr->pval);
1962 if (a_cursed) curse_artifact(o_ptr);
1965 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1968 give_activation_power(o_ptr);
1971 if (object_is_armour(o_ptr))
1973 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1975 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1976 o_ptr->to_d -= (s16b)randint0(3);
1977 o_ptr->to_h -= (s16b)randint0(3);
1979 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1981 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1982 o_ptr->to_d -= (s16b)randint0(3);
1983 o_ptr->to_h -= (s16b)randint0(3);
1987 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);
1989 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1993 remove_flag(o_ptr->art_flags, TR_BLOWS);
1994 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1995 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1996 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1997 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1998 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1999 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
2000 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
2001 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
2002 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
2003 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
2004 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2005 remove_flag(o_ptr->art_flags, TR_VORPAL);
2006 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
2007 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
2008 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
2009 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
2010 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
2013 if (!object_is_weapon_ammo(o_ptr))
2016 if (a_cursed) power_level = 0;
2017 else if (total_flags < 15000) power_level = 1;
2018 else if (total_flags < 35000) power_level = 2;
2019 else power_level = 3;
2025 if (a_cursed) power_level = 0;
2026 else if (total_flags < 20000) power_level = 1;
2027 else if (total_flags < 45000) power_level = 2;
2028 else power_level = 3;
2031 /* 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 */
2032 if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
2034 msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
2037 if (weakening_artifact(o_ptr) == 0) break;
2038 } while (suppression_evil_dam(o_ptr));
2043 char dummy_name[80] = "";
2044 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? ");
2046 /* Identify it fully */
2047 object_aware(o_ptr);
2048 object_known(o_ptr);
2050 /* Mark the item as fully known */
2051 o_ptr->ident |= (IDENT_MENTAL);
2053 /* For being treated as random artifact in screen_object() */
2054 o_ptr->art_name = quark_add("");
2056 (void)screen_object(o_ptr, 0L);
2058 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2064 get_table_sindarin_aux(dummy_name);
2068 get_table_name_aux(dummy_name);
2071 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
2072 chg_virtue(V_INDIVIDUALISM, 2);
2073 chg_virtue(V_ENCHANT, 5);
2077 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
2080 /* Save the inscription */
2081 o_ptr->art_name = quark_add(new_name);
2083 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」",
2084 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
2087 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2093 * @brief オブジェクトから能力発動IDを取得する。
2094 * @details いくつかのケースで定義されている発動効果から、
2095 * 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。
2096 * @param o_ptr 対象のオブジェクト構造体ポインタ
2097 * @return 発動効果のIDを返す
2099 int activation_index(object_type *o_ptr)
2101 /* Give priority to weaponsmith's essential activations */
2102 if (object_is_smith(o_ptr))
2104 switch (o_ptr->xtra3 - 1)
2106 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2107 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2108 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2109 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2110 case TR_IMPACT: return ACT_QUAKE;
2114 if (object_is_fixed_artifact(o_ptr))
2116 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2118 return a_info[o_ptr->name1].act_idx;
2121 if (object_is_ego(o_ptr))
2123 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2125 return e_info[o_ptr->name2].act_idx;
2128 if (!object_is_random_artifact(o_ptr))
2130 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2132 return k_info[o_ptr->k_idx].act_idx;
2136 return o_ptr->xtra2;
2140 * @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。
2141 * @details activation_index() 関数の結果から参照する。
2142 * @param o_ptr 対象のオブジェクト構造体ポインタ
2143 * @return 発動効果構造体のポインタを返す
2145 const activation_type* find_activation_info(object_type *o_ptr)
2147 const int index = activation_index(o_ptr);
2148 const activation_type* p;
2150 for (p = activation_info; p->flag != NULL; ++ p) {
2151 if (p->index == index)
2161 * @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
2162 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
2163 * @param o_ptr 対象のオブジェクト構造体ポインタ
2164 * @return 発動実行の是非を返す。
2166 static bool activate_dragon_breath(object_type *o_ptr)
2168 u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2171 int i, dir, t, n = 0;
2173 if (!get_aim_dir(&dir)) return FALSE;
2175 object_flags(o_ptr, flgs);
2177 for (i = 0; dragonbreath_info[i].flag != 0; i++)
2179 if (have_flag(flgs, dragonbreath_info[i].flag))
2181 type[n] = dragonbreath_info[i].type;
2182 name[n] = dragonbreath_info[i].name;
2188 if (n == 0) return FALSE;
2191 if (music_singing_any()) stop_singing();
2192 if (hex_spelling_any()) stop_hex_spell_all();
2195 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
2196 fire_ball(type[t], dir, 250, -4);
2202 * @brief アイテムの発動効果を処理する。
2203 * @details activate_random_artifact()とされているが、実際は全発動が統合された。
2204 * @todo 折を見て関数名を修正すること。
2205 * @param o_ptr 対象のオブジェクト構造体ポインタ
2206 * @return 発動実行の是非を返す。
2208 bool activate_random_artifact(object_type *o_ptr)
2210 PLAYER_LEVEL plev = p_ptr->lev;
2213 cptr name = k_name + k_info[o_ptr->k_idx].name;
2214 const activation_type* const act_ptr = find_activation_info(o_ptr);
2218 /* Maybe forgot adding information to activation_info table ? */
2219 msg_print("Activation information is not found.");
2223 /* Activate for attack */
2224 switch (act_ptr->index)
2228 if (!get_aim_dir(&dir)) return FALSE;
2229 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
2230 (void)lite_line(dir, damroll(6, 8));
2236 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
2237 if (!get_aim_dir(&dir)) return FALSE;
2238 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2244 msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
2245 if (!get_aim_dir(&dir)) return FALSE;
2246 fire_ball(GF_POIS, dir, 12, 3);
2252 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
2253 if (!get_aim_dir(&dir)) return FALSE;
2254 fire_bolt(GF_ELEC, dir, damroll(4, 8));
2260 msg_print(_("それは酸に覆われた...","It is covered in acid..."));
2261 if (!get_aim_dir(&dir)) return FALSE;
2262 fire_bolt(GF_ACID, dir, damroll(5, 8));
2268 msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2269 if (!get_aim_dir(&dir)) return FALSE;
2270 fire_bolt(GF_COLD, dir, damroll(6, 8));
2276 msg_print(_("それは炎に覆われた...","It is covered in fire..."));
2277 if (!get_aim_dir(&dir)) return FALSE;
2278 fire_bolt(GF_FIRE, dir, damroll(9, 8));
2284 msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2285 if (!get_aim_dir(&dir)) return FALSE;
2286 fire_ball(GF_COLD, dir, 48, 2);
2292 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
2293 if (!get_aim_dir(&dir)) return FALSE;
2294 fire_ball(GF_COLD, dir, 100, 2);
2300 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
2301 if (!get_aim_dir(&dir)) return FALSE;
2302 fire_ball(GF_COLD, dir, 400, 3);
2308 msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2309 if (!get_aim_dir(&dir)) return FALSE;
2310 fire_ball(GF_FIRE, dir, 72, 2);
2316 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
2317 if (!get_aim_dir(&dir)) return FALSE;
2318 fire_ball(GF_FIRE, dir, 120, 3);
2324 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
2325 if (!get_aim_dir(&dir)) return FALSE;
2326 fire_ball(GF_FIRE, dir, 300, 3);
2332 msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2333 if (!get_aim_dir(&dir)) return FALSE;
2334 fire_ball(GF_FIRE, dir, 100, 2);
2340 msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
2341 if (!get_aim_dir(&dir)) return FALSE;
2342 fire_ball(GF_ELEC, dir, 100, 3);
2348 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2349 if (!get_aim_dir(&dir)) return FALSE;
2350 fire_ball(GF_ELEC, dir, 500, 3);
2356 msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
2357 if (!get_aim_dir(&dir)) return FALSE;
2358 fire_ball(GF_ACID, dir, 100, 2);
2364 msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
2365 if (!get_aim_dir(&dir)) return FALSE;
2366 fire_ball(GF_NUKE, dir, 100, 2);
2372 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);
2373 if (!get_aim_dir(&dir)) return FALSE;
2374 if (drain_life(dir, 100))
2380 msg_print(_("黒く輝いている...", "It glows black..."));
2381 if (!get_aim_dir(&dir)) return FALSE;
2382 drain_life(dir, 120);
2388 if (!get_aim_dir(&dir)) return FALSE;
2389 for (dummy = 0; dummy < 3; dummy++)
2391 if (drain_life(dir, 50))
2399 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
2400 if (!get_aim_dir(&dir)) return FALSE;
2401 fire_bolt(GF_ARROW, dir, 150);
2410 monster_type *m_ptr;
2412 for (dir = 0; dir <= 9; dir++)
2414 y = p_ptr->y + ddy[dir];
2415 x = p_ptr->x + ddx[dir];
2416 c_ptr = &cave[y][x];
2418 /* Get the monster */
2419 m_ptr = &m_list[c_ptr->m_idx];
2421 /* Hack -- attack monsters */
2422 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2431 if (!get_aim_dir(&dir)) return FALSE;
2432 for (dummy = 0; dummy < 3; dummy++)
2434 if (drain_life(dir, 100))
2441 case ACT_CALL_CHAOS:
2443 msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
2450 if (!get_aim_dir(&dir)) return FALSE;
2451 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
2452 fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2458 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
2459 dispel_evil(p_ptr->lev * 5);
2465 if (!get_aim_dir(&dir)) return FALSE;
2466 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2467 fire_ball(GF_MISSILE, dir, 300, -4);
2473 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
2474 dispel_good(p_ptr->lev * 5);
2480 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
2481 if (!get_aim_dir(&dir)) return FALSE;
2482 fire_bolt(GF_ARROW, dir, 150);
2488 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
2489 if (!get_aim_dir(&dir)) return FALSE;
2490 fire_ball(GF_WATER, dir, 200, 3);
2496 msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
2497 if (!get_aim_dir(&dir)) return FALSE;
2498 fire_ball(GF_DARK, dir, 250, 4);
2504 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
2505 if (!get_aim_dir(&dir)) return FALSE;
2506 fire_ball(GF_MANA, dir, 250, 4);
2512 msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
2513 (void)dispel_monsters(4);
2517 case ACT_BLINDING_LIGHT:
2519 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
2520 fire_ball(GF_LITE, 0, 300, 6);
2521 confuse_monsters(3 * p_ptr->lev / 2);
2527 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
2528 if (!get_aim_dir(&dir)) return FALSE;
2533 case ACT_CAST_BA_STAR:
2535 HIT_POINT num = damroll(5, 3);
2536 POSITION y = 0, x = 0;
2538 msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
2539 for (k = 0; k < num; k++)
2545 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
2547 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2549 if (!player_bold(y, x)) break;
2552 project(0, 3, y, x, 150, GF_ELEC,
2553 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2559 case ACT_BLADETURNER:
2561 if (!get_aim_dir(&dir)) return FALSE;
2562 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2563 fire_ball(GF_MISSILE, dir, 300, -4);
2564 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
2565 (void)set_afraid(0);
2566 (void)set_hero(randint1(50) + 50, FALSE);
2567 (void)hp_player(10);
2568 (void)set_blessed(randint1(50) + 50, FALSE);
2569 (void)set_oppose_acid(randint1(50) + 50, FALSE);
2570 (void)set_oppose_elec(randint1(50) + 50, FALSE);
2571 (void)set_oppose_fire(randint1(50) + 50, FALSE);
2572 (void)set_oppose_cold(randint1(50) + 50, FALSE);
2573 (void)set_oppose_pois(randint1(50) + 50, FALSE);
2579 if (!get_aim_dir(&dir)) return FALSE;
2580 fire_ball(GF_FIRE, dir, 200, -2);
2581 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2583 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2589 if (!get_aim_dir(&dir)) return FALSE;
2590 fire_ball(GF_COLD, dir, 200, -2);
2591 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2593 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2599 if (!activate_dragon_breath(o_ptr)) return FALSE;
2603 /* Activate for other offensive action */
2607 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
2608 if (!get_aim_dir(&dir)) return FALSE;
2609 confuse_monster(dir, 20);
2615 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2616 sleep_monsters_touch();
2622 earthquake(p_ptr->y, p_ptr->x, 5);
2628 turn_monsters(40 + p_ptr->lev);
2634 if (!get_aim_dir(&dir)) return FALSE;
2635 (void)fire_beam(GF_AWAY_ALL, dir, plev);
2639 case ACT_BANISH_EVIL:
2641 if (banish_evil(100))
2643 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!"));
2650 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2651 (void)symbol_genocide(200, TRUE);
2657 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
2658 (void)mass_genocide(200, TRUE);
2662 case ACT_SCARE_AREA:
2664 if (music_singing_any()) stop_singing();
2665 if (hex_spelling_any()) stop_hex_spell_all();
2666 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!",
2667 "You wind a mighty blast; your enemies tremble!"));
2668 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2674 if (o_ptr->name1 == ART_HYOUSIGI)
2676 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
2680 msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
2682 aggravate_monsters(0);
2686 /* Activate for summoning / charming */
2688 case ACT_CHARM_ANIMAL:
2690 if (!get_aim_dir(&dir)) return FALSE;
2691 (void)charm_animal(dir, plev * 2);
2695 case ACT_CHARM_UNDEAD:
2697 if (!get_aim_dir(&dir)) return FALSE;
2698 (void)control_one_undead(dir, plev * 2);
2702 case ACT_CHARM_OTHER:
2704 if (!get_aim_dir(&dir)) return FALSE;
2705 (void)charm_monster(dir, plev * 2);
2709 case ACT_CHARM_ANIMALS:
2711 (void)charm_animals(plev * 2);
2715 case ACT_CHARM_OTHERS:
2717 charm_monsters(plev * 2);
2721 case ACT_SUMMON_ANIMAL:
2723 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2727 case ACT_SUMMON_PHANTOM:
2729 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
2730 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2734 case ACT_SUMMON_ELEMENTAL:
2736 bool pet = one_in_(3);
2737 BIT_FLAGS mode = 0L;
2739 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2740 if (pet) mode |= PM_FORCE_PET;
2741 else mode |= PM_NO_PET;
2743 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2745 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
2747 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
2749 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
2755 case ACT_SUMMON_DEMON:
2757 bool pet = one_in_(3);
2758 BIT_FLAGS mode = 0L;
2760 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2761 if (pet) mode |= PM_FORCE_PET;
2762 else mode |= PM_NO_PET;
2764 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
2766 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
2768 msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
2770 msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2776 case ACT_SUMMON_UNDEAD:
2778 bool pet = one_in_(3);
2780 BIT_FLAGS mode = 0L;
2782 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2784 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2785 if (pet) mode |= PM_FORCE_PET;
2786 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2788 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
2790 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...",
2791 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2793 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!",
2794 "Ancient, long-dead forms arise from the ground to serve you!"));
2796 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
2797 "'The dead arise... to punish you for disturbing them!'"));
2803 case ACT_SUMMON_HOUND:
2805 BIT_FLAGS mode = PM_ALLOW_GROUP;
2806 bool pet = !one_in_(5);
2807 if (pet) mode |= PM_FORCE_PET;
2808 else mode |= PM_NO_PET;
2810 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2814 msg_print(_("ハウンドがあなたの下僕として出現した。",
2815 "A group of hounds appear as your servant."));
2817 msg_print(_("ハウンドはあなたに牙を向けている!",
2818 "A group of hounds appear as your enemy!"));
2824 case ACT_SUMMON_DAWN:
2826 msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
2827 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2831 case ACT_SUMMON_OCTOPUS:
2833 BIT_FLAGS mode = PM_ALLOW_GROUP;
2834 bool pet = !one_in_(5);
2835 if (pet) mode |= PM_FORCE_PET;
2837 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
2840 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."));
2842 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
2848 /* Activate for healing */
2850 case ACT_CHOIR_SINGS:
2852 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
2853 (void)set_poisoned(0);
2856 (void)set_confused(0);
2858 (void)set_afraid(0);
2859 (void)set_hero(randint1(25) + 25, FALSE);
2860 (void)hp_player(777);
2866 (void)set_afraid(0);
2867 (void)hp_player(30);
2873 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
2874 hp_player(damroll(4, 8));
2875 (void)set_cut((p_ptr->cut / 2) - 50);
2879 case ACT_CURE_POISON:
2881 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2882 (void)set_afraid(0);
2883 (void)set_poisoned(0);
2889 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
2896 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
2897 (void)do_res_stat(A_STR);
2898 (void)do_res_stat(A_INT);
2899 (void)do_res_stat(A_WIS);
2900 (void)do_res_stat(A_DEX);
2901 (void)do_res_stat(A_CON);
2902 (void)do_res_stat(A_CHR);
2903 (void)restore_level();
2909 msg_print(_("深青色に輝いている...","It glows deep blue..."));
2910 msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
2911 (void)hp_player(700);
2918 msg_print(_("白く明るく輝いている...","It glows a bright white..."));
2919 msg_print(_("ひじょうに気分がよい...","You feel much better..."));
2920 (void)hp_player(1000);
2927 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
2928 (void)set_poisoned(0);
2929 (void)set_confused(0);
2938 case ACT_CURE_MANA_FULL:
2940 msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
2941 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2944 for (i = 0; i < EATER_EXT*2; i++)
2946 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2947 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;
2949 for (; i < EATER_EXT*3; i++)
2951 KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2952 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;
2953 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2955 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2956 p_ptr->window |= (PW_PLAYER);
2958 else if (p_ptr->csp < p_ptr->msp)
2960 p_ptr->csp = p_ptr->msp;
2961 p_ptr->csp_frac = 0;
2962 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2963 p_ptr->redraw |= (PR_MANA);
2964 p_ptr->window |= (PW_PLAYER);
2965 p_ptr->window |= (PW_SPELL);
2970 /* Activate for timed effect */
2974 (void)set_tim_esp(randint1(30) + 25, FALSE);
2980 (void)set_afraid(0);
2981 (void)set_shero(randint1(25) + 25, FALSE);
2982 /* (void)set_afraid(0);
2983 (void)set_hero(randint1(50) + 50, FALSE);
2984 (void)set_blessed(randint1(50) + 50, FALSE);
2985 o_ptr->timeout = 100 + randint1(100); */
2991 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
2993 (void)set_protevil(randint1(25) + k, FALSE);
2997 case ACT_RESIST_ALL:
2999 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
3000 (void)set_oppose_acid(randint1(40) + 40, FALSE);
3001 (void)set_oppose_elec(randint1(40) + 40, FALSE);
3002 (void)set_oppose_fire(randint1(40) + 40, FALSE);
3003 (void)set_oppose_cold(randint1(40) + 40, FALSE);
3004 (void)set_oppose_pois(randint1(40) + 40, FALSE);
3010 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
3011 (void)set_fast(randint1(20) + 20, FALSE);
3015 case ACT_XTRA_SPEED:
3017 msg_print(_("明るく輝いている...", "It glows brightly..."));
3018 (void)set_fast(randint1(75) + 75, FALSE);
3024 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3030 (void)set_invuln(randint1(8) + 8, FALSE);
3036 (void)set_afraid(0);
3037 set_hero(randint1(25)+25, FALSE);
3042 case ACT_HELO_SPEED:
3044 (void)set_fast(randint1(50) + 50, FALSE);
3047 set_hero(randint1(50) + 50, FALSE);
3051 case ACT_RESIST_ACID:
3053 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
3054 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3056 if (!get_aim_dir(&dir)) return FALSE;
3057 fire_ball(GF_ACID, dir, 100, 2);
3059 (void)set_oppose_acid(randint1(20) + 20, FALSE);
3063 case ACT_RESIST_FIRE:
3065 msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
3066 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3068 if (!get_aim_dir(&dir)) return FALSE;
3069 fire_ball(GF_FIRE, dir, 100, 2);
3071 (void)set_oppose_fire(randint1(20) + 20, FALSE);
3075 case ACT_RESIST_COLD:
3077 msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
3078 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3080 if (!get_aim_dir(&dir)) return FALSE;
3081 fire_ball(GF_COLD, dir, 100, 2);
3083 (void)set_oppose_cold(randint1(20) + 20, FALSE);
3087 case ACT_RESIST_ELEC:
3089 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
3090 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3092 if (!get_aim_dir(&dir)) return FALSE;
3093 fire_ball(GF_ELEC, dir, 100, 2);
3095 (void)set_oppose_elec(randint1(20) + 20, FALSE);
3099 case ACT_RESIST_POIS:
3101 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
3102 (void)set_oppose_pois(randint1(20) + 20, FALSE);
3106 /* Activate for general purpose effect (detection etc.) */
3110 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
3111 lite_area(damroll(2, 15), 3);
3117 msg_print(_("眩しく輝いた...", "It shines brightly..."));
3118 map_area(DETECT_RAD_MAP);
3119 lite_area(damroll(2, 15), 3);
3123 case ACT_DETECT_ALL:
3125 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
3126 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
3127 detect_all(DETECT_RAD_DEFAULT);
3131 case ACT_DETECT_XTRA:
3133 msg_print(_("明るく輝いている...", "It glows brightly..."));
3134 detect_all(DETECT_RAD_DEFAULT);
3136 identify_fully(FALSE);
3142 msg_print(_("黄色く輝いている...", "It glows yellow..."));
3143 identify_fully(FALSE);
3149 if (!ident_spell(FALSE)) return FALSE;
3153 case ACT_RUNE_EXPLO:
3155 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3162 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
3169 (void)set_food(PY_FOOD_MAX - 1);
3175 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3176 destroy_doors_touch();
3182 msg_print(_("鼓動している...", "It pulsates..."));
3183 if (!get_aim_dir(&dir)) return FALSE;
3184 wall_to_mud(dir, 20 + randint1(30));
3196 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
3203 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."));
3204 if (!dimension_door()) return FALSE;
3211 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
3212 teleport_player(100, 0L);
3218 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
3219 if (!word_of_recall()) return FALSE;
3225 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
3226 chg_virtue(V_KNOWLEDGE, 1);
3227 chg_virtue(V_ENLIGHTEN, 1);
3230 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3231 take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
3233 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3234 (void)detect_doors(DETECT_RAD_DEFAULT);
3235 (void)detect_stairs(DETECT_RAD_DEFAULT);
3237 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
3239 (void)word_of_recall();
3245 case ACT_TELEKINESIS:
3247 if (!get_aim_dir(&dir)) return FALSE;
3248 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
3249 fetch(dir, 500, TRUE);
3253 case ACT_DETECT_UNIQUE:
3256 monster_type *m_ptr;
3257 monster_race *r_ptr;
3258 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 ..."));
3259 /* Process the monsters (backwards) */
3260 for (i = m_max - 1; i >= 1; i--)
3262 /* Access the monster */
3265 /* Ignore "dead" monsters */
3266 if (!m_ptr->r_idx) continue;
3268 r_ptr = &r_info[m_ptr->r_idx];
3270 if(r_ptr->flags1 & RF1_UNIQUE)
3272 msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
3280 switch (randint1(13))
3282 case 1: case 2: case 3: case 4: case 5:
3283 teleport_player(10, 0L);
3285 case 6: case 7: case 8: case 9: case 10:
3286 teleport_player(222, 0L);
3289 (void)stair_creation();
3292 if (get_check(_("この階を去りますか?", "Leave this level? ")))
3294 if (autosave_l) do_cmd_save_game(TRUE);
3297 p_ptr->leaving = TRUE;
3303 case ACT_DISP_CURSE_XTRA:
3305 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
3306 if (remove_all_curse())
3308 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."));
3314 case ACT_BRAND_FIRE_BOLTS:
3316 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
3317 (void)brand_bolts();
3321 case ACT_RECHARGE_XTRA:
3323 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
3324 if (!recharge(1000)) return FALSE;
3330 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
3331 if (!ident_spell(FALSE)) return FALSE;
3333 if (mp_ptr->spell_book)
3335 /* Sufficient mana */
3336 if (20 <= p_ptr->csp)
3342 /* Over-exert the player */
3345 int oops = 20 - p_ptr->csp;
3349 p_ptr->csp_frac = 0;
3352 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
3353 /* Hack -- Bypass free action */
3354 (void)set_paralyzed(p_ptr->paralyzed +
3355 randint1(5 * oops + 1));
3358 (void)set_confused(p_ptr->confused +
3359 randint1(5 * oops + 1));
3363 p_ptr->redraw |= (PR_MANA);
3365 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
3367 if (one_in_(5)) (void)set_confused(p_ptr->confused +
3370 /* Exercise a little care... */
3372 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
3378 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
3379 (void)set_afraid(0);
3380 (void)set_hero(randint1(20) + 20, FALSE);
3381 dispel_evil(p_ptr->lev * 3);
3385 case ACT_PHASE_DOOR:
3387 teleport_player(10, 0L);
3391 case ACT_DETECT_ALL_MONS:
3393 (void)detect_monsters_invis(255);
3394 (void)detect_monsters_normal(255);
3398 case ACT_ULTIMATE_RESIST:
3400 TIME_EFFECT v = randint1(25)+25;
3401 (void)set_afraid(0);
3402 (void)set_hero(v, FALSE);
3403 (void)hp_player(10);
3404 (void)set_blessed(v, FALSE);
3405 (void)set_oppose_acid(v, FALSE);
3406 (void)set_oppose_elec(v, FALSE);
3407 (void)set_oppose_fire(v, FALSE);
3408 (void)set_oppose_cold(v, FALSE);
3409 (void)set_oppose_pois(v, FALSE);
3410 (void)set_ultimate_res(v, FALSE);
3415 /* Unique activation */
3420 char o_name[MAX_NLEN];
3423 /* Cast off activated item */
3424 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3426 if (o_ptr == &inventory[inv]) break;
3430 if (inv > INVEN_FEET) return FALSE;
3432 object_copy(&forge, o_ptr);
3433 inven_item_increase(inv, (0 - o_ptr->number));
3434 inven_item_optimize(inv);
3435 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
3436 o_ptr = &o_list[o_idx];
3438 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3439 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
3442 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
3443 t = 20 + randint1(20);
3444 (void)set_blind(p_ptr->blind + t);
3445 (void)set_afraid(0);
3446 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3447 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3448 (void)set_hero(p_ptr->hero + t, FALSE);
3449 (void)set_blessed(p_ptr->blessed + t, FALSE);
3450 (void)set_fast(p_ptr->fast + t, FALSE);
3451 (void)set_shero(p_ptr->shero + t, FALSE);
3452 if (p_ptr->pclass == CLASS_FORCETRAINER)
3454 P_PTR_KI = plev * 5 + 190;
3455 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
3461 case ACT_FALLING_STAR:
3463 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
3464 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.'"));
3469 case ACT_GRAND_CROSS:
3471 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
3472 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3476 case ACT_TELEPORT_LEVEL:
3478 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;
3483 case ACT_STRAIN_HASTE:
3486 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3487 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
3488 t = 25 + randint1(25);
3489 (void)set_fast(p_ptr->fast + t, FALSE);
3497 if (!get_rep_dir2(&dir)) return FALSE;
3498 y = p_ptr->y+ddy[dir];
3499 x = p_ptr->x+ddx[dir];
3501 if (!cave_have_flag_bold(y, x, FF_WATER))
3503 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
3506 else if (cave[y][x].m_idx)
3509 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3510 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
3511 p_ptr->energy_use = 0;
3514 set_action(ACTION_FISH);
3515 p_ptr->redraw |= (PR_STATE);
3522 monster_type *m_ptr;
3525 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
3527 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
3528 kakusan = "Suke-san";
3531 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
3533 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
3534 kakusan = "Kaku-san";
3539 for (i = m_max - 1; i > 0; i--)
3542 if (!m_ptr->r_idx) continue;
3543 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3544 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3545 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3553 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。」",
3554 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
3557 confuse_monsters(120);
3559 stasis_monsters(120);
3564 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
3571 /* Only for Muramasa */
3572 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3573 if (get_check(_("本当に使いますか?", "Are you sure?!")))
3575 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
3579 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
3580 curse_weapon_object(TRUE, o_ptr);
3586 case ACT_BLOODY_MOON:
3588 /* Only for Bloody Moon */
3589 if (o_ptr->name1 != ART_BLOOD) return FALSE;
3590 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
3591 get_bloody_moon_flags(o_ptr);
3592 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3593 p_ptr->update |= (PU_BONUS | PU_HP);
3601 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3604 /* Only for Crimson */
3605 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3607 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!"));
3609 if (!get_aim_dir(&dir)) return FALSE;
3611 /* Use the given direction */
3612 tx = p_ptr->x + 99 * ddx[dir];
3613 ty = p_ptr->y + 99 * ddy[dir];
3615 /* Hack -- Use an actual "target" */
3616 if ((dir == 5) && target_okay())
3622 if (p_ptr->pclass == CLASS_ARCHER)
3624 /* Extra shot at level 10 */
3625 if (p_ptr->lev >= 10) num++;
3627 /* Extra shot at level 30 */
3628 if (p_ptr->lev >= 30) num++;
3630 /* Extra shot at level 45 */
3631 if (p_ptr->lev >= 45) num++;
3634 for (i = 0; i < num; i++)
3635 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3641 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
3646 /* Set activation timeout */
3647 if (act_ptr->timeout.constant >= 0) {
3648 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
3649 if (act_ptr->timeout.dice > 0) {
3650 o_ptr->timeout += randint1(act_ptr->timeout.dice);
3653 /* Activations that have special timeout */
3654 switch (act_ptr->index) {
3656 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3659 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3662 o_ptr->timeout = 3 * (p_ptr->lev + 10);
3668 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3677 * @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。
3678 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
3679 * @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
3682 void get_bloody_moon_flags(object_type *o_ptr)
3686 for (i = 0; i < TR_FLAG_SIZE; i++)
3687 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3689 dummy = randint1(2) + randint1(2);
3690 for (i = 0; i < dummy; i++)
3692 int flag = randint0(26);
3693 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3694 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3695 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3696 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3699 dummy = randint1(2);
3700 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3702 for (i = 0; i < 2; i++)
3704 int tmp = randint0(11);
3705 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3706 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3711 * @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。.
3712 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
3713 * 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、
3715 * @attention プレイヤーの各種ステータスに依存した処理がある。
3716 * @todo 折を見て関数名を変更すること。
3717 * @param o_ptr 対象のオブジェクト構造体ポインタ
3718 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
3721 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3723 bool give_resistance = FALSE, give_power = FALSE;
3725 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3727 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3730 give_resistance = TRUE;
3734 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3735 add_flag(o_ptr->art_flags, TR_TY_CURSE);
3736 o_ptr->curse_flags |=
3737 (TRC_CURSED | TRC_HEAVY_CURSE);
3738 o_ptr->curse_flags |= get_curse(2, o_ptr);
3743 if (o_ptr->name1 == ART_MURAMASA)
3745 if (p_ptr->pclass != CLASS_SAMURAI)
3747 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3748 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3752 if (o_ptr->name1 == ART_ROBINTON)
3754 if (p_ptr->pclass == CLASS_BARD)
3756 add_flag(o_ptr->art_flags, TR_DEC_MANA);
3760 if (o_ptr->name1 == ART_XIAOLONG)
3762 if (p_ptr->pclass == CLASS_MONK)
3763 add_flag(o_ptr->art_flags, TR_BLOWS);
3766 if (o_ptr->name1 == ART_BLOOD)
3768 get_bloody_moon_flags(o_ptr);
3771 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3773 if (p_ptr->psex != SEX_FEMALE)
3775 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3779 if (o_ptr->name1 == ART_MILIM)
3781 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3784 add_flag(o_ptr->art_flags, TR_STR);
3785 add_flag(o_ptr->art_flags, TR_INT);
3786 add_flag(o_ptr->art_flags, TR_WIS);
3787 add_flag(o_ptr->art_flags, TR_DEX);
3788 add_flag(o_ptr->art_flags, TR_CON);
3789 add_flag(o_ptr->art_flags, TR_CHR);
3793 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3794 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3795 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3797 /* Give a resistance OR a power */
3798 if (one_in_(2)) give_resistance = TRUE;
3799 else give_power = TRUE;
3807 if (give_resistance)
3809 one_high_resistance(o_ptr);
3815 * @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
3816 * @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。
3817 * @param a_idx 生成する固定アーティファクト構造体のID
3818 * @param y アイテムを落とす地点のy座標
3819 * @param x アイテムを落とす地点のx座標
3820 * @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。
3821 * @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.
3822 * 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
3823 * drop_near()関数の返り値は信用できなくなる.
3825 bool create_named_art(int a_idx, int y, int x)
3831 artifact_type *a_ptr = &a_info[a_idx];
3833 /* Get local object */
3836 /* Ignore "empty" artifacts */
3837 if (!a_ptr->name) return FALSE;
3839 /* Acquire the "kind" index */
3840 i = lookup_kind(a_ptr->tval, a_ptr->sval);
3843 if (!i) return FALSE;
3845 /* Create the artifact */
3846 object_prep(q_ptr, i);
3849 q_ptr->name1 = (byte_hack)a_idx;
3851 /* Extract the fields */
3852 q_ptr->pval = a_ptr->pval;
3853 q_ptr->ac = a_ptr->ac;
3854 q_ptr->dd = a_ptr->dd;
3855 q_ptr->ds = a_ptr->ds;
3856 q_ptr->to_a = a_ptr->to_a;
3857 q_ptr->to_h = a_ptr->to_h;
3858 q_ptr->to_d = a_ptr->to_d;
3859 q_ptr->weight = a_ptr->weight;
3861 /* Hack -- extract the "cursed" flag */
3862 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3863 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3864 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3865 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3866 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3867 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3869 random_artifact_resistance(q_ptr, a_ptr);
3871 /* Drop the artifact from heaven */
3872 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3875 int calc_arm_avgdamage(object_type *o_ptr)
3877 u32b flgs[TR_FLAG_SIZE];
3878 object_flags(o_ptr, flgs);
3880 HIT_POINT dam, base, s_evil, forced, vorpal;
3881 dam = base = s_evil = forced = vorpal = 0;
3883 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
3885 if(have_flag(flgs, TR_KILL_EVIL))
3887 dam = s_evil = dam * 7 / 2;
3889 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
3891 dam = s_evil = dam * 2;
3895 if (have_flag(flgs, TR_FORCE_WEAPON))
3897 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
3901 if(have_flag(flgs, TR_VORPAL))
3903 dam = vorpal = dam * 11 / 9;
3907 dam = dam + o_ptr->to_d;
3909 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
3910 base, s_evil, forced, vorpal, dam);
3915 static int suppression_evil_dam(object_type *o_ptr)
3918 u32b flgs[TR_FLAG_SIZE];
3919 object_flags(o_ptr, flgs);
3921 if (have_flag(flgs, TR_VAMPIRIC))
3923 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
3927 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
3931 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
3935 else if (calc_arm_avgdamage(o_ptr) > 63)
3942 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
3946 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
3950 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
3954 else if (calc_arm_avgdamage(o_ptr) > 75)
3962 static int weakening_artifact(object_type *o_ptr)
3964 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
3965 object_kind *k_ptr = &k_info[k_idx];
3967 if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
3969 int pre_dd = o_ptr->dd;
3970 int pre_ds = o_ptr->ds;
3972 if (o_ptr->dd > o_ptr->ds)
3981 msg_format_wizard(CHEAT_OBJECT,
3982 _("ダイスが抑制されました。%dd%d -> %dd%d", "Dice Supress %dd%d -> %dd%d"),
3983 pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
3987 if (o_ptr->to_d > 10)
3989 int pre_damage = o_ptr->to_d;
3991 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
3992 if (o_ptr->to_d < 10)
3997 msg_format_wizard(CHEAT_OBJECT,
3998 _("ダメージ修正が抑制されました。 %d -> %d", "Plus-Damage Supress %d -> %d"),
3999 pre_damage, o_ptr->to_d);