1 /* Purpose: Artifact code */
4 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research, and
7 * not for profit purposes provided that this copyright and statement are
8 * included in all such copies.
14 /* Chance of using syllables to form the name instead of the "template" files */
15 #define SINDARIN_NAME 10
23 * Bias luck needs to be higher than weird luck,
24 * since it is usually tested several times...
26 #define ACTIVATION_CHANCE 3
30 * Use for biased artifact creation
32 static int artifact_bias;
36 * Choose one random sustain
38 void one_sustain(object_type *o_ptr)
42 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
43 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
44 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
45 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
46 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
47 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
53 * Choose one random high resistance
55 void one_high_resistance(object_type *o_ptr)
59 case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
60 case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
61 case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
62 case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
63 case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
64 case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
65 case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
66 case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
67 case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
68 case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
69 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
70 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
76 * Choose one random high resistance ( except poison and disenchantment )
78 void one_lordly_high_resistance(object_type *o_ptr)
82 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
83 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
84 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
85 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
86 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
87 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
88 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
89 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
90 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
91 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
97 * Choose one random element resistance
99 void one_ele_resistance(object_type *o_ptr)
103 case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
104 case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
105 case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
106 case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
112 * Choose one random element or poison resistance
114 void one_dragon_ele_resistance(object_type *o_ptr)
118 add_flag(o_ptr->art_flags, TR_RES_POIS);
122 one_ele_resistance(o_ptr);
128 * Choose one lower rank esp
130 void one_low_esp(object_type *o_ptr)
132 switch (randint1(10))
134 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
135 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
136 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
137 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
138 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
139 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
140 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
141 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
142 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
143 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
150 * Choose one random resistance
152 void one_resistance(object_type *o_ptr)
156 one_ele_resistance(o_ptr);
160 one_high_resistance(o_ptr);
166 * Choose one random ability
168 void one_ability(object_type *o_ptr)
170 switch (randint0(10))
172 case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
173 case 1: add_flag(o_ptr->art_flags, TR_LITE); break;
174 case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
175 case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
176 case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
177 case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
178 case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
179 case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE); break;
188 * Choose one random activation
190 void one_activation(object_type *o_ptr)
195 while (randint1(100) >= chance)
197 type = randint1(255);
212 case ACT_CURE_POISON:
250 case ACT_CHARM_ANIMAL:
253 case ACT_SUMMON_ANIMAL:
259 case ACT_BANISH_EVIL:
262 case ACT_CHARM_UNDEAD:
263 case ACT_CHARM_OTHER:
264 case ACT_SUMMON_PHANTOM:
271 case ACT_CHARM_ANIMALS:
272 case ACT_CHARM_OTHERS:
273 case ACT_SUMMON_ELEMENTAL:
282 case ACT_DETECT_XTRA:
286 case ACT_SUMMON_UNDEAD:
287 case ACT_SUMMON_DEMON:
298 /* A type was chosen... */
300 add_flag(o_ptr->art_flags, TR_ACTIVATE);
304 static void curse_artifact(object_type * o_ptr)
306 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
307 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
308 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
309 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
311 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
312 remove_flag(o_ptr->art_flags, TR_BLESSED);
314 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
315 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
316 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
317 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
318 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
319 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
320 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
321 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
323 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))
324 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
328 static void random_plus(object_type * o_ptr)
330 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
332 switch (artifact_bias)
335 if (!(have_flag(o_ptr->art_flags, TR_STR)))
337 add_flag(o_ptr->art_flags, TR_STR);
338 if (one_in_(2)) return;
341 if (!(have_flag(o_ptr->art_flags, TR_CON)))
343 add_flag(o_ptr->art_flags, TR_CON);
344 if (one_in_(2)) return;
347 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
349 add_flag(o_ptr->art_flags, TR_DEX);
350 if (one_in_(2)) return;
355 if (!(have_flag(o_ptr->art_flags, TR_INT)))
357 add_flag(o_ptr->art_flags, TR_INT);
358 if (one_in_(2)) return;
360 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
362 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
363 if (one_in_(2)) return;
368 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
370 add_flag(o_ptr->art_flags, TR_WIS);
371 if (one_in_(2)) return;
376 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
378 add_flag(o_ptr->art_flags, TR_DEX);
379 if (one_in_(2)) return;
382 if (!(have_flag(o_ptr->art_flags, TR_CON)))
384 add_flag(o_ptr->art_flags, TR_CON);
385 if (one_in_(2)) return;
388 if (!(have_flag(o_ptr->art_flags, TR_STR)))
390 add_flag(o_ptr->art_flags, TR_STR);
391 if (one_in_(2)) return;
396 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
398 add_flag(o_ptr->art_flags, TR_STEALTH);
399 if (one_in_(2)) return;
401 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
403 add_flag(o_ptr->art_flags, TR_SEARCH);
404 if (one_in_(2)) return;
409 if (!(have_flag(o_ptr->art_flags, TR_STR)))
411 add_flag(o_ptr->art_flags, TR_STR);
412 if (one_in_(2)) return;
417 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
419 add_flag(o_ptr->art_flags, TR_WIS);
420 if (one_in_(2)) return;
425 if (!(have_flag(o_ptr->art_flags, TR_INT)))
427 add_flag(o_ptr->art_flags, TR_INT);
428 if (one_in_(2)) return;
433 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
435 add_flag(o_ptr->art_flags, TR_DEX);
436 if (one_in_(2)) return;
441 if (!(have_flag(o_ptr->art_flags, TR_CON)))
443 add_flag(o_ptr->art_flags, TR_CON);
444 if (one_in_(2)) return;
449 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
451 add_flag(o_ptr->art_flags, TR_CHR);
452 if (one_in_(2)) return;
457 if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
459 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
461 add_flag(o_ptr->art_flags, TR_DEC_MANA);
462 if (one_in_(2)) return;
466 switch (randint1(this_type))
469 add_flag(o_ptr->art_flags, TR_STR);
470 if (!artifact_bias && !one_in_(13))
471 artifact_bias = BIAS_STR;
472 else if (!artifact_bias && one_in_(7))
473 artifact_bias = BIAS_WARRIOR;
476 add_flag(o_ptr->art_flags, TR_INT);
477 if (!artifact_bias && !one_in_(13))
478 artifact_bias = BIAS_INT;
479 else if (!artifact_bias && one_in_(7))
480 artifact_bias = BIAS_MAGE;
483 add_flag(o_ptr->art_flags, TR_WIS);
484 if (!artifact_bias && !one_in_(13))
485 artifact_bias = BIAS_WIS;
486 else if (!artifact_bias && one_in_(7))
487 artifact_bias = BIAS_PRIESTLY;
490 add_flag(o_ptr->art_flags, TR_DEX);
491 if (!artifact_bias && !one_in_(13))
492 artifact_bias = BIAS_DEX;
493 else if (!artifact_bias && one_in_(7))
494 artifact_bias = BIAS_ROGUE;
497 add_flag(o_ptr->art_flags, TR_CON);
498 if (!artifact_bias && !one_in_(13))
499 artifact_bias = BIAS_CON;
500 else if (!artifact_bias && one_in_(9))
501 artifact_bias = BIAS_RANGER;
504 add_flag(o_ptr->art_flags, TR_CHR);
505 if (!artifact_bias && !one_in_(13))
506 artifact_bias = BIAS_CHR;
509 add_flag(o_ptr->art_flags, TR_STEALTH);
510 if (!artifact_bias && one_in_(3))
511 artifact_bias = BIAS_ROGUE;
514 add_flag(o_ptr->art_flags, TR_SEARCH);
515 if (!artifact_bias && one_in_(9))
516 artifact_bias = BIAS_RANGER;
519 add_flag(o_ptr->art_flags, TR_INFRA);
522 add_flag(o_ptr->art_flags, TR_SPEED);
523 if (!artifact_bias && one_in_(11))
524 artifact_bias = BIAS_ROGUE;
527 add_flag(o_ptr->art_flags, TR_TUNNEL);
530 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
533 add_flag(o_ptr->art_flags, TR_BLOWS);
534 if (!artifact_bias && one_in_(11))
535 artifact_bias = BIAS_WARRIOR;
542 static void random_resistance(object_type * o_ptr)
544 switch (artifact_bias)
547 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
549 add_flag(o_ptr->art_flags, TR_RES_ACID);
550 if (one_in_(2)) return;
552 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
554 add_flag(o_ptr->art_flags, TR_IM_ACID);
555 if (!one_in_(IM_LUCK))
557 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
558 remove_flag(o_ptr->art_flags, TR_IM_COLD);
559 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
561 if (one_in_(2)) return;
566 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
568 add_flag(o_ptr->art_flags, TR_RES_ELEC);
569 if (one_in_(2)) return;
571 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
572 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
574 add_flag(o_ptr->art_flags, TR_SH_ELEC);
575 if (one_in_(2)) return;
577 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
579 add_flag(o_ptr->art_flags, TR_IM_ELEC);
580 if (!one_in_(IM_LUCK))
582 remove_flag(o_ptr->art_flags, TR_IM_ACID);
583 remove_flag(o_ptr->art_flags, TR_IM_COLD);
584 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
587 if (one_in_(2)) return;
592 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
594 add_flag(o_ptr->art_flags, TR_RES_FIRE);
595 if (one_in_(2)) return;
597 if ((o_ptr->tval >= TV_CLOAK) &&
598 (o_ptr->tval <= TV_HARD_ARMOR) &&
599 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
601 add_flag(o_ptr->art_flags, TR_SH_FIRE);
602 if (one_in_(2)) return;
604 if (one_in_(BIAS_LUCK) &&
605 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
607 add_flag(o_ptr->art_flags, TR_IM_FIRE);
608 if (!one_in_(IM_LUCK))
610 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
611 remove_flag(o_ptr->art_flags, TR_IM_COLD);
612 remove_flag(o_ptr->art_flags, TR_IM_ACID);
614 if (one_in_(2)) return;
619 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
621 add_flag(o_ptr->art_flags, TR_RES_COLD);
622 if (one_in_(2)) return;
624 if ((o_ptr->tval >= TV_CLOAK) &&
625 (o_ptr->tval <= TV_HARD_ARMOR) &&
626 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
628 add_flag(o_ptr->art_flags, TR_SH_COLD);
629 if (one_in_(2)) return;
631 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
633 add_flag(o_ptr->art_flags, TR_IM_COLD);
634 if (!one_in_(IM_LUCK))
636 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
637 remove_flag(o_ptr->art_flags, TR_IM_ACID);
638 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
640 if (one_in_(2)) return;
645 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
647 add_flag(o_ptr->art_flags, TR_RES_POIS);
648 if (one_in_(2)) return;
653 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
655 add_flag(o_ptr->art_flags, TR_RES_FEAR);
656 if (one_in_(2)) return;
658 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
660 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
661 if (one_in_(2)) return;
665 case BIAS_NECROMANTIC:
666 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
668 add_flag(o_ptr->art_flags, TR_RES_NETHER);
669 if (one_in_(2)) return;
671 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
673 add_flag(o_ptr->art_flags, TR_RES_POIS);
674 if (one_in_(2)) return;
676 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
678 add_flag(o_ptr->art_flags, TR_RES_DARK);
679 if (one_in_(2)) return;
684 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
686 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
687 if (one_in_(2)) return;
689 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
691 add_flag(o_ptr->art_flags, TR_RES_CONF);
692 if (one_in_(2)) return;
694 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
696 add_flag(o_ptr->art_flags, TR_RES_DISEN);
697 if (one_in_(2)) return;
702 switch (randint1(42))
705 if (!one_in_(WEIRD_LUCK))
706 random_resistance(o_ptr);
709 add_flag(o_ptr->art_flags, TR_IM_ACID);
711 artifact_bias = BIAS_ACID;
715 if (!one_in_(WEIRD_LUCK))
716 random_resistance(o_ptr);
719 add_flag(o_ptr->art_flags, TR_IM_ELEC);
721 artifact_bias = BIAS_ELEC;
725 if (!one_in_(WEIRD_LUCK))
726 random_resistance(o_ptr);
729 add_flag(o_ptr->art_flags, TR_IM_COLD);
731 artifact_bias = BIAS_COLD;
735 if (!one_in_(WEIRD_LUCK))
736 random_resistance(o_ptr);
739 add_flag(o_ptr->art_flags, TR_IM_FIRE);
741 artifact_bias = BIAS_FIRE;
747 add_flag(o_ptr->art_flags, TR_RES_ACID);
749 artifact_bias = BIAS_ACID;
754 add_flag(o_ptr->art_flags, TR_RES_ELEC);
756 artifact_bias = BIAS_ELEC;
761 add_flag(o_ptr->art_flags, TR_RES_FIRE);
763 artifact_bias = BIAS_FIRE;
768 add_flag(o_ptr->art_flags, TR_RES_COLD);
770 artifact_bias = BIAS_COLD;
774 add_flag(o_ptr->art_flags, TR_RES_POIS);
775 if (!artifact_bias && !one_in_(4))
776 artifact_bias = BIAS_POIS;
777 else if (!artifact_bias && one_in_(2))
778 artifact_bias = BIAS_NECROMANTIC;
779 else if (!artifact_bias && one_in_(2))
780 artifact_bias = BIAS_ROGUE;
784 add_flag(o_ptr->art_flags, TR_RES_FEAR);
785 if (!artifact_bias && one_in_(3))
786 artifact_bias = BIAS_WARRIOR;
789 add_flag(o_ptr->art_flags, TR_RES_LITE);
792 add_flag(o_ptr->art_flags, TR_RES_DARK);
796 add_flag(o_ptr->art_flags, TR_RES_BLIND);
800 add_flag(o_ptr->art_flags, TR_RES_CONF);
801 if (!artifact_bias && one_in_(6))
802 artifact_bias = BIAS_CHAOS;
806 add_flag(o_ptr->art_flags, TR_RES_SOUND);
810 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
814 add_flag(o_ptr->art_flags, TR_RES_NETHER);
815 if (!artifact_bias && one_in_(3))
816 artifact_bias = BIAS_NECROMANTIC;
820 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
824 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
825 if (!artifact_bias && one_in_(2))
826 artifact_bias = BIAS_CHAOS;
830 add_flag(o_ptr->art_flags, TR_RES_DISEN);
833 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
834 add_flag(o_ptr->art_flags, TR_SH_ELEC);
836 random_resistance(o_ptr);
838 artifact_bias = BIAS_ELEC;
841 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
842 add_flag(o_ptr->art_flags, TR_SH_FIRE);
844 random_resistance(o_ptr);
846 artifact_bias = BIAS_FIRE;
849 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
850 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
851 add_flag(o_ptr->art_flags, TR_REFLECT);
853 random_resistance(o_ptr);
856 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
857 add_flag(o_ptr->art_flags, TR_SH_COLD);
859 random_resistance(o_ptr);
861 artifact_bias = BIAS_COLD;
868 static void random_misc(object_type * o_ptr)
870 switch (artifact_bias)
873 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
875 add_flag(o_ptr->art_flags, TR_SUST_CON);
876 if (one_in_(2)) return;
881 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
883 add_flag(o_ptr->art_flags, TR_SUST_STR);
884 if (one_in_(2)) return;
889 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
891 add_flag(o_ptr->art_flags, TR_SUST_WIS);
892 if (one_in_(2)) return;
897 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
899 add_flag(o_ptr->art_flags, TR_SUST_INT);
900 if (one_in_(2)) return;
905 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
907 add_flag(o_ptr->art_flags, TR_SUST_DEX);
908 if (one_in_(2)) return;
913 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
915 add_flag(o_ptr->art_flags, TR_SUST_CON);
916 if (one_in_(2)) return;
921 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
923 add_flag(o_ptr->art_flags, TR_SUST_CHR);
924 if (one_in_(2)) return;
929 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
931 add_flag(o_ptr->art_flags, TR_TELEPORT);
932 if (one_in_(2)) return;
937 if (!(have_flag(o_ptr->art_flags, TR_LITE)))
939 add_flag(o_ptr->art_flags, TR_LITE); /* Freebie */
944 switch (randint1(33))
947 add_flag(o_ptr->art_flags, TR_SUST_STR);
949 artifact_bias = BIAS_STR;
952 add_flag(o_ptr->art_flags, TR_SUST_INT);
954 artifact_bias = BIAS_INT;
957 add_flag(o_ptr->art_flags, TR_SUST_WIS);
959 artifact_bias = BIAS_WIS;
962 add_flag(o_ptr->art_flags, TR_SUST_DEX);
964 artifact_bias = BIAS_DEX;
967 add_flag(o_ptr->art_flags, TR_SUST_CON);
969 artifact_bias = BIAS_CON;
972 add_flag(o_ptr->art_flags, TR_SUST_CHR);
974 artifact_bias = BIAS_CHR;
979 add_flag(o_ptr->art_flags, TR_FREE_ACT);
982 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
983 if (!artifact_bias && one_in_(5))
984 artifact_bias = BIAS_PRIESTLY;
985 else if (!artifact_bias && one_in_(6))
986 artifact_bias = BIAS_NECROMANTIC;
990 add_flag(o_ptr->art_flags, TR_LITE);
994 add_flag(o_ptr->art_flags, TR_LEVITATION);
999 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1003 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1007 add_flag(o_ptr->art_flags, TR_REGEN);
1010 add_flag(o_ptr->art_flags, TR_TELEPORT);
1015 if (object_is_armour(o_ptr))
1019 o_ptr->to_a = 4 + randint1(11);
1026 int bonus_h, bonus_d;
1027 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1028 bonus_h = 4 + (randint1(11));
1029 bonus_d = 4 + (randint1(11));
1030 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))
1035 o_ptr->to_h += bonus_h;
1036 o_ptr->to_d += bonus_d;
1040 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1043 add_flag(o_ptr->art_flags, TR_NO_TELE);
1046 add_flag(o_ptr->art_flags, TR_WARNING);
1050 switch (randint1(3))
1053 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1054 if (!artifact_bias && one_in_(3))
1055 artifact_bias = BIAS_LAW;
1058 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1059 if (!artifact_bias && one_in_(3))
1060 artifact_bias = BIAS_MAGE;
1063 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1064 if (!artifact_bias && one_in_(9))
1065 artifact_bias = BIAS_MAGE;
1073 int n = randint1(3);
1075 idx[0] = randint1(8);
1077 idx[1] = randint1(7);
1078 if (idx[1] >= idx[0]) idx[1]++;
1080 idx[2] = randint1(6);
1081 if (idx[2] >= idx[0]) idx[2]++;
1082 if (idx[2] >= idx[1]) idx[2]++;
1084 while (n--) switch (idx[n])
1087 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1088 if (!artifact_bias && one_in_(4))
1089 artifact_bias = BIAS_RANGER;
1092 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1093 if (!artifact_bias && one_in_(3))
1094 artifact_bias = BIAS_PRIESTLY;
1095 else if (!artifact_bias && one_in_(6))
1096 artifact_bias = BIAS_NECROMANTIC;
1099 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1102 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1105 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1108 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1111 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1112 if (!artifact_bias && one_in_(6))
1113 artifact_bias = BIAS_ROGUE;
1116 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1117 if (!artifact_bias && one_in_(3))
1118 artifact_bias = BIAS_LAW;
1121 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1122 if (!artifact_bias && one_in_(3))
1123 artifact_bias = BIAS_LAW;
1132 static void random_slay(object_type *o_ptr)
1134 if (o_ptr->tval == TV_BOW)
1136 switch (randint1(6))
1141 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1142 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1143 if (!artifact_bias && one_in_(9))
1144 artifact_bias = BIAS_RANGER;
1147 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1148 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1149 if (!artifact_bias && one_in_(9))
1150 artifact_bias = BIAS_RANGER;
1157 switch (artifact_bias)
1160 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1162 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1163 if (one_in_(2)) return;
1168 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1169 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1171 /* A free power for "priestly" random artifacts */
1172 add_flag(o_ptr->art_flags, TR_BLESSED);
1176 case BIAS_NECROMANTIC:
1177 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1179 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1180 if (one_in_(2)) return;
1182 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1184 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1185 if (one_in_(2)) return;
1190 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1192 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1193 if (one_in_(2)) return;
1198 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1199 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1200 !(have_flag(o_ptr->art_flags, TR_THROW)))
1202 /* Free power for rogues... */
1203 add_flag(o_ptr->art_flags, TR_THROW);
1205 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1207 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1208 if (one_in_(2)) return;
1213 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1215 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1216 if (one_in_(2)) return;
1221 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1223 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1224 if (one_in_(2)) return;
1229 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1231 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1232 if (one_in_(2)) return;
1237 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1239 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1240 if (one_in_(2)) return;
1245 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1247 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1248 if (one_in_(2)) return;
1253 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1255 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1256 if (one_in_(2)) return;
1258 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1260 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1261 if (one_in_(2)) return;
1263 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1265 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1266 if (one_in_(2)) return;
1271 switch (randint1(36))
1275 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1279 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1280 if (!artifact_bias && one_in_(2))
1281 artifact_bias = BIAS_LAW;
1282 else if (!artifact_bias && one_in_(9))
1283 artifact_bias = BIAS_PRIESTLY;
1287 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1288 if (!artifact_bias && one_in_(9))
1289 artifact_bias = BIAS_PRIESTLY;
1293 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1294 if (!artifact_bias && one_in_(9))
1295 artifact_bias = BIAS_PRIESTLY;
1299 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1303 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1307 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1311 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1314 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1318 if (o_ptr->tval == TV_SWORD)
1320 add_flag(o_ptr->art_flags, TR_VORPAL);
1321 if (!artifact_bias && one_in_(9))
1322 artifact_bias = BIAS_WARRIOR;
1328 add_flag(o_ptr->art_flags, TR_IMPACT);
1332 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1334 artifact_bias = BIAS_FIRE;
1338 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1340 artifact_bias = BIAS_COLD;
1344 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1346 artifact_bias = BIAS_ELEC;
1350 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1352 artifact_bias = BIAS_ACID;
1356 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1357 if (!artifact_bias && !one_in_(3))
1358 artifact_bias = BIAS_POIS;
1359 else if (!artifact_bias && one_in_(6))
1360 artifact_bias = BIAS_NECROMANTIC;
1361 else if (!artifact_bias)
1362 artifact_bias = BIAS_ROGUE;
1365 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1367 artifact_bias = BIAS_NECROMANTIC;
1370 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1372 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1376 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1379 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1381 artifact_bias = BIAS_CHAOS;
1387 static void give_activation_power(object_type *o_ptr)
1389 int type = 0, chance = 0;
1391 switch (artifact_bias)
1396 type = ACT_BO_ELEC_1;
1398 else if (!one_in_(5))
1400 type = ACT_BA_ELEC_2;
1404 type = ACT_BA_ELEC_3;
1410 type = ACT_BA_POIS_1;
1417 type = ACT_BO_FIRE_1;
1419 else if (!one_in_(5))
1421 type = ACT_BA_FIRE_1;
1425 type = ACT_BA_FIRE_2;
1433 type = ACT_BO_COLD_1;
1434 else if (!one_in_(3))
1435 type = ACT_BA_COLD_1;
1436 else if (!one_in_(3))
1437 type = ACT_BA_COLD_2;
1439 type = ACT_BA_COLD_3;
1445 type = ACT_SUMMON_DEMON;
1447 type = ACT_CALL_CHAOS;
1454 type = ACT_CHARM_UNDEAD;
1455 else if (one_in_(12))
1456 type = ACT_BANISH_EVIL;
1457 else if (one_in_(11))
1458 type = ACT_DISP_EVIL;
1459 else if (one_in_(10))
1460 type = ACT_PROT_EVIL;
1461 else if (one_in_(9))
1462 type = ACT_CURE_1000;
1463 else if (one_in_(8))
1464 type = ACT_CURE_700;
1465 else if (one_in_(7))
1466 type = ACT_REST_ALL;
1467 else if (one_in_(6))
1468 type = ACT_REST_LIFE;
1473 case BIAS_NECROMANTIC:
1477 else if (one_in_(13))
1478 type = ACT_DISP_GOOD;
1479 else if (one_in_(9))
1480 type = ACT_MASS_GENO;
1481 else if (one_in_(8))
1482 type = ACT_GENOCIDE;
1483 else if (one_in_(13))
1484 type = ACT_SUMMON_UNDEAD;
1485 else if (one_in_(9))
1486 type = ACT_VAMPIRE_2;
1487 else if (one_in_(6))
1488 type = ACT_CHARM_UNDEAD;
1490 type = ACT_VAMPIRE_1;
1496 type = ACT_BANISH_EVIL;
1497 else if (one_in_(4))
1498 type = ACT_DISP_EVIL;
1500 type = ACT_PROT_EVIL;
1507 else if (one_in_(4))
1509 else if (one_in_(3))
1510 type = ACT_DETECT_ALL;
1511 else if (one_in_(8))
1514 type = ACT_ID_PLAIN;
1520 type = ACT_SUMMON_ELEMENTAL;
1521 else if (one_in_(10))
1522 type = ACT_SUMMON_PHANTOM;
1523 else if (one_in_(5))
1524 type = ACT_RUNE_EXPLO;
1540 type = ACT_CHARM_ANIMALS;
1541 else if (one_in_(7))
1542 type = ACT_SUMMON_ANIMAL;
1543 else if (one_in_(6))
1544 type = ACT_CHARM_ANIMAL;
1545 else if (one_in_(4))
1546 type = ACT_RESIST_ALL;
1547 else if (one_in_(3))
1550 type = ACT_CURE_POISON;
1554 if (!type || (randint1(100) >= chance))
1556 one_activation(o_ptr);
1560 /* A type was chosen... */
1561 o_ptr->xtra2 = type;
1562 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1567 static void get_random_name(char *return_name, bool armour, int power)
1569 int prob = randint1(100);
1571 if (prob <= SINDARIN_NAME)
1573 get_table_sindarin(return_name);
1575 else if (prob <= TABLE_NAME)
1577 get_table_name(return_name);
1590 filename = "a_cursed_j.txt";
1592 filename = "a_cursed.txt";
1597 filename = "a_low_j.txt";
1599 filename = "a_low.txt";
1604 filename = "a_med_j.txt";
1606 filename = "a_med.txt";
1611 filename = "a_high_j.txt";
1613 filename = "a_high.txt";
1622 filename = "w_cursed_j.txt";
1624 filename = "w_cursed.txt";
1629 filename = "w_low_j.txt";
1631 filename = "w_low.txt";
1636 filename = "w_med_j.txt";
1638 filename = "w_med.txt";
1643 filename = "w_high_j.txt";
1645 filename = "w_high.txt";
1650 (void)get_rnd_line(filename, artifact_bias, return_name);
1652 if (return_name[0] == 0) get_table_name(return_name);
1658 bool create_artifact(object_type *o_ptr, bool a_scroll)
1660 char new_name[1024];
1662 int powers = randint1(5) + 1;
1663 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1666 bool a_cursed = FALSE;
1667 int warrior_artifact_bias = 0;
1670 /* Reset artifact bias */
1673 /* Nuke enchantments */
1677 for (i = 0; i < TR_FLAG_SIZE; i++)
1678 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1680 if (o_ptr->pval) has_pval = TRUE;
1682 if (a_scroll && one_in_(4))
1684 switch (p_ptr->pclass)
1687 case CLASS_BERSERKER:
1692 artifact_bias = BIAS_WARRIOR;
1695 case CLASS_HIGH_MAGE:
1696 case CLASS_SORCERER:
1697 case CLASS_MAGIC_EATER:
1698 case CLASS_BLUE_MAGE:
1699 artifact_bias = BIAS_MAGE;
1702 artifact_bias = BIAS_PRIESTLY;
1706 artifact_bias = BIAS_ROGUE;
1707 warrior_artifact_bias = 25;
1711 artifact_bias = BIAS_RANGER;
1712 warrior_artifact_bias = 30;
1715 artifact_bias = BIAS_PRIESTLY;
1716 warrior_artifact_bias = 40;
1718 case CLASS_WARRIOR_MAGE:
1719 case CLASS_RED_MAGE:
1720 artifact_bias = BIAS_MAGE;
1721 warrior_artifact_bias = 40;
1723 case CLASS_CHAOS_WARRIOR:
1724 artifact_bias = BIAS_CHAOS;
1725 warrior_artifact_bias = 40;
1728 case CLASS_FORCETRAINER:
1729 artifact_bias = BIAS_PRIESTLY;
1731 case CLASS_MINDCRAFTER:
1733 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1736 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1738 case CLASS_IMITATOR:
1739 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1741 case CLASS_BEASTMASTER:
1742 artifact_bias = BIAS_CHR;
1743 warrior_artifact_bias = 50;
1745 case CLASS_MIRROR_MASTER:
1746 if (randint1(4) > 1)
1748 artifact_bias = BIAS_MAGE;
1752 artifact_bias = BIAS_ROGUE;
1758 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1759 artifact_bias = BIAS_WARRIOR;
1761 strcpy(new_name, "");
1763 if (!a_scroll && one_in_(A_CURSED))
1765 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1768 while (one_in_(powers) || one_in_(7) || one_in_(10))
1771 if (!a_cursed && one_in_(WEIRD_LUCK))
1774 if (a_cursed) powers /= 2;
1779 switch (randint1(max_type))
1786 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1788 if (a_cursed && !one_in_(13)) break;
1791 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1795 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1799 random_resistance(o_ptr);
1808 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1816 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1818 /* This one commented out by gw's request... */
1820 add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1823 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1825 o_ptr->pval = randint1(2);
1826 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1835 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1838 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1842 /* give it some plusses... */
1843 if (object_is_armour(o_ptr))
1844 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1845 else if (object_is_weapon_ammo(o_ptr))
1847 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1848 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1849 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1852 /* Just to be sure */
1853 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1854 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1855 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1856 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1858 total_flags = flag_cost(o_ptr, o_ptr->pval);
1859 if (cheat_peek) msg_format("%ld", total_flags);
1861 if (a_cursed) curse_artifact(o_ptr);
1864 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1867 give_activation_power(o_ptr);
1870 if (object_is_armour(o_ptr))
1872 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1874 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1875 o_ptr->to_d -= (s16b)randint0(3);
1876 o_ptr->to_h -= (s16b)randint0(3);
1878 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1880 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1881 o_ptr->to_d -= (s16b)randint0(3);
1882 o_ptr->to_h -= (s16b)randint0(3);
1886 if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1888 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1892 remove_flag(o_ptr->art_flags, TR_BLOWS);
1893 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1894 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1895 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1896 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1897 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1898 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1899 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1900 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1901 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1902 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1903 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1904 remove_flag(o_ptr->art_flags, TR_VORPAL);
1905 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1906 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1907 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1908 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1909 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1912 if (!object_is_weapon_ammo(o_ptr))
1915 if (a_cursed) power_level = 0;
1916 else if (total_flags < 15000) power_level = 1;
1917 else if (total_flags < 35000) power_level = 2;
1918 else power_level = 3;
1924 if (a_cursed) power_level = 0;
1925 else if (total_flags < 20000) power_level = 1;
1926 else if (total_flags < 45000) power_level = 2;
1927 else power_level = 3;
1932 char dummy_name[80] = "";
1934 cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
1936 cptr ask_msg = "What do you want to call the artifact? ";
1939 /* Identify it fully */
1940 object_aware(o_ptr);
1941 object_known(o_ptr);
1943 /* Mark the item as fully known */
1944 o_ptr->ident |= (IDENT_MENTAL);
1946 /* For being treated as random artifact in screen_object() */
1947 o_ptr->art_name = quark_add("");
1949 (void)screen_object(o_ptr, 0L);
1951 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1957 get_table_sindarin_aux(dummy_name);
1961 get_table_name_aux(dummy_name);
1966 sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
1968 sprintf(new_name, "'%s'", dummy_name);
1971 chg_virtue(V_INDIVIDUALISM, 2);
1972 chg_virtue(V_ENCHANT, 5);
1976 get_random_name(new_name, object_is_armour(o_ptr), power_level);
1982 if (artifact_bias) msg_format("±¿¤ÎÊФä¿¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È: %d¡£", artifact_bias);
1983 else msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£");
1985 if (artifact_bias) msg_format("Biased artifact: %d.", artifact_bias);
1986 else msg_print("No bias in artifact.");
1990 /* Save the inscription */
1991 o_ptr->art_name = quark_add(new_name);
1994 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2000 int activation_index(object_type *o_ptr)
2002 /* Give priority to weaponsmith's essential activations */
2003 if (object_is_smith(o_ptr))
2005 switch (o_ptr->xtra3-1)
2007 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2008 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2009 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2010 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2011 case TR_IMPACT: return ACT_QUAKE;
2015 if (object_is_fixed_artifact(o_ptr))
2017 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2019 return a_info[o_ptr->name1].act_idx;
2022 if (object_is_ego(o_ptr))
2024 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2026 return e_info[o_ptr->name2].act_idx;
2029 if (!object_is_random_artifact(o_ptr))
2031 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2033 return k_info[o_ptr->k_idx].act_idx;
2037 return o_ptr->xtra2;
2040 const activation_type* find_activation_info(object_type *o_ptr)
2042 const int index = activation_index(o_ptr);
2043 const activation_type* p;
2045 for (p = activation_info; p->flag != NULL; ++ p) {
2046 if (p->index == index)
2056 /* Dragon breath activation */
2057 static bool activate_dragon_breath(object_type *o_ptr)
2059 u32b flgs[4]; /* for resistance flags */
2062 int i, dir, t, n = 0;
2064 if (!get_aim_dir(&dir)) return FALSE;
2066 object_flags(o_ptr, flgs);
2068 for (i = 0; dragonbreath_info[i].flag != 0; i++)
2070 if (have_flag(flgs, dragonbreath_info[i].flag))
2072 type[n] = dragonbreath_info[i].type;
2073 name[n] = dragonbreath_info[i].name;
2079 if (n == 0) return FALSE;
2082 if (music_singing_any()) stop_singing();
2083 if (hex_spelling_any()) stop_hex_spell_all();
2086 msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
2087 fire_ball(type[t], dir, 250, -4);
2093 bool activate_random_artifact(object_type *o_ptr)
2095 int plev = p_ptr->lev;
2096 int k, dir, dummy = 0;
2097 cptr name = k_name + k_info[o_ptr->k_idx].name;
2098 const activation_type* const act_ptr = find_activation_info(o_ptr);
2102 /* Maybe forgot adding information to activation_info table ? */
2103 msg_print("Activation information is not found.");
2107 /* Activate for attack */
2108 switch (act_ptr->index)
2112 if (!get_aim_dir(&dir)) return FALSE;
2114 msg_print("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
2116 msg_print("A line of sunlight appears.");
2118 (void)lite_line(dir, damroll(6, 8));
2125 msg_print("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
2127 msg_print("It glows extremely brightly...");
2129 if (!get_aim_dir(&dir)) return FALSE;
2130 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2137 msg_print("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...");
2139 msg_print("It throbs deep green...");
2141 if (!get_aim_dir(&dir)) return FALSE;
2142 fire_ball(GF_POIS, dir, 12, 3);
2149 msg_print("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
2151 msg_print("It is covered in sparks...");
2153 if (!get_aim_dir(&dir)) return FALSE;
2154 fire_bolt(GF_ELEC, dir, damroll(4, 8));
2161 msg_print("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...");
2163 msg_print("It is covered in acid...");
2165 if (!get_aim_dir(&dir)) return FALSE;
2166 fire_bolt(GF_ACID, dir, damroll(5, 8));
2173 msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
2175 msg_print("It is covered in frost...");
2177 if (!get_aim_dir(&dir)) return FALSE;
2178 fire_bolt(GF_COLD, dir, damroll(6, 8));
2185 msg_print("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...");
2187 msg_print("It is covered in fire...");
2189 if (!get_aim_dir(&dir)) return FALSE;
2190 fire_bolt(GF_FIRE, dir, damroll(9, 8));
2197 msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
2199 msg_print("It is covered in frost...");
2201 if (!get_aim_dir(&dir)) return FALSE;
2202 fire_ball(GF_COLD, dir, 48, 2);
2209 msg_print("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
2211 msg_print("It glows an intense red...");
2213 if (!get_aim_dir(&dir)) return FALSE;
2214 fire_ball(GF_FIRE, dir, 72, 2);
2221 msg_format("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", name);
2223 msg_format("You order the %s to strangle your opponent.", name);
2225 if (!get_aim_dir(&dir)) return FALSE;
2226 if (drain_life(dir, 100))
2233 msg_print("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
2235 msg_print("It glows an intense blue...");
2237 if (!get_aim_dir(&dir)) return FALSE;
2238 fire_ball(GF_COLD, dir, 100, 2);
2245 msg_print("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...");
2247 msg_print("It crackles with electricity...");
2249 if (!get_aim_dir(&dir)) return FALSE;
2250 fire_ball(GF_ELEC, dir, 100, 3);
2257 msg_format("%s¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...", name);
2259 msg_format("The %s rages in fire...", name);
2261 if (!get_aim_dir(&dir)) return FALSE;
2262 fire_ball(GF_FIRE, dir, 120, 3);
2269 msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...");
2271 msg_print("It glows black...");
2273 if (!get_aim_dir(&dir)) return FALSE;
2274 drain_life(dir, 120);
2280 if (!get_aim_dir(&dir)) return FALSE;
2281 for (dummy = 0; dummy < 3; dummy++)
2283 if (drain_life(dir, 50))
2292 msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
2294 msg_print("It grows magical spikes...");
2296 if (!get_aim_dir(&dir)) return FALSE;
2297 fire_bolt(GF_ARROW, dir, 150);
2304 msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2306 msg_print("It glows deep red...");
2308 if (!get_aim_dir(&dir)) return FALSE;
2309 fire_ball(GF_FIRE, dir, 300, 3);
2316 msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2318 msg_print("It glows bright white...");
2320 if (!get_aim_dir(&dir)) return FALSE;
2321 fire_ball(GF_COLD, dir, 400, 3);
2328 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2330 msg_print("It glows deep blue...");
2332 if (!get_aim_dir(&dir)) return FALSE;
2333 fire_ball(GF_ELEC, dir, 500, 3);
2342 monster_type *m_ptr;
2344 for (dir = 0; dir <= 9; dir++)
2348 c_ptr = &cave[y][x];
2350 /* Get the monster */
2351 m_ptr = &m_list[c_ptr->m_idx];
2353 /* Hack -- attack monsters */
2354 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2363 if (!get_aim_dir(&dir)) return FALSE;
2364 for (dummy = 0; dummy < 3; dummy++)
2366 if (drain_life(dir, 100))
2373 case ACT_CALL_CHAOS:
2376 msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
2378 msg_print("It glows in scintillating colours...");
2386 if (!get_aim_dir(&dir)) return FALSE;
2388 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
2390 msg_print("You launch a rocket!");
2392 fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2399 msg_print("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
2401 msg_print("It floods the area with goodness...");
2403 dispel_evil(p_ptr->lev * 5);
2409 if (!get_aim_dir(&dir)) return FALSE;
2411 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
2413 msg_print("You breathe the elements.");
2415 fire_ball(GF_MISSILE, dir, 300, -4);
2422 msg_print("¼Ù°¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
2424 msg_print("It floods the area with evil...");
2426 dispel_good(p_ptr->lev * 5);
2433 msg_format("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", name);
2435 msg_format("The %s grows magical spikes...", name);
2437 if (!get_aim_dir(&dir)) return FALSE;
2438 fire_bolt(GF_ARROW, dir, 150);
2445 msg_format("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", name);
2447 msg_format("The %s throbs deep blue...", name);
2449 if (!get_aim_dir(&dir)) return FALSE;
2450 fire_ball(GF_WATER, dir, 200, 3);
2457 msg_format("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...", name);
2459 msg_format("The %s is coverd in pitch-darkness...", name);
2461 if (!get_aim_dir(&dir)) return FALSE;
2462 fire_ball(GF_DARK, dir, 250, 4);
2469 msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
2471 msg_format("The %s glows pale...", name);
2473 if (!get_aim_dir(&dir)) return FALSE;
2474 fire_ball(GF_MANA, dir, 250, 4);
2481 msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
2483 msg_print("You exterminate small life.");
2485 (void)dispel_monsters(4);
2489 case ACT_BLINDING_LIGHT:
2492 msg_format("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", name);
2494 msg_format("The %s gleams with blinding light...", name);
2496 fire_ball(GF_LITE, 0, 300, 6);
2497 confuse_monsters(3 * p_ptr->lev / 2);
2504 msg_format("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", name);
2506 msg_format("The %s glows intensely black...", name);
2508 if (!get_aim_dir(&dir)) return FALSE;
2513 case ACT_CAST_BA_STAR:
2515 int num = damroll(5, 3);
2519 msg_format("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...", name);
2521 msg_format("The %s is surrounded by lightning...", name);
2523 for (k = 0; k < num; k++)
2529 scatter(&y, &x, py, px, 4, 0);
2531 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2533 if (!player_bold(y, x)) break;
2536 project(0, 3, y, x, 150, GF_ELEC,
2537 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2543 case ACT_BLADETURNER:
2545 if (!get_aim_dir(&dir)) return FALSE;
2547 msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
2549 msg_print("You breathe the elements.");
2551 fire_ball(GF_MISSILE, dir, 300, -4);
2553 msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
2555 msg_print("Your armor glows many colours...");
2557 (void)set_afraid(0);
2558 (void)set_hero(randint1(50) + 50, FALSE);
2559 (void)hp_player(10);
2560 (void)set_blessed(randint1(50) + 50, FALSE);
2561 (void)set_oppose_acid(randint1(50) + 50, FALSE);
2562 (void)set_oppose_elec(randint1(50) + 50, FALSE);
2563 (void)set_oppose_fire(randint1(50) + 50, FALSE);
2564 (void)set_oppose_cold(randint1(50) + 50, FALSE);
2565 (void)set_oppose_pois(randint1(50) + 50, FALSE);
2570 if (!get_aim_dir(&dir)) return FALSE;
2571 fire_ball(GF_ACID, dir, 100, 2);
2577 if (!get_aim_dir(&dir)) return FALSE;
2578 fire_ball(GF_FIRE, dir, 200, -2);
2579 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2581 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2587 if (!get_aim_dir(&dir)) return FALSE;
2588 fire_ball(GF_COLD, dir, 200, -2);
2589 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2591 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2597 if (!activate_dragon_breath(o_ptr)) return FALSE;
2601 /* Activate for other offensive action */
2606 msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
2608 msg_print("It glows in scintillating colours...");
2610 if (!get_aim_dir(&dir)) return FALSE;
2611 confuse_monster(dir, 20);
2618 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2620 msg_print("It glows deep blue...");
2622 sleep_monsters_touch();
2628 earthquake(py, px, 5);
2634 turn_monsters(40 + p_ptr->lev);
2640 if (!get_aim_dir(&dir)) return FALSE;
2641 (void)fire_beam(GF_AWAY_ALL, dir, plev);
2645 case ACT_BANISH_EVIL:
2647 if (banish_evil(100))
2650 msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª");
2652 msg_print("The power of the artifact banishes evil!");
2661 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2663 msg_print("It glows deep blue...");
2665 (void)symbol_genocide(200, TRUE);
2672 msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
2674 msg_print("It lets out a long, shrill note...");
2676 (void)mass_genocide(200, TRUE);
2680 case ACT_SCARE_AREA:
2682 if (music_singing_any()) stop_singing();
2683 if (hex_spelling_any()) stop_hex_spell_all();
2685 msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!");
2687 msg_print("You wind a mighty blast; your enemies tremble!");
2689 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2695 if (o_ptr->name1 == ART_HYOUSIGI)
2698 msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
2700 msg_print("You beat Your wooden clappers.");
2706 msg_format("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£", name);
2708 msg_format("The %s sounds an unpleasant noise.", name);
2711 aggravate_monsters(0);
2715 /* Activate for summoning / charming */
2717 case ACT_CHARM_ANIMAL:
2719 if (!get_aim_dir(&dir)) return FALSE;
2720 (void)charm_animal(dir, plev * 2);
2724 case ACT_CHARM_UNDEAD:
2726 if (!get_aim_dir(&dir)) return FALSE;
2727 (void)control_one_undead(dir, plev * 2);
2731 case ACT_CHARM_OTHER:
2733 if (!get_aim_dir(&dir)) return FALSE;
2734 (void)charm_monster(dir, plev * 2);
2738 case ACT_CHARM_ANIMALS:
2740 (void)charm_animals(plev * 2);
2744 case ACT_CHARM_OTHERS:
2746 charm_monsters(plev * 2);
2750 case ACT_SUMMON_ANIMAL:
2752 (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2756 case ACT_SUMMON_PHANTOM:
2759 msg_print("¸¸Îî¤ò¾¤´¤·¤¿¡£");
2761 msg_print("You summon a phantasmal servant.");
2763 (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2767 case ACT_SUMMON_ELEMENTAL:
2769 bool pet = one_in_(3);
2772 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2773 if (pet) mode |= PM_FORCE_PET;
2774 else mode |= PM_NO_PET;
2776 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2779 msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...");
2781 msg_print("An elemental materializes...");
2785 msg_print("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£");
2787 msg_print("It seems obedient to you.");
2791 msg_print("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤¤Ê¤«¤Ã¤¿¡ª");
2793 msg_print("You fail to control it!");
2800 case ACT_SUMMON_DEMON:
2802 bool pet = one_in_(3);
2805 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2806 if (pet) mode |= PM_FORCE_PET;
2807 else mode |= PM_NO_PET;
2809 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
2812 msg_print("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£");
2814 msg_print("The area fills with a stench of sulphur and brimstone.");
2818 msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
2820 msg_print("'What is thy bidding... Master?'");
2824 msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
2826 msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
2833 case ACT_SUMMON_UNDEAD:
2835 bool pet = one_in_(3);
2839 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2841 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2842 if (pet) mode |= PM_FORCE_PET;
2843 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2845 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
2848 msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...");
2850 msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
2854 msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª");
2856 msg_print("Ancient, long-dead forms arise from the ground to serve you!");
2860 msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª");
2862 msg_print("'The dead arise... to punish you for disturbing them!'");
2869 case ACT_SUMMON_HOUND:
2871 u32b mode = PM_ALLOW_GROUP;
2872 bool pet = !one_in_(5);
2873 if (pet) mode |= PM_FORCE_PET;
2874 else mode |= PM_NO_PET;
2876 if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2881 msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
2883 msg_print("A group of hounds appear as your servant.");
2888 msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
2890 msg_print("A group of hounds appear as your enemy!");
2898 case ACT_SUMMON_DAWN:
2901 msg_print("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£");
2903 msg_print("You summon the Legion of the Dawn.");
2905 (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2909 case ACT_SUMMON_OCTOPUS:
2911 u32b mode = PM_ALLOW_GROUP;
2912 bool pet = !one_in_(5);
2913 if (pet) mode |= PM_FORCE_PET;
2915 if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
2919 msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
2921 msg_print("A group of octopuses appear as your servant.");
2925 msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
2927 msg_print("A group of octopuses appear as your enemy!");
2934 /* Activate for healing */
2936 case ACT_CHOIR_SINGS:
2939 msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
2941 msg_print("A heavenly choir sings...");
2943 (void)set_poisoned(0);
2946 (void)set_confused(0);
2948 (void)set_afraid(0);
2949 (void)set_hero(randint1(25) + 25, FALSE);
2950 (void)hp_player(777);
2956 (void)set_afraid(0);
2957 (void)hp_player(30);
2964 msg_print("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...");
2966 msg_print("It radiates deep purple...");
2968 hp_player(damroll(4, 8));
2969 (void)set_cut((p_ptr->cut / 2) - 50);
2973 case ACT_CURE_POISON:
2976 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2978 msg_print("It glows deep blue...");
2980 (void)set_afraid(0);
2981 (void)set_poisoned(0);
2988 msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...");
2990 msg_print("It glows a deep red...");
2999 msg_print("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3001 msg_print("It glows a deep green...");
3003 (void)do_res_stat(A_STR);
3004 (void)do_res_stat(A_INT);
3005 (void)do_res_stat(A_WIS);
3006 (void)do_res_stat(A_DEX);
3007 (void)do_res_stat(A_CON);
3008 (void)do_res_stat(A_CHR);
3009 (void)restore_level();
3016 msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3017 msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
3019 msg_print("It glows deep blue...");
3020 msg_print("You feel a warm tingling inside...");
3022 (void)hp_player(700);
3030 msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3031 msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
3033 msg_print("It glows a bright white...");
3034 msg_print("You feel much better...");
3036 (void)hp_player(1000);
3044 msg_format("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", name);
3046 msg_format("the %s cures you affectionately ...", name);
3048 (void)set_poisoned(0);
3049 (void)set_confused(0);
3058 case ACT_CURE_MANA_FULL:
3061 msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
3063 msg_format("The %s glows pale...", name);
3065 if (p_ptr->pclass == CLASS_MAGIC_EATER)
3068 for (i = 0; i < EATER_EXT*2; i++)
3070 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
3071 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;
3073 for (; i < EATER_EXT*3; i++)
3075 int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
3076 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;
3077 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
3080 msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
3082 msg_print("You feel your head clear.");
3084 p_ptr->window |= (PW_PLAYER);
3086 else if (p_ptr->csp < p_ptr->msp)
3088 p_ptr->csp = p_ptr->msp;
3089 p_ptr->csp_frac = 0;
3091 msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
3093 msg_print("You feel your head clear.");
3095 p_ptr->redraw |= (PR_MANA);
3096 p_ptr->window |= (PW_PLAYER);
3097 p_ptr->window |= (PW_SPELL);
3102 /* Activate for timed effect */
3106 (void)set_tim_esp(randint1(30) + 25, FALSE);
3112 (void)set_afraid(0);
3113 (void)set_shero(randint1(25) + 25, FALSE);
3114 /* (void)set_afraid(0);
3115 (void)set_hero(randint1(50) + 50, FALSE);
3116 (void)set_blessed(randint1(50) + 50, FALSE);
3117 o_ptr->timeout = 100 + randint1(100); */
3124 msg_format("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", name);
3126 msg_format("The %s lets out a shrill wail...", name);
3129 (void)set_protevil(randint1(25) + k, FALSE);
3133 case ACT_RESIST_ALL:
3136 msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3138 msg_print("It glows many colours...");
3140 (void)set_oppose_acid(randint1(40) + 40, FALSE);
3141 (void)set_oppose_elec(randint1(40) + 40, FALSE);
3142 (void)set_oppose_fire(randint1(40) + 40, FALSE);
3143 (void)set_oppose_cold(randint1(40) + 40, FALSE);
3144 (void)set_oppose_pois(randint1(40) + 40, FALSE);
3151 msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3153 msg_print("It glows bright green...");
3155 (void)set_fast(randint1(20) + 20, FALSE);
3159 case ACT_XTRA_SPEED:
3162 msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3164 msg_print("It glows brightly...");
3166 (void)set_fast(randint1(75) + 75, FALSE);
3172 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3178 (void)set_invuln(randint1(8) + 8, FALSE);
3184 (void)set_afraid(0);
3185 set_hero(randint1(25)+25, FALSE);
3190 case ACT_HELO_SPEED:
3192 (void)set_fast(randint1(50) + 50, FALSE);
3195 set_hero(randint1(50) + 50, FALSE);
3199 case ACT_RESIST_ACID:
3202 msg_format("%s¤¬¹õ¤¯µ±¤¤¤¿...", name);
3204 msg_format("The %s grows black.", name);
3206 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3208 if (!get_aim_dir(&dir)) return FALSE;
3209 fire_ball(GF_ACID, dir, 100, 2);
3211 (void)set_oppose_acid(randint1(20) + 20, FALSE);
3215 case ACT_RESIST_FIRE:
3218 msg_format("%s¤¬ÀÖ¤¯µ±¤¤¤¿...", name);
3220 msg_format("The %s grows red.", name);
3222 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3224 if (!get_aim_dir(&dir)) return FALSE;
3225 fire_ball(GF_FIRE, dir, 100, 2);
3227 (void)set_oppose_fire(randint1(20) + 20, FALSE);
3231 case ACT_RESIST_COLD:
3234 msg_format("%s¤¬Çò¤¯µ±¤¤¤¿...", name);
3236 msg_format("The %s grows white.", name);
3238 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3240 if (!get_aim_dir(&dir)) return FALSE;
3241 fire_ball(GF_COLD, dir, 100, 2);
3243 (void)set_oppose_cold(randint1(20) + 20, FALSE);
3247 case ACT_RESIST_ELEC:
3250 msg_format("%s¤¬ÀĤ¯µ±¤¤¤¿...", name);
3252 msg_format("The %s grows blue.", name);
3254 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3256 if (!get_aim_dir(&dir)) return FALSE;
3257 fire_ball(GF_ELEC, dir, 100, 2);
3259 (void)set_oppose_elec(randint1(20) + 20, FALSE);
3263 case ACT_RESIST_POIS:
3266 msg_format("%s¤¬ÎФ˵±¤¤¤¿...", name);
3268 msg_format("The %s grows green.", name);
3270 (void)set_oppose_pois(randint1(20) + 20, FALSE);
3274 /* Activate for general purpose effect (detection etc.) */
3279 msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
3281 msg_format("The %s wells with clear light...", name);
3283 lite_area(damroll(2, 15), 3);
3290 msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
3292 msg_print("It shines brightly...");
3294 map_area(DETECT_RAD_MAP);
3295 lite_area(damroll(2, 15), 3);
3299 case ACT_DETECT_ALL:
3302 msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3303 msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
3305 msg_print("It glows bright white...");
3306 msg_print("An image forms in your mind...");
3308 detect_all(DETECT_RAD_DEFAULT);
3312 case ACT_DETECT_XTRA:
3315 msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3317 msg_print("It glows brightly...");
3319 detect_all(DETECT_RAD_DEFAULT);
3321 identify_fully(FALSE);
3328 msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
3330 msg_print("It glows yellow...");
3332 identify_fully(FALSE);
3338 if (!ident_spell(FALSE)) return FALSE;
3342 case ACT_RUNE_EXPLO:
3345 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3347 msg_print("It glows bright red...");
3356 msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3358 msg_print("It glows light blue...");
3366 (void)set_food(PY_FOOD_MAX - 1);
3373 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3375 msg_print("It glows bright red...");
3377 destroy_doors_touch();
3384 msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
3386 msg_print("It pulsates...");
3388 if (!get_aim_dir(&dir)) return FALSE;
3389 wall_to_mud(dir, 20 + randint1(30));
3402 msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3404 msg_print("It glows bright yellow...");
3413 msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
3415 msg_print("You open a dimensional gate. Choose a destination.");
3417 if (!dimension_door()) return FALSE;
3425 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
3427 msg_print("It twists space around you...");
3429 teleport_player(100, 0L);
3436 msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3438 msg_print("It glows soft white...");
3440 if (!word_of_recall()) return FALSE;
3447 msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
3449 msg_format("The %s flashes bright red!", name);
3451 chg_virtue(V_KNOWLEDGE, 1);
3452 chg_virtue(V_ENLIGHTEN, 1);
3455 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3456 take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
3458 msg_format("The %s drains your vitality...", name);
3459 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
3461 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3462 (void)detect_doors(DETECT_RAD_DEFAULT);
3463 (void)detect_stairs(DETECT_RAD_DEFAULT);
3465 if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
3467 if (get_check("Activate recall? "))
3470 (void)word_of_recall();
3476 case ACT_TELEKINESIS:
3478 if (!get_aim_dir(&dir)) return FALSE;
3480 msg_format("%s¤ò¿¤Ð¤·¤¿¡£", name);
3482 msg_format("You stretched your %s.", name);
3484 fetch(dir, 500, TRUE);
3488 case ACT_DETECT_UNIQUE:
3491 monster_type *m_ptr;
3492 monster_race *r_ptr;
3494 msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
3496 msg_print("Some strange places show up in your mind. And you see ...");
3498 /* Process the monsters (backwards) */
3499 for (i = m_max - 1; i >= 1; i--)
3501 /* Access the monster */
3504 /* Ignore "dead" monsters */
3505 if (!m_ptr->r_idx) continue;
3507 r_ptr = &r_info[m_ptr->r_idx];
3509 if(r_ptr->flags1 & RF1_UNIQUE)
3512 msg_format("%s¡¥ ",r_name + r_ptr->name);
3514 msg_format("%s. ",r_name + r_ptr->name);
3523 switch (randint1(13))
3525 case 1: case 2: case 3: case 4: case 5:
3526 teleport_player(10, 0L);
3528 case 6: case 7: case 8: case 9: case 10:
3529 teleport_player(222, 0L);
3532 (void)stair_creation();
3536 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
3538 if (get_check("Leave this level? "))
3541 if (autosave_l) do_cmd_save_game(TRUE);
3544 p_ptr->leaving = TRUE;
3550 case ACT_DISP_CURSE_XTRA:
3553 msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
3555 msg_format("The %s exhibits the truth...", name);
3557 if (remove_all_curse())
3560 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
3562 msg_print("You feel as if someone is watching over you.");
3569 case ACT_BRAND_FIRE_BOLTS:
3572 msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
3574 msg_format("Your %s glows deep red...", name);
3576 (void)brand_bolts();
3580 case ACT_RECHARGE_XTRA:
3583 msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
3585 msg_format("The %s gleams with blinding light...", name);
3587 if (!recharge(1000)) return FALSE;
3594 msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
3596 msg_print("The stone reveals hidden mysteries...");
3598 if (!ident_spell(FALSE)) return FALSE;
3600 if (mp_ptr->spell_book)
3602 /* Sufficient mana */
3603 if (20 <= p_ptr->csp)
3609 /* Over-exert the player */
3612 int oops = 20 - p_ptr->csp;
3616 p_ptr->csp_frac = 0;
3620 msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
3622 msg_print("You are too weak to control the stone!");
3624 /* Hack -- Bypass free action */
3625 (void)set_paralyzed(p_ptr->paralyzed +
3626 randint1(5 * oops + 1));
3629 (void)set_confused(p_ptr->confused +
3630 randint1(5 * oops + 1));
3634 p_ptr->redraw |= (PR_MANA);
3637 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
3639 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
3642 if (one_in_(5)) (void)set_confused(p_ptr->confused +
3645 /* Exercise a little care... */
3648 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
3650 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
3658 msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
3660 msg_print("You stamp. (as if you are in a ring.)");
3662 (void)set_afraid(0);
3663 (void)set_hero(randint1(20) + 20, FALSE);
3664 dispel_evil(p_ptr->lev * 3);
3668 case ACT_PHASE_DOOR:
3670 teleport_player(10, 0L);
3674 case ACT_DETECT_ALL_MONS:
3676 (void)detect_monsters_invis(255);
3677 (void)detect_monsters_normal(255);
3681 case ACT_ULTIMATE_RESIST:
3683 int v = randint1(25)+25;
3684 (void)set_afraid(0);
3685 (void)set_hero(v, FALSE);
3686 (void)hp_player(10);
3687 (void)set_blessed(v, FALSE);
3688 (void)set_oppose_acid(v, FALSE);
3689 (void)set_oppose_elec(v, FALSE);
3690 (void)set_oppose_fire(v, FALSE);
3691 (void)set_oppose_cold(v, FALSE);
3692 (void)set_oppose_pois(v, FALSE);
3693 (void)set_ultimate_res(v, FALSE);
3698 /* Unique activation */
3702 char o_name[MAX_NLEN];
3705 /* Cast off activated item */
3706 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3708 if (o_ptr == &inventory[inv]) break;
3712 if (inv > INVEN_FEET) return FALSE;
3714 object_copy(&forge, o_ptr);
3715 inven_item_increase(inv, (0 - o_ptr->number));
3716 inven_item_optimize(inv);
3717 o_idx = drop_near(&forge, 0, py, px);
3718 o_ptr = &o_list[o_idx];
3720 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3721 msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
3724 msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
3725 t = 20 + randint1(20);
3726 (void)set_blind(p_ptr->blind + t);
3727 (void)set_afraid(0);
3728 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3729 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3730 (void)set_hero(p_ptr->hero + t, FALSE);
3731 (void)set_blessed(p_ptr->blessed + t, FALSE);
3732 (void)set_fast(p_ptr->fast + t, FALSE);
3733 (void)set_shero(p_ptr->shero + t, FALSE);
3734 if (p_ptr->pclass == CLASS_FORCETRAINER)
3736 p_ptr->magic_num1[0] = plev * 5 + 190;
3737 msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
3747 if (!get_rep_dir2(&dir)) return FALSE;
3751 if (!cave_have_flag_bold(y, x, FF_WATER))
3754 msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
3756 msg_print("There is no fishing place.");
3760 else if (cave[y][x].m_idx)
3763 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3765 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
3767 msg_format("%^s is stand in your way.", m_name);
3772 set_action(ACTION_FISH);
3773 p_ptr->redraw |= (PR_STATE);
3780 monster_type *m_ptr;
3784 if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
3787 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3789 msg_print("Suke-san apperars.");
3790 kakusan = "Suke-san";
3794 if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
3797 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3799 msg_print("Kaku-san appears.");
3800 kakusan = "Kaku-san";
3806 for (i = m_max - 1; i > 0; i--)
3809 if (!m_ptr->r_idx) continue;
3810 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3811 if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
3812 if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
3821 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
3823 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
3827 confuse_monsters(120);
3829 stasis_monsters(120);
3835 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
3837 msg_print("Nothing happen.");
3845 /* Only for Muramasa */
3846 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3848 if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
3850 if (get_check("Are you sure?!"))
3854 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
3856 msg_print("The Muramasa pulsates...");
3862 msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
3864 msg_print("The Muramasa is destroyed!");
3866 curse_weapon_object(TRUE, o_ptr);
3872 case ACT_BLOODY_MOON:
3874 /* Only for Bloody Moon */
3875 if (o_ptr->name1 != ART_BLOOD) return FALSE;
3877 msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
3879 msg_print("Your scythe glows brightly!");
3881 get_bloody_moon_flags(o_ptr);
3882 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3883 p_ptr->update |= (PU_BONUS | PU_HP);
3891 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3894 /* Only for Crimson */
3895 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3898 msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
3900 msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
3903 if (!get_aim_dir(&dir)) return FALSE;
3905 /* Use the given direction */
3906 tx = px + 99 * ddx[dir];
3907 ty = py + 99 * ddy[dir];
3909 /* Hack -- Use an actual "target" */
3910 if ((dir == 5) && target_okay())
3916 if (p_ptr->pclass == CLASS_ARCHER)
3918 /* Extra shot at level 10 */
3919 if (p_ptr->lev >= 10) num++;
3921 /* Extra shot at level 30 */
3922 if (p_ptr->lev >= 30) num++;
3924 /* Extra shot at level 45 */
3925 if (p_ptr->lev >= 45) num++;
3928 for (i = 0; i < num; i++)
3929 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3936 msg_format("Unknown activation effect: %d.", act_ptr->index);
3938 msg_format("Unknown activation effect: %d.", act_ptr->index);
3944 /* Set activation timeout */
3945 if (act_ptr->timeout.constant >= 0) {
3946 o_ptr->timeout = act_ptr->timeout.constant;
3947 if (act_ptr->timeout.dice > 0) {
3948 o_ptr->timeout += randint1(act_ptr->timeout.dice);
3951 /* Activations that have special timeout */
3952 switch (act_ptr->index) {
3954 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3957 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3960 o_ptr->timeout = 3 * (p_ptr->lev + 10);
3966 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3975 void get_bloody_moon_flags(object_type *o_ptr)
3979 for (i = 0; i < TR_FLAG_SIZE; i++)
3980 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3982 dummy = randint1(2) + randint1(2);
3983 for (i = 0; i < dummy; i++)
3985 int flag = randint0(26);
3986 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3987 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3988 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3989 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3992 dummy = randint1(2);
3993 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3995 for (i = 0; i < 2; i++)
3997 int tmp = randint0(11);
3998 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3999 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
4004 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
4006 bool give_resistance = FALSE, give_power = FALSE;
4008 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
4010 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
4013 give_resistance = TRUE;
4017 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
4018 add_flag(o_ptr->art_flags, TR_TY_CURSE);
4019 o_ptr->curse_flags |=
4020 (TRC_CURSED | TRC_HEAVY_CURSE);
4021 o_ptr->curse_flags |= get_curse(2, o_ptr);
4026 if (o_ptr->name1 == ART_MURAMASA)
4028 if (p_ptr->pclass != CLASS_SAMURAI)
4030 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
4031 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4035 if (o_ptr->name1 == ART_XIAOLONG)
4037 if (p_ptr->pclass == CLASS_MONK)
4038 add_flag(o_ptr->art_flags, TR_BLOWS);
4041 if (o_ptr->name1 == ART_BLOOD)
4043 get_bloody_moon_flags(o_ptr);
4046 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
4048 if (p_ptr->psex != SEX_FEMALE)
4050 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
4054 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
4055 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
4056 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
4058 /* Give a resistance OR a power */
4059 if (one_in_(2)) give_resistance = TRUE;
4060 else give_power = TRUE;
4068 if (give_resistance)
4070 one_high_resistance(o_ptr);
4076 * Create the artifact of the specified number
4078 bool create_named_art(int a_idx, int y, int x)
4084 artifact_type *a_ptr = &a_info[a_idx];
4086 /* Get local object */
4089 /* Ignore "empty" artifacts */
4090 if (!a_ptr->name) return FALSE;
4092 /* Acquire the "kind" index */
4093 i = lookup_kind(a_ptr->tval, a_ptr->sval);
4096 if (!i) return FALSE;
4098 /* Create the artifact */
4099 object_prep(q_ptr, i);
4102 q_ptr->name1 = a_idx;
4104 /* Extract the fields */
4105 q_ptr->pval = a_ptr->pval;
4106 q_ptr->ac = a_ptr->ac;
4107 q_ptr->dd = a_ptr->dd;
4108 q_ptr->ds = a_ptr->ds;
4109 q_ptr->to_a = a_ptr->to_a;
4110 q_ptr->to_h = a_ptr->to_h;
4111 q_ptr->to_d = a_ptr->to_d;
4112 q_ptr->weight = a_ptr->weight;
4114 /* Hack -- extract the "cursed" flag */
4115 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
4116 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4117 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
4118 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
4119 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
4120 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
4122 random_artifact_resistance(q_ptr, a_ptr);
4125 * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À¼Á¤Ë°Í¸¤¹¤ë.
4126 * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
4127 * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ¤Ê¤¯¤Ê¤ë.
4130 /* Drop the artifact from heaven */
4131 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;