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.
16 /* Chance of using syllables to form the name instead of the "template" files */
17 #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 */
18 #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 */
19 #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。 */
20 #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。*/
21 #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 */
22 #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 */
25 * Bias luck needs to be higher than weird luck,
26 * since it is usually tested several times...
29 #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 */
33 * アーティファクトのバイアスIDを保管する。 / Use for biased artifact creation
35 static int artifact_bias;
39 * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
41 * @param o_ptr 対象のオブジェクト構造体ポインタ
44 void one_sustain(object_type *o_ptr)
48 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
49 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
50 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
51 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
52 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
53 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
59 * @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
60 * @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。
61 * @param o_ptr 対象のオブジェクト構造体ポインタ
64 void one_high_resistance(object_type *o_ptr)
68 case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
69 case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
70 case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
71 case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
72 case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
73 case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
74 case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
75 case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
76 case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
77 case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
78 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
79 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
84 * @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
85 * @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
86 * 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。
87 * ランダム付加そのものに重複の抑止はない。
88 * @param o_ptr 対象のオブジェクト構造体ポインタ
91 void one_lordly_high_resistance(object_type *o_ptr)
95 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
96 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
97 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
98 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
99 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
100 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
101 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
102 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
103 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
104 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
109 * @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
110 * @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。
111 * @param o_ptr 対象のオブジェクト構造体ポインタ
114 void one_ele_resistance(object_type *o_ptr)
118 case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
119 case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
120 case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
121 case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
126 * @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
127 * @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。
128 * @param o_ptr 対象のオブジェクト構造体ポインタ
131 void one_dragon_ele_resistance(object_type *o_ptr)
135 add_flag(o_ptr->art_flags, TR_RES_POIS);
139 one_ele_resistance(o_ptr);
144 * @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
145 * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
146 * 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。
147 * @param o_ptr 対象のオブジェクト構造体ポインタ
150 void one_low_esp(object_type *o_ptr)
152 switch (randint1(10))
154 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
155 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
156 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
157 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
158 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
159 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
160 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
161 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
162 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
163 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
169 * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
170 * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
172 * @param o_ptr 対象のオブジェクト構造体ポインタ
175 void one_resistance(object_type *o_ptr)
179 one_ele_resistance(o_ptr);
183 one_high_resistance(o_ptr);
189 * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
190 * @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。
192 * @param o_ptr 対象のオブジェクト構造体ポインタ
195 void one_ability(object_type *o_ptr)
197 switch (randint0(10))
199 case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
200 case 1: add_flag(o_ptr->art_flags, TR_LITE_1); break;
201 case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
202 case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
203 case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
204 case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
205 case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
206 case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP); break;
215 * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
216 * @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、
217 * 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。
218 * @param o_ptr 対象のオブジェクト構造体ポインタ
221 void one_activation(object_type *o_ptr)
226 while (randint1(100) >= chance)
228 type = randint1(255);
243 case ACT_CURE_POISON:
281 case ACT_CHARM_ANIMAL:
284 case ACT_SUMMON_ANIMAL:
290 case ACT_BANISH_EVIL:
293 case ACT_CHARM_UNDEAD:
294 case ACT_CHARM_OTHER:
295 case ACT_SUMMON_PHANTOM:
302 case ACT_CHARM_ANIMALS:
303 case ACT_CHARM_OTHERS:
304 case ACT_SUMMON_ELEMENTAL:
313 case ACT_DETECT_XTRA:
317 case ACT_SUMMON_UNDEAD:
318 case ACT_SUMMON_DEMON:
329 /* A type was chosen... */
331 add_flag(o_ptr->art_flags, TR_ACTIVATE);
336 * @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.
337 * @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。
338 * 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、
339 * 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。
340 * @attention プレイヤーの職業依存処理あり。
341 * @param o_ptr 対象のオブジェクト構造体ポインタ
344 static void curse_artifact(object_type * o_ptr)
346 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
347 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
348 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
349 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
351 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
352 remove_flag(o_ptr->art_flags, TR_BLESSED);
354 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
355 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
356 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
357 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
358 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
359 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
360 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
361 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
362 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
363 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
365 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))
366 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
370 * @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.
371 * @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。
372 * 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。
373 * @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。
374 * @param o_ptr 対象のオブジェクト構造体ポインタ
377 static void random_plus(object_type * o_ptr)
379 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
381 switch (artifact_bias)
384 if (!(have_flag(o_ptr->art_flags, TR_STR)))
386 add_flag(o_ptr->art_flags, TR_STR);
387 if (one_in_(2)) return;
390 if (!(have_flag(o_ptr->art_flags, TR_CON)))
392 add_flag(o_ptr->art_flags, TR_CON);
393 if (one_in_(2)) return;
396 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
398 add_flag(o_ptr->art_flags, TR_DEX);
399 if (one_in_(2)) return;
404 if (!(have_flag(o_ptr->art_flags, TR_INT)))
406 add_flag(o_ptr->art_flags, TR_INT);
407 if (one_in_(2)) return;
409 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
411 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
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_DEX)))
427 add_flag(o_ptr->art_flags, TR_DEX);
428 if (one_in_(2)) return;
431 if (!(have_flag(o_ptr->art_flags, TR_CON)))
433 add_flag(o_ptr->art_flags, TR_CON);
434 if (one_in_(2)) return;
437 if (!(have_flag(o_ptr->art_flags, TR_STR)))
439 add_flag(o_ptr->art_flags, TR_STR);
440 if (one_in_(2)) return;
445 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
447 add_flag(o_ptr->art_flags, TR_STEALTH);
448 if (one_in_(2)) return;
450 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
452 add_flag(o_ptr->art_flags, TR_SEARCH);
453 if (one_in_(2)) return;
458 if (!(have_flag(o_ptr->art_flags, TR_STR)))
460 add_flag(o_ptr->art_flags, TR_STR);
461 if (one_in_(2)) return;
466 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
468 add_flag(o_ptr->art_flags, TR_WIS);
469 if (one_in_(2)) return;
474 if (!(have_flag(o_ptr->art_flags, TR_INT)))
476 add_flag(o_ptr->art_flags, TR_INT);
477 if (one_in_(2)) return;
482 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
484 add_flag(o_ptr->art_flags, TR_DEX);
485 if (one_in_(2)) return;
490 if (!(have_flag(o_ptr->art_flags, TR_CON)))
492 add_flag(o_ptr->art_flags, TR_CON);
493 if (one_in_(2)) return;
498 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
500 add_flag(o_ptr->art_flags, TR_CHR);
501 if (one_in_(2)) return;
506 if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
508 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
510 add_flag(o_ptr->art_flags, TR_DEC_MANA);
511 if (one_in_(2)) return;
515 switch (randint1(this_type))
518 add_flag(o_ptr->art_flags, TR_STR);
519 if (!artifact_bias && !one_in_(13))
520 artifact_bias = BIAS_STR;
521 else if (!artifact_bias && one_in_(7))
522 artifact_bias = BIAS_WARRIOR;
525 add_flag(o_ptr->art_flags, TR_INT);
526 if (!artifact_bias && !one_in_(13))
527 artifact_bias = BIAS_INT;
528 else if (!artifact_bias && one_in_(7))
529 artifact_bias = BIAS_MAGE;
532 add_flag(o_ptr->art_flags, TR_WIS);
533 if (!artifact_bias && !one_in_(13))
534 artifact_bias = BIAS_WIS;
535 else if (!artifact_bias && one_in_(7))
536 artifact_bias = BIAS_PRIESTLY;
539 add_flag(o_ptr->art_flags, TR_DEX);
540 if (!artifact_bias && !one_in_(13))
541 artifact_bias = BIAS_DEX;
542 else if (!artifact_bias && one_in_(7))
543 artifact_bias = BIAS_ROGUE;
546 add_flag(o_ptr->art_flags, TR_CON);
547 if (!artifact_bias && !one_in_(13))
548 artifact_bias = BIAS_CON;
549 else if (!artifact_bias && one_in_(9))
550 artifact_bias = BIAS_RANGER;
553 add_flag(o_ptr->art_flags, TR_CHR);
554 if (!artifact_bias && !one_in_(13))
555 artifact_bias = BIAS_CHR;
558 add_flag(o_ptr->art_flags, TR_STEALTH);
559 if (!artifact_bias && one_in_(3))
560 artifact_bias = BIAS_ROGUE;
563 add_flag(o_ptr->art_flags, TR_SEARCH);
564 if (!artifact_bias && one_in_(9))
565 artifact_bias = BIAS_RANGER;
568 add_flag(o_ptr->art_flags, TR_INFRA);
571 add_flag(o_ptr->art_flags, TR_SPEED);
572 if (!artifact_bias && one_in_(11))
573 artifact_bias = BIAS_ROGUE;
576 add_flag(o_ptr->art_flags, TR_TUNNEL);
579 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
582 add_flag(o_ptr->art_flags, TR_BLOWS);
583 if (!artifact_bias && one_in_(11))
584 artifact_bias = BIAS_WARRIOR;
591 * @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.
592 * @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。
593 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
594 * 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。
596 * @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。
597 * @param o_ptr 対象のオブジェクト構造体ポインタ
600 static void random_resistance(object_type * o_ptr)
602 switch (artifact_bias)
605 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
607 add_flag(o_ptr->art_flags, TR_RES_ACID);
608 if (one_in_(2)) return;
610 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
612 add_flag(o_ptr->art_flags, TR_IM_ACID);
613 if (!one_in_(IM_LUCK))
615 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
616 remove_flag(o_ptr->art_flags, TR_IM_COLD);
617 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
619 if (one_in_(2)) return;
624 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
626 add_flag(o_ptr->art_flags, TR_RES_ELEC);
627 if (one_in_(2)) return;
629 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
630 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
632 add_flag(o_ptr->art_flags, TR_SH_ELEC);
633 if (one_in_(2)) return;
635 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
637 add_flag(o_ptr->art_flags, TR_IM_ELEC);
638 if (!one_in_(IM_LUCK))
640 remove_flag(o_ptr->art_flags, TR_IM_ACID);
641 remove_flag(o_ptr->art_flags, TR_IM_COLD);
642 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
645 if (one_in_(2)) return;
650 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
652 add_flag(o_ptr->art_flags, TR_RES_FIRE);
653 if (one_in_(2)) return;
655 if ((o_ptr->tval >= TV_CLOAK) &&
656 (o_ptr->tval <= TV_HARD_ARMOR) &&
657 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
659 add_flag(o_ptr->art_flags, TR_SH_FIRE);
660 if (one_in_(2)) return;
662 if (one_in_(BIAS_LUCK) &&
663 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
665 add_flag(o_ptr->art_flags, TR_IM_FIRE);
666 if (!one_in_(IM_LUCK))
668 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
669 remove_flag(o_ptr->art_flags, TR_IM_COLD);
670 remove_flag(o_ptr->art_flags, TR_IM_ACID);
672 if (one_in_(2)) return;
677 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
679 add_flag(o_ptr->art_flags, TR_RES_COLD);
680 if (one_in_(2)) return;
682 if ((o_ptr->tval >= TV_CLOAK) &&
683 (o_ptr->tval <= TV_HARD_ARMOR) &&
684 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
686 add_flag(o_ptr->art_flags, TR_SH_COLD);
687 if (one_in_(2)) return;
689 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
691 add_flag(o_ptr->art_flags, TR_IM_COLD);
692 if (!one_in_(IM_LUCK))
694 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
695 remove_flag(o_ptr->art_flags, TR_IM_ACID);
696 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
698 if (one_in_(2)) return;
703 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
705 add_flag(o_ptr->art_flags, TR_RES_POIS);
706 if (one_in_(2)) return;
711 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
713 add_flag(o_ptr->art_flags, TR_RES_FEAR);
714 if (one_in_(2)) return;
716 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
718 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
719 if (one_in_(2)) return;
723 case BIAS_NECROMANTIC:
724 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
726 add_flag(o_ptr->art_flags, TR_RES_NETHER);
727 if (one_in_(2)) return;
729 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
731 add_flag(o_ptr->art_flags, TR_RES_POIS);
732 if (one_in_(2)) return;
734 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
736 add_flag(o_ptr->art_flags, TR_RES_DARK);
737 if (one_in_(2)) return;
742 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
744 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
745 if (one_in_(2)) return;
747 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
749 add_flag(o_ptr->art_flags, TR_RES_CONF);
750 if (one_in_(2)) return;
752 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
754 add_flag(o_ptr->art_flags, TR_RES_DISEN);
755 if (one_in_(2)) return;
760 switch (randint1(42))
763 if (!one_in_(WEIRD_LUCK))
764 random_resistance(o_ptr);
767 add_flag(o_ptr->art_flags, TR_IM_ACID);
769 artifact_bias = BIAS_ACID;
773 if (!one_in_(WEIRD_LUCK))
774 random_resistance(o_ptr);
777 add_flag(o_ptr->art_flags, TR_IM_ELEC);
779 artifact_bias = BIAS_ELEC;
783 if (!one_in_(WEIRD_LUCK))
784 random_resistance(o_ptr);
787 add_flag(o_ptr->art_flags, TR_IM_COLD);
789 artifact_bias = BIAS_COLD;
793 if (!one_in_(WEIRD_LUCK))
794 random_resistance(o_ptr);
797 add_flag(o_ptr->art_flags, TR_IM_FIRE);
799 artifact_bias = BIAS_FIRE;
805 add_flag(o_ptr->art_flags, TR_RES_ACID);
807 artifact_bias = BIAS_ACID;
812 add_flag(o_ptr->art_flags, TR_RES_ELEC);
814 artifact_bias = BIAS_ELEC;
819 add_flag(o_ptr->art_flags, TR_RES_FIRE);
821 artifact_bias = BIAS_FIRE;
826 add_flag(o_ptr->art_flags, TR_RES_COLD);
828 artifact_bias = BIAS_COLD;
832 add_flag(o_ptr->art_flags, TR_RES_POIS);
833 if (!artifact_bias && !one_in_(4))
834 artifact_bias = BIAS_POIS;
835 else if (!artifact_bias && one_in_(2))
836 artifact_bias = BIAS_NECROMANTIC;
837 else if (!artifact_bias && one_in_(2))
838 artifact_bias = BIAS_ROGUE;
842 add_flag(o_ptr->art_flags, TR_RES_FEAR);
843 if (!artifact_bias && one_in_(3))
844 artifact_bias = BIAS_WARRIOR;
847 add_flag(o_ptr->art_flags, TR_RES_LITE);
850 add_flag(o_ptr->art_flags, TR_RES_DARK);
854 add_flag(o_ptr->art_flags, TR_RES_BLIND);
858 add_flag(o_ptr->art_flags, TR_RES_CONF);
859 if (!artifact_bias && one_in_(6))
860 artifact_bias = BIAS_CHAOS;
864 add_flag(o_ptr->art_flags, TR_RES_SOUND);
868 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
872 add_flag(o_ptr->art_flags, TR_RES_NETHER);
873 if (!artifact_bias && one_in_(3))
874 artifact_bias = BIAS_NECROMANTIC;
878 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
882 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
883 if (!artifact_bias && one_in_(2))
884 artifact_bias = BIAS_CHAOS;
888 add_flag(o_ptr->art_flags, TR_RES_DISEN);
891 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
892 add_flag(o_ptr->art_flags, TR_SH_ELEC);
894 random_resistance(o_ptr);
896 artifact_bias = BIAS_ELEC;
899 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
900 add_flag(o_ptr->art_flags, TR_SH_FIRE);
902 random_resistance(o_ptr);
904 artifact_bias = BIAS_FIRE;
907 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
908 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
909 add_flag(o_ptr->art_flags, TR_REFLECT);
911 random_resistance(o_ptr);
914 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
915 add_flag(o_ptr->art_flags, TR_SH_COLD);
917 random_resistance(o_ptr);
919 artifact_bias = BIAS_COLD;
926 * @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.
927 * @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。
928 * 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、
929 * 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。
930 * @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。
931 * @param o_ptr 対象のオブジェクト構造体ポインタ
934 static void random_misc(object_type * o_ptr)
936 switch (artifact_bias)
939 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
941 add_flag(o_ptr->art_flags, TR_SUST_CON);
942 if (one_in_(2)) return;
947 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
949 add_flag(o_ptr->art_flags, TR_SUST_STR);
950 if (one_in_(2)) return;
955 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
957 add_flag(o_ptr->art_flags, TR_SUST_WIS);
958 if (one_in_(2)) return;
963 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
965 add_flag(o_ptr->art_flags, TR_SUST_INT);
966 if (one_in_(2)) return;
971 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
973 add_flag(o_ptr->art_flags, TR_SUST_DEX);
974 if (one_in_(2)) return;
979 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
981 add_flag(o_ptr->art_flags, TR_SUST_CON);
982 if (one_in_(2)) return;
987 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
989 add_flag(o_ptr->art_flags, TR_SUST_CHR);
990 if (one_in_(2)) return;
995 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
997 add_flag(o_ptr->art_flags, TR_TELEPORT);
998 if (one_in_(2)) return;
1003 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
1005 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
1010 switch (randint1(33))
1013 add_flag(o_ptr->art_flags, TR_SUST_STR);
1015 artifact_bias = BIAS_STR;
1018 add_flag(o_ptr->art_flags, TR_SUST_INT);
1020 artifact_bias = BIAS_INT;
1023 add_flag(o_ptr->art_flags, TR_SUST_WIS);
1025 artifact_bias = BIAS_WIS;
1028 add_flag(o_ptr->art_flags, TR_SUST_DEX);
1030 artifact_bias = BIAS_DEX;
1033 add_flag(o_ptr->art_flags, TR_SUST_CON);
1035 artifact_bias = BIAS_CON;
1038 add_flag(o_ptr->art_flags, TR_SUST_CHR);
1040 artifact_bias = BIAS_CHR;
1045 add_flag(o_ptr->art_flags, TR_FREE_ACT);
1048 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1049 if (!artifact_bias && one_in_(5))
1050 artifact_bias = BIAS_PRIESTLY;
1051 else if (!artifact_bias && one_in_(6))
1052 artifact_bias = BIAS_NECROMANTIC;
1056 add_flag(o_ptr->art_flags, TR_LITE_1);
1060 add_flag(o_ptr->art_flags, TR_LEVITATION);
1065 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1069 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1073 add_flag(o_ptr->art_flags, TR_REGEN);
1076 add_flag(o_ptr->art_flags, TR_TELEPORT);
1081 if (object_is_armour(o_ptr))
1085 o_ptr->to_a = 4 + randint1(11);
1092 int bonus_h, bonus_d;
1093 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1094 bonus_h = 4 + (randint1(11));
1095 bonus_d = 4 + (randint1(11));
1096 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))
1101 o_ptr->to_h += bonus_h;
1102 o_ptr->to_d += bonus_d;
1106 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1109 add_flag(o_ptr->art_flags, TR_NO_TELE);
1112 add_flag(o_ptr->art_flags, TR_WARNING);
1116 switch (randint1(3))
1119 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1120 if (!artifact_bias && one_in_(3))
1121 artifact_bias = BIAS_LAW;
1124 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1125 if (!artifact_bias && one_in_(3))
1126 artifact_bias = BIAS_MAGE;
1129 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1130 if (!artifact_bias && one_in_(9))
1131 artifact_bias = BIAS_MAGE;
1139 int n = randint1(3);
1141 idx[0] = randint1(8);
1143 idx[1] = randint1(7);
1144 if (idx[1] >= idx[0]) idx[1]++;
1146 idx[2] = randint1(6);
1147 if (idx[2] >= idx[0]) idx[2]++;
1148 if (idx[2] >= idx[1]) idx[2]++;
1150 while (n--) switch (idx[n])
1153 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1154 if (!artifact_bias && one_in_(4))
1155 artifact_bias = BIAS_RANGER;
1158 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1159 if (!artifact_bias && one_in_(3))
1160 artifact_bias = BIAS_PRIESTLY;
1161 else if (!artifact_bias && one_in_(6))
1162 artifact_bias = BIAS_NECROMANTIC;
1165 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1168 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1171 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1174 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1177 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1178 if (!artifact_bias && one_in_(6))
1179 artifact_bias = BIAS_ROGUE;
1182 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1183 if (!artifact_bias && one_in_(3))
1184 artifact_bias = BIAS_LAW;
1187 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1188 if (!artifact_bias && one_in_(3))
1189 artifact_bias = BIAS_LAW;
1198 * @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.
1199 * @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。
1200 * 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、
1201 * 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、
1202 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1203 * @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。
1204 * @param o_ptr 対象のオブジェクト構造体ポインタ
1207 static void random_slay(object_type *o_ptr)
1209 if (o_ptr->tval == TV_BOW)
1211 switch (randint1(6))
1216 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1217 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1218 if (!artifact_bias && one_in_(9))
1219 artifact_bias = BIAS_RANGER;
1222 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1223 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1224 if (!artifact_bias && one_in_(9))
1225 artifact_bias = BIAS_RANGER;
1232 switch (artifact_bias)
1235 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1237 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1238 if (one_in_(2)) return;
1243 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1244 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1246 /* A free power for "priestly" random artifacts */
1247 add_flag(o_ptr->art_flags, TR_BLESSED);
1251 case BIAS_NECROMANTIC:
1252 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1254 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1255 if (one_in_(2)) return;
1257 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1259 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1260 if (one_in_(2)) return;
1265 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1267 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1268 if (one_in_(2)) return;
1273 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1274 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1275 !(have_flag(o_ptr->art_flags, TR_THROW)))
1277 /* Free power for rogues... */
1278 add_flag(o_ptr->art_flags, TR_THROW);
1280 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1282 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1283 if (one_in_(2)) return;
1288 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1290 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1291 if (one_in_(2)) return;
1296 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1298 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1299 if (one_in_(2)) return;
1304 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1306 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1307 if (one_in_(2)) return;
1312 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1314 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1315 if (one_in_(2)) return;
1320 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1322 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1323 if (one_in_(2)) return;
1328 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1330 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1331 if (one_in_(2)) return;
1333 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1335 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1336 if (one_in_(2)) return;
1338 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1340 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1341 if (one_in_(2)) return;
1346 switch (randint1(36))
1352 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1356 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1363 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1367 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1369 if (!artifact_bias && one_in_(2))
1370 artifact_bias = BIAS_LAW;
1371 else if (!artifact_bias && one_in_(9))
1372 artifact_bias = BIAS_PRIESTLY;
1378 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1382 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1384 if (!artifact_bias && one_in_(9))
1385 artifact_bias = BIAS_PRIESTLY;
1391 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1395 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1397 if (!artifact_bias && one_in_(9))
1398 artifact_bias = BIAS_PRIESTLY;
1404 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1408 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1415 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1419 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1426 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1430 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1435 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1438 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1442 if (o_ptr->tval == TV_SWORD)
1444 add_flag(o_ptr->art_flags, TR_VORPAL);
1445 if (!artifact_bias && one_in_(9))
1446 artifact_bias = BIAS_WARRIOR;
1452 add_flag(o_ptr->art_flags, TR_IMPACT);
1456 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1458 artifact_bias = BIAS_FIRE;
1462 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1464 artifact_bias = BIAS_COLD;
1468 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1470 artifact_bias = BIAS_ELEC;
1474 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1476 artifact_bias = BIAS_ACID;
1480 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1481 if (!artifact_bias && !one_in_(3))
1482 artifact_bias = BIAS_POIS;
1483 else if (!artifact_bias && one_in_(6))
1484 artifact_bias = BIAS_NECROMANTIC;
1485 else if (!artifact_bias)
1486 artifact_bias = BIAS_ROGUE;
1489 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1491 artifact_bias = BIAS_NECROMANTIC;
1494 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1496 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1502 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1506 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1510 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1512 artifact_bias = BIAS_CHAOS;
1518 * @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.
1519 * @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。
1520 * @param o_ptr 対象のオブジェクト構造体ポインタ
1523 static void give_activation_power(object_type *o_ptr)
1525 int type = 0, chance = 0;
1527 switch (artifact_bias)
1532 type = ACT_BO_ELEC_1;
1534 else if (!one_in_(5))
1536 type = ACT_BA_ELEC_2;
1540 type = ACT_BA_ELEC_3;
1546 type = ACT_BA_POIS_1;
1553 type = ACT_BO_FIRE_1;
1555 else if (!one_in_(5))
1557 type = ACT_BA_FIRE_1;
1561 type = ACT_BA_FIRE_2;
1569 type = ACT_BO_COLD_1;
1570 else if (!one_in_(3))
1571 type = ACT_BA_COLD_1;
1572 else if (!one_in_(3))
1573 type = ACT_BA_COLD_2;
1575 type = ACT_BA_COLD_3;
1581 type = ACT_SUMMON_DEMON;
1583 type = ACT_CALL_CHAOS;
1590 type = ACT_CHARM_UNDEAD;
1591 else if (one_in_(12))
1592 type = ACT_BANISH_EVIL;
1593 else if (one_in_(11))
1594 type = ACT_DISP_EVIL;
1595 else if (one_in_(10))
1596 type = ACT_PROT_EVIL;
1597 else if (one_in_(9))
1598 type = ACT_CURE_1000;
1599 else if (one_in_(8))
1600 type = ACT_CURE_700;
1601 else if (one_in_(7))
1602 type = ACT_REST_ALL;
1603 else if (one_in_(6))
1604 type = ACT_REST_EXP;
1609 case BIAS_NECROMANTIC:
1613 else if (one_in_(13))
1614 type = ACT_DISP_GOOD;
1615 else if (one_in_(9))
1616 type = ACT_MASS_GENO;
1617 else if (one_in_(8))
1618 type = ACT_GENOCIDE;
1619 else if (one_in_(13))
1620 type = ACT_SUMMON_UNDEAD;
1621 else if (one_in_(9))
1622 type = ACT_VAMPIRE_2;
1623 else if (one_in_(6))
1624 type = ACT_CHARM_UNDEAD;
1626 type = ACT_VAMPIRE_1;
1632 type = ACT_BANISH_EVIL;
1633 else if (one_in_(4))
1634 type = ACT_DISP_EVIL;
1636 type = ACT_PROT_EVIL;
1643 else if (one_in_(4))
1645 else if (one_in_(3))
1646 type = ACT_DETECT_ALL;
1647 else if (one_in_(8))
1650 type = ACT_ID_PLAIN;
1656 type = ACT_SUMMON_ELEMENTAL;
1657 else if (one_in_(10))
1658 type = ACT_SUMMON_PHANTOM;
1659 else if (one_in_(5))
1660 type = ACT_RUNE_EXPLO;
1676 type = ACT_CHARM_ANIMALS;
1677 else if (one_in_(7))
1678 type = ACT_SUMMON_ANIMAL;
1679 else if (one_in_(6))
1680 type = ACT_CHARM_ANIMAL;
1681 else if (one_in_(4))
1682 type = ACT_RESIST_ALL;
1683 else if (one_in_(3))
1686 type = ACT_CURE_POISON;
1690 if (!type || (randint1(100) >= chance))
1692 one_activation(o_ptr);
1696 /* A type was chosen... */
1697 o_ptr->xtra2 = type;
1698 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1703 * @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.
1704 * @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。
1705 * @param return_name 名前を返すための文字列参照ポインタ
1706 * @param armour 対象のオブジェクトが防具が否か
1707 * @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)
1710 static void get_random_name(char *return_name, bool armour, int power)
1712 int prob = randint1(100);
1714 if (prob <= SINDARIN_NAME)
1716 get_table_sindarin(return_name);
1718 else if (prob <= TABLE_NAME)
1720 get_table_name(return_name);
1732 filename = _("a_cursed_j.txt", "a_cursed.txt");
1735 filename = _("a_low_j.txt", "a_low.txt");
1738 filename = _("a_med_j.txt", "a_med.txt");
1741 filename = _("a_high_j.txt", "a_high.txt");
1748 filename = _("w_cursed_j.txt", "w_cursed.txt");
1751 filename = _("w_low_j.txt", "w_low.txt");
1754 filename = _("w_med_j.txt", "w_med.txt");
1757 filename = _("w_high_j.txt", "w_high.txt");
1761 (void)get_rnd_line(filename, artifact_bias, return_name);
1763 if (return_name[0] == 0) get_table_name(return_name);
1769 * @brief ランダムアーティファクト生成のメインルーチン
1770 * @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。
1771 * @param o_ptr 対象のオブジェクト構造体ポインタ
1772 * @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。
1773 * @return 常にTRUE(1)を返す
1775 bool create_artifact(object_type *o_ptr, bool a_scroll)
1777 char new_name[1024];
1779 int powers = randint1(5) + 1;
1781 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1784 bool a_cursed = FALSE;
1785 int warrior_artifact_bias = 0;
1788 /* Reset artifact bias */
1791 /* Nuke enchantments */
1795 for (i = 0; i < TR_FLAG_SIZE; i++)
1796 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1798 if (o_ptr->pval) has_pval = TRUE;
1800 if (a_scroll && one_in_(4))
1802 switch (p_ptr->pclass)
1805 case CLASS_BERSERKER:
1810 artifact_bias = BIAS_WARRIOR;
1813 case CLASS_HIGH_MAGE:
1814 case CLASS_SORCERER:
1815 case CLASS_MAGIC_EATER:
1816 case CLASS_BLUE_MAGE:
1817 artifact_bias = BIAS_MAGE;
1820 artifact_bias = BIAS_PRIESTLY;
1824 artifact_bias = BIAS_ROGUE;
1825 warrior_artifact_bias = 25;
1829 artifact_bias = BIAS_RANGER;
1830 warrior_artifact_bias = 30;
1833 artifact_bias = BIAS_PRIESTLY;
1834 warrior_artifact_bias = 40;
1836 case CLASS_WARRIOR_MAGE:
1837 case CLASS_RED_MAGE:
1838 artifact_bias = BIAS_MAGE;
1839 warrior_artifact_bias = 40;
1841 case CLASS_CHAOS_WARRIOR:
1842 artifact_bias = BIAS_CHAOS;
1843 warrior_artifact_bias = 40;
1846 case CLASS_FORCETRAINER:
1847 artifact_bias = BIAS_PRIESTLY;
1849 case CLASS_MINDCRAFTER:
1851 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1854 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1856 case CLASS_IMITATOR:
1857 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1859 case CLASS_BEASTMASTER:
1860 artifact_bias = BIAS_CHR;
1861 warrior_artifact_bias = 50;
1863 case CLASS_MIRROR_MASTER:
1864 if (randint1(4) > 1)
1866 artifact_bias = BIAS_MAGE;
1870 artifact_bias = BIAS_ROGUE;
1876 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1877 artifact_bias = BIAS_WARRIOR;
1879 strcpy(new_name, "");
1881 if (!a_scroll && one_in_(A_CURSED))
1883 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1886 while (one_in_(powers) || one_in_(7) || one_in_(10))
1889 if (!a_cursed && one_in_(WEIRD_LUCK))
1892 if (a_cursed) powers /= 2;
1894 max_powers = powers;
1898 switch (randint1(max_type))
1905 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1907 if (a_cursed && !one_in_(13)) break;
1910 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1914 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1918 random_resistance(o_ptr);
1927 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1935 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1937 /* This one commented out by gw's request... */
1939 add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1942 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1944 o_ptr->pval = randint1(2);
1945 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1954 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1957 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1962 /* give it some plusses... */
1963 if (object_is_armour(o_ptr))
1964 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1965 else if (object_is_weapon_ammo(o_ptr))
1967 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1968 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1969 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1972 /* Just to be sure */
1973 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1974 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1975 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1976 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1978 total_flags = flag_cost(o_ptr, o_ptr->pval);
1980 if (a_cursed) curse_artifact(o_ptr);
1983 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1986 give_activation_power(o_ptr);
1989 if (object_is_armour(o_ptr))
1991 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1993 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1994 o_ptr->to_d -= (s16b)randint0(3);
1995 o_ptr->to_h -= (s16b)randint0(3);
1997 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1999 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
2000 o_ptr->to_d -= (s16b)randint0(3);
2001 o_ptr->to_h -= (s16b)randint0(3);
2005 if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
2007 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
2011 remove_flag(o_ptr->art_flags, TR_BLOWS);
2012 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
2013 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
2014 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2015 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
2016 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2017 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
2018 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
2019 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
2020 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
2021 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
2022 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2023 remove_flag(o_ptr->art_flags, TR_VORPAL);
2024 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
2025 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
2026 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
2027 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
2028 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
2031 if (!object_is_weapon_ammo(o_ptr))
2034 if (a_cursed) power_level = 0;
2035 else if (total_flags < 15000) power_level = 1;
2036 else if (total_flags < 35000) power_level = 2;
2037 else power_level = 3;
2043 if (a_cursed) power_level = 0;
2044 else if (total_flags < 20000) power_level = 1;
2045 else if (total_flags < 45000) power_level = 2;
2046 else power_level = 3;
2049 /* 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 */
2050 if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
2052 if(cheat_xtra) msg_format("抑制処理");
2055 if (weakening_artifact(o_ptr) == 0)
2060 } while (suppression_evil_dam(o_ptr));
2065 char dummy_name[80] = "";
2066 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? ");
2068 /* Identify it fully */
2069 object_aware(o_ptr);
2070 object_known(o_ptr);
2072 /* Mark the item as fully known */
2073 o_ptr->ident |= (IDENT_MENTAL);
2075 /* For being treated as random artifact in screen_object() */
2076 o_ptr->art_name = quark_add("");
2078 (void)screen_object(o_ptr, 0L);
2080 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2086 get_table_sindarin_aux(dummy_name);
2090 get_table_name_aux(dummy_name);
2093 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
2094 chg_virtue(V_INDIVIDUALISM, 2);
2095 chg_virtue(V_ENCHANT, 5);
2099 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2102 /* Save the inscription */
2103 o_ptr->art_name = quark_add(new_name);
2107 char o_name[MAX_NLEN];
2109 object_aware(o_ptr);
2110 object_known(o_ptr);
2112 /* Mark the item as fully known */
2113 o_ptr->ident |= (IDENT_MENTAL);
2116 object_desc(o_name, o_ptr, 0);
2119 msg_format("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」対邪%d:", max_powers, total_flags, artifact_bias_name[artifact_bias], calc_arm_avgdamage(o_ptr));
2121 msg_format("Random artifact generated '%s'. (Power:%d, Value:%ld) :", artifact_bias_name[artifact_bias], max_powers, total_flags);
2123 msg_format("%s", o_name);
2126 if (cheat_diary_output)
2131 object_aware(o_ptr);
2132 object_known(o_ptr);
2133 o_ptr->ident |= (IDENT_MENTAL);
2134 object_desc(spec, o_ptr, 0);
2135 sprintf(note, "%s\tDAM:%d", spec, calc_arm_avgdamage(o_ptr));
2136 do_cmd_write_nikki(NIKKI_WIZ_ARTIFACT, 0, note);
2140 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2146 * @brief オブジェクトから能力発動IDを取得する。
2147 * @details いくつかのケースで定義されている発動効果から、
2148 * 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。
2149 * @param o_ptr 対象のオブジェクト構造体ポインタ
2150 * @return 発動効果のIDを返す
2152 int activation_index(object_type *o_ptr)
2154 /* Give priority to weaponsmith's essential activations */
2155 if (object_is_smith(o_ptr))
2157 switch (o_ptr->xtra3 - 1)
2159 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2160 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2161 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2162 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2163 case TR_IMPACT: return ACT_QUAKE;
2167 if (object_is_fixed_artifact(o_ptr))
2169 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2171 return a_info[o_ptr->name1].act_idx;
2174 if (object_is_ego(o_ptr))
2176 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2178 return e_info[o_ptr->name2].act_idx;
2181 if (!object_is_random_artifact(o_ptr))
2183 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2185 return k_info[o_ptr->k_idx].act_idx;
2189 return o_ptr->xtra2;
2193 * @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。
2194 * @details activation_index() 関数の結果から参照する。
2195 * @param o_ptr 対象のオブジェクト構造体ポインタ
2196 * @return 発動効果構造体のポインタを返す
2198 const activation_type* find_activation_info(object_type *o_ptr)
2200 const int index = activation_index(o_ptr);
2201 const activation_type* p;
2203 for (p = activation_info; p->flag != NULL; ++ p) {
2204 if (p->index == index)
2214 * @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
2215 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
2216 * @param o_ptr 対象のオブジェクト構造体ポインタ
2217 * @return 発動実行の是非を返す。
2219 static bool activate_dragon_breath(object_type *o_ptr)
2221 u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2224 int i, dir, t, n = 0;
2226 if (!get_aim_dir(&dir)) return FALSE;
2228 object_flags(o_ptr, flgs);
2230 for (i = 0; dragonbreath_info[i].flag != 0; i++)
2232 if (have_flag(flgs, dragonbreath_info[i].flag))
2234 type[n] = dragonbreath_info[i].type;
2235 name[n] = dragonbreath_info[i].name;
2241 if (n == 0) return FALSE;
2244 if (music_singing_any()) stop_singing();
2245 if (hex_spelling_any()) stop_hex_spell_all();
2248 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
2249 fire_ball(type[t], dir, 250, -4);
2255 * @brief アイテムの発動効果を処理する。
2256 * @details activate_random_artifact()とされているが、実際は全発動が統合された。
2257 * @todo 折を見て関数名を修正すること。
2258 * @param o_ptr 対象のオブジェクト構造体ポインタ
2259 * @return 発動実行の是非を返す。
2261 bool activate_random_artifact(object_type *o_ptr)
2263 int plev = p_ptr->lev;
2264 int k, dir, dummy = 0;
2265 cptr name = k_name + k_info[o_ptr->k_idx].name;
2266 const activation_type* const act_ptr = find_activation_info(o_ptr);
2270 /* Maybe forgot adding information to activation_info table ? */
2271 msg_print("Activation information is not found.");
2275 /* Activate for attack */
2276 switch (act_ptr->index)
2280 if (!get_aim_dir(&dir)) return FALSE;
2281 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
2282 (void)lite_line(dir, damroll(6, 8));
2288 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
2289 if (!get_aim_dir(&dir)) return FALSE;
2290 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2296 msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
2297 if (!get_aim_dir(&dir)) return FALSE;
2298 fire_ball(GF_POIS, dir, 12, 3);
2304 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
2305 if (!get_aim_dir(&dir)) return FALSE;
2306 fire_bolt(GF_ELEC, dir, damroll(4, 8));
2312 msg_print(_("それは酸に覆われた...","It is covered in acid..."));
2313 if (!get_aim_dir(&dir)) return FALSE;
2314 fire_bolt(GF_ACID, dir, damroll(5, 8));
2320 msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2321 if (!get_aim_dir(&dir)) return FALSE;
2322 fire_bolt(GF_COLD, dir, damroll(6, 8));
2328 msg_print(_("それは炎に覆われた...","It is covered in fire..."));
2329 if (!get_aim_dir(&dir)) return FALSE;
2330 fire_bolt(GF_FIRE, dir, damroll(9, 8));
2336 msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2337 if (!get_aim_dir(&dir)) return FALSE;
2338 fire_ball(GF_COLD, dir, 48, 2);
2344 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
2345 if (!get_aim_dir(&dir)) return FALSE;
2346 fire_ball(GF_COLD, dir, 100, 2);
2352 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
2353 if (!get_aim_dir(&dir)) return FALSE;
2354 fire_ball(GF_COLD, dir, 400, 3);
2360 msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2361 if (!get_aim_dir(&dir)) return FALSE;
2362 fire_ball(GF_FIRE, dir, 72, 2);
2368 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
2369 if (!get_aim_dir(&dir)) return FALSE;
2370 fire_ball(GF_FIRE, dir, 120, 3);
2376 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
2377 if (!get_aim_dir(&dir)) return FALSE;
2378 fire_ball(GF_FIRE, dir, 300, 3);
2384 msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2385 if (!get_aim_dir(&dir)) return FALSE;
2386 fire_ball(GF_FIRE, dir, 100, 2);
2392 msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
2393 if (!get_aim_dir(&dir)) return FALSE;
2394 fire_ball(GF_ELEC, dir, 100, 3);
2400 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2401 if (!get_aim_dir(&dir)) return FALSE;
2402 fire_ball(GF_ELEC, dir, 500, 3);
2408 msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
2409 if (!get_aim_dir(&dir)) return FALSE;
2410 fire_ball(GF_ACID, dir, 100, 2);
2416 msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
2417 if (!get_aim_dir(&dir)) return FALSE;
2418 fire_ball(GF_NUKE, dir, 100, 2);
2424 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);
2425 if (!get_aim_dir(&dir)) return FALSE;
2426 if (drain_life(dir, 100))
2432 msg_print(_("黒く輝いている...", "It glows black..."));
2433 if (!get_aim_dir(&dir)) return FALSE;
2434 drain_life(dir, 120);
2440 if (!get_aim_dir(&dir)) return FALSE;
2441 for (dummy = 0; dummy < 3; dummy++)
2443 if (drain_life(dir, 50))
2451 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
2452 if (!get_aim_dir(&dir)) return FALSE;
2453 fire_bolt(GF_ARROW, dir, 150);
2462 monster_type *m_ptr;
2464 for (dir = 0; dir <= 9; dir++)
2466 y = p_ptr->y + ddy[dir];
2467 x = p_ptr->x + ddx[dir];
2468 c_ptr = &cave[y][x];
2470 /* Get the monster */
2471 m_ptr = &m_list[c_ptr->m_idx];
2473 /* Hack -- attack monsters */
2474 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2483 if (!get_aim_dir(&dir)) return FALSE;
2484 for (dummy = 0; dummy < 3; dummy++)
2486 if (drain_life(dir, 100))
2493 case ACT_CALL_CHAOS:
2495 msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
2502 if (!get_aim_dir(&dir)) return FALSE;
2503 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
2504 fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2510 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
2511 dispel_evil(p_ptr->lev * 5);
2517 if (!get_aim_dir(&dir)) return FALSE;
2518 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2519 fire_ball(GF_MISSILE, dir, 300, -4);
2525 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
2526 dispel_good(p_ptr->lev * 5);
2532 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
2533 if (!get_aim_dir(&dir)) return FALSE;
2534 fire_bolt(GF_ARROW, dir, 150);
2540 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
2541 if (!get_aim_dir(&dir)) return FALSE;
2542 fire_ball(GF_WATER, dir, 200, 3);
2548 msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
2549 if (!get_aim_dir(&dir)) return FALSE;
2550 fire_ball(GF_DARK, dir, 250, 4);
2556 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
2557 if (!get_aim_dir(&dir)) return FALSE;
2558 fire_ball(GF_MANA, dir, 250, 4);
2564 msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
2565 (void)dispel_monsters(4);
2569 case ACT_BLINDING_LIGHT:
2571 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
2572 fire_ball(GF_LITE, 0, 300, 6);
2573 confuse_monsters(3 * p_ptr->lev / 2);
2579 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
2580 if (!get_aim_dir(&dir)) return FALSE;
2585 case ACT_CAST_BA_STAR:
2587 int num = damroll(5, 3);
2590 msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
2591 for (k = 0; k < num; k++)
2597 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
2599 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2601 if (!player_bold(y, x)) break;
2604 project(0, 3, y, x, 150, GF_ELEC,
2605 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2611 case ACT_BLADETURNER:
2613 if (!get_aim_dir(&dir)) return FALSE;
2614 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2615 fire_ball(GF_MISSILE, dir, 300, -4);
2616 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
2617 (void)set_afraid(0);
2618 (void)set_hero(randint1(50) + 50, FALSE);
2619 (void)hp_player(10);
2620 (void)set_blessed(randint1(50) + 50, FALSE);
2621 (void)set_oppose_acid(randint1(50) + 50, FALSE);
2622 (void)set_oppose_elec(randint1(50) + 50, FALSE);
2623 (void)set_oppose_fire(randint1(50) + 50, FALSE);
2624 (void)set_oppose_cold(randint1(50) + 50, FALSE);
2625 (void)set_oppose_pois(randint1(50) + 50, FALSE);
2631 if (!get_aim_dir(&dir)) return FALSE;
2632 fire_ball(GF_FIRE, dir, 200, -2);
2633 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2635 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2641 if (!get_aim_dir(&dir)) return FALSE;
2642 fire_ball(GF_COLD, dir, 200, -2);
2643 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2645 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2651 if (!activate_dragon_breath(o_ptr)) return FALSE;
2655 /* Activate for other offensive action */
2659 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
2660 if (!get_aim_dir(&dir)) return FALSE;
2661 confuse_monster(dir, 20);
2667 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2668 sleep_monsters_touch();
2674 earthquake(p_ptr->y, p_ptr->x, 5);
2680 turn_monsters(40 + p_ptr->lev);
2686 if (!get_aim_dir(&dir)) return FALSE;
2687 (void)fire_beam(GF_AWAY_ALL, dir, plev);
2691 case ACT_BANISH_EVIL:
2693 if (banish_evil(100))
2695 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!"));
2702 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2703 (void)symbol_genocide(200, TRUE);
2709 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
2710 (void)mass_genocide(200, TRUE);
2714 case ACT_SCARE_AREA:
2716 if (music_singing_any()) stop_singing();
2717 if (hex_spelling_any()) stop_hex_spell_all();
2718 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!",
2719 "You wind a mighty blast; your enemies tremble!"));
2720 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2726 if (o_ptr->name1 == ART_HYOUSIGI)
2728 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
2732 msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
2734 aggravate_monsters(0);
2738 /* Activate for summoning / charming */
2740 case ACT_CHARM_ANIMAL:
2742 if (!get_aim_dir(&dir)) return FALSE;
2743 (void)charm_animal(dir, plev * 2);
2747 case ACT_CHARM_UNDEAD:
2749 if (!get_aim_dir(&dir)) return FALSE;
2750 (void)control_one_undead(dir, plev * 2);
2754 case ACT_CHARM_OTHER:
2756 if (!get_aim_dir(&dir)) return FALSE;
2757 (void)charm_monster(dir, plev * 2);
2761 case ACT_CHARM_ANIMALS:
2763 (void)charm_animals(plev * 2);
2767 case ACT_CHARM_OTHERS:
2769 charm_monsters(plev * 2);
2773 case ACT_SUMMON_ANIMAL:
2775 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2779 case ACT_SUMMON_PHANTOM:
2781 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
2782 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2786 case ACT_SUMMON_ELEMENTAL:
2788 bool pet = one_in_(3);
2791 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2792 if (pet) mode |= PM_FORCE_PET;
2793 else mode |= PM_NO_PET;
2795 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2797 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
2799 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
2801 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
2807 case ACT_SUMMON_DEMON:
2809 bool pet = one_in_(3);
2812 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2813 if (pet) mode |= PM_FORCE_PET;
2814 else mode |= PM_NO_PET;
2816 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
2818 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
2820 msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
2822 msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2828 case ACT_SUMMON_UNDEAD:
2830 bool pet = one_in_(3);
2834 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2836 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2837 if (pet) mode |= PM_FORCE_PET;
2838 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2840 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
2842 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...",
2843 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2845 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!",
2846 "Ancient, long-dead forms arise from the ground to serve you!"));
2848 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
2849 "'The dead arise... to punish you for disturbing them!'"));
2855 case ACT_SUMMON_HOUND:
2857 u32b mode = PM_ALLOW_GROUP;
2858 bool pet = !one_in_(5);
2859 if (pet) mode |= PM_FORCE_PET;
2860 else mode |= PM_NO_PET;
2862 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2866 msg_print(_("ハウンドがあなたの下僕として出現した。",
2867 "A group of hounds appear as your servant."));
2869 msg_print(_("ハウンドはあなたに牙を向けている!",
2870 "A group of hounds appear as your enemy!"));
2876 case ACT_SUMMON_DAWN:
2878 msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
2879 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2883 case ACT_SUMMON_OCTOPUS:
2885 u32b mode = PM_ALLOW_GROUP;
2886 bool pet = !one_in_(5);
2887 if (pet) mode |= PM_FORCE_PET;
2889 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
2892 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."));
2894 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
2900 /* Activate for healing */
2902 case ACT_CHOIR_SINGS:
2904 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
2905 (void)set_poisoned(0);
2908 (void)set_confused(0);
2910 (void)set_afraid(0);
2911 (void)set_hero(randint1(25) + 25, FALSE);
2912 (void)hp_player(777);
2918 (void)set_afraid(0);
2919 (void)hp_player(30);
2925 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
2926 hp_player(damroll(4, 8));
2927 (void)set_cut((p_ptr->cut / 2) - 50);
2931 case ACT_CURE_POISON:
2933 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2934 (void)set_afraid(0);
2935 (void)set_poisoned(0);
2941 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
2948 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
2949 (void)do_res_stat(A_STR);
2950 (void)do_res_stat(A_INT);
2951 (void)do_res_stat(A_WIS);
2952 (void)do_res_stat(A_DEX);
2953 (void)do_res_stat(A_CON);
2954 (void)do_res_stat(A_CHR);
2955 (void)restore_level();
2961 msg_print(_("深青色に輝いている...","It glows deep blue..."));
2962 msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
2963 (void)hp_player(700);
2970 msg_print(_("白く明るく輝いている...","It glows a bright white..."));
2971 msg_print(_("ひじょうに気分がよい...","You feel much better..."));
2972 (void)hp_player(1000);
2979 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
2980 (void)set_poisoned(0);
2981 (void)set_confused(0);
2990 case ACT_CURE_MANA_FULL:
2992 msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
2993 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2996 for (i = 0; i < EATER_EXT*2; i++)
2998 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2999 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;
3001 for (; i < EATER_EXT*3; i++)
3003 int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
3004 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;
3005 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
3007 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
3008 p_ptr->window |= (PW_PLAYER);
3010 else if (p_ptr->csp < p_ptr->msp)
3012 p_ptr->csp = p_ptr->msp;
3013 p_ptr->csp_frac = 0;
3014 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
3015 p_ptr->redraw |= (PR_MANA);
3016 p_ptr->window |= (PW_PLAYER);
3017 p_ptr->window |= (PW_SPELL);
3022 /* Activate for timed effect */
3026 (void)set_tim_esp(randint1(30) + 25, FALSE);
3032 (void)set_afraid(0);
3033 (void)set_shero(randint1(25) + 25, FALSE);
3034 /* (void)set_afraid(0);
3035 (void)set_hero(randint1(50) + 50, FALSE);
3036 (void)set_blessed(randint1(50) + 50, FALSE);
3037 o_ptr->timeout = 100 + randint1(100); */
3043 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
3045 (void)set_protevil(randint1(25) + k, FALSE);
3049 case ACT_RESIST_ALL:
3051 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
3052 (void)set_oppose_acid(randint1(40) + 40, FALSE);
3053 (void)set_oppose_elec(randint1(40) + 40, FALSE);
3054 (void)set_oppose_fire(randint1(40) + 40, FALSE);
3055 (void)set_oppose_cold(randint1(40) + 40, FALSE);
3056 (void)set_oppose_pois(randint1(40) + 40, FALSE);
3062 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
3063 (void)set_fast(randint1(20) + 20, FALSE);
3067 case ACT_XTRA_SPEED:
3069 msg_print(_("明るく輝いている...", "It glows brightly..."));
3070 (void)set_fast(randint1(75) + 75, FALSE);
3076 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3082 (void)set_invuln(randint1(8) + 8, FALSE);
3088 (void)set_afraid(0);
3089 set_hero(randint1(25)+25, FALSE);
3094 case ACT_HELO_SPEED:
3096 (void)set_fast(randint1(50) + 50, FALSE);
3099 set_hero(randint1(50) + 50, FALSE);
3103 case ACT_RESIST_ACID:
3105 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
3106 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3108 if (!get_aim_dir(&dir)) return FALSE;
3109 fire_ball(GF_ACID, dir, 100, 2);
3111 (void)set_oppose_acid(randint1(20) + 20, FALSE);
3115 case ACT_RESIST_FIRE:
3117 msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
3118 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3120 if (!get_aim_dir(&dir)) return FALSE;
3121 fire_ball(GF_FIRE, dir, 100, 2);
3123 (void)set_oppose_fire(randint1(20) + 20, FALSE);
3127 case ACT_RESIST_COLD:
3129 msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
3130 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3132 if (!get_aim_dir(&dir)) return FALSE;
3133 fire_ball(GF_COLD, dir, 100, 2);
3135 (void)set_oppose_cold(randint1(20) + 20, FALSE);
3139 case ACT_RESIST_ELEC:
3141 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
3142 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3144 if (!get_aim_dir(&dir)) return FALSE;
3145 fire_ball(GF_ELEC, dir, 100, 2);
3147 (void)set_oppose_elec(randint1(20) + 20, FALSE);
3151 case ACT_RESIST_POIS:
3153 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
3154 (void)set_oppose_pois(randint1(20) + 20, FALSE);
3158 /* Activate for general purpose effect (detection etc.) */
3162 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
3163 lite_area(damroll(2, 15), 3);
3169 msg_print(_("眩しく輝いた...", "It shines brightly..."));
3170 map_area(DETECT_RAD_MAP);
3171 lite_area(damroll(2, 15), 3);
3175 case ACT_DETECT_ALL:
3177 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
3178 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
3179 detect_all(DETECT_RAD_DEFAULT);
3183 case ACT_DETECT_XTRA:
3185 msg_print(_("明るく輝いている...", "It glows brightly..."));
3186 detect_all(DETECT_RAD_DEFAULT);
3188 identify_fully(FALSE);
3194 msg_print(_("黄色く輝いている...", "It glows yellow..."));
3195 identify_fully(FALSE);
3201 if (!ident_spell(FALSE)) return FALSE;
3205 case ACT_RUNE_EXPLO:
3207 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3214 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
3221 (void)set_food(PY_FOOD_MAX - 1);
3227 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3228 destroy_doors_touch();
3234 msg_print(_("鼓動している...", "It pulsates..."));
3235 if (!get_aim_dir(&dir)) return FALSE;
3236 wall_to_mud(dir, 20 + randint1(30));
3248 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
3255 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."));
3256 if (!dimension_door()) return FALSE;
3263 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
3264 teleport_player(100, 0L);
3270 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
3271 if (!word_of_recall()) return FALSE;
3277 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
3278 chg_virtue(V_KNOWLEDGE, 1);
3279 chg_virtue(V_ENLIGHTEN, 1);
3282 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3283 take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
3285 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3286 (void)detect_doors(DETECT_RAD_DEFAULT);
3287 (void)detect_stairs(DETECT_RAD_DEFAULT);
3289 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
3291 (void)word_of_recall();
3297 case ACT_TELEKINESIS:
3299 if (!get_aim_dir(&dir)) return FALSE;
3300 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
3301 fetch(dir, 500, TRUE);
3305 case ACT_DETECT_UNIQUE:
3308 monster_type *m_ptr;
3309 monster_race *r_ptr;
3310 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 ..."));
3311 /* Process the monsters (backwards) */
3312 for (i = m_max - 1; i >= 1; i--)
3314 /* Access the monster */
3317 /* Ignore "dead" monsters */
3318 if (!m_ptr->r_idx) continue;
3320 r_ptr = &r_info[m_ptr->r_idx];
3322 if(r_ptr->flags1 & RF1_UNIQUE)
3324 msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
3332 switch (randint1(13))
3334 case 1: case 2: case 3: case 4: case 5:
3335 teleport_player(10, 0L);
3337 case 6: case 7: case 8: case 9: case 10:
3338 teleport_player(222, 0L);
3341 (void)stair_creation();
3344 if (get_check(_("この階を去りますか?", "Leave this level? ")))
3346 if (autosave_l) do_cmd_save_game(TRUE);
3349 p_ptr->leaving = TRUE;
3355 case ACT_DISP_CURSE_XTRA:
3357 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
3358 if (remove_all_curse())
3360 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."));
3366 case ACT_BRAND_FIRE_BOLTS:
3368 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
3369 (void)brand_bolts();
3373 case ACT_RECHARGE_XTRA:
3375 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
3376 if (!recharge(1000)) return FALSE;
3382 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
3383 if (!ident_spell(FALSE)) return FALSE;
3385 if (mp_ptr->spell_book)
3387 /* Sufficient mana */
3388 if (20 <= p_ptr->csp)
3394 /* Over-exert the player */
3397 int oops = 20 - p_ptr->csp;
3401 p_ptr->csp_frac = 0;
3404 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
3405 /* Hack -- Bypass free action */
3406 (void)set_paralyzed(p_ptr->paralyzed +
3407 randint1(5 * oops + 1));
3410 (void)set_confused(p_ptr->confused +
3411 randint1(5 * oops + 1));
3415 p_ptr->redraw |= (PR_MANA);
3417 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
3419 if (one_in_(5)) (void)set_confused(p_ptr->confused +
3422 /* Exercise a little care... */
3424 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
3430 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
3431 (void)set_afraid(0);
3432 (void)set_hero(randint1(20) + 20, FALSE);
3433 dispel_evil(p_ptr->lev * 3);
3437 case ACT_PHASE_DOOR:
3439 teleport_player(10, 0L);
3443 case ACT_DETECT_ALL_MONS:
3445 (void)detect_monsters_invis(255);
3446 (void)detect_monsters_normal(255);
3450 case ACT_ULTIMATE_RESIST:
3452 int v = randint1(25)+25;
3453 (void)set_afraid(0);
3454 (void)set_hero(v, FALSE);
3455 (void)hp_player(10);
3456 (void)set_blessed(v, FALSE);
3457 (void)set_oppose_acid(v, FALSE);
3458 (void)set_oppose_elec(v, FALSE);
3459 (void)set_oppose_fire(v, FALSE);
3460 (void)set_oppose_cold(v, FALSE);
3461 (void)set_oppose_pois(v, FALSE);
3462 (void)set_ultimate_res(v, FALSE);
3467 /* Unique activation */
3471 char o_name[MAX_NLEN];
3474 /* Cast off activated item */
3475 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3477 if (o_ptr == &inventory[inv]) break;
3481 if (inv > INVEN_FEET) return FALSE;
3483 object_copy(&forge, o_ptr);
3484 inven_item_increase(inv, (0 - o_ptr->number));
3485 inven_item_optimize(inv);
3486 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
3487 o_ptr = &o_list[o_idx];
3489 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3490 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
3493 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
3494 t = 20 + randint1(20);
3495 (void)set_blind(p_ptr->blind + t);
3496 (void)set_afraid(0);
3497 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3498 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3499 (void)set_hero(p_ptr->hero + t, FALSE);
3500 (void)set_blessed(p_ptr->blessed + t, FALSE);
3501 (void)set_fast(p_ptr->fast + t, FALSE);
3502 (void)set_shero(p_ptr->shero + t, FALSE);
3503 if (p_ptr->pclass == CLASS_FORCETRAINER)
3505 p_ptr->magic_num1[0] = plev * 5 + 190;
3506 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
3512 case ACT_FALLING_STAR:
3514 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
3515 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.'"));
3520 case ACT_GRAND_CROSS:
3522 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
3523 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3527 case ACT_TELEPORT_LEVEL:
3529 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;
3534 case ACT_STRAIN_HASTE:
3537 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3538 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
3539 t = 25 + randint1(25);
3540 (void)set_fast(p_ptr->fast + t, FALSE);
3548 if (!get_rep_dir2(&dir)) return FALSE;
3549 y = p_ptr->y+ddy[dir];
3550 x = p_ptr->x+ddx[dir];
3552 if (!cave_have_flag_bold(y, x, FF_WATER))
3554 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
3557 else if (cave[y][x].m_idx)
3560 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3561 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
3562 p_ptr->energy_use = 0;
3565 set_action(ACTION_FISH);
3566 p_ptr->redraw |= (PR_STATE);
3573 monster_type *m_ptr;
3576 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
3578 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
3579 kakusan = "Suke-san";
3582 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
3584 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
3585 kakusan = "Kaku-san";
3590 for (i = m_max - 1; i > 0; i--)
3593 if (!m_ptr->r_idx) continue;
3594 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3595 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3596 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3604 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。」",
3605 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
3608 confuse_monsters(120);
3610 stasis_monsters(120);
3615 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
3622 /* Only for Muramasa */
3623 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3624 if (get_check(_("本当に使いますか?", "Are you sure?!")))
3626 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
3630 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
3631 curse_weapon_object(TRUE, o_ptr);
3637 case ACT_BLOODY_MOON:
3639 /* Only for Bloody Moon */
3640 if (o_ptr->name1 != ART_BLOOD) return FALSE;
3641 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
3642 get_bloody_moon_flags(o_ptr);
3643 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3644 p_ptr->update |= (PU_BONUS | PU_HP);
3652 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3655 /* Only for Crimson */
3656 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3658 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!"));
3660 if (!get_aim_dir(&dir)) return FALSE;
3662 /* Use the given direction */
3663 tx = p_ptr->x + 99 * ddx[dir];
3664 ty = p_ptr->y + 99 * ddy[dir];
3666 /* Hack -- Use an actual "target" */
3667 if ((dir == 5) && target_okay())
3673 if (p_ptr->pclass == CLASS_ARCHER)
3675 /* Extra shot at level 10 */
3676 if (p_ptr->lev >= 10) num++;
3678 /* Extra shot at level 30 */
3679 if (p_ptr->lev >= 30) num++;
3681 /* Extra shot at level 45 */
3682 if (p_ptr->lev >= 45) num++;
3685 for (i = 0; i < num; i++)
3686 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3692 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
3697 /* Set activation timeout */
3698 if (act_ptr->timeout.constant >= 0) {
3699 o_ptr->timeout = act_ptr->timeout.constant;
3700 if (act_ptr->timeout.dice > 0) {
3701 o_ptr->timeout += randint1(act_ptr->timeout.dice);
3704 /* Activations that have special timeout */
3705 switch (act_ptr->index) {
3707 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3710 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3713 o_ptr->timeout = 3 * (p_ptr->lev + 10);
3719 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3728 * @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。
3729 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
3730 * @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
3733 void get_bloody_moon_flags(object_type *o_ptr)
3737 for (i = 0; i < TR_FLAG_SIZE; i++)
3738 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3740 dummy = randint1(2) + randint1(2);
3741 for (i = 0; i < dummy; i++)
3743 int flag = randint0(26);
3744 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3745 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3746 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3747 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3750 dummy = randint1(2);
3751 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3753 for (i = 0; i < 2; i++)
3755 int tmp = randint0(11);
3756 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3757 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3762 * @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。.
3763 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
3764 * 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、
3766 * @attention プレイヤーの各種ステータスに依存した処理がある。
3767 * @todo 折を見て関数名を変更すること。
3768 * @param o_ptr 対象のオブジェクト構造体ポインタ
3769 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
3772 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3774 bool give_resistance = FALSE, give_power = FALSE;
3776 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3778 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3781 give_resistance = TRUE;
3785 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3786 add_flag(o_ptr->art_flags, TR_TY_CURSE);
3787 o_ptr->curse_flags |=
3788 (TRC_CURSED | TRC_HEAVY_CURSE);
3789 o_ptr->curse_flags |= get_curse(2, o_ptr);
3794 if (o_ptr->name1 == ART_MURAMASA)
3796 if (p_ptr->pclass != CLASS_SAMURAI)
3798 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3799 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3803 if (o_ptr->name1 == ART_ROBINTON)
3805 if (p_ptr->pclass == CLASS_BARD)
3807 add_flag(o_ptr->art_flags, TR_DEC_MANA);
3811 if (o_ptr->name1 == ART_XIAOLONG)
3813 if (p_ptr->pclass == CLASS_MONK)
3814 add_flag(o_ptr->art_flags, TR_BLOWS);
3817 if (o_ptr->name1 == ART_BLOOD)
3819 get_bloody_moon_flags(o_ptr);
3822 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3824 if (p_ptr->psex != SEX_FEMALE)
3826 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3830 if (o_ptr->name1 == ART_MILIM)
3832 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3835 add_flag(o_ptr->art_flags, TR_STR);
3836 add_flag(o_ptr->art_flags, TR_INT);
3837 add_flag(o_ptr->art_flags, TR_WIS);
3838 add_flag(o_ptr->art_flags, TR_DEX);
3839 add_flag(o_ptr->art_flags, TR_CON);
3840 add_flag(o_ptr->art_flags, TR_CHR);
3844 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3845 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3846 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3848 /* Give a resistance OR a power */
3849 if (one_in_(2)) give_resistance = TRUE;
3850 else give_power = TRUE;
3858 if (give_resistance)
3860 one_high_resistance(o_ptr);
3866 * @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
3867 * @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。
3868 * @param a_idx 生成する固定アーティファクト構造体のID
3869 * @param y アイテムを落とす地点のy座標
3870 * @param x アイテムを落とす地点のx座標
3871 * @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。
3872 * @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.
3873 * 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
3874 * drop_near()関数の返り値は信用できなくなる.
3876 bool create_named_art(int a_idx, int y, int x)
3882 artifact_type *a_ptr = &a_info[a_idx];
3884 /* Get local object */
3887 /* Ignore "empty" artifacts */
3888 if (!a_ptr->name) return FALSE;
3890 /* Acquire the "kind" index */
3891 i = lookup_kind(a_ptr->tval, a_ptr->sval);
3894 if (!i) return FALSE;
3896 /* Create the artifact */
3897 object_prep(q_ptr, i);
3900 q_ptr->name1 = a_idx;
3902 /* Extract the fields */
3903 q_ptr->pval = a_ptr->pval;
3904 q_ptr->ac = a_ptr->ac;
3905 q_ptr->dd = a_ptr->dd;
3906 q_ptr->ds = a_ptr->ds;
3907 q_ptr->to_a = a_ptr->to_a;
3908 q_ptr->to_h = a_ptr->to_h;
3909 q_ptr->to_d = a_ptr->to_d;
3910 q_ptr->weight = a_ptr->weight;
3912 /* Hack -- extract the "cursed" flag */
3913 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3914 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3915 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3916 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3917 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3918 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3920 random_artifact_resistance(q_ptr, a_ptr);
3922 /* Drop the artifact from heaven */
3923 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3926 int calc_arm_avgdamage(object_type *o_ptr)
3928 u32b flgs[TR_FLAG_SIZE];
3929 object_flags(o_ptr, flgs);
3931 int dam, base, s_evil, forced, vorpal;
3932 dam = base = s_evil = forced = vorpal = 0;
3934 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
3936 if(have_flag(flgs, TR_KILL_EVIL))
3938 dam = s_evil = dam * 7 / 2;
3940 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
3942 dam = s_evil = dam * 2;
3945 if (have_flag(flgs, TR_FORCE_WEAPON))
3947 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
3950 if(have_flag(flgs, TR_VORPAL))
3952 dam = vorpal = dam * 11 / 9;
3955 dam = dam + o_ptr->to_d;
3957 if (cheat_xtra) msg_format("素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
3958 base, s_evil, forced, vorpal, dam);
3963 int suppression_evil_dam(object_type *o_ptr)
3966 u32b flgs[TR_FLAG_SIZE];
3967 object_flags(o_ptr, flgs);
3969 if (o_ptr->art_flags, TR_VAMPIRIC)
3971 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
3975 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
3979 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
3983 else if (calc_arm_avgdamage(o_ptr) > 63)
3990 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
3994 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
3998 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
4002 else if (calc_arm_avgdamage(o_ptr) > 75)
4010 int weakening_artifact(object_type *o_ptr)
4012 int k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
4013 object_kind *k_ptr = &k_info[k_idx];
4015 if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
4017 int pre_dd = o_ptr->dd;
4018 int pre_ds = o_ptr->ds;
4020 if (o_ptr->dd > o_ptr->ds)
4031 msg_format("Dice Supress %dd%d -> %dd%d",
4032 pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
4037 if (o_ptr->to_d > 10)
4039 int pre_damage = o_ptr->to_d;
4041 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
4042 if (o_ptr->to_d < 10)
4049 msg_format("Plus-Damage Supress %d -> %d",
4050 pre_damage, o_ptr->to_d);