3 @brief ¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÀ¸À®¤È´ÉÍý / 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 /*!< ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë¥·¥ó¥À¥ê¥óÌäò¤Ä¤±¤ë¾ò·ïʬ´ô */
18 #define TABLE_NAME 20 /*!< ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë´Á»úÌäò¤Ä¤±¤ë¾ò·ïʬ´ô */
19 #define A_CURSED 13 /*!< 1/n¤Î³ÎΨ¤ÇÀ¸À®¤Î´¬Êª°Ê³°¤Î¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬¼ö¤¤¤Ä¤¤Ë¤Ê¤ë¡£ */
20 #define WEIRD_LUCK 12 /*!< 1/n¤Î³ÎΨ¤Çrandom_resistance()¤Î½èÍýÃæ¥Ð¥¤¥¢¥¹³°¤ÎÂÑÀ¤¬¤Ä¤¡¢create_artifact¤Ç4¤òĶ¤¨¤ëpval¤¬µö²Ä¤µ¤ì¤ë¡£*/
21 #define BIAS_LUCK 20 /*!< 1/n¤Î³ÎΨ¤Çrandom_resistance()¤ÇÉղ乤븵ÁÇÂÑÀ¤¬Ìȱ֤ˤʤë */
22 #define IM_LUCK 7 /*!< 1/n¤Î³ÎΨ¤Çrandom_resistance()¤ÇÊ£¿ôÌȱ֤νüµî½èÍý¤¬ÌȽü¤µ¤ì¤ë */
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¤Î³ÎΨ¤Ç¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ëȯư¤¬Éղ䵤ì¤ë¡£¤¿¤À¤·Ëɶñ¤Ï¤µ¤é¤Ë1/2 */
33 * ¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î¥Ð¥¤¥¢¥¹ID¤òÊݴɤ¹¤ë¡£ / Use for biased artifact creation
35 static int artifact_bias;
39 * ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤ˥é¥ó¥À¥à¤ÊǽÎÏ°Ý»ý¤ò°ì¤ÄÉղ乤롣 / Choose one random sustain
40 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂÎ
43 void one_sustain(object_type *o_ptr)
47 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
48 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
49 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
50 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
51 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
52 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
58 * Choose one random high resistance
60 void one_high_resistance(object_type *o_ptr)
64 case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
65 case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
66 case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
67 case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
68 case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
69 case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
70 case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
71 case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
72 case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
73 case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
74 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
75 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
81 * Choose one random high resistance ( except poison and disenchantment )
83 void one_lordly_high_resistance(object_type *o_ptr)
87 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
88 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
89 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
90 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
91 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
92 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
93 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
94 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
95 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
96 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
102 * Choose one random element resistance
104 void one_ele_resistance(object_type *o_ptr)
108 case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
109 case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
110 case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
111 case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
117 * Choose one random element or poison resistance
119 void one_dragon_ele_resistance(object_type *o_ptr)
123 add_flag(o_ptr->art_flags, TR_RES_POIS);
127 one_ele_resistance(o_ptr);
133 * Choose one lower rank esp
135 void one_low_esp(object_type *o_ptr)
137 switch (randint1(10))
139 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
140 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
141 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
142 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
143 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
144 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
145 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
146 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
147 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
148 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
155 * Choose one random resistance
157 void one_resistance(object_type *o_ptr)
161 one_ele_resistance(o_ptr);
165 one_high_resistance(o_ptr);
171 * Choose one random ability
173 void one_ability(object_type *o_ptr)
175 switch (randint0(10))
177 case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
178 case 1: add_flag(o_ptr->art_flags, TR_LITE_1); break;
179 case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
180 case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
181 case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
182 case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
183 case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
184 case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE); break;
193 * Choose one random activation
195 void one_activation(object_type *o_ptr)
200 while (randint1(100) >= chance)
202 type = randint1(255);
217 case ACT_CURE_POISON:
255 case ACT_CHARM_ANIMAL:
258 case ACT_SUMMON_ANIMAL:
264 case ACT_BANISH_EVIL:
267 case ACT_CHARM_UNDEAD:
268 case ACT_CHARM_OTHER:
269 case ACT_SUMMON_PHANTOM:
276 case ACT_CHARM_ANIMALS:
277 case ACT_CHARM_OTHERS:
278 case ACT_SUMMON_ELEMENTAL:
287 case ACT_DETECT_XTRA:
291 case ACT_SUMMON_UNDEAD:
292 case ACT_SUMMON_DEMON:
303 /* A type was chosen... */
305 add_flag(o_ptr->art_flags, TR_ACTIVATE);
309 static void curse_artifact(object_type * o_ptr)
311 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
312 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
313 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
314 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
316 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
317 remove_flag(o_ptr->art_flags, TR_BLESSED);
319 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
320 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
321 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
322 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
323 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
324 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
325 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
326 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
327 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
328 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
330 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))
331 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
335 static void random_plus(object_type * o_ptr)
337 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
339 switch (artifact_bias)
342 if (!(have_flag(o_ptr->art_flags, TR_STR)))
344 add_flag(o_ptr->art_flags, TR_STR);
345 if (one_in_(2)) return;
348 if (!(have_flag(o_ptr->art_flags, TR_CON)))
350 add_flag(o_ptr->art_flags, TR_CON);
351 if (one_in_(2)) return;
354 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
356 add_flag(o_ptr->art_flags, TR_DEX);
357 if (one_in_(2)) return;
362 if (!(have_flag(o_ptr->art_flags, TR_INT)))
364 add_flag(o_ptr->art_flags, TR_INT);
365 if (one_in_(2)) return;
367 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
369 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
370 if (one_in_(2)) return;
375 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
377 add_flag(o_ptr->art_flags, TR_WIS);
378 if (one_in_(2)) return;
383 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
385 add_flag(o_ptr->art_flags, TR_DEX);
386 if (one_in_(2)) return;
389 if (!(have_flag(o_ptr->art_flags, TR_CON)))
391 add_flag(o_ptr->art_flags, TR_CON);
392 if (one_in_(2)) return;
395 if (!(have_flag(o_ptr->art_flags, TR_STR)))
397 add_flag(o_ptr->art_flags, TR_STR);
398 if (one_in_(2)) return;
403 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
405 add_flag(o_ptr->art_flags, TR_STEALTH);
406 if (one_in_(2)) return;
408 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
410 add_flag(o_ptr->art_flags, TR_SEARCH);
411 if (one_in_(2)) return;
416 if (!(have_flag(o_ptr->art_flags, TR_STR)))
418 add_flag(o_ptr->art_flags, TR_STR);
419 if (one_in_(2)) return;
424 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
426 add_flag(o_ptr->art_flags, TR_WIS);
427 if (one_in_(2)) return;
432 if (!(have_flag(o_ptr->art_flags, TR_INT)))
434 add_flag(o_ptr->art_flags, TR_INT);
435 if (one_in_(2)) return;
440 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
442 add_flag(o_ptr->art_flags, TR_DEX);
443 if (one_in_(2)) return;
448 if (!(have_flag(o_ptr->art_flags, TR_CON)))
450 add_flag(o_ptr->art_flags, TR_CON);
451 if (one_in_(2)) return;
456 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
458 add_flag(o_ptr->art_flags, TR_CHR);
459 if (one_in_(2)) return;
464 if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
466 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
468 add_flag(o_ptr->art_flags, TR_DEC_MANA);
469 if (one_in_(2)) return;
473 switch (randint1(this_type))
476 add_flag(o_ptr->art_flags, TR_STR);
477 if (!artifact_bias && !one_in_(13))
478 artifact_bias = BIAS_STR;
479 else if (!artifact_bias && one_in_(7))
480 artifact_bias = BIAS_WARRIOR;
483 add_flag(o_ptr->art_flags, TR_INT);
484 if (!artifact_bias && !one_in_(13))
485 artifact_bias = BIAS_INT;
486 else if (!artifact_bias && one_in_(7))
487 artifact_bias = BIAS_MAGE;
490 add_flag(o_ptr->art_flags, TR_WIS);
491 if (!artifact_bias && !one_in_(13))
492 artifact_bias = BIAS_WIS;
493 else if (!artifact_bias && one_in_(7))
494 artifact_bias = BIAS_PRIESTLY;
497 add_flag(o_ptr->art_flags, TR_DEX);
498 if (!artifact_bias && !one_in_(13))
499 artifact_bias = BIAS_DEX;
500 else if (!artifact_bias && one_in_(7))
501 artifact_bias = BIAS_ROGUE;
504 add_flag(o_ptr->art_flags, TR_CON);
505 if (!artifact_bias && !one_in_(13))
506 artifact_bias = BIAS_CON;
507 else if (!artifact_bias && one_in_(9))
508 artifact_bias = BIAS_RANGER;
511 add_flag(o_ptr->art_flags, TR_CHR);
512 if (!artifact_bias && !one_in_(13))
513 artifact_bias = BIAS_CHR;
516 add_flag(o_ptr->art_flags, TR_STEALTH);
517 if (!artifact_bias && one_in_(3))
518 artifact_bias = BIAS_ROGUE;
521 add_flag(o_ptr->art_flags, TR_SEARCH);
522 if (!artifact_bias && one_in_(9))
523 artifact_bias = BIAS_RANGER;
526 add_flag(o_ptr->art_flags, TR_INFRA);
529 add_flag(o_ptr->art_flags, TR_SPEED);
530 if (!artifact_bias && one_in_(11))
531 artifact_bias = BIAS_ROGUE;
534 add_flag(o_ptr->art_flags, TR_TUNNEL);
537 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
540 add_flag(o_ptr->art_flags, TR_BLOWS);
541 if (!artifact_bias && one_in_(11))
542 artifact_bias = BIAS_WARRIOR;
549 static void random_resistance(object_type * o_ptr)
551 switch (artifact_bias)
554 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
556 add_flag(o_ptr->art_flags, TR_RES_ACID);
557 if (one_in_(2)) return;
559 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
561 add_flag(o_ptr->art_flags, TR_IM_ACID);
562 if (!one_in_(IM_LUCK))
564 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
565 remove_flag(o_ptr->art_flags, TR_IM_COLD);
566 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
568 if (one_in_(2)) return;
573 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
575 add_flag(o_ptr->art_flags, TR_RES_ELEC);
576 if (one_in_(2)) return;
578 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
579 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
581 add_flag(o_ptr->art_flags, TR_SH_ELEC);
582 if (one_in_(2)) return;
584 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
586 add_flag(o_ptr->art_flags, TR_IM_ELEC);
587 if (!one_in_(IM_LUCK))
589 remove_flag(o_ptr->art_flags, TR_IM_ACID);
590 remove_flag(o_ptr->art_flags, TR_IM_COLD);
591 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
594 if (one_in_(2)) return;
599 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
601 add_flag(o_ptr->art_flags, TR_RES_FIRE);
602 if (one_in_(2)) return;
604 if ((o_ptr->tval >= TV_CLOAK) &&
605 (o_ptr->tval <= TV_HARD_ARMOR) &&
606 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
608 add_flag(o_ptr->art_flags, TR_SH_FIRE);
609 if (one_in_(2)) return;
611 if (one_in_(BIAS_LUCK) &&
612 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
614 add_flag(o_ptr->art_flags, TR_IM_FIRE);
615 if (!one_in_(IM_LUCK))
617 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
618 remove_flag(o_ptr->art_flags, TR_IM_COLD);
619 remove_flag(o_ptr->art_flags, TR_IM_ACID);
621 if (one_in_(2)) return;
626 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
628 add_flag(o_ptr->art_flags, TR_RES_COLD);
629 if (one_in_(2)) return;
631 if ((o_ptr->tval >= TV_CLOAK) &&
632 (o_ptr->tval <= TV_HARD_ARMOR) &&
633 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
635 add_flag(o_ptr->art_flags, TR_SH_COLD);
636 if (one_in_(2)) return;
638 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
640 add_flag(o_ptr->art_flags, TR_IM_COLD);
641 if (!one_in_(IM_LUCK))
643 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
644 remove_flag(o_ptr->art_flags, TR_IM_ACID);
645 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
647 if (one_in_(2)) return;
652 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
654 add_flag(o_ptr->art_flags, TR_RES_POIS);
655 if (one_in_(2)) return;
660 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
662 add_flag(o_ptr->art_flags, TR_RES_FEAR);
663 if (one_in_(2)) return;
665 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
667 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
668 if (one_in_(2)) return;
672 case BIAS_NECROMANTIC:
673 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
675 add_flag(o_ptr->art_flags, TR_RES_NETHER);
676 if (one_in_(2)) return;
678 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
680 add_flag(o_ptr->art_flags, TR_RES_POIS);
681 if (one_in_(2)) return;
683 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
685 add_flag(o_ptr->art_flags, TR_RES_DARK);
686 if (one_in_(2)) return;
691 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
693 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
694 if (one_in_(2)) return;
696 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
698 add_flag(o_ptr->art_flags, TR_RES_CONF);
699 if (one_in_(2)) return;
701 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
703 add_flag(o_ptr->art_flags, TR_RES_DISEN);
704 if (one_in_(2)) return;
709 switch (randint1(42))
712 if (!one_in_(WEIRD_LUCK))
713 random_resistance(o_ptr);
716 add_flag(o_ptr->art_flags, TR_IM_ACID);
718 artifact_bias = BIAS_ACID;
722 if (!one_in_(WEIRD_LUCK))
723 random_resistance(o_ptr);
726 add_flag(o_ptr->art_flags, TR_IM_ELEC);
728 artifact_bias = BIAS_ELEC;
732 if (!one_in_(WEIRD_LUCK))
733 random_resistance(o_ptr);
736 add_flag(o_ptr->art_flags, TR_IM_COLD);
738 artifact_bias = BIAS_COLD;
742 if (!one_in_(WEIRD_LUCK))
743 random_resistance(o_ptr);
746 add_flag(o_ptr->art_flags, TR_IM_FIRE);
748 artifact_bias = BIAS_FIRE;
754 add_flag(o_ptr->art_flags, TR_RES_ACID);
756 artifact_bias = BIAS_ACID;
761 add_flag(o_ptr->art_flags, TR_RES_ELEC);
763 artifact_bias = BIAS_ELEC;
768 add_flag(o_ptr->art_flags, TR_RES_FIRE);
770 artifact_bias = BIAS_FIRE;
775 add_flag(o_ptr->art_flags, TR_RES_COLD);
777 artifact_bias = BIAS_COLD;
781 add_flag(o_ptr->art_flags, TR_RES_POIS);
782 if (!artifact_bias && !one_in_(4))
783 artifact_bias = BIAS_POIS;
784 else if (!artifact_bias && one_in_(2))
785 artifact_bias = BIAS_NECROMANTIC;
786 else if (!artifact_bias && one_in_(2))
787 artifact_bias = BIAS_ROGUE;
791 add_flag(o_ptr->art_flags, TR_RES_FEAR);
792 if (!artifact_bias && one_in_(3))
793 artifact_bias = BIAS_WARRIOR;
796 add_flag(o_ptr->art_flags, TR_RES_LITE);
799 add_flag(o_ptr->art_flags, TR_RES_DARK);
803 add_flag(o_ptr->art_flags, TR_RES_BLIND);
807 add_flag(o_ptr->art_flags, TR_RES_CONF);
808 if (!artifact_bias && one_in_(6))
809 artifact_bias = BIAS_CHAOS;
813 add_flag(o_ptr->art_flags, TR_RES_SOUND);
817 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
821 add_flag(o_ptr->art_flags, TR_RES_NETHER);
822 if (!artifact_bias && one_in_(3))
823 artifact_bias = BIAS_NECROMANTIC;
827 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
831 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
832 if (!artifact_bias && one_in_(2))
833 artifact_bias = BIAS_CHAOS;
837 add_flag(o_ptr->art_flags, TR_RES_DISEN);
840 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
841 add_flag(o_ptr->art_flags, TR_SH_ELEC);
843 random_resistance(o_ptr);
845 artifact_bias = BIAS_ELEC;
848 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
849 add_flag(o_ptr->art_flags, TR_SH_FIRE);
851 random_resistance(o_ptr);
853 artifact_bias = BIAS_FIRE;
856 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
857 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
858 add_flag(o_ptr->art_flags, TR_REFLECT);
860 random_resistance(o_ptr);
863 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
864 add_flag(o_ptr->art_flags, TR_SH_COLD);
866 random_resistance(o_ptr);
868 artifact_bias = BIAS_COLD;
875 static void random_misc(object_type * o_ptr)
877 switch (artifact_bias)
880 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
882 add_flag(o_ptr->art_flags, TR_SUST_CON);
883 if (one_in_(2)) return;
888 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
890 add_flag(o_ptr->art_flags, TR_SUST_STR);
891 if (one_in_(2)) return;
896 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
898 add_flag(o_ptr->art_flags, TR_SUST_WIS);
899 if (one_in_(2)) return;
904 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
906 add_flag(o_ptr->art_flags, TR_SUST_INT);
907 if (one_in_(2)) return;
912 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
914 add_flag(o_ptr->art_flags, TR_SUST_DEX);
915 if (one_in_(2)) return;
920 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
922 add_flag(o_ptr->art_flags, TR_SUST_CON);
923 if (one_in_(2)) return;
928 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
930 add_flag(o_ptr->art_flags, TR_SUST_CHR);
931 if (one_in_(2)) return;
936 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
938 add_flag(o_ptr->art_flags, TR_TELEPORT);
939 if (one_in_(2)) return;
944 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
946 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
951 switch (randint1(33))
954 add_flag(o_ptr->art_flags, TR_SUST_STR);
956 artifact_bias = BIAS_STR;
959 add_flag(o_ptr->art_flags, TR_SUST_INT);
961 artifact_bias = BIAS_INT;
964 add_flag(o_ptr->art_flags, TR_SUST_WIS);
966 artifact_bias = BIAS_WIS;
969 add_flag(o_ptr->art_flags, TR_SUST_DEX);
971 artifact_bias = BIAS_DEX;
974 add_flag(o_ptr->art_flags, TR_SUST_CON);
976 artifact_bias = BIAS_CON;
979 add_flag(o_ptr->art_flags, TR_SUST_CHR);
981 artifact_bias = BIAS_CHR;
986 add_flag(o_ptr->art_flags, TR_FREE_ACT);
989 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
990 if (!artifact_bias && one_in_(5))
991 artifact_bias = BIAS_PRIESTLY;
992 else if (!artifact_bias && one_in_(6))
993 artifact_bias = BIAS_NECROMANTIC;
997 add_flag(o_ptr->art_flags, TR_LITE_1);
1001 add_flag(o_ptr->art_flags, TR_LEVITATION);
1006 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1010 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1014 add_flag(o_ptr->art_flags, TR_REGEN);
1017 add_flag(o_ptr->art_flags, TR_TELEPORT);
1022 if (object_is_armour(o_ptr))
1026 o_ptr->to_a = 4 + randint1(11);
1033 int bonus_h, bonus_d;
1034 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1035 bonus_h = 4 + (randint1(11));
1036 bonus_d = 4 + (randint1(11));
1037 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))
1042 o_ptr->to_h += bonus_h;
1043 o_ptr->to_d += bonus_d;
1047 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1050 add_flag(o_ptr->art_flags, TR_NO_TELE);
1053 add_flag(o_ptr->art_flags, TR_WARNING);
1057 switch (randint1(3))
1060 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1061 if (!artifact_bias && one_in_(3))
1062 artifact_bias = BIAS_LAW;
1065 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1066 if (!artifact_bias && one_in_(3))
1067 artifact_bias = BIAS_MAGE;
1070 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1071 if (!artifact_bias && one_in_(9))
1072 artifact_bias = BIAS_MAGE;
1080 int n = randint1(3);
1082 idx[0] = randint1(8);
1084 idx[1] = randint1(7);
1085 if (idx[1] >= idx[0]) idx[1]++;
1087 idx[2] = randint1(6);
1088 if (idx[2] >= idx[0]) idx[2]++;
1089 if (idx[2] >= idx[1]) idx[2]++;
1091 while (n--) switch (idx[n])
1094 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1095 if (!artifact_bias && one_in_(4))
1096 artifact_bias = BIAS_RANGER;
1099 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1100 if (!artifact_bias && one_in_(3))
1101 artifact_bias = BIAS_PRIESTLY;
1102 else if (!artifact_bias && one_in_(6))
1103 artifact_bias = BIAS_NECROMANTIC;
1106 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1109 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1112 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1115 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1118 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1119 if (!artifact_bias && one_in_(6))
1120 artifact_bias = BIAS_ROGUE;
1123 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1124 if (!artifact_bias && one_in_(3))
1125 artifact_bias = BIAS_LAW;
1128 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1129 if (!artifact_bias && one_in_(3))
1130 artifact_bias = BIAS_LAW;
1139 static void random_slay(object_type *o_ptr)
1141 if (o_ptr->tval == TV_BOW)
1143 switch (randint1(6))
1148 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1149 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1150 if (!artifact_bias && one_in_(9))
1151 artifact_bias = BIAS_RANGER;
1154 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1155 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1156 if (!artifact_bias && one_in_(9))
1157 artifact_bias = BIAS_RANGER;
1164 switch (artifact_bias)
1167 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1169 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1170 if (one_in_(2)) return;
1175 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1176 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1178 /* A free power for "priestly" random artifacts */
1179 add_flag(o_ptr->art_flags, TR_BLESSED);
1183 case BIAS_NECROMANTIC:
1184 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1186 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1187 if (one_in_(2)) return;
1189 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1191 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1192 if (one_in_(2)) return;
1197 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1199 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1200 if (one_in_(2)) return;
1205 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1206 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1207 !(have_flag(o_ptr->art_flags, TR_THROW)))
1209 /* Free power for rogues... */
1210 add_flag(o_ptr->art_flags, TR_THROW);
1212 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1214 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1215 if (one_in_(2)) return;
1220 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1222 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1223 if (one_in_(2)) return;
1228 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1230 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1231 if (one_in_(2)) return;
1236 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1238 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1239 if (one_in_(2)) return;
1244 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1246 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1247 if (one_in_(2)) return;
1252 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1254 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1255 if (one_in_(2)) return;
1260 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1262 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1263 if (one_in_(2)) return;
1265 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1267 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1268 if (one_in_(2)) return;
1270 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1272 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1273 if (one_in_(2)) return;
1278 switch (randint1(36))
1282 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1286 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1287 if (!artifact_bias && one_in_(2))
1288 artifact_bias = BIAS_LAW;
1289 else if (!artifact_bias && one_in_(9))
1290 artifact_bias = BIAS_PRIESTLY;
1294 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1295 if (!artifact_bias && one_in_(9))
1296 artifact_bias = BIAS_PRIESTLY;
1300 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1301 if (!artifact_bias && one_in_(9))
1302 artifact_bias = BIAS_PRIESTLY;
1306 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1310 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1314 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1318 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1321 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1325 if (o_ptr->tval == TV_SWORD)
1327 add_flag(o_ptr->art_flags, TR_VORPAL);
1328 if (!artifact_bias && one_in_(9))
1329 artifact_bias = BIAS_WARRIOR;
1335 add_flag(o_ptr->art_flags, TR_IMPACT);
1339 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1341 artifact_bias = BIAS_FIRE;
1345 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1347 artifact_bias = BIAS_COLD;
1351 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1353 artifact_bias = BIAS_ELEC;
1357 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1359 artifact_bias = BIAS_ACID;
1363 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1364 if (!artifact_bias && !one_in_(3))
1365 artifact_bias = BIAS_POIS;
1366 else if (!artifact_bias && one_in_(6))
1367 artifact_bias = BIAS_NECROMANTIC;
1368 else if (!artifact_bias)
1369 artifact_bias = BIAS_ROGUE;
1372 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1374 artifact_bias = BIAS_NECROMANTIC;
1377 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1379 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1383 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1386 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1388 artifact_bias = BIAS_CHAOS;
1394 static void give_activation_power(object_type *o_ptr)
1396 int type = 0, chance = 0;
1398 switch (artifact_bias)
1403 type = ACT_BO_ELEC_1;
1405 else if (!one_in_(5))
1407 type = ACT_BA_ELEC_2;
1411 type = ACT_BA_ELEC_3;
1417 type = ACT_BA_POIS_1;
1424 type = ACT_BO_FIRE_1;
1426 else if (!one_in_(5))
1428 type = ACT_BA_FIRE_1;
1432 type = ACT_BA_FIRE_2;
1440 type = ACT_BO_COLD_1;
1441 else if (!one_in_(3))
1442 type = ACT_BA_COLD_1;
1443 else if (!one_in_(3))
1444 type = ACT_BA_COLD_2;
1446 type = ACT_BA_COLD_3;
1452 type = ACT_SUMMON_DEMON;
1454 type = ACT_CALL_CHAOS;
1461 type = ACT_CHARM_UNDEAD;
1462 else if (one_in_(12))
1463 type = ACT_BANISH_EVIL;
1464 else if (one_in_(11))
1465 type = ACT_DISP_EVIL;
1466 else if (one_in_(10))
1467 type = ACT_PROT_EVIL;
1468 else if (one_in_(9))
1469 type = ACT_CURE_1000;
1470 else if (one_in_(8))
1471 type = ACT_CURE_700;
1472 else if (one_in_(7))
1473 type = ACT_REST_ALL;
1474 else if (one_in_(6))
1475 type = ACT_REST_LIFE;
1480 case BIAS_NECROMANTIC:
1484 else if (one_in_(13))
1485 type = ACT_DISP_GOOD;
1486 else if (one_in_(9))
1487 type = ACT_MASS_GENO;
1488 else if (one_in_(8))
1489 type = ACT_GENOCIDE;
1490 else if (one_in_(13))
1491 type = ACT_SUMMON_UNDEAD;
1492 else if (one_in_(9))
1493 type = ACT_VAMPIRE_2;
1494 else if (one_in_(6))
1495 type = ACT_CHARM_UNDEAD;
1497 type = ACT_VAMPIRE_1;
1503 type = ACT_BANISH_EVIL;
1504 else if (one_in_(4))
1505 type = ACT_DISP_EVIL;
1507 type = ACT_PROT_EVIL;
1514 else if (one_in_(4))
1516 else if (one_in_(3))
1517 type = ACT_DETECT_ALL;
1518 else if (one_in_(8))
1521 type = ACT_ID_PLAIN;
1527 type = ACT_SUMMON_ELEMENTAL;
1528 else if (one_in_(10))
1529 type = ACT_SUMMON_PHANTOM;
1530 else if (one_in_(5))
1531 type = ACT_RUNE_EXPLO;
1547 type = ACT_CHARM_ANIMALS;
1548 else if (one_in_(7))
1549 type = ACT_SUMMON_ANIMAL;
1550 else if (one_in_(6))
1551 type = ACT_CHARM_ANIMAL;
1552 else if (one_in_(4))
1553 type = ACT_RESIST_ALL;
1554 else if (one_in_(3))
1557 type = ACT_CURE_POISON;
1561 if (!type || (randint1(100) >= chance))
1563 one_activation(o_ptr);
1567 /* A type was chosen... */
1568 o_ptr->xtra2 = type;
1569 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1574 static void get_random_name(char *return_name, bool armour, int power)
1576 int prob = randint1(100);
1578 if (prob <= SINDARIN_NAME)
1580 get_table_sindarin(return_name);
1582 else if (prob <= TABLE_NAME)
1584 get_table_name(return_name);
1597 filename = "a_cursed_j.txt";
1599 filename = "a_cursed.txt";
1604 filename = "a_low_j.txt";
1606 filename = "a_low.txt";
1611 filename = "a_med_j.txt";
1613 filename = "a_med.txt";
1618 filename = "a_high_j.txt";
1620 filename = "a_high.txt";
1629 filename = "w_cursed_j.txt";
1631 filename = "w_cursed.txt";
1636 filename = "w_low_j.txt";
1638 filename = "w_low.txt";
1643 filename = "w_med_j.txt";
1645 filename = "w_med.txt";
1650 filename = "w_high_j.txt";
1652 filename = "w_high.txt";
1657 (void)get_rnd_line(filename, artifact_bias, return_name);
1659 if (return_name[0] == 0) get_table_name(return_name);
1665 bool create_artifact(object_type *o_ptr, bool a_scroll)
1667 char new_name[1024];
1669 int powers = randint1(5) + 1;
1671 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1674 bool a_cursed = FALSE;
1675 int warrior_artifact_bias = 0;
1678 /* Reset artifact bias */
1681 /* Nuke enchantments */
1685 for (i = 0; i < TR_FLAG_SIZE; i++)
1686 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1688 if (o_ptr->pval) has_pval = TRUE;
1690 if (a_scroll && one_in_(4))
1692 switch (p_ptr->pclass)
1695 case CLASS_BERSERKER:
1700 artifact_bias = BIAS_WARRIOR;
1703 case CLASS_HIGH_MAGE:
1704 case CLASS_SORCERER:
1705 case CLASS_MAGIC_EATER:
1706 case CLASS_BLUE_MAGE:
1707 artifact_bias = BIAS_MAGE;
1710 artifact_bias = BIAS_PRIESTLY;
1714 artifact_bias = BIAS_ROGUE;
1715 warrior_artifact_bias = 25;
1719 artifact_bias = BIAS_RANGER;
1720 warrior_artifact_bias = 30;
1723 artifact_bias = BIAS_PRIESTLY;
1724 warrior_artifact_bias = 40;
1726 case CLASS_WARRIOR_MAGE:
1727 case CLASS_RED_MAGE:
1728 artifact_bias = BIAS_MAGE;
1729 warrior_artifact_bias = 40;
1731 case CLASS_CHAOS_WARRIOR:
1732 artifact_bias = BIAS_CHAOS;
1733 warrior_artifact_bias = 40;
1736 case CLASS_FORCETRAINER:
1737 artifact_bias = BIAS_PRIESTLY;
1739 case CLASS_MINDCRAFTER:
1741 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1744 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1746 case CLASS_IMITATOR:
1747 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1749 case CLASS_BEASTMASTER:
1750 artifact_bias = BIAS_CHR;
1751 warrior_artifact_bias = 50;
1753 case CLASS_MIRROR_MASTER:
1754 if (randint1(4) > 1)
1756 artifact_bias = BIAS_MAGE;
1760 artifact_bias = BIAS_ROGUE;
1766 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1767 artifact_bias = BIAS_WARRIOR;
1769 strcpy(new_name, "");
1771 if (!a_scroll && one_in_(A_CURSED))
1773 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1776 while (one_in_(powers) || one_in_(7) || one_in_(10))
1779 if (!a_cursed && one_in_(WEIRD_LUCK))
1782 if (a_cursed) powers /= 2;
1784 max_powers = powers;
1788 switch (randint1(max_type))
1795 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1797 if (a_cursed && !one_in_(13)) break;
1800 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1804 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1808 random_resistance(o_ptr);
1817 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1825 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1827 /* This one commented out by gw's request... */
1829 add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1832 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1834 o_ptr->pval = randint1(2);
1835 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1844 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1847 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1851 /* give it some plusses... */
1852 if (object_is_armour(o_ptr))
1853 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1854 else if (object_is_weapon_ammo(o_ptr))
1856 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1857 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1858 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1861 /* Just to be sure */
1862 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1863 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1864 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1865 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1867 total_flags = flag_cost(o_ptr, o_ptr->pval);
1869 if (a_cursed) curse_artifact(o_ptr);
1872 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1875 give_activation_power(o_ptr);
1878 if (object_is_armour(o_ptr))
1880 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1882 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1883 o_ptr->to_d -= (s16b)randint0(3);
1884 o_ptr->to_h -= (s16b)randint0(3);
1886 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1888 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1889 o_ptr->to_d -= (s16b)randint0(3);
1890 o_ptr->to_h -= (s16b)randint0(3);
1894 if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1896 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1900 remove_flag(o_ptr->art_flags, TR_BLOWS);
1901 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1902 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1903 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1904 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1905 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1906 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1907 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1908 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1909 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1910 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1911 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1912 remove_flag(o_ptr->art_flags, TR_VORPAL);
1913 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1914 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1915 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1916 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1917 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1920 if (!object_is_weapon_ammo(o_ptr))
1923 if (a_cursed) power_level = 0;
1924 else if (total_flags < 15000) power_level = 1;
1925 else if (total_flags < 35000) power_level = 2;
1926 else power_level = 3;
1932 if (a_cursed) power_level = 0;
1933 else if (total_flags < 20000) power_level = 1;
1934 else if (total_flags < 45000) power_level = 2;
1935 else power_level = 3;
1940 char dummy_name[80] = "";
1942 cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
1944 cptr ask_msg = "What do you want to call the artifact? ";
1947 /* Identify it fully */
1948 object_aware(o_ptr);
1949 object_known(o_ptr);
1951 /* Mark the item as fully known */
1952 o_ptr->ident |= (IDENT_MENTAL);
1954 /* For being treated as random artifact in screen_object() */
1955 o_ptr->art_name = quark_add("");
1957 (void)screen_object(o_ptr, 0L);
1959 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1965 get_table_sindarin_aux(dummy_name);
1969 get_table_name_aux(dummy_name);
1974 sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
1976 sprintf(new_name, "'%s'", dummy_name);
1979 chg_virtue(V_INDIVIDUALISM, 2);
1980 chg_virtue(V_ENCHANT, 5);
1984 get_random_name(new_name, object_is_armour(o_ptr), power_level);
1987 /* Save the inscription */
1988 o_ptr->art_name = quark_add(new_name);
1992 char o_name[MAX_NLEN];
1994 object_aware(o_ptr);
1995 object_known(o_ptr);
1997 /* Mark the item as fully known */
1998 o_ptr->ident |= (IDENT_MENTAL);
2001 object_desc(o_name, o_ptr, 0);
2004 msg_format("¥Ñ¥ï¡¼ %d ¤Ç ²ÁÃÍ%ld ¤Î¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À® ¥Ð¥¤¥¢¥¹¤Ï¡Ö%s¡×:", max_powers, total_flags, artifact_bias_name[artifact_bias]);
2006 msg_format("Random artifact generated '%s'. (Power:%d, Value:%ld) :", artifact_bias_name[artifact_bias], max_powers, total_flags);
2008 msg_format("%s", o_name);
2012 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2018 int activation_index(object_type *o_ptr)
2020 /* Give priority to weaponsmith's essential activations */
2021 if (object_is_smith(o_ptr))
2023 switch (o_ptr->xtra3-1)
2025 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2026 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2027 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2028 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2029 case TR_IMPACT: return ACT_QUAKE;
2033 if (object_is_fixed_artifact(o_ptr))
2035 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2037 return a_info[o_ptr->name1].act_idx;
2040 if (object_is_ego(o_ptr))
2042 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2044 return e_info[o_ptr->name2].act_idx;
2047 if (!object_is_random_artifact(o_ptr))
2049 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2051 return k_info[o_ptr->k_idx].act_idx;
2055 return o_ptr->xtra2;
2058 const activation_type* find_activation_info(object_type *o_ptr)
2060 const int index = activation_index(o_ptr);
2061 const activation_type* p;
2063 for (p = activation_info; p->flag != NULL; ++ p) {
2064 if (p->index == index)
2074 /* Dragon breath activation */
2075 static bool activate_dragon_breath(object_type *o_ptr)
2077 u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2080 int i, dir, t, n = 0;
2082 if (!get_aim_dir(&dir)) return FALSE;
2084 object_flags(o_ptr, flgs);
2086 for (i = 0; dragonbreath_info[i].flag != 0; i++)
2088 if (have_flag(flgs, dragonbreath_info[i].flag))
2090 type[n] = dragonbreath_info[i].type;
2091 name[n] = dragonbreath_info[i].name;
2097 if (n == 0) return FALSE;
2100 if (music_singing_any()) stop_singing();
2101 if (hex_spelling_any()) stop_hex_spell_all();
2104 msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
2105 fire_ball(type[t], dir, 250, -4);
2111 bool activate_random_artifact(object_type *o_ptr)
2113 int plev = p_ptr->lev;
2114 int k, dir, dummy = 0;
2115 cptr name = k_name + k_info[o_ptr->k_idx].name;
2116 const activation_type* const act_ptr = find_activation_info(o_ptr);
2120 /* Maybe forgot adding information to activation_info table ? */
2121 msg_print("Activation information is not found.");
2125 /* Activate for attack */
2126 switch (act_ptr->index)
2130 if (!get_aim_dir(&dir)) return FALSE;
2131 msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears."));
2132 (void)lite_line(dir, damroll(6, 8));
2138 msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly..."));
2139 if (!get_aim_dir(&dir)) return FALSE;
2140 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2146 msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green..."));
2147 if (!get_aim_dir(&dir)) return FALSE;
2148 fire_ball(GF_POIS, dir, 12, 3);
2154 msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks..."));
2155 if (!get_aim_dir(&dir)) return FALSE;
2156 fire_bolt(GF_ELEC, dir, damroll(4, 8));
2162 msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid..."));
2163 if (!get_aim_dir(&dir)) return FALSE;
2164 fire_bolt(GF_ACID, dir, damroll(5, 8));
2170 msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2171 if (!get_aim_dir(&dir)) return FALSE;
2172 fire_bolt(GF_COLD, dir, damroll(6, 8));
2178 msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire..."));
2179 if (!get_aim_dir(&dir)) return FALSE;
2180 fire_bolt(GF_FIRE, dir, damroll(9, 8));
2186 msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2187 if (!get_aim_dir(&dir)) return FALSE;
2188 fire_ball(GF_COLD, dir, 48, 2);
2194 msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue..."));
2195 if (!get_aim_dir(&dir)) return FALSE;
2196 fire_ball(GF_COLD, dir, 100, 2);
2202 msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white..."));
2203 if (!get_aim_dir(&dir)) return FALSE;
2204 fire_ball(GF_COLD, dir, 400, 3);
2210 msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2211 if (!get_aim_dir(&dir)) return FALSE;
2212 fire_ball(GF_FIRE, dir, 72, 2);
2218 msg_format(_("%s¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...", "The %s rages in fire..."), name);
2219 if (!get_aim_dir(&dir)) return FALSE;
2220 fire_ball(GF_FIRE, dir, 120, 3);
2226 msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red..."));
2227 if (!get_aim_dir(&dir)) return FALSE;
2228 fire_ball(GF_FIRE, dir, 300, 3);
2234 msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2235 if (!get_aim_dir(&dir)) return FALSE;
2236 fire_ball(GF_FIRE, dir, 100, 2);
2242 msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity..."));
2243 if (!get_aim_dir(&dir)) return FALSE;
2244 fire_ball(GF_ELEC, dir, 100, 3);
2250 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2251 if (!get_aim_dir(&dir)) return FALSE;
2252 fire_ball(GF_ELEC, dir, 500, 3);
2258 msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black..."));
2259 if (!get_aim_dir(&dir)) return FALSE;
2260 fire_ball(GF_ACID, dir, 100, 2);
2266 msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green..."));
2267 if (!get_aim_dir(&dir)) return FALSE;
2268 fire_ball(GF_NUKE, dir, 100, 2);
2274 msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name);
2275 if (!get_aim_dir(&dir)) return FALSE;
2276 if (drain_life(dir, 100))
2282 msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black..."));
2283 if (!get_aim_dir(&dir)) return FALSE;
2284 drain_life(dir, 120);
2290 if (!get_aim_dir(&dir)) return FALSE;
2291 for (dummy = 0; dummy < 3; dummy++)
2293 if (drain_life(dir, 50))
2301 msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes..."));
2302 if (!get_aim_dir(&dir)) return FALSE;
2303 fire_bolt(GF_ARROW, dir, 150);
2312 monster_type *m_ptr;
2314 for (dir = 0; dir <= 9; dir++)
2318 c_ptr = &cave[y][x];
2320 /* Get the monster */
2321 m_ptr = &m_list[c_ptr->m_idx];
2323 /* Hack -- attack monsters */
2324 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2333 if (!get_aim_dir(&dir)) return FALSE;
2334 for (dummy = 0; dummy < 3; dummy++)
2336 if (drain_life(dir, 100))
2343 case ACT_CALL_CHAOS:
2345 msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours..."));
2352 if (!get_aim_dir(&dir)) return FALSE;
2353 msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!"));
2354 fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2360 msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness..."));
2361 dispel_evil(p_ptr->lev * 5);
2367 if (!get_aim_dir(&dir)) return FALSE;
2368 msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2369 fire_ball(GF_MISSILE, dir, 300, -4);
2375 msg_print(_("¼Ù°¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil..."));
2376 dispel_good(p_ptr->lev * 5);
2382 msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name);
2383 if (!get_aim_dir(&dir)) return FALSE;
2384 fire_bolt(GF_ARROW, dir, 150);
2390 msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name);
2391 if (!get_aim_dir(&dir)) return FALSE;
2392 fire_ball(GF_WATER, dir, 200, 3);
2398 msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name);
2399 if (!get_aim_dir(&dir)) return FALSE;
2400 fire_ball(GF_DARK, dir, 250, 4);
2406 msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name);
2407 if (!get_aim_dir(&dir)) return FALSE;
2408 fire_ball(GF_MANA, dir, 250, 4);
2414 msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life."));
2415 (void)dispel_monsters(4);
2419 case ACT_BLINDING_LIGHT:
2421 msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name);
2422 fire_ball(GF_LITE, 0, 300, 6);
2423 confuse_monsters(3 * p_ptr->lev / 2);
2429 msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name);
2430 if (!get_aim_dir(&dir)) return FALSE;
2435 case ACT_CAST_BA_STAR:
2437 int num = damroll(5, 3);
2440 msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name);
2441 for (k = 0; k < num; k++)
2447 scatter(&y, &x, py, px, 4, 0);
2449 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2451 if (!player_bold(y, x)) break;
2454 project(0, 3, y, x, 150, GF_ELEC,
2455 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2461 case ACT_BLADETURNER:
2463 if (!get_aim_dir(&dir)) return FALSE;
2464 msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2465 fire_ball(GF_MISSILE, dir, 300, -4);
2466 msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours..."));
2467 (void)set_afraid(0);
2468 (void)set_hero(randint1(50) + 50, FALSE);
2469 (void)hp_player(10);
2470 (void)set_blessed(randint1(50) + 50, FALSE);
2471 (void)set_oppose_acid(randint1(50) + 50, FALSE);
2472 (void)set_oppose_elec(randint1(50) + 50, FALSE);
2473 (void)set_oppose_fire(randint1(50) + 50, FALSE);
2474 (void)set_oppose_cold(randint1(50) + 50, FALSE);
2475 (void)set_oppose_pois(randint1(50) + 50, FALSE);
2481 if (!get_aim_dir(&dir)) return FALSE;
2482 fire_ball(GF_FIRE, dir, 200, -2);
2483 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2485 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2491 if (!get_aim_dir(&dir)) return FALSE;
2492 fire_ball(GF_COLD, dir, 200, -2);
2493 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2495 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2501 if (!activate_dragon_breath(o_ptr)) return FALSE;
2505 /* Activate for other offensive action */
2509 msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours..."));
2510 if (!get_aim_dir(&dir)) return FALSE;
2511 confuse_monster(dir, 20);
2517 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2518 sleep_monsters_touch();
2524 earthquake(py, px, 5);
2530 turn_monsters(40 + p_ptr->lev);
2536 if (!get_aim_dir(&dir)) return FALSE;
2537 (void)fire_beam(GF_AWAY_ALL, dir, plev);
2541 case ACT_BANISH_EVIL:
2543 if (banish_evil(100))
2545 msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!"));
2552 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2553 (void)symbol_genocide(200, TRUE);
2559 msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note..."));
2560 (void)mass_genocide(200, TRUE);
2564 case ACT_SCARE_AREA:
2566 if (music_singing_any()) stop_singing();
2567 if (hex_spelling_any()) stop_hex_spell_all();
2568 msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!",
2569 "You wind a mighty blast; your enemies tremble!"));
2570 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2576 if (o_ptr->name1 == ART_HYOUSIGI)
2578 msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers."));
2582 msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name);
2584 aggravate_monsters(0);
2588 /* Activate for summoning / charming */
2590 case ACT_CHARM_ANIMAL:
2592 if (!get_aim_dir(&dir)) return FALSE;
2593 (void)charm_animal(dir, plev * 2);
2597 case ACT_CHARM_UNDEAD:
2599 if (!get_aim_dir(&dir)) return FALSE;
2600 (void)control_one_undead(dir, plev * 2);
2604 case ACT_CHARM_OTHER:
2606 if (!get_aim_dir(&dir)) return FALSE;
2607 (void)charm_monster(dir, plev * 2);
2611 case ACT_CHARM_ANIMALS:
2613 (void)charm_animals(plev * 2);
2617 case ACT_CHARM_OTHERS:
2619 charm_monsters(plev * 2);
2623 case ACT_SUMMON_ANIMAL:
2625 (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2629 case ACT_SUMMON_PHANTOM:
2631 msg_print(_("¸¸Îî¤ò¾¤´¤·¤¿¡£", "You summon a phantasmal servant."));
2632 (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2636 case ACT_SUMMON_ELEMENTAL:
2638 bool pet = one_in_(3);
2641 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2642 if (pet) mode |= PM_FORCE_PET;
2643 else mode |= PM_NO_PET;
2645 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2647 msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes..."));
2649 msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you."));
2651 msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!"));
2657 case ACT_SUMMON_DEMON:
2659 bool pet = one_in_(3);
2662 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2663 if (pet) mode |= PM_FORCE_PET;
2664 else mode |= PM_NO_PET;
2666 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
2668 msg_print(_("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone."));
2670 msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'"));
2672 msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2678 case ACT_SUMMON_UNDEAD:
2680 bool pet = one_in_(3);
2684 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2686 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2687 if (pet) mode |= PM_FORCE_PET;
2688 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2690 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
2692 msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...",
2693 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2695 msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª",
2696 "Ancient, long-dead forms arise from the ground to serve you!"));
2698 msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª",
2699 "'The dead arise... to punish you for disturbing them!'"));
2705 case ACT_SUMMON_HOUND:
2707 u32b mode = PM_ALLOW_GROUP;
2708 bool pet = !one_in_(5);
2709 if (pet) mode |= PM_FORCE_PET;
2710 else mode |= PM_NO_PET;
2712 if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2716 msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£",
2717 "A group of hounds appear as your servant."));
2719 msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª",
2720 "A group of hounds appear as your enemy!"));
2726 case ACT_SUMMON_DAWN:
2728 msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£","You summon the Legion of the Dawn."));
2729 (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2733 case ACT_SUMMON_OCTOPUS:
2735 u32b mode = PM_ALLOW_GROUP;
2736 bool pet = !one_in_(5);
2737 if (pet) mode |= PM_FORCE_PET;
2739 if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
2742 msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant."));
2744 msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!"));
2750 /* Activate for healing */
2752 case ACT_CHOIR_SINGS:
2754 msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings..."));
2755 (void)set_poisoned(0);
2758 (void)set_confused(0);
2760 (void)set_afraid(0);
2761 (void)set_hero(randint1(25) + 25, FALSE);
2762 (void)hp_player(777);
2768 (void)set_afraid(0);
2769 (void)hp_player(30);
2775 msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple..."));
2776 hp_player(damroll(4, 8));
2777 (void)set_cut((p_ptr->cut / 2) - 50);
2781 case ACT_CURE_POISON:
2783 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2784 (void)set_afraid(0);
2785 (void)set_poisoned(0);
2791 msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red..."));
2798 msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green..."));
2799 (void)do_res_stat(A_STR);
2800 (void)do_res_stat(A_INT);
2801 (void)do_res_stat(A_WIS);
2802 (void)do_res_stat(A_DEX);
2803 (void)do_res_stat(A_CON);
2804 (void)do_res_stat(A_CHR);
2805 (void)restore_level();
2811 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue..."));
2812 msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside..."));
2813 (void)hp_player(700);
2820 msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white..."));
2821 msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better..."));
2822 (void)hp_player(1000);
2829 msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name);
2830 (void)set_poisoned(0);
2831 (void)set_confused(0);
2840 case ACT_CURE_MANA_FULL:
2842 msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name);
2843 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2846 for (i = 0; i < EATER_EXT*2; i++)
2848 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2849 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;
2851 for (; i < EATER_EXT*3; i++)
2853 int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2854 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;
2855 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2857 msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2858 p_ptr->window |= (PW_PLAYER);
2860 else if (p_ptr->csp < p_ptr->msp)
2862 p_ptr->csp = p_ptr->msp;
2863 p_ptr->csp_frac = 0;
2864 msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2865 p_ptr->redraw |= (PR_MANA);
2866 p_ptr->window |= (PW_PLAYER);
2867 p_ptr->window |= (PW_SPELL);
2872 /* Activate for timed effect */
2876 (void)set_tim_esp(randint1(30) + 25, FALSE);
2882 (void)set_afraid(0);
2883 (void)set_shero(randint1(25) + 25, FALSE);
2884 /* (void)set_afraid(0);
2885 (void)set_hero(randint1(50) + 50, FALSE);
2886 (void)set_blessed(randint1(50) + 50, FALSE);
2887 o_ptr->timeout = 100 + randint1(100); */
2893 msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name);
2895 (void)set_protevil(randint1(25) + k, FALSE);
2899 case ACT_RESIST_ALL:
2901 msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours..."));
2902 (void)set_oppose_acid(randint1(40) + 40, FALSE);
2903 (void)set_oppose_elec(randint1(40) + 40, FALSE);
2904 (void)set_oppose_fire(randint1(40) + 40, FALSE);
2905 (void)set_oppose_cold(randint1(40) + 40, FALSE);
2906 (void)set_oppose_pois(randint1(40) + 40, FALSE);
2912 msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green..."));
2913 (void)set_fast(randint1(20) + 20, FALSE);
2917 case ACT_XTRA_SPEED:
2919 msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly..."));
2920 (void)set_fast(randint1(75) + 75, FALSE);
2926 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
2932 (void)set_invuln(randint1(8) + 8, FALSE);
2938 (void)set_afraid(0);
2939 set_hero(randint1(25)+25, FALSE);
2944 case ACT_HELO_SPEED:
2946 (void)set_fast(randint1(50) + 50, FALSE);
2949 set_hero(randint1(50) + 50, FALSE);
2953 case ACT_RESIST_ACID:
2955 msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name);
2956 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
2958 if (!get_aim_dir(&dir)) return FALSE;
2959 fire_ball(GF_ACID, dir, 100, 2);
2961 (void)set_oppose_acid(randint1(20) + 20, FALSE);
2965 case ACT_RESIST_FIRE:
2967 msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name);
2968 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2970 if (!get_aim_dir(&dir)) return FALSE;
2971 fire_ball(GF_FIRE, dir, 100, 2);
2973 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2977 case ACT_RESIST_COLD:
2979 msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name);
2980 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2982 if (!get_aim_dir(&dir)) return FALSE;
2983 fire_ball(GF_COLD, dir, 100, 2);
2985 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2989 case ACT_RESIST_ELEC:
2991 msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name);
2992 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
2994 if (!get_aim_dir(&dir)) return FALSE;
2995 fire_ball(GF_ELEC, dir, 100, 2);
2997 (void)set_oppose_elec(randint1(20) + 20, FALSE);
3001 case ACT_RESIST_POIS:
3003 msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name);
3004 (void)set_oppose_pois(randint1(20) + 20, FALSE);
3008 /* Activate for general purpose effect (detection etc.) */
3013 msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
3015 msg_format("The %s wells with clear light...", name);
3017 lite_area(damroll(2, 15), 3);
3024 msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
3026 msg_print("It shines brightly...");
3028 map_area(DETECT_RAD_MAP);
3029 lite_area(damroll(2, 15), 3);
3033 case ACT_DETECT_ALL:
3036 msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3037 msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
3039 msg_print("It glows bright white...");
3040 msg_print("An image forms in your mind...");
3042 detect_all(DETECT_RAD_DEFAULT);
3046 case ACT_DETECT_XTRA:
3049 msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3051 msg_print("It glows brightly...");
3053 detect_all(DETECT_RAD_DEFAULT);
3055 identify_fully(FALSE);
3062 msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
3064 msg_print("It glows yellow...");
3066 identify_fully(FALSE);
3072 if (!ident_spell(FALSE)) return FALSE;
3076 case ACT_RUNE_EXPLO:
3079 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3081 msg_print("It glows bright red...");
3090 msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3092 msg_print("It glows light blue...");
3100 (void)set_food(PY_FOOD_MAX - 1);
3107 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3109 msg_print("It glows bright red...");
3111 destroy_doors_touch();
3118 msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
3120 msg_print("It pulsates...");
3122 if (!get_aim_dir(&dir)) return FALSE;
3123 wall_to_mud(dir, 20 + randint1(30));
3136 msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3138 msg_print("It glows bright yellow...");
3147 msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
3149 msg_print("You open a dimensional gate. Choose a destination.");
3151 if (!dimension_door()) return FALSE;
3159 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
3161 msg_print("It twists space around you...");
3163 teleport_player(100, 0L);
3170 msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3172 msg_print("It glows soft white...");
3174 if (!word_of_recall()) return FALSE;
3181 msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
3183 msg_format("The %s flashes bright red!", name);
3185 chg_virtue(V_KNOWLEDGE, 1);
3186 chg_virtue(V_ENLIGHTEN, 1);
3189 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3190 take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
3192 msg_format("The %s drains your vitality...", name);
3193 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
3195 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3196 (void)detect_doors(DETECT_RAD_DEFAULT);
3197 (void)detect_stairs(DETECT_RAD_DEFAULT);
3199 if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
3201 if (get_check("Activate recall? "))
3204 (void)word_of_recall();
3210 case ACT_TELEKINESIS:
3212 if (!get_aim_dir(&dir)) return FALSE;
3214 msg_format("%s¤ò¿¤Ð¤·¤¿¡£", name);
3216 msg_format("You stretched your %s.", name);
3218 fetch(dir, 500, TRUE);
3222 case ACT_DETECT_UNIQUE:
3225 monster_type *m_ptr;
3226 monster_race *r_ptr;
3228 msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
3230 msg_print("Some strange places show up in your mind. And you see ...");
3232 /* Process the monsters (backwards) */
3233 for (i = m_max - 1; i >= 1; i--)
3235 /* Access the monster */
3238 /* Ignore "dead" monsters */
3239 if (!m_ptr->r_idx) continue;
3241 r_ptr = &r_info[m_ptr->r_idx];
3243 if(r_ptr->flags1 & RF1_UNIQUE)
3246 msg_format("%s¡¥ ",r_name + r_ptr->name);
3248 msg_format("%s. ",r_name + r_ptr->name);
3257 switch (randint1(13))
3259 case 1: case 2: case 3: case 4: case 5:
3260 teleport_player(10, 0L);
3262 case 6: case 7: case 8: case 9: case 10:
3263 teleport_player(222, 0L);
3266 (void)stair_creation();
3270 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
3272 if (get_check("Leave this level? "))
3275 if (autosave_l) do_cmd_save_game(TRUE);
3278 p_ptr->leaving = TRUE;
3284 case ACT_DISP_CURSE_XTRA:
3287 msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
3289 msg_format("The %s exhibits the truth...", name);
3291 if (remove_all_curse())
3294 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
3296 msg_print("You feel as if someone is watching over you.");
3303 case ACT_BRAND_FIRE_BOLTS:
3306 msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
3308 msg_format("Your %s glows deep red...", name);
3310 (void)brand_bolts();
3314 case ACT_RECHARGE_XTRA:
3317 msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
3319 msg_format("The %s gleams with blinding light...", name);
3321 if (!recharge(1000)) return FALSE;
3328 msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
3330 msg_print("The stone reveals hidden mysteries...");
3332 if (!ident_spell(FALSE)) return FALSE;
3334 if (mp_ptr->spell_book)
3336 /* Sufficient mana */
3337 if (20 <= p_ptr->csp)
3343 /* Over-exert the player */
3346 int oops = 20 - p_ptr->csp;
3350 p_ptr->csp_frac = 0;
3354 msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
3356 msg_print("You are too weak to control the stone!");
3358 /* Hack -- Bypass free action */
3359 (void)set_paralyzed(p_ptr->paralyzed +
3360 randint1(5 * oops + 1));
3363 (void)set_confused(p_ptr->confused +
3364 randint1(5 * oops + 1));
3368 p_ptr->redraw |= (PR_MANA);
3371 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
3373 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
3376 if (one_in_(5)) (void)set_confused(p_ptr->confused +
3379 /* Exercise a little care... */
3382 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
3384 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
3392 msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
3394 msg_print("You stamp. (as if you are in a ring.)");
3396 (void)set_afraid(0);
3397 (void)set_hero(randint1(20) + 20, FALSE);
3398 dispel_evil(p_ptr->lev * 3);
3402 case ACT_PHASE_DOOR:
3404 teleport_player(10, 0L);
3408 case ACT_DETECT_ALL_MONS:
3410 (void)detect_monsters_invis(255);
3411 (void)detect_monsters_normal(255);
3415 case ACT_ULTIMATE_RESIST:
3417 int v = randint1(25)+25;
3418 (void)set_afraid(0);
3419 (void)set_hero(v, FALSE);
3420 (void)hp_player(10);
3421 (void)set_blessed(v, FALSE);
3422 (void)set_oppose_acid(v, FALSE);
3423 (void)set_oppose_elec(v, FALSE);
3424 (void)set_oppose_fire(v, FALSE);
3425 (void)set_oppose_cold(v, FALSE);
3426 (void)set_oppose_pois(v, FALSE);
3427 (void)set_ultimate_res(v, FALSE);
3432 /* Unique activation */
3436 char o_name[MAX_NLEN];
3439 /* Cast off activated item */
3440 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3442 if (o_ptr == &inventory[inv]) break;
3446 if (inv > INVEN_FEET) return FALSE;
3448 object_copy(&forge, o_ptr);
3449 inven_item_increase(inv, (0 - o_ptr->number));
3450 inven_item_optimize(inv);
3451 o_idx = drop_near(&forge, 0, py, px);
3452 o_ptr = &o_list[o_idx];
3454 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3455 msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
3458 msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
3459 t = 20 + randint1(20);
3460 (void)set_blind(p_ptr->blind + t);
3461 (void)set_afraid(0);
3462 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3463 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3464 (void)set_hero(p_ptr->hero + t, FALSE);
3465 (void)set_blessed(p_ptr->blessed + t, FALSE);
3466 (void)set_fast(p_ptr->fast + t, FALSE);
3467 (void)set_shero(p_ptr->shero + t, FALSE);
3468 if (p_ptr->pclass == CLASS_FORCETRAINER)
3470 p_ptr->magic_num1[0] = plev * 5 + 190;
3471 msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
3477 case ACT_FALLING_STAR:
3479 msg_print(_("¤¢¤Ê¤¿¤ÏÍÅÅá¤ËÌ¥Æþ¤é¤ì¤¿¡Ä", "You are enchanted by cursed blade..."));
3480 msg_print(_("¡Ö¶¸¤Û¤·¤¯ ·ì¤Î¤´¤È¤ ·î¤Ï¤Î¤Ü¤ì¤ê Èë¤á¤ª¤¤· Ëâ·õ ¤¤¤º¤³¤¾¤ä¡×", "'Behold the blade arts.'"));
3485 case ACT_GRAND_CROSS:
3487 msg_print(_("¡Ö°Ç¤Ë´Ô¤ì¡ª¡×", "You say, 'Return to darkness!'"));
3488 project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3492 case ACT_TELEPORT_LEVEL:
3495 if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
3497 if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
3503 case ACT_STRAIN_HASTE:
3507 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3508 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "²Ã®¤·¤¿ÈèÏ«", -1);
3510 msg_format("The %s drains your vitality...", name);
3511 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1);
3513 t = 25 + randint1(25);
3514 (void)set_fast(p_ptr->fast + t, FALSE);
3522 if (!get_rep_dir2(&dir)) return FALSE;
3526 if (!cave_have_flag_bold(y, x, FF_WATER))
3529 msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
3531 msg_print("There is no fishing place.");
3535 else if (cave[y][x].m_idx)
3538 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3540 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
3542 msg_format("%^s is stand in your way.", m_name);
3547 set_action(ACTION_FISH);
3548 p_ptr->redraw |= (PR_STATE);
3555 monster_type *m_ptr;
3559 if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
3562 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3564 msg_print("Suke-san apperars.");
3565 kakusan = "Suke-san";
3569 if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
3572 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3574 msg_print("Kaku-san appears.");
3575 kakusan = "Kaku-san";
3581 for (i = m_max - 1; i > 0; i--)
3584 if (!m_ptr->r_idx) continue;
3585 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3586 if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
3587 if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
3596 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
3598 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
3602 confuse_monsters(120);
3604 stasis_monsters(120);
3610 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
3612 msg_print("Nothing happen.");
3620 /* Only for Muramasa */
3621 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3623 if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
3625 if (get_check("Are you sure?!"))
3629 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
3631 msg_print("The Muramasa pulsates...");
3637 msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
3639 msg_print("The Muramasa is destroyed!");
3641 curse_weapon_object(TRUE, o_ptr);
3647 case ACT_BLOODY_MOON:
3649 /* Only for Bloody Moon */
3650 if (o_ptr->name1 != ART_BLOOD) return FALSE;
3652 msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
3654 msg_print("Your scythe glows brightly!");
3656 get_bloody_moon_flags(o_ptr);
3657 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3658 p_ptr->update |= (PU_BONUS | PU_HP);
3666 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3669 /* Only for Crimson */
3670 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3673 msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
3675 msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
3678 if (!get_aim_dir(&dir)) return FALSE;
3680 /* Use the given direction */
3681 tx = px + 99 * ddx[dir];
3682 ty = py + 99 * ddy[dir];
3684 /* Hack -- Use an actual "target" */
3685 if ((dir == 5) && target_okay())
3691 if (p_ptr->pclass == CLASS_ARCHER)
3693 /* Extra shot at level 10 */
3694 if (p_ptr->lev >= 10) num++;
3696 /* Extra shot at level 30 */
3697 if (p_ptr->lev >= 30) num++;
3699 /* Extra shot at level 45 */
3700 if (p_ptr->lev >= 45) num++;
3703 for (i = 0; i < num; i++)
3704 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3711 msg_format("Unknown activation effect: %d.", act_ptr->index);
3713 msg_format("Unknown activation effect: %d.", act_ptr->index);
3719 /* Set activation timeout */
3720 if (act_ptr->timeout.constant >= 0) {
3721 o_ptr->timeout = act_ptr->timeout.constant;
3722 if (act_ptr->timeout.dice > 0) {
3723 o_ptr->timeout += randint1(act_ptr->timeout.dice);
3726 /* Activations that have special timeout */
3727 switch (act_ptr->index) {
3729 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3732 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3735 o_ptr->timeout = 3 * (p_ptr->lev + 10);
3741 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3750 void get_bloody_moon_flags(object_type *o_ptr)
3754 for (i = 0; i < TR_FLAG_SIZE; i++)
3755 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3757 dummy = randint1(2) + randint1(2);
3758 for (i = 0; i < dummy; i++)
3760 int flag = randint0(26);
3761 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3762 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3763 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3764 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3767 dummy = randint1(2);
3768 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3770 for (i = 0; i < 2; i++)
3772 int tmp = randint0(11);
3773 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3774 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3779 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3781 bool give_resistance = FALSE, give_power = FALSE;
3783 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3785 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3788 give_resistance = TRUE;
3792 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3793 add_flag(o_ptr->art_flags, TR_TY_CURSE);
3794 o_ptr->curse_flags |=
3795 (TRC_CURSED | TRC_HEAVY_CURSE);
3796 o_ptr->curse_flags |= get_curse(2, o_ptr);
3801 if (o_ptr->name1 == ART_MURAMASA)
3803 if (p_ptr->pclass != CLASS_SAMURAI)
3805 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3806 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3810 if (o_ptr->name1 == ART_ROBINTON)
3812 if (p_ptr->pclass == CLASS_BARD)
3814 add_flag(o_ptr->art_flags, TR_DEC_MANA);
3818 if (o_ptr->name1 == ART_XIAOLONG)
3820 if (p_ptr->pclass == CLASS_MONK)
3821 add_flag(o_ptr->art_flags, TR_BLOWS);
3824 if (o_ptr->name1 == ART_BLOOD)
3826 get_bloody_moon_flags(o_ptr);
3829 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3831 if (p_ptr->psex != SEX_FEMALE)
3833 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3837 if (o_ptr->name1 == ART_MILIM)
3839 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3842 add_flag(o_ptr->art_flags, TR_STR);
3843 add_flag(o_ptr->art_flags, TR_INT);
3844 add_flag(o_ptr->art_flags, TR_WIS);
3845 add_flag(o_ptr->art_flags, TR_DEX);
3846 add_flag(o_ptr->art_flags, TR_CON);
3847 add_flag(o_ptr->art_flags, TR_CHR);
3851 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3852 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3853 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3855 /* Give a resistance OR a power */
3856 if (one_in_(2)) give_resistance = TRUE;
3857 else give_power = TRUE;
3865 if (give_resistance)
3867 one_high_resistance(o_ptr);
3873 * Create the artifact of the specified number
3875 bool create_named_art(int a_idx, int y, int x)
3881 artifact_type *a_ptr = &a_info[a_idx];
3883 /* Get local object */
3886 /* Ignore "empty" artifacts */
3887 if (!a_ptr->name) return FALSE;
3889 /* Acquire the "kind" index */
3890 i = lookup_kind(a_ptr->tval, a_ptr->sval);
3893 if (!i) return FALSE;
3895 /* Create the artifact */
3896 object_prep(q_ptr, i);
3899 q_ptr->name1 = a_idx;
3901 /* Extract the fields */
3902 q_ptr->pval = a_ptr->pval;
3903 q_ptr->ac = a_ptr->ac;
3904 q_ptr->dd = a_ptr->dd;
3905 q_ptr->ds = a_ptr->ds;
3906 q_ptr->to_a = a_ptr->to_a;
3907 q_ptr->to_h = a_ptr->to_h;
3908 q_ptr->to_d = a_ptr->to_d;
3909 q_ptr->weight = a_ptr->weight;
3911 /* Hack -- extract the "cursed" flag */
3912 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3913 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3914 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3915 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3916 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3917 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3919 random_artifact_resistance(q_ptr, a_ptr);
3922 * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À¼Á¤Ë°Í¸¤¹¤ë.
3923 * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
3924 * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ¤Ê¤¯¤Ê¤ë.
3927 /* Drop the artifact from heaven */
3928 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;