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 * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥é¥ó¥À¥à¤ÊǽÎÏ°Ý»ý¤ò°ì¤ÄÉղ乤롣/ Choose one random sustain
40 * @details ½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
41 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
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 ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥é¥ó¥À¥à¤Ê¾å°ÌÂÑÀ¤ò°ì¤ÄÉղ乤롣/ Choose one random high resistance
60 * @details ½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£¸õÊä¤ÏÆÇ¡¢Á®¸÷¡¢°Å¹õ¡¢ÇËÊÒ¡¢ÌÕÌÜ¡¢º®Íð¡¢ÃϹö¡¢°ø²Ìº®Íð¡¢¥«¥ª¥¹¡¢Îô²½¡¢¶²ÉݤΤ¤¤º¤ì¤«¡£
61 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
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 ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë²¦¼Ô¤Î»ØÎظþ¤±¤Î¾å°ÌÂÑÀ¤ò°ì¤ÄÉղ乤롣/ Choose one random high resistance
85 * @details ¸õÊä¤ÏÁ®¸÷¡¢°Å¹õ¡¢ÇËÊÒ¡¢ÌÕÌÜ¡¢º®Íð¡¢ÃϹö¡¢°ø²Ìº®Íð¡¢¥«¥ª¥¹¡¢¶²ÉݤǤ¢¤ê
86 * ²¦¼Ô¤Î»ØÎؤˤ¢¤é¤«¤¸¤á¤Ä¤¤¤Æ¤¤¤ëÂÑÀ¤òone_high_resistance()¤«¤é½ü³°¤·¤¿¤â¤Î¤Ç¤¢¤ë¡£
87 * ¥é¥ó¥À¥àÉղ佤Τâ¤Î¤Ë½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
88 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
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 ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¸µÁÇÂÑÀ¤ò°ì¤ÄÉղ乤롣/ Choose one random element resistance
110 * @details ¸õÊä¤Ï²Ð±ê¡¢Î䵤¡¢ÅÅ·â¡¢»À¤Î¤¤¤º¤ì¤«¤Ç¤¢¤ê¡¢½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
111 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
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 ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥É¥é¥´¥óÁõÈ÷¸þ¤±¸µÁÇÂÑÀ¤ò°ì¤ÄÉղ乤롣/ Choose one random element or poison resistance
127 * @details ¸õÊä¤Ï1/7¤Î³ÎΨ¤ÇÆÇ¡¢6/7¤Î³ÎΨ¤Ç²Ð±ê¡¢Î䵤¡¢ÅÅ·â¡¢»À¤Î¤¤¤º¤ì¤«(one_ele_resistance()¤Î¥³¡¼¥ë)¤Ç¤¢¤ê¡¢½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
128 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
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 ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¼å¤¤ESP¤ò°ì¤ÄÉղ乤롣/ Choose one lower rank esp
145 * @details ¸õÊä¤Ïưʪ¡¢¥¢¥ó¥Ç¥Ã¥É¡¢°Ëâ¡¢¥ª¡¼¥¯¡¢¥È¥í¥ë¡¢µð¿Í¡¢
146 * ¥É¥é¥´¥ó¡¢¿Í´Ö¡¢Á±ÎÉ¡¢¥æ¥Ë¡¼¥¯ESP¤Î¤¤¤º¤ì¤«¤Ç¤¢¤ê¡¢½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
147 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
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 ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ËÂÑÀ¤ò°ì¤ÄÉղ乤롣/ Choose one random resistance
170 * @details 1/3¤Ç¸µÁÇÂÑÀ(one_ele_resistance())¡¢2/3¤Ç¾å°ÌÂÑÀ(one_high_resistance)
171 * ¤ò¥³¡¼¥ë¤¹¤ë¡£½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
172 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
175 void one_resistance(object_type *o_ptr)
179 one_ele_resistance(o_ptr);
183 one_high_resistance(o_ptr);
189 * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ËǽÎϤò°ì¤ÄÉղ乤롣/ Choose one random ability
190 * @details ¸õÊä¤ÏÉâÍ·¡¢±Êµ×¸÷¸»+1¡¢Æ©ÌÀ»ë¡¢·Ù¹ð¡¢Ãپò½¡¢µÞ²óÉü¡¢ËãáãÃΤ餺¡¢À¸Ì¿ÎÏ°Ý»ý¤Î¤¤¤º¤ì¤«¡£
192 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
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_LIFE); break;
215 * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ëȯư¤ò°ì¤ÄÉղ乤롣/ Choose one random activation
216 * @details ¸õÊä¿¿ô¡£¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î¥Ð¥¤¥¢¥¹¤Ë¤Ï°ìÀڰ͸¤»¤º¡¢
217 * while¥ë¡¼¥×¤Ë¤è¤ë¹½Â¤¤ÇǽÎÏŪ¤Ë¶¯ÎϤʤâ¤Î¤Û¤É³ÎΨ¤òÍî¤È¤·¤Æ¤¤¤ë¡£
218 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
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 ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®Ãæ¡¢ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ò¼ö¤¤¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë¤¹¤ë·Ð²á½èÍý¡£/ generation process of cursed artifact.
337 * @details pval¡¢AC¡¢Ì¿Ãæ¡¢¥À¥á¡¼¥¸¤¬Àµ¤Î¾ì¹ç¡¢Éä¹æȿž¤Î¾å1d4¤À¤±°²½¤µ¤»¡¢½Å¤¤¼ö¤¤¡¢¼ö¤¤¥Õ¥é¥°¤òɬ¤ºÉղá£
338 * ½ËÊ¡¤ò̵¸ú¡£³ÎΨ¤Ë±þ¤¸¤Æ¡¢±Ê±ó¤Î¼ö¤¤¡¢ÂÀ¸Å¤Î±åÇ°¡¢·Ð¸³Ã͵ۼý¡¢¼å¤¤¼ö¤¤¤Î·Ñ³ŪÉղᢶ¯¤¤¼ö¤¤¤Î·Ñ³ŪÉղá¢HPµÛ¼ý¤Î¼ö¤¤¡¢
339 * MPµÛ¼ý¤Î¼ö¤¤¡¢Íð¥Æ¥ì¥Ý¡¼¥È¡¢È¿¥Æ¥ì¥Ý¡¼¥È¡¢È¿ËâË¡¤ò¤Ä¤±¤ë¡£
340 * @attention ¥×¥ì¥¤¥ä¡¼¤Î¿¦¶È°Í¸½èÍý¤¢¤ê¡£
341 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
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 ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®Ãæ¡¢ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ËpvalǽÎϤòÉղ乤롣/ Add one pval on generation of randam artifact.
371 * @details Í¥ÀèŪ¤ËÉղ䵤ì¤ëpval¤¬¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¥Ð¥¤¥¢¥¹¤Ë°Í¸¤·¤Æ¸ºß¤¹¤ë¡£
372 * ¸¶Â§Åª¸õÊä¤ÏÏÓÎÏ¡¢ÃÎÎÏ¡¢¸¤µ¡¢´ïÍѤµ¡¢Âѵס¢Ì¥ÎÏ¡¢Ãµº÷¡¢±£Ì©¡¢ÀÖ³°Àþ»ëÎÏ¡¢²Ã®¡£Éð´ï¤Î¤ßºÎ·¡¡¢Äɲù¶·â¤â¸õÊä¤ËÆþ¤ë¡£
373 * @attension ¥ª¥Ö¥¸¥§¥¯¥È¤Îtval¡¢sval¤Ë°Í¸¤·¤¿¥Ï¡¼¥É¥³¡¼¥Ç¥£¥ó¥°½èÍý¤¬¤¢¤ë¡£
374 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
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 ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®Ãæ¡¢ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ËÂÑÀ¤òÉղ乤롣/ Add one resistance on generation of randam artifact.
592 * @details Í¥ÀèŪ¤ËÉղ䵤ì¤ëÂÑÀ¤¬¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¥Ð¥¤¥¢¥¹¤Ë°Í¸¤·¤Æ¸ºß¤¹¤ë¡£
593 * ¸¶Â§Åª¸õÊä¤Ï²Ð±ê¡¢Î䵤¡¢ÅÅ·â¡¢»À¡Ê°Ê¾åÌȱ֤βÄǽÀ¤â¤¢¤ê¡Ë¡¢
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597 * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
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 static void random_misc(object_type * o_ptr)
928 switch (artifact_bias)
931 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
933 add_flag(o_ptr->art_flags, TR_SUST_CON);
934 if (one_in_(2)) return;
939 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
941 add_flag(o_ptr->art_flags, TR_SUST_STR);
942 if (one_in_(2)) return;
947 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
949 add_flag(o_ptr->art_flags, TR_SUST_WIS);
950 if (one_in_(2)) return;
955 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
957 add_flag(o_ptr->art_flags, TR_SUST_INT);
958 if (one_in_(2)) return;
963 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
965 add_flag(o_ptr->art_flags, TR_SUST_DEX);
966 if (one_in_(2)) return;
971 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
973 add_flag(o_ptr->art_flags, TR_SUST_CON);
974 if (one_in_(2)) return;
979 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
981 add_flag(o_ptr->art_flags, TR_SUST_CHR);
982 if (one_in_(2)) return;
987 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
989 add_flag(o_ptr->art_flags, TR_TELEPORT);
990 if (one_in_(2)) return;
995 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
997 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
1002 switch (randint1(33))
1005 add_flag(o_ptr->art_flags, TR_SUST_STR);
1007 artifact_bias = BIAS_STR;
1010 add_flag(o_ptr->art_flags, TR_SUST_INT);
1012 artifact_bias = BIAS_INT;
1015 add_flag(o_ptr->art_flags, TR_SUST_WIS);
1017 artifact_bias = BIAS_WIS;
1020 add_flag(o_ptr->art_flags, TR_SUST_DEX);
1022 artifact_bias = BIAS_DEX;
1025 add_flag(o_ptr->art_flags, TR_SUST_CON);
1027 artifact_bias = BIAS_CON;
1030 add_flag(o_ptr->art_flags, TR_SUST_CHR);
1032 artifact_bias = BIAS_CHR;
1037 add_flag(o_ptr->art_flags, TR_FREE_ACT);
1040 add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
1041 if (!artifact_bias && one_in_(5))
1042 artifact_bias = BIAS_PRIESTLY;
1043 else if (!artifact_bias && one_in_(6))
1044 artifact_bias = BIAS_NECROMANTIC;
1048 add_flag(o_ptr->art_flags, TR_LITE_1);
1052 add_flag(o_ptr->art_flags, TR_LEVITATION);
1057 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1061 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1065 add_flag(o_ptr->art_flags, TR_REGEN);
1068 add_flag(o_ptr->art_flags, TR_TELEPORT);
1073 if (object_is_armour(o_ptr))
1077 o_ptr->to_a = 4 + randint1(11);
1084 int bonus_h, bonus_d;
1085 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1086 bonus_h = 4 + (randint1(11));
1087 bonus_d = 4 + (randint1(11));
1088 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))
1093 o_ptr->to_h += bonus_h;
1094 o_ptr->to_d += bonus_d;
1098 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1101 add_flag(o_ptr->art_flags, TR_NO_TELE);
1104 add_flag(o_ptr->art_flags, TR_WARNING);
1108 switch (randint1(3))
1111 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1112 if (!artifact_bias && one_in_(3))
1113 artifact_bias = BIAS_LAW;
1116 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1117 if (!artifact_bias && one_in_(3))
1118 artifact_bias = BIAS_MAGE;
1121 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1122 if (!artifact_bias && one_in_(9))
1123 artifact_bias = BIAS_MAGE;
1131 int n = randint1(3);
1133 idx[0] = randint1(8);
1135 idx[1] = randint1(7);
1136 if (idx[1] >= idx[0]) idx[1]++;
1138 idx[2] = randint1(6);
1139 if (idx[2] >= idx[0]) idx[2]++;
1140 if (idx[2] >= idx[1]) idx[2]++;
1142 while (n--) switch (idx[n])
1145 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1146 if (!artifact_bias && one_in_(4))
1147 artifact_bias = BIAS_RANGER;
1150 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1151 if (!artifact_bias && one_in_(3))
1152 artifact_bias = BIAS_PRIESTLY;
1153 else if (!artifact_bias && one_in_(6))
1154 artifact_bias = BIAS_NECROMANTIC;
1157 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1160 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1163 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1166 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1169 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1170 if (!artifact_bias && one_in_(6))
1171 artifact_bias = BIAS_ROGUE;
1174 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1175 if (!artifact_bias && one_in_(3))
1176 artifact_bias = BIAS_LAW;
1179 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1180 if (!artifact_bias && one_in_(3))
1181 artifact_bias = BIAS_LAW;
1190 static void random_slay(object_type *o_ptr)
1192 if (o_ptr->tval == TV_BOW)
1194 switch (randint1(6))
1199 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1200 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1201 if (!artifact_bias && one_in_(9))
1202 artifact_bias = BIAS_RANGER;
1205 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1206 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1207 if (!artifact_bias && one_in_(9))
1208 artifact_bias = BIAS_RANGER;
1215 switch (artifact_bias)
1218 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1220 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1221 if (one_in_(2)) return;
1226 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1227 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1229 /* A free power for "priestly" random artifacts */
1230 add_flag(o_ptr->art_flags, TR_BLESSED);
1234 case BIAS_NECROMANTIC:
1235 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1237 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1238 if (one_in_(2)) return;
1240 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1242 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1243 if (one_in_(2)) return;
1248 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1250 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1251 if (one_in_(2)) return;
1256 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1257 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1258 !(have_flag(o_ptr->art_flags, TR_THROW)))
1260 /* Free power for rogues... */
1261 add_flag(o_ptr->art_flags, TR_THROW);
1263 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1265 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1266 if (one_in_(2)) return;
1271 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1273 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1274 if (one_in_(2)) return;
1279 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1281 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1282 if (one_in_(2)) return;
1287 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1289 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1290 if (one_in_(2)) return;
1295 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1297 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1298 if (one_in_(2)) return;
1303 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1305 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1306 if (one_in_(2)) return;
1311 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1313 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1314 if (one_in_(2)) return;
1316 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1318 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1319 if (one_in_(2)) return;
1321 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1323 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1324 if (one_in_(2)) return;
1329 switch (randint1(36))
1333 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1337 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1338 if (!artifact_bias && one_in_(2))
1339 artifact_bias = BIAS_LAW;
1340 else if (!artifact_bias && one_in_(9))
1341 artifact_bias = BIAS_PRIESTLY;
1345 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1346 if (!artifact_bias && one_in_(9))
1347 artifact_bias = BIAS_PRIESTLY;
1351 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1352 if (!artifact_bias && one_in_(9))
1353 artifact_bias = BIAS_PRIESTLY;
1357 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1361 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1365 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1369 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1372 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1376 if (o_ptr->tval == TV_SWORD)
1378 add_flag(o_ptr->art_flags, TR_VORPAL);
1379 if (!artifact_bias && one_in_(9))
1380 artifact_bias = BIAS_WARRIOR;
1386 add_flag(o_ptr->art_flags, TR_IMPACT);
1390 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1392 artifact_bias = BIAS_FIRE;
1396 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1398 artifact_bias = BIAS_COLD;
1402 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1404 artifact_bias = BIAS_ELEC;
1408 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1410 artifact_bias = BIAS_ACID;
1414 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1415 if (!artifact_bias && !one_in_(3))
1416 artifact_bias = BIAS_POIS;
1417 else if (!artifact_bias && one_in_(6))
1418 artifact_bias = BIAS_NECROMANTIC;
1419 else if (!artifact_bias)
1420 artifact_bias = BIAS_ROGUE;
1423 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1425 artifact_bias = BIAS_NECROMANTIC;
1428 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1430 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1434 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1437 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1439 artifact_bias = BIAS_CHAOS;
1445 static void give_activation_power(object_type *o_ptr)
1447 int type = 0, chance = 0;
1449 switch (artifact_bias)
1454 type = ACT_BO_ELEC_1;
1456 else if (!one_in_(5))
1458 type = ACT_BA_ELEC_2;
1462 type = ACT_BA_ELEC_3;
1468 type = ACT_BA_POIS_1;
1475 type = ACT_BO_FIRE_1;
1477 else if (!one_in_(5))
1479 type = ACT_BA_FIRE_1;
1483 type = ACT_BA_FIRE_2;
1491 type = ACT_BO_COLD_1;
1492 else if (!one_in_(3))
1493 type = ACT_BA_COLD_1;
1494 else if (!one_in_(3))
1495 type = ACT_BA_COLD_2;
1497 type = ACT_BA_COLD_3;
1503 type = ACT_SUMMON_DEMON;
1505 type = ACT_CALL_CHAOS;
1512 type = ACT_CHARM_UNDEAD;
1513 else if (one_in_(12))
1514 type = ACT_BANISH_EVIL;
1515 else if (one_in_(11))
1516 type = ACT_DISP_EVIL;
1517 else if (one_in_(10))
1518 type = ACT_PROT_EVIL;
1519 else if (one_in_(9))
1520 type = ACT_CURE_1000;
1521 else if (one_in_(8))
1522 type = ACT_CURE_700;
1523 else if (one_in_(7))
1524 type = ACT_REST_ALL;
1525 else if (one_in_(6))
1526 type = ACT_REST_LIFE;
1531 case BIAS_NECROMANTIC:
1535 else if (one_in_(13))
1536 type = ACT_DISP_GOOD;
1537 else if (one_in_(9))
1538 type = ACT_MASS_GENO;
1539 else if (one_in_(8))
1540 type = ACT_GENOCIDE;
1541 else if (one_in_(13))
1542 type = ACT_SUMMON_UNDEAD;
1543 else if (one_in_(9))
1544 type = ACT_VAMPIRE_2;
1545 else if (one_in_(6))
1546 type = ACT_CHARM_UNDEAD;
1548 type = ACT_VAMPIRE_1;
1554 type = ACT_BANISH_EVIL;
1555 else if (one_in_(4))
1556 type = ACT_DISP_EVIL;
1558 type = ACT_PROT_EVIL;
1565 else if (one_in_(4))
1567 else if (one_in_(3))
1568 type = ACT_DETECT_ALL;
1569 else if (one_in_(8))
1572 type = ACT_ID_PLAIN;
1578 type = ACT_SUMMON_ELEMENTAL;
1579 else if (one_in_(10))
1580 type = ACT_SUMMON_PHANTOM;
1581 else if (one_in_(5))
1582 type = ACT_RUNE_EXPLO;
1598 type = ACT_CHARM_ANIMALS;
1599 else if (one_in_(7))
1600 type = ACT_SUMMON_ANIMAL;
1601 else if (one_in_(6))
1602 type = ACT_CHARM_ANIMAL;
1603 else if (one_in_(4))
1604 type = ACT_RESIST_ALL;
1605 else if (one_in_(3))
1608 type = ACT_CURE_POISON;
1612 if (!type || (randint1(100) >= chance))
1614 one_activation(o_ptr);
1618 /* A type was chosen... */
1619 o_ptr->xtra2 = type;
1620 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1625 static void get_random_name(char *return_name, bool armour, int power)
1627 int prob = randint1(100);
1629 if (prob <= SINDARIN_NAME)
1631 get_table_sindarin(return_name);
1633 else if (prob <= TABLE_NAME)
1635 get_table_name(return_name);
1648 filename = "a_cursed_j.txt";
1650 filename = "a_cursed.txt";
1655 filename = "a_low_j.txt";
1657 filename = "a_low.txt";
1662 filename = "a_med_j.txt";
1664 filename = "a_med.txt";
1669 filename = "a_high_j.txt";
1671 filename = "a_high.txt";
1680 filename = "w_cursed_j.txt";
1682 filename = "w_cursed.txt";
1687 filename = "w_low_j.txt";
1689 filename = "w_low.txt";
1694 filename = "w_med_j.txt";
1696 filename = "w_med.txt";
1701 filename = "w_high_j.txt";
1703 filename = "w_high.txt";
1708 (void)get_rnd_line(filename, artifact_bias, return_name);
1710 if (return_name[0] == 0) get_table_name(return_name);
1716 bool create_artifact(object_type *o_ptr, bool a_scroll)
1718 char new_name[1024];
1720 int powers = randint1(5) + 1;
1722 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1725 bool a_cursed = FALSE;
1726 int warrior_artifact_bias = 0;
1729 /* Reset artifact bias */
1732 /* Nuke enchantments */
1736 for (i = 0; i < TR_FLAG_SIZE; i++)
1737 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1739 if (o_ptr->pval) has_pval = TRUE;
1741 if (a_scroll && one_in_(4))
1743 switch (p_ptr->pclass)
1746 case CLASS_BERSERKER:
1751 artifact_bias = BIAS_WARRIOR;
1754 case CLASS_HIGH_MAGE:
1755 case CLASS_SORCERER:
1756 case CLASS_MAGIC_EATER:
1757 case CLASS_BLUE_MAGE:
1758 artifact_bias = BIAS_MAGE;
1761 artifact_bias = BIAS_PRIESTLY;
1765 artifact_bias = BIAS_ROGUE;
1766 warrior_artifact_bias = 25;
1770 artifact_bias = BIAS_RANGER;
1771 warrior_artifact_bias = 30;
1774 artifact_bias = BIAS_PRIESTLY;
1775 warrior_artifact_bias = 40;
1777 case CLASS_WARRIOR_MAGE:
1778 case CLASS_RED_MAGE:
1779 artifact_bias = BIAS_MAGE;
1780 warrior_artifact_bias = 40;
1782 case CLASS_CHAOS_WARRIOR:
1783 artifact_bias = BIAS_CHAOS;
1784 warrior_artifact_bias = 40;
1787 case CLASS_FORCETRAINER:
1788 artifact_bias = BIAS_PRIESTLY;
1790 case CLASS_MINDCRAFTER:
1792 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1795 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1797 case CLASS_IMITATOR:
1798 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1800 case CLASS_BEASTMASTER:
1801 artifact_bias = BIAS_CHR;
1802 warrior_artifact_bias = 50;
1804 case CLASS_MIRROR_MASTER:
1805 if (randint1(4) > 1)
1807 artifact_bias = BIAS_MAGE;
1811 artifact_bias = BIAS_ROGUE;
1817 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1818 artifact_bias = BIAS_WARRIOR;
1820 strcpy(new_name, "");
1822 if (!a_scroll && one_in_(A_CURSED))
1824 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1827 while (one_in_(powers) || one_in_(7) || one_in_(10))
1830 if (!a_cursed && one_in_(WEIRD_LUCK))
1833 if (a_cursed) powers /= 2;
1835 max_powers = powers;
1839 switch (randint1(max_type))
1846 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1848 if (a_cursed && !one_in_(13)) break;
1851 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1855 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1859 random_resistance(o_ptr);
1868 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1876 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1878 /* This one commented out by gw's request... */
1880 add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1883 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1885 o_ptr->pval = randint1(2);
1886 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1895 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1898 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1902 /* give it some plusses... */
1903 if (object_is_armour(o_ptr))
1904 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1905 else if (object_is_weapon_ammo(o_ptr))
1907 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1908 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1909 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1912 /* Just to be sure */
1913 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1914 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1915 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1916 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1918 total_flags = flag_cost(o_ptr, o_ptr->pval);
1920 if (a_cursed) curse_artifact(o_ptr);
1923 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1926 give_activation_power(o_ptr);
1929 if (object_is_armour(o_ptr))
1931 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1933 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1934 o_ptr->to_d -= (s16b)randint0(3);
1935 o_ptr->to_h -= (s16b)randint0(3);
1937 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1939 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1940 o_ptr->to_d -= (s16b)randint0(3);
1941 o_ptr->to_h -= (s16b)randint0(3);
1945 if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1947 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1951 remove_flag(o_ptr->art_flags, TR_BLOWS);
1952 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1953 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1954 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1955 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1956 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1957 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1958 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1959 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1960 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1961 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1962 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1963 remove_flag(o_ptr->art_flags, TR_VORPAL);
1964 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1965 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1966 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1967 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1968 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1971 if (!object_is_weapon_ammo(o_ptr))
1974 if (a_cursed) power_level = 0;
1975 else if (total_flags < 15000) power_level = 1;
1976 else if (total_flags < 35000) power_level = 2;
1977 else power_level = 3;
1983 if (a_cursed) power_level = 0;
1984 else if (total_flags < 20000) power_level = 1;
1985 else if (total_flags < 45000) power_level = 2;
1986 else power_level = 3;
1991 char dummy_name[80] = "";
1993 cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
1995 cptr ask_msg = "What do you want to call the artifact? ";
1998 /* Identify it fully */
1999 object_aware(o_ptr);
2000 object_known(o_ptr);
2002 /* Mark the item as fully known */
2003 o_ptr->ident |= (IDENT_MENTAL);
2005 /* For being treated as random artifact in screen_object() */
2006 o_ptr->art_name = quark_add("");
2008 (void)screen_object(o_ptr, 0L);
2010 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2016 get_table_sindarin_aux(dummy_name);
2020 get_table_name_aux(dummy_name);
2025 sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
2027 sprintf(new_name, "'%s'", dummy_name);
2030 chg_virtue(V_INDIVIDUALISM, 2);
2031 chg_virtue(V_ENCHANT, 5);
2035 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2038 /* Save the inscription */
2039 o_ptr->art_name = quark_add(new_name);
2043 char o_name[MAX_NLEN];
2045 object_aware(o_ptr);
2046 object_known(o_ptr);
2048 /* Mark the item as fully known */
2049 o_ptr->ident |= (IDENT_MENTAL);
2052 object_desc(o_name, o_ptr, 0);
2055 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]);
2057 msg_format("Random artifact generated '%s'. (Power:%d, Value:%ld) :", artifact_bias_name[artifact_bias], max_powers, total_flags);
2059 msg_format("%s", o_name);
2063 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2069 int activation_index(object_type *o_ptr)
2071 /* Give priority to weaponsmith's essential activations */
2072 if (object_is_smith(o_ptr))
2074 switch (o_ptr->xtra3-1)
2076 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2077 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2078 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2079 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2080 case TR_IMPACT: return ACT_QUAKE;
2084 if (object_is_fixed_artifact(o_ptr))
2086 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2088 return a_info[o_ptr->name1].act_idx;
2091 if (object_is_ego(o_ptr))
2093 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2095 return e_info[o_ptr->name2].act_idx;
2098 if (!object_is_random_artifact(o_ptr))
2100 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2102 return k_info[o_ptr->k_idx].act_idx;
2106 return o_ptr->xtra2;
2109 const activation_type* find_activation_info(object_type *o_ptr)
2111 const int index = activation_index(o_ptr);
2112 const activation_type* p;
2114 for (p = activation_info; p->flag != NULL; ++ p) {
2115 if (p->index == index)
2125 /* Dragon breath activation */
2126 static bool activate_dragon_breath(object_type *o_ptr)
2128 u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2131 int i, dir, t, n = 0;
2133 if (!get_aim_dir(&dir)) return FALSE;
2135 object_flags(o_ptr, flgs);
2137 for (i = 0; dragonbreath_info[i].flag != 0; i++)
2139 if (have_flag(flgs, dragonbreath_info[i].flag))
2141 type[n] = dragonbreath_info[i].type;
2142 name[n] = dragonbreath_info[i].name;
2148 if (n == 0) return FALSE;
2151 if (music_singing_any()) stop_singing();
2152 if (hex_spelling_any()) stop_hex_spell_all();
2155 msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
2156 fire_ball(type[t], dir, 250, -4);
2162 bool activate_random_artifact(object_type *o_ptr)
2164 int plev = p_ptr->lev;
2165 int k, dir, dummy = 0;
2166 cptr name = k_name + k_info[o_ptr->k_idx].name;
2167 const activation_type* const act_ptr = find_activation_info(o_ptr);
2171 /* Maybe forgot adding information to activation_info table ? */
2172 msg_print("Activation information is not found.");
2176 /* Activate for attack */
2177 switch (act_ptr->index)
2181 if (!get_aim_dir(&dir)) return FALSE;
2182 msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears."));
2183 (void)lite_line(dir, damroll(6, 8));
2189 msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly..."));
2190 if (!get_aim_dir(&dir)) return FALSE;
2191 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2197 msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green..."));
2198 if (!get_aim_dir(&dir)) return FALSE;
2199 fire_ball(GF_POIS, dir, 12, 3);
2205 msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks..."));
2206 if (!get_aim_dir(&dir)) return FALSE;
2207 fire_bolt(GF_ELEC, dir, damroll(4, 8));
2213 msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid..."));
2214 if (!get_aim_dir(&dir)) return FALSE;
2215 fire_bolt(GF_ACID, dir, damroll(5, 8));
2221 msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2222 if (!get_aim_dir(&dir)) return FALSE;
2223 fire_bolt(GF_COLD, dir, damroll(6, 8));
2229 msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire..."));
2230 if (!get_aim_dir(&dir)) return FALSE;
2231 fire_bolt(GF_FIRE, dir, damroll(9, 8));
2237 msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2238 if (!get_aim_dir(&dir)) return FALSE;
2239 fire_ball(GF_COLD, dir, 48, 2);
2245 msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue..."));
2246 if (!get_aim_dir(&dir)) return FALSE;
2247 fire_ball(GF_COLD, dir, 100, 2);
2253 msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white..."));
2254 if (!get_aim_dir(&dir)) return FALSE;
2255 fire_ball(GF_COLD, dir, 400, 3);
2261 msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2262 if (!get_aim_dir(&dir)) return FALSE;
2263 fire_ball(GF_FIRE, dir, 72, 2);
2269 msg_format(_("%s¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...", "The %s rages in fire..."), name);
2270 if (!get_aim_dir(&dir)) return FALSE;
2271 fire_ball(GF_FIRE, dir, 120, 3);
2277 msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red..."));
2278 if (!get_aim_dir(&dir)) return FALSE;
2279 fire_ball(GF_FIRE, dir, 300, 3);
2285 msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2286 if (!get_aim_dir(&dir)) return FALSE;
2287 fire_ball(GF_FIRE, dir, 100, 2);
2293 msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity..."));
2294 if (!get_aim_dir(&dir)) return FALSE;
2295 fire_ball(GF_ELEC, dir, 100, 3);
2301 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2302 if (!get_aim_dir(&dir)) return FALSE;
2303 fire_ball(GF_ELEC, dir, 500, 3);
2309 msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black..."));
2310 if (!get_aim_dir(&dir)) return FALSE;
2311 fire_ball(GF_ACID, dir, 100, 2);
2317 msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green..."));
2318 if (!get_aim_dir(&dir)) return FALSE;
2319 fire_ball(GF_NUKE, dir, 100, 2);
2325 msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name);
2326 if (!get_aim_dir(&dir)) return FALSE;
2327 if (drain_life(dir, 100))
2333 msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black..."));
2334 if (!get_aim_dir(&dir)) return FALSE;
2335 drain_life(dir, 120);
2341 if (!get_aim_dir(&dir)) return FALSE;
2342 for (dummy = 0; dummy < 3; dummy++)
2344 if (drain_life(dir, 50))
2352 msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes..."));
2353 if (!get_aim_dir(&dir)) return FALSE;
2354 fire_bolt(GF_ARROW, dir, 150);
2363 monster_type *m_ptr;
2365 for (dir = 0; dir <= 9; dir++)
2369 c_ptr = &cave[y][x];
2371 /* Get the monster */
2372 m_ptr = &m_list[c_ptr->m_idx];
2374 /* Hack -- attack monsters */
2375 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2384 if (!get_aim_dir(&dir)) return FALSE;
2385 for (dummy = 0; dummy < 3; dummy++)
2387 if (drain_life(dir, 100))
2394 case ACT_CALL_CHAOS:
2396 msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours..."));
2403 if (!get_aim_dir(&dir)) return FALSE;
2404 msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!"));
2405 fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2411 msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness..."));
2412 dispel_evil(p_ptr->lev * 5);
2418 if (!get_aim_dir(&dir)) return FALSE;
2419 msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2420 fire_ball(GF_MISSILE, dir, 300, -4);
2426 msg_print(_("¼Ù°¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil..."));
2427 dispel_good(p_ptr->lev * 5);
2433 msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name);
2434 if (!get_aim_dir(&dir)) return FALSE;
2435 fire_bolt(GF_ARROW, dir, 150);
2441 msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name);
2442 if (!get_aim_dir(&dir)) return FALSE;
2443 fire_ball(GF_WATER, dir, 200, 3);
2449 msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name);
2450 if (!get_aim_dir(&dir)) return FALSE;
2451 fire_ball(GF_DARK, dir, 250, 4);
2457 msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name);
2458 if (!get_aim_dir(&dir)) return FALSE;
2459 fire_ball(GF_MANA, dir, 250, 4);
2465 msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life."));
2466 (void)dispel_monsters(4);
2470 case ACT_BLINDING_LIGHT:
2472 msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name);
2473 fire_ball(GF_LITE, 0, 300, 6);
2474 confuse_monsters(3 * p_ptr->lev / 2);
2480 msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name);
2481 if (!get_aim_dir(&dir)) return FALSE;
2486 case ACT_CAST_BA_STAR:
2488 int num = damroll(5, 3);
2491 msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name);
2492 for (k = 0; k < num; k++)
2498 scatter(&y, &x, py, px, 4, 0);
2500 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2502 if (!player_bold(y, x)) break;
2505 project(0, 3, y, x, 150, GF_ELEC,
2506 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2512 case ACT_BLADETURNER:
2514 if (!get_aim_dir(&dir)) return FALSE;
2515 msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2516 fire_ball(GF_MISSILE, dir, 300, -4);
2517 msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours..."));
2518 (void)set_afraid(0);
2519 (void)set_hero(randint1(50) + 50, FALSE);
2520 (void)hp_player(10);
2521 (void)set_blessed(randint1(50) + 50, FALSE);
2522 (void)set_oppose_acid(randint1(50) + 50, FALSE);
2523 (void)set_oppose_elec(randint1(50) + 50, FALSE);
2524 (void)set_oppose_fire(randint1(50) + 50, FALSE);
2525 (void)set_oppose_cold(randint1(50) + 50, FALSE);
2526 (void)set_oppose_pois(randint1(50) + 50, FALSE);
2532 if (!get_aim_dir(&dir)) return FALSE;
2533 fire_ball(GF_FIRE, dir, 200, -2);
2534 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2536 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2542 if (!get_aim_dir(&dir)) return FALSE;
2543 fire_ball(GF_COLD, dir, 200, -2);
2544 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2546 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2552 if (!activate_dragon_breath(o_ptr)) return FALSE;
2556 /* Activate for other offensive action */
2560 msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours..."));
2561 if (!get_aim_dir(&dir)) return FALSE;
2562 confuse_monster(dir, 20);
2568 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2569 sleep_monsters_touch();
2575 earthquake(py, px, 5);
2581 turn_monsters(40 + p_ptr->lev);
2587 if (!get_aim_dir(&dir)) return FALSE;
2588 (void)fire_beam(GF_AWAY_ALL, dir, plev);
2592 case ACT_BANISH_EVIL:
2594 if (banish_evil(100))
2596 msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!"));
2603 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2604 (void)symbol_genocide(200, TRUE);
2610 msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note..."));
2611 (void)mass_genocide(200, TRUE);
2615 case ACT_SCARE_AREA:
2617 if (music_singing_any()) stop_singing();
2618 if (hex_spelling_any()) stop_hex_spell_all();
2619 msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!",
2620 "You wind a mighty blast; your enemies tremble!"));
2621 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2627 if (o_ptr->name1 == ART_HYOUSIGI)
2629 msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers."));
2633 msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name);
2635 aggravate_monsters(0);
2639 /* Activate for summoning / charming */
2641 case ACT_CHARM_ANIMAL:
2643 if (!get_aim_dir(&dir)) return FALSE;
2644 (void)charm_animal(dir, plev * 2);
2648 case ACT_CHARM_UNDEAD:
2650 if (!get_aim_dir(&dir)) return FALSE;
2651 (void)control_one_undead(dir, plev * 2);
2655 case ACT_CHARM_OTHER:
2657 if (!get_aim_dir(&dir)) return FALSE;
2658 (void)charm_monster(dir, plev * 2);
2662 case ACT_CHARM_ANIMALS:
2664 (void)charm_animals(plev * 2);
2668 case ACT_CHARM_OTHERS:
2670 charm_monsters(plev * 2);
2674 case ACT_SUMMON_ANIMAL:
2676 (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2680 case ACT_SUMMON_PHANTOM:
2682 msg_print(_("¸¸Îî¤ò¾¤´¤·¤¿¡£", "You summon a phantasmal servant."));
2683 (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2687 case ACT_SUMMON_ELEMENTAL:
2689 bool pet = one_in_(3);
2692 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2693 if (pet) mode |= PM_FORCE_PET;
2694 else mode |= PM_NO_PET;
2696 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2698 msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes..."));
2700 msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you."));
2702 msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!"));
2708 case ACT_SUMMON_DEMON:
2710 bool pet = one_in_(3);
2713 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2714 if (pet) mode |= PM_FORCE_PET;
2715 else mode |= PM_NO_PET;
2717 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
2719 msg_print(_("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone."));
2721 msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'"));
2723 msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2729 case ACT_SUMMON_UNDEAD:
2731 bool pet = one_in_(3);
2735 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2737 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2738 if (pet) mode |= PM_FORCE_PET;
2739 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2741 if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
2743 msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...",
2744 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2746 msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª",
2747 "Ancient, long-dead forms arise from the ground to serve you!"));
2749 msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª",
2750 "'The dead arise... to punish you for disturbing them!'"));
2756 case ACT_SUMMON_HOUND:
2758 u32b mode = PM_ALLOW_GROUP;
2759 bool pet = !one_in_(5);
2760 if (pet) mode |= PM_FORCE_PET;
2761 else mode |= PM_NO_PET;
2763 if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2767 msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£",
2768 "A group of hounds appear as your servant."));
2770 msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª",
2771 "A group of hounds appear as your enemy!"));
2777 case ACT_SUMMON_DAWN:
2779 msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£","You summon the Legion of the Dawn."));
2780 (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2784 case ACT_SUMMON_OCTOPUS:
2786 u32b mode = PM_ALLOW_GROUP;
2787 bool pet = !one_in_(5);
2788 if (pet) mode |= PM_FORCE_PET;
2790 if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
2793 msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant."));
2795 msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!"));
2801 /* Activate for healing */
2803 case ACT_CHOIR_SINGS:
2805 msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings..."));
2806 (void)set_poisoned(0);
2809 (void)set_confused(0);
2811 (void)set_afraid(0);
2812 (void)set_hero(randint1(25) + 25, FALSE);
2813 (void)hp_player(777);
2819 (void)set_afraid(0);
2820 (void)hp_player(30);
2826 msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple..."));
2827 hp_player(damroll(4, 8));
2828 (void)set_cut((p_ptr->cut / 2) - 50);
2832 case ACT_CURE_POISON:
2834 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2835 (void)set_afraid(0);
2836 (void)set_poisoned(0);
2842 msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red..."));
2849 msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green..."));
2850 (void)do_res_stat(A_STR);
2851 (void)do_res_stat(A_INT);
2852 (void)do_res_stat(A_WIS);
2853 (void)do_res_stat(A_DEX);
2854 (void)do_res_stat(A_CON);
2855 (void)do_res_stat(A_CHR);
2856 (void)restore_level();
2862 msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue..."));
2863 msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside..."));
2864 (void)hp_player(700);
2871 msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white..."));
2872 msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better..."));
2873 (void)hp_player(1000);
2880 msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name);
2881 (void)set_poisoned(0);
2882 (void)set_confused(0);
2891 case ACT_CURE_MANA_FULL:
2893 msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name);
2894 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2897 for (i = 0; i < EATER_EXT*2; i++)
2899 p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2900 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;
2902 for (; i < EATER_EXT*3; i++)
2904 int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2905 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;
2906 if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2908 msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2909 p_ptr->window |= (PW_PLAYER);
2911 else if (p_ptr->csp < p_ptr->msp)
2913 p_ptr->csp = p_ptr->msp;
2914 p_ptr->csp_frac = 0;
2915 msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2916 p_ptr->redraw |= (PR_MANA);
2917 p_ptr->window |= (PW_PLAYER);
2918 p_ptr->window |= (PW_SPELL);
2923 /* Activate for timed effect */
2927 (void)set_tim_esp(randint1(30) + 25, FALSE);
2933 (void)set_afraid(0);
2934 (void)set_shero(randint1(25) + 25, FALSE);
2935 /* (void)set_afraid(0);
2936 (void)set_hero(randint1(50) + 50, FALSE);
2937 (void)set_blessed(randint1(50) + 50, FALSE);
2938 o_ptr->timeout = 100 + randint1(100); */
2944 msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name);
2946 (void)set_protevil(randint1(25) + k, FALSE);
2950 case ACT_RESIST_ALL:
2952 msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours..."));
2953 (void)set_oppose_acid(randint1(40) + 40, FALSE);
2954 (void)set_oppose_elec(randint1(40) + 40, FALSE);
2955 (void)set_oppose_fire(randint1(40) + 40, FALSE);
2956 (void)set_oppose_cold(randint1(40) + 40, FALSE);
2957 (void)set_oppose_pois(randint1(40) + 40, FALSE);
2963 msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green..."));
2964 (void)set_fast(randint1(20) + 20, FALSE);
2968 case ACT_XTRA_SPEED:
2970 msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly..."));
2971 (void)set_fast(randint1(75) + 75, FALSE);
2977 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
2983 (void)set_invuln(randint1(8) + 8, FALSE);
2989 (void)set_afraid(0);
2990 set_hero(randint1(25)+25, FALSE);
2995 case ACT_HELO_SPEED:
2997 (void)set_fast(randint1(50) + 50, FALSE);
3000 set_hero(randint1(50) + 50, FALSE);
3004 case ACT_RESIST_ACID:
3006 msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name);
3007 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3009 if (!get_aim_dir(&dir)) return FALSE;
3010 fire_ball(GF_ACID, dir, 100, 2);
3012 (void)set_oppose_acid(randint1(20) + 20, FALSE);
3016 case ACT_RESIST_FIRE:
3018 msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name);
3019 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3021 if (!get_aim_dir(&dir)) return FALSE;
3022 fire_ball(GF_FIRE, dir, 100, 2);
3024 (void)set_oppose_fire(randint1(20) + 20, FALSE);
3028 case ACT_RESIST_COLD:
3030 msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name);
3031 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3033 if (!get_aim_dir(&dir)) return FALSE;
3034 fire_ball(GF_COLD, dir, 100, 2);
3036 (void)set_oppose_cold(randint1(20) + 20, FALSE);
3040 case ACT_RESIST_ELEC:
3042 msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name);
3043 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3045 if (!get_aim_dir(&dir)) return FALSE;
3046 fire_ball(GF_ELEC, dir, 100, 2);
3048 (void)set_oppose_elec(randint1(20) + 20, FALSE);
3052 case ACT_RESIST_POIS:
3054 msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name);
3055 (void)set_oppose_pois(randint1(20) + 20, FALSE);
3059 /* Activate for general purpose effect (detection etc.) */
3064 msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
3066 msg_format("The %s wells with clear light...", name);
3068 lite_area(damroll(2, 15), 3);
3075 msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
3077 msg_print("It shines brightly...");
3079 map_area(DETECT_RAD_MAP);
3080 lite_area(damroll(2, 15), 3);
3084 case ACT_DETECT_ALL:
3087 msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3088 msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
3090 msg_print("It glows bright white...");
3091 msg_print("An image forms in your mind...");
3093 detect_all(DETECT_RAD_DEFAULT);
3097 case ACT_DETECT_XTRA:
3100 msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3102 msg_print("It glows brightly...");
3104 detect_all(DETECT_RAD_DEFAULT);
3106 identify_fully(FALSE);
3113 msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
3115 msg_print("It glows yellow...");
3117 identify_fully(FALSE);
3123 if (!ident_spell(FALSE)) return FALSE;
3127 case ACT_RUNE_EXPLO:
3130 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3132 msg_print("It glows bright red...");
3141 msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3143 msg_print("It glows light blue...");
3151 (void)set_food(PY_FOOD_MAX - 1);
3158 msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3160 msg_print("It glows bright red...");
3162 destroy_doors_touch();
3169 msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
3171 msg_print("It pulsates...");
3173 if (!get_aim_dir(&dir)) return FALSE;
3174 wall_to_mud(dir, 20 + randint1(30));
3187 msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3189 msg_print("It glows bright yellow...");
3198 msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
3200 msg_print("You open a dimensional gate. Choose a destination.");
3202 if (!dimension_door()) return FALSE;
3210 msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
3212 msg_print("It twists space around you...");
3214 teleport_player(100, 0L);
3221 msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3223 msg_print("It glows soft white...");
3225 if (!word_of_recall()) return FALSE;
3232 msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
3234 msg_format("The %s flashes bright red!", name);
3236 chg_virtue(V_KNOWLEDGE, 1);
3237 chg_virtue(V_ENLIGHTEN, 1);
3240 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3241 take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
3243 msg_format("The %s drains your vitality...", name);
3244 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
3246 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3247 (void)detect_doors(DETECT_RAD_DEFAULT);
3248 (void)detect_stairs(DETECT_RAD_DEFAULT);
3250 if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
3252 if (get_check("Activate recall? "))
3255 (void)word_of_recall();
3261 case ACT_TELEKINESIS:
3263 if (!get_aim_dir(&dir)) return FALSE;
3265 msg_format("%s¤ò¿¤Ð¤·¤¿¡£", name);
3267 msg_format("You stretched your %s.", name);
3269 fetch(dir, 500, TRUE);
3273 case ACT_DETECT_UNIQUE:
3276 monster_type *m_ptr;
3277 monster_race *r_ptr;
3279 msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
3281 msg_print("Some strange places show up in your mind. And you see ...");
3283 /* Process the monsters (backwards) */
3284 for (i = m_max - 1; i >= 1; i--)
3286 /* Access the monster */
3289 /* Ignore "dead" monsters */
3290 if (!m_ptr->r_idx) continue;
3292 r_ptr = &r_info[m_ptr->r_idx];
3294 if(r_ptr->flags1 & RF1_UNIQUE)
3297 msg_format("%s¡¥ ",r_name + r_ptr->name);
3299 msg_format("%s. ",r_name + r_ptr->name);
3308 switch (randint1(13))
3310 case 1: case 2: case 3: case 4: case 5:
3311 teleport_player(10, 0L);
3313 case 6: case 7: case 8: case 9: case 10:
3314 teleport_player(222, 0L);
3317 (void)stair_creation();
3321 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
3323 if (get_check("Leave this level? "))
3326 if (autosave_l) do_cmd_save_game(TRUE);
3329 p_ptr->leaving = TRUE;
3335 case ACT_DISP_CURSE_XTRA:
3338 msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
3340 msg_format("The %s exhibits the truth...", name);
3342 if (remove_all_curse())
3345 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
3347 msg_print("You feel as if someone is watching over you.");
3354 case ACT_BRAND_FIRE_BOLTS:
3357 msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
3359 msg_format("Your %s glows deep red...", name);
3361 (void)brand_bolts();
3365 case ACT_RECHARGE_XTRA:
3368 msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
3370 msg_format("The %s gleams with blinding light...", name);
3372 if (!recharge(1000)) return FALSE;
3379 msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
3381 msg_print("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;
3405 msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
3407 msg_print("You are too weak to control the stone!");
3409 /* Hack -- Bypass free action */
3410 (void)set_paralyzed(p_ptr->paralyzed +
3411 randint1(5 * oops + 1));
3414 (void)set_confused(p_ptr->confused +
3415 randint1(5 * oops + 1));
3419 p_ptr->redraw |= (PR_MANA);
3422 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
3424 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
3427 if (one_in_(5)) (void)set_confused(p_ptr->confused +
3430 /* Exercise a little care... */
3433 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
3435 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
3443 msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
3445 msg_print("You stamp. (as if you are in a ring.)");
3447 (void)set_afraid(0);
3448 (void)set_hero(randint1(20) + 20, FALSE);
3449 dispel_evil(p_ptr->lev * 3);
3453 case ACT_PHASE_DOOR:
3455 teleport_player(10, 0L);
3459 case ACT_DETECT_ALL_MONS:
3461 (void)detect_monsters_invis(255);
3462 (void)detect_monsters_normal(255);
3466 case ACT_ULTIMATE_RESIST:
3468 int v = randint1(25)+25;
3469 (void)set_afraid(0);
3470 (void)set_hero(v, FALSE);
3471 (void)hp_player(10);
3472 (void)set_blessed(v, FALSE);
3473 (void)set_oppose_acid(v, FALSE);
3474 (void)set_oppose_elec(v, FALSE);
3475 (void)set_oppose_fire(v, FALSE);
3476 (void)set_oppose_cold(v, FALSE);
3477 (void)set_oppose_pois(v, FALSE);
3478 (void)set_ultimate_res(v, FALSE);
3483 /* Unique activation */
3487 char o_name[MAX_NLEN];
3490 /* Cast off activated item */
3491 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3493 if (o_ptr == &inventory[inv]) break;
3497 if (inv > INVEN_FEET) return FALSE;
3499 object_copy(&forge, o_ptr);
3500 inven_item_increase(inv, (0 - o_ptr->number));
3501 inven_item_optimize(inv);
3502 o_idx = drop_near(&forge, 0, py, px);
3503 o_ptr = &o_list[o_idx];
3505 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3506 msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
3509 msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
3510 t = 20 + randint1(20);
3511 (void)set_blind(p_ptr->blind + t);
3512 (void)set_afraid(0);
3513 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3514 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3515 (void)set_hero(p_ptr->hero + t, FALSE);
3516 (void)set_blessed(p_ptr->blessed + t, FALSE);
3517 (void)set_fast(p_ptr->fast + t, FALSE);
3518 (void)set_shero(p_ptr->shero + t, FALSE);
3519 if (p_ptr->pclass == CLASS_FORCETRAINER)
3521 p_ptr->magic_num1[0] = plev * 5 + 190;
3522 msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
3528 case ACT_FALLING_STAR:
3530 msg_print(_("¤¢¤Ê¤¿¤ÏÍÅÅá¤ËÌ¥Æþ¤é¤ì¤¿¡Ä", "You are enchanted by cursed blade..."));
3531 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.'"));
3536 case ACT_GRAND_CROSS:
3538 msg_print(_("¡Ö°Ç¤Ë´Ô¤ì¡ª¡×", "You say, 'Return to darkness!'"));
3539 project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3543 case ACT_TELEPORT_LEVEL:
3546 if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
3548 if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
3554 case ACT_STRAIN_HASTE:
3558 msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3559 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "²Ã®¤·¤¿ÈèÏ«", -1);
3561 msg_format("The %s drains your vitality...", name);
3562 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1);
3564 t = 25 + randint1(25);
3565 (void)set_fast(p_ptr->fast + t, FALSE);
3573 if (!get_rep_dir2(&dir)) return FALSE;
3577 if (!cave_have_flag_bold(y, x, FF_WATER))
3580 msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
3582 msg_print("There is no fishing place.");
3586 else if (cave[y][x].m_idx)
3589 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3591 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
3593 msg_format("%^s is stand in your way.", m_name);
3598 set_action(ACTION_FISH);
3599 p_ptr->redraw |= (PR_STATE);
3606 monster_type *m_ptr;
3610 if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
3613 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3615 msg_print("Suke-san apperars.");
3616 kakusan = "Suke-san";
3620 if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
3623 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3625 msg_print("Kaku-san appears.");
3626 kakusan = "Kaku-san";
3632 for (i = m_max - 1; i > 0; i--)
3635 if (!m_ptr->r_idx) continue;
3636 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3637 if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
3638 if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
3647 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
3649 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
3653 confuse_monsters(120);
3655 stasis_monsters(120);
3661 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
3663 msg_print("Nothing happen.");
3671 /* Only for Muramasa */
3672 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3674 if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
3676 if (get_check("Are you sure?!"))
3680 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
3682 msg_print("The Muramasa pulsates...");
3688 msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
3690 msg_print("The Muramasa is destroyed!");
3692 curse_weapon_object(TRUE, o_ptr);
3698 case ACT_BLOODY_MOON:
3700 /* Only for Bloody Moon */
3701 if (o_ptr->name1 != ART_BLOOD) return FALSE;
3703 msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
3705 msg_print("Your scythe glows brightly!");
3707 get_bloody_moon_flags(o_ptr);
3708 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3709 p_ptr->update |= (PU_BONUS | PU_HP);
3717 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3720 /* Only for Crimson */
3721 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3724 msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
3726 msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
3729 if (!get_aim_dir(&dir)) return FALSE;
3731 /* Use the given direction */
3732 tx = px + 99 * ddx[dir];
3733 ty = py + 99 * ddy[dir];
3735 /* Hack -- Use an actual "target" */
3736 if ((dir == 5) && target_okay())
3742 if (p_ptr->pclass == CLASS_ARCHER)
3744 /* Extra shot at level 10 */
3745 if (p_ptr->lev >= 10) num++;
3747 /* Extra shot at level 30 */
3748 if (p_ptr->lev >= 30) num++;
3750 /* Extra shot at level 45 */
3751 if (p_ptr->lev >= 45) num++;
3754 for (i = 0; i < num; i++)
3755 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3762 msg_format("Unknown activation effect: %d.", act_ptr->index);
3764 msg_format("Unknown activation effect: %d.", act_ptr->index);
3770 /* Set activation timeout */
3771 if (act_ptr->timeout.constant >= 0) {
3772 o_ptr->timeout = act_ptr->timeout.constant;
3773 if (act_ptr->timeout.dice > 0) {
3774 o_ptr->timeout += randint1(act_ptr->timeout.dice);
3777 /* Activations that have special timeout */
3778 switch (act_ptr->index) {
3780 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3783 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3786 o_ptr->timeout = 3 * (p_ptr->lev + 10);
3792 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3801 void get_bloody_moon_flags(object_type *o_ptr)
3805 for (i = 0; i < TR_FLAG_SIZE; i++)
3806 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3808 dummy = randint1(2) + randint1(2);
3809 for (i = 0; i < dummy; i++)
3811 int flag = randint0(26);
3812 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3813 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3814 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3815 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3818 dummy = randint1(2);
3819 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3821 for (i = 0; i < 2; i++)
3823 int tmp = randint0(11);
3824 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3825 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3830 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3832 bool give_resistance = FALSE, give_power = FALSE;
3834 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3836 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3839 give_resistance = TRUE;
3843 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3844 add_flag(o_ptr->art_flags, TR_TY_CURSE);
3845 o_ptr->curse_flags |=
3846 (TRC_CURSED | TRC_HEAVY_CURSE);
3847 o_ptr->curse_flags |= get_curse(2, o_ptr);
3852 if (o_ptr->name1 == ART_MURAMASA)
3854 if (p_ptr->pclass != CLASS_SAMURAI)
3856 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3857 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3861 if (o_ptr->name1 == ART_ROBINTON)
3863 if (p_ptr->pclass == CLASS_BARD)
3865 add_flag(o_ptr->art_flags, TR_DEC_MANA);
3869 if (o_ptr->name1 == ART_XIAOLONG)
3871 if (p_ptr->pclass == CLASS_MONK)
3872 add_flag(o_ptr->art_flags, TR_BLOWS);
3875 if (o_ptr->name1 == ART_BLOOD)
3877 get_bloody_moon_flags(o_ptr);
3880 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3882 if (p_ptr->psex != SEX_FEMALE)
3884 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3888 if (o_ptr->name1 == ART_MILIM)
3890 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3893 add_flag(o_ptr->art_flags, TR_STR);
3894 add_flag(o_ptr->art_flags, TR_INT);
3895 add_flag(o_ptr->art_flags, TR_WIS);
3896 add_flag(o_ptr->art_flags, TR_DEX);
3897 add_flag(o_ptr->art_flags, TR_CON);
3898 add_flag(o_ptr->art_flags, TR_CHR);
3902 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3903 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3904 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3906 /* Give a resistance OR a power */
3907 if (one_in_(2)) give_resistance = TRUE;
3908 else give_power = TRUE;
3916 if (give_resistance)
3918 one_high_resistance(o_ptr);
3924 * Create the artifact of the specified number
3926 bool create_named_art(int a_idx, int y, int x)
3932 artifact_type *a_ptr = &a_info[a_idx];
3934 /* Get local object */
3937 /* Ignore "empty" artifacts */
3938 if (!a_ptr->name) return FALSE;
3940 /* Acquire the "kind" index */
3941 i = lookup_kind(a_ptr->tval, a_ptr->sval);
3944 if (!i) return FALSE;
3946 /* Create the artifact */
3947 object_prep(q_ptr, i);
3950 q_ptr->name1 = a_idx;
3952 /* Extract the fields */
3953 q_ptr->pval = a_ptr->pval;
3954 q_ptr->ac = a_ptr->ac;
3955 q_ptr->dd = a_ptr->dd;
3956 q_ptr->ds = a_ptr->ds;
3957 q_ptr->to_a = a_ptr->to_a;
3958 q_ptr->to_h = a_ptr->to_h;
3959 q_ptr->to_d = a_ptr->to_d;
3960 q_ptr->weight = a_ptr->weight;
3962 /* Hack -- extract the "cursed" flag */
3963 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3964 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3965 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3966 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3967 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3968 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3970 random_artifact_resistance(q_ptr, a_ptr);
3973 * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À¼Á¤Ë°Í¸¤¹¤ë.
3974 * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
3975 * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ¤Ê¤¯¤Ê¤ë.
3978 /* Drop the artifact from heaven */
3979 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;