#include "angband.h"
+static int suppression_evil_dam(object_type *o_ptr);
+static int weakening_artifact(object_type *o_ptr);
+
/* Chance of using syllables to form the name instead of the "template" files */
#define SINDARIN_NAME 10 /*!< ランダムアーティファクトにシンダリン銘をつける確率 */
{
switch (randint1(10))
{
- case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
- case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
- case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
- case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
- case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
- case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
- case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
- case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
- case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
- case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
+ case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
+ case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
+ case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
+ case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
+ case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
+ case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
+ case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
+ case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
+ case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
+ case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
}
}
int idx[3];
int n = randint1(3);
- idx[0] = randint1(8);
+ idx[0] = randint1(10);
- idx[1] = randint1(7);
+ idx[1] = randint1(9);
if (idx[1] >= idx[0]) idx[1]++;
- idx[2] = randint1(6);
+ idx[2] = randint1(8);
if (idx[2] >= idx[0]) idx[2]++;
if (idx[2] >= idx[1]) idx[2]++;
add_flag(o_ptr->art_flags, TR_ESP_GIANT);
break;
case 7:
+ add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
+ break;
+ case 8:
add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
if (!artifact_bias && one_in_(6))
artifact_bias = BIAS_ROGUE;
break;
- case 8:
+ case 9:
add_flag(o_ptr->art_flags, TR_ESP_GOOD);
if (!artifact_bias && one_in_(3))
artifact_bias = BIAS_LAW;
break;
- case 9:
+ case 10:
add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
if (!artifact_bias && one_in_(3))
artifact_bias = BIAS_LAW;
{
case 1:
case 2:
- add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+ }
break;
case 3:
case 4:
- add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_EVIL);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+ }
if (!artifact_bias && one_in_(2))
artifact_bias = BIAS_LAW;
else if (!artifact_bias && one_in_(9))
break;
case 5:
case 6:
- add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+ }
if (!artifact_bias && one_in_(9))
artifact_bias = BIAS_PRIESTLY;
break;
case 7:
case 8:
- add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_DEMON);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+ }
if (!artifact_bias && one_in_(9))
artifact_bias = BIAS_PRIESTLY;
break;
case 9:
case 10:
- add_flag(o_ptr->art_flags, TR_SLAY_ORC);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_ORC);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_ORC);
+ }
break;
case 11:
case 12:
- add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_TROLL);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+ }
break;
case 13:
case 14:
- add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_GIANT);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
+ }
break;
case 15:
case 16:
break;
case 33:
case 34:
- add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ }
break;
default:
add_flag(o_ptr->art_flags, TR_CHAOTIC);
o_ptr->pval = 4;
}
+
/* give it some plusses... */
if (object_is_armour(o_ptr))
o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
else power_level = 3;
}
+ /* 平均対邪ダメージが一定以上なら11/12(WEIRD_LUCK)でダメージ抑制処理を行う */
+ if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
+ {
+ msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
+ do
+ {
+ if (weakening_artifact(o_ptr) == 0) break;
+ } while (suppression_evil_dam(o_ptr));
+ }
+
if (a_scroll)
{
char dummy_name[80] = "";
/* Save the inscription */
o_ptr->art_name = quark_add(new_name);
- if (cheat_xtra)
- {
- char o_name[MAX_NLEN];
-
- object_aware(o_ptr);
- object_known(o_ptr);
-
- /* Mark the item as fully known */
- o_ptr->ident |= (IDENT_MENTAL);
-
- /* Description */
- object_desc(o_name, o_ptr, 0);
-
-#ifdef JP
- msg_format("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」:", max_powers, total_flags, artifact_bias_name[artifact_bias]);
-#else
- msg_format("Random artifact generated '%s'. (Power:%d, Value:%ld) :", artifact_bias_name[artifact_bias], max_powers, total_flags);
-#endif
- msg_format("%s", o_name);
- }
+ msg_format_wizard(CHEAT_OBJECT, _("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」",
+ "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[artifact_bias]);
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
/* Give priority to weaponsmith's essential activations */
if (object_is_smith(o_ptr))
{
- switch (o_ptr->xtra3-1)
+ switch (o_ptr->xtra3 - 1)
{
case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
for (dir = 0; dir <= 9; dir++)
{
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
c_ptr = &cave[y][x];
/* Get the monster */
while (attempts--)
{
- scatter(&y, &x, py, px, 4, 0);
+ scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
case ACT_QUAKE:
{
- earthquake(py, px, 5);
+ earthquake(p_ptr->y, p_ptr->x, 5);
break;
}
case ACT_SUMMON_ANIMAL:
{
- (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
case ACT_SUMMON_PHANTOM:
{
msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
- (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
if (pet) mode |= PM_FORCE_PET;
else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
{
msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
if (pet)
if (pet) mode |= PM_FORCE_PET;
else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
{
msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
if (pet)
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
{
msg_print(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
"Cold winds begin to blow around you, carrying with them the stench of decay..."));
if (pet) mode |= PM_FORCE_PET;
else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
{
if (pet)
case ACT_SUMMON_DAWN:
{
msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
- (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
bool pet = !one_in_(5);
if (pet) mode |= PM_FORCE_PET;
- if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
{
if (pet)
msg_print(_("蛸があなたの下僕として出現した。", "A group of octopuses appear as your servant."));
object_copy(&forge, o_ptr);
inven_item_increase(inv, (0 - o_ptr->number));
inven_item_optimize(inv);
- o_idx = drop_near(&forge, 0, py, px);
+ o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
o_ptr = &o_list[o_idx];
object_desc(o_name, o_ptr, OD_NAME_ONLY);
{
msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
msg_print(_("「狂ほしく 血のごとき 月はのぼれり 秘めおきし 魔剣 いずこぞや」", "'Behold the blade arts.'"));
- massacre(py, px);
+ massacre();
break;
}
case ACT_GRAND_CROSS:
{
msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
- project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+ project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
break;
}
int x, y;
if (!get_rep_dir2(&dir)) return FALSE;
- y = py+ddy[dir];
- x = px+ddx[dir];
+ y = p_ptr->y+ddy[dir];
+ x = p_ptr->x+ddx[dir];
tsuri_dir = dir;
if (!cave_have_flag_bold(y, x, FF_WATER))
{
monster_type *m_ptr;
cptr kakusan = "";
- if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
{
msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
kakusan = "Suke-san";
count++;
}
- if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
{
msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
kakusan = "Kaku-san";
m_ptr = &m_list[i];
if (!m_ptr->r_idx) continue;
if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
- if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
- if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
+ if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
+ if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
count++;
break;
}
if (!get_aim_dir(&dir)) return FALSE;
/* Use the given direction */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
+ tx = p_ptr->x + 99 * ddx[dir];
+ ty = p_ptr->y + 99 * ddy[dir];
/* Hack -- Use an actual "target" */
if ((dir == 5) && target_okay())
* @attention この処理はdrop_near()内で普通の固定アーティファクトが重ならない性質に依存する.
* 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
* drop_near()関数の返り値は信用できなくなる.
-
*/
bool create_named_art(int a_idx, int y, int x)
{
/* Drop the artifact from heaven */
return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
}
+/*対邪平均ダメージの計算処理*/
+int calc_arm_avgdamage(object_type *o_ptr)
+{
+ u32b flgs[TR_FLAG_SIZE];
+ object_flags(o_ptr, flgs);
+
+ int dam, base, s_evil, forced, vorpal;
+ dam = base = s_evil = forced = vorpal = 0;
+
+ dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
+
+ if(have_flag(flgs, TR_KILL_EVIL))
+ {
+ dam = s_evil = dam * 7 / 2;
+ }
+ else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
+ {
+ dam = s_evil = dam * 2;
+ }
+ else s_evil = dam;
+
+ if (have_flag(flgs, TR_FORCE_WEAPON))
+ {
+ dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
+ }
+ else forced = dam;
+
+ if(have_flag(flgs, TR_VORPAL))
+ {
+ dam = vorpal = dam * 11 / 9;
+ }
+ else vorpal = dam;
+
+ dam = dam + o_ptr->to_d;
+
+ msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
+ base, s_evil, forced, vorpal, dam);
+
+ return(dam);
+}
+
+static int suppression_evil_dam(object_type *o_ptr)
+{
+ int num = FALSE;
+ u32b flgs[TR_FLAG_SIZE];
+ object_flags(o_ptr, flgs);
+
+ if (have_flag(flgs, TR_VAMPIRIC))
+ {
+ if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
+ {
+ num = TRUE;
+ }
+ else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
+ {
+ num = TRUE;
+ }
+ else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
+ {
+ num = TRUE;
+ }
+ else if (calc_arm_avgdamage(o_ptr) > 63)
+ {
+ num = TRUE;
+ }
+ }
+ else
+ {
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
+ {
+ num = TRUE;
+ }
+ else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
+ {
+ num = TRUE;
+ }
+ else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
+ {
+ num = TRUE;
+ }
+ else if (calc_arm_avgdamage(o_ptr) > 75)
+ {
+ num = TRUE;
+ }
+ }
+ return(num);
+}
+
+static int weakening_artifact(object_type *o_ptr)
+{
+ int k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
+ object_kind *k_ptr = &k_info[k_idx];
+
+ if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
+ {
+ int pre_dd = o_ptr->dd;
+ int pre_ds = o_ptr->ds;
+
+ if (o_ptr->dd > o_ptr->ds)
+ {
+ o_ptr->dd--;
+ }
+ else
+ {
+ o_ptr->ds--;
+ }
+
+ msg_format_wizard(CHEAT_OBJECT,
+ _("ダイスが抑制されました。%dd%d -> %dd%d", "Dice Supress %dd%d -> %dd%d"),
+ pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
+ return 1;
+ }
+
+ if (o_ptr->to_d > 10)
+ {
+ int pre_damage = o_ptr->to_d;
+
+ o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
+ if (o_ptr->to_d < 10)
+ {
+ o_ptr->to_d = 10;
+ }
+
+ msg_format_wizard(CHEAT_OBJECT,
+ _("ダメージ修正が抑制されました。 %d -> %d", "Plus-Damage Supress %d -> %d"),
+ pre_damage, o_ptr->to_d);
+
+ return 1;
+ }
+ return 0;
+}
\ No newline at end of file