#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 */
/*!
- * アーティファクトのバイアスIDを保管する。 / Use for biased artifact creation
- */
-static int artifact_bias;
-
-
-/*!
- * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
- * @details 重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-void one_sustain(object_type *o_ptr)
-{
- switch (randint0(6))
- {
- case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
- case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
- case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
- case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
- case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
- case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
- }
-}
-
-
-/*!
* @brief 対象のオブジェクトにランダムな上位耐性を一つ付加する。/ Choose one random high resistance
* @details 重複の抑止はない。候補は毒、閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、劣化、恐怖のいずれか。
* @param o_ptr 対象のオブジェクト構造体ポインタ
{
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;
}
}
break;
case ACT_BA_COLD_1:
case ACT_BA_FIRE_1:
- case ACT_DRAIN_1:
+ case ACT_HYPODYNAMIA_1:
case ACT_TELE_AWAY:
case ACT_ESP:
case ACT_RESIST_ALL:
case ACT_ID_PLAIN:
chance = 75;
break;
- case ACT_DRAIN_2:
- case ACT_VAMPIRE_1:
+ case ACT_HYPODYNAMIA_2:
+ case ACT_DRAIN_1:
case ACT_BO_MISS_2:
case ACT_BA_FIRE_2:
case ACT_REST_EXP:
case ACT_BA_COLD_3:
case ACT_BA_ELEC_3:
case ACT_WHIRLWIND:
- case ACT_VAMPIRE_2:
+ case ACT_DRAIN_2:
case ACT_CHARM_ANIMAL:
chance = 50;
break;
}
/* A type was chosen... */
- o_ptr->xtra2 = type;
+ o_ptr->xtra2 = (byte_hack)type;
add_flag(o_ptr->art_flags, TR_ACTIVATE);
o_ptr->timeout = 0;
}
{
int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
- switch (artifact_bias)
+ switch (o_ptr->artifact_bias)
{
case BIAS_WARRIOR:
if (!(have_flag(o_ptr->art_flags, TR_STR)))
break;
}
- if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
+ if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
{
if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
{
{
case 1: case 2:
add_flag(o_ptr->art_flags, TR_STR);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_STR;
- else if (!artifact_bias && one_in_(7))
- artifact_bias = BIAS_WARRIOR;
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_STR;
+ else if (!o_ptr->artifact_bias && one_in_(7))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
break;
case 3: case 4:
add_flag(o_ptr->art_flags, TR_INT);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_INT;
- else if (!artifact_bias && one_in_(7))
- artifact_bias = BIAS_MAGE;
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_INT;
+ else if (!o_ptr->artifact_bias && one_in_(7))
+ o_ptr->artifact_bias = BIAS_MAGE;
break;
case 5: case 6:
add_flag(o_ptr->art_flags, TR_WIS);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_WIS;
- else if (!artifact_bias && one_in_(7))
- artifact_bias = BIAS_PRIESTLY;
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_WIS;
+ else if (!o_ptr->artifact_bias && one_in_(7))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case 7: case 8:
add_flag(o_ptr->art_flags, TR_DEX);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_DEX;
- else if (!artifact_bias && one_in_(7))
- artifact_bias = BIAS_ROGUE;
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_DEX;
+ else if (!o_ptr->artifact_bias && one_in_(7))
+ o_ptr->artifact_bias = BIAS_ROGUE;
break;
case 9: case 10:
add_flag(o_ptr->art_flags, TR_CON);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_CON;
- else if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_CON;
+ else if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
break;
case 11: case 12:
add_flag(o_ptr->art_flags, TR_CHR);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_CHR;
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_CHR;
break;
case 13: case 14:
add_flag(o_ptr->art_flags, TR_STEALTH);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_ROGUE;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_ROGUE;
break;
case 15: case 16:
add_flag(o_ptr->art_flags, TR_SEARCH);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
break;
case 17: case 18:
add_flag(o_ptr->art_flags, TR_INFRA);
break;
case 19:
add_flag(o_ptr->art_flags, TR_SPEED);
- if (!artifact_bias && one_in_(11))
- artifact_bias = BIAS_ROGUE;
+ if (!o_ptr->artifact_bias && one_in_(11))
+ o_ptr->artifact_bias = BIAS_ROGUE;
break;
case 20: case 21:
add_flag(o_ptr->art_flags, TR_TUNNEL);
else
{
add_flag(o_ptr->art_flags, TR_BLOWS);
- if (!artifact_bias && one_in_(11))
- artifact_bias = BIAS_WARRIOR;
+ if (!o_ptr->artifact_bias && one_in_(11))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
}
break;
}
*/
static void random_resistance(object_type * o_ptr)
{
- switch (artifact_bias)
+ switch (o_ptr->artifact_bias)
{
case BIAS_ACID:
if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
else
{
add_flag(o_ptr->art_flags, TR_IM_ACID);
- if (!artifact_bias)
- artifact_bias = BIAS_ACID;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ACID;
}
break;
case 2:
else
{
add_flag(o_ptr->art_flags, TR_IM_ELEC);
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
}
break;
case 3:
else
{
add_flag(o_ptr->art_flags, TR_IM_COLD);
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
}
break;
case 4:
else
{
add_flag(o_ptr->art_flags, TR_IM_FIRE);
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
}
break;
case 5:
case 6:
case 13:
add_flag(o_ptr->art_flags, TR_RES_ACID);
- if (!artifact_bias)
- artifact_bias = BIAS_ACID;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ACID;
break;
case 7:
case 8:
case 14:
add_flag(o_ptr->art_flags, TR_RES_ELEC);
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
break;
case 9:
case 10:
case 15:
add_flag(o_ptr->art_flags, TR_RES_FIRE);
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
break;
case 11:
case 12:
case 16:
add_flag(o_ptr->art_flags, TR_RES_COLD);
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
break;
case 17:
case 18:
add_flag(o_ptr->art_flags, TR_RES_POIS);
- if (!artifact_bias && !one_in_(4))
- artifact_bias = BIAS_POIS;
- else if (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_NECROMANTIC;
- else if (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_ROGUE;
+ if (!o_ptr->artifact_bias && !one_in_(4))
+ o_ptr->artifact_bias = BIAS_POIS;
+ else if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ else if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_ROGUE;
break;
case 19:
case 20:
add_flag(o_ptr->art_flags, TR_RES_FEAR);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_WARRIOR;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
break;
case 21:
add_flag(o_ptr->art_flags, TR_RES_LITE);
case 25:
case 26:
add_flag(o_ptr->art_flags, TR_RES_CONF);
- if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_CHAOS;
+ if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_CHAOS;
break;
case 27:
case 28:
case 31:
case 32:
add_flag(o_ptr->art_flags, TR_RES_NETHER);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_NECROMANTIC;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
break;
case 33:
case 34:
case 35:
case 36:
add_flag(o_ptr->art_flags, TR_RES_CHAOS);
- if (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_CHAOS;
+ if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_CHAOS;
break;
case 37:
case 38:
add_flag(o_ptr->art_flags, TR_SH_ELEC);
else
random_resistance(o_ptr);
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
break;
case 40:
if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
add_flag(o_ptr->art_flags, TR_SH_FIRE);
else
random_resistance(o_ptr);
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
break;
case 41:
if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
add_flag(o_ptr->art_flags, TR_SH_COLD);
else
random_resistance(o_ptr);
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
break;
}
}
*/
static void random_misc(object_type * o_ptr)
{
- switch (artifact_bias)
+ switch (o_ptr->artifact_bias)
{
case BIAS_RANGER:
if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
{
case 1:
add_flag(o_ptr->art_flags, TR_SUST_STR);
- if (!artifact_bias)
- artifact_bias = BIAS_STR;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_STR;
break;
case 2:
add_flag(o_ptr->art_flags, TR_SUST_INT);
- if (!artifact_bias)
- artifact_bias = BIAS_INT;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_INT;
break;
case 3:
add_flag(o_ptr->art_flags, TR_SUST_WIS);
- if (!artifact_bias)
- artifact_bias = BIAS_WIS;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_WIS;
break;
case 4:
add_flag(o_ptr->art_flags, TR_SUST_DEX);
- if (!artifact_bias)
- artifact_bias = BIAS_DEX;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_DEX;
break;
case 5:
add_flag(o_ptr->art_flags, TR_SUST_CON);
- if (!artifact_bias)
- artifact_bias = BIAS_CON;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_CON;
break;
case 6:
add_flag(o_ptr->art_flags, TR_SUST_CHR);
- if (!artifact_bias)
- artifact_bias = BIAS_CHR;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_CHR;
break;
case 7:
case 8:
break;
case 9:
add_flag(o_ptr->art_flags, TR_HOLD_EXP);
- if (!artifact_bias && one_in_(5))
- artifact_bias = BIAS_PRIESTLY;
- else if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_NECROMANTIC;
+ if (!o_ptr->artifact_bias && one_in_(5))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ else if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
break;
case 10:
case 11:
case 28:
case 29:
{
- int bonus_h, bonus_d;
+ HIT_PROB bonus_h;
+ HIT_POINT bonus_d;
add_flag(o_ptr->art_flags, TR_SHOW_MODS);
- bonus_h = 4 + (randint1(11));
- bonus_d = 4 + (randint1(11));
+ bonus_h = 4 + (HIT_PROB)(randint1(11));
+ bonus_d = 4 + (HIT_POINT)(randint1(11));
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))
{
bonus_h /= 2;
{
case 1:
add_flag(o_ptr->art_flags, TR_ESP_EVIL);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_LAW;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_LAW;
break;
case 2:
add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_MAGE;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_MAGE;
break;
case 3:
add_flag(o_ptr->art_flags, TR_TELEPATHY);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_MAGE;
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_MAGE;
break;
}
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]++;
{
case 1:
add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
- if (!artifact_bias && one_in_(4))
- artifact_bias = BIAS_RANGER;
+ if (!o_ptr->artifact_bias && one_in_(4))
+ o_ptr->artifact_bias = BIAS_RANGER;
break;
case 2:
add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_PRIESTLY;
- else if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_NECROMANTIC;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ else if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
break;
case 3:
add_flag(o_ptr->art_flags, TR_ESP_DEMON);
add_flag(o_ptr->art_flags, TR_ESP_GIANT);
break;
case 7:
- add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
- if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_ROGUE;
+ add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
break;
case 8:
- add_flag(o_ptr->art_flags, TR_ESP_GOOD);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_LAW;
+ add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
+ if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_ROGUE;
break;
case 9:
+ add_flag(o_ptr->art_flags, TR_ESP_GOOD);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_LAW;
+ break;
+ case 10:
add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_LAW;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_LAW;
break;
}
break;
case 3:
add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
break;
default:
add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
break;
}
return;
}
- switch (artifact_bias)
+ switch (o_ptr->artifact_bias)
{
case BIAS_CHAOS:
if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
{
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 (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_LAW;
- else if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_PRIESTLY;
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_EVIL);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+ }
+ if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_LAW;
+ else if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case 5:
case 6:
- add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_PRIESTLY;
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+ }
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case 7:
case 8:
- add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_PRIESTLY;
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_DEMON);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+ }
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->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:
if (o_ptr->tval == TV_SWORD)
{
add_flag(o_ptr->art_flags, TR_VORPAL);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_WARRIOR;
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
}
else
random_slay(o_ptr);
case 21:
case 22:
add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
break;
case 23:
case 24:
add_flag(o_ptr->art_flags, TR_BRAND_COLD);
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
break;
case 25:
case 26:
add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
break;
case 27:
case 28:
add_flag(o_ptr->art_flags, TR_BRAND_ACID);
- if (!artifact_bias)
- artifact_bias = BIAS_ACID;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ACID;
break;
case 29:
case 30:
add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (!artifact_bias && !one_in_(3))
- artifact_bias = BIAS_POIS;
- else if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_NECROMANTIC;
- else if (!artifact_bias)
- artifact_bias = BIAS_ROGUE;
+ if (!o_ptr->artifact_bias && !one_in_(3))
+ o_ptr->artifact_bias = BIAS_POIS;
+ else if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ else if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ROGUE;
break;
case 31:
add_flag(o_ptr->art_flags, TR_VAMPIRIC);
- if (!artifact_bias)
- artifact_bias = BIAS_NECROMANTIC;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
break;
case 32:
add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
- if (!artifact_bias)
- artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
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);
- if (!artifact_bias)
- artifact_bias = BIAS_CHAOS;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_CHAOS;
break;
}
}
{
int type = 0, chance = 0;
- switch (artifact_bias)
+ switch (o_ptr->artifact_bias)
{
case BIAS_ELEC:
if (!one_in_(3))
else if (one_in_(13))
type = ACT_SUMMON_UNDEAD;
else if (one_in_(9))
- type = ACT_VAMPIRE_2;
+ type = ACT_DRAIN_2;
else if (one_in_(6))
type = ACT_CHARM_UNDEAD;
else
- type = ACT_VAMPIRE_1;
+ type = ACT_DRAIN_1;
break;
case BIAS_LAW:
}
/* A type was chosen... */
- o_ptr->xtra2 = type;
+ o_ptr->xtra2 = (byte_hack)type;
add_flag(o_ptr->art_flags, TR_ACTIVATE);
o_ptr->timeout = 0;
}
/*!
* @brief ランダムアーティファクト生成中、対象のオブジェクトに名前を与える。/ Set name of randomartifact.
* @details 確率によって、シンダリン銘、漢字銘、固定名のいずれか一つが与えられる。
+ * @param o_ptr 処理中のアイテム参照ポインタ
* @param return_name 名前を返すための文字列参照ポインタ
* @param armour 対象のオブジェクトが防具が否か
* @param power 銘の基準となるオブジェクトの価値レベル(0=呪い、1=低位、2=中位、3以上=高位)
* @return なし
*/
-static void get_random_name(char *return_name, bool armour, int power)
+static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
{
int prob = randint1(100);
}
}
- (void)get_rnd_line(filename, artifact_bias, return_name);
+ (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
#ifdef JP
if (return_name[0] == 0) get_table_name(return_name);
#endif
int i;
/* Reset artifact bias */
- artifact_bias = 0;
+ o_ptr->artifact_bias = 0;
/* Nuke enchantments */
o_ptr->name1 = 0;
case CLASS_SAMURAI:
case CLASS_CAVALRY:
case CLASS_SMITH:
- artifact_bias = BIAS_WARRIOR;
+ o_ptr->artifact_bias = BIAS_WARRIOR;
break;
case CLASS_MAGE:
case CLASS_HIGH_MAGE:
case CLASS_SORCERER:
case CLASS_MAGIC_EATER:
case CLASS_BLUE_MAGE:
- artifact_bias = BIAS_MAGE;
+ o_ptr->artifact_bias = BIAS_MAGE;
break;
case CLASS_PRIEST:
- artifact_bias = BIAS_PRIESTLY;
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case CLASS_ROGUE:
case CLASS_NINJA:
- artifact_bias = BIAS_ROGUE;
+ o_ptr->artifact_bias = BIAS_ROGUE;
warrior_artifact_bias = 25;
break;
case CLASS_RANGER:
case CLASS_SNIPER:
- artifact_bias = BIAS_RANGER;
+ o_ptr->artifact_bias = BIAS_RANGER;
warrior_artifact_bias = 30;
break;
case CLASS_PALADIN:
- artifact_bias = BIAS_PRIESTLY;
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
warrior_artifact_bias = 40;
break;
case CLASS_WARRIOR_MAGE:
case CLASS_RED_MAGE:
- artifact_bias = BIAS_MAGE;
+ o_ptr->artifact_bias = BIAS_MAGE;
warrior_artifact_bias = 40;
break;
case CLASS_CHAOS_WARRIOR:
- artifact_bias = BIAS_CHAOS;
+ o_ptr->artifact_bias = BIAS_CHAOS;
warrior_artifact_bias = 40;
break;
case CLASS_MONK:
case CLASS_FORCETRAINER:
- artifact_bias = BIAS_PRIESTLY;
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case CLASS_MINDCRAFTER:
case CLASS_BARD:
- if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
+ if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case CLASS_TOURIST:
- if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
+ if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
break;
case CLASS_IMITATOR:
- if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
+ if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
break;
case CLASS_BEASTMASTER:
- artifact_bias = BIAS_CHR;
+ o_ptr->artifact_bias = BIAS_CHR;
warrior_artifact_bias = 50;
break;
case CLASS_MIRROR_MASTER:
if (randint1(4) > 1)
{
- artifact_bias = BIAS_MAGE;
+ o_ptr->artifact_bias = BIAS_MAGE;
}
else
{
- artifact_bias = BIAS_ROGUE;
+ o_ptr->artifact_bias = BIAS_ROGUE;
}
break;
}
}
if (a_scroll && (randint1(100) <= warrior_artifact_bias))
- artifact_bias = BIAS_WARRIOR;
+ o_ptr->artifact_bias = BIAS_WARRIOR;
strcpy(new_name, "");
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);
}
}
- if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
+ if (((o_ptr->artifact_bias == BIAS_MAGE) || (o_ptr->artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
{
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] = "";
}
else
{
- get_random_name(new_name, object_is_armour(o_ptr), power_level);
+ get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
}
/* 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[o_ptr->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;
t = randint0(n);
msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
- fire_ball(type[t], dir, 250, -4);
+ fire_breath(type[t], dir, 250, 4);
return TRUE;
}
*/
bool activate_random_artifact(object_type *o_ptr)
{
- int plev = p_ptr->lev;
- int k, dir, dummy = 0;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ int k, dummy = 0;
+ DIRECTION dir;
cptr name = k_name + k_info[o_ptr->k_idx].name;
const activation_type* const act_ptr = find_activation_info(o_ptr);
break;
}
- case ACT_DRAIN_1:
+ case ACT_HYPODYNAMIA_1:
{
msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
if (!get_aim_dir(&dir)) return FALSE;
- if (drain_life(dir, 100))
+ if (hypodynamic_bolt(dir, 100))
break;
}
- case ACT_DRAIN_2:
+ case ACT_HYPODYNAMIA_2:
{
msg_print(_("黒く輝いている...", "It glows black..."));
if (!get_aim_dir(&dir)) return FALSE;
- drain_life(dir, 120);
+ hypodynamic_bolt(dir, 120);
break;
}
- case ACT_VAMPIRE_1:
+ case ACT_DRAIN_1:
{
if (!get_aim_dir(&dir)) return FALSE;
for (dummy = 0; dummy < 3; dummy++)
{
- if (drain_life(dir, 50))
+ if (hypodynamic_bolt(dir, 50))
hp_player(50);
}
break;
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 */
break;
}
- case ACT_VAMPIRE_2:
+ case ACT_DRAIN_2:
{
if (!get_aim_dir(&dir)) return FALSE;
for (dummy = 0; dummy < 3; dummy++)
{
- if (drain_life(dir, 100))
+ if (hypodynamic_bolt(dir, 100))
hp_player(100);
}
break;
{
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
- fire_ball(GF_MISSILE, dir, 300, -4);
+ fire_breath(GF_MISSILE, dir, 300, 4);
break;
}
case ACT_CAST_BA_STAR:
{
- int num = damroll(5, 3);
- int y = 0, x = 0;
+ HIT_POINT num = damroll(5, 3);
+ POSITION y = 0, x = 0;
int attempts;
msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
for (k = 0; k < num; k++)
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;
{
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
- fire_ball(GF_MISSILE, dir, 300, -4);
+ fire_breath(GF_MISSILE, dir, 300, 4);
msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
(void)set_afraid(0);
(void)set_hero(randint1(50) + 50, FALSE);
case ACT_BR_FIRE:
{
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 200, -2);
+ fire_breath(GF_FIRE, dir, 200, 2);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
{
(void)set_oppose_fire(randint1(20) + 20, FALSE);
case ACT_BR_COLD:
{
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 200, -2);
+ fire_breath(GF_COLD, dir, 200, 2);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
{
(void)set_oppose_cold(randint1(20) + 20, FALSE);
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;
}
case ACT_SUMMON_ELEMENTAL:
{
bool pet = one_in_(3);
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
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)
case ACT_SUMMON_DEMON:
{
bool pet = one_in_(3);
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
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)
{
bool pet = one_in_(3);
int type;
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
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..."));
case ACT_SUMMON_HOUND:
{
- u32b mode = PM_ALLOW_GROUP;
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
bool pet = !one_in_(5);
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;
}
case ACT_SUMMON_OCTOPUS:
{
- u32b mode = PM_ALLOW_GROUP;
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
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."));
}
for (; i < EATER_EXT*3; i++)
{
- int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
+ KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
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;
if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
}
case ACT_ULTIMATE_RESIST:
{
- int v = randint1(25)+25;
+ TIME_EFFECT v = randint1(25)+25;
(void)set_afraid(0);
(void)set_hero(v, FALSE);
(void)hp_player(10);
/* Unique activation */
case ACT_CAST_OFF:
{
- int inv, o_idx, t;
+ int inv, t;
+ OBJECT_IDX o_idx;
char o_name[MAX_NLEN];
object_type forge;
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);
(void)set_shero(p_ptr->shero + t, FALSE);
if (p_ptr->pclass == CLASS_FORCETRAINER)
{
- p_ptr->magic_num1[0] = plev * 5 + 190;
+ P_PTR_KI = plev * 5 + 190;
msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
}
{
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;
}
{
int num = 1;
int i;
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
int tx, ty;
/* Only for Crimson */
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())
/* Set activation timeout */
if (act_ptr->timeout.constant >= 0) {
- o_ptr->timeout = act_ptr->timeout.constant;
+ o_ptr->timeout = (s16b)act_ptr->timeout.constant;
if (act_ptr->timeout.dice > 0) {
o_ptr->timeout += randint1(act_ptr->timeout.dice);
}
* @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)
{
object_type forge;
object_type *q_ptr;
- int i;
+ IDX i;
artifact_type *a_ptr = &a_info[a_idx];
object_prep(q_ptr, i);
/* Save the name */
- q_ptr->name1 = a_idx;
+ q_ptr->name1 = (byte_hack)a_idx;
/* Extract the fields */
q_ptr->pval = a_ptr->pval;
/* 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);
+
+ HIT_POINT 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)
+{
+ KIND_OBJECT_IDX 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