}
}
+/*
+ * Choose one random activation
+ */
+void one_activation(object_type *o_ptr)
+{
+ int type = 0;
+ int chance = 0;
+
+ while (randint1(100) >= chance)
+ {
+ type = randint1(255);
+ switch (type)
+ {
+ case ACT_SUNLIGHT:
+ case ACT_BO_MISS_1:
+ case ACT_BA_POIS_1:
+ case ACT_BO_ELEC_1:
+ case ACT_BO_ACID_1:
+ case ACT_BO_COLD_1:
+ case ACT_BO_FIRE_1:
+ case ACT_CONFUSE:
+ case ACT_SLEEP:
+ case ACT_QUAKE:
+ case ACT_CURE_LW:
+ case ACT_CURE_MW:
+ case ACT_CURE_POISON:
+ case ACT_BERSERK:
+ case ACT_LIGHT:
+ case ACT_MAP_LIGHT:
+ case ACT_DEST_DOOR:
+ case ACT_STONE_MUD:
+ case ACT_TELEPORT:
+ chance = 101;
+ break;
+ case ACT_BA_COLD_1:
+ case ACT_BA_FIRE_1:
+ case ACT_DRAIN_1:
+ case ACT_TELE_AWAY:
+ case ACT_ESP:
+ case ACT_RESIST_ALL:
+ case ACT_DETECT_ALL:
+ case ACT_RECALL:
+ case ACT_SATIATE:
+ case ACT_RECHARGE:
+ chance = 85;
+ break;
+ case ACT_TERROR:
+ case ACT_PROT_EVIL:
+ case ACT_ID_PLAIN:
+ chance = 75;
+ break;
+ case ACT_DRAIN_2:
+ case ACT_VAMPIRE_1:
+ case ACT_BO_MISS_2:
+ case ACT_BA_FIRE_2:
+ case ACT_REST_LIFE:
+ chance = 66;
+ break;
+ case ACT_BA_FIRE_3:
+ case ACT_BA_COLD_3:
+ case ACT_BA_ELEC_3:
+ case ACT_WHIRLWIND:
+ case ACT_VAMPIRE_2:
+ case ACT_CHARM_ANIMAL:
+ chance = 50;
+ break;
+ case ACT_SUMMON_ANIMAL:
+ chance = 40;
+ break;
+ case ACT_DISP_EVIL:
+ case ACT_BA_MISS_3:
+ case ACT_DISP_GOOD:
+ case ACT_BANISH_EVIL:
+ case ACT_GENOCIDE:
+ case ACT_MASS_GENO:
+ case ACT_CHARM_UNDEAD:
+ case ACT_CHARM_OTHER:
+ case ACT_SUMMON_PHANTOM:
+ case ACT_REST_ALL:
+ case ACT_RUNE_EXPLO:
+ chance = 33;
+ break;
+ case ACT_CALL_CHAOS:
+ case ACT_ROCKET:
+ case ACT_CHARM_ANIMALS:
+ case ACT_CHARM_OTHERS:
+ case ACT_SUMMON_ELEMENTAL:
+ case ACT_CURE_700:
+ case ACT_SPEED:
+ case ACT_ID_FULL:
+ case ACT_RUNE_PROT:
+ chance = 25;
+ break;
+ case ACT_CURE_1000:
+ case ACT_XTRA_SPEED:
+ case ACT_DETECT_XTRA:
+ case ACT_DIM_DOOR:
+ chance = 10;
+ break;
+ case ACT_SUMMON_UNDEAD:
+ case ACT_SUMMON_DEMON:
+ case ACT_WRAITH:
+ case ACT_INVULN:
+ case ACT_ALCHEMY:
+ chance = 5;
+ break;
+ default:
+ chance = 0;
+ }
+ }
+
+ /* A type was chosen... */
+ o_ptr->xtra2 = type;
+ add_flag(o_ptr->art_flags, TR_ACTIVATE);
+ o_ptr->timeout = 0;
+}
static void curse_artifact(object_type * o_ptr)
{
if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
+ if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
break;
}
- while (!type || (randint1(100) >= chance))
+ if (!type || (randint1(100) >= chance))
{
- type = randint1(255);
- switch (type)
- {
- case ACT_SUNLIGHT:
- case ACT_BO_MISS_1:
- case ACT_BA_POIS_1:
- case ACT_BO_ELEC_1:
- case ACT_BO_ACID_1:
- case ACT_BO_COLD_1:
- case ACT_BO_FIRE_1:
- case ACT_CONFUSE:
- case ACT_SLEEP:
- case ACT_QUAKE:
- case ACT_CURE_LW:
- case ACT_CURE_MW:
- case ACT_CURE_POISON:
- case ACT_BERSERK:
- case ACT_LIGHT:
- case ACT_MAP_LIGHT:
- case ACT_DEST_DOOR:
- case ACT_STONE_MUD:
- case ACT_TELEPORT:
- chance = 101;
- break;
- case ACT_BA_COLD_1:
- case ACT_BA_FIRE_1:
- case ACT_DRAIN_1:
- case ACT_TELE_AWAY:
- case ACT_ESP:
- case ACT_RESIST_ALL:
- case ACT_DETECT_ALL:
- case ACT_RECALL:
- case ACT_SATIATE:
- case ACT_RECHARGE:
- chance = 85;
- break;
- case ACT_TERROR:
- case ACT_PROT_EVIL:
- case ACT_ID_PLAIN:
- chance = 75;
- break;
- case ACT_DRAIN_2:
- case ACT_VAMPIRE_1:
- case ACT_BO_MISS_2:
- case ACT_BA_FIRE_2:
- case ACT_REST_LIFE:
- chance = 66;
- break;
- case ACT_BA_FIRE_3:
- case ACT_BA_COLD_3:
- case ACT_BA_ELEC_3:
- case ACT_WHIRLWIND:
- case ACT_VAMPIRE_2:
- case ACT_CHARM_ANIMAL:
- chance = 50;
- break;
- case ACT_SUMMON_ANIMAL:
- chance = 40;
- break;
- case ACT_DISP_EVIL:
- case ACT_BA_MISS_3:
- case ACT_DISP_GOOD:
- case ACT_BANISH_EVIL:
- case ACT_GENOCIDE:
- case ACT_MASS_GENO:
- case ACT_CHARM_UNDEAD:
- case ACT_CHARM_OTHER:
- case ACT_SUMMON_PHANTOM:
- case ACT_REST_ALL:
- case ACT_RUNE_EXPLO:
- chance = 33;
- break;
- case ACT_CALL_CHAOS:
- case ACT_ROCKET:
- case ACT_CHARM_ANIMALS:
- case ACT_CHARM_OTHERS:
- case ACT_SUMMON_ELEMENTAL:
- case ACT_CURE_700:
- case ACT_SPEED:
- case ACT_ID_FULL:
- case ACT_RUNE_PROT:
- chance = 25;
- break;
- case ACT_CURE_1000:
- case ACT_XTRA_SPEED:
- case ACT_DETECT_XTRA:
- case ACT_DIM_DOOR:
- chance = 10;
- break;
- case ACT_SUMMON_UNDEAD:
- case ACT_SUMMON_DEMON:
- case ACT_WRAITH:
- case ACT_INVULN:
- case ACT_ALCHEMY:
- chance = 5;
- break;
- default:
- chance = 0;
- }
+ one_activation(o_ptr);
+ return;
}
/* A type was chosen... */
/* Mark the item as fully known */
o_ptr->ident |= (IDENT_MENTAL);
+ /* For being treated as random artifact in screen_object() */
+ o_ptr->art_name = quark_add("");
+
(void)screen_object(o_ptr, 0L);
if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
}
+int activation_index(object_type *o_ptr)
+{
+ /* Give priority to weaponsmith's essential activations */
+ if (object_is_smith(o_ptr))
+ {
+ switch (o_ptr->xtra3-1)
+ {
+ case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
+ case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
+ case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
+ case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
+ case TR_IMPACT: return ACT_QUAKE;
+ }
+ }
+
+ if (object_is_fixed_artifact(o_ptr))
+ {
+ if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
+ {
+ return a_info[o_ptr->name1].act_idx;
+ }
+ }
+ if (object_is_ego(o_ptr))
+ {
+ if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
+ {
+ return e_info[o_ptr->name2].act_idx;
+ }
+ }
+ if (!object_is_random_artifact(o_ptr))
+ {
+ if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
+ {
+ return k_info[o_ptr->k_idx].act_idx;
+ }
+ }
+
+ return o_ptr->xtra2;
+}
+
+const activation_type* find_activation_info(object_type *o_ptr)
+{
+ const int index = activation_index(o_ptr);
+ const activation_type* p;
+
+ for (p = activation_info; p->flag != NULL; ++ p) {
+ if (p->index == index)
+ {
+ return p;
+ }
+ }
+
+ return NULL;
+}
+
+
+/* Dragon breath activation */
+static bool activate_dragon_breath(object_type *o_ptr)
+{
+ u32b flgs[4]; /* for resistance flags */
+ int type[20];
+ cptr name[20];
+ int i, dir, t, n = 0;
+
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ object_flags(o_ptr, flgs);
+
+ for (i = 0; dragonbreath_info[i].flag != 0; i++)
+ {
+ if (have_flag(flgs, dragonbreath_info[i].flag))
+ {
+ type[n] = dragonbreath_info[i].type;
+ name[n] = dragonbreath_info[i].name;
+ n++;
+ }
+ }
+
+ /* Paranoia */
+ if (n == 0) return FALSE;
+
+ /* Stop speaking */
+ if (music_singing_any()) stop_singing();
+ if (hex_spelling_any()) stop_hex_spell_all();
+
+ t = randint0(n);
+ msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
+ fire_ball(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;
cptr name = k_name + k_info[o_ptr->k_idx].name;
+ const activation_type* const act_ptr = find_activation_info(o_ptr);
/* Paranoia */
- if (!o_ptr->xtra2) return FALSE;
+ if (!act_ptr) {
+ /* Maybe forgot adding information to activation_info table ? */
+ msg_print("Activation information is not found.");
+ return FALSE;
+ }
/* Activate for attack */
- switch (o_ptr->xtra2)
+ switch (act_ptr->index)
{
case ACT_SUNLIGHT:
{
#else
msg_print("A line of sunlight appears.");
#endif
- (void)lite_line(dir);
- o_ptr->timeout = 10;
+ (void)lite_line(dir, damroll(6, 8));
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_MISSILE, dir, damroll(2, 6));
- o_ptr->timeout = 2;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_POIS, dir, 12, 3);
- o_ptr->timeout = randint0(4) + 4;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ELEC, dir, damroll(4, 8));
- o_ptr->timeout = randint0(5) + 5;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ACID, dir, damroll(5, 8));
- o_ptr->timeout = randint0(6) + 6;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_COLD, dir, damroll(6, 8));
- o_ptr->timeout = randint0(7) + 7;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_FIRE, dir, damroll(9, 8));
- o_ptr->timeout = randint0(8) + 8;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_COLD, dir, 48, 2);
- o_ptr->timeout = randint0(6) + 6;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_FIRE, dir, 72, 2);
- o_ptr->timeout = randint0(9) + 9;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
if (drain_life(dir, 100))
- o_ptr->timeout = randint0(100) + 100;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_COLD, dir, 100, 2);
- o_ptr->timeout = randint0(12) + 12;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ELEC, dir, 100, 3);
- o_ptr->timeout = randint0(12) + 12;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_FIRE, dir, 120, 3);
- o_ptr->timeout = 15;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
drain_life(dir, 120);
- o_ptr->timeout = 400;
break;
}
if (drain_life(dir, 50))
hp_player(50);
}
- o_ptr->timeout = 400;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ARROW, dir, 150);
- o_ptr->timeout = randint0(90) + 90;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_FIRE, dir, 300, 3);
- o_ptr->timeout = randint0(225) + 225;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_COLD, dir, 400, 3);
- o_ptr->timeout = randint0(325) + 325;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ELEC, dir, 500, 3);
- o_ptr->timeout = randint0(425) + 425;
break;
}
py_attack(y, x, 0);
}
}
- o_ptr->timeout = 250;
break;
}
if (drain_life(dir, 100))
hp_player(100);
}
-
- o_ptr->timeout = 400;
break;
}
msg_print("It glows in scintillating colours...");
#endif
call_chaos();
- o_ptr->timeout = 350;
break;
}
msg_print("You launch a rocket!");
#endif
fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
- o_ptr->timeout = 400;
break;
}
msg_print("It floods the area with goodness...");
#endif
dispel_evil(p_ptr->lev * 5);
- o_ptr->timeout = randint0(100) + 100;
break;
}
#else
msg_print("You breathe the elements.");
#endif
- fire_ball(GF_MISSILE, dir, 300, 4);
- o_ptr->timeout = 500;
+ fire_ball(GF_MISSILE, dir, 300, -4);
break;
}
msg_print("It floods the area with evil...");
#endif
dispel_good(p_ptr->lev * 5);
- o_ptr->timeout = randint0(100) + 100;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ARROW, dir, 150);
- o_ptr->timeout = randint0(90) + 90;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_WATER, dir, 200, 3);
- o_ptr->timeout = 250;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_DARK, dir, 250, 4);
- o_ptr->timeout = randint0(150) + 150;
break;
}
msg_format("The %s glows pale...", name);
#endif
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_MANA, dir, 400, 4);
- o_ptr->timeout = randint0(250) + 250;
+ fire_ball(GF_MANA, dir, 250, 4);
break;
}
msg_print("You exterminate small life.");
#endif
(void)dispel_monsters(4);
- o_ptr->timeout = randint0(55) + 55;
break;
}
#endif
fire_ball(GF_LITE, 0, 300, 6);
confuse_monsters(3 * p_ptr->lev / 2);
- o_ptr->timeout = 250;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
ring_of_power(dir);
- o_ptr->timeout = randint0(450) + 450;
break;
}
(PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
}
- o_ptr->timeout = 1000;
break;
}
#else
msg_print("You breathe the elements.");
#endif
- fire_ball(GF_MISSILE, dir, 300, 4);
+ fire_ball(GF_MISSILE, dir, 300, -4);
#ifdef JP
msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
#else
(void)set_oppose_fire(randint1(50) + 50, FALSE);
(void)set_oppose_cold(randint1(50) + 50, FALSE);
(void)set_oppose_pois(randint1(50) + 50, FALSE);
- o_ptr->timeout = 400;
+ break;
+ }
+ case ACT_BA_ACID_1:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_ACID, dir, 100, 2);
+ break;
+ }
+
+ case ACT_BR_FIRE:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(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);
+ }
+ break;
+ }
+ case ACT_BR_COLD:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(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);
+ }
+ break;
+ }
+ case ACT_BR_DRAGON:
+ {
+ if (!activate_dragon_breath(o_ptr)) return FALSE;
break;
}
#endif
if (!get_aim_dir(&dir)) return FALSE;
confuse_monster(dir, 20);
- o_ptr->timeout = 15;
break;
}
msg_print("It glows deep blue...");
#endif
sleep_monsters_touch();
- o_ptr->timeout = 55;
break;
}
case ACT_QUAKE:
{
- earthquake(py, px, 10);
- o_ptr->timeout = 50;
+ earthquake(py, px, 5);
break;
}
case ACT_TERROR:
{
turn_monsters(40 + p_ptr->lev);
- o_ptr->timeout = 3 * (p_ptr->lev + 10);
break;
}
{
if (!get_aim_dir(&dir)) return FALSE;
(void)fire_beam(GF_AWAY_ALL, dir, plev);
- o_ptr->timeout = 200;
break;
}
msg_print("The power of the artifact banishes evil!");
#endif
}
- o_ptr->timeout = 250 + randint1(250);
break;
}
msg_print("It glows deep blue...");
#endif
(void)symbol_genocide(200, TRUE);
- o_ptr->timeout = 500;
break;
}
msg_print("It lets out a long, shrill note...");
#endif
(void)mass_genocide(200, TRUE);
- o_ptr->timeout = 1000;
break;
}
msg_print("You wind a mighty blast; your enemies tremble!");
#endif
(void)turn_monsters((3 * p_ptr->lev / 2) + 10);
- o_ptr->timeout = randint0(40) + 40;
break;
}
{
if (!get_aim_dir(&dir)) return FALSE;
(void)charm_animal(dir, plev * 2);
- o_ptr->timeout = 200;
break;
}
{
if (!get_aim_dir(&dir)) return FALSE;
(void)control_one_undead(dir, plev * 2);
- o_ptr->timeout = 333;
break;
}
{
if (!get_aim_dir(&dir)) return FALSE;
(void)charm_monster(dir, plev * 2);
- o_ptr->timeout = 400;
break;
}
case ACT_CHARM_ANIMALS:
{
(void)charm_animals(plev * 2);
- o_ptr->timeout = 500;
break;
}
case ACT_CHARM_OTHERS:
{
charm_monsters(plev * 2);
- o_ptr->timeout = 750;
break;
}
case ACT_SUMMON_ANIMAL:
{
(void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
- o_ptr->timeout = 200 + randint1(300);
break;
}
msg_print("You summon a phantasmal servant.");
#endif
(void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
- o_ptr->timeout = 200 + randint1(200);
break;
}
#endif
}
- o_ptr->timeout = 750;
break;
}
#endif
}
- o_ptr->timeout = 666 + randint1(333);
break;
}
#endif
}
- o_ptr->timeout = 666 + randint1(333);
break;
}
}
- o_ptr->timeout = 300 + randint1(150);
break;
}
msg_print("You summon the Legion of the Dawn.");
#endif
(void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
- o_ptr->timeout = 500 + randint1(500);
break;
}
#endif
}
- o_ptr->timeout = 300 + randint1(150);
break;
}
(void)set_afraid(0);
(void)set_hero(randint1(25) + 25, FALSE);
(void)hp_player(777);
- o_ptr->timeout = 300;
break;
}
{
(void)set_afraid(0);
(void)hp_player(30);
- o_ptr->timeout = 10;
break;
}
#endif
hp_player(damroll(4, 8));
(void)set_cut((p_ptr->cut / 2) - 50);
- o_ptr->timeout = randint0(3) + 3;
break;
}
#endif
(void)set_afraid(0);
(void)set_poisoned(0);
- o_ptr->timeout = 5;
break;
}
msg_print("It glows a deep red...");
#endif
restore_level();
- o_ptr->timeout = 450;
break;
}
(void)do_res_stat(A_CON);
(void)do_res_stat(A_CHR);
(void)restore_level();
- o_ptr->timeout = 750;
break;
}
#endif
(void)hp_player(700);
(void)set_cut(0);
- o_ptr->timeout = 250;
break;
}
#endif
(void)hp_player(1000);
(void)set_cut(0);
- o_ptr->timeout = 888;
break;
}
(void)set_cut(0);
(void)set_image(0);
- o_ptr->timeout = 100;
break;
}
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
}
- o_ptr->timeout = 777;
break;
}
case ACT_ESP:
{
(void)set_tim_esp(randint1(30) + 25, FALSE);
- o_ptr->timeout = 200;
break;
}
case ACT_BERSERK:
{
(void)set_afraid(0);
+ (void)set_shero(randint1(25) + 25, FALSE);
+ /* (void)set_afraid(0);
(void)set_hero(randint1(50) + 50, FALSE);
(void)set_blessed(randint1(50) + 50, FALSE);
- o_ptr->timeout = 100 + randint1(100);
+ o_ptr->timeout = 100 + randint1(100); */
break;
}
#endif
k = 3 * p_ptr->lev;
(void)set_protevil(randint1(25) + k, FALSE);
- o_ptr->timeout = randint0(200) + 200;
break;
}
(void)set_oppose_fire(randint1(40) + 40, FALSE);
(void)set_oppose_cold(randint1(40) + 40, FALSE);
(void)set_oppose_pois(randint1(40) + 40, FALSE);
- o_ptr->timeout = 200;
break;
}
msg_print("It glows bright green...");
#endif
(void)set_fast(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(100) + 100;
break;
}
msg_print("It glows brightly...");
#endif
(void)set_fast(randint1(75) + 75, FALSE);
- o_ptr->timeout = randint0(100) + 100;
break;
}
case ACT_WRAITH:
{
set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
- o_ptr->timeout = 1000;
break;
}
case ACT_INVULN:
{
(void)set_invuln(randint1(8) + 8, FALSE);
- o_ptr->timeout = 1000;
break;
}
(void)set_afraid(0);
set_hero(randint1(25)+25, FALSE);
hp_player(10);
- o_ptr->timeout = randint0(30) + 30;
break;
}
hp_player(10);
set_afraid(0);
set_hero(randint1(50) + 50, FALSE);
- o_ptr->timeout = randint0(200) + 100;
break;
}
#else
msg_format("The %s grows black.", name);
#endif
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_ACID, dir, 100, 2);
+ }
(void)set_oppose_acid(randint1(20) + 20, FALSE);
- o_ptr->timeout = 40 + randint1(40);
break;
}
#else
msg_format("The %s grows red.", name);
#endif
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_FIRE, dir, 100, 2);
+ }
(void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = 40 + randint1(40);
break;
}
#else
msg_format("The %s grows white.", name);
#endif
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 100, 2);
+ }
(void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = 40 + randint1(40);
break;
}
#else
msg_format("The %s grows blue.", name);
#endif
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = 40 + randint1(40);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_ELEC, dir, 100, 2);
+ }
+ (void)set_oppose_elec(randint1(20) + 20, FALSE);
break;
}
#else
msg_format("The %s grows green.", name);
#endif
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = 40 + randint1(40);
+ (void)set_oppose_pois(randint1(20) + 20, FALSE);
break;
}
msg_format("The %s wells with clear light...", name);
#endif
lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(10) + 10;
break;
}
#endif
map_area(DETECT_RAD_MAP);
lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(50) + 50;
break;
}
msg_print("An image forms in your mind...");
#endif
detect_all(DETECT_RAD_DEFAULT);
- o_ptr->timeout = randint0(55) + 55;
break;
}
detect_all(DETECT_RAD_DEFAULT);
probing();
identify_fully(FALSE);
- o_ptr->timeout = 100;
break;
}
msg_print("It glows yellow...");
#endif
identify_fully(FALSE);
- o_ptr->timeout = 75;
break;
}
case ACT_ID_PLAIN:
{
if (!ident_spell(FALSE)) return FALSE;
- o_ptr->timeout = 10;
break;
}
msg_print("It glows bright red...");
#endif
explosive_rune();
- o_ptr->timeout = 200;
break;
}
msg_print("It glows light blue...");
#endif
warding_glyph();
- o_ptr->timeout = 400;
break;
}
case ACT_SATIATE:
{
(void)set_food(PY_FOOD_MAX - 1);
- o_ptr->timeout = 200;
break;
}
msg_print("It glows bright red...");
#endif
destroy_doors_touch();
- o_ptr->timeout = 10;
break;
}
msg_print("It pulsates...");
#endif
if (!get_aim_dir(&dir)) return FALSE;
- wall_to_mud(dir);
- o_ptr->timeout = 3;
+ wall_to_mud(dir, 20 + randint1(30));
break;
}
case ACT_RECHARGE:
{
recharge(130);
- o_ptr->timeout = 70;
break;
}
msg_print("It glows bright yellow...");
#endif
(void)alchemy();
- o_ptr->timeout = 500;
break;
}
msg_print("You open a dimensional gate. Choose a destination.");
#endif
if (!dimension_door()) return FALSE;
- o_ptr->timeout = 100;
break;
}
msg_print("It twists space around you...");
#endif
teleport_player(100, 0L);
- o_ptr->timeout = 25;
break;
}
msg_print("It glows soft white...");
#endif
if (!word_of_recall()) return FALSE;
- o_ptr->timeout = 200;
break;
}
(void)word_of_recall();
}
- o_ptr->timeout = randint0(20) + 20;
break;
}
msg_format("You stretched your %s.", name);
#endif
fetch(dir, 500, TRUE);
- o_ptr->timeout = randint0(25) + 25;
break;
}
#endif
}
}
- o_ptr->timeout = 200;
break;
}
p_ptr->leaving = TRUE;
}
}
- o_ptr->timeout = 35;
break;
}
msg_format("Your %s glows deep red...", name);
#endif
(void)brand_bolts();
- o_ptr->timeout = 999;
break;
}
msg_format("The %s gleams with blinding light...", name);
#endif
if (!recharge(1000)) return FALSE;
- o_ptr->timeout = 200;
break;
}
#else
take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
#endif
- o_ptr->timeout = 0;
break;
}
(void)set_afraid(0);
(void)set_hero(randint1(20) + 20, FALSE);
dispel_evil(p_ptr->lev * 3);
- o_ptr->timeout = 100 + randint1(100);
break;
}
+ case ACT_PHASE_DOOR:
+ {
+ teleport_player(10, 0L);
+ break;
+ }
+
+ case ACT_DETECT_ALL_MONS:
+ {
+ (void)detect_monsters_invis(255);
+ (void)detect_monsters_normal(255);
+ break;
+ }
+
+ case ACT_ULTIMATE_RESIST:
+ {
+ int v = randint1(25)+25;
+ (void)set_afraid(0);
+ (void)set_hero(v, FALSE);
+ (void)hp_player(10);
+ (void)set_blessed(v, FALSE);
+ (void)set_oppose_acid(v, FALSE);
+ (void)set_oppose_elec(v, FALSE);
+ (void)set_oppose_fire(v, FALSE);
+ (void)set_oppose_cold(v, FALSE);
+ (void)set_oppose_pois(v, FALSE);
+ (void)set_ultimate_res(v, FALSE);
+ break;
+ }
+
+
/* Unique activation */
+ case ACT_CAST_OFF:
+ {
+ int inv, o_idx, t;
+ char o_name[MAX_NLEN];
+ object_type forge;
+
+ /* Cast off activated item */
+ for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
+ {
+ if (o_ptr == &inventory[inv]) break;
+ }
+
+ /* Paranoia */
+ if (inv > INVEN_FEET) return FALSE;
+
+ 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_ptr = &o_list[o_idx];
+
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
+
+ /* Get effects */
+ msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
+ t = 20 + randint1(20);
+ (void)set_blind(p_ptr->blind + t);
+ (void)set_afraid(0);
+ (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
+ (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
+ (void)set_hero(p_ptr->hero + t, FALSE);
+ (void)set_blessed(p_ptr->blessed + t, FALSE);
+ (void)set_fast(p_ptr->fast + t, FALSE);
+ (void)set_shero(p_ptr->shero + t, FALSE);
+ if (p_ptr->pclass == CLASS_FORCETRAINER)
+ {
+ p_ptr->magic_num1[0] = plev * 5 + 190;
+ msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
+ }
+
+ break;
+ }
+
case ACT_FISHING:
{
int x, y;
msg_print("Nothing happen.");
#endif
}
- o_ptr->timeout = randint0(150) + 150;
break;
}
msg_print("Your scythe glows brightly!");
#endif
get_bloody_moon_flags(o_ptr);
- o_ptr->timeout = 3333;
if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
p_ptr->update |= (PU_BONUS | PU_HP);
break;
for (i = 0; i < num; i++)
project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
- o_ptr->timeout = 15;
break;
}
default:
{
#ifdef JP
- msg_format("Unknown activation effect: %d.", o_ptr->xtra2);
+ msg_format("Unknown activation effect: %d.", act_ptr->index);
#else
- msg_format("Unknown activation effect: %d.", o_ptr->xtra2);
+ msg_format("Unknown activation effect: %d.", act_ptr->index);
#endif
return FALSE;
}
}
+ /* Set activation timeout */
+ if (act_ptr->timeout.constant >= 0) {
+ o_ptr->timeout = act_ptr->timeout.constant;
+ if (act_ptr->timeout.dice > 0) {
+ o_ptr->timeout += randint1(act_ptr->timeout.dice);
+ }
+ } else {
+ /* Activations that have special timeout */
+ switch (act_ptr->index) {
+ case ACT_BR_FIRE:
+ o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
+ break;
+ case ACT_BR_COLD:
+ o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
+ break;
+ case ACT_TERROR:
+ o_ptr->timeout = 3 * (p_ptr->lev + 10);
+ break;
+ case ACT_MURAMASA:
+ /* Nothing to do */
+ break;
+ default:
+ msg_format("Special timeout is not implemented: %d.", act_ptr->index);
+ return FALSE;
+ }
+ }
+
return TRUE;
}
q_ptr->to_h = a_ptr->to_h;
q_ptr->to_d = a_ptr->to_d;
q_ptr->weight = a_ptr->weight;
- q_ptr->xtra2 = a_ptr->act_idx;
/* Hack -- extract the "cursed" flag */
if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);