X-Git-Url: http://git.osdn.net/view?p=hengband%2Fhengband.git;a=blobdiff_plain;f=src%2Fartifact.c;h=37f82a2ba93da5f1dfcfa2984efa110381e43541;hp=c6505ff2e2c3274febe1d18b7578c1b422bb04fe;hb=577a67eed110384d77b8d12e4a15f55a845c71cf;hpb=80dc7d090a79e563df6c5a146e97674f23482641 diff --git a/src/artifact.c b/src/artifact.c index c6505ff2e..37f82a2ba 100644 --- a/src/artifact.c +++ b/src/artifact.c @@ -11,48 +11,11 @@ */ #include "angband.h" +#include "cmd-activate.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 */ -#define TABLE_NAME 20 /*!< ランダムアーティファクトに漢字銘をつける確率(正確には TABLE_NAME - SINDARIN_NAME %)となる */ -#define A_CURSED 13 /*!< 1/nの確率で生成の巻物以外のランダムアーティファクトが呪いつきになる。 */ -#define WEIRD_LUCK 12 /*!< 1/nの確率でrandom_resistance()の処理中バイアス外の耐性がつき、create_artifactで4を超えるpvalが許可される。*/ -#define BIAS_LUCK 20 /*!< 1/nの確率でrandom_resistance()で付加する元素耐性が免疫になる */ -#define IM_LUCK 7 /*!< 1/nの確率でrandom_resistance()で複数免疫の除去処理が免除される */ - -/*! @note - * Bias luck needs to be higher than weird luck, - * since it is usually tested several times... - */ - -#define ACTIVATION_CHANCE 3 /*!< 1/nの確率でランダムアーティファクトに発動が付加される。ただし防具はさらに1/2 */ - - -/*! - * 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; - } -} /*! @@ -151,16 +114,16 @@ void one_low_esp(object_type *o_ptr) { 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; } } @@ -251,7 +214,7 @@ void one_activation(object_type *o_ptr) 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: @@ -266,8 +229,8 @@ void one_activation(object_type *o_ptr) 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: @@ -277,7 +240,7 @@ void one_activation(object_type *o_ptr) 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; @@ -327,7 +290,7 @@ void one_activation(object_type *o_ptr) } /* 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; } @@ -378,7 +341,7 @@ static void random_plus(object_type * o_ptr) { 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))) @@ -503,7 +466,7 @@ static void random_plus(object_type * o_ptr) 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)) { @@ -516,61 +479,61 @@ static void random_plus(object_type * o_ptr) { 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); @@ -580,8 +543,8 @@ static void random_plus(object_type * o_ptr) 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; } @@ -599,7 +562,7 @@ static void random_plus(object_type * o_ptr) */ 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))) @@ -765,8 +728,8 @@ static void random_resistance(object_type * o_ptr) 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: @@ -775,8 +738,8 @@ static void random_resistance(object_type * o_ptr) 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: @@ -785,8 +748,8 @@ static void random_resistance(object_type * o_ptr) 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: @@ -795,53 +758,53 @@ static void random_resistance(object_type * o_ptr) 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); @@ -856,8 +819,8 @@ static void random_resistance(object_type * o_ptr) 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: @@ -870,8 +833,8 @@ static void random_resistance(object_type * o_ptr) 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: @@ -880,8 +843,8 @@ static void random_resistance(object_type * o_ptr) 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: @@ -892,16 +855,16 @@ static void random_resistance(object_type * o_ptr) 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 || @@ -915,8 +878,8 @@ static void random_resistance(object_type * o_ptr) 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; } } @@ -933,7 +896,7 @@ static void random_resistance(object_type * o_ptr) */ 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))) @@ -1011,33 +974,33 @@ static void random_misc(object_type * o_ptr) { 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: @@ -1046,10 +1009,10 @@ static void random_misc(object_type * o_ptr) 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: @@ -1089,10 +1052,11 @@ static void random_misc(object_type * o_ptr) 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; @@ -1117,18 +1081,18 @@ static void random_misc(object_type * o_ptr) { 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; @@ -1138,12 +1102,12 @@ static void random_misc(object_type * o_ptr) 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]++; @@ -1151,15 +1115,15 @@ static void random_misc(object_type * o_ptr) { 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); @@ -1174,19 +1138,22 @@ static void random_misc(object_type * o_ptr) 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; @@ -1215,21 +1182,21 @@ static void random_slay(object_type *o_ptr) 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))) @@ -1347,39 +1314,88 @@ static void random_slay(object_type *o_ptr) { 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: @@ -1393,8 +1409,8 @@ static void random_slay(object_type *o_ptr) 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); @@ -1405,55 +1421,62 @@ static void random_slay(object_type *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; } } @@ -1468,7 +1491,7 @@ static void give_activation_power(object_type *o_ptr) { int type = 0, chance = 0; - switch (artifact_bias) + switch (o_ptr->artifact_bias) { case BIAS_ELEC: if (!one_in_(3)) @@ -1563,11 +1586,11 @@ static void give_activation_power(object_type *o_ptr) 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: @@ -1638,7 +1661,7 @@ static void give_activation_power(object_type *o_ptr) } /* 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; } @@ -1646,12 +1669,13 @@ static void give_activation_power(object_type *o_ptr) /*! * @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); @@ -1702,7 +1726,7 @@ static void get_random_name(char *return_name, bool armour, int power) } } - (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 @@ -1730,7 +1754,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) int i; /* Reset artifact bias */ - artifact_bias = 0; + o_ptr->artifact_bias = 0; /* Nuke enchantments */ o_ptr->name1 = 0; @@ -1751,74 +1775,74 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) 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, ""); @@ -1902,6 +1926,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) 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); @@ -1945,7 +1970,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) } } - 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)) { @@ -1989,6 +2014,16 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) 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] = ""; @@ -2025,32 +2060,14 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) } 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); @@ -2070,7 +2087,7 @@ 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) + switch (o_ptr->xtra3 - 1) { case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID; case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC; @@ -2127,1715 +2144,298 @@ const activation_type* find_activation_info(object_type *o_ptr) } /*! - * @brief 発動によるブレスの属性をアイテムの耐性から選択し、実行を処理する。/ Dragon breath activation - * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。 + * @brief 固定アーティファクト生成時の特別なハードコーディング処理を行う。. + * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。 + * 対象は恐怖の仮面、村正、ロビントンのハープ、龍争虎鬪、ブラッディムーン、羽衣、天女の羽衣、ミリム、 + * その他追加耐性、特性追加処理。 + * @attention プレイヤーの各種ステータスに依存した処理がある。 + * @todo 折を見て関数名を変更すること。 * @param o_ptr 対象のオブジェクト構造体ポインタ - * @return 発動実行の是非を返す。 + * @param a_ptr 生成する固定アーティファクト構造体ポインタ + * @return なし */ -static bool activate_dragon_breath(object_type *o_ptr) +void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr) { - u32b flgs[TR_FLAG_SIZE]; /* 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); + bool give_resistance = FALSE, give_power = FALSE; - for (i = 0; dragonbreath_info[i].flag != 0; i++) + if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */ { - if (have_flag(flgs, dragonbreath_info[i].flag)) + if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER) { - type[n] = dragonbreath_info[i].type; - name[n] = dragonbreath_info[i].name; - n++; + give_power = TRUE; + give_resistance = TRUE; } - } - - /* 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(_("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); - - return TRUE; -} - -/*! - * @brief アイテムの発動効果を処理する。 - * @details activate_random_artifact()とされているが、実際は全発動が統合された。 - * @todo 折を見て関数名を修正すること。 - * @param o_ptr 対象のオブジェクト構造体ポインタ - * @return 発動実行の是非を返す。 - */ -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 (!act_ptr) { - /* Maybe forgot adding information to activation_info table ? */ - msg_print("Activation information is not found."); - return FALSE; - } - - /* Activate for attack */ - switch (act_ptr->index) - { - case ACT_SUNLIGHT: + else { - if (!get_aim_dir(&dir)) return FALSE; - msg_print(_("太陽光線が放たれた。", "A line of sunlight appears.")); - (void)lite_line(dir, damroll(6, 8)); - break; + add_flag(o_ptr->art_flags, TR_AGGRAVATE); + add_flag(o_ptr->art_flags, TR_TY_CURSE); + o_ptr->curse_flags |= + (TRC_CURSED | TRC_HEAVY_CURSE); + o_ptr->curse_flags |= get_curse(2, o_ptr); + return; } + } - case ACT_BO_MISS_1: + if (o_ptr->name1 == ART_MURAMASA) + { + if (p_ptr->pclass != CLASS_SAMURAI) { - msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_bolt(GF_MISSILE, dir, damroll(2, 6)); - break; + add_flag(o_ptr->art_flags, TR_NO_MAGIC); + o_ptr->curse_flags |= (TRC_HEAVY_CURSE); } + } - case ACT_BA_POIS_1: + if (o_ptr->name1 == ART_ROBINTON) + { + if (p_ptr->pclass == CLASS_BARD) { - msg_print(_("それは濃緑色に脈動している...","It throbs deep green...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_POIS, dir, 12, 3); - break; + add_flag(o_ptr->art_flags, TR_DEC_MANA); } + } - case ACT_BO_ELEC_1: - { - msg_print(_("それは火花に覆われた...", "It is covered in sparks...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_bolt(GF_ELEC, dir, damroll(4, 8)); - break; - } + if (o_ptr->name1 == ART_XIAOLONG) + { + if (p_ptr->pclass == CLASS_MONK) + add_flag(o_ptr->art_flags, TR_BLOWS); + } - case ACT_BO_ACID_1: - { - msg_print(_("それは酸に覆われた...","It is covered in acid...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_bolt(GF_ACID, dir, damroll(5, 8)); - break; - } + if (o_ptr->name1 == ART_BLOOD) + { + get_bloody_moon_flags(o_ptr); + } - case ACT_BO_COLD_1: + if (o_ptr->name1 == ART_HEAVENLY_MAIDEN) + { + if (p_ptr->psex != SEX_FEMALE) { - msg_print(_("それは霜に覆われた...","It is covered in frost...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_bolt(GF_COLD, dir, damroll(6, 8)); - break; + add_flag(o_ptr->art_flags, TR_AGGRAVATE); } + } - case ACT_BO_FIRE_1: + if (o_ptr->name1 == ART_MILIM) + { + if (p_ptr->pseikaku == SEIKAKU_SEXY) { - msg_print(_("それは炎に覆われた...","It is covered in fire...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_bolt(GF_FIRE, dir, damroll(9, 8)); - break; + o_ptr->pval = 3; + add_flag(o_ptr->art_flags, TR_STR); + add_flag(o_ptr->art_flags, TR_INT); + add_flag(o_ptr->art_flags, TR_WIS); + add_flag(o_ptr->art_flags, TR_DEX); + add_flag(o_ptr->art_flags, TR_CON); + add_flag(o_ptr->art_flags, TR_CHR); } + } - case ACT_BA_COLD_1: - { - msg_print(_("それは霜に覆われた...","It is covered in frost...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_COLD, dir, 48, 2); - break; - } - - case ACT_BA_COLD_2: - { - msg_print(_("それは青く激しく輝いた...", "It glows an intense blue...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_COLD, dir, 100, 2); - break; - } - - case ACT_BA_COLD_3: - { - msg_print(_("明るく白色に輝いている...", "It glows bright white...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_COLD, dir, 400, 3); - break; - } + if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE; + if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE; + if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER)) + { + /* Give a resistance OR a power */ + if (one_in_(2)) give_resistance = TRUE; + else give_power = TRUE; + } - case ACT_BA_FIRE_1: - { - msg_print(_("それは赤く激しく輝いた...","It glows an intense red...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_FIRE, dir, 72, 2); - break; - } - - case ACT_BA_FIRE_2: - { - msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_FIRE, dir, 120, 3); - break; - } - - case ACT_BA_FIRE_3: - { - msg_print(_("深赤色に輝いている...", "It glows deep red...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_FIRE, dir, 300, 3); - break; - } - - case ACT_BA_FIRE_4: - { - msg_print(_("それは赤く激しく輝いた...","It glows an intense red...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_FIRE, dir, 100, 2); - break; - } - - case ACT_BA_ELEC_2: - { - msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_ELEC, dir, 100, 3); - break; - } - - case ACT_BA_ELEC_3: - { - msg_print(_("深青色に輝いている...", "It glows deep blue...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_ELEC, dir, 500, 3); - break; - } - - case ACT_BA_ACID_1: - { - msg_print(_("それは黒く激しく輝いた...","It glows an intense black...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_ACID, dir, 100, 2); - break; - } - - case ACT_BA_NUKE_1: - { - msg_print(_("それは緑に激しく輝いた...","It glows an intense green...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_NUKE, dir, 100, 2); - break; - } - - case ACT_DRAIN_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)) - break; - } + if (give_power) + { + one_ability(o_ptr); + } - case ACT_DRAIN_2: - { - msg_print(_("黒く輝いている...", "It glows black...")); - if (!get_aim_dir(&dir)) return FALSE; - drain_life(dir, 120); - break; - } + if (give_resistance) + { + one_high_resistance(o_ptr); + } +} - case ACT_VAMPIRE_1: - { - if (!get_aim_dir(&dir)) return FALSE; - for (dummy = 0; dummy < 3; dummy++) - { - if (drain_life(dir, 50)) - hp_player(50); - } - break; - } - case ACT_BO_MISS_2: - { - msg_print(_("魔法のトゲが現れた...", "It grows magical spikes...")); - if (!get_aim_dir(&dir)) return FALSE; - fire_bolt(GF_ARROW, dir, 150); - break; - } +/*! + * @brief フロアの指定された位置に固定アーティファクトを生成する。 / Create the artifact of the specified number + * @details 固定アーティファクト構造体から基本ステータスをコピーした後、所定の座標でdrop_item()で落とす。 + * @param a_idx 生成する固定アーティファクト構造体のID + * @param y アイテムを落とす地点のy座標 + * @param x アイテムを落とす地点のx座標 + * @return 生成が成功したか否か、失敗はIDの不全、ベースアイテムの不全、drop_item()の失敗時に起こる。 + * @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; + IDX i; - case ACT_WHIRLWIND: - { - { - int y = 0, x = 0; - cave_type *c_ptr; - monster_type *m_ptr; + artifact_type *a_ptr = &a_info[a_idx]; - for (dir = 0; dir <= 9; dir++) - { - y = py + ddy[dir]; - x = px + ddx[dir]; - c_ptr = &cave[y][x]; - - /* Get the monster */ - m_ptr = &m_list[c_ptr->m_idx]; - - /* Hack -- attack monsters */ - if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT))) - py_attack(y, x, 0); - } - } - break; - } - - case ACT_VAMPIRE_2: - { - if (!get_aim_dir(&dir)) return FALSE; - for (dummy = 0; dummy < 3; dummy++) - { - if (drain_life(dir, 100)) - hp_player(100); - } - break; - } - - - case ACT_CALL_CHAOS: - { - msg_print(_("様々な色の火花を発している...","It glows in scintillating colours...")); - call_chaos(); - break; - } - - case ACT_ROCKET: - { - if (!get_aim_dir(&dir)) return FALSE; - msg_print(_("ロケットを発射した!", "You launch a rocket!")); - fire_ball(GF_ROCKET, dir, 250 + plev*3, 2); - break; - } - - case ACT_DISP_EVIL: - { - msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness...")); - dispel_evil(p_ptr->lev * 5); - break; - } - - case ACT_BA_MISS_3: - { - 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); - break; - } - - case ACT_DISP_GOOD: - { - msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil...")); - dispel_good(p_ptr->lev * 5); - break; - } - - case ACT_BO_MANA: - { - msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name); - if (!get_aim_dir(&dir)) return FALSE; - fire_bolt(GF_ARROW, dir, 150); - break; - } - - case ACT_BA_WATER: - { - msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_WATER, dir, 200, 3); - break; - } - - case ACT_BA_DARK: - { - msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_DARK, dir, 250, 4); - break; - } - - case ACT_BA_MANA: - { - msg_format(_("%sが青白く光った...", "The %s glows pale..."), name); - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_MANA, dir, 250, 4); - break; - } - - case ACT_PESTICIDE: - { - msg_print(_("あなたは害虫を一掃した。","You exterminate small life.")); - (void)dispel_monsters(4); - break; - } - - case ACT_BLINDING_LIGHT: - { - msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name); - fire_ball(GF_LITE, 0, 300, 6); - confuse_monsters(3 * p_ptr->lev / 2); - break; - } - - case ACT_BIZARRE: - { - msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name); - if (!get_aim_dir(&dir)) return FALSE; - ring_of_power(dir); - break; - } - - case ACT_CAST_BA_STAR: - { - int num = damroll(5, 3); - int 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++) - { - attempts = 1000; - - while (attempts--) - { - scatter(&y, &x, py, px, 4, 0); - - if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue; - - if (!player_bold(y, x)) break; - } - - project(0, 3, y, x, 150, GF_ELEC, - (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1); - } - - break; - } - - case ACT_BLADETURNER: - { - 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); - 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); - (void)hp_player(10); - (void)set_blessed(randint1(50) + 50, FALSE); - (void)set_oppose_acid(randint1(50) + 50, FALSE); - (void)set_oppose_elec(randint1(50) + 50, FALSE); - (void)set_oppose_fire(randint1(50) + 50, FALSE); - (void)set_oppose_cold(randint1(50) + 50, FALSE); - (void)set_oppose_pois(randint1(50) + 50, FALSE); - 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; - } - - /* Activate for other offensive action */ - - case ACT_CONFUSE: - { - msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours...")); - if (!get_aim_dir(&dir)) return FALSE; - confuse_monster(dir, 20); - break; - } - - case ACT_SLEEP: - { - msg_print(_("深青色に輝いている...", "It glows deep blue...")); - sleep_monsters_touch(); - break; - } - - case ACT_QUAKE: - { - earthquake(py, px, 5); - break; - } - - case ACT_TERROR: - { - turn_monsters(40 + p_ptr->lev); - break; - } - - case ACT_TELE_AWAY: - { - if (!get_aim_dir(&dir)) return FALSE; - (void)fire_beam(GF_AWAY_ALL, dir, plev); - break; - } - - case ACT_BANISH_EVIL: - { - if (banish_evil(100)) - { - msg_print(_("アーティファクトの力が邪悪を打ち払った!", "The power of the artifact banishes evil!")); - } - break; - } - - case ACT_GENOCIDE: - { - msg_print(_("深青色に輝いている...", "It glows deep blue...")); - (void)symbol_genocide(200, TRUE); - break; - } - - case ACT_MASS_GENO: - { - msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note...")); - (void)mass_genocide(200, TRUE); - break; - } - - case ACT_SCARE_AREA: - { - if (music_singing_any()) stop_singing(); - if (hex_spelling_any()) stop_hex_spell_all(); - msg_print(_("あなたは力強い突風を吹き鳴らした。周囲の敵が震え上っている!", - "You wind a mighty blast; your enemies tremble!")); - (void)turn_monsters((3 * p_ptr->lev / 2) + 10); - break; - } - - case ACT_AGGRAVATE: - { - if (o_ptr->name1 == ART_HYOUSIGI) - { - msg_print(_("拍子木を打った。", "You beat Your wooden clappers.")); - } - else - { - msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name); - } - aggravate_monsters(0); - break; - } - - /* Activate for summoning / charming */ - - case ACT_CHARM_ANIMAL: - { - if (!get_aim_dir(&dir)) return FALSE; - (void)charm_animal(dir, plev * 2); - break; - } - - case ACT_CHARM_UNDEAD: - { - if (!get_aim_dir(&dir)) return FALSE; - (void)control_one_undead(dir, plev * 2); - break; - } - - case ACT_CHARM_OTHER: - { - if (!get_aim_dir(&dir)) return FALSE; - (void)charm_monster(dir, plev * 2); - break; - } - - case ACT_CHARM_ANIMALS: - { - (void)charm_animals(plev * 2); - break; - } - - case ACT_CHARM_OTHERS: - { - charm_monsters(plev * 2); - break; - } - - case ACT_SUMMON_ANIMAL: - { - (void)summon_specific(-1, py, px, 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)); - break; - } - - case ACT_SUMMON_ELEMENTAL: - { - bool pet = one_in_(3); - u32b 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)) - { - msg_print(_("エレメンタルが現れた...", "An elemental materializes...")); - if (pet) - msg_print(_("あなたに服従しているようだ。", "It seems obedient to you.")); - else - msg_print(_("それをコントロールできなかった!", "You fail to control it!")); - } - - break; - } - - case ACT_SUMMON_DEMON: - { - bool pet = one_in_(3); - u32b 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)) - { - msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone.")); - if (pet) - msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'")); - else - msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'")); - } - - break; - } - - case ACT_SUMMON_UNDEAD: - { - bool pet = one_in_(3); - int type; - u32b mode = 0L; - - type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD); - - if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP; - 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)) - { - 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) - msg_print(_("古えの死せる者共があなたに仕えるため土から甦った!", - "Ancient, long-dead forms arise from the ground to serve you!")); - else - msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!", - "'The dead arise... to punish you for disturbing them!'")); - } - - break; - } - - case ACT_SUMMON_HOUND: - { - u32b 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 (pet) - msg_print(_("ハウンドがあなたの下僕として出現した。", - "A group of hounds appear as your servant.")); - else - msg_print(_("ハウンドはあなたに牙を向けている!", - "A group of hounds appear as your enemy!")); - } - - break; - } - - 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)); - break; - } - - case ACT_SUMMON_OCTOPUS: - { - u32b 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 (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.")); - else - msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!")); - } - - break; - } - - /* Activate for healing */ - - case ACT_CHOIR_SINGS: - { - msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings...")); - (void)set_poisoned(0); - (void)set_cut(0); - (void)set_stun(0); - (void)set_confused(0); - (void)set_blind(0); - (void)set_afraid(0); - (void)set_hero(randint1(25) + 25, FALSE); - (void)hp_player(777); - break; - } - - case ACT_CURE_LW: - { - (void)set_afraid(0); - (void)hp_player(30); - break; - } - - case ACT_CURE_MW: - { - msg_print(_("深紫色の光を発している...", "It radiates deep purple...")); - hp_player(damroll(4, 8)); - (void)set_cut((p_ptr->cut / 2) - 50); - break; - } - - case ACT_CURE_POISON: - { - msg_print(_("深青色に輝いている...", "It glows deep blue...")); - (void)set_afraid(0); - (void)set_poisoned(0); - break; - } - - case ACT_REST_EXP: - { - msg_print(_("深紅に輝いている...", "It glows a deep red...")); - restore_level(); - break; - } - - case ACT_REST_ALL: - { - msg_print(_("濃緑色に輝いている...", "It glows a deep green...")); - (void)do_res_stat(A_STR); - (void)do_res_stat(A_INT); - (void)do_res_stat(A_WIS); - (void)do_res_stat(A_DEX); - (void)do_res_stat(A_CON); - (void)do_res_stat(A_CHR); - (void)restore_level(); - break; - } - - case ACT_CURE_700: - { - msg_print(_("深青色に輝いている...","It glows deep blue...")); - msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside...")); - (void)hp_player(700); - (void)set_cut(0); - break; - } - - case ACT_CURE_1000: - { - msg_print(_("白く明るく輝いている...","It glows a bright white...")); - msg_print(_("ひじょうに気分がよい...","You feel much better...")); - (void)hp_player(1000); - (void)set_cut(0); - break; - } - - case ACT_CURING: - { - msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name); - (void)set_poisoned(0); - (void)set_confused(0); - (void)set_blind(0); - (void)set_stun(0); - (void)set_cut(0); - (void)set_image(0); - - break; - } - - case ACT_CURE_MANA_FULL: - { - msg_format(_("%sが青白く光った...","The %s glows pale..."), name); - if (p_ptr->pclass == CLASS_MAGIC_EATER) - { - int i; - for (i = 0; i < EATER_EXT*2; i++) - { - p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3; - 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; - } - for (; i < EATER_EXT*3; i++) - { - int 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; - } - msg_print(_("頭がハッキリとした。", "You feel your head clear.")); - p_ptr->window |= (PW_PLAYER); - } - else if (p_ptr->csp < p_ptr->msp) - { - p_ptr->csp = p_ptr->msp; - p_ptr->csp_frac = 0; - msg_print(_("頭がハッキリとした。", "You feel your head clear.")); - p_ptr->redraw |= (PR_MANA); - p_ptr->window |= (PW_PLAYER); - p_ptr->window |= (PW_SPELL); - } - break; - } - - /* Activate for timed effect */ - - case ACT_ESP: - { - (void)set_tim_esp(randint1(30) + 25, FALSE); - 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); */ - break; - } - - case ACT_PROT_EVIL: - { - msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name); - k = 3 * p_ptr->lev; - (void)set_protevil(randint1(25) + k, FALSE); - break; - } - - case ACT_RESIST_ALL: - { - msg_print(_("様々な色に輝いている...", "It glows many colours...")); - (void)set_oppose_acid(randint1(40) + 40, FALSE); - (void)set_oppose_elec(randint1(40) + 40, FALSE); - (void)set_oppose_fire(randint1(40) + 40, FALSE); - (void)set_oppose_cold(randint1(40) + 40, FALSE); - (void)set_oppose_pois(randint1(40) + 40, FALSE); - break; - } - - case ACT_SPEED: - { - msg_print(_("明るく緑色に輝いている...", "It glows bright green...")); - (void)set_fast(randint1(20) + 20, FALSE); - break; - } - - case ACT_XTRA_SPEED: - { - msg_print(_("明るく輝いている...", "It glows brightly...")); - (void)set_fast(randint1(75) + 75, FALSE); - break; - } - - case ACT_WRAITH: - { - set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE); - break; - } - - case ACT_INVULN: - { - (void)set_invuln(randint1(8) + 8, FALSE); - break; - } - - case ACT_HELO: - { - (void)set_afraid(0); - set_hero(randint1(25)+25, FALSE); - hp_player(10); - break; - } - - case ACT_HELO_SPEED: - { - (void)set_fast(randint1(50) + 50, FALSE); - hp_player(10); - set_afraid(0); - set_hero(randint1(50) + 50, FALSE); - break; - } - - case ACT_RESIST_ACID: - { - msg_format(_("%sが黒く輝いた...", "The %s grows black."), name); - 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); - break; - } - - case ACT_RESIST_FIRE: - { - msg_format(_("%sが赤く輝いた...","The %s grows red."), name); - 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); - break; - } - - case ACT_RESIST_COLD: - { - msg_format(_("%sが白く輝いた...","The %s grows white.") , name); - 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); - break; - } - - case ACT_RESIST_ELEC: - { - msg_format(_("%sが青く輝いた...", "The %s grows blue."), name); - 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; - } - - case ACT_RESIST_POIS: - { - msg_format(_("%sが緑に輝いた...", "The %s grows green."), name); - (void)set_oppose_pois(randint1(20) + 20, FALSE); - break; - } - - /* Activate for general purpose effect (detection etc.) */ - - case ACT_LIGHT: - { - msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name); - lite_area(damroll(2, 15), 3); - break; - } - - case ACT_MAP_LIGHT: - { - msg_print(_("眩しく輝いた...", "It shines brightly...")); - map_area(DETECT_RAD_MAP); - lite_area(damroll(2, 15), 3); - break; - } - - case ACT_DETECT_ALL: - { - msg_print(_("白く明るく輝いている...", "It glows bright white...")); - msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind...")); - detect_all(DETECT_RAD_DEFAULT); - break; - } - - case ACT_DETECT_XTRA: - { - msg_print(_("明るく輝いている...", "It glows brightly...")); - detect_all(DETECT_RAD_DEFAULT); - probing(); - identify_fully(FALSE); - break; - } - - case ACT_ID_FULL: - { - msg_print(_("黄色く輝いている...", "It glows yellow...")); - identify_fully(FALSE); - break; - } - - case ACT_ID_PLAIN: - { - if (!ident_spell(FALSE)) return FALSE; - break; - } - - case ACT_RUNE_EXPLO: - { - msg_print(_("明るい赤色に輝いている...", "It glows bright red...")); - explosive_rune(); - break; - } - - case ACT_RUNE_PROT: - { - msg_print(_("ブルーに明るく輝いている...", "It glows light blue...")); - warding_glyph(); - break; - } - - case ACT_SATIATE: - { - (void)set_food(PY_FOOD_MAX - 1); - break; - } - - case ACT_DEST_DOOR: - { - msg_print(_("明るい赤色に輝いている...", "It glows bright red...")); - destroy_doors_touch(); - break; - } - - case ACT_STONE_MUD: - { - msg_print(_("鼓動している...", "It pulsates...")); - if (!get_aim_dir(&dir)) return FALSE; - wall_to_mud(dir, 20 + randint1(30)); - break; - } - - case ACT_RECHARGE: - { - recharge(130); - break; - } - - case ACT_ALCHEMY: - { - msg_print(_("明るい黄色に輝いている...", "It glows bright yellow...")); - (void)alchemy(); - break; - } - - case ACT_DIM_DOOR: - { - msg_print(_("次元の扉が開いた。目的地を選んで下さい。", "You open a dimensional gate. Choose a destination.")); - if (!dimension_door()) return FALSE; - break; - } - - - case ACT_TELEPORT: - { - msg_print(_("周りの空間が歪んでいる...", "It twists space around you...")); - teleport_player(100, 0L); - break; - } - - case ACT_RECALL: - { - msg_print(_("やわらかな白色に輝いている...", "It glows soft white...")); - if (!word_of_recall()) return FALSE; - break; - } - - case ACT_JUDGE: - { - msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name); - chg_virtue(V_KNOWLEDGE, 1); - chg_virtue(V_ENLIGHTEN, 1); - wiz_lite(FALSE); - - msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name); - take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1); - - (void)detect_traps(DETECT_RAD_DEFAULT, TRUE); - (void)detect_doors(DETECT_RAD_DEFAULT); - (void)detect_stairs(DETECT_RAD_DEFAULT); - - if (get_check(_("帰還の力を使いますか?", "Activate recall? "))) - { - (void)word_of_recall(); - } - - break; - } - - case ACT_TELEKINESIS: - { - if (!get_aim_dir(&dir)) return FALSE; - msg_format(_("%sを伸ばした。", "You stretched your %s."), name); - fetch(dir, 500, TRUE); - break; - } - - case ACT_DETECT_UNIQUE: - { - int i; - monster_type *m_ptr; - monster_race *r_ptr; - msg_print(_("奇妙な場所が頭の中に浮かんだ...", "Some strange places show up in your mind. And you see ...")); - /* Process the monsters (backwards) */ - for (i = m_max - 1; i >= 1; i--) - { - /* Access the monster */ - m_ptr = &m_list[i]; - - /* Ignore "dead" monsters */ - if (!m_ptr->r_idx) continue; - - r_ptr = &r_info[m_ptr->r_idx]; - - if(r_ptr->flags1 & RF1_UNIQUE) - { - msg_format(_("%s. ", "%s. "),r_name + r_ptr->name); - } - } - break; - } - - case ACT_ESCAPE: - { - switch (randint1(13)) - { - case 1: case 2: case 3: case 4: case 5: - teleport_player(10, 0L); - break; - case 6: case 7: case 8: case 9: case 10: - teleport_player(222, 0L); - break; - case 11: case 12: - (void)stair_creation(); - break; - default: - if (get_check(_("この階を去りますか?", "Leave this level? "))) - { - if (autosave_l) do_cmd_save_game(TRUE); - - /* Leaving */ - p_ptr->leaving = TRUE; - } - } - break; - } - - case ACT_DISP_CURSE_XTRA: - { - msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name); - if (remove_all_curse()) - { - msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you.")); - } - (void)probing(); - break; - } - - case ACT_BRAND_FIRE_BOLTS: - { - msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name); - (void)brand_bolts(); - break; - } - - case ACT_RECHARGE_XTRA: - { - msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name); - if (!recharge(1000)) return FALSE; - break; - } - - case ACT_LORE: - { - msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries...")); - if (!ident_spell(FALSE)) return FALSE; - - if (mp_ptr->spell_book) - { - /* Sufficient mana */ - if (20 <= p_ptr->csp) - { - /* Use some mana */ - p_ptr->csp -= 20; - } - - /* Over-exert the player */ - else - { - int oops = 20 - p_ptr->csp; - - /* No mana left */ - p_ptr->csp = 0; - p_ptr->csp_frac = 0; - - /* Message */ - msg_print(_("石を制御できない!", "You are too weak to control the stone!")); - /* Hack -- Bypass free action */ - (void)set_paralyzed(p_ptr->paralyzed + - randint1(5 * oops + 1)); - - /* Confusing. */ - (void)set_confused(p_ptr->confused + - randint1(5 * oops + 1)); - } - - /* Redraw mana */ - p_ptr->redraw |= (PR_MANA); - } - take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1); - /* Confusing. */ - if (one_in_(5)) (void)set_confused(p_ptr->confused + - randint1(10)); - - /* Exercise a little care... */ - if (one_in_(20)) - take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1); - break; - } - - case ACT_SHIKOFUMI: - { - msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)")); - (void)set_afraid(0); - (void)set_hero(randint1(20) + 20, FALSE); - dispel_evil(p_ptr->lev * 3); - 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を脱ぎ捨てた。", "You cast off %s."), o_name); - - /* Get effects */ - msg_print(_("「燃え上がれ俺の小宇宙!」", "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(_("気が爆発寸前になった。", "Your force are immediatly before explosion.")); - } - - break; - } - - case ACT_FALLING_STAR: - { - 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); - 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); - break; - } - - case ACT_TELEPORT_LEVEL: - { - if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)"))) return FALSE; - teleport_level(0); - break; - } - - case ACT_STRAIN_HASTE: - { - int t; - msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name); - take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1); - t = 25 + randint1(25); - (void)set_fast(p_ptr->fast + t, FALSE); - break; - } - - case ACT_FISHING: - { - int x, y; - - if (!get_rep_dir2(&dir)) return FALSE; - y = py+ddy[dir]; - x = px+ddx[dir]; - tsuri_dir = dir; - if (!cave_have_flag_bold(y, x, FF_WATER)) - { - msg_print(_("そこは水辺ではない。", "There is no fishing place.")); - return FALSE; - } - else if (cave[y][x].m_idx) - { - char m_name[80]; - monster_desc(m_name, &m_list[cave[y][x].m_idx], 0); - msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name); - energy_use = 0; - return FALSE; - } - set_action(ACTION_FISH); - p_ptr->redraw |= (PR_STATE); - break; - } - - case ACT_INROU: - { - int count = 0, i; - monster_type *m_ptr; - cptr kakusan = ""; - - if (summon_named_creature(0, py, px, 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)) - { - msg_print(_("『格さん』が現れた。", "Kaku-san appears.")); - kakusan = "Kaku-san"; - count++; - } - if (!count) - { - for (i = m_max - 1; i > 0; i--) - { - 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; - count++; - break; - } - } - - if (count) - { - msg_format(_("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」", - "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan); - sukekaku = TRUE; - stun_monsters(120); - confuse_monsters(120); - turn_monsters(120); - stasis_monsters(120); - sukekaku = FALSE; - } - else - { - msg_print(_("しかし、何も起きなかった。", "Nothing happen.")); - } - break; - } + /* Get local object */ + q_ptr = &forge; - case ACT_MURAMASA: - { - /* Only for Muramasa */ - if (o_ptr->name1 != ART_MURAMASA) return FALSE; - if (get_check(_("本当に使いますか?", "Are you sure?!"))) - { - msg_print(_("村正が震えた...", "The Muramasa pulsates...")); - do_inc_stat(A_STR); - if (one_in_(2)) - { - msg_print(_("村正は壊れた!", "The Muramasa is destroyed!")); - curse_weapon_object(TRUE, o_ptr); - } - } - break; - } + /* Ignore "empty" artifacts */ + if (!a_ptr->name) return FALSE; - case ACT_BLOODY_MOON: - { - /* Only for Bloody Moon */ - if (o_ptr->name1 != ART_BLOOD) return FALSE; - msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!")); - get_bloody_moon_flags(o_ptr); - if (p_ptr->prace == RACE_ANDROID) calc_android_exp(); - p_ptr->update |= (PU_BONUS | PU_HP); - break; - } + /* Acquire the "kind" index */ + i = lookup_kind(a_ptr->tval, a_ptr->sval); - case ACT_CRIMSON: - { - int num = 1; - int i; - int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; - int tx, ty; + /* Oops */ + if (!i) return FALSE; - /* Only for Crimson */ - if (o_ptr->name1 != ART_CRIMSON) return FALSE; + /* Create the artifact */ + object_prep(q_ptr, i); - msg_print(_("せっかくだから『クリムゾン』をぶっぱなすぜ!", "I'll fire CRIMSON! SEKKAKUDAKARA!")); + /* Save the name */ + q_ptr->name1 = (byte_hack)a_idx; - if (!get_aim_dir(&dir)) return FALSE; + /* Extract the fields */ + q_ptr->pval = a_ptr->pval; + q_ptr->ac = a_ptr->ac; + q_ptr->dd = a_ptr->dd; + q_ptr->ds = a_ptr->ds; + q_ptr->to_a = a_ptr->to_a; + q_ptr->to_h = a_ptr->to_h; + q_ptr->to_d = a_ptr->to_d; + q_ptr->weight = a_ptr->weight; - /* Use the given direction */ - tx = px + 99 * ddx[dir]; - ty = py + 99 * ddy[dir]; + /* Hack -- extract the "cursed" flag */ + if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED); + if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE); + if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE); + if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr); + if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr); + if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr); - /* Hack -- Use an actual "target" */ - if ((dir == 5) && target_okay()) - { - tx = target_col; - ty = target_row; - } + random_artifact_resistance(q_ptr, a_ptr); - if (p_ptr->pclass == CLASS_ARCHER) - { - /* Extra shot at level 10 */ - if (p_ptr->lev >= 10) num++; + /* Drop the artifact from heaven */ + return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE; +} - /* Extra shot at level 30 */ - if (p_ptr->lev >= 30) num++; +/*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); - /* Extra shot at level 45 */ - if (p_ptr->lev >= 45) num++; - } + HIT_POINT dam, base, s_evil, forced, vorpal; + dam = base = s_evil = forced = vorpal = 0; - 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); - break; - } + dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2; - default: - { - msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index); - return FALSE; - } + if(have_flag(flgs, TR_KILL_EVIL)) + { + dam = s_evil = dam * 7 / 2; } - - /* 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; - } + else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL)) + { + dam = s_evil = dam * 2; } + else s_evil = dam; - return TRUE; -} - -/*! - * @brief 固定アーティファクト『ブラッディムーン』の特性を変更する。 - * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。 - * @param o_ptr 対象のオブジェクト構造体(ブラッディムーン)のポインタ - * @return なし - */ -void get_bloody_moon_flags(object_type *o_ptr) -{ - int dummy, i; - - for (i = 0; i < TR_FLAG_SIZE; i++) - o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i]; - - dummy = randint1(2) + randint1(2); - for (i = 0; i < dummy; i++) + if (have_flag(flgs, TR_FORCE_WEAPON)) { - int flag = randint0(26); - if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20); - else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL); - else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN); - else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag); + dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd); } + else forced = dam; - dummy = randint1(2); - for (i = 0; i < dummy; i++) one_resistance(o_ptr); - - for (i = 0; i < 2; i++) + if(have_flag(flgs, TR_VORPAL)) { - int tmp = randint0(11); - if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp); - else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6); + 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); } -/*! - * @brief 固定アーティファクト生成時の特別なハードコーディング処理を行う。. - * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。 - * 対象は恐怖の仮面、村正、ロビントンのハープ、龍争虎鬪、ブラッディムーン、羽衣、天女の羽衣、ミリム、 - * その他追加耐性、特性追加処理。 - * @attention プレイヤーの各種ステータスに依存した処理がある。 - * @todo 折を見て関数名を変更すること。 - * @param o_ptr 対象のオブジェクト構造体ポインタ - * @param a_ptr 生成する固定アーティファクト構造体ポインタ - * @return なし - */ -void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr) +static int suppression_evil_dam(object_type *o_ptr) { - bool give_resistance = FALSE, give_power = FALSE; + int num = FALSE; + u32b flgs[TR_FLAG_SIZE]; + object_flags(o_ptr, flgs); - if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */ + if (have_flag(flgs, TR_VAMPIRIC)) { - if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER) + if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52)) { - give_power = TRUE; - give_resistance = TRUE; + num = TRUE; } - else + else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43)) { - add_flag(o_ptr->art_flags, TR_AGGRAVATE); - add_flag(o_ptr->art_flags, TR_TY_CURSE); - o_ptr->curse_flags |= - (TRC_CURSED | TRC_HEAVY_CURSE); - o_ptr->curse_flags |= get_curse(2, o_ptr); - return; + num = TRUE; } - } - - if (o_ptr->name1 == ART_MURAMASA) - { - if (p_ptr->pclass != CLASS_SAMURAI) + else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33)) { - add_flag(o_ptr->art_flags, TR_NO_MAGIC); - o_ptr->curse_flags |= (TRC_HEAVY_CURSE); + num = TRUE; } - } - - if (o_ptr->name1 == ART_ROBINTON) - { - if (p_ptr->pclass == CLASS_BARD) + else if (calc_arm_avgdamage(o_ptr) > 63) { - add_flag(o_ptr->art_flags, TR_DEC_MANA); + num = TRUE; } } - - if (o_ptr->name1 == ART_XIAOLONG) - { - if (p_ptr->pclass == CLASS_MONK) - add_flag(o_ptr->art_flags, TR_BLOWS); - } - - if (o_ptr->name1 == ART_BLOOD) - { - get_bloody_moon_flags(o_ptr); - } - - if (o_ptr->name1 == ART_HEAVENLY_MAIDEN) + else { - if (p_ptr->psex != SEX_FEMALE) + if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65)) { - add_flag(o_ptr->art_flags, TR_AGGRAVATE); + num = TRUE; } - } - - if (o_ptr->name1 == ART_MILIM) - { - if (p_ptr->pseikaku == SEIKAKU_SEXY) + else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52)) { - o_ptr->pval = 3; - add_flag(o_ptr->art_flags, TR_STR); - add_flag(o_ptr->art_flags, TR_INT); - add_flag(o_ptr->art_flags, TR_WIS); - add_flag(o_ptr->art_flags, TR_DEX); - add_flag(o_ptr->art_flags, TR_CON); - add_flag(o_ptr->art_flags, TR_CHR); + 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; } } - - if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE; - if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE; - if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER)) - { - /* Give a resistance OR a power */ - if (one_in_(2)) give_resistance = TRUE; - else give_power = TRUE; - } - - if (give_power) - { - one_ability(o_ptr); - } - - if (give_resistance) - { - one_high_resistance(o_ptr); - } + return(num); } - -/*! - * @brief フロアの指定された位置に固定アーティファクトを生成する。 / Create the artifact of the specified number - * @details 固定アーティファクト構造体から基本ステータスをコピーした後、所定の座標でdrop_item()で落とす。 - * @param a_idx 生成する固定アーティファクト構造体のID - * @param y アイテムを落とす地点のy座標 - * @param x アイテムを落とす地点のx座標 - * @return 生成が成功したか否か、失敗はIDの不全、ベースアイテムの不全、drop_item()の失敗時に起こる。 - * @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) +static int weakening_artifact(object_type *o_ptr) { - object_type forge; - object_type *q_ptr; - int i; - - artifact_type *a_ptr = &a_info[a_idx]; - - /* Get local object */ - q_ptr = &forge; - - /* Ignore "empty" artifacts */ - if (!a_ptr->name) return FALSE; - - /* Acquire the "kind" index */ - i = lookup_kind(a_ptr->tval, a_ptr->sval); - - /* Oops */ - if (!i) return FALSE; + KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->sval, o_ptr->tval); + object_kind *k_ptr = &k_info[k_idx]; - /* Create the artifact */ - object_prep(q_ptr, i); + 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; - /* Save the name */ - q_ptr->name1 = a_idx; + if (o_ptr->dd > o_ptr->ds) + { + o_ptr->dd--; + } + else + { + o_ptr->ds--; + } - /* Extract the fields */ - q_ptr->pval = a_ptr->pval; - q_ptr->ac = a_ptr->ac; - q_ptr->dd = a_ptr->dd; - q_ptr->ds = a_ptr->ds; - q_ptr->to_a = a_ptr->to_a; - q_ptr->to_h = a_ptr->to_h; - q_ptr->to_d = a_ptr->to_d; - q_ptr->weight = a_ptr->weight; + 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; - /* Hack -- extract the "cursed" flag */ - if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED); - if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE); - if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE); - if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr); - if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr); - if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr); + o_ptr->to_d = o_ptr->to_d - damroll(1, 6); + if (o_ptr->to_d < 10) + { + o_ptr->to_d = 10; + } - random_artifact_resistance(q_ptr, a_ptr); + 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); - /* Drop the artifact from heaven */ - return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE; -} + return 1; + } + return 0; +} \ No newline at end of file