X-Git-Url: http://git.osdn.net/view?p=hengband%2Fhengband.git;a=blobdiff_plain;f=src%2Fartifact.c;h=54b6c7a01c54dc7bd809608bde106229e63e9325;hp=f064c5628b5fb894732d8160ccbca7a71756a506;hb=97c7a62d7abe963c7a9abcb22a35273101a09081;hpb=8fc6a1c0803e0eb0122c3275a9b2ebc67963d9c9 diff --git a/src/artifact.c b/src/artifact.c index f064c5628..54b6c7a01 100644 --- a/src/artifact.c +++ b/src/artifact.c @@ -1,56 +1,42 @@ -/* Purpose: Artifact code */ - -/* - * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke - * - * This software may be copied and distributed for educational, research, and - * not for profit purposes provided that this copyright and statement are - * included in all such copies. +/*! + * @file artifact.c + * @brief アーティファクトの生成と管理 / Artifact code + * @date 2013/12/11 + * @author + * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n + * This software may be copied and distributed for educational, research, and\n + * not for profit purposes provided that this copyright and statement are\n + * included in all such copies.\n + * 2013 Deskull rearranged comment for Doxygen. */ #include "angband.h" +static int suppression_evil_dam(object_type *o_ptr); +static int weakening_artifact(object_type *o_ptr); + /* Chance of using syllables to form the name instead of the "template" files */ -#define SINDARIN_NAME 10 -#define TABLE_NAME 20 -#define A_CURSED 13 -#define WEIRD_LUCK 12 -#define BIAS_LUCK 20 -#define IM_LUCK 7 - -/* +#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 - - -/* - * Use for biased artifact creation - */ -static int artifact_bias; - -/* - * Choose one random sustain - */ -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; - } -} +#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 */ -/* - * Choose one random high resistance +/*! + * @brief 対象のオブジェクトにランダムな上位耐性を一つ付加する。/ Choose one random high resistance + * @details 重複の抑止はない。候補は毒、閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、劣化、恐怖のいずれか。 + * @param o_ptr 対象のオブジェクト構造体ポインタ + * @return なし */ void one_high_resistance(object_type *o_ptr) { @@ -71,9 +57,13 @@ void one_high_resistance(object_type *o_ptr) } } - -/* - * Choose one random high resistance ( except poison and disenchantment ) +/*! + * @brief 対象のオブジェクトに王者の指輪向けの上位耐性を一つ付加する。/ Choose one random high resistance + * @details 候補は閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、恐怖であり + * 王者の指輪にあらかじめついている耐性をone_high_resistance()から除外したものである。 + * ランダム付加そのものに重複の抑止はない。 + * @param o_ptr 対象のオブジェクト構造体ポインタ + * @return なし */ void one_lordly_high_resistance(object_type *o_ptr) { @@ -92,9 +82,11 @@ void one_lordly_high_resistance(object_type *o_ptr) } } - -/* - * Choose one random element resistance +/*! + * @brief 対象のオブジェクトに元素耐性を一つ付加する。/ Choose one random element resistance + * @details 候補は火炎、冷気、電撃、酸のいずれかであり、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_ele_resistance(object_type *o_ptr) { @@ -107,9 +99,11 @@ void one_ele_resistance(object_type *o_ptr) } } - -/* - * Choose one random element or poison resistance +/*! + * @brief 対象のオブジェクトにドラゴン装備向け元素耐性を一つ付加する。/ Choose one random element or poison resistance + * @details 候補は1/7の確率で毒、6/7の確率で火炎、冷気、電撃、酸のいずれか(one_ele_resistance()のコール)であり、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_dragon_ele_resistance(object_type *o_ptr) { @@ -123,31 +117,37 @@ void one_dragon_ele_resistance(object_type *o_ptr) } } - -/* - * Choose one lower rank esp +/*! + * @brief 対象のオブジェクトに弱いESPを一つ付加する。/ Choose one lower rank esp + * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、 + * ドラゴン、人間、善良、ユニークESPのいずれかであり、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_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; } } - -/* - * Choose one random resistance +/*! + * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance + * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance) + * をコールする。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_resistance(object_type *o_ptr) { @@ -162,21 +162,25 @@ void one_resistance(object_type *o_ptr) } -/* - * Choose one random ability +/*! + * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability + * @details 候補は浮遊、永久光源+1、透明視、警告、遅消化、急回復、麻痺知らず、経験値維持のいずれか。 + * 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_ability(object_type *o_ptr) { switch (randint0(10)) { - case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break; - case 1: add_flag(o_ptr->art_flags, TR_LITE); break; + case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break; + case 1: add_flag(o_ptr->art_flags, TR_LITE_1); break; case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break; case 3: add_flag(o_ptr->art_flags, TR_WARNING); break; case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break; case 5: add_flag(o_ptr->art_flags, TR_REGEN); break; case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break; - case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE); break; + case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP); break; case 8: case 9: one_low_esp(o_ptr); @@ -184,7 +188,136 @@ void one_ability(object_type *o_ptr) } } +/*! + * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation + * @details 候補多数。ランダムアーティファクトのバイアスには一切依存せず、 + * whileループによる構造で能力的に強力なものほど確率を落としている。 + * @param o_ptr 対象のオブジェクト構造体ポインタ + * @return なし + */ +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_HYPODYNAMIA_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_HYPODYNAMIA_2: + case ACT_DRAIN_1: + case ACT_BO_MISS_2: + case ACT_BA_FIRE_2: + case ACT_REST_EXP: + chance = 66; + break; + case ACT_BA_FIRE_3: + case ACT_BA_COLD_3: + case ACT_BA_ELEC_3: + case ACT_WHIRLWIND: + case ACT_DRAIN_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 = (byte_hack)type; + add_flag(o_ptr->art_flags, TR_ACTIVATE); + o_ptr->timeout = 0; +} +/*! + * @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact. + * @details pval、AC、命中、ダメージが正の場合、符号反転の上1d4だけ悪化させ、重い呪い、呪いフラグを必ず付加。 + * 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、 + * MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。 + * @attention プレイヤーの職業依存処理あり。 + * @param o_ptr 対象のオブジェクト構造体ポインタ + * @return なし + */ static void curse_artifact(object_type * o_ptr) { if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4)); @@ -199,6 +332,10 @@ 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_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP); + if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA); 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); @@ -206,12 +343,19 @@ static void curse_artifact(object_type * o_ptr) add_flag(o_ptr->art_flags, TR_NO_MAGIC); } - +/*! + * @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pval能力を付加する。/ Add one pval on generation of randam artifact. + * @details 優先的に付加されるpvalがランダムアーティファクトバイアスに依存して存在する。 + * 原則的候補は腕力、知力、賢さ、器用さ、耐久、魅力、探索、隠密、赤外線視力、加速。武器のみ採掘、追加攻撃も候補に入る。 + * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。 + * @param o_ptr 対象のオブジェクト構造体ポインタ + * @return なし + */ 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))) @@ -336,7 +480,7 @@ 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)) { @@ -349,61 +493,61 @@ 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); @@ -413,17 +557,26 @@ 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; } } - +/*! + * @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耐性を付加する。/ Add one resistance on generation of randam artifact. + * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。 + * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、 + * 毒、閃光、暗黒、破片、轟音、盲目、混乱、地獄、カオス、劣化、恐怖、火オーラ、冷気オーラ、電撃オーラ、反射。 + * 戦士系バイアスのみ反魔もつく。 + * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。 + * @param o_ptr 対象のオブジェクト構造体ポインタ + * @return なし + */ 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))) @@ -589,8 +742,8 @@ 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: @@ -599,8 +752,8 @@ 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: @@ -609,8 +762,8 @@ 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: @@ -619,53 +772,53 @@ 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); @@ -680,8 +833,8 @@ 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: @@ -694,8 +847,8 @@ 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: @@ -704,8 +857,8 @@ 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: @@ -716,16 +869,16 @@ 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 || @@ -739,17 +892,25 @@ 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; } } - +/*! + * @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その他特性を付加する。/ Add one misc flag on generation of randam artifact. + * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。 + * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、 + * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。 + * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。 + * @param o_ptr 対象のオブジェクト構造体ポインタ + * @return なし + */ 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))) @@ -816,9 +977,9 @@ static void random_misc(object_type * o_ptr) break; case BIAS_FIRE: - if (!(have_flag(o_ptr->art_flags, TR_LITE))) + if (!(have_flag(o_ptr->art_flags, TR_LITE_1))) { - add_flag(o_ptr->art_flags, TR_LITE); /* Freebie */ + add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */ } break; } @@ -827,33 +988,33 @@ 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: @@ -861,15 +1022,15 @@ static void random_misc(object_type * o_ptr) add_flag(o_ptr->art_flags, TR_FREE_ACT); break; case 9: - add_flag(o_ptr->art_flags, TR_HOLD_LIFE); - if (!artifact_bias && one_in_(5)) - artifact_bias = BIAS_PRIESTLY; - else if (!artifact_bias && one_in_(6)) - artifact_bias = BIAS_NECROMANTIC; + add_flag(o_ptr->art_flags, TR_HOLD_EXP); + 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: - add_flag(o_ptr->art_flags, TR_LITE); + add_flag(o_ptr->art_flags, TR_LITE_1); break; case 12: case 13: @@ -905,10 +1066,11 @@ 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; @@ -933,18 +1095,18 @@ 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; @@ -954,12 +1116,12 @@ 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]++; @@ -967,15 +1129,15 @@ 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); @@ -990,19 +1152,22 @@ 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; @@ -1010,7 +1175,16 @@ static void random_misc(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スレイ効果を付加する。/ Add one slaying on generation of randam artifact. + * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。 + * 原則的候補は強力射、高速射、混沌効果、吸血効果、祝福、投擲しやすい、焼棄、凍結、電撃、溶解、毒殺、 + * 動物スレイ、邪悪スレイ、悪魔スレイ、不死スレイ、オークスレイ、トロルスレイ、巨人スレイ、ドラゴンスレイ、 + * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。 + * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。 + * @param o_ptr 対象のオブジェクト構造体ポインタ + * @return なし + */ static void random_slay(object_type *o_ptr) { if (o_ptr->tval == TV_BOW) @@ -1022,21 +1196,21 @@ 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))) @@ -1154,39 +1328,88 @@ 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: @@ -1200,8 +1423,8 @@ 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); @@ -1212,65 +1435,77 @@ 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; } } - +/*! + * @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バイアスに依存した発動を与える。/ Add one activaton of randam artifact depend on bias. + * @details バイアスが無い場合、一部のバイアスの確率によっては one_ability() に処理が移行する。 + * @param o_ptr 対象のオブジェクト構造体ポインタ + * @return なし + */ 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)) @@ -1347,7 +1582,7 @@ static void give_activation_power(object_type *o_ptr) else if (one_in_(7)) type = ACT_REST_ALL; else if (one_in_(6)) - type = ACT_REST_LIFE; + type = ACT_REST_EXP; else type = ACT_CURE_MW; break; @@ -1365,11 +1600,11 @@ 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: @@ -1433,212 +1668,98 @@ static void give_activation_power(object_type *o_ptr) break; } - while (!type || (randint1(100) >= chance)) + if (!type || (randint1(100) >= chance)) { - type = randint1(255); - switch (type) + one_activation(o_ptr); + return; + } + + /* A type was chosen... */ + o_ptr->xtra2 = (byte_hack)type; + add_flag(o_ptr->art_flags, TR_ACTIVATE); + o_ptr->timeout = 0; +} + +/*! + * @brief ランダムアーティファクト生成中、対象のオブジェクトに名前を与える。/ Set name of randomartifact. + * @details 確率によって、シンダリン銘、漢字銘、固定名のいずれか一つが与えられる。 + * @param o_ptr 処理中のアイテム参照ポインタ + * @param return_name 名前を返すための文字列参照ポインタ + * @param armour 対象のオブジェクトが防具が否か + * @param power 銘の基準となるオブジェクトの価値レベル(0=呪い、1=低位、2=中位、3以上=高位) + * @return なし + */ +static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power) +{ + int prob = randint1(100); + + if (prob <= SINDARIN_NAME) + { + get_table_sindarin(return_name); + } + else if (prob <= TABLE_NAME) + { + get_table_name(return_name); + } + else + { + cptr filename; + + switch (armour) { - 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; + case 1: + switch (power) + { + case 0: + filename = _("a_cursed_j.txt", "a_cursed.txt"); + break; + case 1: + filename = _("a_low_j.txt", "a_low.txt"); + break; + case 2: + filename = _("a_med_j.txt", "a_med.txt"); + break; + default: + filename = _("a_high_j.txt", "a_high.txt"); + } 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 get_random_name(char *return_name, bool armour, int power) -{ - int prob = randint1(100); - - if (prob <= SINDARIN_NAME) - { - get_table_sindarin(return_name); - } - else if (prob <= TABLE_NAME) - { - get_table_name(return_name); - } - else - { - cptr filename; - - switch (armour) - { - case 1: switch (power) { case 0: -#ifdef JP - filename = "a_cursed_j.txt"; -#else - filename = "a_cursed.txt"; -#endif + filename = _("w_cursed_j.txt", "w_cursed.txt"); break; case 1: -#ifdef JP - filename = "a_low_j.txt"; -#else - filename = "a_low.txt"; -#endif + filename = _("w_low_j.txt", "w_low.txt"); break; case 2: -#ifdef JP - filename = "a_med_j.txt"; -#else - filename = "a_med.txt"; -#endif + filename = _("w_med_j.txt", "w_med.txt"); break; default: -#ifdef JP - filename = "a_high_j.txt"; -#else - filename = "a_high.txt"; -#endif - } - break; - default: - switch (power) - { - case 0: -#ifdef JP - filename = "w_cursed_j.txt"; -#else - filename = "w_cursed.txt"; -#endif - break; - case 1: -#ifdef JP - filename = "w_low_j.txt"; -#else - filename = "w_low.txt"; -#endif - break; - case 2: -#ifdef JP - filename = "w_med_j.txt"; -#else - filename = "w_med.txt"; -#endif - break; - default: -#ifdef JP - filename = "w_high_j.txt"; -#else - filename = "w_high.txt"; -#endif + filename = _("w_high_j.txt", "w_high.txt"); } } - (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 } } - +/*! + * @brief ランダムアーティファクト生成のメインルーチン + * @details 既に生成が済んでいるオブジェクトの構造体を、アーティファクトとして強化する。 + * @param o_ptr 対象のオブジェクト構造体ポインタ + * @param a_scroll アーティファクト生成の巻物上の処理。呪いのアーティファクトが生成対象外となる。 + * @return 常にTRUE(1)を返す + */ bool create_artifact(object_type *o_ptr, bool a_scroll) { char new_name[1024]; int has_pval = 0; int powers = randint1(5) + 1; + int max_powers; int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5); int power_level; s32b total_flags; @@ -1647,7 +1768,7 @@ 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; @@ -1668,74 +1789,74 @@ 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, ""); @@ -1752,6 +1873,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) if (a_cursed) powers /= 2; + max_powers = powers; /* Main loop */ while (powers--) { @@ -1818,6 +1940,7 @@ 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); @@ -1835,7 +1958,6 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) add_flag(o_ptr->art_flags, TR_IGNORE_COLD); total_flags = flag_cost(o_ptr, o_ptr->pval); - if (cheat_peek) msg_format("%ld", total_flags); if (a_cursed) curse_artifact(o_ptr); @@ -1862,7 +1984,7 @@ 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)) { @@ -1906,14 +2028,20 @@ 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] = ""; -#ifdef JP - cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©"; -#else - cptr ask_msg = "What do you want to call the artifact? "; -#endif + cptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? "); /* Identify it fully */ object_aware(o_ptr); @@ -1922,6 +2050,9 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) /* 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) @@ -1937,297 +2068,337 @@ bool create_artifact(object_type *o_ptr, bool a_scroll) get_table_name_aux(dummy_name); } } - -#ifdef JP - sprintf(new_name, "¡Ô%s¡Õ", dummy_name); -#else - sprintf(new_name, "'%s'", dummy_name); -#endif - + sprintf(new_name, _("《%s》", "'%s'"), dummy_name); chg_virtue(V_INDIVIDUALISM, 2); chg_virtue(V_ENCHANT, 5); } else { - get_random_name(new_name, object_is_armour(o_ptr), power_level); - } - - if (cheat_xtra) - { -#ifdef JP - if (artifact_bias) msg_format("±¿¤ÎÊФä¿¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È: %d¡£", artifact_bias); - else msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£"); -#else - if (artifact_bias) msg_format("Biased artifact: %d.", artifact_bias); - else msg_print("No bias in artifact."); -#endif + 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); + 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); return TRUE; } +/*! + * @brief オブジェクトから能力発動IDを取得する。 + * @details いくつかのケースで定義されている発動効果から、 + * 鍛冶師による付与>固定アーティファクト>エゴ>ランダムアーティファクト>ベースアイテムの優先順位で走査していく。 + * @param o_ptr 対象のオブジェクト構造体ポインタ + * @return 発動効果のIDを返す + */ +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; +} + +/*! + * @brief オブジェクトから発動効果構造体のポインタを取得する。 + * @details activation_index() 関数の結果から参照する。 + * @param o_ptr 対象のオブジェクト構造体ポインタ + * @return 発動効果構造体のポインタを返す + */ +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; +} + +/*! + * @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。 + * @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。 + */ +static bool activate_dragon_breath(object_type *o_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); + + 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(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]); + fire_breath(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; + PLAYER_LEVEL plev = p_ptr->lev; + int k, dummy = 0; + DIRECTION dir; cptr name = k_name + k_info[o_ptr->k_idx].name; + const activation_type* const act_ptr = find_activation_info(o_ptr); /* 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: { if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£"); -#else - msg_print("A line of sunlight appears."); -#endif - (void)lite_line(dir); - o_ptr->timeout = 10; + msg_print(_("太陽光線が放たれた。", "A line of sunlight appears.")); + (void)lite_line(dir, damroll(6, 8)); break; } case ACT_BO_MISS_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows extremely brightly..."); -#endif + 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)); - o_ptr->timeout = 2; break; } case ACT_BA_POIS_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë..."); -#else - msg_print("It throbs deep green..."); -#endif + 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); - o_ptr->timeout = randint0(4) + 4; break; } case ACT_BO_ELEC_1: { -#ifdef JP - msg_print("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in sparks..."); -#endif + 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)); - o_ptr->timeout = randint0(5) + 5; break; } case ACT_BO_ACID_1: { -#ifdef JP - msg_print("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in acid..."); -#endif + 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)); - o_ptr->timeout = randint0(6) + 6; break; } case ACT_BO_COLD_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in frost..."); -#endif + 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)); - o_ptr->timeout = randint0(7) + 7; break; } case ACT_BO_FIRE_1: { -#ifdef JP - msg_print("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in fire..."); -#endif + 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)); - o_ptr->timeout = randint0(8) + 8; break; } case ACT_BA_COLD_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in frost..."); -#endif + 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); - o_ptr->timeout = randint0(6) + 6; + 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; } case ACT_BA_FIRE_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿..."); -#else - msg_print("It glows an intense red..."); -#endif + 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); - o_ptr->timeout = randint0(9) + 9; break; } - - case ACT_DRAIN_1: + + case ACT_BA_FIRE_2: { -#ifdef JP - msg_format("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", name); -#else - msg_format("You order the %s to strangle your opponent.", name); -#endif + 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; - if (drain_life(dir, 100)) - o_ptr->timeout = randint0(100) + 100; + fire_ball(GF_FIRE, dir, 120, 3); break; } - - case ACT_BA_COLD_2: + + case ACT_BA_FIRE_3: { -#ifdef JP - msg_print("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿..."); -#else - msg_print("It glows an intense blue..."); -#endif + 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_COLD, dir, 100, 2); - o_ptr->timeout = randint0(12) + 12; + 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: { -#ifdef JP - msg_print("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿..."); -#else - msg_print("It crackles with electricity..."); -#endif + 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); - o_ptr->timeout = randint0(12) + 12; break; } - - case ACT_BA_FIRE_2: + + case ACT_BA_ELEC_3: { -#ifdef JP - msg_format("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", name); -#else - msg_format("The %s rages in fire...", name); -#endif + 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_FIRE, dir, 120, 3); - o_ptr->timeout = 15; + fire_ball(GF_ELEC, dir, 500, 3); break; } - - case ACT_DRAIN_2: + + case ACT_BA_ACID_1: { -#ifdef JP - msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows black..."); -#endif + 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; - drain_life(dir, 120); - o_ptr->timeout = 400; + fire_ball(GF_ACID, dir, 100, 2); break; } - - case ACT_VAMPIRE_1: + + 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; - for (dummy = 0; dummy < 3; dummy++) - { - if (drain_life(dir, 50)) - hp_player(50); - } - o_ptr->timeout = 400; + fire_ball(GF_NUKE, dir, 100, 2); break; } - - case ACT_BO_MISS_2: + + case ACT_HYPODYNAMIA_1: { -#ifdef JP - msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿..."); -#else - msg_print("It grows magical spikes..."); -#endif + 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; - fire_bolt(GF_ARROW, dir, 150); - o_ptr->timeout = randint0(90) + 90; + if (hypodynamic_bolt(dir, 100)) break; } - case ACT_BA_FIRE_3: + case ACT_HYPODYNAMIA_2: { -#ifdef JP - msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep red..."); -#endif + msg_print(_("黒く輝いている...", "It glows black...")); if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_FIRE, dir, 300, 3); - o_ptr->timeout = randint0(225) + 225; + hypodynamic_bolt(dir, 120); break; } - case ACT_BA_COLD_3: + case ACT_DRAIN_1: { -#ifdef JP - msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows bright white..."); -#endif if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_COLD, dir, 400, 3); - o_ptr->timeout = randint0(325) + 325; + for (dummy = 0; dummy < 3; dummy++) + { + if (hypodynamic_bolt(dir, 50)) + hp_player(50); + } break; } - case ACT_BA_ELEC_3: + case ACT_BO_MISS_2: { -#ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep blue..."); -#endif + msg_print(_("魔法のトゲが現れた...", "It grows magical spikes...")); if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_ELEC, dir, 500, 3); - o_ptr->timeout = randint0(425) + 425; + fire_bolt(GF_ARROW, dir, 150); break; } @@ -2240,8 +2411,8 @@ bool activate_random_artifact(object_type *o_ptr) for (dir = 0; dir <= 9; dir++) { - y = py + ddy[dir]; - x = px + ddx[dir]; + y = p_ptr->y + ddy[dir]; + x = p_ptr->x + ddx[dir]; c_ptr = &cave[y][x]; /* Get the monster */ @@ -2252,193 +2423,126 @@ bool activate_random_artifact(object_type *o_ptr) py_attack(y, x, 0); } } - o_ptr->timeout = 250; break; } - case ACT_VAMPIRE_2: + case ACT_DRAIN_2: { if (!get_aim_dir(&dir)) return FALSE; for (dummy = 0; dummy < 3; dummy++) { - if (drain_life(dir, 100)) + if (hypodynamic_bolt(dir, 100)) hp_player(100); } - - o_ptr->timeout = 400; break; } case ACT_CALL_CHAOS: { -#ifdef JP - msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë..."); -#else - msg_print("It glows in scintillating colours..."); -#endif + msg_print(_("様々な色の火花を発している...","It glows in scintillating colours...")); call_chaos(); - o_ptr->timeout = 350; break; } case ACT_ROCKET: { if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª"); -#else - msg_print("You launch a rocket!"); -#endif + msg_print(_("ロケットを発射した!", "You launch a rocket!")); fire_ball(GF_ROCKET, dir, 250 + plev*3, 2); - o_ptr->timeout = 400; break; } case ACT_DISP_EVIL: { -#ifdef JP - msg_print("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿..."); -#else - msg_print("It floods the area with goodness..."); -#endif + 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); - o_ptr->timeout = randint0(100) + 100; break; } case ACT_BA_MISS_3: { if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - msg_print("You breathe the elements."); -#endif - fire_ball(GF_MISSILE, dir, 300, 4); - o_ptr->timeout = 500; + msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements.")); + fire_breath(GF_MISSILE, dir, 300, 4); break; } case ACT_DISP_GOOD: { -#ifdef JP - msg_print("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿..."); -#else - msg_print("It floods the area with evil..."); -#endif + 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); - o_ptr->timeout = randint0(100) + 100; break; } case ACT_BO_MANA: { -#ifdef JP - msg_format("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", name); -#else - msg_format("The %s grows magical spikes...", name); -#endif + 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); - o_ptr->timeout = randint0(90) + 90; break; } case ACT_BA_WATER: { -#ifdef JP - msg_format("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", name); -#else - msg_format("The %s throbs deep blue...", name); -#endif + 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); - o_ptr->timeout = 250; break; } case ACT_BA_DARK: { -#ifdef JP - msg_format("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...", name); -#else - msg_format("The %s is coverd in pitch-darkness...", name); -#endif + 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); - o_ptr->timeout = randint0(150) + 150; break; } case ACT_BA_MANA: { -#ifdef JP - msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name); -#else - msg_format("The %s glows pale...", name); -#endif + 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, 400, 4); - o_ptr->timeout = randint0(250) + 250; + fire_ball(GF_MANA, dir, 250, 4); break; } case ACT_PESTICIDE: { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£"); -#else - msg_print("You exterminate small life."); -#endif + msg_print(_("あなたは害虫を一掃した。","You exterminate small life.")); (void)dispel_monsters(4); - o_ptr->timeout = randint0(55) + 55; break; } case ACT_BLINDING_LIGHT: { -#ifdef JP - msg_format("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", name); -#else - msg_format("The %s gleams with blinding light...", name); -#endif + 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); - o_ptr->timeout = 250; break; } case ACT_BIZARRE: { -#ifdef JP - msg_format("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", name); -#else - msg_format("The %s glows intensely black...", name); -#endif + 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); - o_ptr->timeout = randint0(450) + 450; break; } case ACT_CAST_BA_STAR: { - int num = damroll(5, 3); - int y, x; + HIT_POINT num = damroll(5, 3); + POSITION y = 0, x = 0; int attempts; -#ifdef JP - msg_format("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...", name); -#else - msg_format("The %s is surrounded by lightning...", name); -#endif + 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); + scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0); if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue; @@ -2449,24 +2553,15 @@ bool activate_random_artifact(object_type *o_ptr) (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1); } - o_ptr->timeout = 1000; break; } case ACT_BLADETURNER: { if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - msg_print("You breathe the elements."); -#endif - fire_ball(GF_MISSILE, dir, 300, 4); -#ifdef JP - msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿..."); -#else - msg_print("Your armor glows many colours..."); -#endif + msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements.")); + fire_breath(GF_MISSILE, dir, 300, 4); + msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours...")); (void)set_afraid(0); (void)set_hero(randint1(50) + 50, FALSE); (void)hp_player(10); @@ -2476,7 +2571,32 @@ bool activate_random_artifact(object_type *o_ptr) (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_BR_FIRE: + { + if (!get_aim_dir(&dir)) return FALSE; + fire_breath(GF_FIRE, dir, 200, 2); + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) + { + (void)set_oppose_fire(randint1(20) + 20, FALSE); + } + break; + } + case ACT_BR_COLD: + { + if (!get_aim_dir(&dir)) return FALSE; + fire_breath(GF_COLD, dir, 200, 2); + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) + { + (void)set_oppose_cold(randint1(20) + 20, FALSE); + } + break; + } + case ACT_BR_DRAGON: + { + if (!activate_dragon_breath(o_ptr)) return FALSE; break; } @@ -2484,40 +2604,28 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_CONFUSE: { -#ifdef JP - msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë..."); -#else - msg_print("It glows in scintillating colours..."); -#endif + 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); - o_ptr->timeout = 15; break; } case ACT_SLEEP: { -#ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep blue..."); -#endif + msg_print(_("深青色に輝いている...", "It glows deep blue...")); sleep_monsters_touch(); - o_ptr->timeout = 55; break; } case ACT_QUAKE: { - earthquake(py, px, 10); - o_ptr->timeout = 50; + earthquake(p_ptr->y, p_ptr->x, 5); break; } case ACT_TERROR: { turn_monsters(40 + p_ptr->lev); - o_ptr->timeout = 3 * (p_ptr->lev + 10); break; } @@ -2525,7 +2633,6 @@ bool activate_random_artifact(object_type *o_ptr) { if (!get_aim_dir(&dir)) return FALSE; (void)fire_beam(GF_AWAY_ALL, dir, plev); - o_ptr->timeout = 200; break; } @@ -2533,37 +2640,22 @@ bool activate_random_artifact(object_type *o_ptr) { if (banish_evil(100)) { -#ifdef JP - msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª"); -#else - msg_print("The power of the artifact banishes evil!"); -#endif + 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!")); } - o_ptr->timeout = 250 + randint1(250); break; } case ACT_GENOCIDE: { -#ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep blue..."); -#endif + msg_print(_("深青色に輝いている...", "It glows deep blue...")); (void)symbol_genocide(200, TRUE); - o_ptr->timeout = 500; break; } case ACT_MASS_GENO: { -#ifdef JP - msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿..."); -#else - msg_print("It lets out a long, shrill note..."); -#endif + 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); - o_ptr->timeout = 1000; break; } @@ -2571,13 +2663,9 @@ bool activate_random_artifact(object_type *o_ptr) { if (music_singing_any()) stop_singing(); if (hex_spelling_any()) stop_hex_spell_all(); -#ifdef JP - msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!"); -#else - msg_print("You wind a mighty blast; your enemies tremble!"); -#endif + 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); - o_ptr->timeout = randint0(40) + 40; break; } @@ -2585,19 +2673,11 @@ bool activate_random_artifact(object_type *o_ptr) { if (o_ptr->name1 == ART_HYOUSIGI) { -#ifdef JP - msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£"); -#else - msg_print("You beat Your wooden clappers."); -#endif + msg_print(_("拍子木を打った。", "You beat Your wooden clappers.")); } else { -#ifdef JP - msg_format("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£", name); -#else - msg_format("The %s sounds an unpleasant noise.", name); -#endif + msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name); } aggravate_monsters(0); break; @@ -2609,7 +2689,6 @@ bool activate_random_artifact(object_type *o_ptr) { if (!get_aim_dir(&dir)) return FALSE; (void)charm_animal(dir, plev * 2); - o_ptr->timeout = 200; break; } @@ -2617,7 +2696,6 @@ bool activate_random_artifact(object_type *o_ptr) { if (!get_aim_dir(&dir)) return FALSE; (void)control_one_undead(dir, plev * 2); - o_ptr->timeout = 333; break; } @@ -2625,108 +2703,73 @@ bool activate_random_artifact(object_type *o_ptr) { 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); + (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET)); break; } case ACT_SUMMON_PHANTOM: { -#ifdef JP - msg_print("¸¸Îî¤ò¾¤´­¤·¤¿¡£"); -#else - 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); + msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant.")); + (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET)); break; } case ACT_SUMMON_ELEMENTAL: { bool pet = one_in_(3); - u32b mode = 0L; + BIT_FLAGS mode = 0L; if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP; if (pet) mode |= PM_FORCE_PET; else mode |= PM_NO_PET; - if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode)) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode)) { -#ifdef JP - msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿..."); -#else - msg_print("An elemental materializes..."); -#endif + msg_print(_("エレメンタルが現れた...", "An elemental materializes...")); if (pet) -#ifdef JP - msg_print("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£"); -#else - msg_print("It seems obedient to you."); -#endif + msg_print(_("あなたに服従しているようだ。", "It seems obedient to you.")); else -#ifdef JP - msg_print("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª"); -#else - msg_print("You fail to control it!"); -#endif + msg_print(_("それをコントロールできなかった!", "You fail to control it!")); } - o_ptr->timeout = 750; break; } case ACT_SUMMON_DEMON: { bool pet = one_in_(3); - u32b mode = 0L; + BIT_FLAGS mode = 0L; if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP; if (pet) mode |= PM_FORCE_PET; else mode |= PM_NO_PET; - if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode)) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode)) { -#ifdef JP - msg_print("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£"); -#else - msg_print("The area fills with a stench of sulphur and brimstone."); -#endif + msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone.")); if (pet) -#ifdef JP - msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×"); -#else - msg_print("'What is thy bidding... Master?'"); -#endif + msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'")); else -#ifdef JP - msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×"); -#else - msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"); -#endif + msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'")); } - o_ptr->timeout = 666 + randint1(333); break; } @@ -2734,7 +2777,7 @@ bool activate_random_artifact(object_type *o_ptr) { bool pet = one_in_(3); int type; - u32b mode = 0L; + BIT_FLAGS mode = 0L; type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD); @@ -2742,96 +2785,63 @@ bool activate_random_artifact(object_type *o_ptr) if (pet) mode |= PM_FORCE_PET; else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET); - if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode)) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode)) { -#ifdef JP - msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë..."); -#else - msg_print("Cold winds begin to blow around you, carrying with them the stench of decay..."); -#endif + 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) -#ifdef JP - msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª"); -#else - msg_print("Ancient, long-dead forms arise from the ground to serve you!"); -#endif + 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 -#ifdef JP - msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª"); -#else - msg_print("'The dead arise... to punish you for disturbing them!'"); -#endif + 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!'")); } - o_ptr->timeout = 666 + randint1(333); break; } case ACT_SUMMON_HOUND: { - u32b mode = PM_ALLOW_GROUP; + BIT_FLAGS mode = PM_ALLOW_GROUP; bool pet = !one_in_(5); if (pet) mode |= PM_FORCE_PET; else mode |= PM_NO_PET; - if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode)) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode)) { if (pet) -#ifdef JP - msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£"); -#else - msg_print("A group of hounds appear as your servant."); -#endif - + 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 -#ifdef JP - msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª"); -#else - msg_print("A group of hounds appear as your enemy!"); -#endif - + 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!")); } - o_ptr->timeout = 300 + randint1(150); break; } case ACT_SUMMON_DAWN: { -#ifdef JP - msg_print("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£"); -#else - 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); + msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn.")); + (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET)); break; } case ACT_SUMMON_OCTOPUS: { - u32b mode = PM_ALLOW_GROUP; + BIT_FLAGS mode = PM_ALLOW_GROUP; bool pet = !one_in_(5); if (pet) mode |= PM_FORCE_PET; - if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode)) + if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode)) { if (pet) -#ifdef JP - msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£"); -#else - msg_print("A group of octopuses appear as your servant."); -#endif + 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 -#ifdef JP - msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª"); -#else - msg_print("A group of octopuses appear as your enemy!"); -#endif + msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!")); } - o_ptr->timeout = 300 + randint1(150); break; } @@ -2839,11 +2849,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_CHOIR_SINGS: { -#ifdef JP - msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë..."); -#else - msg_print("A heavenly choir sings..."); -#endif + 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); @@ -2852,7 +2858,6 @@ bool activate_random_artifact(object_type *o_ptr) (void)set_afraid(0); (void)set_hero(randint1(25) + 25, FALSE); (void)hp_player(777); - o_ptr->timeout = 300; break; } @@ -2860,55 +2865,35 @@ bool activate_random_artifact(object_type *o_ptr) { (void)set_afraid(0); (void)hp_player(30); - o_ptr->timeout = 10; break; } case ACT_CURE_MW: { -#ifdef JP - msg_print("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë..."); -#else - msg_print("It radiates deep purple..."); -#endif + 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); - o_ptr->timeout = randint0(3) + 3; break; } case ACT_CURE_POISON: { -#ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep blue..."); -#endif + msg_print(_("深青色に輝いている...", "It glows deep blue...")); (void)set_afraid(0); (void)set_poisoned(0); - o_ptr->timeout = 5; break; } - case ACT_REST_LIFE: + case ACT_REST_EXP: { -#ifdef JP - msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows a deep red..."); -#endif + msg_print(_("深紅に輝いている...", "It glows a deep red...")); restore_level(); - o_ptr->timeout = 450; break; } case ACT_REST_ALL: { -#ifdef JP - msg_print("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows a deep green..."); -#endif + 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); @@ -2916,47 +2901,30 @@ bool activate_random_artifact(object_type *o_ptr) (void)do_res_stat(A_CON); (void)do_res_stat(A_CHR); (void)restore_level(); - o_ptr->timeout = 750; break; } case ACT_CURE_700: { -#ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); - msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë..."); -#else - msg_print("It glows deep blue..."); - msg_print("You feel a warm tingling inside..."); -#endif + 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); - o_ptr->timeout = 250; break; } case ACT_CURE_1000: { -#ifdef JP - msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); - msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤..."); -#else - msg_print("It glows a bright white..."); - msg_print("You feel much better..."); -#endif + 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); - o_ptr->timeout = 888; break; } case ACT_CURING: { -#ifdef JP - msg_format("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", name); -#else - msg_format("the %s cures you affectionately ...", name); -#endif + 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); @@ -2964,17 +2932,12 @@ bool activate_random_artifact(object_type *o_ptr) (void)set_cut(0); (void)set_image(0); - o_ptr->timeout = 100; break; } case ACT_CURE_MANA_FULL: { -#ifdef JP - msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name); -#else - msg_format("The %s glows pale...", name); -#endif + msg_format(_("%sが青白く光った...","The %s glows pale..."), name); if (p_ptr->pclass == CLASS_MAGIC_EATER) { int i; @@ -2985,31 +2948,22 @@ bool activate_random_artifact(object_type *o_ptr) } for (; i < EATER_EXT*3; i++) { - int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2); + KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2); p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval; if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0; } -#ifdef JP - msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£"); -#else - msg_print("You feel your head clear."); -#endif + 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; -#ifdef JP - msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£"); -#else - msg_print("You feel your head clear."); -#endif + 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); } - o_ptr->timeout = 777; break; } @@ -3018,83 +2972,62 @@ bool activate_random_artifact(object_type *o_ptr) 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; } case ACT_PROT_EVIL: { -#ifdef JP - msg_format("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", name); -#else - msg_format("The %s lets out a shrill wail...", name); -#endif + 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); - o_ptr->timeout = randint0(200) + 200; break; } case ACT_RESIST_ALL: { -#ifdef JP - msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows many colours..."); -#endif + 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); - o_ptr->timeout = 200; break; } case ACT_SPEED: { -#ifdef JP - msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows bright green..."); -#endif + msg_print(_("明るく緑色に輝いている...", "It glows bright green...")); (void)set_fast(randint1(20) + 20, FALSE); - o_ptr->timeout = randint0(100) + 100; break; } case ACT_XTRA_SPEED: { -#ifdef JP - msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows brightly..."); -#endif + msg_print(_("明るく輝いている...", "It glows brightly...")); (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; } @@ -3103,7 +3036,6 @@ bool activate_random_artifact(object_type *o_ptr) (void)set_afraid(0); set_hero(randint1(25)+25, FALSE); hp_player(10); - o_ptr->timeout = randint0(30) + 30; break; } @@ -3113,67 +3045,61 @@ bool activate_random_artifact(object_type *o_ptr) hp_player(10); set_afraid(0); set_hero(randint1(50) + 50, FALSE); - o_ptr->timeout = randint0(200) + 100; break; } case ACT_RESIST_ACID: { -#ifdef JP - msg_format("%s¤¬¹õ¤¯µ±¤¤¤¿...", name); -#else - msg_format("The %s grows black.", name); -#endif + 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); - o_ptr->timeout = 40 + randint1(40); break; } case ACT_RESIST_FIRE: { -#ifdef JP - msg_format("%s¤¬ÀÖ¤¯µ±¤¤¤¿...", name); -#else - msg_format("The %s grows red.", name); -#endif + 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); - o_ptr->timeout = 40 + randint1(40); break; } case ACT_RESIST_COLD: { -#ifdef JP - msg_format("%s¤¬Çò¤¯µ±¤¤¤¿...", name); -#else - msg_format("The %s grows white.", name); -#endif + 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); - o_ptr->timeout = 40 + randint1(40); break; } case ACT_RESIST_ELEC: { -#ifdef JP - msg_format("%s¤¬ÀĤ¯µ±¤¤¤¿...", name); -#else - msg_format("The %s grows blue.", name); -#endif - (void)set_oppose_cold(randint1(20) + 20, FALSE); - o_ptr->timeout = 40 + randint1(40); + 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: { -#ifdef JP - msg_format("%s¤¬ÎФ˵±¤¤¤¿...", name); -#else - msg_format("The %s grows green.", name); -#endif - (void)set_oppose_cold(randint1(20) + 20, FALSE); - o_ptr->timeout = 40 + randint1(40); + msg_format(_("%sが緑に輝いた...", "The %s grows green."), name); + (void)set_oppose_pois(randint1(20) + 20, FALSE); break; } @@ -3181,231 +3107,146 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_LIGHT: { -#ifdef JP - msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name); -#else - msg_format("The %s wells with clear light...", name); -#endif + 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); - o_ptr->timeout = randint0(10) + 10; break; } case ACT_MAP_LIGHT: { -#ifdef JP - msg_print("âÁ¤·¤¯µ±¤¤¤¿..."); -#else - msg_print("It shines brightly..."); -#endif + msg_print(_("眩しく輝いた...", "It shines brightly...")); map_area(DETECT_RAD_MAP); lite_area(damroll(2, 15), 3); - o_ptr->timeout = randint0(50) + 50; break; } case ACT_DETECT_ALL: { -#ifdef JP - msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); - msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿..."); -#else - msg_print("It glows bright white..."); - msg_print("An image forms in your mind..."); -#endif + 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); - o_ptr->timeout = randint0(55) + 55; break; } case ACT_DETECT_XTRA: { -#ifdef JP - msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows brightly..."); -#endif + msg_print(_("明るく輝いている...", "It glows brightly...")); detect_all(DETECT_RAD_DEFAULT); probing(); identify_fully(FALSE); - o_ptr->timeout = 100; break; } case ACT_ID_FULL: { -#ifdef JP - msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows yellow..."); -#endif + msg_print(_("黄色く輝いている...", "It glows yellow...")); identify_fully(FALSE); - o_ptr->timeout = 75; break; } case ACT_ID_PLAIN: { if (!ident_spell(FALSE)) return FALSE; - o_ptr->timeout = 10; break; } case ACT_RUNE_EXPLO: { -#ifdef JP - msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows bright red..."); -#endif + msg_print(_("明るい赤色に輝いている...", "It glows bright red...")); explosive_rune(); - o_ptr->timeout = 200; break; } case ACT_RUNE_PROT: { -#ifdef JP - msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows light blue..."); -#endif + msg_print(_("ブルーに明るく輝いている...", "It glows light blue...")); warding_glyph(); - o_ptr->timeout = 400; break; } case ACT_SATIATE: { (void)set_food(PY_FOOD_MAX - 1); - o_ptr->timeout = 200; break; } case ACT_DEST_DOOR: { -#ifdef JP - msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows bright red..."); -#endif + msg_print(_("明るい赤色に輝いている...", "It glows bright red...")); destroy_doors_touch(); - o_ptr->timeout = 10; break; } case ACT_STONE_MUD: { -#ifdef JP - msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë..."); -#else - msg_print("It pulsates..."); -#endif + msg_print(_("鼓動している...", "It pulsates...")); 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; } case ACT_ALCHEMY: { -#ifdef JP - msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows bright yellow..."); -#endif + msg_print(_("明るい黄色に輝いている...", "It glows bright yellow...")); (void)alchemy(); - o_ptr->timeout = 500; break; } case ACT_DIM_DOOR: { -#ifdef JP - msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£"); -#else - msg_print("You open a dimensional gate. Choose a destination."); -#endif + 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; - o_ptr->timeout = 100; break; } case ACT_TELEPORT: { -#ifdef JP - msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë..."); -#else - msg_print("It twists space around you..."); -#endif + msg_print(_("周りの空間が歪んでいる...", "It twists space around you...")); teleport_player(100, 0L); - o_ptr->timeout = 25; break; } case ACT_RECALL: { -#ifdef JP - msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows soft white..."); -#endif + 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; - o_ptr->timeout = 200; break; } case ACT_JUDGE: { -#ifdef JP - msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name); -#else - msg_format("The %s flashes bright red!", name); -#endif + 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); -#ifdef JP - msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name); - take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1); -#else - msg_format("The %s drains your vitality...", name); - take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1); -#endif + + 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); -#ifdef JP - if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©")) -#else - if (get_check("Activate recall? ")) -#endif + + if (get_check(_("帰還の力を使いますか?", "Activate recall? "))) { (void)word_of_recall(); } - o_ptr->timeout = randint0(20) + 20; break; } case ACT_TELEKINESIS: { if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_format("%s¤ò¿­¤Ð¤·¤¿¡£", name); -#else - msg_format("You stretched your %s.", name); -#endif + msg_format(_("%sを伸ばした。", "You stretched your %s."), name); fetch(dir, 500, TRUE); - o_ptr->timeout = randint0(25) + 25; break; } @@ -3414,11 +3255,7 @@ bool activate_random_artifact(object_type *o_ptr) int i; monster_type *m_ptr; monster_race *r_ptr; -#ifdef JP - msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥"); -#else - msg_print("Some strange places show up in your mind. And you see ..."); -#endif + 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--) { @@ -3432,14 +3269,9 @@ bool activate_random_artifact(object_type *o_ptr) if(r_ptr->flags1 & RF1_UNIQUE) { -#ifdef JP - msg_format("%s¡¥ ",r_name + r_ptr->name); -#else - msg_format("%s. ",r_name + r_ptr->name); -#endif + msg_format(_("%s. ", "%s. "),r_name + r_ptr->name); } } - o_ptr->timeout = 200; break; } @@ -3457,11 +3289,7 @@ bool activate_random_artifact(object_type *o_ptr) (void)stair_creation(); break; default: -#ifdef JP - if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©")) -#else - if (get_check("Leave this level? ")) -#endif + if (get_check(_("この階を去りますか?", "Leave this level? "))) { if (autosave_l) do_cmd_save_game(TRUE); @@ -3469,24 +3297,15 @@ bool activate_random_artifact(object_type *o_ptr) p_ptr->leaving = TRUE; } } - o_ptr->timeout = 35; break; } case ACT_DISP_CURSE_XTRA: { -#ifdef JP - msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name); -#else - msg_format("The %s exhibits the truth...", name); -#endif + msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name); if (remove_all_curse()) { -#ifdef JP - msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£"); -#else - msg_print("You feel as if someone is watching over you."); -#endif + 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; @@ -3494,35 +3313,21 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BRAND_FIRE_BOLTS: { -#ifdef JP - msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name); -#else - msg_format("Your %s glows deep red...", name); -#endif + msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name); (void)brand_bolts(); - o_ptr->timeout = 999; break; } case ACT_RECHARGE_XTRA: { -#ifdef JP - msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name); -#else - msg_format("The %s gleams with blinding light...", name); -#endif + msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name); if (!recharge(1000)) return FALSE; - o_ptr->timeout = 200; break; } case ACT_LORE: { -#ifdef JP - msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥"); -#else - msg_print("The stone reveals hidden mysteries..."); -#endif + 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) @@ -3544,11 +3349,7 @@ bool activate_random_artifact(object_type *o_ptr) p_ptr->csp_frac = 0; /* Message */ -#ifdef JP - msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª"); -#else - msg_print("You are too weak to control the stone!"); -#endif + 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)); @@ -3561,68 +3362,153 @@ bool activate_random_artifact(object_type *o_ptr) /* Redraw mana */ p_ptr->redraw |= (PR_MANA); } -#ifdef JP - take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1); -#else - take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1); -#endif + 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)) -#ifdef JP - take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1); -#else - take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1); -#endif - o_ptr->timeout = 0; + take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1); break; } case ACT_SHIKOFUMI: { -#ifdef JP - msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£"); -#else - msg_print("You stamp. (as if you are in a ring.)"); -#endif + 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); - 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: + { + TIME_EFFECT 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, t; + OBJECT_IDX o_idx; + 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, p_ptr->y, p_ptr->x); + 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_KI = 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(); + break; + } + + case ACT_GRAND_CROSS: + { + msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'")); + project(0, 8, p_ptr->y, p_ptr->x, (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]; + y = p_ptr->y+ddy[dir]; + x = p_ptr->x+ddx[dir]; tsuri_dir = dir; if (!cave_have_flag_bold(y, x, FF_WATER)) { -#ifdef JP - msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£"); -#else - msg_print("There is no fishing place."); -#endif + 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); -#ifdef JP - msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name); -#else - msg_format("%^s is stand in your way.", m_name); -#endif - energy_use = 0; + msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name); + p_ptr->energy_use = 0; return FALSE; } set_action(ACTION_FISH); @@ -3634,27 +3520,18 @@ bool activate_random_artifact(object_type *o_ptr) { int count = 0, i; monster_type *m_ptr; -#ifndef JP cptr kakusan = ""; -#endif - if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET)) + + if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET)) { -#ifdef JP - msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£"); -#else - msg_print("Suke-san apperars."); + msg_print(_("『助さん』が現れた。", "Suke-san apperars.")); kakusan = "Suke-san"; -#endif count++; } - if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET)) + if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET)) { -#ifdef JP - msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£"); -#else - msg_print("Kaku-san appears."); + msg_print(_("『格さん』が現れた。", "Kaku-san appears.")); kakusan = "Kaku-san"; -#endif count++; } if (!count) @@ -3664,8 +3541,8 @@ bool activate_random_artifact(object_type *o_ptr) m_ptr = &m_list[i]; if (!m_ptr->r_idx) continue; if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue; - if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue; - if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue; + if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue; + if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue; count++; break; } @@ -3673,11 +3550,8 @@ bool activate_random_artifact(object_type *o_ptr) if (count) { -#ifdef JP - msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×"); -#else - msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan); -#endif + 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); @@ -3687,13 +3561,8 @@ bool activate_random_artifact(object_type *o_ptr) } else { -#ifdef JP - msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("Nothing happen."); -#endif + msg_print(_("しかし、何も起きなかった。", "Nothing happen.")); } - o_ptr->timeout = randint0(150) + 150; break; } @@ -3701,25 +3570,13 @@ bool activate_random_artifact(object_type *o_ptr) { /* Only for Muramasa */ if (o_ptr->name1 != ART_MURAMASA) return FALSE; -#ifdef JP - if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©")) -#else - if (get_check("Are you sure?!")) -#endif + if (get_check(_("本当に使いますか?", "Are you sure?!"))) { -#ifdef JP - msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥"); -#else - msg_print("The Muramasa pulsates..."); -#endif + msg_print(_("村正が震えた...", "The Muramasa pulsates...")); do_inc_stat(A_STR); if (one_in_(2)) { -#ifdef JP - msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª"); -#else - msg_print("The Muramasa is destroyed!"); -#endif + msg_print(_("村正は壊れた!", "The Muramasa is destroyed!")); curse_weapon_object(TRUE, o_ptr); } } @@ -3730,13 +3587,8 @@ bool activate_random_artifact(object_type *o_ptr) { /* Only for Bloody Moon */ if (o_ptr->name1 != ART_BLOOD) return FALSE; -#ifdef JP - msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿..."); -#else - msg_print("Your scythe glows brightly!"); -#endif + msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!")); 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; @@ -3746,23 +3598,19 @@ bool activate_random_artifact(object_type *o_ptr) { int num = 1; int i; - int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; + BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; int tx, ty; /* Only for Crimson */ if (o_ptr->name1 != ART_CRIMSON) return FALSE; -#ifdef JP - msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª"); -#else - msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!"); -#endif + 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!")); if (!get_aim_dir(&dir)) return FALSE; /* Use the given direction */ - tx = px + 99 * ddx[dir]; - ty = py + 99 * ddy[dir]; + tx = p_ptr->x + 99 * ddx[dir]; + ty = p_ptr->y + 99 * ddy[dir]; /* Hack -- Use an actual "target" */ if ((dir == 5) && target_okay()) @@ -3785,17 +3633,39 @@ bool activate_random_artifact(object_type *o_ptr) 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); -#else - msg_format("Unknown activation effect: %d.", o_ptr->xtra2); -#endif + msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index); + return FALSE; + } + } + + /* Set activation timeout */ + if (act_ptr->timeout.constant >= 0) { + o_ptr->timeout = (s16b)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; } } @@ -3803,7 +3673,12 @@ bool activate_random_artifact(object_type *o_ptr) 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; @@ -3832,7 +3707,17 @@ void get_bloody_moon_flags(object_type *o_ptr) } } - +/*! + * @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) { bool give_resistance = FALSE, give_power = FALSE; @@ -3864,6 +3749,14 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr) } } + if (o_ptr->name1 == ART_ROBINTON) + { + if (p_ptr->pclass == CLASS_BARD) + { + add_flag(o_ptr->art_flags, TR_DEC_MANA); + } + } + if (o_ptr->name1 == ART_XIAOLONG) { if (p_ptr->pclass == CLASS_MONK) @@ -3883,6 +3776,20 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr) } } + if (o_ptr->name1 == ART_MILIM) + { + if (p_ptr->pseikaku == SEIKAKU_SEXY) + { + 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); + } + } + 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)) @@ -3904,14 +3811,22 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr) } -/* - * Create the artifact of the specified number +/*! + * @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; - int i; + IDX i; artifact_type *a_ptr = &a_info[a_idx]; @@ -3931,7 +3846,7 @@ bool create_named_art(int a_idx, int y, int x) object_prep(q_ptr, i); /* Save the name */ - q_ptr->name1 = a_idx; + q_ptr->name1 = (byte_hack)a_idx; /* Extract the fields */ q_ptr->pval = a_ptr->pval; @@ -3942,7 +3857,6 @@ bool create_named_art(int a_idx, int y, int x) 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); @@ -3954,12 +3868,137 @@ bool create_named_art(int a_idx, int y, int x) random_artifact_resistance(q_ptr, a_ptr); - /* - * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À­¼Á¤Ë°Í¸¤¹¤ë. - * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð - * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ­¤Ê¤¯¤Ê¤ë. - */ - /* Drop the artifact from heaven */ return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE; } +/*対邪平均ダメージの計算処理*/ +int calc_arm_avgdamage(object_type *o_ptr) +{ + u32b flgs[TR_FLAG_SIZE]; + object_flags(o_ptr, flgs); + + HIT_POINT dam, base, s_evil, forced, vorpal; + dam = base = s_evil = forced = vorpal = 0; + + dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2; + + if(have_flag(flgs, TR_KILL_EVIL)) + { + dam = s_evil = dam * 7 / 2; + } + else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL)) + { + dam = s_evil = dam * 2; + } + else s_evil = dam; + + if (have_flag(flgs, TR_FORCE_WEAPON)) + { + dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd); + } + else forced = dam; + + if(have_flag(flgs, TR_VORPAL)) + { + dam = vorpal = dam * 11 / 9; + } + else vorpal = dam; + + dam = dam + o_ptr->to_d; + + msg_format_wizard(CHEAT_OBJECT,"ç´ :%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", + base, s_evil, forced, vorpal, dam); + + return(dam); +} + +static int suppression_evil_dam(object_type *o_ptr) +{ + int num = FALSE; + u32b flgs[TR_FLAG_SIZE]; + object_flags(o_ptr, flgs); + + if (have_flag(flgs, TR_VAMPIRIC)) + { + if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52)) + { + num = TRUE; + } + else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43)) + { + num = TRUE; + } + else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33)) + { + num = TRUE; + } + else if (calc_arm_avgdamage(o_ptr) > 63) + { + num = TRUE; + } + } + else + { + if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65)) + { + num = TRUE; + } + else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52)) + { + num = TRUE; + } + else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40)) + { + num = TRUE; + } + else if (calc_arm_avgdamage(o_ptr) > 75) + { + num = TRUE; + } + } + return(num); +} + +static int weakening_artifact(object_type *o_ptr) +{ + KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->sval, o_ptr->tval); + object_kind *k_ptr = &k_info[k_idx]; + + if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds)) + { + int pre_dd = o_ptr->dd; + int pre_ds = o_ptr->ds; + + if (o_ptr->dd > o_ptr->ds) + { + o_ptr->dd--; + } + else + { + o_ptr->ds--; + } + + msg_format_wizard(CHEAT_OBJECT, + _("ダイスが抑制されました。%dd%d -> %dd%d", "Dice Supress %dd%d -> %dd%d"), + pre_dd, pre_ds, o_ptr->dd, o_ptr->ds); + return 1; + } + + if (o_ptr->to_d > 10) + { + int pre_damage = o_ptr->to_d; + + o_ptr->to_d = o_ptr->to_d - damroll(1, 6); + if (o_ptr->to_d < 10) + { + o_ptr->to_d = 10; + } + + msg_format_wizard(CHEAT_OBJECT, + _("ダメージ修正が抑制されました。 %d -> %d", "Plus-Damage Supress %d -> %d"), + pre_damage, o_ptr->to_d); + + return 1; + } + return 0; +} \ No newline at end of file