3 * @brief アーティファクトの生成と管理 / Artifact code
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2013 Deskull rearranged comment for Doxygen.
20 #include "cmd-activate.h"
22 #include "objectkind.h"
23 #include "object-boost.h"
24 #include "object-curse.h"
25 #include "object-ego.h"
26 #include "object-flavor.h"
27 #include "object-hook.h"
28 #include "spells-object.h"
36 artifact_type *a_info;
41 * Maximum number of artifacts in a_info.txt
43 ARTIFACT_IDX max_a_idx;
45 static bool has_extreme_damage_rate(object_type *o_ptr);
46 static bool weakening_artifact(object_type *o_ptr);
50 * @brief ランダムアーティファクトのバイアス名称テーブル
52 const concptr artifact_bias_name[MAX_BIAS] =
76 const concptr artifact_bias_name[MAX_BIAS] =
103 * @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.
104 * @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。
105 * 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、
106 * 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。
107 * @attention プレイヤーの職業依存処理あり。
108 * @param o_ptr 対象のオブジェクト構造体ポインタ
111 static void curse_artifact(object_type * o_ptr)
113 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
114 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
115 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
116 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
118 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
119 remove_flag(o_ptr->art_flags, TR_BLESSED);
121 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
122 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
123 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
124 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
125 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
126 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
127 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
128 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
129 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
130 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
132 if ((p_ptr->pclass != CLASS_WARRIOR) && (p_ptr->pclass != CLASS_ARCHER) && (p_ptr->pclass != CLASS_CAVALRY) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH) && one_in_(3))
133 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
137 * @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.
138 * @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。
139 * 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。
140 * @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。
141 * @param o_ptr 対象のオブジェクト構造体ポインタ
144 static void random_plus(object_type * o_ptr)
146 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
148 switch (o_ptr->artifact_bias)
151 if (!(have_flag(o_ptr->art_flags, TR_STR)))
153 add_flag(o_ptr->art_flags, TR_STR);
154 if (one_in_(2)) return;
157 if (!(have_flag(o_ptr->art_flags, TR_CON)))
159 add_flag(o_ptr->art_flags, TR_CON);
160 if (one_in_(2)) return;
163 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
165 add_flag(o_ptr->art_flags, TR_DEX);
166 if (one_in_(2)) return;
171 if (!(have_flag(o_ptr->art_flags, TR_INT)))
173 add_flag(o_ptr->art_flags, TR_INT);
174 if (one_in_(2)) return;
176 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
178 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
179 if (one_in_(2)) return;
184 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
186 add_flag(o_ptr->art_flags, TR_WIS);
187 if (one_in_(2)) return;
192 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
194 add_flag(o_ptr->art_flags, TR_DEX);
195 if (one_in_(2)) return;
198 if (!(have_flag(o_ptr->art_flags, TR_CON)))
200 add_flag(o_ptr->art_flags, TR_CON);
201 if (one_in_(2)) return;
204 if (!(have_flag(o_ptr->art_flags, TR_STR)))
206 add_flag(o_ptr->art_flags, TR_STR);
207 if (one_in_(2)) return;
212 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
214 add_flag(o_ptr->art_flags, TR_STEALTH);
215 if (one_in_(2)) return;
217 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
219 add_flag(o_ptr->art_flags, TR_SEARCH);
220 if (one_in_(2)) return;
225 if (!(have_flag(o_ptr->art_flags, TR_STR)))
227 add_flag(o_ptr->art_flags, TR_STR);
228 if (one_in_(2)) return;
233 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
235 add_flag(o_ptr->art_flags, TR_WIS);
236 if (one_in_(2)) return;
241 if (!(have_flag(o_ptr->art_flags, TR_INT)))
243 add_flag(o_ptr->art_flags, TR_INT);
244 if (one_in_(2)) return;
249 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
251 add_flag(o_ptr->art_flags, TR_DEX);
252 if (one_in_(2)) return;
257 if (!(have_flag(o_ptr->art_flags, TR_CON)))
259 add_flag(o_ptr->art_flags, TR_CON);
260 if (one_in_(2)) return;
265 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
267 add_flag(o_ptr->art_flags, TR_CHR);
268 if (one_in_(2)) return;
273 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
275 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
277 add_flag(o_ptr->art_flags, TR_DEC_MANA);
278 if (one_in_(2)) return;
282 switch (randint1(this_type))
285 add_flag(o_ptr->art_flags, TR_STR);
286 if (!o_ptr->artifact_bias && !one_in_(13))
287 o_ptr->artifact_bias = BIAS_STR;
288 else if (!o_ptr->artifact_bias && one_in_(7))
289 o_ptr->artifact_bias = BIAS_WARRIOR;
292 add_flag(o_ptr->art_flags, TR_INT);
293 if (!o_ptr->artifact_bias && !one_in_(13))
294 o_ptr->artifact_bias = BIAS_INT;
295 else if (!o_ptr->artifact_bias && one_in_(7))
296 o_ptr->artifact_bias = BIAS_MAGE;
299 add_flag(o_ptr->art_flags, TR_WIS);
300 if (!o_ptr->artifact_bias && !one_in_(13))
301 o_ptr->artifact_bias = BIAS_WIS;
302 else if (!o_ptr->artifact_bias && one_in_(7))
303 o_ptr->artifact_bias = BIAS_PRIESTLY;
306 add_flag(o_ptr->art_flags, TR_DEX);
307 if (!o_ptr->artifact_bias && !one_in_(13))
308 o_ptr->artifact_bias = BIAS_DEX;
309 else if (!o_ptr->artifact_bias && one_in_(7))
310 o_ptr->artifact_bias = BIAS_ROGUE;
313 add_flag(o_ptr->art_flags, TR_CON);
314 if (!o_ptr->artifact_bias && !one_in_(13))
315 o_ptr->artifact_bias = BIAS_CON;
316 else if (!o_ptr->artifact_bias && one_in_(9))
317 o_ptr->artifact_bias = BIAS_RANGER;
320 add_flag(o_ptr->art_flags, TR_CHR);
321 if (!o_ptr->artifact_bias && !one_in_(13))
322 o_ptr->artifact_bias = BIAS_CHR;
325 add_flag(o_ptr->art_flags, TR_STEALTH);
326 if (!o_ptr->artifact_bias && one_in_(3))
327 o_ptr->artifact_bias = BIAS_ROGUE;
330 add_flag(o_ptr->art_flags, TR_SEARCH);
331 if (!o_ptr->artifact_bias && one_in_(9))
332 o_ptr->artifact_bias = BIAS_RANGER;
335 add_flag(o_ptr->art_flags, TR_INFRA);
338 add_flag(o_ptr->art_flags, TR_SPEED);
339 if (!o_ptr->artifact_bias && one_in_(11))
340 o_ptr->artifact_bias = BIAS_ROGUE;
343 add_flag(o_ptr->art_flags, TR_TUNNEL);
346 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
349 add_flag(o_ptr->art_flags, TR_BLOWS);
350 if (!o_ptr->artifact_bias && one_in_(11))
351 o_ptr->artifact_bias = BIAS_WARRIOR;
358 * @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.
359 * @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。
360 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
361 * 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。
363 * @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。
364 * @param o_ptr 対象のオブジェクト構造体ポインタ
367 static void random_resistance(object_type * o_ptr)
369 switch (o_ptr->artifact_bias)
372 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
374 add_flag(o_ptr->art_flags, TR_RES_ACID);
375 if (one_in_(2)) return;
377 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
379 add_flag(o_ptr->art_flags, TR_IM_ACID);
380 if (!one_in_(IM_LUCK))
382 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
383 remove_flag(o_ptr->art_flags, TR_IM_COLD);
384 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
386 if (one_in_(2)) return;
391 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
393 add_flag(o_ptr->art_flags, TR_RES_ELEC);
394 if (one_in_(2)) return;
396 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
397 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
399 add_flag(o_ptr->art_flags, TR_SH_ELEC);
400 if (one_in_(2)) return;
402 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
404 add_flag(o_ptr->art_flags, TR_IM_ELEC);
405 if (!one_in_(IM_LUCK))
407 remove_flag(o_ptr->art_flags, TR_IM_ACID);
408 remove_flag(o_ptr->art_flags, TR_IM_COLD);
409 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
412 if (one_in_(2)) return;
417 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
419 add_flag(o_ptr->art_flags, TR_RES_FIRE);
420 if (one_in_(2)) return;
422 if ((o_ptr->tval >= TV_CLOAK) &&
423 (o_ptr->tval <= TV_HARD_ARMOR) &&
424 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
426 add_flag(o_ptr->art_flags, TR_SH_FIRE);
427 if (one_in_(2)) return;
429 if (one_in_(BIAS_LUCK) &&
430 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
432 add_flag(o_ptr->art_flags, TR_IM_FIRE);
433 if (!one_in_(IM_LUCK))
435 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
436 remove_flag(o_ptr->art_flags, TR_IM_COLD);
437 remove_flag(o_ptr->art_flags, TR_IM_ACID);
439 if (one_in_(2)) return;
444 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
446 add_flag(o_ptr->art_flags, TR_RES_COLD);
447 if (one_in_(2)) return;
449 if ((o_ptr->tval >= TV_CLOAK) &&
450 (o_ptr->tval <= TV_HARD_ARMOR) &&
451 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
453 add_flag(o_ptr->art_flags, TR_SH_COLD);
454 if (one_in_(2)) return;
456 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
458 add_flag(o_ptr->art_flags, TR_IM_COLD);
459 if (!one_in_(IM_LUCK))
461 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
462 remove_flag(o_ptr->art_flags, TR_IM_ACID);
463 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
465 if (one_in_(2)) return;
470 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
472 add_flag(o_ptr->art_flags, TR_RES_POIS);
473 if (one_in_(2)) return;
478 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
480 add_flag(o_ptr->art_flags, TR_RES_FEAR);
481 if (one_in_(2)) return;
483 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
485 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
486 if (one_in_(2)) return;
490 case BIAS_NECROMANTIC:
491 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
493 add_flag(o_ptr->art_flags, TR_RES_NETHER);
494 if (one_in_(2)) return;
496 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
498 add_flag(o_ptr->art_flags, TR_RES_POIS);
499 if (one_in_(2)) return;
501 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
503 add_flag(o_ptr->art_flags, TR_RES_DARK);
504 if (one_in_(2)) return;
509 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
511 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
512 if (one_in_(2)) return;
514 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
516 add_flag(o_ptr->art_flags, TR_RES_CONF);
517 if (one_in_(2)) return;
519 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
521 add_flag(o_ptr->art_flags, TR_RES_DISEN);
522 if (one_in_(2)) return;
527 switch (randint1(42))
530 if (!one_in_(WEIRD_LUCK))
531 random_resistance(o_ptr);
534 add_flag(o_ptr->art_flags, TR_IM_ACID);
535 if (!o_ptr->artifact_bias)
536 o_ptr->artifact_bias = BIAS_ACID;
540 if (!one_in_(WEIRD_LUCK))
541 random_resistance(o_ptr);
544 add_flag(o_ptr->art_flags, TR_IM_ELEC);
545 if (!o_ptr->artifact_bias)
546 o_ptr->artifact_bias = BIAS_ELEC;
550 if (!one_in_(WEIRD_LUCK))
551 random_resistance(o_ptr);
554 add_flag(o_ptr->art_flags, TR_IM_COLD);
555 if (!o_ptr->artifact_bias)
556 o_ptr->artifact_bias = BIAS_COLD;
560 if (!one_in_(WEIRD_LUCK))
561 random_resistance(o_ptr);
564 add_flag(o_ptr->art_flags, TR_IM_FIRE);
565 if (!o_ptr->artifact_bias)
566 o_ptr->artifact_bias = BIAS_FIRE;
572 add_flag(o_ptr->art_flags, TR_RES_ACID);
573 if (!o_ptr->artifact_bias)
574 o_ptr->artifact_bias = BIAS_ACID;
579 add_flag(o_ptr->art_flags, TR_RES_ELEC);
580 if (!o_ptr->artifact_bias)
581 o_ptr->artifact_bias = BIAS_ELEC;
586 add_flag(o_ptr->art_flags, TR_RES_FIRE);
587 if (!o_ptr->artifact_bias)
588 o_ptr->artifact_bias = BIAS_FIRE;
593 add_flag(o_ptr->art_flags, TR_RES_COLD);
594 if (!o_ptr->artifact_bias)
595 o_ptr->artifact_bias = BIAS_COLD;
599 add_flag(o_ptr->art_flags, TR_RES_POIS);
600 if (!o_ptr->artifact_bias && !one_in_(4))
601 o_ptr->artifact_bias = BIAS_POIS;
602 else if (!o_ptr->artifact_bias && one_in_(2))
603 o_ptr->artifact_bias = BIAS_NECROMANTIC;
604 else if (!o_ptr->artifact_bias && one_in_(2))
605 o_ptr->artifact_bias = BIAS_ROGUE;
609 add_flag(o_ptr->art_flags, TR_RES_FEAR);
610 if (!o_ptr->artifact_bias && one_in_(3))
611 o_ptr->artifact_bias = BIAS_WARRIOR;
614 add_flag(o_ptr->art_flags, TR_RES_LITE);
617 add_flag(o_ptr->art_flags, TR_RES_DARK);
621 add_flag(o_ptr->art_flags, TR_RES_BLIND);
625 add_flag(o_ptr->art_flags, TR_RES_CONF);
626 if (!o_ptr->artifact_bias && one_in_(6))
627 o_ptr->artifact_bias = BIAS_CHAOS;
631 add_flag(o_ptr->art_flags, TR_RES_SOUND);
635 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
639 add_flag(o_ptr->art_flags, TR_RES_NETHER);
640 if (!o_ptr->artifact_bias && one_in_(3))
641 o_ptr->artifact_bias = BIAS_NECROMANTIC;
645 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
649 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
650 if (!o_ptr->artifact_bias && one_in_(2))
651 o_ptr->artifact_bias = BIAS_CHAOS;
655 add_flag(o_ptr->art_flags, TR_RES_DISEN);
658 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
659 add_flag(o_ptr->art_flags, TR_SH_ELEC);
661 random_resistance(o_ptr);
662 if (!o_ptr->artifact_bias)
663 o_ptr->artifact_bias = BIAS_ELEC;
666 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
667 add_flag(o_ptr->art_flags, TR_SH_FIRE);
669 random_resistance(o_ptr);
670 if (!o_ptr->artifact_bias)
671 o_ptr->artifact_bias = BIAS_FIRE;
674 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
675 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
676 add_flag(o_ptr->art_flags, TR_REFLECT);
678 random_resistance(o_ptr);
681 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
682 add_flag(o_ptr->art_flags, TR_SH_COLD);
684 random_resistance(o_ptr);
685 if (!o_ptr->artifact_bias)
686 o_ptr->artifact_bias = BIAS_COLD;
693 * @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.
694 * @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。
695 * 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、
696 * 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。
697 * @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。
698 * @param o_ptr 対象のオブジェクト構造体ポインタ
701 static void random_misc(object_type * o_ptr)
703 switch (o_ptr->artifact_bias)
706 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
708 add_flag(o_ptr->art_flags, TR_SUST_CON);
709 if (one_in_(2)) return;
714 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
716 add_flag(o_ptr->art_flags, TR_SUST_STR);
717 if (one_in_(2)) return;
722 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
724 add_flag(o_ptr->art_flags, TR_SUST_WIS);
725 if (one_in_(2)) return;
730 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
732 add_flag(o_ptr->art_flags, TR_SUST_INT);
733 if (one_in_(2)) return;
738 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
740 add_flag(o_ptr->art_flags, TR_SUST_DEX);
741 if (one_in_(2)) return;
746 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
748 add_flag(o_ptr->art_flags, TR_SUST_CON);
749 if (one_in_(2)) return;
754 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
756 add_flag(o_ptr->art_flags, TR_SUST_CHR);
757 if (one_in_(2)) return;
762 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
764 add_flag(o_ptr->art_flags, TR_TELEPORT);
765 if (one_in_(2)) return;
770 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
772 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
777 switch (randint1(33))
780 add_flag(o_ptr->art_flags, TR_SUST_STR);
781 if (!o_ptr->artifact_bias)
782 o_ptr->artifact_bias = BIAS_STR;
785 add_flag(o_ptr->art_flags, TR_SUST_INT);
786 if (!o_ptr->artifact_bias)
787 o_ptr->artifact_bias = BIAS_INT;
790 add_flag(o_ptr->art_flags, TR_SUST_WIS);
791 if (!o_ptr->artifact_bias)
792 o_ptr->artifact_bias = BIAS_WIS;
795 add_flag(o_ptr->art_flags, TR_SUST_DEX);
796 if (!o_ptr->artifact_bias)
797 o_ptr->artifact_bias = BIAS_DEX;
800 add_flag(o_ptr->art_flags, TR_SUST_CON);
801 if (!o_ptr->artifact_bias)
802 o_ptr->artifact_bias = BIAS_CON;
805 add_flag(o_ptr->art_flags, TR_SUST_CHR);
806 if (!o_ptr->artifact_bias)
807 o_ptr->artifact_bias = BIAS_CHR;
812 add_flag(o_ptr->art_flags, TR_FREE_ACT);
815 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
816 if (!o_ptr->artifact_bias && one_in_(5))
817 o_ptr->artifact_bias = BIAS_PRIESTLY;
818 else if (!o_ptr->artifact_bias && one_in_(6))
819 o_ptr->artifact_bias = BIAS_NECROMANTIC;
823 add_flag(o_ptr->art_flags, TR_LITE_1);
827 add_flag(o_ptr->art_flags, TR_LEVITATION);
832 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
836 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
840 add_flag(o_ptr->art_flags, TR_REGEN);
843 add_flag(o_ptr->art_flags, TR_TELEPORT);
848 if (object_is_armour(o_ptr))
852 o_ptr->to_a = 4 + randint1(11);
861 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
862 bonus_h = 4 + (HIT_PROB)(randint1(11));
863 bonus_d = 4 + (HIT_POINT)(randint1(11));
864 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))
869 o_ptr->to_h += bonus_h;
870 o_ptr->to_d += bonus_d;
874 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
877 add_flag(o_ptr->art_flags, TR_NO_TELE);
880 add_flag(o_ptr->art_flags, TR_WARNING);
887 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
888 if (!o_ptr->artifact_bias && one_in_(3))
889 o_ptr->artifact_bias = BIAS_LAW;
892 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
893 if (!o_ptr->artifact_bias && one_in_(3))
894 o_ptr->artifact_bias = BIAS_MAGE;
897 add_flag(o_ptr->art_flags, TR_TELEPATHY);
898 if (!o_ptr->artifact_bias && one_in_(9))
899 o_ptr->artifact_bias = BIAS_MAGE;
909 idx[0] = randint1(10);
911 idx[1] = randint1(9);
912 if (idx[1] >= idx[0]) idx[1]++;
914 idx[2] = randint1(8);
915 if (idx[2] >= idx[0]) idx[2]++;
916 if (idx[2] >= idx[1]) idx[2]++;
918 while (n--) switch (idx[n])
921 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
922 if (!o_ptr->artifact_bias && one_in_(4))
923 o_ptr->artifact_bias = BIAS_RANGER;
926 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
927 if (!o_ptr->artifact_bias && one_in_(3))
928 o_ptr->artifact_bias = BIAS_PRIESTLY;
929 else if (!o_ptr->artifact_bias && one_in_(6))
930 o_ptr->artifact_bias = BIAS_NECROMANTIC;
933 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
936 add_flag(o_ptr->art_flags, TR_ESP_ORC);
939 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
942 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
945 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
948 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
949 if (!o_ptr->artifact_bias && one_in_(6))
950 o_ptr->artifact_bias = BIAS_ROGUE;
953 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
954 if (!o_ptr->artifact_bias && one_in_(3))
955 o_ptr->artifact_bias = BIAS_LAW;
958 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
959 if (!o_ptr->artifact_bias && one_in_(3))
960 o_ptr->artifact_bias = BIAS_LAW;
969 * @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.
970 * @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。
971 * 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、
972 * 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、
973 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
974 * @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。
975 * @param o_ptr 対象のオブジェクト構造体ポインタ
978 static void random_slay(object_type *o_ptr)
980 if (o_ptr->tval == TV_BOW)
987 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
988 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
989 if (!o_ptr->artifact_bias && one_in_(9))
990 o_ptr->artifact_bias = BIAS_RANGER;
993 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
994 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
995 if (!o_ptr->artifact_bias && one_in_(9))
996 o_ptr->artifact_bias = BIAS_RANGER;
1003 switch (o_ptr->artifact_bias)
1006 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1008 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1009 if (one_in_(2)) return;
1014 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1015 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1017 /* A free power for "priestly" random artifacts */
1018 add_flag(o_ptr->art_flags, TR_BLESSED);
1022 case BIAS_NECROMANTIC:
1023 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1025 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1026 if (one_in_(2)) return;
1028 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1030 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1031 if (one_in_(2)) return;
1036 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1038 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1039 if (one_in_(2)) return;
1044 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1045 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1046 !(have_flag(o_ptr->art_flags, TR_THROW)))
1048 /* Free power for rogues... */
1049 add_flag(o_ptr->art_flags, TR_THROW);
1051 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1053 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1054 if (one_in_(2)) return;
1059 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1061 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1062 if (one_in_(2)) return;
1067 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1069 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1070 if (one_in_(2)) return;
1075 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1077 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1078 if (one_in_(2)) return;
1083 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1085 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1086 if (one_in_(2)) return;
1091 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1093 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1094 if (one_in_(2)) return;
1099 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1101 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1102 if (one_in_(2)) return;
1104 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1106 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1107 if (one_in_(2)) return;
1109 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1111 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1112 if (one_in_(2)) return;
1117 switch (randint1(36))
1123 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1127 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1134 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1138 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1140 if (!o_ptr->artifact_bias && one_in_(2))
1141 o_ptr->artifact_bias = BIAS_LAW;
1142 else if (!o_ptr->artifact_bias && one_in_(9))
1143 o_ptr->artifact_bias = BIAS_PRIESTLY;
1149 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1153 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1155 if (!o_ptr->artifact_bias && one_in_(9))
1156 o_ptr->artifact_bias = BIAS_PRIESTLY;
1162 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1166 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1168 if (!o_ptr->artifact_bias && one_in_(9))
1169 o_ptr->artifact_bias = BIAS_PRIESTLY;
1175 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1179 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1186 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1190 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1197 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1201 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1206 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1209 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1213 if (o_ptr->tval == TV_SWORD)
1215 add_flag(o_ptr->art_flags, TR_VORPAL);
1216 if (!o_ptr->artifact_bias && one_in_(9))
1217 o_ptr->artifact_bias = BIAS_WARRIOR;
1223 add_flag(o_ptr->art_flags, TR_IMPACT);
1227 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1228 if (!o_ptr->artifact_bias)
1229 o_ptr->artifact_bias = BIAS_FIRE;
1233 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1234 if (!o_ptr->artifact_bias)
1235 o_ptr->artifact_bias = BIAS_COLD;
1239 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1240 if (!o_ptr->artifact_bias)
1241 o_ptr->artifact_bias = BIAS_ELEC;
1245 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1246 if (!o_ptr->artifact_bias)
1247 o_ptr->artifact_bias = BIAS_ACID;
1251 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1252 if (!o_ptr->artifact_bias && !one_in_(3))
1253 o_ptr->artifact_bias = BIAS_POIS;
1254 else if (!o_ptr->artifact_bias && one_in_(6))
1255 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1256 else if (!o_ptr->artifact_bias)
1257 o_ptr->artifact_bias = BIAS_ROGUE;
1260 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1261 if (!o_ptr->artifact_bias)
1262 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1265 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1266 if (!o_ptr->artifact_bias)
1267 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1273 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1277 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1281 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1282 if (!o_ptr->artifact_bias)
1283 o_ptr->artifact_bias = BIAS_CHAOS;
1289 * @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.
1290 * @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。
1291 * @param o_ptr 対象のオブジェクト構造体ポインタ
1294 static void give_activation_power(object_type *o_ptr)
1296 int type = 0, chance = 0;
1298 switch (o_ptr->artifact_bias)
1303 type = ACT_BO_ELEC_1;
1305 else if (!one_in_(5))
1307 type = ACT_BA_ELEC_2;
1311 type = ACT_BA_ELEC_3;
1317 type = ACT_BA_POIS_1;
1324 type = ACT_BO_FIRE_1;
1326 else if (!one_in_(5))
1328 type = ACT_BA_FIRE_1;
1332 type = ACT_BA_FIRE_2;
1340 type = ACT_BO_COLD_1;
1341 else if (!one_in_(3))
1342 type = ACT_BA_COLD_1;
1343 else if (!one_in_(3))
1344 type = ACT_BA_COLD_2;
1346 type = ACT_BA_COLD_3;
1352 type = ACT_SUMMON_DEMON;
1354 type = ACT_CALL_CHAOS;
1361 type = ACT_CHARM_UNDEAD;
1362 else if (one_in_(12))
1363 type = ACT_BANISH_EVIL;
1364 else if (one_in_(11))
1365 type = ACT_DISP_EVIL;
1366 else if (one_in_(10))
1367 type = ACT_PROT_EVIL;
1368 else if (one_in_(9))
1369 type = ACT_CURE_1000;
1370 else if (one_in_(8))
1371 type = ACT_CURE_700;
1372 else if (one_in_(7))
1373 type = ACT_REST_ALL;
1374 else if (one_in_(6))
1375 type = ACT_REST_EXP;
1380 case BIAS_NECROMANTIC:
1384 else if (one_in_(13))
1385 type = ACT_DISP_GOOD;
1386 else if (one_in_(9))
1387 type = ACT_MASS_GENO;
1388 else if (one_in_(8))
1389 type = ACT_GENOCIDE;
1390 else if (one_in_(13))
1391 type = ACT_SUMMON_UNDEAD;
1392 else if (one_in_(9))
1394 else if (one_in_(6))
1395 type = ACT_CHARM_UNDEAD;
1403 type = ACT_BANISH_EVIL;
1404 else if (one_in_(4))
1405 type = ACT_DISP_EVIL;
1407 type = ACT_PROT_EVIL;
1414 else if (one_in_(4))
1416 else if (one_in_(3))
1417 type = ACT_DETECT_ALL;
1418 else if (one_in_(8))
1421 type = ACT_ID_PLAIN;
1427 type = ACT_SUMMON_ELEMENTAL;
1428 else if (one_in_(10))
1429 type = ACT_SUMMON_PHANTOM;
1430 else if (one_in_(5))
1431 type = ACT_RUNE_EXPLO;
1447 type = ACT_CHARM_ANIMALS;
1448 else if (one_in_(7))
1449 type = ACT_SUMMON_ANIMAL;
1450 else if (one_in_(6))
1451 type = ACT_CHARM_ANIMAL;
1452 else if (one_in_(4))
1453 type = ACT_RESIST_ALL;
1454 else if (one_in_(3))
1457 type = ACT_CURE_POISON;
1461 if (!type || (randint1(100) >= chance))
1463 one_activation(o_ptr);
1467 /* A type was chosen... */
1468 o_ptr->xtra2 = (byte_hack)type;
1469 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1474 * @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.
1475 * @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。
1476 * @param o_ptr 処理中のアイテム参照ポインタ
1477 * @param return_name 名前を返すための文字列参照ポインタ
1478 * @param armour 対象のオブジェクトが防具が否か
1479 * @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)
1482 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1484 PERCENTAGE prob = randint1(100);
1486 if (prob <= SINDARIN_NAME)
1488 get_table_sindarin(return_name);
1490 else if (prob <= TABLE_NAME)
1492 get_table_name(return_name);
1504 filename = _("a_cursed_j.txt", "a_cursed.txt");
1507 filename = _("a_low_j.txt", "a_low.txt");
1510 filename = _("a_med_j.txt", "a_med.txt");
1513 filename = _("a_high_j.txt", "a_high.txt");
1520 filename = _("w_cursed_j.txt", "w_cursed.txt");
1523 filename = _("w_low_j.txt", "w_low.txt");
1526 filename = _("w_med_j.txt", "w_med.txt");
1529 filename = _("w_high_j.txt", "w_high.txt");
1533 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1535 if (return_name[0] == 0) get_table_name(return_name);
1541 * @brief ランダムアーティファクト生成のメインルーチン
1542 * @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。
1543 * @param o_ptr 対象のオブジェクト構造体ポインタ
1544 * @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。
1545 * @return 常にTRUE(1)を返す
1547 bool create_artifact(object_type *o_ptr, bool a_scroll)
1549 GAME_TEXT new_name[1024];
1550 PARAMETER_VALUE has_pval = 0;
1551 int powers = randint1(5) + 1;
1553 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1556 bool a_cursed = FALSE;
1557 int warrior_artifact_bias = 0;
1560 /* Reset artifact bias */
1561 o_ptr->artifact_bias = 0;
1563 /* Nuke enchantments */
1567 for (i = 0; i < TR_FLAG_SIZE; i++)
1568 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1570 if (o_ptr->pval) has_pval = TRUE;
1572 if (a_scroll && one_in_(4))
1574 switch (p_ptr->pclass)
1577 case CLASS_BERSERKER:
1582 o_ptr->artifact_bias = BIAS_WARRIOR;
1585 case CLASS_HIGH_MAGE:
1586 case CLASS_SORCERER:
1587 case CLASS_MAGIC_EATER:
1588 case CLASS_BLUE_MAGE:
1589 o_ptr->artifact_bias = BIAS_MAGE;
1592 o_ptr->artifact_bias = BIAS_PRIESTLY;
1596 o_ptr->artifact_bias = BIAS_ROGUE;
1597 warrior_artifact_bias = 25;
1601 o_ptr->artifact_bias = BIAS_RANGER;
1602 warrior_artifact_bias = 30;
1605 o_ptr->artifact_bias = BIAS_PRIESTLY;
1606 warrior_artifact_bias = 40;
1608 case CLASS_WARRIOR_MAGE:
1609 case CLASS_RED_MAGE:
1610 o_ptr->artifact_bias = BIAS_MAGE;
1611 warrior_artifact_bias = 40;
1613 case CLASS_CHAOS_WARRIOR:
1614 o_ptr->artifact_bias = BIAS_CHAOS;
1615 warrior_artifact_bias = 40;
1618 case CLASS_FORCETRAINER:
1619 o_ptr->artifact_bias = BIAS_PRIESTLY;
1621 case CLASS_MINDCRAFTER:
1623 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1626 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1628 case CLASS_IMITATOR:
1629 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1631 case CLASS_BEASTMASTER:
1632 o_ptr->artifact_bias = BIAS_CHR;
1633 warrior_artifact_bias = 50;
1635 case CLASS_MIRROR_MASTER:
1636 if (randint1(4) > 1)
1638 o_ptr->artifact_bias = BIAS_MAGE;
1642 o_ptr->artifact_bias = BIAS_ROGUE;
1648 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1649 o_ptr->artifact_bias = BIAS_WARRIOR;
1651 strcpy(new_name, "");
1653 if (!a_scroll && one_in_(A_CURSED))
1655 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1658 while (one_in_(powers) || one_in_(7) || one_in_(10))
1661 if (!a_cursed && one_in_(WEIRD_LUCK))
1664 if (a_cursed) powers /= 2;
1666 max_powers = powers;
1670 switch (randint1(max_type))
1677 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1679 if (a_cursed && !one_in_(13)) break;
1682 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1686 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1690 random_resistance(o_ptr);
1699 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1706 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1708 o_ptr->pval = randint1(2);
1709 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1718 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1721 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1726 /* give it some plusses... */
1727 if (object_is_armour(o_ptr))
1728 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1729 else if (object_is_weapon_ammo(o_ptr))
1731 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1732 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1733 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1736 /* Just to be sure */
1737 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1738 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1739 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1740 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1742 total_flags = flag_cost(o_ptr, o_ptr->pval);
1744 if (a_cursed) curse_artifact(o_ptr);
1747 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1750 give_activation_power(o_ptr);
1753 if (object_is_armour(o_ptr))
1755 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1757 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1758 o_ptr->to_d -= (HIT_POINT)randint0(3);
1759 o_ptr->to_h -= (HIT_PROB)randint0(3);
1761 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1763 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1764 o_ptr->to_d -= (HIT_POINT)randint0(3);
1765 o_ptr->to_h -= (HIT_PROB)randint0(3);
1769 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);
1771 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1775 remove_flag(o_ptr->art_flags, TR_BLOWS);
1776 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1777 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1778 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1779 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1780 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1781 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1782 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1783 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1784 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1785 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1786 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1787 remove_flag(o_ptr->art_flags, TR_VORPAL);
1788 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1789 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1790 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1791 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1792 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1795 if (!object_is_weapon_ammo(o_ptr))
1798 if (a_cursed) power_level = 0;
1799 else if (total_flags < 15000) power_level = 1;
1800 else if (total_flags < 35000) power_level = 2;
1801 else power_level = 3;
1807 if (a_cursed) power_level = 0;
1808 else if (total_flags < 20000) power_level = 1;
1809 else if (total_flags < 45000) power_level = 2;
1810 else power_level = 3;
1814 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1816 weakening_artifact(o_ptr);
1821 GAME_TEXT dummy_name[MAX_NLEN] = "";
1822 concptr 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? ");
1824 object_aware(o_ptr);
1825 object_known(o_ptr);
1827 /* Mark the item as fully known */
1828 o_ptr->ident |= (IDENT_MENTAL);
1830 /* For being treated as random artifact in screen_object() */
1831 o_ptr->art_name = quark_add("");
1833 (void)screen_object(o_ptr, 0L);
1835 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1841 get_table_sindarin_aux(dummy_name);
1845 get_table_name_aux(dummy_name);
1848 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1849 chg_virtue(V_INDIVIDUALISM, 2);
1850 chg_virtue(V_ENCHANT, 5);
1854 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1857 /* Save the inscription */
1858 o_ptr->art_name = quark_add(new_name);
1860 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」",
1861 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1863 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1869 * @brief オブジェクトから能力発動IDを取得する。
1870 * @details いくつかのケースで定義されている発動効果から、
1871 * 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。
1872 * @param o_ptr 対象のオブジェクト構造体ポインタ
1873 * @return 発動効果のIDを返す
1875 int activation_index(object_type *o_ptr)
1877 /* Give priority to weaponsmith's essential activations */
1878 if (object_is_smith(o_ptr))
1880 switch (o_ptr->xtra3 - 1)
1882 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1883 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1884 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1885 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1886 case TR_IMPACT: return ACT_QUAKE;
1890 if (object_is_fixed_artifact(o_ptr))
1892 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1894 return a_info[o_ptr->name1].act_idx;
1897 if (object_is_ego(o_ptr))
1899 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1901 return e_info[o_ptr->name2].act_idx;
1904 if (!object_is_random_artifact(o_ptr))
1906 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1908 return k_info[o_ptr->k_idx].act_idx;
1912 return o_ptr->xtra2;
1916 * @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。
1917 * @details activation_index() 関数の結果から参照する。
1918 * @param o_ptr 対象のオブジェクト構造体ポインタ
1919 * @return 発動効果構造体のポインタを返す
1921 const activation_type* find_activation_info(object_type *o_ptr)
1923 const int index = activation_index(o_ptr);
1924 const activation_type* p;
1926 for (p = activation_info; p->flag != NULL; ++ p) {
1927 if (p->index == index)
1937 * @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。.
1938 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
1939 * 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、
1941 * @attention プレイヤーの各種ステータスに依存した処理がある。
1942 * @todo 折を見て関数名を変更すること。
1943 * @param o_ptr 対象のオブジェクト構造体ポインタ
1944 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
1947 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
1949 bool give_resistance = FALSE, give_power = FALSE;
1951 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
1953 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
1956 give_resistance = TRUE;
1960 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1961 add_flag(o_ptr->art_flags, TR_TY_CURSE);
1962 o_ptr->curse_flags |=
1963 (TRC_CURSED | TRC_HEAVY_CURSE);
1964 o_ptr->curse_flags |= get_curse(2, o_ptr);
1969 if (o_ptr->name1 == ART_MURAMASA)
1971 if (p_ptr->pclass != CLASS_SAMURAI)
1973 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1974 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1978 if (o_ptr->name1 == ART_ROBINTON)
1980 if (p_ptr->pclass == CLASS_BARD)
1982 add_flag(o_ptr->art_flags, TR_DEC_MANA);
1986 if (o_ptr->name1 == ART_XIAOLONG)
1988 if (p_ptr->pclass == CLASS_MONK)
1989 add_flag(o_ptr->art_flags, TR_BLOWS);
1992 if (o_ptr->name1 == ART_BLOOD)
1994 get_bloody_moon_flags(o_ptr);
1997 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
1999 if (p_ptr->psex != SEX_FEMALE)
2001 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2005 if (o_ptr->name1 == ART_MILIM)
2007 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2010 add_flag(o_ptr->art_flags, TR_STR);
2011 add_flag(o_ptr->art_flags, TR_INT);
2012 add_flag(o_ptr->art_flags, TR_WIS);
2013 add_flag(o_ptr->art_flags, TR_DEX);
2014 add_flag(o_ptr->art_flags, TR_CON);
2015 add_flag(o_ptr->art_flags, TR_CHR);
2019 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2020 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2021 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2023 /* Give a resistance OR a power */
2024 if (one_in_(2)) give_resistance = TRUE;
2025 else give_power = TRUE;
2033 if (give_resistance)
2035 one_high_resistance(o_ptr);
2041 * @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
2042 * @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。
2043 * @param a_idx 生成する固定アーティファクト構造体のID
2044 * @param y アイテムを落とす地点のy座標
2045 * @param x アイテムを落とす地点のx座標
2046 * @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。
2047 * @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.
2048 * 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
2049 * drop_near()関数の返り値は信用できなくなる.
2051 bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2057 artifact_type *a_ptr = &a_info[a_idx];
2060 /* Ignore "empty" artifacts */
2061 if (!a_ptr->name) return FALSE;
2063 /* Acquire the "kind" index */
2064 i = lookup_kind(a_ptr->tval, a_ptr->sval);
2066 if (!i) return FALSE;
2068 object_prep(q_ptr, i);
2071 q_ptr->name1 = a_idx;
2073 /* Extract the fields */
2074 q_ptr->pval = a_ptr->pval;
2075 q_ptr->ac = a_ptr->ac;
2076 q_ptr->dd = a_ptr->dd;
2077 q_ptr->ds = a_ptr->ds;
2078 q_ptr->to_a = a_ptr->to_a;
2079 q_ptr->to_h = a_ptr->to_h;
2080 q_ptr->to_d = a_ptr->to_d;
2081 q_ptr->weight = a_ptr->weight;
2083 /* Hack -- extract the "cursed" flag */
2084 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2085 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2086 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2087 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2088 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2089 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2091 random_artifact_resistance(q_ptr, a_ptr);
2093 /* Drop the artifact from heaven */
2094 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
2098 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2100 BIT_FLAGS flgs[TR_FLAG_SIZE];
2101 object_flags(o_ptr, flgs);
2103 HIT_POINT dam, base, s_evil, forced, vorpal;
2104 s_evil = forced = vorpal = 0;
2105 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2107 if(have_flag(flgs, TR_KILL_EVIL))
2109 dam = s_evil = dam * 7 / 2;
2111 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2113 dam = s_evil = dam * 2;
2117 if (have_flag(flgs, TR_FORCE_WEAPON))
2119 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2123 if(have_flag(flgs, TR_VORPAL))
2125 dam = vorpal = dam * 11 / 9;
2129 dam = dam + o_ptr->to_d;
2131 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2136 static bool has_extreme_damage_rate(object_type *o_ptr)
2138 BIT_FLAGS flgs[TR_FLAG_SIZE];
2139 object_flags(o_ptr, flgs);
2141 if (have_flag(flgs, TR_VAMPIRIC))
2143 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2147 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2151 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2155 else if (calc_arm_avgdamage(o_ptr) > 63)
2162 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2166 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2170 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2174 else if (calc_arm_avgdamage(o_ptr) > 75)
2182 static bool weakening_artifact(object_type *o_ptr)
2184 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2185 object_kind *k_ptr = &k_info[k_idx];
2186 BIT_FLAGS flgs[TR_FLAG_SIZE];
2187 object_flags(o_ptr, flgs);
2189 if (have_flag(flgs, TR_KILL_EVIL))
2191 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2192 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2195 else if (k_ptr->dd < o_ptr->dd)
2200 else if (k_ptr->ds < o_ptr->ds)
2205 else if (o_ptr->to_d > 10)
2207 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2208 if (o_ptr->to_d < 10)
2218 * @brief 非INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
2219 * Mega-Hack -- Attempt to create one of the "Special Objects"
2220 * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2221 * @return 生成に成功したらTRUEを返す。
2223 * Attempt to change an object into an artifact\n
2224 * This routine should only be called by "apply_magic()"\n
2225 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2227 bool make_artifact(object_type *o_ptr)
2231 /* No artifacts in the town */
2232 if (!current_floor_ptr->dun_level) return (FALSE);
2234 /* Paranoia -- no "plural" artifacts */
2235 if (o_ptr->number != 1) return (FALSE);
2237 /* Check the artifact list (skip the "specials") */
2238 for (i = 0; i < max_a_idx; i++)
2240 artifact_type *a_ptr = &a_info[i];
2242 /* Skip "empty" items */
2243 if (!a_ptr->name) continue;
2245 /* Cannot make an artifact twice */
2246 if (a_ptr->cur_num) continue;
2248 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2250 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2252 /* Must have the correct fields */
2253 if (a_ptr->tval != o_ptr->tval) continue;
2254 if (a_ptr->sval != o_ptr->sval) continue;
2256 /* XXX XXX Enforce minimum "depth" (loosely) */
2257 if (a_ptr->level > current_floor_ptr->dun_level)
2259 /* Acquire the "out-of-depth factor" */
2260 int d = (a_ptr->level - current_floor_ptr->dun_level) * 2;
2262 /* Roll for out-of-depth creation */
2263 if (!one_in_(d)) continue;
2266 /* We must make the "rarity roll" */
2267 if (!one_in_(a_ptr->rarity)) continue;
2269 /* Hack -- mark the item as an artifact */
2272 /* Hack: Some artifacts get random extra powers */
2273 random_artifact_resistance(o_ptr, a_ptr);
2284 * @brief INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
2285 * Mega-Hack -- Attempt to create one of the "Special Objects"
2286 * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2287 * @return 生成に成功したらTRUEを返す。
2289 * We are only called from "make_object()", and we assume that\n
2290 * "apply_magic()" is called immediately after we return.\n
2292 * Note -- see "make_artifact()" and "apply_magic()"\n
2294 bool make_artifact_special(object_type *o_ptr)
2297 KIND_OBJECT_IDX k_idx = 0;
2299 /*! @note 地上ではキャンセルする / No artifacts in the town */
2300 if (!current_floor_ptr->dun_level) return (FALSE);
2302 /*! @note get_obj_num_hookによる指定がある場合は生成をキャンセルする / Themed object */
2303 if (get_obj_num_hook) return (FALSE);
2305 /*! @note 全固定アーティファクト中からIDの若い順に生成対象とその確率を走査する / Check the artifact list (just the "specials") */
2306 for (i = 0; i < max_a_idx; i++)
2308 artifact_type *a_ptr = &a_info[i];
2310 /*! @note アーティファクト名が空の不正なデータは除外する / Skip "empty" artifacts */
2311 if (!a_ptr->name) continue;
2313 /*! @note 既に生成回数がカウントされたアーティファクト、QUESTITEMと非INSTA_ARTは除外 / Cannot make an artifact twice */
2314 if (a_ptr->cur_num) continue;
2315 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2316 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2318 /*! @note アーティファクト生成階が現在に対して足りない場合は高確率で1/(不足階層*2)を満たさないと生成リストに加えられない /
2319 * XXX XXX Enforce minimum "depth" (loosely) */
2320 if (a_ptr->level > current_floor_ptr->object_level)
2322 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2323 int d = (a_ptr->level - current_floor_ptr->object_level) * 2;
2324 if (!one_in_(d)) continue;
2327 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2328 if (!one_in_(a_ptr->rarity)) continue;
2330 /*! @note INSTA_ART型固定アーティファクトのベースアイテムもチェック対象とする。ベースアイテムの生成階層が足りない場合1/(不足階層*5) を満たさないと除外される。 /
2331 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2332 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2333 if (k_info[k_idx].level > current_floor_ptr->object_level)
2335 int d = (k_info[k_idx].level - current_floor_ptr->object_level) * 5;
2336 if (!one_in_(d)) continue;
2339 /*! @note 前述の条件を満たしたら、後のIDのアーティファクトはチェックせずすぐ確定し生成処理に移す /
2340 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2341 object_prep(o_ptr, k_idx);
2344 random_artifact_resistance(o_ptr, a_ptr);
2348 /*! @note 全INSTA_ART固定アーティファクトを試行しても決まらなかった場合 FALSEを返す / Failure */