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.
17 #include "cmd-activate.h"
18 #include "object-curse.h"
19 #include "object-hook.h"
20 #include "spells-object.h"
22 static bool has_extreme_damage_rate(object_type *o_ptr);
23 static bool weakening_artifact(object_type *o_ptr);
27 * @brief ランダムアーティファクトのバイアス名称テーブル
29 const concptr artifact_bias_name[MAX_BIAS] =
53 const concptr artifact_bias_name[MAX_BIAS] =
79 * @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
80 * @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。
81 * @param o_ptr 対象のオブジェクト構造体ポインタ
84 void one_high_resistance(object_type *o_ptr)
88 case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
89 case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
90 case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
91 case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
92 case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
93 case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
94 case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
95 case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
96 case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
97 case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
98 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
99 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
104 * @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
105 * @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
106 * 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。
107 * ランダム付加そのものに重複の抑止はない。
108 * @param o_ptr 対象のオブジェクト構造体ポインタ
111 void one_lordly_high_resistance(object_type *o_ptr)
113 switch (randint0(10))
115 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
116 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
117 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
118 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
119 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
120 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
121 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
122 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
123 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
124 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
129 * @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
130 * @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。
131 * @param o_ptr 対象のオブジェクト構造体ポインタ
134 void one_ele_resistance(object_type *o_ptr)
138 case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
139 case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
140 case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
141 case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
146 * @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
147 * @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。
148 * @param o_ptr 対象のオブジェクト構造体ポインタ
151 void one_dragon_ele_resistance(object_type *o_ptr)
155 add_flag(o_ptr->art_flags, TR_RES_POIS);
159 one_ele_resistance(o_ptr);
164 * @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
165 * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
166 * 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。
167 * @param o_ptr 対象のオブジェクト構造体ポインタ
170 void one_low_esp(object_type *o_ptr)
172 switch (randint1(10))
174 case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
175 case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
176 case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
177 case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
178 case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
179 case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
180 case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
181 case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
182 case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
183 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
189 * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
190 * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
192 * @param o_ptr 対象のオブジェクト構造体ポインタ
195 void one_resistance(object_type *o_ptr)
199 one_ele_resistance(o_ptr);
203 one_high_resistance(o_ptr);
209 * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
210 * @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。
212 * @param o_ptr 対象のオブジェクト構造体ポインタ
215 void one_ability(object_type *o_ptr)
217 switch (randint0(10))
219 case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
220 case 1: add_flag(o_ptr->art_flags, TR_LITE_1); break;
221 case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
222 case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
223 case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
224 case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
225 case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
226 case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP); break;
235 * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
236 * @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、
237 * 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。
238 * @param o_ptr 対象のオブジェクト構造体ポインタ
241 void one_activation(object_type *o_ptr)
246 while (randint1(100) >= chance)
248 type = randint1(255);
263 case ACT_CURE_POISON:
274 case ACT_HYPODYNAMIA_1:
289 case ACT_HYPODYNAMIA_2:
301 case ACT_CHARM_ANIMAL:
304 case ACT_SUMMON_ANIMAL:
310 case ACT_BANISH_EVIL:
313 case ACT_CHARM_UNDEAD:
314 case ACT_CHARM_OTHER:
315 case ACT_SUMMON_PHANTOM:
322 case ACT_CHARM_ANIMALS:
323 case ACT_CHARM_OTHERS:
324 case ACT_SUMMON_ELEMENTAL:
333 case ACT_DETECT_XTRA:
337 case ACT_SUMMON_UNDEAD:
338 case ACT_SUMMON_DEMON:
349 /* A type was chosen... */
350 o_ptr->xtra2 = (byte_hack)type;
351 add_flag(o_ptr->art_flags, TR_ACTIVATE);
356 * @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.
357 * @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。
358 * 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、
359 * 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。
360 * @attention プレイヤーの職業依存処理あり。
361 * @param o_ptr 対象のオブジェクト構造体ポインタ
364 static void curse_artifact(object_type * o_ptr)
366 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
367 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
368 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
369 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
371 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
372 remove_flag(o_ptr->art_flags, TR_BLESSED);
374 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
375 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
376 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
377 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
378 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
379 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
380 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
381 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
382 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
383 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
385 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))
386 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
390 * @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.
391 * @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。
392 * 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。
393 * @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。
394 * @param o_ptr 対象のオブジェクト構造体ポインタ
397 static void random_plus(object_type * o_ptr)
399 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
401 switch (o_ptr->artifact_bias)
404 if (!(have_flag(o_ptr->art_flags, TR_STR)))
406 add_flag(o_ptr->art_flags, TR_STR);
407 if (one_in_(2)) return;
410 if (!(have_flag(o_ptr->art_flags, TR_CON)))
412 add_flag(o_ptr->art_flags, TR_CON);
413 if (one_in_(2)) return;
416 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
418 add_flag(o_ptr->art_flags, TR_DEX);
419 if (one_in_(2)) return;
424 if (!(have_flag(o_ptr->art_flags, TR_INT)))
426 add_flag(o_ptr->art_flags, TR_INT);
427 if (one_in_(2)) return;
429 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
431 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
432 if (one_in_(2)) return;
437 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
439 add_flag(o_ptr->art_flags, TR_WIS);
440 if (one_in_(2)) return;
445 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
447 add_flag(o_ptr->art_flags, TR_DEX);
448 if (one_in_(2)) return;
451 if (!(have_flag(o_ptr->art_flags, TR_CON)))
453 add_flag(o_ptr->art_flags, TR_CON);
454 if (one_in_(2)) return;
457 if (!(have_flag(o_ptr->art_flags, TR_STR)))
459 add_flag(o_ptr->art_flags, TR_STR);
460 if (one_in_(2)) return;
465 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
467 add_flag(o_ptr->art_flags, TR_STEALTH);
468 if (one_in_(2)) return;
470 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
472 add_flag(o_ptr->art_flags, TR_SEARCH);
473 if (one_in_(2)) return;
478 if (!(have_flag(o_ptr->art_flags, TR_STR)))
480 add_flag(o_ptr->art_flags, TR_STR);
481 if (one_in_(2)) return;
486 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
488 add_flag(o_ptr->art_flags, TR_WIS);
489 if (one_in_(2)) return;
494 if (!(have_flag(o_ptr->art_flags, TR_INT)))
496 add_flag(o_ptr->art_flags, TR_INT);
497 if (one_in_(2)) return;
502 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
504 add_flag(o_ptr->art_flags, TR_DEX);
505 if (one_in_(2)) return;
510 if (!(have_flag(o_ptr->art_flags, TR_CON)))
512 add_flag(o_ptr->art_flags, TR_CON);
513 if (one_in_(2)) return;
518 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
520 add_flag(o_ptr->art_flags, TR_CHR);
521 if (one_in_(2)) return;
526 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
528 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
530 add_flag(o_ptr->art_flags, TR_DEC_MANA);
531 if (one_in_(2)) return;
535 switch (randint1(this_type))
538 add_flag(o_ptr->art_flags, TR_STR);
539 if (!o_ptr->artifact_bias && !one_in_(13))
540 o_ptr->artifact_bias = BIAS_STR;
541 else if (!o_ptr->artifact_bias && one_in_(7))
542 o_ptr->artifact_bias = BIAS_WARRIOR;
545 add_flag(o_ptr->art_flags, TR_INT);
546 if (!o_ptr->artifact_bias && !one_in_(13))
547 o_ptr->artifact_bias = BIAS_INT;
548 else if (!o_ptr->artifact_bias && one_in_(7))
549 o_ptr->artifact_bias = BIAS_MAGE;
552 add_flag(o_ptr->art_flags, TR_WIS);
553 if (!o_ptr->artifact_bias && !one_in_(13))
554 o_ptr->artifact_bias = BIAS_WIS;
555 else if (!o_ptr->artifact_bias && one_in_(7))
556 o_ptr->artifact_bias = BIAS_PRIESTLY;
559 add_flag(o_ptr->art_flags, TR_DEX);
560 if (!o_ptr->artifact_bias && !one_in_(13))
561 o_ptr->artifact_bias = BIAS_DEX;
562 else if (!o_ptr->artifact_bias && one_in_(7))
563 o_ptr->artifact_bias = BIAS_ROGUE;
566 add_flag(o_ptr->art_flags, TR_CON);
567 if (!o_ptr->artifact_bias && !one_in_(13))
568 o_ptr->artifact_bias = BIAS_CON;
569 else if (!o_ptr->artifact_bias && one_in_(9))
570 o_ptr->artifact_bias = BIAS_RANGER;
573 add_flag(o_ptr->art_flags, TR_CHR);
574 if (!o_ptr->artifact_bias && !one_in_(13))
575 o_ptr->artifact_bias = BIAS_CHR;
578 add_flag(o_ptr->art_flags, TR_STEALTH);
579 if (!o_ptr->artifact_bias && one_in_(3))
580 o_ptr->artifact_bias = BIAS_ROGUE;
583 add_flag(o_ptr->art_flags, TR_SEARCH);
584 if (!o_ptr->artifact_bias && one_in_(9))
585 o_ptr->artifact_bias = BIAS_RANGER;
588 add_flag(o_ptr->art_flags, TR_INFRA);
591 add_flag(o_ptr->art_flags, TR_SPEED);
592 if (!o_ptr->artifact_bias && one_in_(11))
593 o_ptr->artifact_bias = BIAS_ROGUE;
596 add_flag(o_ptr->art_flags, TR_TUNNEL);
599 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
602 add_flag(o_ptr->art_flags, TR_BLOWS);
603 if (!o_ptr->artifact_bias && one_in_(11))
604 o_ptr->artifact_bias = BIAS_WARRIOR;
611 * @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.
612 * @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。
613 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
614 * 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。
616 * @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。
617 * @param o_ptr 対象のオブジェクト構造体ポインタ
620 static void random_resistance(object_type * o_ptr)
622 switch (o_ptr->artifact_bias)
625 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
627 add_flag(o_ptr->art_flags, TR_RES_ACID);
628 if (one_in_(2)) return;
630 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
632 add_flag(o_ptr->art_flags, TR_IM_ACID);
633 if (!one_in_(IM_LUCK))
635 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
636 remove_flag(o_ptr->art_flags, TR_IM_COLD);
637 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
639 if (one_in_(2)) return;
644 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
646 add_flag(o_ptr->art_flags, TR_RES_ELEC);
647 if (one_in_(2)) return;
649 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
650 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
652 add_flag(o_ptr->art_flags, TR_SH_ELEC);
653 if (one_in_(2)) return;
655 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
657 add_flag(o_ptr->art_flags, TR_IM_ELEC);
658 if (!one_in_(IM_LUCK))
660 remove_flag(o_ptr->art_flags, TR_IM_ACID);
661 remove_flag(o_ptr->art_flags, TR_IM_COLD);
662 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
665 if (one_in_(2)) return;
670 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
672 add_flag(o_ptr->art_flags, TR_RES_FIRE);
673 if (one_in_(2)) return;
675 if ((o_ptr->tval >= TV_CLOAK) &&
676 (o_ptr->tval <= TV_HARD_ARMOR) &&
677 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
679 add_flag(o_ptr->art_flags, TR_SH_FIRE);
680 if (one_in_(2)) return;
682 if (one_in_(BIAS_LUCK) &&
683 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
685 add_flag(o_ptr->art_flags, TR_IM_FIRE);
686 if (!one_in_(IM_LUCK))
688 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
689 remove_flag(o_ptr->art_flags, TR_IM_COLD);
690 remove_flag(o_ptr->art_flags, TR_IM_ACID);
692 if (one_in_(2)) return;
697 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
699 add_flag(o_ptr->art_flags, TR_RES_COLD);
700 if (one_in_(2)) return;
702 if ((o_ptr->tval >= TV_CLOAK) &&
703 (o_ptr->tval <= TV_HARD_ARMOR) &&
704 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
706 add_flag(o_ptr->art_flags, TR_SH_COLD);
707 if (one_in_(2)) return;
709 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
711 add_flag(o_ptr->art_flags, TR_IM_COLD);
712 if (!one_in_(IM_LUCK))
714 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
715 remove_flag(o_ptr->art_flags, TR_IM_ACID);
716 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
718 if (one_in_(2)) return;
723 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
725 add_flag(o_ptr->art_flags, TR_RES_POIS);
726 if (one_in_(2)) return;
731 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
733 add_flag(o_ptr->art_flags, TR_RES_FEAR);
734 if (one_in_(2)) return;
736 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
738 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
739 if (one_in_(2)) return;
743 case BIAS_NECROMANTIC:
744 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
746 add_flag(o_ptr->art_flags, TR_RES_NETHER);
747 if (one_in_(2)) return;
749 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
751 add_flag(o_ptr->art_flags, TR_RES_POIS);
752 if (one_in_(2)) return;
754 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
756 add_flag(o_ptr->art_flags, TR_RES_DARK);
757 if (one_in_(2)) return;
762 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
764 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
765 if (one_in_(2)) return;
767 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
769 add_flag(o_ptr->art_flags, TR_RES_CONF);
770 if (one_in_(2)) return;
772 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
774 add_flag(o_ptr->art_flags, TR_RES_DISEN);
775 if (one_in_(2)) return;
780 switch (randint1(42))
783 if (!one_in_(WEIRD_LUCK))
784 random_resistance(o_ptr);
787 add_flag(o_ptr->art_flags, TR_IM_ACID);
788 if (!o_ptr->artifact_bias)
789 o_ptr->artifact_bias = BIAS_ACID;
793 if (!one_in_(WEIRD_LUCK))
794 random_resistance(o_ptr);
797 add_flag(o_ptr->art_flags, TR_IM_ELEC);
798 if (!o_ptr->artifact_bias)
799 o_ptr->artifact_bias = BIAS_ELEC;
803 if (!one_in_(WEIRD_LUCK))
804 random_resistance(o_ptr);
807 add_flag(o_ptr->art_flags, TR_IM_COLD);
808 if (!o_ptr->artifact_bias)
809 o_ptr->artifact_bias = BIAS_COLD;
813 if (!one_in_(WEIRD_LUCK))
814 random_resistance(o_ptr);
817 add_flag(o_ptr->art_flags, TR_IM_FIRE);
818 if (!o_ptr->artifact_bias)
819 o_ptr->artifact_bias = BIAS_FIRE;
825 add_flag(o_ptr->art_flags, TR_RES_ACID);
826 if (!o_ptr->artifact_bias)
827 o_ptr->artifact_bias = BIAS_ACID;
832 add_flag(o_ptr->art_flags, TR_RES_ELEC);
833 if (!o_ptr->artifact_bias)
834 o_ptr->artifact_bias = BIAS_ELEC;
839 add_flag(o_ptr->art_flags, TR_RES_FIRE);
840 if (!o_ptr->artifact_bias)
841 o_ptr->artifact_bias = BIAS_FIRE;
846 add_flag(o_ptr->art_flags, TR_RES_COLD);
847 if (!o_ptr->artifact_bias)
848 o_ptr->artifact_bias = BIAS_COLD;
852 add_flag(o_ptr->art_flags, TR_RES_POIS);
853 if (!o_ptr->artifact_bias && !one_in_(4))
854 o_ptr->artifact_bias = BIAS_POIS;
855 else if (!o_ptr->artifact_bias && one_in_(2))
856 o_ptr->artifact_bias = BIAS_NECROMANTIC;
857 else if (!o_ptr->artifact_bias && one_in_(2))
858 o_ptr->artifact_bias = BIAS_ROGUE;
862 add_flag(o_ptr->art_flags, TR_RES_FEAR);
863 if (!o_ptr->artifact_bias && one_in_(3))
864 o_ptr->artifact_bias = BIAS_WARRIOR;
867 add_flag(o_ptr->art_flags, TR_RES_LITE);
870 add_flag(o_ptr->art_flags, TR_RES_DARK);
874 add_flag(o_ptr->art_flags, TR_RES_BLIND);
878 add_flag(o_ptr->art_flags, TR_RES_CONF);
879 if (!o_ptr->artifact_bias && one_in_(6))
880 o_ptr->artifact_bias = BIAS_CHAOS;
884 add_flag(o_ptr->art_flags, TR_RES_SOUND);
888 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
892 add_flag(o_ptr->art_flags, TR_RES_NETHER);
893 if (!o_ptr->artifact_bias && one_in_(3))
894 o_ptr->artifact_bias = BIAS_NECROMANTIC;
898 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
902 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
903 if (!o_ptr->artifact_bias && one_in_(2))
904 o_ptr->artifact_bias = BIAS_CHAOS;
908 add_flag(o_ptr->art_flags, TR_RES_DISEN);
911 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
912 add_flag(o_ptr->art_flags, TR_SH_ELEC);
914 random_resistance(o_ptr);
915 if (!o_ptr->artifact_bias)
916 o_ptr->artifact_bias = BIAS_ELEC;
919 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
920 add_flag(o_ptr->art_flags, TR_SH_FIRE);
922 random_resistance(o_ptr);
923 if (!o_ptr->artifact_bias)
924 o_ptr->artifact_bias = BIAS_FIRE;
927 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
928 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
929 add_flag(o_ptr->art_flags, TR_REFLECT);
931 random_resistance(o_ptr);
934 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
935 add_flag(o_ptr->art_flags, TR_SH_COLD);
937 random_resistance(o_ptr);
938 if (!o_ptr->artifact_bias)
939 o_ptr->artifact_bias = BIAS_COLD;
946 * @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.
947 * @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。
948 * 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、
949 * 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。
950 * @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。
951 * @param o_ptr 対象のオブジェクト構造体ポインタ
954 static void random_misc(object_type * o_ptr)
956 switch (o_ptr->artifact_bias)
959 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
961 add_flag(o_ptr->art_flags, TR_SUST_CON);
962 if (one_in_(2)) return;
967 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
969 add_flag(o_ptr->art_flags, TR_SUST_STR);
970 if (one_in_(2)) return;
975 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
977 add_flag(o_ptr->art_flags, TR_SUST_WIS);
978 if (one_in_(2)) return;
983 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
985 add_flag(o_ptr->art_flags, TR_SUST_INT);
986 if (one_in_(2)) return;
991 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
993 add_flag(o_ptr->art_flags, TR_SUST_DEX);
994 if (one_in_(2)) return;
999 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
1001 add_flag(o_ptr->art_flags, TR_SUST_CON);
1002 if (one_in_(2)) return;
1007 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
1009 add_flag(o_ptr->art_flags, TR_SUST_CHR);
1010 if (one_in_(2)) return;
1015 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
1017 add_flag(o_ptr->art_flags, TR_TELEPORT);
1018 if (one_in_(2)) return;
1023 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
1025 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
1030 switch (randint1(33))
1033 add_flag(o_ptr->art_flags, TR_SUST_STR);
1034 if (!o_ptr->artifact_bias)
1035 o_ptr->artifact_bias = BIAS_STR;
1038 add_flag(o_ptr->art_flags, TR_SUST_INT);
1039 if (!o_ptr->artifact_bias)
1040 o_ptr->artifact_bias = BIAS_INT;
1043 add_flag(o_ptr->art_flags, TR_SUST_WIS);
1044 if (!o_ptr->artifact_bias)
1045 o_ptr->artifact_bias = BIAS_WIS;
1048 add_flag(o_ptr->art_flags, TR_SUST_DEX);
1049 if (!o_ptr->artifact_bias)
1050 o_ptr->artifact_bias = BIAS_DEX;
1053 add_flag(o_ptr->art_flags, TR_SUST_CON);
1054 if (!o_ptr->artifact_bias)
1055 o_ptr->artifact_bias = BIAS_CON;
1058 add_flag(o_ptr->art_flags, TR_SUST_CHR);
1059 if (!o_ptr->artifact_bias)
1060 o_ptr->artifact_bias = BIAS_CHR;
1065 add_flag(o_ptr->art_flags, TR_FREE_ACT);
1068 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1069 if (!o_ptr->artifact_bias && one_in_(5))
1070 o_ptr->artifact_bias = BIAS_PRIESTLY;
1071 else if (!o_ptr->artifact_bias && one_in_(6))
1072 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1076 add_flag(o_ptr->art_flags, TR_LITE_1);
1080 add_flag(o_ptr->art_flags, TR_LEVITATION);
1085 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1089 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1093 add_flag(o_ptr->art_flags, TR_REGEN);
1096 add_flag(o_ptr->art_flags, TR_TELEPORT);
1101 if (object_is_armour(o_ptr))
1105 o_ptr->to_a = 4 + randint1(11);
1114 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1115 bonus_h = 4 + (HIT_PROB)(randint1(11));
1116 bonus_d = 4 + (HIT_POINT)(randint1(11));
1117 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))
1122 o_ptr->to_h += bonus_h;
1123 o_ptr->to_d += bonus_d;
1127 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1130 add_flag(o_ptr->art_flags, TR_NO_TELE);
1133 add_flag(o_ptr->art_flags, TR_WARNING);
1137 switch (randint1(3))
1140 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1141 if (!o_ptr->artifact_bias && one_in_(3))
1142 o_ptr->artifact_bias = BIAS_LAW;
1145 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1146 if (!o_ptr->artifact_bias && one_in_(3))
1147 o_ptr->artifact_bias = BIAS_MAGE;
1150 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1151 if (!o_ptr->artifact_bias && one_in_(9))
1152 o_ptr->artifact_bias = BIAS_MAGE;
1160 int n = randint1(3);
1162 idx[0] = randint1(10);
1164 idx[1] = randint1(9);
1165 if (idx[1] >= idx[0]) idx[1]++;
1167 idx[2] = randint1(8);
1168 if (idx[2] >= idx[0]) idx[2]++;
1169 if (idx[2] >= idx[1]) idx[2]++;
1171 while (n--) switch (idx[n])
1174 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1175 if (!o_ptr->artifact_bias && one_in_(4))
1176 o_ptr->artifact_bias = BIAS_RANGER;
1179 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1180 if (!o_ptr->artifact_bias && one_in_(3))
1181 o_ptr->artifact_bias = BIAS_PRIESTLY;
1182 else if (!o_ptr->artifact_bias && one_in_(6))
1183 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1186 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1189 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1192 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1195 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1198 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1201 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1202 if (!o_ptr->artifact_bias && one_in_(6))
1203 o_ptr->artifact_bias = BIAS_ROGUE;
1206 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1207 if (!o_ptr->artifact_bias && one_in_(3))
1208 o_ptr->artifact_bias = BIAS_LAW;
1211 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1212 if (!o_ptr->artifact_bias && one_in_(3))
1213 o_ptr->artifact_bias = BIAS_LAW;
1222 * @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.
1223 * @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。
1224 * 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、
1225 * 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、
1226 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1227 * @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。
1228 * @param o_ptr 対象のオブジェクト構造体ポインタ
1231 static void random_slay(object_type *o_ptr)
1233 if (o_ptr->tval == TV_BOW)
1235 switch (randint1(6))
1240 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1241 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1242 if (!o_ptr->artifact_bias && one_in_(9))
1243 o_ptr->artifact_bias = BIAS_RANGER;
1246 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1247 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1248 if (!o_ptr->artifact_bias && one_in_(9))
1249 o_ptr->artifact_bias = BIAS_RANGER;
1256 switch (o_ptr->artifact_bias)
1259 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1261 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1262 if (one_in_(2)) return;
1267 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1268 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1270 /* A free power for "priestly" random artifacts */
1271 add_flag(o_ptr->art_flags, TR_BLESSED);
1275 case BIAS_NECROMANTIC:
1276 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1278 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1279 if (one_in_(2)) return;
1281 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1283 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1284 if (one_in_(2)) return;
1289 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1291 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1292 if (one_in_(2)) return;
1297 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1298 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1299 !(have_flag(o_ptr->art_flags, TR_THROW)))
1301 /* Free power for rogues... */
1302 add_flag(o_ptr->art_flags, TR_THROW);
1304 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1306 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1307 if (one_in_(2)) return;
1312 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1314 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1315 if (one_in_(2)) return;
1320 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1322 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1323 if (one_in_(2)) return;
1328 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1330 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1331 if (one_in_(2)) return;
1336 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1338 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1339 if (one_in_(2)) return;
1344 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1346 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1347 if (one_in_(2)) return;
1352 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1354 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1355 if (one_in_(2)) return;
1357 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1359 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1360 if (one_in_(2)) return;
1362 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1364 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1365 if (one_in_(2)) return;
1370 switch (randint1(36))
1376 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1380 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1387 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1391 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1393 if (!o_ptr->artifact_bias && one_in_(2))
1394 o_ptr->artifact_bias = BIAS_LAW;
1395 else if (!o_ptr->artifact_bias && one_in_(9))
1396 o_ptr->artifact_bias = BIAS_PRIESTLY;
1402 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1406 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1408 if (!o_ptr->artifact_bias && one_in_(9))
1409 o_ptr->artifact_bias = BIAS_PRIESTLY;
1415 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1419 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1421 if (!o_ptr->artifact_bias && one_in_(9))
1422 o_ptr->artifact_bias = BIAS_PRIESTLY;
1428 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1432 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1439 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1443 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1450 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1454 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1459 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1462 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1466 if (o_ptr->tval == TV_SWORD)
1468 add_flag(o_ptr->art_flags, TR_VORPAL);
1469 if (!o_ptr->artifact_bias && one_in_(9))
1470 o_ptr->artifact_bias = BIAS_WARRIOR;
1476 add_flag(o_ptr->art_flags, TR_IMPACT);
1480 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1481 if (!o_ptr->artifact_bias)
1482 o_ptr->artifact_bias = BIAS_FIRE;
1486 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1487 if (!o_ptr->artifact_bias)
1488 o_ptr->artifact_bias = BIAS_COLD;
1492 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1493 if (!o_ptr->artifact_bias)
1494 o_ptr->artifact_bias = BIAS_ELEC;
1498 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1499 if (!o_ptr->artifact_bias)
1500 o_ptr->artifact_bias = BIAS_ACID;
1504 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1505 if (!o_ptr->artifact_bias && !one_in_(3))
1506 o_ptr->artifact_bias = BIAS_POIS;
1507 else if (!o_ptr->artifact_bias && one_in_(6))
1508 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1509 else if (!o_ptr->artifact_bias)
1510 o_ptr->artifact_bias = BIAS_ROGUE;
1513 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1514 if (!o_ptr->artifact_bias)
1515 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1518 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1519 if (!o_ptr->artifact_bias)
1520 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1526 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1530 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1534 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1535 if (!o_ptr->artifact_bias)
1536 o_ptr->artifact_bias = BIAS_CHAOS;
1542 * @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.
1543 * @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。
1544 * @param o_ptr 対象のオブジェクト構造体ポインタ
1547 static void give_activation_power(object_type *o_ptr)
1549 int type = 0, chance = 0;
1551 switch (o_ptr->artifact_bias)
1556 type = ACT_BO_ELEC_1;
1558 else if (!one_in_(5))
1560 type = ACT_BA_ELEC_2;
1564 type = ACT_BA_ELEC_3;
1570 type = ACT_BA_POIS_1;
1577 type = ACT_BO_FIRE_1;
1579 else if (!one_in_(5))
1581 type = ACT_BA_FIRE_1;
1585 type = ACT_BA_FIRE_2;
1593 type = ACT_BO_COLD_1;
1594 else if (!one_in_(3))
1595 type = ACT_BA_COLD_1;
1596 else if (!one_in_(3))
1597 type = ACT_BA_COLD_2;
1599 type = ACT_BA_COLD_3;
1605 type = ACT_SUMMON_DEMON;
1607 type = ACT_CALL_CHAOS;
1614 type = ACT_CHARM_UNDEAD;
1615 else if (one_in_(12))
1616 type = ACT_BANISH_EVIL;
1617 else if (one_in_(11))
1618 type = ACT_DISP_EVIL;
1619 else if (one_in_(10))
1620 type = ACT_PROT_EVIL;
1621 else if (one_in_(9))
1622 type = ACT_CURE_1000;
1623 else if (one_in_(8))
1624 type = ACT_CURE_700;
1625 else if (one_in_(7))
1626 type = ACT_REST_ALL;
1627 else if (one_in_(6))
1628 type = ACT_REST_EXP;
1633 case BIAS_NECROMANTIC:
1637 else if (one_in_(13))
1638 type = ACT_DISP_GOOD;
1639 else if (one_in_(9))
1640 type = ACT_MASS_GENO;
1641 else if (one_in_(8))
1642 type = ACT_GENOCIDE;
1643 else if (one_in_(13))
1644 type = ACT_SUMMON_UNDEAD;
1645 else if (one_in_(9))
1647 else if (one_in_(6))
1648 type = ACT_CHARM_UNDEAD;
1656 type = ACT_BANISH_EVIL;
1657 else if (one_in_(4))
1658 type = ACT_DISP_EVIL;
1660 type = ACT_PROT_EVIL;
1667 else if (one_in_(4))
1669 else if (one_in_(3))
1670 type = ACT_DETECT_ALL;
1671 else if (one_in_(8))
1674 type = ACT_ID_PLAIN;
1680 type = ACT_SUMMON_ELEMENTAL;
1681 else if (one_in_(10))
1682 type = ACT_SUMMON_PHANTOM;
1683 else if (one_in_(5))
1684 type = ACT_RUNE_EXPLO;
1700 type = ACT_CHARM_ANIMALS;
1701 else if (one_in_(7))
1702 type = ACT_SUMMON_ANIMAL;
1703 else if (one_in_(6))
1704 type = ACT_CHARM_ANIMAL;
1705 else if (one_in_(4))
1706 type = ACT_RESIST_ALL;
1707 else if (one_in_(3))
1710 type = ACT_CURE_POISON;
1714 if (!type || (randint1(100) >= chance))
1716 one_activation(o_ptr);
1720 /* A type was chosen... */
1721 o_ptr->xtra2 = (byte_hack)type;
1722 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1727 * @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.
1728 * @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。
1729 * @param o_ptr 処理中のアイテム参照ポインタ
1730 * @param return_name 名前を返すための文字列参照ポインタ
1731 * @param armour 対象のオブジェクトが防具が否か
1732 * @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)
1735 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1737 PERCENTAGE prob = randint1(100);
1739 if (prob <= SINDARIN_NAME)
1741 get_table_sindarin(return_name);
1743 else if (prob <= TABLE_NAME)
1745 get_table_name(return_name);
1757 filename = _("a_cursed_j.txt", "a_cursed.txt");
1760 filename = _("a_low_j.txt", "a_low.txt");
1763 filename = _("a_med_j.txt", "a_med.txt");
1766 filename = _("a_high_j.txt", "a_high.txt");
1773 filename = _("w_cursed_j.txt", "w_cursed.txt");
1776 filename = _("w_low_j.txt", "w_low.txt");
1779 filename = _("w_med_j.txt", "w_med.txt");
1782 filename = _("w_high_j.txt", "w_high.txt");
1786 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1788 if (return_name[0] == 0) get_table_name(return_name);
1794 * @brief ランダムアーティファクト生成のメインルーチン
1795 * @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。
1796 * @param o_ptr 対象のオブジェクト構造体ポインタ
1797 * @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。
1798 * @return 常にTRUE(1)を返す
1800 bool create_artifact(object_type *o_ptr, bool a_scroll)
1802 GAME_TEXT new_name[1024];
1803 PARAMETER_VALUE has_pval = 0;
1804 int powers = randint1(5) + 1;
1806 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1809 bool a_cursed = FALSE;
1810 int warrior_artifact_bias = 0;
1813 /* Reset artifact bias */
1814 o_ptr->artifact_bias = 0;
1816 /* Nuke enchantments */
1820 for (i = 0; i < TR_FLAG_SIZE; i++)
1821 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1823 if (o_ptr->pval) has_pval = TRUE;
1825 if (a_scroll && one_in_(4))
1827 switch (p_ptr->pclass)
1830 case CLASS_BERSERKER:
1835 o_ptr->artifact_bias = BIAS_WARRIOR;
1838 case CLASS_HIGH_MAGE:
1839 case CLASS_SORCERER:
1840 case CLASS_MAGIC_EATER:
1841 case CLASS_BLUE_MAGE:
1842 o_ptr->artifact_bias = BIAS_MAGE;
1845 o_ptr->artifact_bias = BIAS_PRIESTLY;
1849 o_ptr->artifact_bias = BIAS_ROGUE;
1850 warrior_artifact_bias = 25;
1854 o_ptr->artifact_bias = BIAS_RANGER;
1855 warrior_artifact_bias = 30;
1858 o_ptr->artifact_bias = BIAS_PRIESTLY;
1859 warrior_artifact_bias = 40;
1861 case CLASS_WARRIOR_MAGE:
1862 case CLASS_RED_MAGE:
1863 o_ptr->artifact_bias = BIAS_MAGE;
1864 warrior_artifact_bias = 40;
1866 case CLASS_CHAOS_WARRIOR:
1867 o_ptr->artifact_bias = BIAS_CHAOS;
1868 warrior_artifact_bias = 40;
1871 case CLASS_FORCETRAINER:
1872 o_ptr->artifact_bias = BIAS_PRIESTLY;
1874 case CLASS_MINDCRAFTER:
1876 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1879 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1881 case CLASS_IMITATOR:
1882 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1884 case CLASS_BEASTMASTER:
1885 o_ptr->artifact_bias = BIAS_CHR;
1886 warrior_artifact_bias = 50;
1888 case CLASS_MIRROR_MASTER:
1889 if (randint1(4) > 1)
1891 o_ptr->artifact_bias = BIAS_MAGE;
1895 o_ptr->artifact_bias = BIAS_ROGUE;
1901 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1902 o_ptr->artifact_bias = BIAS_WARRIOR;
1904 strcpy(new_name, "");
1906 if (!a_scroll && one_in_(A_CURSED))
1908 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1911 while (one_in_(powers) || one_in_(7) || one_in_(10))
1914 if (!a_cursed && one_in_(WEIRD_LUCK))
1917 if (a_cursed) powers /= 2;
1919 max_powers = powers;
1923 switch (randint1(max_type))
1930 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1932 if (a_cursed && !one_in_(13)) break;
1935 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1939 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1943 random_resistance(o_ptr);
1952 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1959 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1961 o_ptr->pval = randint1(2);
1962 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1971 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1974 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1979 /* give it some plusses... */
1980 if (object_is_armour(o_ptr))
1981 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1982 else if (object_is_weapon_ammo(o_ptr))
1984 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1985 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1986 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1989 /* Just to be sure */
1990 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1991 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1992 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1993 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1995 total_flags = flag_cost(o_ptr, o_ptr->pval);
1997 if (a_cursed) curse_artifact(o_ptr);
2000 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
2003 give_activation_power(o_ptr);
2006 if (object_is_armour(o_ptr))
2008 while ((o_ptr->to_d+o_ptr->to_h) > 20)
2010 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
2011 o_ptr->to_d -= (HIT_POINT)randint0(3);
2012 o_ptr->to_h -= (HIT_PROB)randint0(3);
2014 while ((o_ptr->to_d+o_ptr->to_h) > 10)
2016 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
2017 o_ptr->to_d -= (HIT_POINT)randint0(3);
2018 o_ptr->to_h -= (HIT_PROB)randint0(3);
2022 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);
2024 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
2028 remove_flag(o_ptr->art_flags, TR_BLOWS);
2029 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
2030 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
2031 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2032 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
2033 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2034 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
2035 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
2036 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
2037 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
2038 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
2039 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2040 remove_flag(o_ptr->art_flags, TR_VORPAL);
2041 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
2042 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
2043 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
2044 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
2045 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
2048 if (!object_is_weapon_ammo(o_ptr))
2051 if (a_cursed) power_level = 0;
2052 else if (total_flags < 15000) power_level = 1;
2053 else if (total_flags < 35000) power_level = 2;
2054 else power_level = 3;
2060 if (a_cursed) power_level = 0;
2061 else if (total_flags < 20000) power_level = 1;
2062 else if (total_flags < 45000) power_level = 2;
2063 else power_level = 3;
2067 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
2069 weakening_artifact(o_ptr);
2074 GAME_TEXT dummy_name[MAX_NLEN] = "";
2075 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? ");
2077 object_aware(o_ptr);
2078 object_known(o_ptr);
2080 /* Mark the item as fully known */
2081 o_ptr->ident |= (IDENT_MENTAL);
2083 /* For being treated as random artifact in screen_object() */
2084 o_ptr->art_name = quark_add("");
2086 (void)screen_object(o_ptr, 0L);
2088 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2094 get_table_sindarin_aux(dummy_name);
2098 get_table_name_aux(dummy_name);
2101 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
2102 chg_virtue(V_INDIVIDUALISM, 2);
2103 chg_virtue(V_ENCHANT, 5);
2107 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
2110 /* Save the inscription */
2111 o_ptr->art_name = quark_add(new_name);
2113 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」",
2114 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
2116 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2122 * @brief オブジェクトから能力発動IDを取得する。
2123 * @details いくつかのケースで定義されている発動効果から、
2124 * 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。
2125 * @param o_ptr 対象のオブジェクト構造体ポインタ
2126 * @return 発動効果のIDを返す
2128 int activation_index(object_type *o_ptr)
2130 /* Give priority to weaponsmith's essential activations */
2131 if (object_is_smith(o_ptr))
2133 switch (o_ptr->xtra3 - 1)
2135 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2136 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2137 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2138 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2139 case TR_IMPACT: return ACT_QUAKE;
2143 if (object_is_fixed_artifact(o_ptr))
2145 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2147 return a_info[o_ptr->name1].act_idx;
2150 if (object_is_ego(o_ptr))
2152 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2154 return e_info[o_ptr->name2].act_idx;
2157 if (!object_is_random_artifact(o_ptr))
2159 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2161 return k_info[o_ptr->k_idx].act_idx;
2165 return o_ptr->xtra2;
2169 * @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。
2170 * @details activation_index() 関数の結果から参照する。
2171 * @param o_ptr 対象のオブジェクト構造体ポインタ
2172 * @return 発動効果構造体のポインタを返す
2174 const activation_type* find_activation_info(object_type *o_ptr)
2176 const int index = activation_index(o_ptr);
2177 const activation_type* p;
2179 for (p = activation_info; p->flag != NULL; ++ p) {
2180 if (p->index == index)
2190 * @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。.
2191 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
2192 * 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、
2194 * @attention プレイヤーの各種ステータスに依存した処理がある。
2195 * @todo 折を見て関数名を変更すること。
2196 * @param o_ptr 対象のオブジェクト構造体ポインタ
2197 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
2200 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
2202 bool give_resistance = FALSE, give_power = FALSE;
2204 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
2206 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
2209 give_resistance = TRUE;
2213 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2214 add_flag(o_ptr->art_flags, TR_TY_CURSE);
2215 o_ptr->curse_flags |=
2216 (TRC_CURSED | TRC_HEAVY_CURSE);
2217 o_ptr->curse_flags |= get_curse(2, o_ptr);
2222 if (o_ptr->name1 == ART_MURAMASA)
2224 if (p_ptr->pclass != CLASS_SAMURAI)
2226 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2227 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2231 if (o_ptr->name1 == ART_ROBINTON)
2233 if (p_ptr->pclass == CLASS_BARD)
2235 add_flag(o_ptr->art_flags, TR_DEC_MANA);
2239 if (o_ptr->name1 == ART_XIAOLONG)
2241 if (p_ptr->pclass == CLASS_MONK)
2242 add_flag(o_ptr->art_flags, TR_BLOWS);
2245 if (o_ptr->name1 == ART_BLOOD)
2247 get_bloody_moon_flags(o_ptr);
2250 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
2252 if (p_ptr->psex != SEX_FEMALE)
2254 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2258 if (o_ptr->name1 == ART_MILIM)
2260 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2263 add_flag(o_ptr->art_flags, TR_STR);
2264 add_flag(o_ptr->art_flags, TR_INT);
2265 add_flag(o_ptr->art_flags, TR_WIS);
2266 add_flag(o_ptr->art_flags, TR_DEX);
2267 add_flag(o_ptr->art_flags, TR_CON);
2268 add_flag(o_ptr->art_flags, TR_CHR);
2272 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2273 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2274 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2276 /* Give a resistance OR a power */
2277 if (one_in_(2)) give_resistance = TRUE;
2278 else give_power = TRUE;
2286 if (give_resistance)
2288 one_high_resistance(o_ptr);
2294 * @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
2295 * @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。
2296 * @param a_idx 生成する固定アーティファクト構造体のID
2297 * @param y アイテムを落とす地点のy座標
2298 * @param x アイテムを落とす地点のx座標
2299 * @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。
2300 * @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.
2301 * 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
2302 * drop_near()関数の返り値は信用できなくなる.
2304 bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2310 artifact_type *a_ptr = &a_info[a_idx];
2313 /* Ignore "empty" artifacts */
2314 if (!a_ptr->name) return FALSE;
2316 /* Acquire the "kind" index */
2317 i = lookup_kind(a_ptr->tval, a_ptr->sval);
2319 if (!i) return FALSE;
2321 /* Create the artifact */
2322 object_prep(q_ptr, i);
2325 q_ptr->name1 = a_idx;
2327 /* Extract the fields */
2328 q_ptr->pval = a_ptr->pval;
2329 q_ptr->ac = a_ptr->ac;
2330 q_ptr->dd = a_ptr->dd;
2331 q_ptr->ds = a_ptr->ds;
2332 q_ptr->to_a = a_ptr->to_a;
2333 q_ptr->to_h = a_ptr->to_h;
2334 q_ptr->to_d = a_ptr->to_d;
2335 q_ptr->weight = a_ptr->weight;
2337 /* Hack -- extract the "cursed" flag */
2338 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2339 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2340 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2341 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2342 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2343 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2345 random_artifact_resistance(q_ptr, a_ptr);
2347 /* Drop the artifact from heaven */
2348 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
2352 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2354 BIT_FLAGS flgs[TR_FLAG_SIZE];
2355 object_flags(o_ptr, flgs);
2357 HIT_POINT dam, base, s_evil, forced, vorpal;
2358 s_evil = forced = vorpal = 0;
2359 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2361 if(have_flag(flgs, TR_KILL_EVIL))
2363 dam = s_evil = dam * 7 / 2;
2365 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2367 dam = s_evil = dam * 2;
2371 if (have_flag(flgs, TR_FORCE_WEAPON))
2373 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2377 if(have_flag(flgs, TR_VORPAL))
2379 dam = vorpal = dam * 11 / 9;
2383 dam = dam + o_ptr->to_d;
2385 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2390 static bool has_extreme_damage_rate(object_type *o_ptr)
2392 BIT_FLAGS flgs[TR_FLAG_SIZE];
2393 object_flags(o_ptr, flgs);
2395 if (have_flag(flgs, TR_VAMPIRIC))
2397 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2401 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2405 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2409 else if (calc_arm_avgdamage(o_ptr) > 63)
2416 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2420 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2424 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2428 else if (calc_arm_avgdamage(o_ptr) > 75)
2436 static bool weakening_artifact(object_type *o_ptr)
2438 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2439 object_kind *k_ptr = &k_info[k_idx];
2440 BIT_FLAGS flgs[TR_FLAG_SIZE];
2441 object_flags(o_ptr, flgs);
2443 if (have_flag(flgs, TR_KILL_EVIL))
2445 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2446 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2449 else if (k_ptr->dd < o_ptr->dd)
2454 else if (k_ptr->ds < o_ptr->ds)
2459 else if (o_ptr->to_d > 10)
2461 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2462 if (o_ptr->to_d < 10)
2472 * @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。
2473 * Mega-Hack -- Attempt to create one of the "Special Objects"
2474 * @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
2475 * @return 生成に成功したらTRUEを返す。
2477 * Attempt to change an object into an artifact\n
2478 * This routine should only be called by "apply_magic()"\n
2479 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2481 bool make_artifact(object_type *o_ptr)
2485 /* No artifacts in the town */
2486 if (!dun_level) return (FALSE);
2488 /* Paranoia -- no "plural" artifacts */
2489 if (o_ptr->number != 1) return (FALSE);
2491 /* Check the artifact list (skip the "specials") */
2492 for (i = 0; i < max_a_idx; i++)
2494 artifact_type *a_ptr = &a_info[i];
2496 /* Skip "empty" items */
2497 if (!a_ptr->name) continue;
2499 /* Cannot make an artifact twice */
2500 if (a_ptr->cur_num) continue;
2502 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2504 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2506 /* Must have the correct fields */
2507 if (a_ptr->tval != o_ptr->tval) continue;
2508 if (a_ptr->sval != o_ptr->sval) continue;
2510 /* XXX XXX Enforce minimum "depth" (loosely) */
2511 if (a_ptr->level > dun_level)
2513 /* Acquire the "out-of-depth factor" */
2514 int d = (a_ptr->level - dun_level) * 2;
2516 /* Roll for out-of-depth creation */
2517 if (!one_in_(d)) continue;
2520 /* We must make the "rarity roll" */
2521 if (!one_in_(a_ptr->rarity)) continue;
2523 /* Hack -- mark the item as an artifact */
2526 /* Hack: Some artifacts get random extra powers */
2527 random_artifact_resistance(o_ptr, a_ptr);
2538 * @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。
2539 * Mega-Hack -- Attempt to create one of the "Special Objects"
2540 * @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
2541 * @return 生成に成功したらTRUEを返す。
2543 * We are only called from "make_object()", and we assume that\n
2544 * "apply_magic()" is called immediately after we return.\n
2546 * Note -- see "make_artifact()" and "apply_magic()"\n
2548 bool make_artifact_special(object_type *o_ptr)
2551 KIND_OBJECT_IDX k_idx = 0;
2553 /*! @note 地上ではキャンセルする / No artifacts in the town */
2554 if (!dun_level) return (FALSE);
2556 /*! @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 */
2557 if (get_obj_num_hook) return (FALSE);
2559 /*! @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") */
2560 for (i = 0; i < max_a_idx; i++)
2562 artifact_type *a_ptr = &a_info[i];
2564 /*! @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 */
2565 if (!a_ptr->name) continue;
2567 /*! @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 */
2568 if (a_ptr->cur_num) continue;
2569 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2570 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2572 /*! @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 /
2573 * XXX XXX Enforce minimum "depth" (loosely) */
2574 if (a_ptr->level > object_level)
2576 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2577 int d = (a_ptr->level - object_level) * 2;
2578 if (!one_in_(d)) continue;
2581 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2582 if (!one_in_(a_ptr->rarity)) continue;
2584 /*! @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。 /
2585 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2586 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2587 if (k_info[k_idx].level > object_level)
2589 int d = (k_info[k_idx].level - object_level) * 5;
2590 if (!one_in_(d)) continue;
2593 /*! @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 /
2594 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2595 object_prep(o_ptr, k_idx);
2598 random_artifact_resistance(o_ptr, a_ptr);
2602 /*! @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 */