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"
21 #include "objectkind.h"
22 #include "object-boost.h"
23 #include "object-curse.h"
24 #include "object-flavor.h"
25 #include "object-hook.h"
26 #include "spells-object.h"
32 artifact_type *a_info;
36 static bool has_extreme_damage_rate(object_type *o_ptr);
37 static bool weakening_artifact(object_type *o_ptr);
41 * @brief ランダムアーティファクトのバイアス名称テーブル
43 const concptr artifact_bias_name[MAX_BIAS] =
67 const concptr artifact_bias_name[MAX_BIAS] =
94 * @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.
95 * @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。
96 * 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、
97 * 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。
98 * @attention プレイヤーの職業依存処理あり。
99 * @param o_ptr 対象のオブジェクト構造体ポインタ
102 static void curse_artifact(object_type * o_ptr)
104 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
105 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
106 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
107 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
109 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
110 remove_flag(o_ptr->art_flags, TR_BLESSED);
112 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
113 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
114 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
115 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
116 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
117 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
118 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
119 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
120 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
121 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
123 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))
124 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
128 * @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.
129 * @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。
130 * 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。
131 * @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。
132 * @param o_ptr 対象のオブジェクト構造体ポインタ
135 static void random_plus(object_type * o_ptr)
137 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
139 switch (o_ptr->artifact_bias)
142 if (!(have_flag(o_ptr->art_flags, TR_STR)))
144 add_flag(o_ptr->art_flags, TR_STR);
145 if (one_in_(2)) return;
148 if (!(have_flag(o_ptr->art_flags, TR_CON)))
150 add_flag(o_ptr->art_flags, TR_CON);
151 if (one_in_(2)) return;
154 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
156 add_flag(o_ptr->art_flags, TR_DEX);
157 if (one_in_(2)) return;
162 if (!(have_flag(o_ptr->art_flags, TR_INT)))
164 add_flag(o_ptr->art_flags, TR_INT);
165 if (one_in_(2)) return;
167 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
169 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
170 if (one_in_(2)) return;
175 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
177 add_flag(o_ptr->art_flags, TR_WIS);
178 if (one_in_(2)) return;
183 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
185 add_flag(o_ptr->art_flags, TR_DEX);
186 if (one_in_(2)) return;
189 if (!(have_flag(o_ptr->art_flags, TR_CON)))
191 add_flag(o_ptr->art_flags, TR_CON);
192 if (one_in_(2)) return;
195 if (!(have_flag(o_ptr->art_flags, TR_STR)))
197 add_flag(o_ptr->art_flags, TR_STR);
198 if (one_in_(2)) return;
203 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
205 add_flag(o_ptr->art_flags, TR_STEALTH);
206 if (one_in_(2)) return;
208 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
210 add_flag(o_ptr->art_flags, TR_SEARCH);
211 if (one_in_(2)) return;
216 if (!(have_flag(o_ptr->art_flags, TR_STR)))
218 add_flag(o_ptr->art_flags, TR_STR);
219 if (one_in_(2)) return;
224 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
226 add_flag(o_ptr->art_flags, TR_WIS);
227 if (one_in_(2)) return;
232 if (!(have_flag(o_ptr->art_flags, TR_INT)))
234 add_flag(o_ptr->art_flags, TR_INT);
235 if (one_in_(2)) return;
240 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
242 add_flag(o_ptr->art_flags, TR_DEX);
243 if (one_in_(2)) return;
248 if (!(have_flag(o_ptr->art_flags, TR_CON)))
250 add_flag(o_ptr->art_flags, TR_CON);
251 if (one_in_(2)) return;
256 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
258 add_flag(o_ptr->art_flags, TR_CHR);
259 if (one_in_(2)) return;
264 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
266 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
268 add_flag(o_ptr->art_flags, TR_DEC_MANA);
269 if (one_in_(2)) return;
273 switch (randint1(this_type))
276 add_flag(o_ptr->art_flags, TR_STR);
277 if (!o_ptr->artifact_bias && !one_in_(13))
278 o_ptr->artifact_bias = BIAS_STR;
279 else if (!o_ptr->artifact_bias && one_in_(7))
280 o_ptr->artifact_bias = BIAS_WARRIOR;
283 add_flag(o_ptr->art_flags, TR_INT);
284 if (!o_ptr->artifact_bias && !one_in_(13))
285 o_ptr->artifact_bias = BIAS_INT;
286 else if (!o_ptr->artifact_bias && one_in_(7))
287 o_ptr->artifact_bias = BIAS_MAGE;
290 add_flag(o_ptr->art_flags, TR_WIS);
291 if (!o_ptr->artifact_bias && !one_in_(13))
292 o_ptr->artifact_bias = BIAS_WIS;
293 else if (!o_ptr->artifact_bias && one_in_(7))
294 o_ptr->artifact_bias = BIAS_PRIESTLY;
297 add_flag(o_ptr->art_flags, TR_DEX);
298 if (!o_ptr->artifact_bias && !one_in_(13))
299 o_ptr->artifact_bias = BIAS_DEX;
300 else if (!o_ptr->artifact_bias && one_in_(7))
301 o_ptr->artifact_bias = BIAS_ROGUE;
304 add_flag(o_ptr->art_flags, TR_CON);
305 if (!o_ptr->artifact_bias && !one_in_(13))
306 o_ptr->artifact_bias = BIAS_CON;
307 else if (!o_ptr->artifact_bias && one_in_(9))
308 o_ptr->artifact_bias = BIAS_RANGER;
311 add_flag(o_ptr->art_flags, TR_CHR);
312 if (!o_ptr->artifact_bias && !one_in_(13))
313 o_ptr->artifact_bias = BIAS_CHR;
316 add_flag(o_ptr->art_flags, TR_STEALTH);
317 if (!o_ptr->artifact_bias && one_in_(3))
318 o_ptr->artifact_bias = BIAS_ROGUE;
321 add_flag(o_ptr->art_flags, TR_SEARCH);
322 if (!o_ptr->artifact_bias && one_in_(9))
323 o_ptr->artifact_bias = BIAS_RANGER;
326 add_flag(o_ptr->art_flags, TR_INFRA);
329 add_flag(o_ptr->art_flags, TR_SPEED);
330 if (!o_ptr->artifact_bias && one_in_(11))
331 o_ptr->artifact_bias = BIAS_ROGUE;
334 add_flag(o_ptr->art_flags, TR_TUNNEL);
337 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
340 add_flag(o_ptr->art_flags, TR_BLOWS);
341 if (!o_ptr->artifact_bias && one_in_(11))
342 o_ptr->artifact_bias = BIAS_WARRIOR;
349 * @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.
350 * @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。
351 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
352 * 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。
354 * @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。
355 * @param o_ptr 対象のオブジェクト構造体ポインタ
358 static void random_resistance(object_type * o_ptr)
360 switch (o_ptr->artifact_bias)
363 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
365 add_flag(o_ptr->art_flags, TR_RES_ACID);
366 if (one_in_(2)) return;
368 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
370 add_flag(o_ptr->art_flags, TR_IM_ACID);
371 if (!one_in_(IM_LUCK))
373 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
374 remove_flag(o_ptr->art_flags, TR_IM_COLD);
375 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
377 if (one_in_(2)) return;
382 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
384 add_flag(o_ptr->art_flags, TR_RES_ELEC);
385 if (one_in_(2)) return;
387 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
388 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
390 add_flag(o_ptr->art_flags, TR_SH_ELEC);
391 if (one_in_(2)) return;
393 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
395 add_flag(o_ptr->art_flags, TR_IM_ELEC);
396 if (!one_in_(IM_LUCK))
398 remove_flag(o_ptr->art_flags, TR_IM_ACID);
399 remove_flag(o_ptr->art_flags, TR_IM_COLD);
400 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
403 if (one_in_(2)) return;
408 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
410 add_flag(o_ptr->art_flags, TR_RES_FIRE);
411 if (one_in_(2)) return;
413 if ((o_ptr->tval >= TV_CLOAK) &&
414 (o_ptr->tval <= TV_HARD_ARMOR) &&
415 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
417 add_flag(o_ptr->art_flags, TR_SH_FIRE);
418 if (one_in_(2)) return;
420 if (one_in_(BIAS_LUCK) &&
421 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
423 add_flag(o_ptr->art_flags, TR_IM_FIRE);
424 if (!one_in_(IM_LUCK))
426 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
427 remove_flag(o_ptr->art_flags, TR_IM_COLD);
428 remove_flag(o_ptr->art_flags, TR_IM_ACID);
430 if (one_in_(2)) return;
435 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
437 add_flag(o_ptr->art_flags, TR_RES_COLD);
438 if (one_in_(2)) return;
440 if ((o_ptr->tval >= TV_CLOAK) &&
441 (o_ptr->tval <= TV_HARD_ARMOR) &&
442 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
444 add_flag(o_ptr->art_flags, TR_SH_COLD);
445 if (one_in_(2)) return;
447 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
449 add_flag(o_ptr->art_flags, TR_IM_COLD);
450 if (!one_in_(IM_LUCK))
452 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
453 remove_flag(o_ptr->art_flags, TR_IM_ACID);
454 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
456 if (one_in_(2)) return;
461 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
463 add_flag(o_ptr->art_flags, TR_RES_POIS);
464 if (one_in_(2)) return;
469 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
471 add_flag(o_ptr->art_flags, TR_RES_FEAR);
472 if (one_in_(2)) return;
474 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
476 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
477 if (one_in_(2)) return;
481 case BIAS_NECROMANTIC:
482 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
484 add_flag(o_ptr->art_flags, TR_RES_NETHER);
485 if (one_in_(2)) return;
487 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
489 add_flag(o_ptr->art_flags, TR_RES_POIS);
490 if (one_in_(2)) return;
492 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
494 add_flag(o_ptr->art_flags, TR_RES_DARK);
495 if (one_in_(2)) return;
500 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
502 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
503 if (one_in_(2)) return;
505 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
507 add_flag(o_ptr->art_flags, TR_RES_CONF);
508 if (one_in_(2)) return;
510 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
512 add_flag(o_ptr->art_flags, TR_RES_DISEN);
513 if (one_in_(2)) return;
518 switch (randint1(42))
521 if (!one_in_(WEIRD_LUCK))
522 random_resistance(o_ptr);
525 add_flag(o_ptr->art_flags, TR_IM_ACID);
526 if (!o_ptr->artifact_bias)
527 o_ptr->artifact_bias = BIAS_ACID;
531 if (!one_in_(WEIRD_LUCK))
532 random_resistance(o_ptr);
535 add_flag(o_ptr->art_flags, TR_IM_ELEC);
536 if (!o_ptr->artifact_bias)
537 o_ptr->artifact_bias = BIAS_ELEC;
541 if (!one_in_(WEIRD_LUCK))
542 random_resistance(o_ptr);
545 add_flag(o_ptr->art_flags, TR_IM_COLD);
546 if (!o_ptr->artifact_bias)
547 o_ptr->artifact_bias = BIAS_COLD;
551 if (!one_in_(WEIRD_LUCK))
552 random_resistance(o_ptr);
555 add_flag(o_ptr->art_flags, TR_IM_FIRE);
556 if (!o_ptr->artifact_bias)
557 o_ptr->artifact_bias = BIAS_FIRE;
563 add_flag(o_ptr->art_flags, TR_RES_ACID);
564 if (!o_ptr->artifact_bias)
565 o_ptr->artifact_bias = BIAS_ACID;
570 add_flag(o_ptr->art_flags, TR_RES_ELEC);
571 if (!o_ptr->artifact_bias)
572 o_ptr->artifact_bias = BIAS_ELEC;
577 add_flag(o_ptr->art_flags, TR_RES_FIRE);
578 if (!o_ptr->artifact_bias)
579 o_ptr->artifact_bias = BIAS_FIRE;
584 add_flag(o_ptr->art_flags, TR_RES_COLD);
585 if (!o_ptr->artifact_bias)
586 o_ptr->artifact_bias = BIAS_COLD;
590 add_flag(o_ptr->art_flags, TR_RES_POIS);
591 if (!o_ptr->artifact_bias && !one_in_(4))
592 o_ptr->artifact_bias = BIAS_POIS;
593 else if (!o_ptr->artifact_bias && one_in_(2))
594 o_ptr->artifact_bias = BIAS_NECROMANTIC;
595 else if (!o_ptr->artifact_bias && one_in_(2))
596 o_ptr->artifact_bias = BIAS_ROGUE;
600 add_flag(o_ptr->art_flags, TR_RES_FEAR);
601 if (!o_ptr->artifact_bias && one_in_(3))
602 o_ptr->artifact_bias = BIAS_WARRIOR;
605 add_flag(o_ptr->art_flags, TR_RES_LITE);
608 add_flag(o_ptr->art_flags, TR_RES_DARK);
612 add_flag(o_ptr->art_flags, TR_RES_BLIND);
616 add_flag(o_ptr->art_flags, TR_RES_CONF);
617 if (!o_ptr->artifact_bias && one_in_(6))
618 o_ptr->artifact_bias = BIAS_CHAOS;
622 add_flag(o_ptr->art_flags, TR_RES_SOUND);
626 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
630 add_flag(o_ptr->art_flags, TR_RES_NETHER);
631 if (!o_ptr->artifact_bias && one_in_(3))
632 o_ptr->artifact_bias = BIAS_NECROMANTIC;
636 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
640 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
641 if (!o_ptr->artifact_bias && one_in_(2))
642 o_ptr->artifact_bias = BIAS_CHAOS;
646 add_flag(o_ptr->art_flags, TR_RES_DISEN);
649 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
650 add_flag(o_ptr->art_flags, TR_SH_ELEC);
652 random_resistance(o_ptr);
653 if (!o_ptr->artifact_bias)
654 o_ptr->artifact_bias = BIAS_ELEC;
657 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
658 add_flag(o_ptr->art_flags, TR_SH_FIRE);
660 random_resistance(o_ptr);
661 if (!o_ptr->artifact_bias)
662 o_ptr->artifact_bias = BIAS_FIRE;
665 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
666 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
667 add_flag(o_ptr->art_flags, TR_REFLECT);
669 random_resistance(o_ptr);
672 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
673 add_flag(o_ptr->art_flags, TR_SH_COLD);
675 random_resistance(o_ptr);
676 if (!o_ptr->artifact_bias)
677 o_ptr->artifact_bias = BIAS_COLD;
684 * @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.
685 * @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。
686 * 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、
687 * 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。
688 * @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。
689 * @param o_ptr 対象のオブジェクト構造体ポインタ
692 static void random_misc(object_type * o_ptr)
694 switch (o_ptr->artifact_bias)
697 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
699 add_flag(o_ptr->art_flags, TR_SUST_CON);
700 if (one_in_(2)) return;
705 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
707 add_flag(o_ptr->art_flags, TR_SUST_STR);
708 if (one_in_(2)) return;
713 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
715 add_flag(o_ptr->art_flags, TR_SUST_WIS);
716 if (one_in_(2)) return;
721 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
723 add_flag(o_ptr->art_flags, TR_SUST_INT);
724 if (one_in_(2)) return;
729 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
731 add_flag(o_ptr->art_flags, TR_SUST_DEX);
732 if (one_in_(2)) return;
737 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
739 add_flag(o_ptr->art_flags, TR_SUST_CON);
740 if (one_in_(2)) return;
745 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
747 add_flag(o_ptr->art_flags, TR_SUST_CHR);
748 if (one_in_(2)) return;
753 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
755 add_flag(o_ptr->art_flags, TR_TELEPORT);
756 if (one_in_(2)) return;
761 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
763 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
768 switch (randint1(33))
771 add_flag(o_ptr->art_flags, TR_SUST_STR);
772 if (!o_ptr->artifact_bias)
773 o_ptr->artifact_bias = BIAS_STR;
776 add_flag(o_ptr->art_flags, TR_SUST_INT);
777 if (!o_ptr->artifact_bias)
778 o_ptr->artifact_bias = BIAS_INT;
781 add_flag(o_ptr->art_flags, TR_SUST_WIS);
782 if (!o_ptr->artifact_bias)
783 o_ptr->artifact_bias = BIAS_WIS;
786 add_flag(o_ptr->art_flags, TR_SUST_DEX);
787 if (!o_ptr->artifact_bias)
788 o_ptr->artifact_bias = BIAS_DEX;
791 add_flag(o_ptr->art_flags, TR_SUST_CON);
792 if (!o_ptr->artifact_bias)
793 o_ptr->artifact_bias = BIAS_CON;
796 add_flag(o_ptr->art_flags, TR_SUST_CHR);
797 if (!o_ptr->artifact_bias)
798 o_ptr->artifact_bias = BIAS_CHR;
803 add_flag(o_ptr->art_flags, TR_FREE_ACT);
806 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
807 if (!o_ptr->artifact_bias && one_in_(5))
808 o_ptr->artifact_bias = BIAS_PRIESTLY;
809 else if (!o_ptr->artifact_bias && one_in_(6))
810 o_ptr->artifact_bias = BIAS_NECROMANTIC;
814 add_flag(o_ptr->art_flags, TR_LITE_1);
818 add_flag(o_ptr->art_flags, TR_LEVITATION);
823 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
827 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
831 add_flag(o_ptr->art_flags, TR_REGEN);
834 add_flag(o_ptr->art_flags, TR_TELEPORT);
839 if (object_is_armour(o_ptr))
843 o_ptr->to_a = 4 + randint1(11);
852 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
853 bonus_h = 4 + (HIT_PROB)(randint1(11));
854 bonus_d = 4 + (HIT_POINT)(randint1(11));
855 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))
860 o_ptr->to_h += bonus_h;
861 o_ptr->to_d += bonus_d;
865 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
868 add_flag(o_ptr->art_flags, TR_NO_TELE);
871 add_flag(o_ptr->art_flags, TR_WARNING);
878 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
879 if (!o_ptr->artifact_bias && one_in_(3))
880 o_ptr->artifact_bias = BIAS_LAW;
883 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
884 if (!o_ptr->artifact_bias && one_in_(3))
885 o_ptr->artifact_bias = BIAS_MAGE;
888 add_flag(o_ptr->art_flags, TR_TELEPATHY);
889 if (!o_ptr->artifact_bias && one_in_(9))
890 o_ptr->artifact_bias = BIAS_MAGE;
900 idx[0] = randint1(10);
902 idx[1] = randint1(9);
903 if (idx[1] >= idx[0]) idx[1]++;
905 idx[2] = randint1(8);
906 if (idx[2] >= idx[0]) idx[2]++;
907 if (idx[2] >= idx[1]) idx[2]++;
909 while (n--) switch (idx[n])
912 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
913 if (!o_ptr->artifact_bias && one_in_(4))
914 o_ptr->artifact_bias = BIAS_RANGER;
917 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
918 if (!o_ptr->artifact_bias && one_in_(3))
919 o_ptr->artifact_bias = BIAS_PRIESTLY;
920 else if (!o_ptr->artifact_bias && one_in_(6))
921 o_ptr->artifact_bias = BIAS_NECROMANTIC;
924 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
927 add_flag(o_ptr->art_flags, TR_ESP_ORC);
930 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
933 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
936 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
939 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
940 if (!o_ptr->artifact_bias && one_in_(6))
941 o_ptr->artifact_bias = BIAS_ROGUE;
944 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
945 if (!o_ptr->artifact_bias && one_in_(3))
946 o_ptr->artifact_bias = BIAS_LAW;
949 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
950 if (!o_ptr->artifact_bias && one_in_(3))
951 o_ptr->artifact_bias = BIAS_LAW;
960 * @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.
961 * @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。
962 * 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、
963 * 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、
964 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
965 * @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。
966 * @param o_ptr 対象のオブジェクト構造体ポインタ
969 static void random_slay(object_type *o_ptr)
971 if (o_ptr->tval == TV_BOW)
978 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
979 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
980 if (!o_ptr->artifact_bias && one_in_(9))
981 o_ptr->artifact_bias = BIAS_RANGER;
984 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
985 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
986 if (!o_ptr->artifact_bias && one_in_(9))
987 o_ptr->artifact_bias = BIAS_RANGER;
994 switch (o_ptr->artifact_bias)
997 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
999 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1000 if (one_in_(2)) return;
1005 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1006 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1008 /* A free power for "priestly" random artifacts */
1009 add_flag(o_ptr->art_flags, TR_BLESSED);
1013 case BIAS_NECROMANTIC:
1014 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1016 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1017 if (one_in_(2)) return;
1019 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1021 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1022 if (one_in_(2)) return;
1027 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1029 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1030 if (one_in_(2)) return;
1035 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1036 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1037 !(have_flag(o_ptr->art_flags, TR_THROW)))
1039 /* Free power for rogues... */
1040 add_flag(o_ptr->art_flags, TR_THROW);
1042 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1044 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1045 if (one_in_(2)) return;
1050 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1052 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1053 if (one_in_(2)) return;
1058 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1060 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1061 if (one_in_(2)) return;
1066 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1068 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1069 if (one_in_(2)) return;
1074 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1076 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1077 if (one_in_(2)) return;
1082 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1084 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1085 if (one_in_(2)) return;
1090 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1092 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1093 if (one_in_(2)) return;
1095 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1097 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1098 if (one_in_(2)) return;
1100 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1102 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1103 if (one_in_(2)) return;
1108 switch (randint1(36))
1114 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1118 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1125 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1129 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1131 if (!o_ptr->artifact_bias && one_in_(2))
1132 o_ptr->artifact_bias = BIAS_LAW;
1133 else if (!o_ptr->artifact_bias && one_in_(9))
1134 o_ptr->artifact_bias = BIAS_PRIESTLY;
1140 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1144 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1146 if (!o_ptr->artifact_bias && one_in_(9))
1147 o_ptr->artifact_bias = BIAS_PRIESTLY;
1153 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1157 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1159 if (!o_ptr->artifact_bias && one_in_(9))
1160 o_ptr->artifact_bias = BIAS_PRIESTLY;
1166 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1170 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1177 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1181 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1188 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1192 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1197 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1200 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1204 if (o_ptr->tval == TV_SWORD)
1206 add_flag(o_ptr->art_flags, TR_VORPAL);
1207 if (!o_ptr->artifact_bias && one_in_(9))
1208 o_ptr->artifact_bias = BIAS_WARRIOR;
1214 add_flag(o_ptr->art_flags, TR_IMPACT);
1218 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1219 if (!o_ptr->artifact_bias)
1220 o_ptr->artifact_bias = BIAS_FIRE;
1224 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1225 if (!o_ptr->artifact_bias)
1226 o_ptr->artifact_bias = BIAS_COLD;
1230 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1231 if (!o_ptr->artifact_bias)
1232 o_ptr->artifact_bias = BIAS_ELEC;
1236 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1237 if (!o_ptr->artifact_bias)
1238 o_ptr->artifact_bias = BIAS_ACID;
1242 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1243 if (!o_ptr->artifact_bias && !one_in_(3))
1244 o_ptr->artifact_bias = BIAS_POIS;
1245 else if (!o_ptr->artifact_bias && one_in_(6))
1246 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1247 else if (!o_ptr->artifact_bias)
1248 o_ptr->artifact_bias = BIAS_ROGUE;
1251 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1252 if (!o_ptr->artifact_bias)
1253 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1256 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1257 if (!o_ptr->artifact_bias)
1258 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1264 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1268 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1272 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1273 if (!o_ptr->artifact_bias)
1274 o_ptr->artifact_bias = BIAS_CHAOS;
1280 * @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.
1281 * @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。
1282 * @param o_ptr 対象のオブジェクト構造体ポインタ
1285 static void give_activation_power(object_type *o_ptr)
1287 int type = 0, chance = 0;
1289 switch (o_ptr->artifact_bias)
1294 type = ACT_BO_ELEC_1;
1296 else if (!one_in_(5))
1298 type = ACT_BA_ELEC_2;
1302 type = ACT_BA_ELEC_3;
1308 type = ACT_BA_POIS_1;
1315 type = ACT_BO_FIRE_1;
1317 else if (!one_in_(5))
1319 type = ACT_BA_FIRE_1;
1323 type = ACT_BA_FIRE_2;
1331 type = ACT_BO_COLD_1;
1332 else if (!one_in_(3))
1333 type = ACT_BA_COLD_1;
1334 else if (!one_in_(3))
1335 type = ACT_BA_COLD_2;
1337 type = ACT_BA_COLD_3;
1343 type = ACT_SUMMON_DEMON;
1345 type = ACT_CALL_CHAOS;
1352 type = ACT_CHARM_UNDEAD;
1353 else if (one_in_(12))
1354 type = ACT_BANISH_EVIL;
1355 else if (one_in_(11))
1356 type = ACT_DISP_EVIL;
1357 else if (one_in_(10))
1358 type = ACT_PROT_EVIL;
1359 else if (one_in_(9))
1360 type = ACT_CURE_1000;
1361 else if (one_in_(8))
1362 type = ACT_CURE_700;
1363 else if (one_in_(7))
1364 type = ACT_REST_ALL;
1365 else if (one_in_(6))
1366 type = ACT_REST_EXP;
1371 case BIAS_NECROMANTIC:
1375 else if (one_in_(13))
1376 type = ACT_DISP_GOOD;
1377 else if (one_in_(9))
1378 type = ACT_MASS_GENO;
1379 else if (one_in_(8))
1380 type = ACT_GENOCIDE;
1381 else if (one_in_(13))
1382 type = ACT_SUMMON_UNDEAD;
1383 else if (one_in_(9))
1385 else if (one_in_(6))
1386 type = ACT_CHARM_UNDEAD;
1394 type = ACT_BANISH_EVIL;
1395 else if (one_in_(4))
1396 type = ACT_DISP_EVIL;
1398 type = ACT_PROT_EVIL;
1405 else if (one_in_(4))
1407 else if (one_in_(3))
1408 type = ACT_DETECT_ALL;
1409 else if (one_in_(8))
1412 type = ACT_ID_PLAIN;
1418 type = ACT_SUMMON_ELEMENTAL;
1419 else if (one_in_(10))
1420 type = ACT_SUMMON_PHANTOM;
1421 else if (one_in_(5))
1422 type = ACT_RUNE_EXPLO;
1438 type = ACT_CHARM_ANIMALS;
1439 else if (one_in_(7))
1440 type = ACT_SUMMON_ANIMAL;
1441 else if (one_in_(6))
1442 type = ACT_CHARM_ANIMAL;
1443 else if (one_in_(4))
1444 type = ACT_RESIST_ALL;
1445 else if (one_in_(3))
1448 type = ACT_CURE_POISON;
1452 if (!type || (randint1(100) >= chance))
1454 one_activation(o_ptr);
1458 /* A type was chosen... */
1459 o_ptr->xtra2 = (byte_hack)type;
1460 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1465 * @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.
1466 * @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。
1467 * @param o_ptr 処理中のアイテム参照ポインタ
1468 * @param return_name 名前を返すための文字列参照ポインタ
1469 * @param armour 対象のオブジェクトが防具が否か
1470 * @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)
1473 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1475 PERCENTAGE prob = randint1(100);
1477 if (prob <= SINDARIN_NAME)
1479 get_table_sindarin(return_name);
1481 else if (prob <= TABLE_NAME)
1483 get_table_name(return_name);
1495 filename = _("a_cursed_j.txt", "a_cursed.txt");
1498 filename = _("a_low_j.txt", "a_low.txt");
1501 filename = _("a_med_j.txt", "a_med.txt");
1504 filename = _("a_high_j.txt", "a_high.txt");
1511 filename = _("w_cursed_j.txt", "w_cursed.txt");
1514 filename = _("w_low_j.txt", "w_low.txt");
1517 filename = _("w_med_j.txt", "w_med.txt");
1520 filename = _("w_high_j.txt", "w_high.txt");
1524 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1526 if (return_name[0] == 0) get_table_name(return_name);
1532 * @brief ランダムアーティファクト生成のメインルーチン
1533 * @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。
1534 * @param o_ptr 対象のオブジェクト構造体ポインタ
1535 * @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。
1536 * @return 常にTRUE(1)を返す
1538 bool create_artifact(object_type *o_ptr, bool a_scroll)
1540 GAME_TEXT new_name[1024];
1541 PARAMETER_VALUE has_pval = 0;
1542 int powers = randint1(5) + 1;
1544 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1547 bool a_cursed = FALSE;
1548 int warrior_artifact_bias = 0;
1551 /* Reset artifact bias */
1552 o_ptr->artifact_bias = 0;
1554 /* Nuke enchantments */
1558 for (i = 0; i < TR_FLAG_SIZE; i++)
1559 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1561 if (o_ptr->pval) has_pval = TRUE;
1563 if (a_scroll && one_in_(4))
1565 switch (p_ptr->pclass)
1568 case CLASS_BERSERKER:
1573 o_ptr->artifact_bias = BIAS_WARRIOR;
1576 case CLASS_HIGH_MAGE:
1577 case CLASS_SORCERER:
1578 case CLASS_MAGIC_EATER:
1579 case CLASS_BLUE_MAGE:
1580 o_ptr->artifact_bias = BIAS_MAGE;
1583 o_ptr->artifact_bias = BIAS_PRIESTLY;
1587 o_ptr->artifact_bias = BIAS_ROGUE;
1588 warrior_artifact_bias = 25;
1592 o_ptr->artifact_bias = BIAS_RANGER;
1593 warrior_artifact_bias = 30;
1596 o_ptr->artifact_bias = BIAS_PRIESTLY;
1597 warrior_artifact_bias = 40;
1599 case CLASS_WARRIOR_MAGE:
1600 case CLASS_RED_MAGE:
1601 o_ptr->artifact_bias = BIAS_MAGE;
1602 warrior_artifact_bias = 40;
1604 case CLASS_CHAOS_WARRIOR:
1605 o_ptr->artifact_bias = BIAS_CHAOS;
1606 warrior_artifact_bias = 40;
1609 case CLASS_FORCETRAINER:
1610 o_ptr->artifact_bias = BIAS_PRIESTLY;
1612 case CLASS_MINDCRAFTER:
1614 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1617 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1619 case CLASS_IMITATOR:
1620 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1622 case CLASS_BEASTMASTER:
1623 o_ptr->artifact_bias = BIAS_CHR;
1624 warrior_artifact_bias = 50;
1626 case CLASS_MIRROR_MASTER:
1627 if (randint1(4) > 1)
1629 o_ptr->artifact_bias = BIAS_MAGE;
1633 o_ptr->artifact_bias = BIAS_ROGUE;
1639 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1640 o_ptr->artifact_bias = BIAS_WARRIOR;
1642 strcpy(new_name, "");
1644 if (!a_scroll && one_in_(A_CURSED))
1646 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1649 while (one_in_(powers) || one_in_(7) || one_in_(10))
1652 if (!a_cursed && one_in_(WEIRD_LUCK))
1655 if (a_cursed) powers /= 2;
1657 max_powers = powers;
1661 switch (randint1(max_type))
1668 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1670 if (a_cursed && !one_in_(13)) break;
1673 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1677 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1681 random_resistance(o_ptr);
1690 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1697 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1699 o_ptr->pval = randint1(2);
1700 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1709 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1712 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1717 /* give it some plusses... */
1718 if (object_is_armour(o_ptr))
1719 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1720 else if (object_is_weapon_ammo(o_ptr))
1722 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1723 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1724 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1727 /* Just to be sure */
1728 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1729 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1730 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1731 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1733 total_flags = flag_cost(o_ptr, o_ptr->pval);
1735 if (a_cursed) curse_artifact(o_ptr);
1738 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1741 give_activation_power(o_ptr);
1744 if (object_is_armour(o_ptr))
1746 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1748 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1749 o_ptr->to_d -= (HIT_POINT)randint0(3);
1750 o_ptr->to_h -= (HIT_PROB)randint0(3);
1752 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1754 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1755 o_ptr->to_d -= (HIT_POINT)randint0(3);
1756 o_ptr->to_h -= (HIT_PROB)randint0(3);
1760 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);
1762 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1766 remove_flag(o_ptr->art_flags, TR_BLOWS);
1767 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1768 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1769 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1770 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1771 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1772 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1773 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1774 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1775 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1776 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1777 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1778 remove_flag(o_ptr->art_flags, TR_VORPAL);
1779 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1780 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1781 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1782 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1783 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1786 if (!object_is_weapon_ammo(o_ptr))
1789 if (a_cursed) power_level = 0;
1790 else if (total_flags < 15000) power_level = 1;
1791 else if (total_flags < 35000) power_level = 2;
1792 else power_level = 3;
1798 if (a_cursed) power_level = 0;
1799 else if (total_flags < 20000) power_level = 1;
1800 else if (total_flags < 45000) power_level = 2;
1801 else power_level = 3;
1805 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1807 weakening_artifact(o_ptr);
1812 GAME_TEXT dummy_name[MAX_NLEN] = "";
1813 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? ");
1815 object_aware(o_ptr);
1816 object_known(o_ptr);
1818 /* Mark the item as fully known */
1819 o_ptr->ident |= (IDENT_MENTAL);
1821 /* For being treated as random artifact in screen_object() */
1822 o_ptr->art_name = quark_add("");
1824 (void)screen_object(o_ptr, 0L);
1826 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1832 get_table_sindarin_aux(dummy_name);
1836 get_table_name_aux(dummy_name);
1839 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1840 chg_virtue(V_INDIVIDUALISM, 2);
1841 chg_virtue(V_ENCHANT, 5);
1845 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1848 /* Save the inscription */
1849 o_ptr->art_name = quark_add(new_name);
1851 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」",
1852 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1854 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1860 * @brief オブジェクトから能力発動IDを取得する。
1861 * @details いくつかのケースで定義されている発動効果から、
1862 * 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。
1863 * @param o_ptr 対象のオブジェクト構造体ポインタ
1864 * @return 発動効果のIDを返す
1866 int activation_index(object_type *o_ptr)
1868 /* Give priority to weaponsmith's essential activations */
1869 if (object_is_smith(o_ptr))
1871 switch (o_ptr->xtra3 - 1)
1873 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1874 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1875 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1876 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1877 case TR_IMPACT: return ACT_QUAKE;
1881 if (object_is_fixed_artifact(o_ptr))
1883 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1885 return a_info[o_ptr->name1].act_idx;
1888 if (object_is_ego(o_ptr))
1890 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1892 return e_info[o_ptr->name2].act_idx;
1895 if (!object_is_random_artifact(o_ptr))
1897 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1899 return k_info[o_ptr->k_idx].act_idx;
1903 return o_ptr->xtra2;
1907 * @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。
1908 * @details activation_index() 関数の結果から参照する。
1909 * @param o_ptr 対象のオブジェクト構造体ポインタ
1910 * @return 発動効果構造体のポインタを返す
1912 const activation_type* find_activation_info(object_type *o_ptr)
1914 const int index = activation_index(o_ptr);
1915 const activation_type* p;
1917 for (p = activation_info; p->flag != NULL; ++ p) {
1918 if (p->index == index)
1928 * @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。.
1929 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
1930 * 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、
1932 * @attention プレイヤーの各種ステータスに依存した処理がある。
1933 * @todo 折を見て関数名を変更すること。
1934 * @param o_ptr 対象のオブジェクト構造体ポインタ
1935 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
1938 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
1940 bool give_resistance = FALSE, give_power = FALSE;
1942 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
1944 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
1947 give_resistance = TRUE;
1951 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1952 add_flag(o_ptr->art_flags, TR_TY_CURSE);
1953 o_ptr->curse_flags |=
1954 (TRC_CURSED | TRC_HEAVY_CURSE);
1955 o_ptr->curse_flags |= get_curse(2, o_ptr);
1960 if (o_ptr->name1 == ART_MURAMASA)
1962 if (p_ptr->pclass != CLASS_SAMURAI)
1964 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1965 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1969 if (o_ptr->name1 == ART_ROBINTON)
1971 if (p_ptr->pclass == CLASS_BARD)
1973 add_flag(o_ptr->art_flags, TR_DEC_MANA);
1977 if (o_ptr->name1 == ART_XIAOLONG)
1979 if (p_ptr->pclass == CLASS_MONK)
1980 add_flag(o_ptr->art_flags, TR_BLOWS);
1983 if (o_ptr->name1 == ART_BLOOD)
1985 get_bloody_moon_flags(o_ptr);
1988 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
1990 if (p_ptr->psex != SEX_FEMALE)
1992 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1996 if (o_ptr->name1 == ART_MILIM)
1998 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2001 add_flag(o_ptr->art_flags, TR_STR);
2002 add_flag(o_ptr->art_flags, TR_INT);
2003 add_flag(o_ptr->art_flags, TR_WIS);
2004 add_flag(o_ptr->art_flags, TR_DEX);
2005 add_flag(o_ptr->art_flags, TR_CON);
2006 add_flag(o_ptr->art_flags, TR_CHR);
2010 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2011 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2012 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2014 /* Give a resistance OR a power */
2015 if (one_in_(2)) give_resistance = TRUE;
2016 else give_power = TRUE;
2024 if (give_resistance)
2026 one_high_resistance(o_ptr);
2032 * @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
2033 * @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。
2034 * @param a_idx 生成する固定アーティファクト構造体のID
2035 * @param y アイテムを落とす地点のy座標
2036 * @param x アイテムを落とす地点のx座標
2037 * @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。
2038 * @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.
2039 * 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
2040 * drop_near()関数の返り値は信用できなくなる.
2042 bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2048 artifact_type *a_ptr = &a_info[a_idx];
2051 /* Ignore "empty" artifacts */
2052 if (!a_ptr->name) return FALSE;
2054 /* Acquire the "kind" index */
2055 i = lookup_kind(a_ptr->tval, a_ptr->sval);
2057 if (!i) return FALSE;
2059 object_prep(q_ptr, i);
2062 q_ptr->name1 = a_idx;
2064 /* Extract the fields */
2065 q_ptr->pval = a_ptr->pval;
2066 q_ptr->ac = a_ptr->ac;
2067 q_ptr->dd = a_ptr->dd;
2068 q_ptr->ds = a_ptr->ds;
2069 q_ptr->to_a = a_ptr->to_a;
2070 q_ptr->to_h = a_ptr->to_h;
2071 q_ptr->to_d = a_ptr->to_d;
2072 q_ptr->weight = a_ptr->weight;
2074 /* Hack -- extract the "cursed" flag */
2075 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2076 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2077 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2078 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2079 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2080 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2082 random_artifact_resistance(q_ptr, a_ptr);
2084 /* Drop the artifact from heaven */
2085 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
2089 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2091 BIT_FLAGS flgs[TR_FLAG_SIZE];
2092 object_flags(o_ptr, flgs);
2094 HIT_POINT dam, base, s_evil, forced, vorpal;
2095 s_evil = forced = vorpal = 0;
2096 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2098 if(have_flag(flgs, TR_KILL_EVIL))
2100 dam = s_evil = dam * 7 / 2;
2102 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2104 dam = s_evil = dam * 2;
2108 if (have_flag(flgs, TR_FORCE_WEAPON))
2110 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2114 if(have_flag(flgs, TR_VORPAL))
2116 dam = vorpal = dam * 11 / 9;
2120 dam = dam + o_ptr->to_d;
2122 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2127 static bool has_extreme_damage_rate(object_type *o_ptr)
2129 BIT_FLAGS flgs[TR_FLAG_SIZE];
2130 object_flags(o_ptr, flgs);
2132 if (have_flag(flgs, TR_VAMPIRIC))
2134 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2138 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2142 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2146 else if (calc_arm_avgdamage(o_ptr) > 63)
2153 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2157 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2161 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2165 else if (calc_arm_avgdamage(o_ptr) > 75)
2173 static bool weakening_artifact(object_type *o_ptr)
2175 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2176 object_kind *k_ptr = &k_info[k_idx];
2177 BIT_FLAGS flgs[TR_FLAG_SIZE];
2178 object_flags(o_ptr, flgs);
2180 if (have_flag(flgs, TR_KILL_EVIL))
2182 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2183 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2186 else if (k_ptr->dd < o_ptr->dd)
2191 else if (k_ptr->ds < o_ptr->ds)
2196 else if (o_ptr->to_d > 10)
2198 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2199 if (o_ptr->to_d < 10)
2209 * @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。
2210 * Mega-Hack -- Attempt to create one of the "Special Objects"
2211 * @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
2212 * @return 生成に成功したらTRUEを返す。
2214 * Attempt to change an object into an artifact\n
2215 * This routine should only be called by "apply_magic()"\n
2216 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2218 bool make_artifact(object_type *o_ptr)
2222 /* No artifacts in the town */
2223 if (!current_floor_ptr->dun_level) return (FALSE);
2225 /* Paranoia -- no "plural" artifacts */
2226 if (o_ptr->number != 1) return (FALSE);
2228 /* Check the artifact list (skip the "specials") */
2229 for (i = 0; i < max_a_idx; i++)
2231 artifact_type *a_ptr = &a_info[i];
2233 /* Skip "empty" items */
2234 if (!a_ptr->name) continue;
2236 /* Cannot make an artifact twice */
2237 if (a_ptr->cur_num) continue;
2239 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2241 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2243 /* Must have the correct fields */
2244 if (a_ptr->tval != o_ptr->tval) continue;
2245 if (a_ptr->sval != o_ptr->sval) continue;
2247 /* XXX XXX Enforce minimum "depth" (loosely) */
2248 if (a_ptr->level > current_floor_ptr->dun_level)
2250 /* Acquire the "out-of-depth factor" */
2251 int d = (a_ptr->level - current_floor_ptr->dun_level) * 2;
2253 /* Roll for out-of-depth creation */
2254 if (!one_in_(d)) continue;
2257 /* We must make the "rarity roll" */
2258 if (!one_in_(a_ptr->rarity)) continue;
2260 /* Hack -- mark the item as an artifact */
2263 /* Hack: Some artifacts get random extra powers */
2264 random_artifact_resistance(o_ptr, a_ptr);
2275 * @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。
2276 * Mega-Hack -- Attempt to create one of the "Special Objects"
2277 * @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
2278 * @return 生成に成功したらTRUEを返す。
2280 * We are only called from "make_object()", and we assume that\n
2281 * "apply_magic()" is called immediately after we return.\n
2283 * Note -- see "make_artifact()" and "apply_magic()"\n
2285 bool make_artifact_special(object_type *o_ptr)
2288 KIND_OBJECT_IDX k_idx = 0;
2290 /*! @note 地上ではキャンセルする / No artifacts in the town */
2291 if (!current_floor_ptr->dun_level) return (FALSE);
2293 /*! @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 */
2294 if (get_obj_num_hook) return (FALSE);
2296 /*! @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") */
2297 for (i = 0; i < max_a_idx; i++)
2299 artifact_type *a_ptr = &a_info[i];
2301 /*! @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 */
2302 if (!a_ptr->name) continue;
2304 /*! @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 */
2305 if (a_ptr->cur_num) continue;
2306 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2307 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2309 /*! @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 /
2310 * XXX XXX Enforce minimum "depth" (loosely) */
2311 if (a_ptr->level > current_floor_ptr->object_level)
2313 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2314 int d = (a_ptr->level - current_floor_ptr->object_level) * 2;
2315 if (!one_in_(d)) continue;
2318 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2319 if (!one_in_(a_ptr->rarity)) continue;
2321 /*! @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。 /
2322 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2323 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2324 if (k_info[k_idx].level > current_floor_ptr->object_level)
2326 int d = (k_info[k_idx].level - current_floor_ptr->object_level) * 5;
2327 if (!one_in_(d)) continue;
2330 /*! @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 /
2331 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2332 object_prep(o_ptr, k_idx);
2335 random_artifact_resistance(o_ptr, a_ptr);
2339 /*! @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 */