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.
19 #include "cmd-activate.h"
20 #include "object-boost.h"
21 #include "object-curse.h"
22 #include "object-flavor.h"
23 #include "object-hook.h"
24 #include "spells-object.h"
27 static bool has_extreme_damage_rate(object_type *o_ptr);
28 static bool weakening_artifact(object_type *o_ptr);
32 * @brief ランダムアーティファクトのバイアス名称テーブル
34 const concptr artifact_bias_name[MAX_BIAS] =
58 const concptr artifact_bias_name[MAX_BIAS] =
85 * @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.
86 * @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。
87 * 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、
88 * 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。
89 * @attention プレイヤーの職業依存処理あり。
90 * @param o_ptr 対象のオブジェクト構造体ポインタ
93 static void curse_artifact(object_type * o_ptr)
95 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
96 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
97 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
98 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
100 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
101 remove_flag(o_ptr->art_flags, TR_BLESSED);
103 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
104 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
105 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
106 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
107 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
108 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
109 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
110 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
111 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
112 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
114 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))
115 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
119 * @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.
120 * @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。
121 * 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。
122 * @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。
123 * @param o_ptr 対象のオブジェクト構造体ポインタ
126 static void random_plus(object_type * o_ptr)
128 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
130 switch (o_ptr->artifact_bias)
133 if (!(have_flag(o_ptr->art_flags, TR_STR)))
135 add_flag(o_ptr->art_flags, TR_STR);
136 if (one_in_(2)) return;
139 if (!(have_flag(o_ptr->art_flags, TR_CON)))
141 add_flag(o_ptr->art_flags, TR_CON);
142 if (one_in_(2)) return;
145 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
147 add_flag(o_ptr->art_flags, TR_DEX);
148 if (one_in_(2)) return;
153 if (!(have_flag(o_ptr->art_flags, TR_INT)))
155 add_flag(o_ptr->art_flags, TR_INT);
156 if (one_in_(2)) return;
158 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
160 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
161 if (one_in_(2)) return;
166 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
168 add_flag(o_ptr->art_flags, TR_WIS);
169 if (one_in_(2)) return;
174 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
176 add_flag(o_ptr->art_flags, TR_DEX);
177 if (one_in_(2)) return;
180 if (!(have_flag(o_ptr->art_flags, TR_CON)))
182 add_flag(o_ptr->art_flags, TR_CON);
183 if (one_in_(2)) return;
186 if (!(have_flag(o_ptr->art_flags, TR_STR)))
188 add_flag(o_ptr->art_flags, TR_STR);
189 if (one_in_(2)) return;
194 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
196 add_flag(o_ptr->art_flags, TR_STEALTH);
197 if (one_in_(2)) return;
199 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
201 add_flag(o_ptr->art_flags, TR_SEARCH);
202 if (one_in_(2)) return;
207 if (!(have_flag(o_ptr->art_flags, TR_STR)))
209 add_flag(o_ptr->art_flags, TR_STR);
210 if (one_in_(2)) return;
215 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
217 add_flag(o_ptr->art_flags, TR_WIS);
218 if (one_in_(2)) return;
223 if (!(have_flag(o_ptr->art_flags, TR_INT)))
225 add_flag(o_ptr->art_flags, TR_INT);
226 if (one_in_(2)) return;
231 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
233 add_flag(o_ptr->art_flags, TR_DEX);
234 if (one_in_(2)) return;
239 if (!(have_flag(o_ptr->art_flags, TR_CON)))
241 add_flag(o_ptr->art_flags, TR_CON);
242 if (one_in_(2)) return;
247 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
249 add_flag(o_ptr->art_flags, TR_CHR);
250 if (one_in_(2)) return;
255 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
257 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
259 add_flag(o_ptr->art_flags, TR_DEC_MANA);
260 if (one_in_(2)) return;
264 switch (randint1(this_type))
267 add_flag(o_ptr->art_flags, TR_STR);
268 if (!o_ptr->artifact_bias && !one_in_(13))
269 o_ptr->artifact_bias = BIAS_STR;
270 else if (!o_ptr->artifact_bias && one_in_(7))
271 o_ptr->artifact_bias = BIAS_WARRIOR;
274 add_flag(o_ptr->art_flags, TR_INT);
275 if (!o_ptr->artifact_bias && !one_in_(13))
276 o_ptr->artifact_bias = BIAS_INT;
277 else if (!o_ptr->artifact_bias && one_in_(7))
278 o_ptr->artifact_bias = BIAS_MAGE;
281 add_flag(o_ptr->art_flags, TR_WIS);
282 if (!o_ptr->artifact_bias && !one_in_(13))
283 o_ptr->artifact_bias = BIAS_WIS;
284 else if (!o_ptr->artifact_bias && one_in_(7))
285 o_ptr->artifact_bias = BIAS_PRIESTLY;
288 add_flag(o_ptr->art_flags, TR_DEX);
289 if (!o_ptr->artifact_bias && !one_in_(13))
290 o_ptr->artifact_bias = BIAS_DEX;
291 else if (!o_ptr->artifact_bias && one_in_(7))
292 o_ptr->artifact_bias = BIAS_ROGUE;
295 add_flag(o_ptr->art_flags, TR_CON);
296 if (!o_ptr->artifact_bias && !one_in_(13))
297 o_ptr->artifact_bias = BIAS_CON;
298 else if (!o_ptr->artifact_bias && one_in_(9))
299 o_ptr->artifact_bias = BIAS_RANGER;
302 add_flag(o_ptr->art_flags, TR_CHR);
303 if (!o_ptr->artifact_bias && !one_in_(13))
304 o_ptr->artifact_bias = BIAS_CHR;
307 add_flag(o_ptr->art_flags, TR_STEALTH);
308 if (!o_ptr->artifact_bias && one_in_(3))
309 o_ptr->artifact_bias = BIAS_ROGUE;
312 add_flag(o_ptr->art_flags, TR_SEARCH);
313 if (!o_ptr->artifact_bias && one_in_(9))
314 o_ptr->artifact_bias = BIAS_RANGER;
317 add_flag(o_ptr->art_flags, TR_INFRA);
320 add_flag(o_ptr->art_flags, TR_SPEED);
321 if (!o_ptr->artifact_bias && one_in_(11))
322 o_ptr->artifact_bias = BIAS_ROGUE;
325 add_flag(o_ptr->art_flags, TR_TUNNEL);
328 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
331 add_flag(o_ptr->art_flags, TR_BLOWS);
332 if (!o_ptr->artifact_bias && one_in_(11))
333 o_ptr->artifact_bias = BIAS_WARRIOR;
340 * @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.
341 * @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。
342 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
343 * 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。
345 * @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。
346 * @param o_ptr 対象のオブジェクト構造体ポインタ
349 static void random_resistance(object_type * o_ptr)
351 switch (o_ptr->artifact_bias)
354 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
356 add_flag(o_ptr->art_flags, TR_RES_ACID);
357 if (one_in_(2)) return;
359 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
361 add_flag(o_ptr->art_flags, TR_IM_ACID);
362 if (!one_in_(IM_LUCK))
364 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
365 remove_flag(o_ptr->art_flags, TR_IM_COLD);
366 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
368 if (one_in_(2)) return;
373 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
375 add_flag(o_ptr->art_flags, TR_RES_ELEC);
376 if (one_in_(2)) return;
378 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
379 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
381 add_flag(o_ptr->art_flags, TR_SH_ELEC);
382 if (one_in_(2)) return;
384 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
386 add_flag(o_ptr->art_flags, TR_IM_ELEC);
387 if (!one_in_(IM_LUCK))
389 remove_flag(o_ptr->art_flags, TR_IM_ACID);
390 remove_flag(o_ptr->art_flags, TR_IM_COLD);
391 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
394 if (one_in_(2)) return;
399 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
401 add_flag(o_ptr->art_flags, TR_RES_FIRE);
402 if (one_in_(2)) return;
404 if ((o_ptr->tval >= TV_CLOAK) &&
405 (o_ptr->tval <= TV_HARD_ARMOR) &&
406 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
408 add_flag(o_ptr->art_flags, TR_SH_FIRE);
409 if (one_in_(2)) return;
411 if (one_in_(BIAS_LUCK) &&
412 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
414 add_flag(o_ptr->art_flags, TR_IM_FIRE);
415 if (!one_in_(IM_LUCK))
417 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
418 remove_flag(o_ptr->art_flags, TR_IM_COLD);
419 remove_flag(o_ptr->art_flags, TR_IM_ACID);
421 if (one_in_(2)) return;
426 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
428 add_flag(o_ptr->art_flags, TR_RES_COLD);
429 if (one_in_(2)) return;
431 if ((o_ptr->tval >= TV_CLOAK) &&
432 (o_ptr->tval <= TV_HARD_ARMOR) &&
433 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
435 add_flag(o_ptr->art_flags, TR_SH_COLD);
436 if (one_in_(2)) return;
438 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
440 add_flag(o_ptr->art_flags, TR_IM_COLD);
441 if (!one_in_(IM_LUCK))
443 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
444 remove_flag(o_ptr->art_flags, TR_IM_ACID);
445 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
447 if (one_in_(2)) return;
452 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
454 add_flag(o_ptr->art_flags, TR_RES_POIS);
455 if (one_in_(2)) return;
460 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
462 add_flag(o_ptr->art_flags, TR_RES_FEAR);
463 if (one_in_(2)) return;
465 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
467 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
468 if (one_in_(2)) return;
472 case BIAS_NECROMANTIC:
473 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
475 add_flag(o_ptr->art_flags, TR_RES_NETHER);
476 if (one_in_(2)) return;
478 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
480 add_flag(o_ptr->art_flags, TR_RES_POIS);
481 if (one_in_(2)) return;
483 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
485 add_flag(o_ptr->art_flags, TR_RES_DARK);
486 if (one_in_(2)) return;
491 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
493 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
494 if (one_in_(2)) return;
496 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
498 add_flag(o_ptr->art_flags, TR_RES_CONF);
499 if (one_in_(2)) return;
501 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
503 add_flag(o_ptr->art_flags, TR_RES_DISEN);
504 if (one_in_(2)) return;
509 switch (randint1(42))
512 if (!one_in_(WEIRD_LUCK))
513 random_resistance(o_ptr);
516 add_flag(o_ptr->art_flags, TR_IM_ACID);
517 if (!o_ptr->artifact_bias)
518 o_ptr->artifact_bias = BIAS_ACID;
522 if (!one_in_(WEIRD_LUCK))
523 random_resistance(o_ptr);
526 add_flag(o_ptr->art_flags, TR_IM_ELEC);
527 if (!o_ptr->artifact_bias)
528 o_ptr->artifact_bias = BIAS_ELEC;
532 if (!one_in_(WEIRD_LUCK))
533 random_resistance(o_ptr);
536 add_flag(o_ptr->art_flags, TR_IM_COLD);
537 if (!o_ptr->artifact_bias)
538 o_ptr->artifact_bias = BIAS_COLD;
542 if (!one_in_(WEIRD_LUCK))
543 random_resistance(o_ptr);
546 add_flag(o_ptr->art_flags, TR_IM_FIRE);
547 if (!o_ptr->artifact_bias)
548 o_ptr->artifact_bias = BIAS_FIRE;
554 add_flag(o_ptr->art_flags, TR_RES_ACID);
555 if (!o_ptr->artifact_bias)
556 o_ptr->artifact_bias = BIAS_ACID;
561 add_flag(o_ptr->art_flags, TR_RES_ELEC);
562 if (!o_ptr->artifact_bias)
563 o_ptr->artifact_bias = BIAS_ELEC;
568 add_flag(o_ptr->art_flags, TR_RES_FIRE);
569 if (!o_ptr->artifact_bias)
570 o_ptr->artifact_bias = BIAS_FIRE;
575 add_flag(o_ptr->art_flags, TR_RES_COLD);
576 if (!o_ptr->artifact_bias)
577 o_ptr->artifact_bias = BIAS_COLD;
581 add_flag(o_ptr->art_flags, TR_RES_POIS);
582 if (!o_ptr->artifact_bias && !one_in_(4))
583 o_ptr->artifact_bias = BIAS_POIS;
584 else if (!o_ptr->artifact_bias && one_in_(2))
585 o_ptr->artifact_bias = BIAS_NECROMANTIC;
586 else if (!o_ptr->artifact_bias && one_in_(2))
587 o_ptr->artifact_bias = BIAS_ROGUE;
591 add_flag(o_ptr->art_flags, TR_RES_FEAR);
592 if (!o_ptr->artifact_bias && one_in_(3))
593 o_ptr->artifact_bias = BIAS_WARRIOR;
596 add_flag(o_ptr->art_flags, TR_RES_LITE);
599 add_flag(o_ptr->art_flags, TR_RES_DARK);
603 add_flag(o_ptr->art_flags, TR_RES_BLIND);
607 add_flag(o_ptr->art_flags, TR_RES_CONF);
608 if (!o_ptr->artifact_bias && one_in_(6))
609 o_ptr->artifact_bias = BIAS_CHAOS;
613 add_flag(o_ptr->art_flags, TR_RES_SOUND);
617 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
621 add_flag(o_ptr->art_flags, TR_RES_NETHER);
622 if (!o_ptr->artifact_bias && one_in_(3))
623 o_ptr->artifact_bias = BIAS_NECROMANTIC;
627 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
631 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
632 if (!o_ptr->artifact_bias && one_in_(2))
633 o_ptr->artifact_bias = BIAS_CHAOS;
637 add_flag(o_ptr->art_flags, TR_RES_DISEN);
640 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
641 add_flag(o_ptr->art_flags, TR_SH_ELEC);
643 random_resistance(o_ptr);
644 if (!o_ptr->artifact_bias)
645 o_ptr->artifact_bias = BIAS_ELEC;
648 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
649 add_flag(o_ptr->art_flags, TR_SH_FIRE);
651 random_resistance(o_ptr);
652 if (!o_ptr->artifact_bias)
653 o_ptr->artifact_bias = BIAS_FIRE;
656 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
657 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
658 add_flag(o_ptr->art_flags, TR_REFLECT);
660 random_resistance(o_ptr);
663 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
664 add_flag(o_ptr->art_flags, TR_SH_COLD);
666 random_resistance(o_ptr);
667 if (!o_ptr->artifact_bias)
668 o_ptr->artifact_bias = BIAS_COLD;
675 * @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.
676 * @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。
677 * 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、
678 * 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。
679 * @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。
680 * @param o_ptr 対象のオブジェクト構造体ポインタ
683 static void random_misc(object_type * o_ptr)
685 switch (o_ptr->artifact_bias)
688 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
690 add_flag(o_ptr->art_flags, TR_SUST_CON);
691 if (one_in_(2)) return;
696 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
698 add_flag(o_ptr->art_flags, TR_SUST_STR);
699 if (one_in_(2)) return;
704 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
706 add_flag(o_ptr->art_flags, TR_SUST_WIS);
707 if (one_in_(2)) return;
712 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
714 add_flag(o_ptr->art_flags, TR_SUST_INT);
715 if (one_in_(2)) return;
720 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
722 add_flag(o_ptr->art_flags, TR_SUST_DEX);
723 if (one_in_(2)) return;
728 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
730 add_flag(o_ptr->art_flags, TR_SUST_CON);
731 if (one_in_(2)) return;
736 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
738 add_flag(o_ptr->art_flags, TR_SUST_CHR);
739 if (one_in_(2)) return;
744 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
746 add_flag(o_ptr->art_flags, TR_TELEPORT);
747 if (one_in_(2)) return;
752 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
754 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
759 switch (randint1(33))
762 add_flag(o_ptr->art_flags, TR_SUST_STR);
763 if (!o_ptr->artifact_bias)
764 o_ptr->artifact_bias = BIAS_STR;
767 add_flag(o_ptr->art_flags, TR_SUST_INT);
768 if (!o_ptr->artifact_bias)
769 o_ptr->artifact_bias = BIAS_INT;
772 add_flag(o_ptr->art_flags, TR_SUST_WIS);
773 if (!o_ptr->artifact_bias)
774 o_ptr->artifact_bias = BIAS_WIS;
777 add_flag(o_ptr->art_flags, TR_SUST_DEX);
778 if (!o_ptr->artifact_bias)
779 o_ptr->artifact_bias = BIAS_DEX;
782 add_flag(o_ptr->art_flags, TR_SUST_CON);
783 if (!o_ptr->artifact_bias)
784 o_ptr->artifact_bias = BIAS_CON;
787 add_flag(o_ptr->art_flags, TR_SUST_CHR);
788 if (!o_ptr->artifact_bias)
789 o_ptr->artifact_bias = BIAS_CHR;
794 add_flag(o_ptr->art_flags, TR_FREE_ACT);
797 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
798 if (!o_ptr->artifact_bias && one_in_(5))
799 o_ptr->artifact_bias = BIAS_PRIESTLY;
800 else if (!o_ptr->artifact_bias && one_in_(6))
801 o_ptr->artifact_bias = BIAS_NECROMANTIC;
805 add_flag(o_ptr->art_flags, TR_LITE_1);
809 add_flag(o_ptr->art_flags, TR_LEVITATION);
814 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
818 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
822 add_flag(o_ptr->art_flags, TR_REGEN);
825 add_flag(o_ptr->art_flags, TR_TELEPORT);
830 if (object_is_armour(o_ptr))
834 o_ptr->to_a = 4 + randint1(11);
843 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
844 bonus_h = 4 + (HIT_PROB)(randint1(11));
845 bonus_d = 4 + (HIT_POINT)(randint1(11));
846 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))
851 o_ptr->to_h += bonus_h;
852 o_ptr->to_d += bonus_d;
856 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
859 add_flag(o_ptr->art_flags, TR_NO_TELE);
862 add_flag(o_ptr->art_flags, TR_WARNING);
869 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
870 if (!o_ptr->artifact_bias && one_in_(3))
871 o_ptr->artifact_bias = BIAS_LAW;
874 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
875 if (!o_ptr->artifact_bias && one_in_(3))
876 o_ptr->artifact_bias = BIAS_MAGE;
879 add_flag(o_ptr->art_flags, TR_TELEPATHY);
880 if (!o_ptr->artifact_bias && one_in_(9))
881 o_ptr->artifact_bias = BIAS_MAGE;
891 idx[0] = randint1(10);
893 idx[1] = randint1(9);
894 if (idx[1] >= idx[0]) idx[1]++;
896 idx[2] = randint1(8);
897 if (idx[2] >= idx[0]) idx[2]++;
898 if (idx[2] >= idx[1]) idx[2]++;
900 while (n--) switch (idx[n])
903 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
904 if (!o_ptr->artifact_bias && one_in_(4))
905 o_ptr->artifact_bias = BIAS_RANGER;
908 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
909 if (!o_ptr->artifact_bias && one_in_(3))
910 o_ptr->artifact_bias = BIAS_PRIESTLY;
911 else if (!o_ptr->artifact_bias && one_in_(6))
912 o_ptr->artifact_bias = BIAS_NECROMANTIC;
915 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
918 add_flag(o_ptr->art_flags, TR_ESP_ORC);
921 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
924 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
927 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
930 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
931 if (!o_ptr->artifact_bias && one_in_(6))
932 o_ptr->artifact_bias = BIAS_ROGUE;
935 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
936 if (!o_ptr->artifact_bias && one_in_(3))
937 o_ptr->artifact_bias = BIAS_LAW;
940 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
941 if (!o_ptr->artifact_bias && one_in_(3))
942 o_ptr->artifact_bias = BIAS_LAW;
951 * @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.
952 * @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。
953 * 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、
954 * 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、
955 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
956 * @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。
957 * @param o_ptr 対象のオブジェクト構造体ポインタ
960 static void random_slay(object_type *o_ptr)
962 if (o_ptr->tval == TV_BOW)
969 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
970 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
971 if (!o_ptr->artifact_bias && one_in_(9))
972 o_ptr->artifact_bias = BIAS_RANGER;
975 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
976 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
977 if (!o_ptr->artifact_bias && one_in_(9))
978 o_ptr->artifact_bias = BIAS_RANGER;
985 switch (o_ptr->artifact_bias)
988 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
990 add_flag(o_ptr->art_flags, TR_CHAOTIC);
991 if (one_in_(2)) return;
996 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
997 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
999 /* A free power for "priestly" random artifacts */
1000 add_flag(o_ptr->art_flags, TR_BLESSED);
1004 case BIAS_NECROMANTIC:
1005 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1007 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1008 if (one_in_(2)) return;
1010 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1012 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1013 if (one_in_(2)) return;
1018 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1020 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1021 if (one_in_(2)) return;
1026 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1027 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1028 !(have_flag(o_ptr->art_flags, TR_THROW)))
1030 /* Free power for rogues... */
1031 add_flag(o_ptr->art_flags, TR_THROW);
1033 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1035 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1036 if (one_in_(2)) return;
1041 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1043 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1044 if (one_in_(2)) return;
1049 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1051 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1052 if (one_in_(2)) return;
1057 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1059 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1060 if (one_in_(2)) return;
1065 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1067 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1068 if (one_in_(2)) return;
1073 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1075 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1076 if (one_in_(2)) return;
1081 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1083 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1084 if (one_in_(2)) return;
1086 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1088 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1089 if (one_in_(2)) return;
1091 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1093 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1094 if (one_in_(2)) return;
1099 switch (randint1(36))
1105 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1109 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1116 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1120 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1122 if (!o_ptr->artifact_bias && one_in_(2))
1123 o_ptr->artifact_bias = BIAS_LAW;
1124 else if (!o_ptr->artifact_bias && one_in_(9))
1125 o_ptr->artifact_bias = BIAS_PRIESTLY;
1131 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1135 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1137 if (!o_ptr->artifact_bias && one_in_(9))
1138 o_ptr->artifact_bias = BIAS_PRIESTLY;
1144 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1148 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1150 if (!o_ptr->artifact_bias && one_in_(9))
1151 o_ptr->artifact_bias = BIAS_PRIESTLY;
1157 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1161 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1168 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1172 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1179 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1183 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1188 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1191 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1195 if (o_ptr->tval == TV_SWORD)
1197 add_flag(o_ptr->art_flags, TR_VORPAL);
1198 if (!o_ptr->artifact_bias && one_in_(9))
1199 o_ptr->artifact_bias = BIAS_WARRIOR;
1205 add_flag(o_ptr->art_flags, TR_IMPACT);
1209 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1210 if (!o_ptr->artifact_bias)
1211 o_ptr->artifact_bias = BIAS_FIRE;
1215 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1216 if (!o_ptr->artifact_bias)
1217 o_ptr->artifact_bias = BIAS_COLD;
1221 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1222 if (!o_ptr->artifact_bias)
1223 o_ptr->artifact_bias = BIAS_ELEC;
1227 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1228 if (!o_ptr->artifact_bias)
1229 o_ptr->artifact_bias = BIAS_ACID;
1233 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1234 if (!o_ptr->artifact_bias && !one_in_(3))
1235 o_ptr->artifact_bias = BIAS_POIS;
1236 else if (!o_ptr->artifact_bias && one_in_(6))
1237 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1238 else if (!o_ptr->artifact_bias)
1239 o_ptr->artifact_bias = BIAS_ROGUE;
1242 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1243 if (!o_ptr->artifact_bias)
1244 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1247 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1248 if (!o_ptr->artifact_bias)
1249 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1255 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1259 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1263 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1264 if (!o_ptr->artifact_bias)
1265 o_ptr->artifact_bias = BIAS_CHAOS;
1271 * @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.
1272 * @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。
1273 * @param o_ptr 対象のオブジェクト構造体ポインタ
1276 static void give_activation_power(object_type *o_ptr)
1278 int type = 0, chance = 0;
1280 switch (o_ptr->artifact_bias)
1285 type = ACT_BO_ELEC_1;
1287 else if (!one_in_(5))
1289 type = ACT_BA_ELEC_2;
1293 type = ACT_BA_ELEC_3;
1299 type = ACT_BA_POIS_1;
1306 type = ACT_BO_FIRE_1;
1308 else if (!one_in_(5))
1310 type = ACT_BA_FIRE_1;
1314 type = ACT_BA_FIRE_2;
1322 type = ACT_BO_COLD_1;
1323 else if (!one_in_(3))
1324 type = ACT_BA_COLD_1;
1325 else if (!one_in_(3))
1326 type = ACT_BA_COLD_2;
1328 type = ACT_BA_COLD_3;
1334 type = ACT_SUMMON_DEMON;
1336 type = ACT_CALL_CHAOS;
1343 type = ACT_CHARM_UNDEAD;
1344 else if (one_in_(12))
1345 type = ACT_BANISH_EVIL;
1346 else if (one_in_(11))
1347 type = ACT_DISP_EVIL;
1348 else if (one_in_(10))
1349 type = ACT_PROT_EVIL;
1350 else if (one_in_(9))
1351 type = ACT_CURE_1000;
1352 else if (one_in_(8))
1353 type = ACT_CURE_700;
1354 else if (one_in_(7))
1355 type = ACT_REST_ALL;
1356 else if (one_in_(6))
1357 type = ACT_REST_EXP;
1362 case BIAS_NECROMANTIC:
1366 else if (one_in_(13))
1367 type = ACT_DISP_GOOD;
1368 else if (one_in_(9))
1369 type = ACT_MASS_GENO;
1370 else if (one_in_(8))
1371 type = ACT_GENOCIDE;
1372 else if (one_in_(13))
1373 type = ACT_SUMMON_UNDEAD;
1374 else if (one_in_(9))
1376 else if (one_in_(6))
1377 type = ACT_CHARM_UNDEAD;
1385 type = ACT_BANISH_EVIL;
1386 else if (one_in_(4))
1387 type = ACT_DISP_EVIL;
1389 type = ACT_PROT_EVIL;
1396 else if (one_in_(4))
1398 else if (one_in_(3))
1399 type = ACT_DETECT_ALL;
1400 else if (one_in_(8))
1403 type = ACT_ID_PLAIN;
1409 type = ACT_SUMMON_ELEMENTAL;
1410 else if (one_in_(10))
1411 type = ACT_SUMMON_PHANTOM;
1412 else if (one_in_(5))
1413 type = ACT_RUNE_EXPLO;
1429 type = ACT_CHARM_ANIMALS;
1430 else if (one_in_(7))
1431 type = ACT_SUMMON_ANIMAL;
1432 else if (one_in_(6))
1433 type = ACT_CHARM_ANIMAL;
1434 else if (one_in_(4))
1435 type = ACT_RESIST_ALL;
1436 else if (one_in_(3))
1439 type = ACT_CURE_POISON;
1443 if (!type || (randint1(100) >= chance))
1445 one_activation(o_ptr);
1449 /* A type was chosen... */
1450 o_ptr->xtra2 = (byte_hack)type;
1451 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1456 * @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.
1457 * @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。
1458 * @param o_ptr 処理中のアイテム参照ポインタ
1459 * @param return_name 名前を返すための文字列参照ポインタ
1460 * @param armour 対象のオブジェクトが防具が否か
1461 * @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)
1464 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1466 PERCENTAGE prob = randint1(100);
1468 if (prob <= SINDARIN_NAME)
1470 get_table_sindarin(return_name);
1472 else if (prob <= TABLE_NAME)
1474 get_table_name(return_name);
1486 filename = _("a_cursed_j.txt", "a_cursed.txt");
1489 filename = _("a_low_j.txt", "a_low.txt");
1492 filename = _("a_med_j.txt", "a_med.txt");
1495 filename = _("a_high_j.txt", "a_high.txt");
1502 filename = _("w_cursed_j.txt", "w_cursed.txt");
1505 filename = _("w_low_j.txt", "w_low.txt");
1508 filename = _("w_med_j.txt", "w_med.txt");
1511 filename = _("w_high_j.txt", "w_high.txt");
1515 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1517 if (return_name[0] == 0) get_table_name(return_name);
1523 * @brief ランダムアーティファクト生成のメインルーチン
1524 * @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。
1525 * @param o_ptr 対象のオブジェクト構造体ポインタ
1526 * @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。
1527 * @return 常にTRUE(1)を返す
1529 bool create_artifact(object_type *o_ptr, bool a_scroll)
1531 GAME_TEXT new_name[1024];
1532 PARAMETER_VALUE has_pval = 0;
1533 int powers = randint1(5) + 1;
1535 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1538 bool a_cursed = FALSE;
1539 int warrior_artifact_bias = 0;
1542 /* Reset artifact bias */
1543 o_ptr->artifact_bias = 0;
1545 /* Nuke enchantments */
1549 for (i = 0; i < TR_FLAG_SIZE; i++)
1550 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1552 if (o_ptr->pval) has_pval = TRUE;
1554 if (a_scroll && one_in_(4))
1556 switch (p_ptr->pclass)
1559 case CLASS_BERSERKER:
1564 o_ptr->artifact_bias = BIAS_WARRIOR;
1567 case CLASS_HIGH_MAGE:
1568 case CLASS_SORCERER:
1569 case CLASS_MAGIC_EATER:
1570 case CLASS_BLUE_MAGE:
1571 o_ptr->artifact_bias = BIAS_MAGE;
1574 o_ptr->artifact_bias = BIAS_PRIESTLY;
1578 o_ptr->artifact_bias = BIAS_ROGUE;
1579 warrior_artifact_bias = 25;
1583 o_ptr->artifact_bias = BIAS_RANGER;
1584 warrior_artifact_bias = 30;
1587 o_ptr->artifact_bias = BIAS_PRIESTLY;
1588 warrior_artifact_bias = 40;
1590 case CLASS_WARRIOR_MAGE:
1591 case CLASS_RED_MAGE:
1592 o_ptr->artifact_bias = BIAS_MAGE;
1593 warrior_artifact_bias = 40;
1595 case CLASS_CHAOS_WARRIOR:
1596 o_ptr->artifact_bias = BIAS_CHAOS;
1597 warrior_artifact_bias = 40;
1600 case CLASS_FORCETRAINER:
1601 o_ptr->artifact_bias = BIAS_PRIESTLY;
1603 case CLASS_MINDCRAFTER:
1605 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1608 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1610 case CLASS_IMITATOR:
1611 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1613 case CLASS_BEASTMASTER:
1614 o_ptr->artifact_bias = BIAS_CHR;
1615 warrior_artifact_bias = 50;
1617 case CLASS_MIRROR_MASTER:
1618 if (randint1(4) > 1)
1620 o_ptr->artifact_bias = BIAS_MAGE;
1624 o_ptr->artifact_bias = BIAS_ROGUE;
1630 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1631 o_ptr->artifact_bias = BIAS_WARRIOR;
1633 strcpy(new_name, "");
1635 if (!a_scroll && one_in_(A_CURSED))
1637 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1640 while (one_in_(powers) || one_in_(7) || one_in_(10))
1643 if (!a_cursed && one_in_(WEIRD_LUCK))
1646 if (a_cursed) powers /= 2;
1648 max_powers = powers;
1652 switch (randint1(max_type))
1659 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1661 if (a_cursed && !one_in_(13)) break;
1664 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1668 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1672 random_resistance(o_ptr);
1681 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1688 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1690 o_ptr->pval = randint1(2);
1691 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1700 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1703 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1708 /* give it some plusses... */
1709 if (object_is_armour(o_ptr))
1710 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1711 else if (object_is_weapon_ammo(o_ptr))
1713 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1714 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1715 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1718 /* Just to be sure */
1719 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1720 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1721 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1722 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1724 total_flags = flag_cost(o_ptr, o_ptr->pval);
1726 if (a_cursed) curse_artifact(o_ptr);
1729 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1732 give_activation_power(o_ptr);
1735 if (object_is_armour(o_ptr))
1737 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1739 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1740 o_ptr->to_d -= (HIT_POINT)randint0(3);
1741 o_ptr->to_h -= (HIT_PROB)randint0(3);
1743 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1745 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1746 o_ptr->to_d -= (HIT_POINT)randint0(3);
1747 o_ptr->to_h -= (HIT_PROB)randint0(3);
1751 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);
1753 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1757 remove_flag(o_ptr->art_flags, TR_BLOWS);
1758 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1759 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1760 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1761 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1762 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1763 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1764 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1765 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1766 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1767 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1768 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1769 remove_flag(o_ptr->art_flags, TR_VORPAL);
1770 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1771 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1772 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1773 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1774 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1777 if (!object_is_weapon_ammo(o_ptr))
1780 if (a_cursed) power_level = 0;
1781 else if (total_flags < 15000) power_level = 1;
1782 else if (total_flags < 35000) power_level = 2;
1783 else power_level = 3;
1789 if (a_cursed) power_level = 0;
1790 else if (total_flags < 20000) power_level = 1;
1791 else if (total_flags < 45000) power_level = 2;
1792 else power_level = 3;
1796 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1798 weakening_artifact(o_ptr);
1803 GAME_TEXT dummy_name[MAX_NLEN] = "";
1804 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? ");
1806 object_aware(o_ptr);
1807 object_known(o_ptr);
1809 /* Mark the item as fully known */
1810 o_ptr->ident |= (IDENT_MENTAL);
1812 /* For being treated as random artifact in screen_object() */
1813 o_ptr->art_name = quark_add("");
1815 (void)screen_object(o_ptr, 0L);
1817 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1823 get_table_sindarin_aux(dummy_name);
1827 get_table_name_aux(dummy_name);
1830 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1831 chg_virtue(V_INDIVIDUALISM, 2);
1832 chg_virtue(V_ENCHANT, 5);
1836 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1839 /* Save the inscription */
1840 o_ptr->art_name = quark_add(new_name);
1842 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」",
1843 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1845 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1851 * @brief オブジェクトから能力発動IDを取得する。
1852 * @details いくつかのケースで定義されている発動効果から、
1853 * 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。
1854 * @param o_ptr 対象のオブジェクト構造体ポインタ
1855 * @return 発動効果のIDを返す
1857 int activation_index(object_type *o_ptr)
1859 /* Give priority to weaponsmith's essential activations */
1860 if (object_is_smith(o_ptr))
1862 switch (o_ptr->xtra3 - 1)
1864 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1865 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1866 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1867 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1868 case TR_IMPACT: return ACT_QUAKE;
1872 if (object_is_fixed_artifact(o_ptr))
1874 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1876 return a_info[o_ptr->name1].act_idx;
1879 if (object_is_ego(o_ptr))
1881 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1883 return e_info[o_ptr->name2].act_idx;
1886 if (!object_is_random_artifact(o_ptr))
1888 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1890 return k_info[o_ptr->k_idx].act_idx;
1894 return o_ptr->xtra2;
1898 * @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。
1899 * @details activation_index() 関数の結果から参照する。
1900 * @param o_ptr 対象のオブジェクト構造体ポインタ
1901 * @return 発動効果構造体のポインタを返す
1903 const activation_type* find_activation_info(object_type *o_ptr)
1905 const int index = activation_index(o_ptr);
1906 const activation_type* p;
1908 for (p = activation_info; p->flag != NULL; ++ p) {
1909 if (p->index == index)
1919 * @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。.
1920 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
1921 * 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、
1923 * @attention プレイヤーの各種ステータスに依存した処理がある。
1924 * @todo 折を見て関数名を変更すること。
1925 * @param o_ptr 対象のオブジェクト構造体ポインタ
1926 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
1929 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
1931 bool give_resistance = FALSE, give_power = FALSE;
1933 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
1935 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
1938 give_resistance = TRUE;
1942 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1943 add_flag(o_ptr->art_flags, TR_TY_CURSE);
1944 o_ptr->curse_flags |=
1945 (TRC_CURSED | TRC_HEAVY_CURSE);
1946 o_ptr->curse_flags |= get_curse(2, o_ptr);
1951 if (o_ptr->name1 == ART_MURAMASA)
1953 if (p_ptr->pclass != CLASS_SAMURAI)
1955 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1956 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1960 if (o_ptr->name1 == ART_ROBINTON)
1962 if (p_ptr->pclass == CLASS_BARD)
1964 add_flag(o_ptr->art_flags, TR_DEC_MANA);
1968 if (o_ptr->name1 == ART_XIAOLONG)
1970 if (p_ptr->pclass == CLASS_MONK)
1971 add_flag(o_ptr->art_flags, TR_BLOWS);
1974 if (o_ptr->name1 == ART_BLOOD)
1976 get_bloody_moon_flags(o_ptr);
1979 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
1981 if (p_ptr->psex != SEX_FEMALE)
1983 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1987 if (o_ptr->name1 == ART_MILIM)
1989 if (p_ptr->pseikaku == SEIKAKU_SEXY)
1992 add_flag(o_ptr->art_flags, TR_STR);
1993 add_flag(o_ptr->art_flags, TR_INT);
1994 add_flag(o_ptr->art_flags, TR_WIS);
1995 add_flag(o_ptr->art_flags, TR_DEX);
1996 add_flag(o_ptr->art_flags, TR_CON);
1997 add_flag(o_ptr->art_flags, TR_CHR);
2001 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2002 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2003 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2005 /* Give a resistance OR a power */
2006 if (one_in_(2)) give_resistance = TRUE;
2007 else give_power = TRUE;
2015 if (give_resistance)
2017 one_high_resistance(o_ptr);
2023 * @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
2024 * @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。
2025 * @param a_idx 生成する固定アーティファクト構造体のID
2026 * @param y アイテムを落とす地点のy座標
2027 * @param x アイテムを落とす地点のx座標
2028 * @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。
2029 * @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.
2030 * 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
2031 * drop_near()関数の返り値は信用できなくなる.
2033 bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2039 artifact_type *a_ptr = &a_info[a_idx];
2042 /* Ignore "empty" artifacts */
2043 if (!a_ptr->name) return FALSE;
2045 /* Acquire the "kind" index */
2046 i = lookup_kind(a_ptr->tval, a_ptr->sval);
2048 if (!i) return FALSE;
2050 object_prep(q_ptr, i);
2053 q_ptr->name1 = a_idx;
2055 /* Extract the fields */
2056 q_ptr->pval = a_ptr->pval;
2057 q_ptr->ac = a_ptr->ac;
2058 q_ptr->dd = a_ptr->dd;
2059 q_ptr->ds = a_ptr->ds;
2060 q_ptr->to_a = a_ptr->to_a;
2061 q_ptr->to_h = a_ptr->to_h;
2062 q_ptr->to_d = a_ptr->to_d;
2063 q_ptr->weight = a_ptr->weight;
2065 /* Hack -- extract the "cursed" flag */
2066 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2067 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2068 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2069 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2070 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2071 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2073 random_artifact_resistance(q_ptr, a_ptr);
2075 /* Drop the artifact from heaven */
2076 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
2080 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2082 BIT_FLAGS flgs[TR_FLAG_SIZE];
2083 object_flags(o_ptr, flgs);
2085 HIT_POINT dam, base, s_evil, forced, vorpal;
2086 s_evil = forced = vorpal = 0;
2087 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2089 if(have_flag(flgs, TR_KILL_EVIL))
2091 dam = s_evil = dam * 7 / 2;
2093 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2095 dam = s_evil = dam * 2;
2099 if (have_flag(flgs, TR_FORCE_WEAPON))
2101 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2105 if(have_flag(flgs, TR_VORPAL))
2107 dam = vorpal = dam * 11 / 9;
2111 dam = dam + o_ptr->to_d;
2113 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2118 static bool has_extreme_damage_rate(object_type *o_ptr)
2120 BIT_FLAGS flgs[TR_FLAG_SIZE];
2121 object_flags(o_ptr, flgs);
2123 if (have_flag(flgs, TR_VAMPIRIC))
2125 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2129 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2133 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2137 else if (calc_arm_avgdamage(o_ptr) > 63)
2144 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2148 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2152 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2156 else if (calc_arm_avgdamage(o_ptr) > 75)
2164 static bool weakening_artifact(object_type *o_ptr)
2166 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2167 object_kind *k_ptr = &k_info[k_idx];
2168 BIT_FLAGS flgs[TR_FLAG_SIZE];
2169 object_flags(o_ptr, flgs);
2171 if (have_flag(flgs, TR_KILL_EVIL))
2173 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2174 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2177 else if (k_ptr->dd < o_ptr->dd)
2182 else if (k_ptr->ds < o_ptr->ds)
2187 else if (o_ptr->to_d > 10)
2189 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2190 if (o_ptr->to_d < 10)
2200 * @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。
2201 * Mega-Hack -- Attempt to create one of the "Special Objects"
2202 * @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
2203 * @return 生成に成功したらTRUEを返す。
2205 * Attempt to change an object into an artifact\n
2206 * This routine should only be called by "apply_magic()"\n
2207 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2209 bool make_artifact(object_type *o_ptr)
2213 /* No artifacts in the town */
2214 if (!current_floor_ptr->dun_level) return (FALSE);
2216 /* Paranoia -- no "plural" artifacts */
2217 if (o_ptr->number != 1) return (FALSE);
2219 /* Check the artifact list (skip the "specials") */
2220 for (i = 0; i < max_a_idx; i++)
2222 artifact_type *a_ptr = &a_info[i];
2224 /* Skip "empty" items */
2225 if (!a_ptr->name) continue;
2227 /* Cannot make an artifact twice */
2228 if (a_ptr->cur_num) continue;
2230 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2232 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2234 /* Must have the correct fields */
2235 if (a_ptr->tval != o_ptr->tval) continue;
2236 if (a_ptr->sval != o_ptr->sval) continue;
2238 /* XXX XXX Enforce minimum "depth" (loosely) */
2239 if (a_ptr->level > current_floor_ptr->dun_level)
2241 /* Acquire the "out-of-depth factor" */
2242 int d = (a_ptr->level - current_floor_ptr->dun_level) * 2;
2244 /* Roll for out-of-depth creation */
2245 if (!one_in_(d)) continue;
2248 /* We must make the "rarity roll" */
2249 if (!one_in_(a_ptr->rarity)) continue;
2251 /* Hack -- mark the item as an artifact */
2254 /* Hack: Some artifacts get random extra powers */
2255 random_artifact_resistance(o_ptr, a_ptr);
2266 * @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。
2267 * Mega-Hack -- Attempt to create one of the "Special Objects"
2268 * @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
2269 * @return 生成に成功したらTRUEを返す。
2271 * We are only called from "make_object()", and we assume that\n
2272 * "apply_magic()" is called immediately after we return.\n
2274 * Note -- see "make_artifact()" and "apply_magic()"\n
2276 bool make_artifact_special(object_type *o_ptr)
2279 KIND_OBJECT_IDX k_idx = 0;
2281 /*! @note 地上ではキャンセルする / No artifacts in the town */
2282 if (!current_floor_ptr->dun_level) return (FALSE);
2284 /*! @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 */
2285 if (get_obj_num_hook) return (FALSE);
2287 /*! @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") */
2288 for (i = 0; i < max_a_idx; i++)
2290 artifact_type *a_ptr = &a_info[i];
2292 /*! @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 */
2293 if (!a_ptr->name) continue;
2295 /*! @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 */
2296 if (a_ptr->cur_num) continue;
2297 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2298 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2300 /*! @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 /
2301 * XXX XXX Enforce minimum "depth" (loosely) */
2302 if (a_ptr->level > current_floor_ptr->object_level)
2304 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2305 int d = (a_ptr->level - current_floor_ptr->object_level) * 2;
2306 if (!one_in_(d)) continue;
2309 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2310 if (!one_in_(a_ptr->rarity)) continue;
2312 /*! @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。 /
2313 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2314 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2315 if (k_info[k_idx].level > current_floor_ptr->object_level)
2317 int d = (k_info[k_idx].level - current_floor_ptr->object_level) * 5;
2318 if (!one_in_(d)) continue;
2321 /*! @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 /
2322 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2323 object_prep(o_ptr, k_idx);
2326 random_artifact_resistance(o_ptr, a_ptr);
2330 /*! @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 */