3 * @brief アーティファクトの生成と管理 / Artifact code
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2013 Deskull rearranged comment for Doxygen.
17 #include "cmd-activate.h"
18 #include "object-boost.h"
19 #include "object-curse.h"
20 #include "object-flavor.h"
21 #include "object-hook.h"
22 #include "spells-object.h"
25 static bool has_extreme_damage_rate(object_type *o_ptr);
26 static bool weakening_artifact(object_type *o_ptr);
30 * @brief ランダムアーティファクトのバイアス名称テーブル
32 const concptr artifact_bias_name[MAX_BIAS] =
56 const concptr artifact_bias_name[MAX_BIAS] =
83 * @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.
84 * @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。
85 * 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、
86 * 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。
87 * @attention プレイヤーの職業依存処理あり。
88 * @param o_ptr 対象のオブジェクト構造体ポインタ
91 static void curse_artifact(object_type * o_ptr)
93 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
94 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
95 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
96 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
98 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
99 remove_flag(o_ptr->art_flags, TR_BLESSED);
101 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
102 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
103 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
104 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
105 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
106 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
107 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
108 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
109 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
110 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
112 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))
113 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
117 * @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.
118 * @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。
119 * 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。
120 * @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。
121 * @param o_ptr 対象のオブジェクト構造体ポインタ
124 static void random_plus(object_type * o_ptr)
126 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
128 switch (o_ptr->artifact_bias)
131 if (!(have_flag(o_ptr->art_flags, TR_STR)))
133 add_flag(o_ptr->art_flags, TR_STR);
134 if (one_in_(2)) return;
137 if (!(have_flag(o_ptr->art_flags, TR_CON)))
139 add_flag(o_ptr->art_flags, TR_CON);
140 if (one_in_(2)) return;
143 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
145 add_flag(o_ptr->art_flags, TR_DEX);
146 if (one_in_(2)) return;
151 if (!(have_flag(o_ptr->art_flags, TR_INT)))
153 add_flag(o_ptr->art_flags, TR_INT);
154 if (one_in_(2)) return;
156 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
158 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
159 if (one_in_(2)) return;
164 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
166 add_flag(o_ptr->art_flags, TR_WIS);
167 if (one_in_(2)) return;
172 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
174 add_flag(o_ptr->art_flags, TR_DEX);
175 if (one_in_(2)) return;
178 if (!(have_flag(o_ptr->art_flags, TR_CON)))
180 add_flag(o_ptr->art_flags, TR_CON);
181 if (one_in_(2)) return;
184 if (!(have_flag(o_ptr->art_flags, TR_STR)))
186 add_flag(o_ptr->art_flags, TR_STR);
187 if (one_in_(2)) return;
192 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
194 add_flag(o_ptr->art_flags, TR_STEALTH);
195 if (one_in_(2)) return;
197 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
199 add_flag(o_ptr->art_flags, TR_SEARCH);
200 if (one_in_(2)) return;
205 if (!(have_flag(o_ptr->art_flags, TR_STR)))
207 add_flag(o_ptr->art_flags, TR_STR);
208 if (one_in_(2)) return;
213 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
215 add_flag(o_ptr->art_flags, TR_WIS);
216 if (one_in_(2)) return;
221 if (!(have_flag(o_ptr->art_flags, TR_INT)))
223 add_flag(o_ptr->art_flags, TR_INT);
224 if (one_in_(2)) return;
229 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
231 add_flag(o_ptr->art_flags, TR_DEX);
232 if (one_in_(2)) return;
237 if (!(have_flag(o_ptr->art_flags, TR_CON)))
239 add_flag(o_ptr->art_flags, TR_CON);
240 if (one_in_(2)) return;
245 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
247 add_flag(o_ptr->art_flags, TR_CHR);
248 if (one_in_(2)) return;
253 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
255 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
257 add_flag(o_ptr->art_flags, TR_DEC_MANA);
258 if (one_in_(2)) return;
262 switch (randint1(this_type))
265 add_flag(o_ptr->art_flags, TR_STR);
266 if (!o_ptr->artifact_bias && !one_in_(13))
267 o_ptr->artifact_bias = BIAS_STR;
268 else if (!o_ptr->artifact_bias && one_in_(7))
269 o_ptr->artifact_bias = BIAS_WARRIOR;
272 add_flag(o_ptr->art_flags, TR_INT);
273 if (!o_ptr->artifact_bias && !one_in_(13))
274 o_ptr->artifact_bias = BIAS_INT;
275 else if (!o_ptr->artifact_bias && one_in_(7))
276 o_ptr->artifact_bias = BIAS_MAGE;
279 add_flag(o_ptr->art_flags, TR_WIS);
280 if (!o_ptr->artifact_bias && !one_in_(13))
281 o_ptr->artifact_bias = BIAS_WIS;
282 else if (!o_ptr->artifact_bias && one_in_(7))
283 o_ptr->artifact_bias = BIAS_PRIESTLY;
286 add_flag(o_ptr->art_flags, TR_DEX);
287 if (!o_ptr->artifact_bias && !one_in_(13))
288 o_ptr->artifact_bias = BIAS_DEX;
289 else if (!o_ptr->artifact_bias && one_in_(7))
290 o_ptr->artifact_bias = BIAS_ROGUE;
293 add_flag(o_ptr->art_flags, TR_CON);
294 if (!o_ptr->artifact_bias && !one_in_(13))
295 o_ptr->artifact_bias = BIAS_CON;
296 else if (!o_ptr->artifact_bias && one_in_(9))
297 o_ptr->artifact_bias = BIAS_RANGER;
300 add_flag(o_ptr->art_flags, TR_CHR);
301 if (!o_ptr->artifact_bias && !one_in_(13))
302 o_ptr->artifact_bias = BIAS_CHR;
305 add_flag(o_ptr->art_flags, TR_STEALTH);
306 if (!o_ptr->artifact_bias && one_in_(3))
307 o_ptr->artifact_bias = BIAS_ROGUE;
310 add_flag(o_ptr->art_flags, TR_SEARCH);
311 if (!o_ptr->artifact_bias && one_in_(9))
312 o_ptr->artifact_bias = BIAS_RANGER;
315 add_flag(o_ptr->art_flags, TR_INFRA);
318 add_flag(o_ptr->art_flags, TR_SPEED);
319 if (!o_ptr->artifact_bias && one_in_(11))
320 o_ptr->artifact_bias = BIAS_ROGUE;
323 add_flag(o_ptr->art_flags, TR_TUNNEL);
326 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
329 add_flag(o_ptr->art_flags, TR_BLOWS);
330 if (!o_ptr->artifact_bias && one_in_(11))
331 o_ptr->artifact_bias = BIAS_WARRIOR;
338 * @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.
339 * @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。
340 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
341 * 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。
343 * @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。
344 * @param o_ptr 対象のオブジェクト構造体ポインタ
347 static void random_resistance(object_type * o_ptr)
349 switch (o_ptr->artifact_bias)
352 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
354 add_flag(o_ptr->art_flags, TR_RES_ACID);
355 if (one_in_(2)) return;
357 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
359 add_flag(o_ptr->art_flags, TR_IM_ACID);
360 if (!one_in_(IM_LUCK))
362 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
363 remove_flag(o_ptr->art_flags, TR_IM_COLD);
364 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
366 if (one_in_(2)) return;
371 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
373 add_flag(o_ptr->art_flags, TR_RES_ELEC);
374 if (one_in_(2)) return;
376 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
377 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
379 add_flag(o_ptr->art_flags, TR_SH_ELEC);
380 if (one_in_(2)) return;
382 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
384 add_flag(o_ptr->art_flags, TR_IM_ELEC);
385 if (!one_in_(IM_LUCK))
387 remove_flag(o_ptr->art_flags, TR_IM_ACID);
388 remove_flag(o_ptr->art_flags, TR_IM_COLD);
389 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
392 if (one_in_(2)) return;
397 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
399 add_flag(o_ptr->art_flags, TR_RES_FIRE);
400 if (one_in_(2)) return;
402 if ((o_ptr->tval >= TV_CLOAK) &&
403 (o_ptr->tval <= TV_HARD_ARMOR) &&
404 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
406 add_flag(o_ptr->art_flags, TR_SH_FIRE);
407 if (one_in_(2)) return;
409 if (one_in_(BIAS_LUCK) &&
410 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
412 add_flag(o_ptr->art_flags, TR_IM_FIRE);
413 if (!one_in_(IM_LUCK))
415 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
416 remove_flag(o_ptr->art_flags, TR_IM_COLD);
417 remove_flag(o_ptr->art_flags, TR_IM_ACID);
419 if (one_in_(2)) return;
424 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
426 add_flag(o_ptr->art_flags, TR_RES_COLD);
427 if (one_in_(2)) return;
429 if ((o_ptr->tval >= TV_CLOAK) &&
430 (o_ptr->tval <= TV_HARD_ARMOR) &&
431 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
433 add_flag(o_ptr->art_flags, TR_SH_COLD);
434 if (one_in_(2)) return;
436 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
438 add_flag(o_ptr->art_flags, TR_IM_COLD);
439 if (!one_in_(IM_LUCK))
441 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
442 remove_flag(o_ptr->art_flags, TR_IM_ACID);
443 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
445 if (one_in_(2)) return;
450 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
452 add_flag(o_ptr->art_flags, TR_RES_POIS);
453 if (one_in_(2)) return;
458 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
460 add_flag(o_ptr->art_flags, TR_RES_FEAR);
461 if (one_in_(2)) return;
463 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
465 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
466 if (one_in_(2)) return;
470 case BIAS_NECROMANTIC:
471 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
473 add_flag(o_ptr->art_flags, TR_RES_NETHER);
474 if (one_in_(2)) return;
476 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
478 add_flag(o_ptr->art_flags, TR_RES_POIS);
479 if (one_in_(2)) return;
481 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
483 add_flag(o_ptr->art_flags, TR_RES_DARK);
484 if (one_in_(2)) return;
489 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
491 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
492 if (one_in_(2)) return;
494 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
496 add_flag(o_ptr->art_flags, TR_RES_CONF);
497 if (one_in_(2)) return;
499 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
501 add_flag(o_ptr->art_flags, TR_RES_DISEN);
502 if (one_in_(2)) return;
507 switch (randint1(42))
510 if (!one_in_(WEIRD_LUCK))
511 random_resistance(o_ptr);
514 add_flag(o_ptr->art_flags, TR_IM_ACID);
515 if (!o_ptr->artifact_bias)
516 o_ptr->artifact_bias = BIAS_ACID;
520 if (!one_in_(WEIRD_LUCK))
521 random_resistance(o_ptr);
524 add_flag(o_ptr->art_flags, TR_IM_ELEC);
525 if (!o_ptr->artifact_bias)
526 o_ptr->artifact_bias = BIAS_ELEC;
530 if (!one_in_(WEIRD_LUCK))
531 random_resistance(o_ptr);
534 add_flag(o_ptr->art_flags, TR_IM_COLD);
535 if (!o_ptr->artifact_bias)
536 o_ptr->artifact_bias = BIAS_COLD;
540 if (!one_in_(WEIRD_LUCK))
541 random_resistance(o_ptr);
544 add_flag(o_ptr->art_flags, TR_IM_FIRE);
545 if (!o_ptr->artifact_bias)
546 o_ptr->artifact_bias = BIAS_FIRE;
552 add_flag(o_ptr->art_flags, TR_RES_ACID);
553 if (!o_ptr->artifact_bias)
554 o_ptr->artifact_bias = BIAS_ACID;
559 add_flag(o_ptr->art_flags, TR_RES_ELEC);
560 if (!o_ptr->artifact_bias)
561 o_ptr->artifact_bias = BIAS_ELEC;
566 add_flag(o_ptr->art_flags, TR_RES_FIRE);
567 if (!o_ptr->artifact_bias)
568 o_ptr->artifact_bias = BIAS_FIRE;
573 add_flag(o_ptr->art_flags, TR_RES_COLD);
574 if (!o_ptr->artifact_bias)
575 o_ptr->artifact_bias = BIAS_COLD;
579 add_flag(o_ptr->art_flags, TR_RES_POIS);
580 if (!o_ptr->artifact_bias && !one_in_(4))
581 o_ptr->artifact_bias = BIAS_POIS;
582 else if (!o_ptr->artifact_bias && one_in_(2))
583 o_ptr->artifact_bias = BIAS_NECROMANTIC;
584 else if (!o_ptr->artifact_bias && one_in_(2))
585 o_ptr->artifact_bias = BIAS_ROGUE;
589 add_flag(o_ptr->art_flags, TR_RES_FEAR);
590 if (!o_ptr->artifact_bias && one_in_(3))
591 o_ptr->artifact_bias = BIAS_WARRIOR;
594 add_flag(o_ptr->art_flags, TR_RES_LITE);
597 add_flag(o_ptr->art_flags, TR_RES_DARK);
601 add_flag(o_ptr->art_flags, TR_RES_BLIND);
605 add_flag(o_ptr->art_flags, TR_RES_CONF);
606 if (!o_ptr->artifact_bias && one_in_(6))
607 o_ptr->artifact_bias = BIAS_CHAOS;
611 add_flag(o_ptr->art_flags, TR_RES_SOUND);
615 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
619 add_flag(o_ptr->art_flags, TR_RES_NETHER);
620 if (!o_ptr->artifact_bias && one_in_(3))
621 o_ptr->artifact_bias = BIAS_NECROMANTIC;
625 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
629 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
630 if (!o_ptr->artifact_bias && one_in_(2))
631 o_ptr->artifact_bias = BIAS_CHAOS;
635 add_flag(o_ptr->art_flags, TR_RES_DISEN);
638 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
639 add_flag(o_ptr->art_flags, TR_SH_ELEC);
641 random_resistance(o_ptr);
642 if (!o_ptr->artifact_bias)
643 o_ptr->artifact_bias = BIAS_ELEC;
646 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
647 add_flag(o_ptr->art_flags, TR_SH_FIRE);
649 random_resistance(o_ptr);
650 if (!o_ptr->artifact_bias)
651 o_ptr->artifact_bias = BIAS_FIRE;
654 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
655 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
656 add_flag(o_ptr->art_flags, TR_REFLECT);
658 random_resistance(o_ptr);
661 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
662 add_flag(o_ptr->art_flags, TR_SH_COLD);
664 random_resistance(o_ptr);
665 if (!o_ptr->artifact_bias)
666 o_ptr->artifact_bias = BIAS_COLD;
673 * @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.
674 * @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。
675 * 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、
676 * 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。
677 * @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。
678 * @param o_ptr 対象のオブジェクト構造体ポインタ
681 static void random_misc(object_type * o_ptr)
683 switch (o_ptr->artifact_bias)
686 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
688 add_flag(o_ptr->art_flags, TR_SUST_CON);
689 if (one_in_(2)) return;
694 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
696 add_flag(o_ptr->art_flags, TR_SUST_STR);
697 if (one_in_(2)) return;
702 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
704 add_flag(o_ptr->art_flags, TR_SUST_WIS);
705 if (one_in_(2)) return;
710 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
712 add_flag(o_ptr->art_flags, TR_SUST_INT);
713 if (one_in_(2)) return;
718 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
720 add_flag(o_ptr->art_flags, TR_SUST_DEX);
721 if (one_in_(2)) return;
726 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
728 add_flag(o_ptr->art_flags, TR_SUST_CON);
729 if (one_in_(2)) return;
734 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
736 add_flag(o_ptr->art_flags, TR_SUST_CHR);
737 if (one_in_(2)) return;
742 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
744 add_flag(o_ptr->art_flags, TR_TELEPORT);
745 if (one_in_(2)) return;
750 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
752 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
757 switch (randint1(33))
760 add_flag(o_ptr->art_flags, TR_SUST_STR);
761 if (!o_ptr->artifact_bias)
762 o_ptr->artifact_bias = BIAS_STR;
765 add_flag(o_ptr->art_flags, TR_SUST_INT);
766 if (!o_ptr->artifact_bias)
767 o_ptr->artifact_bias = BIAS_INT;
770 add_flag(o_ptr->art_flags, TR_SUST_WIS);
771 if (!o_ptr->artifact_bias)
772 o_ptr->artifact_bias = BIAS_WIS;
775 add_flag(o_ptr->art_flags, TR_SUST_DEX);
776 if (!o_ptr->artifact_bias)
777 o_ptr->artifact_bias = BIAS_DEX;
780 add_flag(o_ptr->art_flags, TR_SUST_CON);
781 if (!o_ptr->artifact_bias)
782 o_ptr->artifact_bias = BIAS_CON;
785 add_flag(o_ptr->art_flags, TR_SUST_CHR);
786 if (!o_ptr->artifact_bias)
787 o_ptr->artifact_bias = BIAS_CHR;
792 add_flag(o_ptr->art_flags, TR_FREE_ACT);
795 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
796 if (!o_ptr->artifact_bias && one_in_(5))
797 o_ptr->artifact_bias = BIAS_PRIESTLY;
798 else if (!o_ptr->artifact_bias && one_in_(6))
799 o_ptr->artifact_bias = BIAS_NECROMANTIC;
803 add_flag(o_ptr->art_flags, TR_LITE_1);
807 add_flag(o_ptr->art_flags, TR_LEVITATION);
812 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
816 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
820 add_flag(o_ptr->art_flags, TR_REGEN);
823 add_flag(o_ptr->art_flags, TR_TELEPORT);
828 if (object_is_armour(o_ptr))
832 o_ptr->to_a = 4 + randint1(11);
841 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
842 bonus_h = 4 + (HIT_PROB)(randint1(11));
843 bonus_d = 4 + (HIT_POINT)(randint1(11));
844 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))
849 o_ptr->to_h += bonus_h;
850 o_ptr->to_d += bonus_d;
854 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
857 add_flag(o_ptr->art_flags, TR_NO_TELE);
860 add_flag(o_ptr->art_flags, TR_WARNING);
867 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
868 if (!o_ptr->artifact_bias && one_in_(3))
869 o_ptr->artifact_bias = BIAS_LAW;
872 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
873 if (!o_ptr->artifact_bias && one_in_(3))
874 o_ptr->artifact_bias = BIAS_MAGE;
877 add_flag(o_ptr->art_flags, TR_TELEPATHY);
878 if (!o_ptr->artifact_bias && one_in_(9))
879 o_ptr->artifact_bias = BIAS_MAGE;
889 idx[0] = randint1(10);
891 idx[1] = randint1(9);
892 if (idx[1] >= idx[0]) idx[1]++;
894 idx[2] = randint1(8);
895 if (idx[2] >= idx[0]) idx[2]++;
896 if (idx[2] >= idx[1]) idx[2]++;
898 while (n--) switch (idx[n])
901 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
902 if (!o_ptr->artifact_bias && one_in_(4))
903 o_ptr->artifact_bias = BIAS_RANGER;
906 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
907 if (!o_ptr->artifact_bias && one_in_(3))
908 o_ptr->artifact_bias = BIAS_PRIESTLY;
909 else if (!o_ptr->artifact_bias && one_in_(6))
910 o_ptr->artifact_bias = BIAS_NECROMANTIC;
913 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
916 add_flag(o_ptr->art_flags, TR_ESP_ORC);
919 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
922 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
925 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
928 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
929 if (!o_ptr->artifact_bias && one_in_(6))
930 o_ptr->artifact_bias = BIAS_ROGUE;
933 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
934 if (!o_ptr->artifact_bias && one_in_(3))
935 o_ptr->artifact_bias = BIAS_LAW;
938 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
939 if (!o_ptr->artifact_bias && one_in_(3))
940 o_ptr->artifact_bias = BIAS_LAW;
949 * @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.
950 * @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。
951 * 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、
952 * 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、
953 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
954 * @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。
955 * @param o_ptr 対象のオブジェクト構造体ポインタ
958 static void random_slay(object_type *o_ptr)
960 if (o_ptr->tval == TV_BOW)
967 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
968 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
969 if (!o_ptr->artifact_bias && one_in_(9))
970 o_ptr->artifact_bias = BIAS_RANGER;
973 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
974 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
975 if (!o_ptr->artifact_bias && one_in_(9))
976 o_ptr->artifact_bias = BIAS_RANGER;
983 switch (o_ptr->artifact_bias)
986 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
988 add_flag(o_ptr->art_flags, TR_CHAOTIC);
989 if (one_in_(2)) return;
994 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
995 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
997 /* A free power for "priestly" random artifacts */
998 add_flag(o_ptr->art_flags, TR_BLESSED);
1002 case BIAS_NECROMANTIC:
1003 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1005 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1006 if (one_in_(2)) return;
1008 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1010 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1011 if (one_in_(2)) return;
1016 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1018 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1019 if (one_in_(2)) return;
1024 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1025 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1026 !(have_flag(o_ptr->art_flags, TR_THROW)))
1028 /* Free power for rogues... */
1029 add_flag(o_ptr->art_flags, TR_THROW);
1031 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1033 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1034 if (one_in_(2)) return;
1039 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1041 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1042 if (one_in_(2)) return;
1047 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1049 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1050 if (one_in_(2)) return;
1055 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1057 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1058 if (one_in_(2)) return;
1063 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1065 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1066 if (one_in_(2)) return;
1071 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1073 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1074 if (one_in_(2)) return;
1079 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1081 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1082 if (one_in_(2)) return;
1084 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1086 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1087 if (one_in_(2)) return;
1089 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1091 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1092 if (one_in_(2)) return;
1097 switch (randint1(36))
1103 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1107 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1114 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1118 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1120 if (!o_ptr->artifact_bias && one_in_(2))
1121 o_ptr->artifact_bias = BIAS_LAW;
1122 else if (!o_ptr->artifact_bias && one_in_(9))
1123 o_ptr->artifact_bias = BIAS_PRIESTLY;
1129 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1133 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1135 if (!o_ptr->artifact_bias && one_in_(9))
1136 o_ptr->artifact_bias = BIAS_PRIESTLY;
1142 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1146 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1148 if (!o_ptr->artifact_bias && one_in_(9))
1149 o_ptr->artifact_bias = BIAS_PRIESTLY;
1155 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1159 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1166 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1170 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1177 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1181 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1186 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1189 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1193 if (o_ptr->tval == TV_SWORD)
1195 add_flag(o_ptr->art_flags, TR_VORPAL);
1196 if (!o_ptr->artifact_bias && one_in_(9))
1197 o_ptr->artifact_bias = BIAS_WARRIOR;
1203 add_flag(o_ptr->art_flags, TR_IMPACT);
1207 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1208 if (!o_ptr->artifact_bias)
1209 o_ptr->artifact_bias = BIAS_FIRE;
1213 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1214 if (!o_ptr->artifact_bias)
1215 o_ptr->artifact_bias = BIAS_COLD;
1219 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1220 if (!o_ptr->artifact_bias)
1221 o_ptr->artifact_bias = BIAS_ELEC;
1225 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1226 if (!o_ptr->artifact_bias)
1227 o_ptr->artifact_bias = BIAS_ACID;
1231 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1232 if (!o_ptr->artifact_bias && !one_in_(3))
1233 o_ptr->artifact_bias = BIAS_POIS;
1234 else if (!o_ptr->artifact_bias && one_in_(6))
1235 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1236 else if (!o_ptr->artifact_bias)
1237 o_ptr->artifact_bias = BIAS_ROGUE;
1240 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1241 if (!o_ptr->artifact_bias)
1242 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1245 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1246 if (!o_ptr->artifact_bias)
1247 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1253 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1257 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1261 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1262 if (!o_ptr->artifact_bias)
1263 o_ptr->artifact_bias = BIAS_CHAOS;
1269 * @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.
1270 * @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。
1271 * @param o_ptr 対象のオブジェクト構造体ポインタ
1274 static void give_activation_power(object_type *o_ptr)
1276 int type = 0, chance = 0;
1278 switch (o_ptr->artifact_bias)
1283 type = ACT_BO_ELEC_1;
1285 else if (!one_in_(5))
1287 type = ACT_BA_ELEC_2;
1291 type = ACT_BA_ELEC_3;
1297 type = ACT_BA_POIS_1;
1304 type = ACT_BO_FIRE_1;
1306 else if (!one_in_(5))
1308 type = ACT_BA_FIRE_1;
1312 type = ACT_BA_FIRE_2;
1320 type = ACT_BO_COLD_1;
1321 else if (!one_in_(3))
1322 type = ACT_BA_COLD_1;
1323 else if (!one_in_(3))
1324 type = ACT_BA_COLD_2;
1326 type = ACT_BA_COLD_3;
1332 type = ACT_SUMMON_DEMON;
1334 type = ACT_CALL_CHAOS;
1341 type = ACT_CHARM_UNDEAD;
1342 else if (one_in_(12))
1343 type = ACT_BANISH_EVIL;
1344 else if (one_in_(11))
1345 type = ACT_DISP_EVIL;
1346 else if (one_in_(10))
1347 type = ACT_PROT_EVIL;
1348 else if (one_in_(9))
1349 type = ACT_CURE_1000;
1350 else if (one_in_(8))
1351 type = ACT_CURE_700;
1352 else if (one_in_(7))
1353 type = ACT_REST_ALL;
1354 else if (one_in_(6))
1355 type = ACT_REST_EXP;
1360 case BIAS_NECROMANTIC:
1364 else if (one_in_(13))
1365 type = ACT_DISP_GOOD;
1366 else if (one_in_(9))
1367 type = ACT_MASS_GENO;
1368 else if (one_in_(8))
1369 type = ACT_GENOCIDE;
1370 else if (one_in_(13))
1371 type = ACT_SUMMON_UNDEAD;
1372 else if (one_in_(9))
1374 else if (one_in_(6))
1375 type = ACT_CHARM_UNDEAD;
1383 type = ACT_BANISH_EVIL;
1384 else if (one_in_(4))
1385 type = ACT_DISP_EVIL;
1387 type = ACT_PROT_EVIL;
1394 else if (one_in_(4))
1396 else if (one_in_(3))
1397 type = ACT_DETECT_ALL;
1398 else if (one_in_(8))
1401 type = ACT_ID_PLAIN;
1407 type = ACT_SUMMON_ELEMENTAL;
1408 else if (one_in_(10))
1409 type = ACT_SUMMON_PHANTOM;
1410 else if (one_in_(5))
1411 type = ACT_RUNE_EXPLO;
1427 type = ACT_CHARM_ANIMALS;
1428 else if (one_in_(7))
1429 type = ACT_SUMMON_ANIMAL;
1430 else if (one_in_(6))
1431 type = ACT_CHARM_ANIMAL;
1432 else if (one_in_(4))
1433 type = ACT_RESIST_ALL;
1434 else if (one_in_(3))
1437 type = ACT_CURE_POISON;
1441 if (!type || (randint1(100) >= chance))
1443 one_activation(o_ptr);
1447 /* A type was chosen... */
1448 o_ptr->xtra2 = (byte_hack)type;
1449 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1454 * @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.
1455 * @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。
1456 * @param o_ptr 処理中のアイテム参照ポインタ
1457 * @param return_name 名前を返すための文字列参照ポインタ
1458 * @param armour 対象のオブジェクトが防具が否か
1459 * @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)
1462 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1464 PERCENTAGE prob = randint1(100);
1466 if (prob <= SINDARIN_NAME)
1468 get_table_sindarin(return_name);
1470 else if (prob <= TABLE_NAME)
1472 get_table_name(return_name);
1484 filename = _("a_cursed_j.txt", "a_cursed.txt");
1487 filename = _("a_low_j.txt", "a_low.txt");
1490 filename = _("a_med_j.txt", "a_med.txt");
1493 filename = _("a_high_j.txt", "a_high.txt");
1500 filename = _("w_cursed_j.txt", "w_cursed.txt");
1503 filename = _("w_low_j.txt", "w_low.txt");
1506 filename = _("w_med_j.txt", "w_med.txt");
1509 filename = _("w_high_j.txt", "w_high.txt");
1513 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1515 if (return_name[0] == 0) get_table_name(return_name);
1521 * @brief ランダムアーティファクト生成のメインルーチン
1522 * @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。
1523 * @param o_ptr 対象のオブジェクト構造体ポインタ
1524 * @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。
1525 * @return 常にTRUE(1)を返す
1527 bool create_artifact(object_type *o_ptr, bool a_scroll)
1529 GAME_TEXT new_name[1024];
1530 PARAMETER_VALUE has_pval = 0;
1531 int powers = randint1(5) + 1;
1533 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1536 bool a_cursed = FALSE;
1537 int warrior_artifact_bias = 0;
1540 /* Reset artifact bias */
1541 o_ptr->artifact_bias = 0;
1543 /* Nuke enchantments */
1547 for (i = 0; i < TR_FLAG_SIZE; i++)
1548 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1550 if (o_ptr->pval) has_pval = TRUE;
1552 if (a_scroll && one_in_(4))
1554 switch (p_ptr->pclass)
1557 case CLASS_BERSERKER:
1562 o_ptr->artifact_bias = BIAS_WARRIOR;
1565 case CLASS_HIGH_MAGE:
1566 case CLASS_SORCERER:
1567 case CLASS_MAGIC_EATER:
1568 case CLASS_BLUE_MAGE:
1569 o_ptr->artifact_bias = BIAS_MAGE;
1572 o_ptr->artifact_bias = BIAS_PRIESTLY;
1576 o_ptr->artifact_bias = BIAS_ROGUE;
1577 warrior_artifact_bias = 25;
1581 o_ptr->artifact_bias = BIAS_RANGER;
1582 warrior_artifact_bias = 30;
1585 o_ptr->artifact_bias = BIAS_PRIESTLY;
1586 warrior_artifact_bias = 40;
1588 case CLASS_WARRIOR_MAGE:
1589 case CLASS_RED_MAGE:
1590 o_ptr->artifact_bias = BIAS_MAGE;
1591 warrior_artifact_bias = 40;
1593 case CLASS_CHAOS_WARRIOR:
1594 o_ptr->artifact_bias = BIAS_CHAOS;
1595 warrior_artifact_bias = 40;
1598 case CLASS_FORCETRAINER:
1599 o_ptr->artifact_bias = BIAS_PRIESTLY;
1601 case CLASS_MINDCRAFTER:
1603 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1606 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1608 case CLASS_IMITATOR:
1609 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1611 case CLASS_BEASTMASTER:
1612 o_ptr->artifact_bias = BIAS_CHR;
1613 warrior_artifact_bias = 50;
1615 case CLASS_MIRROR_MASTER:
1616 if (randint1(4) > 1)
1618 o_ptr->artifact_bias = BIAS_MAGE;
1622 o_ptr->artifact_bias = BIAS_ROGUE;
1628 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1629 o_ptr->artifact_bias = BIAS_WARRIOR;
1631 strcpy(new_name, "");
1633 if (!a_scroll && one_in_(A_CURSED))
1635 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1638 while (one_in_(powers) || one_in_(7) || one_in_(10))
1641 if (!a_cursed && one_in_(WEIRD_LUCK))
1644 if (a_cursed) powers /= 2;
1646 max_powers = powers;
1650 switch (randint1(max_type))
1657 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1659 if (a_cursed && !one_in_(13)) break;
1662 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1666 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1670 random_resistance(o_ptr);
1679 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1686 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1688 o_ptr->pval = randint1(2);
1689 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1698 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1701 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1706 /* give it some plusses... */
1707 if (object_is_armour(o_ptr))
1708 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1709 else if (object_is_weapon_ammo(o_ptr))
1711 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1712 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1713 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1716 /* Just to be sure */
1717 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1718 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1719 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1720 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1722 total_flags = flag_cost(o_ptr, o_ptr->pval);
1724 if (a_cursed) curse_artifact(o_ptr);
1727 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1730 give_activation_power(o_ptr);
1733 if (object_is_armour(o_ptr))
1735 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1737 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1738 o_ptr->to_d -= (HIT_POINT)randint0(3);
1739 o_ptr->to_h -= (HIT_PROB)randint0(3);
1741 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1743 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1744 o_ptr->to_d -= (HIT_POINT)randint0(3);
1745 o_ptr->to_h -= (HIT_PROB)randint0(3);
1749 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);
1751 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1755 remove_flag(o_ptr->art_flags, TR_BLOWS);
1756 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1757 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1758 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1759 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1760 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1761 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1762 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1763 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1764 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1765 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1766 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1767 remove_flag(o_ptr->art_flags, TR_VORPAL);
1768 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1769 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1770 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1771 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1772 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1775 if (!object_is_weapon_ammo(o_ptr))
1778 if (a_cursed) power_level = 0;
1779 else if (total_flags < 15000) power_level = 1;
1780 else if (total_flags < 35000) power_level = 2;
1781 else power_level = 3;
1787 if (a_cursed) power_level = 0;
1788 else if (total_flags < 20000) power_level = 1;
1789 else if (total_flags < 45000) power_level = 2;
1790 else power_level = 3;
1794 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1796 weakening_artifact(o_ptr);
1801 GAME_TEXT dummy_name[MAX_NLEN] = "";
1802 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? ");
1804 object_aware(o_ptr);
1805 object_known(o_ptr);
1807 /* Mark the item as fully known */
1808 o_ptr->ident |= (IDENT_MENTAL);
1810 /* For being treated as random artifact in screen_object() */
1811 o_ptr->art_name = quark_add("");
1813 (void)screen_object(o_ptr, 0L);
1815 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1821 get_table_sindarin_aux(dummy_name);
1825 get_table_name_aux(dummy_name);
1828 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1829 chg_virtue(V_INDIVIDUALISM, 2);
1830 chg_virtue(V_ENCHANT, 5);
1834 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1837 /* Save the inscription */
1838 o_ptr->art_name = quark_add(new_name);
1840 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」",
1841 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1843 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1849 * @brief オブジェクトから能力発動IDを取得する。
1850 * @details いくつかのケースで定義されている発動効果から、
1851 * 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。
1852 * @param o_ptr 対象のオブジェクト構造体ポインタ
1853 * @return 発動効果のIDを返す
1855 int activation_index(object_type *o_ptr)
1857 /* Give priority to weaponsmith's essential activations */
1858 if (object_is_smith(o_ptr))
1860 switch (o_ptr->xtra3 - 1)
1862 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1863 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1864 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1865 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1866 case TR_IMPACT: return ACT_QUAKE;
1870 if (object_is_fixed_artifact(o_ptr))
1872 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1874 return a_info[o_ptr->name1].act_idx;
1877 if (object_is_ego(o_ptr))
1879 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1881 return e_info[o_ptr->name2].act_idx;
1884 if (!object_is_random_artifact(o_ptr))
1886 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1888 return k_info[o_ptr->k_idx].act_idx;
1892 return o_ptr->xtra2;
1896 * @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。
1897 * @details activation_index() 関数の結果から参照する。
1898 * @param o_ptr 対象のオブジェクト構造体ポインタ
1899 * @return 発動効果構造体のポインタを返す
1901 const activation_type* find_activation_info(object_type *o_ptr)
1903 const int index = activation_index(o_ptr);
1904 const activation_type* p;
1906 for (p = activation_info; p->flag != NULL; ++ p) {
1907 if (p->index == index)
1917 * @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。.
1918 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
1919 * 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、
1921 * @attention プレイヤーの各種ステータスに依存した処理がある。
1922 * @todo 折を見て関数名を変更すること。
1923 * @param o_ptr 対象のオブジェクト構造体ポインタ
1924 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
1927 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
1929 bool give_resistance = FALSE, give_power = FALSE;
1931 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
1933 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
1936 give_resistance = TRUE;
1940 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1941 add_flag(o_ptr->art_flags, TR_TY_CURSE);
1942 o_ptr->curse_flags |=
1943 (TRC_CURSED | TRC_HEAVY_CURSE);
1944 o_ptr->curse_flags |= get_curse(2, o_ptr);
1949 if (o_ptr->name1 == ART_MURAMASA)
1951 if (p_ptr->pclass != CLASS_SAMURAI)
1953 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1954 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1958 if (o_ptr->name1 == ART_ROBINTON)
1960 if (p_ptr->pclass == CLASS_BARD)
1962 add_flag(o_ptr->art_flags, TR_DEC_MANA);
1966 if (o_ptr->name1 == ART_XIAOLONG)
1968 if (p_ptr->pclass == CLASS_MONK)
1969 add_flag(o_ptr->art_flags, TR_BLOWS);
1972 if (o_ptr->name1 == ART_BLOOD)
1974 get_bloody_moon_flags(o_ptr);
1977 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
1979 if (p_ptr->psex != SEX_FEMALE)
1981 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1985 if (o_ptr->name1 == ART_MILIM)
1987 if (p_ptr->pseikaku == SEIKAKU_SEXY)
1990 add_flag(o_ptr->art_flags, TR_STR);
1991 add_flag(o_ptr->art_flags, TR_INT);
1992 add_flag(o_ptr->art_flags, TR_WIS);
1993 add_flag(o_ptr->art_flags, TR_DEX);
1994 add_flag(o_ptr->art_flags, TR_CON);
1995 add_flag(o_ptr->art_flags, TR_CHR);
1999 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2000 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2001 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2003 /* Give a resistance OR a power */
2004 if (one_in_(2)) give_resistance = TRUE;
2005 else give_power = TRUE;
2013 if (give_resistance)
2015 one_high_resistance(o_ptr);
2021 * @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
2022 * @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。
2023 * @param a_idx 生成する固定アーティファクト構造体のID
2024 * @param y アイテムを落とす地点のy座標
2025 * @param x アイテムを落とす地点のx座標
2026 * @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。
2027 * @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.
2028 * 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
2029 * drop_near()関数の返り値は信用できなくなる.
2031 bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2037 artifact_type *a_ptr = &a_info[a_idx];
2040 /* Ignore "empty" artifacts */
2041 if (!a_ptr->name) return FALSE;
2043 /* Acquire the "kind" index */
2044 i = lookup_kind(a_ptr->tval, a_ptr->sval);
2046 if (!i) return FALSE;
2048 object_prep(q_ptr, i);
2051 q_ptr->name1 = a_idx;
2053 /* Extract the fields */
2054 q_ptr->pval = a_ptr->pval;
2055 q_ptr->ac = a_ptr->ac;
2056 q_ptr->dd = a_ptr->dd;
2057 q_ptr->ds = a_ptr->ds;
2058 q_ptr->to_a = a_ptr->to_a;
2059 q_ptr->to_h = a_ptr->to_h;
2060 q_ptr->to_d = a_ptr->to_d;
2061 q_ptr->weight = a_ptr->weight;
2063 /* Hack -- extract the "cursed" flag */
2064 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2065 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2066 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2067 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2068 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2069 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2071 random_artifact_resistance(q_ptr, a_ptr);
2073 /* Drop the artifact from heaven */
2074 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
2078 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2080 BIT_FLAGS flgs[TR_FLAG_SIZE];
2081 object_flags(o_ptr, flgs);
2083 HIT_POINT dam, base, s_evil, forced, vorpal;
2084 s_evil = forced = vorpal = 0;
2085 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2087 if(have_flag(flgs, TR_KILL_EVIL))
2089 dam = s_evil = dam * 7 / 2;
2091 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2093 dam = s_evil = dam * 2;
2097 if (have_flag(flgs, TR_FORCE_WEAPON))
2099 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2103 if(have_flag(flgs, TR_VORPAL))
2105 dam = vorpal = dam * 11 / 9;
2109 dam = dam + o_ptr->to_d;
2111 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2116 static bool has_extreme_damage_rate(object_type *o_ptr)
2118 BIT_FLAGS flgs[TR_FLAG_SIZE];
2119 object_flags(o_ptr, flgs);
2121 if (have_flag(flgs, TR_VAMPIRIC))
2123 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2127 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2131 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2135 else if (calc_arm_avgdamage(o_ptr) > 63)
2142 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2146 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2150 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2154 else if (calc_arm_avgdamage(o_ptr) > 75)
2162 static bool weakening_artifact(object_type *o_ptr)
2164 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2165 object_kind *k_ptr = &k_info[k_idx];
2166 BIT_FLAGS flgs[TR_FLAG_SIZE];
2167 object_flags(o_ptr, flgs);
2169 if (have_flag(flgs, TR_KILL_EVIL))
2171 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2172 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2175 else if (k_ptr->dd < o_ptr->dd)
2180 else if (k_ptr->ds < o_ptr->ds)
2185 else if (o_ptr->to_d > 10)
2187 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2188 if (o_ptr->to_d < 10)
2198 * @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。
2199 * Mega-Hack -- Attempt to create one of the "Special Objects"
2200 * @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
2201 * @return 生成に成功したらTRUEを返す。
2203 * Attempt to change an object into an artifact\n
2204 * This routine should only be called by "apply_magic()"\n
2205 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2207 bool make_artifact(object_type *o_ptr)
2211 /* No artifacts in the town */
2212 if (!current_floor_ptr->dun_level) return (FALSE);
2214 /* Paranoia -- no "plural" artifacts */
2215 if (o_ptr->number != 1) return (FALSE);
2217 /* Check the artifact list (skip the "specials") */
2218 for (i = 0; i < max_a_idx; i++)
2220 artifact_type *a_ptr = &a_info[i];
2222 /* Skip "empty" items */
2223 if (!a_ptr->name) continue;
2225 /* Cannot make an artifact twice */
2226 if (a_ptr->cur_num) continue;
2228 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2230 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2232 /* Must have the correct fields */
2233 if (a_ptr->tval != o_ptr->tval) continue;
2234 if (a_ptr->sval != o_ptr->sval) continue;
2236 /* XXX XXX Enforce minimum "depth" (loosely) */
2237 if (a_ptr->level > current_floor_ptr->dun_level)
2239 /* Acquire the "out-of-depth factor" */
2240 int d = (a_ptr->level - current_floor_ptr->dun_level) * 2;
2242 /* Roll for out-of-depth creation */
2243 if (!one_in_(d)) continue;
2246 /* We must make the "rarity roll" */
2247 if (!one_in_(a_ptr->rarity)) continue;
2249 /* Hack -- mark the item as an artifact */
2252 /* Hack: Some artifacts get random extra powers */
2253 random_artifact_resistance(o_ptr, a_ptr);
2264 * @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。
2265 * Mega-Hack -- Attempt to create one of the "Special Objects"
2266 * @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
2267 * @return 生成に成功したらTRUEを返す。
2269 * We are only called from "make_object()", and we assume that\n
2270 * "apply_magic()" is called immediately after we return.\n
2272 * Note -- see "make_artifact()" and "apply_magic()"\n
2274 bool make_artifact_special(object_type *o_ptr)
2277 KIND_OBJECT_IDX k_idx = 0;
2279 /*! @note 地上ではキャンセルする / No artifacts in the town */
2280 if (!current_floor_ptr->dun_level) return (FALSE);
2282 /*! @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 */
2283 if (get_obj_num_hook) return (FALSE);
2285 /*! @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") */
2286 for (i = 0; i < max_a_idx; i++)
2288 artifact_type *a_ptr = &a_info[i];
2290 /*! @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 */
2291 if (!a_ptr->name) continue;
2293 /*! @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 */
2294 if (a_ptr->cur_num) continue;
2295 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2296 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2298 /*! @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 /
2299 * XXX XXX Enforce minimum "depth" (loosely) */
2300 if (a_ptr->level > current_floor_ptr->object_level)
2302 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2303 int d = (a_ptr->level - current_floor_ptr->object_level) * 2;
2304 if (!one_in_(d)) continue;
2307 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2308 if (!one_in_(a_ptr->rarity)) continue;
2310 /*! @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。 /
2311 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2312 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2313 if (k_info[k_idx].level > current_floor_ptr->object_level)
2315 int d = (k_info[k_idx].level - current_floor_ptr->object_level) * 5;
2316 if (!one_in_(d)) continue;
2319 /*! @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 /
2320 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2321 object_prep(o_ptr, k_idx);
2324 random_artifact_resistance(o_ptr, a_ptr);
2328 /*! @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 */