3 * @brief アーティファクトの生成と管理 / Artifact code
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2013 Deskull rearranged comment for Doxygen.
20 #include "cmd-activate.h"
21 #include "objectkind.h"
22 #include "object-boost.h"
23 #include "object-curse.h"
24 #include "object-flavor.h"
25 #include "object-hook.h"
26 #include "spells-object.h"
33 artifact_type *a_info;
37 static bool has_extreme_damage_rate(object_type *o_ptr);
38 static bool weakening_artifact(object_type *o_ptr);
42 * @brief ランダムアーティファクトのバイアス名称テーブル
44 const concptr artifact_bias_name[MAX_BIAS] =
68 const concptr artifact_bias_name[MAX_BIAS] =
95 * @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.
96 * @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。
97 * 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、
98 * 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。
99 * @attention プレイヤーの職業依存処理あり。
100 * @param o_ptr 対象のオブジェクト構造体ポインタ
103 static void curse_artifact(object_type * o_ptr)
105 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
106 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
107 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
108 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
110 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
111 remove_flag(o_ptr->art_flags, TR_BLESSED);
113 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
114 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
115 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
116 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
117 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
118 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
119 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
120 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
121 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
122 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
124 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))
125 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
129 * @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.
130 * @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。
131 * 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。
132 * @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。
133 * @param o_ptr 対象のオブジェクト構造体ポインタ
136 static void random_plus(object_type * o_ptr)
138 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
140 switch (o_ptr->artifact_bias)
143 if (!(have_flag(o_ptr->art_flags, TR_STR)))
145 add_flag(o_ptr->art_flags, TR_STR);
146 if (one_in_(2)) return;
149 if (!(have_flag(o_ptr->art_flags, TR_CON)))
151 add_flag(o_ptr->art_flags, TR_CON);
152 if (one_in_(2)) return;
155 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
157 add_flag(o_ptr->art_flags, TR_DEX);
158 if (one_in_(2)) return;
163 if (!(have_flag(o_ptr->art_flags, TR_INT)))
165 add_flag(o_ptr->art_flags, TR_INT);
166 if (one_in_(2)) return;
168 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
170 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
171 if (one_in_(2)) return;
176 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
178 add_flag(o_ptr->art_flags, TR_WIS);
179 if (one_in_(2)) return;
184 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
186 add_flag(o_ptr->art_flags, TR_DEX);
187 if (one_in_(2)) return;
190 if (!(have_flag(o_ptr->art_flags, TR_CON)))
192 add_flag(o_ptr->art_flags, TR_CON);
193 if (one_in_(2)) return;
196 if (!(have_flag(o_ptr->art_flags, TR_STR)))
198 add_flag(o_ptr->art_flags, TR_STR);
199 if (one_in_(2)) return;
204 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
206 add_flag(o_ptr->art_flags, TR_STEALTH);
207 if (one_in_(2)) return;
209 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
211 add_flag(o_ptr->art_flags, TR_SEARCH);
212 if (one_in_(2)) return;
217 if (!(have_flag(o_ptr->art_flags, TR_STR)))
219 add_flag(o_ptr->art_flags, TR_STR);
220 if (one_in_(2)) return;
225 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
227 add_flag(o_ptr->art_flags, TR_WIS);
228 if (one_in_(2)) return;
233 if (!(have_flag(o_ptr->art_flags, TR_INT)))
235 add_flag(o_ptr->art_flags, TR_INT);
236 if (one_in_(2)) return;
241 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
243 add_flag(o_ptr->art_flags, TR_DEX);
244 if (one_in_(2)) return;
249 if (!(have_flag(o_ptr->art_flags, TR_CON)))
251 add_flag(o_ptr->art_flags, TR_CON);
252 if (one_in_(2)) return;
257 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
259 add_flag(o_ptr->art_flags, TR_CHR);
260 if (one_in_(2)) return;
265 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
267 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
269 add_flag(o_ptr->art_flags, TR_DEC_MANA);
270 if (one_in_(2)) return;
274 switch (randint1(this_type))
277 add_flag(o_ptr->art_flags, TR_STR);
278 if (!o_ptr->artifact_bias && !one_in_(13))
279 o_ptr->artifact_bias = BIAS_STR;
280 else if (!o_ptr->artifact_bias && one_in_(7))
281 o_ptr->artifact_bias = BIAS_WARRIOR;
284 add_flag(o_ptr->art_flags, TR_INT);
285 if (!o_ptr->artifact_bias && !one_in_(13))
286 o_ptr->artifact_bias = BIAS_INT;
287 else if (!o_ptr->artifact_bias && one_in_(7))
288 o_ptr->artifact_bias = BIAS_MAGE;
291 add_flag(o_ptr->art_flags, TR_WIS);
292 if (!o_ptr->artifact_bias && !one_in_(13))
293 o_ptr->artifact_bias = BIAS_WIS;
294 else if (!o_ptr->artifact_bias && one_in_(7))
295 o_ptr->artifact_bias = BIAS_PRIESTLY;
298 add_flag(o_ptr->art_flags, TR_DEX);
299 if (!o_ptr->artifact_bias && !one_in_(13))
300 o_ptr->artifact_bias = BIAS_DEX;
301 else if (!o_ptr->artifact_bias && one_in_(7))
302 o_ptr->artifact_bias = BIAS_ROGUE;
305 add_flag(o_ptr->art_flags, TR_CON);
306 if (!o_ptr->artifact_bias && !one_in_(13))
307 o_ptr->artifact_bias = BIAS_CON;
308 else if (!o_ptr->artifact_bias && one_in_(9))
309 o_ptr->artifact_bias = BIAS_RANGER;
312 add_flag(o_ptr->art_flags, TR_CHR);
313 if (!o_ptr->artifact_bias && !one_in_(13))
314 o_ptr->artifact_bias = BIAS_CHR;
317 add_flag(o_ptr->art_flags, TR_STEALTH);
318 if (!o_ptr->artifact_bias && one_in_(3))
319 o_ptr->artifact_bias = BIAS_ROGUE;
322 add_flag(o_ptr->art_flags, TR_SEARCH);
323 if (!o_ptr->artifact_bias && one_in_(9))
324 o_ptr->artifact_bias = BIAS_RANGER;
327 add_flag(o_ptr->art_flags, TR_INFRA);
330 add_flag(o_ptr->art_flags, TR_SPEED);
331 if (!o_ptr->artifact_bias && one_in_(11))
332 o_ptr->artifact_bias = BIAS_ROGUE;
335 add_flag(o_ptr->art_flags, TR_TUNNEL);
338 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
341 add_flag(o_ptr->art_flags, TR_BLOWS);
342 if (!o_ptr->artifact_bias && one_in_(11))
343 o_ptr->artifact_bias = BIAS_WARRIOR;
350 * @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.
351 * @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。
352 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
353 * 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。
355 * @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。
356 * @param o_ptr 対象のオブジェクト構造体ポインタ
359 static void random_resistance(object_type * o_ptr)
361 switch (o_ptr->artifact_bias)
364 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
366 add_flag(o_ptr->art_flags, TR_RES_ACID);
367 if (one_in_(2)) return;
369 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
371 add_flag(o_ptr->art_flags, TR_IM_ACID);
372 if (!one_in_(IM_LUCK))
374 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
375 remove_flag(o_ptr->art_flags, TR_IM_COLD);
376 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
378 if (one_in_(2)) return;
383 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
385 add_flag(o_ptr->art_flags, TR_RES_ELEC);
386 if (one_in_(2)) return;
388 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
389 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
391 add_flag(o_ptr->art_flags, TR_SH_ELEC);
392 if (one_in_(2)) return;
394 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
396 add_flag(o_ptr->art_flags, TR_IM_ELEC);
397 if (!one_in_(IM_LUCK))
399 remove_flag(o_ptr->art_flags, TR_IM_ACID);
400 remove_flag(o_ptr->art_flags, TR_IM_COLD);
401 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
404 if (one_in_(2)) return;
409 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
411 add_flag(o_ptr->art_flags, TR_RES_FIRE);
412 if (one_in_(2)) return;
414 if ((o_ptr->tval >= TV_CLOAK) &&
415 (o_ptr->tval <= TV_HARD_ARMOR) &&
416 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
418 add_flag(o_ptr->art_flags, TR_SH_FIRE);
419 if (one_in_(2)) return;
421 if (one_in_(BIAS_LUCK) &&
422 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
424 add_flag(o_ptr->art_flags, TR_IM_FIRE);
425 if (!one_in_(IM_LUCK))
427 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
428 remove_flag(o_ptr->art_flags, TR_IM_COLD);
429 remove_flag(o_ptr->art_flags, TR_IM_ACID);
431 if (one_in_(2)) return;
436 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
438 add_flag(o_ptr->art_flags, TR_RES_COLD);
439 if (one_in_(2)) return;
441 if ((o_ptr->tval >= TV_CLOAK) &&
442 (o_ptr->tval <= TV_HARD_ARMOR) &&
443 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
445 add_flag(o_ptr->art_flags, TR_SH_COLD);
446 if (one_in_(2)) return;
448 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
450 add_flag(o_ptr->art_flags, TR_IM_COLD);
451 if (!one_in_(IM_LUCK))
453 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
454 remove_flag(o_ptr->art_flags, TR_IM_ACID);
455 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
457 if (one_in_(2)) return;
462 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
464 add_flag(o_ptr->art_flags, TR_RES_POIS);
465 if (one_in_(2)) return;
470 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
472 add_flag(o_ptr->art_flags, TR_RES_FEAR);
473 if (one_in_(2)) return;
475 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
477 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
478 if (one_in_(2)) return;
482 case BIAS_NECROMANTIC:
483 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
485 add_flag(o_ptr->art_flags, TR_RES_NETHER);
486 if (one_in_(2)) return;
488 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
490 add_flag(o_ptr->art_flags, TR_RES_POIS);
491 if (one_in_(2)) return;
493 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
495 add_flag(o_ptr->art_flags, TR_RES_DARK);
496 if (one_in_(2)) return;
501 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
503 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
504 if (one_in_(2)) return;
506 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
508 add_flag(o_ptr->art_flags, TR_RES_CONF);
509 if (one_in_(2)) return;
511 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
513 add_flag(o_ptr->art_flags, TR_RES_DISEN);
514 if (one_in_(2)) return;
519 switch (randint1(42))
522 if (!one_in_(WEIRD_LUCK))
523 random_resistance(o_ptr);
526 add_flag(o_ptr->art_flags, TR_IM_ACID);
527 if (!o_ptr->artifact_bias)
528 o_ptr->artifact_bias = BIAS_ACID;
532 if (!one_in_(WEIRD_LUCK))
533 random_resistance(o_ptr);
536 add_flag(o_ptr->art_flags, TR_IM_ELEC);
537 if (!o_ptr->artifact_bias)
538 o_ptr->artifact_bias = BIAS_ELEC;
542 if (!one_in_(WEIRD_LUCK))
543 random_resistance(o_ptr);
546 add_flag(o_ptr->art_flags, TR_IM_COLD);
547 if (!o_ptr->artifact_bias)
548 o_ptr->artifact_bias = BIAS_COLD;
552 if (!one_in_(WEIRD_LUCK))
553 random_resistance(o_ptr);
556 add_flag(o_ptr->art_flags, TR_IM_FIRE);
557 if (!o_ptr->artifact_bias)
558 o_ptr->artifact_bias = BIAS_FIRE;
564 add_flag(o_ptr->art_flags, TR_RES_ACID);
565 if (!o_ptr->artifact_bias)
566 o_ptr->artifact_bias = BIAS_ACID;
571 add_flag(o_ptr->art_flags, TR_RES_ELEC);
572 if (!o_ptr->artifact_bias)
573 o_ptr->artifact_bias = BIAS_ELEC;
578 add_flag(o_ptr->art_flags, TR_RES_FIRE);
579 if (!o_ptr->artifact_bias)
580 o_ptr->artifact_bias = BIAS_FIRE;
585 add_flag(o_ptr->art_flags, TR_RES_COLD);
586 if (!o_ptr->artifact_bias)
587 o_ptr->artifact_bias = BIAS_COLD;
591 add_flag(o_ptr->art_flags, TR_RES_POIS);
592 if (!o_ptr->artifact_bias && !one_in_(4))
593 o_ptr->artifact_bias = BIAS_POIS;
594 else if (!o_ptr->artifact_bias && one_in_(2))
595 o_ptr->artifact_bias = BIAS_NECROMANTIC;
596 else if (!o_ptr->artifact_bias && one_in_(2))
597 o_ptr->artifact_bias = BIAS_ROGUE;
601 add_flag(o_ptr->art_flags, TR_RES_FEAR);
602 if (!o_ptr->artifact_bias && one_in_(3))
603 o_ptr->artifact_bias = BIAS_WARRIOR;
606 add_flag(o_ptr->art_flags, TR_RES_LITE);
609 add_flag(o_ptr->art_flags, TR_RES_DARK);
613 add_flag(o_ptr->art_flags, TR_RES_BLIND);
617 add_flag(o_ptr->art_flags, TR_RES_CONF);
618 if (!o_ptr->artifact_bias && one_in_(6))
619 o_ptr->artifact_bias = BIAS_CHAOS;
623 add_flag(o_ptr->art_flags, TR_RES_SOUND);
627 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
631 add_flag(o_ptr->art_flags, TR_RES_NETHER);
632 if (!o_ptr->artifact_bias && one_in_(3))
633 o_ptr->artifact_bias = BIAS_NECROMANTIC;
637 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
641 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
642 if (!o_ptr->artifact_bias && one_in_(2))
643 o_ptr->artifact_bias = BIAS_CHAOS;
647 add_flag(o_ptr->art_flags, TR_RES_DISEN);
650 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
651 add_flag(o_ptr->art_flags, TR_SH_ELEC);
653 random_resistance(o_ptr);
654 if (!o_ptr->artifact_bias)
655 o_ptr->artifact_bias = BIAS_ELEC;
658 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
659 add_flag(o_ptr->art_flags, TR_SH_FIRE);
661 random_resistance(o_ptr);
662 if (!o_ptr->artifact_bias)
663 o_ptr->artifact_bias = BIAS_FIRE;
666 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
667 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
668 add_flag(o_ptr->art_flags, TR_REFLECT);
670 random_resistance(o_ptr);
673 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
674 add_flag(o_ptr->art_flags, TR_SH_COLD);
676 random_resistance(o_ptr);
677 if (!o_ptr->artifact_bias)
678 o_ptr->artifact_bias = BIAS_COLD;
685 * @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.
686 * @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。
687 * 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、
688 * 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。
689 * @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。
690 * @param o_ptr 対象のオブジェクト構造体ポインタ
693 static void random_misc(object_type * o_ptr)
695 switch (o_ptr->artifact_bias)
698 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
700 add_flag(o_ptr->art_flags, TR_SUST_CON);
701 if (one_in_(2)) return;
706 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
708 add_flag(o_ptr->art_flags, TR_SUST_STR);
709 if (one_in_(2)) return;
714 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
716 add_flag(o_ptr->art_flags, TR_SUST_WIS);
717 if (one_in_(2)) return;
722 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
724 add_flag(o_ptr->art_flags, TR_SUST_INT);
725 if (one_in_(2)) return;
730 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
732 add_flag(o_ptr->art_flags, TR_SUST_DEX);
733 if (one_in_(2)) return;
738 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
740 add_flag(o_ptr->art_flags, TR_SUST_CON);
741 if (one_in_(2)) return;
746 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
748 add_flag(o_ptr->art_flags, TR_SUST_CHR);
749 if (one_in_(2)) return;
754 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
756 add_flag(o_ptr->art_flags, TR_TELEPORT);
757 if (one_in_(2)) return;
762 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
764 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
769 switch (randint1(33))
772 add_flag(o_ptr->art_flags, TR_SUST_STR);
773 if (!o_ptr->artifact_bias)
774 o_ptr->artifact_bias = BIAS_STR;
777 add_flag(o_ptr->art_flags, TR_SUST_INT);
778 if (!o_ptr->artifact_bias)
779 o_ptr->artifact_bias = BIAS_INT;
782 add_flag(o_ptr->art_flags, TR_SUST_WIS);
783 if (!o_ptr->artifact_bias)
784 o_ptr->artifact_bias = BIAS_WIS;
787 add_flag(o_ptr->art_flags, TR_SUST_DEX);
788 if (!o_ptr->artifact_bias)
789 o_ptr->artifact_bias = BIAS_DEX;
792 add_flag(o_ptr->art_flags, TR_SUST_CON);
793 if (!o_ptr->artifact_bias)
794 o_ptr->artifact_bias = BIAS_CON;
797 add_flag(o_ptr->art_flags, TR_SUST_CHR);
798 if (!o_ptr->artifact_bias)
799 o_ptr->artifact_bias = BIAS_CHR;
804 add_flag(o_ptr->art_flags, TR_FREE_ACT);
807 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
808 if (!o_ptr->artifact_bias && one_in_(5))
809 o_ptr->artifact_bias = BIAS_PRIESTLY;
810 else if (!o_ptr->artifact_bias && one_in_(6))
811 o_ptr->artifact_bias = BIAS_NECROMANTIC;
815 add_flag(o_ptr->art_flags, TR_LITE_1);
819 add_flag(o_ptr->art_flags, TR_LEVITATION);
824 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
828 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
832 add_flag(o_ptr->art_flags, TR_REGEN);
835 add_flag(o_ptr->art_flags, TR_TELEPORT);
840 if (object_is_armour(o_ptr))
844 o_ptr->to_a = 4 + randint1(11);
853 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
854 bonus_h = 4 + (HIT_PROB)(randint1(11));
855 bonus_d = 4 + (HIT_POINT)(randint1(11));
856 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))
861 o_ptr->to_h += bonus_h;
862 o_ptr->to_d += bonus_d;
866 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
869 add_flag(o_ptr->art_flags, TR_NO_TELE);
872 add_flag(o_ptr->art_flags, TR_WARNING);
879 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
880 if (!o_ptr->artifact_bias && one_in_(3))
881 o_ptr->artifact_bias = BIAS_LAW;
884 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
885 if (!o_ptr->artifact_bias && one_in_(3))
886 o_ptr->artifact_bias = BIAS_MAGE;
889 add_flag(o_ptr->art_flags, TR_TELEPATHY);
890 if (!o_ptr->artifact_bias && one_in_(9))
891 o_ptr->artifact_bias = BIAS_MAGE;
901 idx[0] = randint1(10);
903 idx[1] = randint1(9);
904 if (idx[1] >= idx[0]) idx[1]++;
906 idx[2] = randint1(8);
907 if (idx[2] >= idx[0]) idx[2]++;
908 if (idx[2] >= idx[1]) idx[2]++;
910 while (n--) switch (idx[n])
913 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
914 if (!o_ptr->artifact_bias && one_in_(4))
915 o_ptr->artifact_bias = BIAS_RANGER;
918 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
919 if (!o_ptr->artifact_bias && one_in_(3))
920 o_ptr->artifact_bias = BIAS_PRIESTLY;
921 else if (!o_ptr->artifact_bias && one_in_(6))
922 o_ptr->artifact_bias = BIAS_NECROMANTIC;
925 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
928 add_flag(o_ptr->art_flags, TR_ESP_ORC);
931 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
934 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
937 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
940 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
941 if (!o_ptr->artifact_bias && one_in_(6))
942 o_ptr->artifact_bias = BIAS_ROGUE;
945 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
946 if (!o_ptr->artifact_bias && one_in_(3))
947 o_ptr->artifact_bias = BIAS_LAW;
950 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
951 if (!o_ptr->artifact_bias && one_in_(3))
952 o_ptr->artifact_bias = BIAS_LAW;
961 * @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.
962 * @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。
963 * 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、
964 * 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、
965 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
966 * @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。
967 * @param o_ptr 対象のオブジェクト構造体ポインタ
970 static void random_slay(object_type *o_ptr)
972 if (o_ptr->tval == TV_BOW)
979 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
980 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
981 if (!o_ptr->artifact_bias && one_in_(9))
982 o_ptr->artifact_bias = BIAS_RANGER;
985 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
986 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
987 if (!o_ptr->artifact_bias && one_in_(9))
988 o_ptr->artifact_bias = BIAS_RANGER;
995 switch (o_ptr->artifact_bias)
998 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1000 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1001 if (one_in_(2)) return;
1006 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1007 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1009 /* A free power for "priestly" random artifacts */
1010 add_flag(o_ptr->art_flags, TR_BLESSED);
1014 case BIAS_NECROMANTIC:
1015 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1017 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1018 if (one_in_(2)) return;
1020 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1022 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1023 if (one_in_(2)) return;
1028 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1030 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1031 if (one_in_(2)) return;
1036 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1037 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1038 !(have_flag(o_ptr->art_flags, TR_THROW)))
1040 /* Free power for rogues... */
1041 add_flag(o_ptr->art_flags, TR_THROW);
1043 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1045 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1046 if (one_in_(2)) return;
1051 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1053 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1054 if (one_in_(2)) return;
1059 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1061 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1062 if (one_in_(2)) return;
1067 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1069 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1070 if (one_in_(2)) return;
1075 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1077 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1078 if (one_in_(2)) return;
1083 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1085 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1086 if (one_in_(2)) return;
1091 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1093 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1094 if (one_in_(2)) return;
1096 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1098 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1099 if (one_in_(2)) return;
1101 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1103 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1104 if (one_in_(2)) return;
1109 switch (randint1(36))
1115 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1119 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1126 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1130 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1132 if (!o_ptr->artifact_bias && one_in_(2))
1133 o_ptr->artifact_bias = BIAS_LAW;
1134 else if (!o_ptr->artifact_bias && one_in_(9))
1135 o_ptr->artifact_bias = BIAS_PRIESTLY;
1141 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1145 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1147 if (!o_ptr->artifact_bias && one_in_(9))
1148 o_ptr->artifact_bias = BIAS_PRIESTLY;
1154 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1158 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1160 if (!o_ptr->artifact_bias && one_in_(9))
1161 o_ptr->artifact_bias = BIAS_PRIESTLY;
1167 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1171 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1178 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1182 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1189 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1193 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1198 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1201 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1205 if (o_ptr->tval == TV_SWORD)
1207 add_flag(o_ptr->art_flags, TR_VORPAL);
1208 if (!o_ptr->artifact_bias && one_in_(9))
1209 o_ptr->artifact_bias = BIAS_WARRIOR;
1215 add_flag(o_ptr->art_flags, TR_IMPACT);
1219 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1220 if (!o_ptr->artifact_bias)
1221 o_ptr->artifact_bias = BIAS_FIRE;
1225 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1226 if (!o_ptr->artifact_bias)
1227 o_ptr->artifact_bias = BIAS_COLD;
1231 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1232 if (!o_ptr->artifact_bias)
1233 o_ptr->artifact_bias = BIAS_ELEC;
1237 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1238 if (!o_ptr->artifact_bias)
1239 o_ptr->artifact_bias = BIAS_ACID;
1243 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1244 if (!o_ptr->artifact_bias && !one_in_(3))
1245 o_ptr->artifact_bias = BIAS_POIS;
1246 else if (!o_ptr->artifact_bias && one_in_(6))
1247 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1248 else if (!o_ptr->artifact_bias)
1249 o_ptr->artifact_bias = BIAS_ROGUE;
1252 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1253 if (!o_ptr->artifact_bias)
1254 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1257 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1258 if (!o_ptr->artifact_bias)
1259 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1265 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1269 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1273 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1274 if (!o_ptr->artifact_bias)
1275 o_ptr->artifact_bias = BIAS_CHAOS;
1281 * @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.
1282 * @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。
1283 * @param o_ptr 対象のオブジェクト構造体ポインタ
1286 static void give_activation_power(object_type *o_ptr)
1288 int type = 0, chance = 0;
1290 switch (o_ptr->artifact_bias)
1295 type = ACT_BO_ELEC_1;
1297 else if (!one_in_(5))
1299 type = ACT_BA_ELEC_2;
1303 type = ACT_BA_ELEC_3;
1309 type = ACT_BA_POIS_1;
1316 type = ACT_BO_FIRE_1;
1318 else if (!one_in_(5))
1320 type = ACT_BA_FIRE_1;
1324 type = ACT_BA_FIRE_2;
1332 type = ACT_BO_COLD_1;
1333 else if (!one_in_(3))
1334 type = ACT_BA_COLD_1;
1335 else if (!one_in_(3))
1336 type = ACT_BA_COLD_2;
1338 type = ACT_BA_COLD_3;
1344 type = ACT_SUMMON_DEMON;
1346 type = ACT_CALL_CHAOS;
1353 type = ACT_CHARM_UNDEAD;
1354 else if (one_in_(12))
1355 type = ACT_BANISH_EVIL;
1356 else if (one_in_(11))
1357 type = ACT_DISP_EVIL;
1358 else if (one_in_(10))
1359 type = ACT_PROT_EVIL;
1360 else if (one_in_(9))
1361 type = ACT_CURE_1000;
1362 else if (one_in_(8))
1363 type = ACT_CURE_700;
1364 else if (one_in_(7))
1365 type = ACT_REST_ALL;
1366 else if (one_in_(6))
1367 type = ACT_REST_EXP;
1372 case BIAS_NECROMANTIC:
1376 else if (one_in_(13))
1377 type = ACT_DISP_GOOD;
1378 else if (one_in_(9))
1379 type = ACT_MASS_GENO;
1380 else if (one_in_(8))
1381 type = ACT_GENOCIDE;
1382 else if (one_in_(13))
1383 type = ACT_SUMMON_UNDEAD;
1384 else if (one_in_(9))
1386 else if (one_in_(6))
1387 type = ACT_CHARM_UNDEAD;
1395 type = ACT_BANISH_EVIL;
1396 else if (one_in_(4))
1397 type = ACT_DISP_EVIL;
1399 type = ACT_PROT_EVIL;
1406 else if (one_in_(4))
1408 else if (one_in_(3))
1409 type = ACT_DETECT_ALL;
1410 else if (one_in_(8))
1413 type = ACT_ID_PLAIN;
1419 type = ACT_SUMMON_ELEMENTAL;
1420 else if (one_in_(10))
1421 type = ACT_SUMMON_PHANTOM;
1422 else if (one_in_(5))
1423 type = ACT_RUNE_EXPLO;
1439 type = ACT_CHARM_ANIMALS;
1440 else if (one_in_(7))
1441 type = ACT_SUMMON_ANIMAL;
1442 else if (one_in_(6))
1443 type = ACT_CHARM_ANIMAL;
1444 else if (one_in_(4))
1445 type = ACT_RESIST_ALL;
1446 else if (one_in_(3))
1449 type = ACT_CURE_POISON;
1453 if (!type || (randint1(100) >= chance))
1455 one_activation(o_ptr);
1459 /* A type was chosen... */
1460 o_ptr->xtra2 = (byte_hack)type;
1461 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1466 * @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.
1467 * @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。
1468 * @param o_ptr 処理中のアイテム参照ポインタ
1469 * @param return_name 名前を返すための文字列参照ポインタ
1470 * @param armour 対象のオブジェクトが防具が否か
1471 * @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)
1474 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1476 PERCENTAGE prob = randint1(100);
1478 if (prob <= SINDARIN_NAME)
1480 get_table_sindarin(return_name);
1482 else if (prob <= TABLE_NAME)
1484 get_table_name(return_name);
1496 filename = _("a_cursed_j.txt", "a_cursed.txt");
1499 filename = _("a_low_j.txt", "a_low.txt");
1502 filename = _("a_med_j.txt", "a_med.txt");
1505 filename = _("a_high_j.txt", "a_high.txt");
1512 filename = _("w_cursed_j.txt", "w_cursed.txt");
1515 filename = _("w_low_j.txt", "w_low.txt");
1518 filename = _("w_med_j.txt", "w_med.txt");
1521 filename = _("w_high_j.txt", "w_high.txt");
1525 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1527 if (return_name[0] == 0) get_table_name(return_name);
1533 * @brief ランダムアーティファクト生成のメインルーチン
1534 * @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。
1535 * @param o_ptr 対象のオブジェクト構造体ポインタ
1536 * @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。
1537 * @return 常にTRUE(1)を返す
1539 bool create_artifact(object_type *o_ptr, bool a_scroll)
1541 GAME_TEXT new_name[1024];
1542 PARAMETER_VALUE has_pval = 0;
1543 int powers = randint1(5) + 1;
1545 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1548 bool a_cursed = FALSE;
1549 int warrior_artifact_bias = 0;
1552 /* Reset artifact bias */
1553 o_ptr->artifact_bias = 0;
1555 /* Nuke enchantments */
1559 for (i = 0; i < TR_FLAG_SIZE; i++)
1560 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1562 if (o_ptr->pval) has_pval = TRUE;
1564 if (a_scroll && one_in_(4))
1566 switch (p_ptr->pclass)
1569 case CLASS_BERSERKER:
1574 o_ptr->artifact_bias = BIAS_WARRIOR;
1577 case CLASS_HIGH_MAGE:
1578 case CLASS_SORCERER:
1579 case CLASS_MAGIC_EATER:
1580 case CLASS_BLUE_MAGE:
1581 o_ptr->artifact_bias = BIAS_MAGE;
1584 o_ptr->artifact_bias = BIAS_PRIESTLY;
1588 o_ptr->artifact_bias = BIAS_ROGUE;
1589 warrior_artifact_bias = 25;
1593 o_ptr->artifact_bias = BIAS_RANGER;
1594 warrior_artifact_bias = 30;
1597 o_ptr->artifact_bias = BIAS_PRIESTLY;
1598 warrior_artifact_bias = 40;
1600 case CLASS_WARRIOR_MAGE:
1601 case CLASS_RED_MAGE:
1602 o_ptr->artifact_bias = BIAS_MAGE;
1603 warrior_artifact_bias = 40;
1605 case CLASS_CHAOS_WARRIOR:
1606 o_ptr->artifact_bias = BIAS_CHAOS;
1607 warrior_artifact_bias = 40;
1610 case CLASS_FORCETRAINER:
1611 o_ptr->artifact_bias = BIAS_PRIESTLY;
1613 case CLASS_MINDCRAFTER:
1615 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1618 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1620 case CLASS_IMITATOR:
1621 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1623 case CLASS_BEASTMASTER:
1624 o_ptr->artifact_bias = BIAS_CHR;
1625 warrior_artifact_bias = 50;
1627 case CLASS_MIRROR_MASTER:
1628 if (randint1(4) > 1)
1630 o_ptr->artifact_bias = BIAS_MAGE;
1634 o_ptr->artifact_bias = BIAS_ROGUE;
1640 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1641 o_ptr->artifact_bias = BIAS_WARRIOR;
1643 strcpy(new_name, "");
1645 if (!a_scroll && one_in_(A_CURSED))
1647 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1650 while (one_in_(powers) || one_in_(7) || one_in_(10))
1653 if (!a_cursed && one_in_(WEIRD_LUCK))
1656 if (a_cursed) powers /= 2;
1658 max_powers = powers;
1662 switch (randint1(max_type))
1669 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1671 if (a_cursed && !one_in_(13)) break;
1674 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1678 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1682 random_resistance(o_ptr);
1691 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1698 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1700 o_ptr->pval = randint1(2);
1701 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1710 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1713 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1718 /* give it some plusses... */
1719 if (object_is_armour(o_ptr))
1720 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1721 else if (object_is_weapon_ammo(o_ptr))
1723 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1724 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1725 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1728 /* Just to be sure */
1729 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1730 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1731 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1732 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1734 total_flags = flag_cost(o_ptr, o_ptr->pval);
1736 if (a_cursed) curse_artifact(o_ptr);
1739 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1742 give_activation_power(o_ptr);
1745 if (object_is_armour(o_ptr))
1747 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1749 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1750 o_ptr->to_d -= (HIT_POINT)randint0(3);
1751 o_ptr->to_h -= (HIT_PROB)randint0(3);
1753 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1755 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1756 o_ptr->to_d -= (HIT_POINT)randint0(3);
1757 o_ptr->to_h -= (HIT_PROB)randint0(3);
1761 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);
1763 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1767 remove_flag(o_ptr->art_flags, TR_BLOWS);
1768 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1769 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1770 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1771 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1772 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1773 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1774 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1775 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1776 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1777 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1778 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1779 remove_flag(o_ptr->art_flags, TR_VORPAL);
1780 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1781 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1782 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1783 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1784 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1787 if (!object_is_weapon_ammo(o_ptr))
1790 if (a_cursed) power_level = 0;
1791 else if (total_flags < 15000) power_level = 1;
1792 else if (total_flags < 35000) power_level = 2;
1793 else power_level = 3;
1799 if (a_cursed) power_level = 0;
1800 else if (total_flags < 20000) power_level = 1;
1801 else if (total_flags < 45000) power_level = 2;
1802 else power_level = 3;
1806 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1808 weakening_artifact(o_ptr);
1813 GAME_TEXT dummy_name[MAX_NLEN] = "";
1814 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? ");
1816 object_aware(o_ptr);
1817 object_known(o_ptr);
1819 /* Mark the item as fully known */
1820 o_ptr->ident |= (IDENT_MENTAL);
1822 /* For being treated as random artifact in screen_object() */
1823 o_ptr->art_name = quark_add("");
1825 (void)screen_object(o_ptr, 0L);
1827 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1833 get_table_sindarin_aux(dummy_name);
1837 get_table_name_aux(dummy_name);
1840 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1841 chg_virtue(V_INDIVIDUALISM, 2);
1842 chg_virtue(V_ENCHANT, 5);
1846 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1849 /* Save the inscription */
1850 o_ptr->art_name = quark_add(new_name);
1852 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」",
1853 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1855 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1861 * @brief オブジェクトから能力発動IDを取得する。
1862 * @details いくつかのケースで定義されている発動効果から、
1863 * 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。
1864 * @param o_ptr 対象のオブジェクト構造体ポインタ
1865 * @return 発動効果のIDを返す
1867 int activation_index(object_type *o_ptr)
1869 /* Give priority to weaponsmith's essential activations */
1870 if (object_is_smith(o_ptr))
1872 switch (o_ptr->xtra3 - 1)
1874 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1875 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1876 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1877 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1878 case TR_IMPACT: return ACT_QUAKE;
1882 if (object_is_fixed_artifact(o_ptr))
1884 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1886 return a_info[o_ptr->name1].act_idx;
1889 if (object_is_ego(o_ptr))
1891 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1893 return e_info[o_ptr->name2].act_idx;
1896 if (!object_is_random_artifact(o_ptr))
1898 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1900 return k_info[o_ptr->k_idx].act_idx;
1904 return o_ptr->xtra2;
1908 * @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。
1909 * @details activation_index() 関数の結果から参照する。
1910 * @param o_ptr 対象のオブジェクト構造体ポインタ
1911 * @return 発動効果構造体のポインタを返す
1913 const activation_type* find_activation_info(object_type *o_ptr)
1915 const int index = activation_index(o_ptr);
1916 const activation_type* p;
1918 for (p = activation_info; p->flag != NULL; ++ p) {
1919 if (p->index == index)
1929 * @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。.
1930 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
1931 * 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、
1933 * @attention プレイヤーの各種ステータスに依存した処理がある。
1934 * @todo 折を見て関数名を変更すること。
1935 * @param o_ptr 対象のオブジェクト構造体ポインタ
1936 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
1939 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
1941 bool give_resistance = FALSE, give_power = FALSE;
1943 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
1945 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
1948 give_resistance = TRUE;
1952 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1953 add_flag(o_ptr->art_flags, TR_TY_CURSE);
1954 o_ptr->curse_flags |=
1955 (TRC_CURSED | TRC_HEAVY_CURSE);
1956 o_ptr->curse_flags |= get_curse(2, o_ptr);
1961 if (o_ptr->name1 == ART_MURAMASA)
1963 if (p_ptr->pclass != CLASS_SAMURAI)
1965 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1966 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1970 if (o_ptr->name1 == ART_ROBINTON)
1972 if (p_ptr->pclass == CLASS_BARD)
1974 add_flag(o_ptr->art_flags, TR_DEC_MANA);
1978 if (o_ptr->name1 == ART_XIAOLONG)
1980 if (p_ptr->pclass == CLASS_MONK)
1981 add_flag(o_ptr->art_flags, TR_BLOWS);
1984 if (o_ptr->name1 == ART_BLOOD)
1986 get_bloody_moon_flags(o_ptr);
1989 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
1991 if (p_ptr->psex != SEX_FEMALE)
1993 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1997 if (o_ptr->name1 == ART_MILIM)
1999 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2002 add_flag(o_ptr->art_flags, TR_STR);
2003 add_flag(o_ptr->art_flags, TR_INT);
2004 add_flag(o_ptr->art_flags, TR_WIS);
2005 add_flag(o_ptr->art_flags, TR_DEX);
2006 add_flag(o_ptr->art_flags, TR_CON);
2007 add_flag(o_ptr->art_flags, TR_CHR);
2011 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2012 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2013 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2015 /* Give a resistance OR a power */
2016 if (one_in_(2)) give_resistance = TRUE;
2017 else give_power = TRUE;
2025 if (give_resistance)
2027 one_high_resistance(o_ptr);
2033 * @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
2034 * @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。
2035 * @param a_idx 生成する固定アーティファクト構造体のID
2036 * @param y アイテムを落とす地点のy座標
2037 * @param x アイテムを落とす地点のx座標
2038 * @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。
2039 * @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.
2040 * 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
2041 * drop_near()関数の返り値は信用できなくなる.
2043 bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2049 artifact_type *a_ptr = &a_info[a_idx];
2052 /* Ignore "empty" artifacts */
2053 if (!a_ptr->name) return FALSE;
2055 /* Acquire the "kind" index */
2056 i = lookup_kind(a_ptr->tval, a_ptr->sval);
2058 if (!i) return FALSE;
2060 object_prep(q_ptr, i);
2063 q_ptr->name1 = a_idx;
2065 /* Extract the fields */
2066 q_ptr->pval = a_ptr->pval;
2067 q_ptr->ac = a_ptr->ac;
2068 q_ptr->dd = a_ptr->dd;
2069 q_ptr->ds = a_ptr->ds;
2070 q_ptr->to_a = a_ptr->to_a;
2071 q_ptr->to_h = a_ptr->to_h;
2072 q_ptr->to_d = a_ptr->to_d;
2073 q_ptr->weight = a_ptr->weight;
2075 /* Hack -- extract the "cursed" flag */
2076 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2077 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2078 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2079 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2080 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2081 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2083 random_artifact_resistance(q_ptr, a_ptr);
2085 /* Drop the artifact from heaven */
2086 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
2090 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2092 BIT_FLAGS flgs[TR_FLAG_SIZE];
2093 object_flags(o_ptr, flgs);
2095 HIT_POINT dam, base, s_evil, forced, vorpal;
2096 s_evil = forced = vorpal = 0;
2097 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2099 if(have_flag(flgs, TR_KILL_EVIL))
2101 dam = s_evil = dam * 7 / 2;
2103 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2105 dam = s_evil = dam * 2;
2109 if (have_flag(flgs, TR_FORCE_WEAPON))
2111 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2115 if(have_flag(flgs, TR_VORPAL))
2117 dam = vorpal = dam * 11 / 9;
2121 dam = dam + o_ptr->to_d;
2123 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2128 static bool has_extreme_damage_rate(object_type *o_ptr)
2130 BIT_FLAGS flgs[TR_FLAG_SIZE];
2131 object_flags(o_ptr, flgs);
2133 if (have_flag(flgs, TR_VAMPIRIC))
2135 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2139 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2143 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2147 else if (calc_arm_avgdamage(o_ptr) > 63)
2154 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2158 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2162 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2166 else if (calc_arm_avgdamage(o_ptr) > 75)
2174 static bool weakening_artifact(object_type *o_ptr)
2176 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2177 object_kind *k_ptr = &k_info[k_idx];
2178 BIT_FLAGS flgs[TR_FLAG_SIZE];
2179 object_flags(o_ptr, flgs);
2181 if (have_flag(flgs, TR_KILL_EVIL))
2183 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2184 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2187 else if (k_ptr->dd < o_ptr->dd)
2192 else if (k_ptr->ds < o_ptr->ds)
2197 else if (o_ptr->to_d > 10)
2199 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2200 if (o_ptr->to_d < 10)
2210 * @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。
2211 * Mega-Hack -- Attempt to create one of the "Special Objects"
2212 * @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
2213 * @return 生成に成功したらTRUEを返す。
2215 * Attempt to change an object into an artifact\n
2216 * This routine should only be called by "apply_magic()"\n
2217 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2219 bool make_artifact(object_type *o_ptr)
2223 /* No artifacts in the town */
2224 if (!current_floor_ptr->dun_level) return (FALSE);
2226 /* Paranoia -- no "plural" artifacts */
2227 if (o_ptr->number != 1) return (FALSE);
2229 /* Check the artifact list (skip the "specials") */
2230 for (i = 0; i < max_a_idx; i++)
2232 artifact_type *a_ptr = &a_info[i];
2234 /* Skip "empty" items */
2235 if (!a_ptr->name) continue;
2237 /* Cannot make an artifact twice */
2238 if (a_ptr->cur_num) continue;
2240 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2242 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2244 /* Must have the correct fields */
2245 if (a_ptr->tval != o_ptr->tval) continue;
2246 if (a_ptr->sval != o_ptr->sval) continue;
2248 /* XXX XXX Enforce minimum "depth" (loosely) */
2249 if (a_ptr->level > current_floor_ptr->dun_level)
2251 /* Acquire the "out-of-depth factor" */
2252 int d = (a_ptr->level - current_floor_ptr->dun_level) * 2;
2254 /* Roll for out-of-depth creation */
2255 if (!one_in_(d)) continue;
2258 /* We must make the "rarity roll" */
2259 if (!one_in_(a_ptr->rarity)) continue;
2261 /* Hack -- mark the item as an artifact */
2264 /* Hack: Some artifacts get random extra powers */
2265 random_artifact_resistance(o_ptr, a_ptr);
2276 * @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。
2277 * Mega-Hack -- Attempt to create one of the "Special Objects"
2278 * @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
2279 * @return 生成に成功したらTRUEを返す。
2281 * We are only called from "make_object()", and we assume that\n
2282 * "apply_magic()" is called immediately after we return.\n
2284 * Note -- see "make_artifact()" and "apply_magic()"\n
2286 bool make_artifact_special(object_type *o_ptr)
2289 KIND_OBJECT_IDX k_idx = 0;
2291 /*! @note 地上ではキャンセルする / No artifacts in the town */
2292 if (!current_floor_ptr->dun_level) return (FALSE);
2294 /*! @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 */
2295 if (get_obj_num_hook) return (FALSE);
2297 /*! @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") */
2298 for (i = 0; i < max_a_idx; i++)
2300 artifact_type *a_ptr = &a_info[i];
2302 /*! @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 */
2303 if (!a_ptr->name) continue;
2305 /*! @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 */
2306 if (a_ptr->cur_num) continue;
2307 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2308 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2310 /*! @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 /
2311 * XXX XXX Enforce minimum "depth" (loosely) */
2312 if (a_ptr->level > current_floor_ptr->object_level)
2314 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2315 int d = (a_ptr->level - current_floor_ptr->object_level) * 2;
2316 if (!one_in_(d)) continue;
2319 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2320 if (!one_in_(a_ptr->rarity)) continue;
2322 /*! @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。 /
2323 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2324 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2325 if (k_info[k_idx].level > current_floor_ptr->object_level)
2327 int d = (k_info[k_idx].level - current_floor_ptr->object_level) * 5;
2328 if (!one_in_(d)) continue;
2331 /*! @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 /
2332 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2333 object_prep(o_ptr, k_idx);
2336 random_artifact_resistance(o_ptr, a_ptr);
2340 /*! @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 */