#include "wizard/wizard-messages.h"
#include "world/world.h"
- /*
- * The artifact arrays
- */
+/*
+ * The artifact arrays
+ */
artifact_type *a_info;
char *a_name;
char *a_text;
/*!
* @brief ランダムアーティファクトのバイアス名称テーブル
*/
-const concptr artifact_bias_name[MAX_BIAS] =
-{
- _("なし", "None"),
- _("電撃", "Elec"),
- _("毒", "Poison"),
- _("火炎", "Fire"),
- _("冷気", "Cold"),
- _("酸", "Acid"),
- _("腕力", "STR"),
- _("知力", "INT"),
- _("賢さ", "WIS"),
- _("器用さ", "DEX"),
- _("耐久", "CON"),
- _("魅力", "CHA"),
- _("混沌", "Chaos"),
- _("プリースト", "Pristly"),
- _("死霊", "Necromantic"),
- _("法", "Law"),
- _("盗賊", "Rogue"),
- _("メイジ", "Mage"),
- _("戦士", "Warrior"),
- _("レンジャー", "Ranger"),
+const concptr artifact_bias_name[MAX_BIAS] = {
+ _("なし", "None"),
+ _("電撃", "Elec"),
+ _("毒", "Poison"),
+ _("火炎", "Fire"),
+ _("冷気", "Cold"),
+ _("酸", "Acid"),
+ _("腕力", "STR"),
+ _("知力", "INT"),
+ _("賢さ", "WIS"),
+ _("器用さ", "DEX"),
+ _("耐久", "CON"),
+ _("魅力", "CHA"),
+ _("混沌", "Chaos"),
+ _("プリースト", "Pristly"),
+ _("死霊", "Necromantic"),
+ _("法", "Law"),
+ _("盗賊", "Rogue"),
+ _("メイジ", "Mage"),
+ _("戦士", "Warrior"),
+ _("レンジャー", "Ranger"),
};
/*!
*/
static void curse_artifact(player_type *player_ptr, object_type *o_ptr)
{
- if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
- if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
- if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
- if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
-
- o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
- remove_flag(o_ptr->art_flags, TR_BLESSED);
-
- if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
- if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
- if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
- if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
- if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
- if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
- if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
- else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
-
- if ((player_ptr->pclass != CLASS_WARRIOR) && (player_ptr->pclass != CLASS_ARCHER) && (player_ptr->pclass != CLASS_CAVALRY) && (player_ptr->pclass != CLASS_BERSERKER) && (player_ptr->pclass != CLASS_SMITH) && one_in_(3))
- add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+ if (o_ptr->pval > 0)
+ o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
+ if (o_ptr->to_a > 0)
+ o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
+ if (o_ptr->to_h > 0)
+ o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
+ if (o_ptr->to_d > 0)
+ o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
+
+ o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
+ remove_flag(o_ptr->art_flags, TR_BLESSED);
+
+ if (one_in_(4))
+ o_ptr->curse_flags |= TRC_PERMA_CURSE;
+ if (one_in_(3))
+ add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ if (one_in_(2))
+ add_flag(o_ptr->art_flags, TR_AGGRAVATE);
+ if (one_in_(3))
+ add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
+ if (one_in_(6))
+ add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
+ if (one_in_(9))
+ add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+ if (one_in_(9))
+ add_flag(o_ptr->art_flags, TR_DRAIN_HP);
+ if (one_in_(9))
+ add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+ if (one_in_(2))
+ add_flag(o_ptr->art_flags, TR_TELEPORT);
+ else if (one_in_(3))
+ add_flag(o_ptr->art_flags, TR_NO_TELE);
+
+ if ((player_ptr->pclass != CLASS_WARRIOR) && (player_ptr->pclass != CLASS_ARCHER) && (player_ptr->pclass != CLASS_CAVALRY)
+ && (player_ptr->pclass != CLASS_BERSERKER) && (player_ptr->pclass != CLASS_SMITH) && one_in_(3))
+ add_flag(o_ptr->art_flags, TR_NO_MAGIC);
}
-
/*!
* @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.
* @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。
*/
static void random_plus(object_type *o_ptr)
{
- int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
-
- switch (o_ptr->artifact_bias)
- {
- case BIAS_WARRIOR:
- if (!(have_flag(o_ptr->art_flags, TR_STR)))
- {
- add_flag(o_ptr->art_flags, TR_STR);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_CON)))
- {
- add_flag(o_ptr->art_flags, TR_CON);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_DEX)))
- {
- add_flag(o_ptr->art_flags, TR_DEX);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_MAGE:
- if (!(have_flag(o_ptr->art_flags, TR_INT)))
- {
- add_flag(o_ptr->art_flags, TR_INT);
- if (one_in_(2)) return;
- }
- if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
- {
- add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_PRIESTLY:
- if (!(have_flag(o_ptr->art_flags, TR_WIS)))
- {
- add_flag(o_ptr->art_flags, TR_WIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_RANGER:
- if (!(have_flag(o_ptr->art_flags, TR_DEX)))
- {
- add_flag(o_ptr->art_flags, TR_DEX);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_CON)))
- {
- add_flag(o_ptr->art_flags, TR_CON);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_STR)))
- {
- add_flag(o_ptr->art_flags, TR_STR);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_ROGUE:
- if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
- {
- add_flag(o_ptr->art_flags, TR_STEALTH);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
- {
- add_flag(o_ptr->art_flags, TR_SEARCH);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_STR:
- if (!(have_flag(o_ptr->art_flags, TR_STR)))
- {
- add_flag(o_ptr->art_flags, TR_STR);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_WIS:
- if (!(have_flag(o_ptr->art_flags, TR_WIS)))
- {
- add_flag(o_ptr->art_flags, TR_WIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_INT:
- if (!(have_flag(o_ptr->art_flags, TR_INT)))
- {
- add_flag(o_ptr->art_flags, TR_INT);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_DEX:
- if (!(have_flag(o_ptr->art_flags, TR_DEX)))
- {
- add_flag(o_ptr->art_flags, TR_DEX);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_CON:
- if (!(have_flag(o_ptr->art_flags, TR_CON)))
- {
- add_flag(o_ptr->art_flags, TR_CON);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_CHR:
- if (!(have_flag(o_ptr->art_flags, TR_CHR)))
- {
- add_flag(o_ptr->art_flags, TR_CHR);
- if (one_in_(2)) return;
- }
-
- break;
- }
-
- if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
- {
- if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
- {
- add_flag(o_ptr->art_flags, TR_DEC_MANA);
- if (one_in_(2)) return;
- }
- }
-
- switch (randint1(this_type))
- {
- case 1: case 2:
- add_flag(o_ptr->art_flags, TR_STR);
- if (!o_ptr->artifact_bias && !one_in_(13))
- o_ptr->artifact_bias = BIAS_STR;
- else if (!o_ptr->artifact_bias && one_in_(7))
- o_ptr->artifact_bias = BIAS_WARRIOR;
- break;
- case 3: case 4:
- add_flag(o_ptr->art_flags, TR_INT);
- if (!o_ptr->artifact_bias && !one_in_(13))
- o_ptr->artifact_bias = BIAS_INT;
- else if (!o_ptr->artifact_bias && one_in_(7))
- o_ptr->artifact_bias = BIAS_MAGE;
- break;
- case 5: case 6:
- add_flag(o_ptr->art_flags, TR_WIS);
- if (!o_ptr->artifact_bias && !one_in_(13))
- o_ptr->artifact_bias = BIAS_WIS;
- else if (!o_ptr->artifact_bias && one_in_(7))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case 7: case 8:
- add_flag(o_ptr->art_flags, TR_DEX);
- if (!o_ptr->artifact_bias && !one_in_(13))
- o_ptr->artifact_bias = BIAS_DEX;
- else if (!o_ptr->artifact_bias && one_in_(7))
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 9: case 10:
- add_flag(o_ptr->art_flags, TR_CON);
- if (!o_ptr->artifact_bias && !one_in_(13))
- o_ptr->artifact_bias = BIAS_CON;
- else if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_RANGER;
- break;
- case 11: case 12:
- add_flag(o_ptr->art_flags, TR_CHR);
- if (!o_ptr->artifact_bias && !one_in_(13))
- o_ptr->artifact_bias = BIAS_CHR;
- break;
- case 13: case 14:
- add_flag(o_ptr->art_flags, TR_STEALTH);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 15: case 16:
- add_flag(o_ptr->art_flags, TR_SEARCH);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_RANGER;
- break;
- case 17: case 18:
- add_flag(o_ptr->art_flags, TR_INFRA);
- break;
- case 19:
- add_flag(o_ptr->art_flags, TR_SPEED);
- if (!o_ptr->artifact_bias && one_in_(11))
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 20: case 21:
- add_flag(o_ptr->art_flags, TR_TUNNEL);
- break;
- case 22: case 23:
- if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_BLOWS);
- if (!o_ptr->artifact_bias && one_in_(11))
- o_ptr->artifact_bias = BIAS_WARRIOR;
- }
-
- break;
- }
+ int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
+
+ switch (o_ptr->artifact_bias) {
+ case BIAS_WARRIOR:
+ if (!(have_flag(o_ptr->art_flags, TR_STR))) {
+ add_flag(o_ptr->art_flags, TR_STR);
+ if (one_in_(2))
+ return;
+ }
+
+ if (!(have_flag(o_ptr->art_flags, TR_CON))) {
+ add_flag(o_ptr->art_flags, TR_CON);
+ if (one_in_(2))
+ return;
+ }
+
+ if (!(have_flag(o_ptr->art_flags, TR_DEX))) {
+ add_flag(o_ptr->art_flags, TR_DEX);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_MAGE:
+ if (!(have_flag(o_ptr->art_flags, TR_INT))) {
+ add_flag(o_ptr->art_flags, TR_INT);
+ if (one_in_(2))
+ return;
+ }
+ if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY))) {
+ add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_PRIESTLY:
+ if (!(have_flag(o_ptr->art_flags, TR_WIS))) {
+ add_flag(o_ptr->art_flags, TR_WIS);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_RANGER:
+ if (!(have_flag(o_ptr->art_flags, TR_DEX))) {
+ add_flag(o_ptr->art_flags, TR_DEX);
+ if (one_in_(2))
+ return;
+ }
+
+ if (!(have_flag(o_ptr->art_flags, TR_CON))) {
+ add_flag(o_ptr->art_flags, TR_CON);
+ if (one_in_(2))
+ return;
+ }
+
+ if (!(have_flag(o_ptr->art_flags, TR_STR))) {
+ add_flag(o_ptr->art_flags, TR_STR);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_ROGUE:
+ if (!(have_flag(o_ptr->art_flags, TR_STEALTH))) {
+ add_flag(o_ptr->art_flags, TR_STEALTH);
+ if (one_in_(2))
+ return;
+ }
+ if (!(have_flag(o_ptr->art_flags, TR_SEARCH))) {
+ add_flag(o_ptr->art_flags, TR_SEARCH);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_STR:
+ if (!(have_flag(o_ptr->art_flags, TR_STR))) {
+ add_flag(o_ptr->art_flags, TR_STR);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_WIS:
+ if (!(have_flag(o_ptr->art_flags, TR_WIS))) {
+ add_flag(o_ptr->art_flags, TR_WIS);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_INT:
+ if (!(have_flag(o_ptr->art_flags, TR_INT))) {
+ add_flag(o_ptr->art_flags, TR_INT);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_DEX:
+ if (!(have_flag(o_ptr->art_flags, TR_DEX))) {
+ add_flag(o_ptr->art_flags, TR_DEX);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_CON:
+ if (!(have_flag(o_ptr->art_flags, TR_CON))) {
+ add_flag(o_ptr->art_flags, TR_CON);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_CHR:
+ if (!(have_flag(o_ptr->art_flags, TR_CHR))) {
+ add_flag(o_ptr->art_flags, TR_CHR);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+ }
+
+ if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE)) {
+ if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3)) {
+ add_flag(o_ptr->art_flags, TR_DEC_MANA);
+ if (one_in_(2))
+ return;
+ }
+ }
+
+ switch (randint1(this_type)) {
+ case 1:
+ case 2:
+ add_flag(o_ptr->art_flags, TR_STR);
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_STR;
+ else if (!o_ptr->artifact_bias && one_in_(7))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
+ break;
+ case 3:
+ case 4:
+ add_flag(o_ptr->art_flags, TR_INT);
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_INT;
+ else if (!o_ptr->artifact_bias && one_in_(7))
+ o_ptr->artifact_bias = BIAS_MAGE;
+ break;
+ case 5:
+ case 6:
+ add_flag(o_ptr->art_flags, TR_WIS);
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_WIS;
+ else if (!o_ptr->artifact_bias && one_in_(7))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ break;
+ case 7:
+ case 8:
+ add_flag(o_ptr->art_flags, TR_DEX);
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_DEX;
+ else if (!o_ptr->artifact_bias && one_in_(7))
+ o_ptr->artifact_bias = BIAS_ROGUE;
+ break;
+ case 9:
+ case 10:
+ add_flag(o_ptr->art_flags, TR_CON);
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_CON;
+ else if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
+ break;
+ case 11:
+ case 12:
+ add_flag(o_ptr->art_flags, TR_CHR);
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_CHR;
+ break;
+ case 13:
+ case 14:
+ add_flag(o_ptr->art_flags, TR_STEALTH);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_ROGUE;
+ break;
+ case 15:
+ case 16:
+ add_flag(o_ptr->art_flags, TR_SEARCH);
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
+ break;
+ case 17:
+ case 18:
+ add_flag(o_ptr->art_flags, TR_INFRA);
+ break;
+ case 19:
+ add_flag(o_ptr->art_flags, TR_SPEED);
+ if (!o_ptr->artifact_bias && one_in_(11))
+ o_ptr->artifact_bias = BIAS_ROGUE;
+ break;
+ case 20:
+ case 21:
+ add_flag(o_ptr->art_flags, TR_TUNNEL);
+ break;
+ case 22:
+ case 23:
+ if (o_ptr->tval == TV_BOW)
+ random_plus(o_ptr);
+ else {
+ add_flag(o_ptr->art_flags, TR_BLOWS);
+ if (!o_ptr->artifact_bias && one_in_(11))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
+ }
+
+ break;
+ }
}
-
/*!
* @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.
* @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。
*/
static void random_resistance(object_type *o_ptr)
{
- switch (o_ptr->artifact_bias)
- {
- case BIAS_ACID:
- if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
- {
- add_flag(o_ptr->art_flags, TR_RES_ACID);
- if (one_in_(2)) return;
- }
-
- if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
- {
- add_flag(o_ptr->art_flags, TR_IM_ACID);
- if (!one_in_(IM_LUCK))
- {
- remove_flag(o_ptr->art_flags, TR_IM_ELEC);
- remove_flag(o_ptr->art_flags, TR_IM_COLD);
- remove_flag(o_ptr->art_flags, TR_IM_FIRE);
- }
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_ELEC:
- if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
- {
- add_flag(o_ptr->art_flags, TR_RES_ELEC);
- if (one_in_(2)) return;
- }
-
- if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
- !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
- {
- add_flag(o_ptr->art_flags, TR_SH_ELEC);
- if (one_in_(2)) return;
- }
-
- if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
- {
- add_flag(o_ptr->art_flags, TR_IM_ELEC);
- if (!one_in_(IM_LUCK))
- {
- remove_flag(o_ptr->art_flags, TR_IM_ACID);
- remove_flag(o_ptr->art_flags, TR_IM_COLD);
- remove_flag(o_ptr->art_flags, TR_IM_FIRE);
- }
-
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_FIRE:
- if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
- {
- add_flag(o_ptr->art_flags, TR_RES_FIRE);
- if (one_in_(2)) return;
- }
-
- if ((o_ptr->tval >= TV_CLOAK) &&
- (o_ptr->tval <= TV_HARD_ARMOR) &&
- !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
- {
- add_flag(o_ptr->art_flags, TR_SH_FIRE);
- if (one_in_(2)) return;
- }
-
- if (one_in_(BIAS_LUCK) &&
- !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
- {
- add_flag(o_ptr->art_flags, TR_IM_FIRE);
- if (!one_in_(IM_LUCK))
- {
- remove_flag(o_ptr->art_flags, TR_IM_ELEC);
- remove_flag(o_ptr->art_flags, TR_IM_COLD);
- remove_flag(o_ptr->art_flags, TR_IM_ACID);
- }
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_COLD:
- if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
- {
- add_flag(o_ptr->art_flags, TR_RES_COLD);
- if (one_in_(2)) return;
- }
-
- if ((o_ptr->tval >= TV_CLOAK) &&
- (o_ptr->tval <= TV_HARD_ARMOR) &&
- !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
- {
- add_flag(o_ptr->art_flags, TR_SH_COLD);
- if (one_in_(2)) return;
- }
-
- if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
- {
- add_flag(o_ptr->art_flags, TR_IM_COLD);
- if (!one_in_(IM_LUCK))
- {
- remove_flag(o_ptr->art_flags, TR_IM_ELEC);
- remove_flag(o_ptr->art_flags, TR_IM_ACID);
- remove_flag(o_ptr->art_flags, TR_IM_FIRE);
- }
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_POIS:
- if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
- {
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_WARRIOR:
- if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
- {
- add_flag(o_ptr->art_flags, TR_RES_FEAR);
- if (one_in_(2)) return;
- }
-
- if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
- {
- add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_NECROMANTIC:
- if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
- {
- add_flag(o_ptr->art_flags, TR_RES_NETHER);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
- {
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
- {
- add_flag(o_ptr->art_flags, TR_RES_DARK);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_CHAOS:
- if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
- {
- add_flag(o_ptr->art_flags, TR_RES_CHAOS);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
- {
- add_flag(o_ptr->art_flags, TR_RES_CONF);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
- {
- add_flag(o_ptr->art_flags, TR_RES_DISEN);
- if (one_in_(2)) return;
- }
-
- break;
- }
-
- switch (randint1(42))
- {
- case 1:
- if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_ACID);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ACID;
- }
-
- break;
- case 2:
- if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_ELEC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ELEC;
- }
-
- break;
- case 3:
- if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_COLD);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_COLD;
- }
-
- break;
- case 4:
- if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_FIRE);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_FIRE;
- }
-
- break;
- case 5:
- case 6:
- case 13:
- add_flag(o_ptr->art_flags, TR_RES_ACID);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ACID;
- break;
- case 7:
- case 8:
- case 14:
- add_flag(o_ptr->art_flags, TR_RES_ELEC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ELEC;
- break;
- case 9:
- case 10:
- case 15:
- add_flag(o_ptr->art_flags, TR_RES_FIRE);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_FIRE;
- break;
- case 11:
- case 12:
- case 16:
- add_flag(o_ptr->art_flags, TR_RES_COLD);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_COLD;
- break;
- case 17:
- case 18:
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- if (!o_ptr->artifact_bias && !one_in_(4))
- o_ptr->artifact_bias = BIAS_POIS;
- else if (!o_ptr->artifact_bias && one_in_(2))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- else if (!o_ptr->artifact_bias && one_in_(2))
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 19:
- case 20:
- add_flag(o_ptr->art_flags, TR_RES_FEAR);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_WARRIOR;
- break;
- case 21:
- add_flag(o_ptr->art_flags, TR_RES_LITE);
- break;
- case 22:
- add_flag(o_ptr->art_flags, TR_RES_DARK);
- break;
- case 23:
- case 24:
- add_flag(o_ptr->art_flags, TR_RES_BLIND);
- break;
- case 25:
- case 26:
- add_flag(o_ptr->art_flags, TR_RES_CONF);
- if (!o_ptr->artifact_bias && one_in_(6))
- o_ptr->artifact_bias = BIAS_CHAOS;
- break;
- case 27:
- case 28:
- add_flag(o_ptr->art_flags, TR_RES_SOUND);
- break;
- case 29:
- case 30:
- add_flag(o_ptr->art_flags, TR_RES_SHARDS);
- break;
- case 31:
- case 32:
- add_flag(o_ptr->art_flags, TR_RES_NETHER);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- break;
- case 33:
- case 34:
- add_flag(o_ptr->art_flags, TR_RES_NEXUS);
- break;
- case 35:
- case 36:
- add_flag(o_ptr->art_flags, TR_RES_CHAOS);
- if (!o_ptr->artifact_bias && one_in_(2))
- o_ptr->artifact_bias = BIAS_CHAOS;
- break;
- case 37:
- case 38:
- add_flag(o_ptr->art_flags, TR_RES_DISEN);
- break;
- case 39:
- if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- add_flag(o_ptr->art_flags, TR_SH_ELEC);
- else
- random_resistance(o_ptr);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ELEC;
- break;
- case 40:
- if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- add_flag(o_ptr->art_flags, TR_SH_FIRE);
- else
- random_resistance(o_ptr);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_FIRE;
- break;
- case 41:
- if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
- o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
- add_flag(o_ptr->art_flags, TR_REFLECT);
- else
- random_resistance(o_ptr);
- break;
- case 42:
- if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- add_flag(o_ptr->art_flags, TR_SH_COLD);
- else
- random_resistance(o_ptr);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_COLD;
- break;
- }
+ switch (o_ptr->artifact_bias) {
+ case BIAS_ACID:
+ if (!(have_flag(o_ptr->art_flags, TR_RES_ACID))) {
+ add_flag(o_ptr->art_flags, TR_RES_ACID);
+ if (one_in_(2))
+ return;
+ }
+
+ if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID))) {
+ add_flag(o_ptr->art_flags, TR_IM_ACID);
+ if (!one_in_(IM_LUCK)) {
+ remove_flag(o_ptr->art_flags, TR_IM_ELEC);
+ remove_flag(o_ptr->art_flags, TR_IM_COLD);
+ remove_flag(o_ptr->art_flags, TR_IM_FIRE);
+ }
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_ELEC:
+ if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC))) {
+ add_flag(o_ptr->art_flags, TR_RES_ELEC);
+ if (one_in_(2))
+ return;
+ }
+
+ if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) && !(have_flag(o_ptr->art_flags, TR_SH_ELEC))) {
+ add_flag(o_ptr->art_flags, TR_SH_ELEC);
+ if (one_in_(2))
+ return;
+ }
+
+ if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC))) {
+ add_flag(o_ptr->art_flags, TR_IM_ELEC);
+ if (!one_in_(IM_LUCK)) {
+ remove_flag(o_ptr->art_flags, TR_IM_ACID);
+ remove_flag(o_ptr->art_flags, TR_IM_COLD);
+ remove_flag(o_ptr->art_flags, TR_IM_FIRE);
+ }
+
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_FIRE:
+ if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE))) {
+ add_flag(o_ptr->art_flags, TR_RES_FIRE);
+ if (one_in_(2))
+ return;
+ }
+
+ if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) && !(have_flag(o_ptr->art_flags, TR_SH_FIRE))) {
+ add_flag(o_ptr->art_flags, TR_SH_FIRE);
+ if (one_in_(2))
+ return;
+ }
+
+ if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_FIRE))) {
+ add_flag(o_ptr->art_flags, TR_IM_FIRE);
+ if (!one_in_(IM_LUCK)) {
+ remove_flag(o_ptr->art_flags, TR_IM_ELEC);
+ remove_flag(o_ptr->art_flags, TR_IM_COLD);
+ remove_flag(o_ptr->art_flags, TR_IM_ACID);
+ }
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_COLD:
+ if (!(have_flag(o_ptr->art_flags, TR_RES_COLD))) {
+ add_flag(o_ptr->art_flags, TR_RES_COLD);
+ if (one_in_(2))
+ return;
+ }
+
+ if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) && !(have_flag(o_ptr->art_flags, TR_SH_COLD))) {
+ add_flag(o_ptr->art_flags, TR_SH_COLD);
+ if (one_in_(2))
+ return;
+ }
+
+ if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD))) {
+ add_flag(o_ptr->art_flags, TR_IM_COLD);
+ if (!one_in_(IM_LUCK)) {
+ remove_flag(o_ptr->art_flags, TR_IM_ELEC);
+ remove_flag(o_ptr->art_flags, TR_IM_ACID);
+ remove_flag(o_ptr->art_flags, TR_IM_FIRE);
+ }
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_POIS:
+ if (!(have_flag(o_ptr->art_flags, TR_RES_POIS))) {
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_WARRIOR:
+ if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR)))) {
+ add_flag(o_ptr->art_flags, TR_RES_FEAR);
+ if (one_in_(2))
+ return;
+ }
+
+ if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC)))) {
+ add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_NECROMANTIC:
+ if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER))) {
+ add_flag(o_ptr->art_flags, TR_RES_NETHER);
+ if (one_in_(2))
+ return;
+ }
+
+ if (!(have_flag(o_ptr->art_flags, TR_RES_POIS))) {
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
+ if (one_in_(2))
+ return;
+ }
+
+ if (!(have_flag(o_ptr->art_flags, TR_RES_DARK))) {
+ add_flag(o_ptr->art_flags, TR_RES_DARK);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_CHAOS:
+ if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS))) {
+ add_flag(o_ptr->art_flags, TR_RES_CHAOS);
+ if (one_in_(2))
+ return;
+ }
+
+ if (!(have_flag(o_ptr->art_flags, TR_RES_CONF))) {
+ add_flag(o_ptr->art_flags, TR_RES_CONF);
+ if (one_in_(2))
+ return;
+ }
+
+ if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN))) {
+ add_flag(o_ptr->art_flags, TR_RES_DISEN);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+ }
+
+ switch (randint1(42)) {
+ case 1:
+ if (!one_in_(WEIRD_LUCK))
+ random_resistance(o_ptr);
+ else {
+ add_flag(o_ptr->art_flags, TR_IM_ACID);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ACID;
+ }
+
+ break;
+ case 2:
+ if (!one_in_(WEIRD_LUCK))
+ random_resistance(o_ptr);
+ else {
+ add_flag(o_ptr->art_flags, TR_IM_ELEC);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
+ }
+
+ break;
+ case 3:
+ if (!one_in_(WEIRD_LUCK))
+ random_resistance(o_ptr);
+ else {
+ add_flag(o_ptr->art_flags, TR_IM_COLD);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
+ }
+
+ break;
+ case 4:
+ if (!one_in_(WEIRD_LUCK))
+ random_resistance(o_ptr);
+ else {
+ add_flag(o_ptr->art_flags, TR_IM_FIRE);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
+ }
+
+ break;
+ case 5:
+ case 6:
+ case 13:
+ add_flag(o_ptr->art_flags, TR_RES_ACID);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ACID;
+ break;
+ case 7:
+ case 8:
+ case 14:
+ add_flag(o_ptr->art_flags, TR_RES_ELEC);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
+ break;
+ case 9:
+ case 10:
+ case 15:
+ add_flag(o_ptr->art_flags, TR_RES_FIRE);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
+ break;
+ case 11:
+ case 12:
+ case 16:
+ add_flag(o_ptr->art_flags, TR_RES_COLD);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
+ break;
+ case 17:
+ case 18:
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
+ if (!o_ptr->artifact_bias && !one_in_(4))
+ o_ptr->artifact_bias = BIAS_POIS;
+ else if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ else if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_ROGUE;
+ break;
+ case 19:
+ case 20:
+ add_flag(o_ptr->art_flags, TR_RES_FEAR);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
+ break;
+ case 21:
+ add_flag(o_ptr->art_flags, TR_RES_LITE);
+ break;
+ case 22:
+ add_flag(o_ptr->art_flags, TR_RES_DARK);
+ break;
+ case 23:
+ case 24:
+ add_flag(o_ptr->art_flags, TR_RES_BLIND);
+ break;
+ case 25:
+ case 26:
+ add_flag(o_ptr->art_flags, TR_RES_CONF);
+ if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_CHAOS;
+ break;
+ case 27:
+ case 28:
+ add_flag(o_ptr->art_flags, TR_RES_SOUND);
+ break;
+ case 29:
+ case 30:
+ add_flag(o_ptr->art_flags, TR_RES_SHARDS);
+ break;
+ case 31:
+ case 32:
+ add_flag(o_ptr->art_flags, TR_RES_NETHER);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ break;
+ case 33:
+ case 34:
+ add_flag(o_ptr->art_flags, TR_RES_NEXUS);
+ break;
+ case 35:
+ case 36:
+ add_flag(o_ptr->art_flags, TR_RES_CHAOS);
+ if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_CHAOS;
+ break;
+ case 37:
+ case 38:
+ add_flag(o_ptr->art_flags, TR_RES_DISEN);
+ break;
+ case 39:
+ if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
+ add_flag(o_ptr->art_flags, TR_SH_ELEC);
+ else
+ random_resistance(o_ptr);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
+ break;
+ case 40:
+ if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
+ add_flag(o_ptr->art_flags, TR_SH_FIRE);
+ else
+ random_resistance(o_ptr);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
+ break;
+ case 41:
+ if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK || o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
+ add_flag(o_ptr->art_flags, TR_REFLECT);
+ else
+ random_resistance(o_ptr);
+ break;
+ case 42:
+ if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
+ add_flag(o_ptr->art_flags, TR_SH_COLD);
+ else
+ random_resistance(o_ptr);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
+ break;
+ }
}
-
/*!
* @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.
* @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。
*/
static void random_misc(player_type *player_ptr, object_type *o_ptr)
{
- switch (o_ptr->artifact_bias)
- {
- case BIAS_RANGER:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_CON);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_STR:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_STR);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_WIS:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_WIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_INT:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_INT);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_DEX:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_DEX);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_CON:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_CON);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_CHR:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_CHR);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_CHAOS:
- if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
- {
- add_flag(o_ptr->art_flags, TR_TELEPORT);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_FIRE:
- if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
- {
- add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
- }
-
- break;
- }
-
- switch (randint1(33))
- {
- case 1:
- add_flag(o_ptr->art_flags, TR_SUST_STR);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_STR;
- break;
- case 2:
- add_flag(o_ptr->art_flags, TR_SUST_INT);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_INT;
- break;
- case 3:
- add_flag(o_ptr->art_flags, TR_SUST_WIS);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_WIS;
- break;
- case 4:
- add_flag(o_ptr->art_flags, TR_SUST_DEX);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_DEX;
- break;
- case 5:
- add_flag(o_ptr->art_flags, TR_SUST_CON);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_CON;
- break;
- case 6:
- add_flag(o_ptr->art_flags, TR_SUST_CHR);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_CHR;
- break;
- case 7:
- case 8:
- case 14:
- add_flag(o_ptr->art_flags, TR_FREE_ACT);
- break;
- case 9:
- add_flag(o_ptr->art_flags, TR_HOLD_EXP);
- if (!o_ptr->artifact_bias && one_in_(5))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- else if (!o_ptr->artifact_bias && one_in_(6))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- break;
- case 10:
- case 11:
- add_flag(o_ptr->art_flags, TR_LITE_1);
- break;
- case 12:
- case 13:
- add_flag(o_ptr->art_flags, TR_LEVITATION);
- break;
- case 15:
- case 16:
- case 17:
- add_flag(o_ptr->art_flags, TR_SEE_INVIS);
- break;
- case 19:
- case 20:
- add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
- break;
- case 21:
- case 22:
- add_flag(o_ptr->art_flags, TR_REGEN);
- break;
- case 23:
- add_flag(o_ptr->art_flags, TR_TELEPORT);
- break;
- case 24:
- case 25:
- case 26:
- if (object_is_armour(player_ptr, o_ptr))
- random_misc(player_ptr, o_ptr);
- else
- {
- o_ptr->to_a = 4 + randint1(11);
- }
-
- break;
- case 27:
- case 28:
- case 29:
- {
- HIT_PROB bonus_h;
- HIT_POINT bonus_d;
- add_flag(o_ptr->art_flags, TR_SHOW_MODS);
- bonus_h = 4 + (HIT_PROB)(randint1(11));
- bonus_d = 4 + (HIT_POINT)(randint1(11));
- 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))
- {
- bonus_h /= 2;
- bonus_d /= 2;
- }
- o_ptr->to_h += bonus_h;
- o_ptr->to_d += bonus_d;
- break;
- }
- case 30:
- add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- break;
- case 31:
- add_flag(o_ptr->art_flags, TR_NO_TELE);
- break;
- case 32:
- add_flag(o_ptr->art_flags, TR_WARNING);
- break;
-
- case 18:
- switch (randint1(3))
- {
- case 1:
- add_flag(o_ptr->art_flags, TR_ESP_EVIL);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_LAW;
- break;
- case 2:
- add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_MAGE;
- break;
- case 3:
- add_flag(o_ptr->art_flags, TR_TELEPATHY);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_MAGE;
- break;
- }
-
- break;
-
- case 33:
- {
- int idx[3];
- int n = randint1(3);
-
- idx[0] = randint1(10);
-
- idx[1] = randint1(9);
- if (idx[1] >= idx[0]) idx[1]++;
-
- idx[2] = randint1(8);
- if (idx[2] >= idx[0]) idx[2]++;
- if (idx[2] >= idx[1]) idx[2]++;
-
- while (n--)
- {
- switch (idx[n])
- {
- case 1:
- add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
- if (!o_ptr->artifact_bias && one_in_(4))
- o_ptr->artifact_bias = BIAS_RANGER;
- break;
- case 2:
- add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- else if (!o_ptr->artifact_bias && one_in_(6))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- break;
- case 3:
- add_flag(o_ptr->art_flags, TR_ESP_DEMON);
- break;
- case 4:
- add_flag(o_ptr->art_flags, TR_ESP_ORC);
- break;
- case 5:
- add_flag(o_ptr->art_flags, TR_ESP_TROLL);
- break;
- case 6:
- add_flag(o_ptr->art_flags, TR_ESP_GIANT);
- break;
- case 7:
- add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
- break;
- case 8:
- add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
- if (!o_ptr->artifact_bias && one_in_(6))
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 9:
- add_flag(o_ptr->art_flags, TR_ESP_GOOD);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_LAW;
- break;
- case 10:
- add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_LAW;
- break;
- }
-
- break;
- }
- }
- }
+ switch (o_ptr->artifact_bias) {
+ case BIAS_RANGER:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_CON))) {
+ add_flag(o_ptr->art_flags, TR_SUST_CON);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_STR:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_STR))) {
+ add_flag(o_ptr->art_flags, TR_SUST_STR);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_WIS:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS))) {
+ add_flag(o_ptr->art_flags, TR_SUST_WIS);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_INT:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_INT))) {
+ add_flag(o_ptr->art_flags, TR_SUST_INT);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_DEX:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX))) {
+ add_flag(o_ptr->art_flags, TR_SUST_DEX);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_CON:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_CON))) {
+ add_flag(o_ptr->art_flags, TR_SUST_CON);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_CHR:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR))) {
+ add_flag(o_ptr->art_flags, TR_SUST_CHR);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_CHAOS:
+ if (!(have_flag(o_ptr->art_flags, TR_TELEPORT))) {
+ add_flag(o_ptr->art_flags, TR_TELEPORT);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_FIRE:
+ if (!(have_flag(o_ptr->art_flags, TR_LITE_1))) {
+ add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
+ }
+
+ break;
+ }
+
+ switch (randint1(33)) {
+ case 1:
+ add_flag(o_ptr->art_flags, TR_SUST_STR);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_STR;
+ break;
+ case 2:
+ add_flag(o_ptr->art_flags, TR_SUST_INT);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_INT;
+ break;
+ case 3:
+ add_flag(o_ptr->art_flags, TR_SUST_WIS);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_WIS;
+ break;
+ case 4:
+ add_flag(o_ptr->art_flags, TR_SUST_DEX);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_DEX;
+ break;
+ case 5:
+ add_flag(o_ptr->art_flags, TR_SUST_CON);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_CON;
+ break;
+ case 6:
+ add_flag(o_ptr->art_flags, TR_SUST_CHR);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_CHR;
+ break;
+ case 7:
+ case 8:
+ case 14:
+ add_flag(o_ptr->art_flags, TR_FREE_ACT);
+ break;
+ case 9:
+ add_flag(o_ptr->art_flags, TR_HOLD_EXP);
+ if (!o_ptr->artifact_bias && one_in_(5))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ else if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ break;
+ case 10:
+ case 11:
+ add_flag(o_ptr->art_flags, TR_LITE_1);
+ break;
+ case 12:
+ case 13:
+ add_flag(o_ptr->art_flags, TR_LEVITATION);
+ break;
+ case 15:
+ case 16:
+ case 17:
+ add_flag(o_ptr->art_flags, TR_SEE_INVIS);
+ break;
+ case 19:
+ case 20:
+ add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
+ break;
+ case 21:
+ case 22:
+ add_flag(o_ptr->art_flags, TR_REGEN);
+ break;
+ case 23:
+ add_flag(o_ptr->art_flags, TR_TELEPORT);
+ break;
+ case 24:
+ case 25:
+ case 26:
+ if (object_is_armour(player_ptr, o_ptr))
+ random_misc(player_ptr, o_ptr);
+ else {
+ o_ptr->to_a = 4 + randint1(11);
+ }
+
+ break;
+ case 27:
+ case 28:
+ case 29: {
+ HIT_PROB bonus_h;
+ HIT_POINT bonus_d;
+ add_flag(o_ptr->art_flags, TR_SHOW_MODS);
+ bonus_h = 4 + (HIT_PROB)(randint1(11));
+ bonus_d = 4 + (HIT_POINT)(randint1(11));
+ 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)) {
+ bonus_h /= 2;
+ bonus_d /= 2;
+ }
+ o_ptr->to_h += bonus_h;
+ o_ptr->to_d += bonus_d;
+ break;
+ }
+ case 30:
+ add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+ break;
+ case 31:
+ add_flag(o_ptr->art_flags, TR_NO_TELE);
+ break;
+ case 32:
+ add_flag(o_ptr->art_flags, TR_WARNING);
+ break;
+
+ case 18:
+ switch (randint1(3)) {
+ case 1:
+ add_flag(o_ptr->art_flags, TR_ESP_EVIL);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_LAW;
+ break;
+ case 2:
+ add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_MAGE;
+ break;
+ case 3:
+ add_flag(o_ptr->art_flags, TR_TELEPATHY);
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_MAGE;
+ break;
+ }
+
+ break;
+
+ case 33: {
+ int idx[3];
+ int n = randint1(3);
+
+ idx[0] = randint1(10);
+
+ idx[1] = randint1(9);
+ if (idx[1] >= idx[0])
+ idx[1]++;
+
+ idx[2] = randint1(8);
+ if (idx[2] >= idx[0])
+ idx[2]++;
+ if (idx[2] >= idx[1])
+ idx[2]++;
+
+ while (n--) {
+ switch (idx[n]) {
+ case 1:
+ add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
+ if (!o_ptr->artifact_bias && one_in_(4))
+ o_ptr->artifact_bias = BIAS_RANGER;
+ break;
+ case 2:
+ add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ else if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ break;
+ case 3:
+ add_flag(o_ptr->art_flags, TR_ESP_DEMON);
+ break;
+ case 4:
+ add_flag(o_ptr->art_flags, TR_ESP_ORC);
+ break;
+ case 5:
+ add_flag(o_ptr->art_flags, TR_ESP_TROLL);
+ break;
+ case 6:
+ add_flag(o_ptr->art_flags, TR_ESP_GIANT);
+ break;
+ case 7:
+ add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
+ break;
+ case 8:
+ add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
+ if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_ROGUE;
+ break;
+ case 9:
+ add_flag(o_ptr->art_flags, TR_ESP_GOOD);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_LAW;
+ break;
+ case 10:
+ add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_LAW;
+ break;
+ }
+
+ break;
+ }
+ }
+ }
}
-
/*!
* @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.
* @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。
*/
static void random_slay(object_type *o_ptr)
{
- if (o_ptr->tval == TV_BOW)
- {
- switch (randint1(6))
- {
- case 1:
- case 2:
- case 3:
- add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
- if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_RANGER;
- break;
- default:
- add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
- if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_RANGER;
- break;
- }
-
- return;
- }
-
- switch (o_ptr->artifact_bias)
- {
- case BIAS_CHAOS:
- if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
- {
- add_flag(o_ptr->art_flags, TR_CHAOTIC);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_PRIESTLY:
- if ((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
- !(have_flag(o_ptr->art_flags, TR_BLESSED)))
- {
- /* A free power for "priestly" random artifacts */
- add_flag(o_ptr->art_flags, TR_BLESSED);
- }
-
- break;
-
- case BIAS_NECROMANTIC:
- if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
- {
- add_flag(o_ptr->art_flags, TR_VAMPIRIC);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_RANGER:
- if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
- {
- add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_ROGUE:
- if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
- ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
- !(have_flag(o_ptr->art_flags, TR_THROW)))
- {
- /* Free power for rogues... */
- add_flag(o_ptr->art_flags, TR_THROW);
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_POIS:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_FIRE:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_COLD:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_COLD);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_ELEC:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_ACID:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_ACID);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_LAW:
- if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
- {
- add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
- {
- add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
- {
- add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- if (one_in_(2)) return;
- }
-
- break;
- }
-
- switch (randint1(36))
- {
- case 1:
- case 2:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
- }
- break;
- case 3:
- case 4:
- if (one_in_(8))
- {
- add_flag(o_ptr->art_flags, TR_KILL_EVIL);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
- }
- if (!o_ptr->artifact_bias && one_in_(2))
- o_ptr->artifact_bias = BIAS_LAW;
- else if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case 5:
- case 6:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
- }
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case 7:
- case 8:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_DEMON);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- }
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case 9:
- case 10:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_ORC);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_ORC);
- }
- break;
- case 11:
- case 12:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_TROLL);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
- }
- break;
- case 13:
- case 14:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_GIANT);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
- }
-
- break;
- case 15:
- case 16:
- add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
- break;
- case 17:
- add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
- break;
- case 18:
- case 19:
- if (o_ptr->tval == TV_SWORD)
- {
- add_flag(o_ptr->art_flags, TR_VORPAL);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_WARRIOR;
- }
- else
- random_slay(o_ptr);
- break;
- case 20:
- add_flag(o_ptr->art_flags, TR_IMPACT);
- break;
- case 21:
- case 22:
- add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_FIRE;
- break;
- case 23:
- case 24:
- add_flag(o_ptr->art_flags, TR_BRAND_COLD);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_COLD;
- break;
- case 25:
- case 26:
- add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ELEC;
- break;
- case 27:
- case 28:
- add_flag(o_ptr->art_flags, TR_BRAND_ACID);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ACID;
- break;
- case 29:
- case 30:
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (!o_ptr->artifact_bias && !one_in_(3))
- o_ptr->artifact_bias = BIAS_POIS;
- else if (!o_ptr->artifact_bias && one_in_(6))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- else if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 31:
- add_flag(o_ptr->art_flags, TR_VAMPIRIC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- break;
- case 32:
- add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
- break;
- case 33:
- case 34:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- }
-
- break;
- default:
- add_flag(o_ptr->art_flags, TR_CHAOTIC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_CHAOS;
- break;
- }
+ if (o_ptr->tval == TV_BOW) {
+ switch (randint1(6)) {
+ case 1:
+ case 2:
+ case 3:
+ add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
+ if (!one_in_(7))
+ remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
+ break;
+ default:
+ add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
+ if (!one_in_(7))
+ remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
+ break;
+ }
+
+ return;
+ }
+
+ switch (o_ptr->artifact_bias) {
+ case BIAS_CHAOS:
+ if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC))) {
+ add_flag(o_ptr->art_flags, TR_CHAOTIC);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_PRIESTLY:
+ if ((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) && !(have_flag(o_ptr->art_flags, TR_BLESSED))) {
+ /* A free power for "priestly" random artifacts */
+ add_flag(o_ptr->art_flags, TR_BLESSED);
+ }
+
+ break;
+
+ case BIAS_NECROMANTIC:
+ if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC))) {
+ add_flag(o_ptr->art_flags, TR_VAMPIRIC);
+ if (one_in_(2))
+ return;
+ }
+
+ if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2)) {
+ add_flag(o_ptr->art_flags, TR_BRAND_POIS);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_RANGER:
+ if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL))) {
+ add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_ROGUE:
+ if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) || ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR)))
+ && !(have_flag(o_ptr->art_flags, TR_THROW))) {
+ /* Free power for rogues... */
+ add_flag(o_ptr->art_flags, TR_THROW);
+ }
+
+ if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS))) {
+ add_flag(o_ptr->art_flags, TR_BRAND_POIS);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_POIS:
+ if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS))) {
+ add_flag(o_ptr->art_flags, TR_BRAND_POIS);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_FIRE:
+ if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE))) {
+ add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_COLD:
+ if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD))) {
+ add_flag(o_ptr->art_flags, TR_BRAND_COLD);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_ELEC:
+ if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC))) {
+ add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_ACID:
+ if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID))) {
+ add_flag(o_ptr->art_flags, TR_BRAND_ACID);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+
+ case BIAS_LAW:
+ if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL))) {
+ add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+ if (one_in_(2))
+ return;
+ }
+
+ if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD))) {
+ add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+ if (one_in_(2))
+ return;
+ }
+
+ if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON))) {
+ add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+ if (one_in_(2))
+ return;
+ }
+
+ break;
+ }
+
+ switch (randint1(36)) {
+ case 1:
+ case 2:
+ if (one_in_(4)) {
+ add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
+ } else {
+ add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+ }
+ break;
+ case 3:
+ case 4:
+ if (one_in_(8)) {
+ add_flag(o_ptr->art_flags, TR_KILL_EVIL);
+ } else {
+ add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+ }
+ if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_LAW;
+ else if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ break;
+ case 5:
+ case 6:
+ if (one_in_(4)) {
+ add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
+ } else {
+ add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+ }
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ break;
+ case 7:
+ case 8:
+ if (one_in_(4)) {
+ add_flag(o_ptr->art_flags, TR_KILL_DEMON);
+ } else {
+ add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+ }
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ break;
+ case 9:
+ case 10:
+ if (one_in_(4)) {
+ add_flag(o_ptr->art_flags, TR_KILL_ORC);
+ } else {
+ add_flag(o_ptr->art_flags, TR_SLAY_ORC);
+ }
+ break;
+ case 11:
+ case 12:
+ if (one_in_(4)) {
+ add_flag(o_ptr->art_flags, TR_KILL_TROLL);
+ } else {
+ add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+ }
+ break;
+ case 13:
+ case 14:
+ if (one_in_(4)) {
+ add_flag(o_ptr->art_flags, TR_KILL_GIANT);
+ } else {
+ add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
+ }
+
+ break;
+ case 15:
+ case 16:
+ add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
+ break;
+ case 17:
+ add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
+ break;
+ case 18:
+ case 19:
+ if (o_ptr->tval == TV_SWORD) {
+ add_flag(o_ptr->art_flags, TR_VORPAL);
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
+ } else
+ random_slay(o_ptr);
+ break;
+ case 20:
+ add_flag(o_ptr->art_flags, TR_IMPACT);
+ break;
+ case 21:
+ case 22:
+ add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
+ break;
+ case 23:
+ case 24:
+ add_flag(o_ptr->art_flags, TR_BRAND_COLD);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
+ break;
+ case 25:
+ case 26:
+ add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
+ break;
+ case 27:
+ case 28:
+ add_flag(o_ptr->art_flags, TR_BRAND_ACID);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ACID;
+ break;
+ case 29:
+ case 30:
+ add_flag(o_ptr->art_flags, TR_BRAND_POIS);
+ if (!o_ptr->artifact_bias && !one_in_(3))
+ o_ptr->artifact_bias = BIAS_POIS;
+ else if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ else if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ROGUE;
+ break;
+ case 31:
+ add_flag(o_ptr->art_flags, TR_VAMPIRIC);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ break;
+ case 32:
+ add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
+ break;
+ case 33:
+ case 34:
+ if (one_in_(4)) {
+ add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
+ } else {
+ add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ }
+
+ break;
+ default:
+ add_flag(o_ptr->art_flags, TR_CHAOTIC);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_CHAOS;
+ break;
+ }
}
-
/*!
* @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.
* @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。
*/
static void give_activation_power(object_type *o_ptr)
{
- int type = 0, chance = 0;
-
- switch (o_ptr->artifact_bias)
- {
- case BIAS_ELEC:
- if (!one_in_(3))
- {
- type = ACT_BO_ELEC_1;
- }
- else if (!one_in_(5))
- {
- type = ACT_BA_ELEC_2;
- }
- else
- {
- type = ACT_BA_ELEC_3;
- }
-
- chance = 101;
- break;
-
- case BIAS_POIS:
- type = ACT_BA_POIS_1;
- chance = 101;
- break;
-
- case BIAS_FIRE:
- if (!one_in_(3))
- {
- type = ACT_BO_FIRE_1;
- }
- else if (!one_in_(5))
- {
- type = ACT_BA_FIRE_1;
- }
- else
- {
- type = ACT_BA_FIRE_2;
- }
-
- chance = 101;
- break;
-
- case BIAS_COLD:
- chance = 101;
- if (!one_in_(3))
- type = ACT_BO_COLD_1;
- else if (!one_in_(3))
- type = ACT_BA_COLD_1;
- else if (!one_in_(3))
- type = ACT_BA_COLD_2;
- else
- type = ACT_BA_COLD_3;
- break;
-
- case BIAS_CHAOS:
- chance = 50;
- if (one_in_(6))
- type = ACT_SUMMON_DEMON;
- else
- type = ACT_CALL_CHAOS;
- break;
-
- case BIAS_PRIESTLY:
- chance = 101;
-
- if (one_in_(13))
- type = ACT_CHARM_UNDEAD;
- else if (one_in_(12))
- type = ACT_BANISH_EVIL;
- else if (one_in_(11))
- type = ACT_DISP_EVIL;
- else if (one_in_(10))
- type = ACT_PROT_EVIL;
- else if (one_in_(9))
- type = ACT_CURE_1000;
- else if (one_in_(8))
- type = ACT_CURE_700;
- else if (one_in_(7))
- type = ACT_REST_ALL;
- else if (one_in_(6))
- type = ACT_REST_EXP;
- else
- type = ACT_CURE_MW;
- break;
-
- case BIAS_NECROMANTIC:
- chance = 101;
- if (one_in_(66))
- type = ACT_WRAITH;
- else if (one_in_(13))
- type = ACT_DISP_GOOD;
- else if (one_in_(9))
- type = ACT_MASS_GENO;
- else if (one_in_(8))
- type = ACT_GENOCIDE;
- else if (one_in_(13))
- type = ACT_SUMMON_UNDEAD;
- else if (one_in_(9))
- type = ACT_DRAIN_2;
- else if (one_in_(6))
- type = ACT_CHARM_UNDEAD;
- else
- type = ACT_DRAIN_1;
- break;
-
- case BIAS_LAW:
- chance = 101;
- if (one_in_(8))
- type = ACT_BANISH_EVIL;
- else if (one_in_(4))
- type = ACT_DISP_EVIL;
- else
- type = ACT_PROT_EVIL;
- break;
-
- case BIAS_ROGUE:
- chance = 101;
- if (one_in_(50))
- type = ACT_SPEED;
- else if (one_in_(4))
- type = ACT_SLEEP;
- else if (one_in_(3))
- type = ACT_DETECT_ALL;
- else if (one_in_(8))
- type = ACT_ID_FULL;
- else
- type = ACT_ID_PLAIN;
- break;
-
- case BIAS_MAGE:
- chance = 66;
- if (one_in_(20))
- type = ACT_SUMMON_ELEMENTAL;
- else if (one_in_(10))
- type = ACT_SUMMON_PHANTOM;
- else if (one_in_(5))
- type = ACT_RUNE_EXPLO;
- else
- type = ACT_ESP;
- break;
-
- case BIAS_WARRIOR:
- chance = 80;
- if (one_in_(100))
- type = ACT_INVULN;
- else
- type = ACT_BERSERK;
- break;
-
- case BIAS_RANGER:
- chance = 101;
- if (one_in_(20))
- type = ACT_CHARM_ANIMALS;
- else if (one_in_(7))
- type = ACT_SUMMON_ANIMAL;
- else if (one_in_(6))
- type = ACT_CHARM_ANIMAL;
- else if (one_in_(4))
- type = ACT_RESIST_ALL;
- else if (one_in_(3))
- type = ACT_SATIATE;
- else
- type = ACT_CURE_POISON;
- break;
- }
-
- if (!type || (randint1(100) >= chance))
- {
- one_activation(o_ptr);
- return;
- }
-
- /* A type was chosen... */
- o_ptr->xtra2 = (byte)type;
- add_flag(o_ptr->art_flags, TR_ACTIVATE);
- o_ptr->timeout = 0;
+ int type = 0, chance = 0;
+
+ switch (o_ptr->artifact_bias) {
+ case BIAS_ELEC:
+ if (!one_in_(3)) {
+ type = ACT_BO_ELEC_1;
+ } else if (!one_in_(5)) {
+ type = ACT_BA_ELEC_2;
+ } else {
+ type = ACT_BA_ELEC_3;
+ }
+
+ chance = 101;
+ break;
+
+ case BIAS_POIS:
+ type = ACT_BA_POIS_1;
+ chance = 101;
+ break;
+
+ case BIAS_FIRE:
+ if (!one_in_(3)) {
+ type = ACT_BO_FIRE_1;
+ } else if (!one_in_(5)) {
+ type = ACT_BA_FIRE_1;
+ } else {
+ type = ACT_BA_FIRE_2;
+ }
+
+ chance = 101;
+ break;
+
+ case BIAS_COLD:
+ chance = 101;
+ if (!one_in_(3))
+ type = ACT_BO_COLD_1;
+ else if (!one_in_(3))
+ type = ACT_BA_COLD_1;
+ else if (!one_in_(3))
+ type = ACT_BA_COLD_2;
+ else
+ type = ACT_BA_COLD_3;
+ break;
+
+ case BIAS_CHAOS:
+ chance = 50;
+ if (one_in_(6))
+ type = ACT_SUMMON_DEMON;
+ else
+ type = ACT_CALL_CHAOS;
+ break;
+
+ case BIAS_PRIESTLY:
+ chance = 101;
+
+ if (one_in_(13))
+ type = ACT_CHARM_UNDEAD;
+ else if (one_in_(12))
+ type = ACT_BANISH_EVIL;
+ else if (one_in_(11))
+ type = ACT_DISP_EVIL;
+ else if (one_in_(10))
+ type = ACT_PROT_EVIL;
+ else if (one_in_(9))
+ type = ACT_CURE_1000;
+ else if (one_in_(8))
+ type = ACT_CURE_700;
+ else if (one_in_(7))
+ type = ACT_REST_ALL;
+ else if (one_in_(6))
+ type = ACT_REST_EXP;
+ else
+ type = ACT_CURE_MW;
+ break;
+
+ case BIAS_NECROMANTIC:
+ chance = 101;
+ if (one_in_(66))
+ type = ACT_WRAITH;
+ else if (one_in_(13))
+ type = ACT_DISP_GOOD;
+ else if (one_in_(9))
+ type = ACT_MASS_GENO;
+ else if (one_in_(8))
+ type = ACT_GENOCIDE;
+ else if (one_in_(13))
+ type = ACT_SUMMON_UNDEAD;
+ else if (one_in_(9))
+ type = ACT_DRAIN_2;
+ else if (one_in_(6))
+ type = ACT_CHARM_UNDEAD;
+ else
+ type = ACT_DRAIN_1;
+ break;
+
+ case BIAS_LAW:
+ chance = 101;
+ if (one_in_(8))
+ type = ACT_BANISH_EVIL;
+ else if (one_in_(4))
+ type = ACT_DISP_EVIL;
+ else
+ type = ACT_PROT_EVIL;
+ break;
+
+ case BIAS_ROGUE:
+ chance = 101;
+ if (one_in_(50))
+ type = ACT_SPEED;
+ else if (one_in_(4))
+ type = ACT_SLEEP;
+ else if (one_in_(3))
+ type = ACT_DETECT_ALL;
+ else if (one_in_(8))
+ type = ACT_ID_FULL;
+ else
+ type = ACT_ID_PLAIN;
+ break;
+
+ case BIAS_MAGE:
+ chance = 66;
+ if (one_in_(20))
+ type = ACT_SUMMON_ELEMENTAL;
+ else if (one_in_(10))
+ type = ACT_SUMMON_PHANTOM;
+ else if (one_in_(5))
+ type = ACT_RUNE_EXPLO;
+ else
+ type = ACT_ESP;
+ break;
+
+ case BIAS_WARRIOR:
+ chance = 80;
+ if (one_in_(100))
+ type = ACT_INVULN;
+ else
+ type = ACT_BERSERK;
+ break;
+
+ case BIAS_RANGER:
+ chance = 101;
+ if (one_in_(20))
+ type = ACT_CHARM_ANIMALS;
+ else if (one_in_(7))
+ type = ACT_SUMMON_ANIMAL;
+ else if (one_in_(6))
+ type = ACT_CHARM_ANIMAL;
+ else if (one_in_(4))
+ type = ACT_RESIST_ALL;
+ else if (one_in_(3))
+ type = ACT_SATIATE;
+ else
+ type = ACT_CURE_POISON;
+ break;
+ }
+
+ if (!type || (randint1(100) >= chance)) {
+ one_activation(o_ptr);
+ return;
+ }
+
+ /* A type was chosen... */
+ o_ptr->xtra2 = (byte)type;
+ add_flag(o_ptr->art_flags, TR_ACTIVATE);
+ o_ptr->timeout = 0;
}
-
/*!
* @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.
* @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。
*/
static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
{
- PERCENTAGE prob = randint1(100);
-
- if (prob <= SINDARIN_NAME)
- {
- get_table_sindarin(return_name);
- return;
- }
-
- if (prob <= TABLE_NAME)
- {
- get_table_name(return_name);
- return;
- }
-
- concptr filename;
- switch (armour)
- {
- case 1:
- switch (power)
- {
- case 0:
- filename = _("a_cursed_j.txt", "a_cursed.txt");
- break;
- case 1:
- filename = _("a_low_j.txt", "a_low.txt");
- break;
- case 2:
- filename = _("a_med_j.txt", "a_med.txt");
- break;
- default:
- filename = _("a_high_j.txt", "a_high.txt");
- }
- break;
- default:
- switch (power)
- {
- case 0:
- filename = _("w_cursed_j.txt", "w_cursed.txt");
- break;
- case 1:
- filename = _("w_low_j.txt", "w_low.txt");
- break;
- case 2:
- filename = _("w_med_j.txt", "w_med.txt");
- break;
- default:
- filename = _("w_high_j.txt", "w_high.txt");
- }
- }
-
- (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
+ PERCENTAGE prob = randint1(100);
+
+ if (prob <= SINDARIN_NAME) {
+ get_table_sindarin(return_name);
+ return;
+ }
+
+ if (prob <= TABLE_NAME) {
+ get_table_name(return_name);
+ return;
+ }
+
+ concptr filename;
+ switch (armour) {
+ case 1:
+ switch (power) {
+ case 0:
+ filename = _("a_cursed_j.txt", "a_cursed.txt");
+ break;
+ case 1:
+ filename = _("a_low_j.txt", "a_low.txt");
+ break;
+ case 2:
+ filename = _("a_med_j.txt", "a_med.txt");
+ break;
+ default:
+ filename = _("a_high_j.txt", "a_high.txt");
+ }
+ break;
+ default:
+ switch (power) {
+ case 0:
+ filename = _("w_cursed_j.txt", "w_cursed.txt");
+ break;
+ case 1:
+ filename = _("w_low_j.txt", "w_low.txt");
+ break;
+ case 2:
+ filename = _("w_med_j.txt", "w_med.txt");
+ break;
+ default:
+ filename = _("w_high_j.txt", "w_high.txt");
+ }
+ }
+
+ (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
#ifdef JP
- if (return_name[0] == 0) get_table_name(return_name);
+ if (return_name[0] == 0)
+ get_table_name(return_name);
#endif
}
-
/*!
* @brief ランダムアーティファクト生成のメインルーチン
* @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。
*/
bool become_random_artifact(player_type *player_ptr, object_type *o_ptr, bool a_scroll)
{
- o_ptr->artifact_bias = 0;
- o_ptr->name1 = 0;
- o_ptr->name2 = 0;
- for (int i = 0; i < TR_FLAG_SIZE; i++)
- o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
-
- bool has_pval = FALSE;
- if (o_ptr->pval) has_pval = TRUE;
-
- int warrior_artifact_bias = 0;
- if (a_scroll && one_in_(4))
- {
- switch (player_ptr->pclass)
- {
- case CLASS_WARRIOR:
- case CLASS_BERSERKER:
- case CLASS_ARCHER:
- case CLASS_SAMURAI:
- case CLASS_CAVALRY:
- case CLASS_SMITH:
- o_ptr->artifact_bias = BIAS_WARRIOR;
- break;
- case CLASS_MAGE:
- case CLASS_HIGH_MAGE:
- case CLASS_SORCERER:
- case CLASS_MAGIC_EATER:
- case CLASS_BLUE_MAGE:
- o_ptr->artifact_bias = BIAS_MAGE;
- break;
- case CLASS_PRIEST:
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case CLASS_ROGUE:
- case CLASS_NINJA:
- o_ptr->artifact_bias = BIAS_ROGUE;
- warrior_artifact_bias = 25;
- break;
- case CLASS_RANGER:
- case CLASS_SNIPER:
- o_ptr->artifact_bias = BIAS_RANGER;
- warrior_artifact_bias = 30;
- break;
- case CLASS_PALADIN:
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- warrior_artifact_bias = 40;
- break;
- case CLASS_WARRIOR_MAGE:
- case CLASS_RED_MAGE:
- o_ptr->artifact_bias = BIAS_MAGE;
- warrior_artifact_bias = 40;
- break;
- case CLASS_CHAOS_WARRIOR:
- o_ptr->artifact_bias = BIAS_CHAOS;
- warrior_artifact_bias = 40;
- break;
- case CLASS_MONK:
- case CLASS_FORCETRAINER:
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case CLASS_MINDCRAFTER:
- case CLASS_BARD:
- if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case CLASS_TOURIST:
- if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
- break;
- case CLASS_IMITATOR:
- if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
- break;
- case CLASS_BEASTMASTER:
- o_ptr->artifact_bias = BIAS_CHR;
- warrior_artifact_bias = 50;
- break;
- case CLASS_MIRROR_MASTER:
- if (randint1(4) > 1)
- {
- o_ptr->artifact_bias = BIAS_MAGE;
- }
- else
- {
- o_ptr->artifact_bias = BIAS_ROGUE;
- }
-
- break;
- }
- }
-
- if (a_scroll && (randint1(100) <= warrior_artifact_bias))
- o_ptr->artifact_bias = BIAS_WARRIOR;
-
- GAME_TEXT new_name[1024];
- strcpy(new_name, "");
-
- bool a_cursed = FALSE;
- if (!a_scroll && one_in_(A_CURSED))
- a_cursed = TRUE;
- if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
- a_cursed = TRUE;
-
- int powers = randint1(5) + 1;
- while (one_in_(powers) || one_in_(7) || one_in_(10))
- powers++;
-
- if (!a_cursed && one_in_(WEIRD_LUCK))
- powers *= 2;
-
- if (a_cursed) powers /= 2;
-
- int max_powers = powers;
- int max_type = object_is_weapon_ammo(o_ptr) ? 7 : 5;
- while (powers--)
- {
- switch (randint1(max_type))
- {
- case 1: case 2:
- random_plus(o_ptr);
- has_pval = TRUE;
- break;
- case 3: case 4:
- if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
- {
- if (a_cursed && !one_in_(13)) break;
- if (one_in_(13))
- {
- if (one_in_(o_ptr->ds + 4)) o_ptr->ds++;
- }
- else
- {
- if (one_in_(o_ptr->dd + 1)) o_ptr->dd++;
- }
- }
- else
- random_resistance(o_ptr);
- break;
- case 5:
- random_misc(player_ptr, o_ptr);
- break;
- case 6: case 7:
- random_slay(o_ptr);
- break;
- default:
- if (current_world_ptr->wizard) msg_print("Switch error in become_random_artifact!");
- powers++;
- }
- };
-
- if (has_pval)
- {
- if (have_flag(o_ptr->art_flags, TR_BLOWS))
- {
- o_ptr->pval = randint1(2);
- if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
- o_ptr->pval++;
- }
- else
- {
- do
- {
- o_ptr->pval++;
- } while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
- }
-
- if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
- o_ptr->pval = 4;
- }
-
- if (object_is_armour(player_ptr, o_ptr))
- o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
- else if (object_is_weapon_ammo(o_ptr))
- {
- o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
- o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
- if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
- }
-
- add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
- add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
- add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
- add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
-
- s32b total_flags = flag_cost(player_ptr, o_ptr, o_ptr->pval);
- if (a_cursed) curse_artifact(player_ptr, o_ptr);
-
- if (!a_cursed &&
- one_in_(object_is_armour(player_ptr, o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
- {
- o_ptr->xtra2 = 0;
- give_activation_power(o_ptr);
- }
-
- if (object_is_armour(player_ptr, o_ptr))
- {
- while ((o_ptr->to_d + o_ptr->to_h) > 20)
- {
- if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
- o_ptr->to_d -= (HIT_POINT)randint0(3);
- o_ptr->to_h -= (HIT_PROB)randint0(3);
- }
- while ((o_ptr->to_d + o_ptr->to_h) > 10)
- {
- if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
- o_ptr->to_d -= (HIT_POINT)randint0(3);
- o_ptr->to_h -= (HIT_PROB)randint0(3);
- }
- }
-
- 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);
-
- if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
- {
- o_ptr->to_h = 0;
- o_ptr->to_d = 0;
- remove_flag(o_ptr->art_flags, TR_BLOWS);
- remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
- remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
- remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
- remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
- remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
- remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
- remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
- remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
- remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
- remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- remove_flag(o_ptr->art_flags, TR_VORPAL);
- remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
- remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
- remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
- remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
- remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
- }
-
- int power_level;
- if (!object_is_weapon_ammo(o_ptr))
- {
- if (a_cursed) power_level = 0;
- else if (total_flags < 15000) power_level = 1;
- else if (total_flags < 35000) power_level = 2;
- else power_level = 3;
- } else {
- if (a_cursed) power_level = 0;
- else if (total_flags < 20000) power_level = 1;
- else if (total_flags < 45000) power_level = 2;
- else power_level = 3;
- }
-
- while (has_extreme_damage_rate(player_ptr, o_ptr) && !one_in_(SWORDFISH_LUCK))
- weakening_artifact(player_ptr, o_ptr);
-
- if (a_scroll)
- {
- GAME_TEXT dummy_name[MAX_NLEN] = "";
- 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? ");
- object_aware(player_ptr, o_ptr);
- object_known(o_ptr);
- o_ptr->ident |= (IDENT_FULL_KNOWN);
- o_ptr->art_name = quark_add("");
- (void)screen_object(player_ptr, o_ptr, 0L);
- if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
- || !dummy_name[0]) {
- /* Cancelled */
- if (one_in_(2)) {
- get_table_sindarin_aux(dummy_name);
- } else {
- get_table_name_aux(dummy_name);
- }
- }
-
- sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
- chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
- chg_virtue(player_ptr, V_ENCHANT, 5);
- } else {
- get_random_name(o_ptr, new_name, object_is_armour(player_ptr, o_ptr), power_level);
- }
-
- o_ptr->art_name = quark_add(new_name);
- msg_format_wizard(player_ptr, 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」",
- "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
- player_ptr->window |= PW_INVEN | PW_EQUIP;
- return TRUE;
+ o_ptr->artifact_bias = 0;
+ o_ptr->name1 = 0;
+ o_ptr->name2 = 0;
+ for (int i = 0; i < TR_FLAG_SIZE; i++)
+ o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
+
+ bool has_pval = FALSE;
+ if (o_ptr->pval)
+ has_pval = TRUE;
+
+ int warrior_artifact_bias = 0;
+ if (a_scroll && one_in_(4)) {
+ switch (player_ptr->pclass) {
+ case CLASS_WARRIOR:
+ case CLASS_BERSERKER:
+ case CLASS_ARCHER:
+ case CLASS_SAMURAI:
+ case CLASS_CAVALRY:
+ case CLASS_SMITH:
+ o_ptr->artifact_bias = BIAS_WARRIOR;
+ break;
+ case CLASS_MAGE:
+ case CLASS_HIGH_MAGE:
+ case CLASS_SORCERER:
+ case CLASS_MAGIC_EATER:
+ case CLASS_BLUE_MAGE:
+ o_ptr->artifact_bias = BIAS_MAGE;
+ break;
+ case CLASS_PRIEST:
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ break;
+ case CLASS_ROGUE:
+ case CLASS_NINJA:
+ o_ptr->artifact_bias = BIAS_ROGUE;
+ warrior_artifact_bias = 25;
+ break;
+ case CLASS_RANGER:
+ case CLASS_SNIPER:
+ o_ptr->artifact_bias = BIAS_RANGER;
+ warrior_artifact_bias = 30;
+ break;
+ case CLASS_PALADIN:
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ warrior_artifact_bias = 40;
+ break;
+ case CLASS_WARRIOR_MAGE:
+ case CLASS_RED_MAGE:
+ o_ptr->artifact_bias = BIAS_MAGE;
+ warrior_artifact_bias = 40;
+ break;
+ case CLASS_CHAOS_WARRIOR:
+ o_ptr->artifact_bias = BIAS_CHAOS;
+ warrior_artifact_bias = 40;
+ break;
+ case CLASS_MONK:
+ case CLASS_FORCETRAINER:
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ break;
+ case CLASS_MINDCRAFTER:
+ case CLASS_BARD:
+ if (randint1(5) > 2)
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ break;
+ case CLASS_TOURIST:
+ if (randint1(5) > 2)
+ o_ptr->artifact_bias = BIAS_WARRIOR;
+ break;
+ case CLASS_IMITATOR:
+ if (randint1(2) > 1)
+ o_ptr->artifact_bias = BIAS_RANGER;
+ break;
+ case CLASS_BEASTMASTER:
+ o_ptr->artifact_bias = BIAS_CHR;
+ warrior_artifact_bias = 50;
+ break;
+ case CLASS_MIRROR_MASTER:
+ if (randint1(4) > 1) {
+ o_ptr->artifact_bias = BIAS_MAGE;
+ } else {
+ o_ptr->artifact_bias = BIAS_ROGUE;
+ }
+
+ break;
+ }
+ }
+
+ if (a_scroll && (randint1(100) <= warrior_artifact_bias))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
+
+ GAME_TEXT new_name[1024];
+ strcpy(new_name, "");
+
+ bool a_cursed = FALSE;
+ if (!a_scroll && one_in_(A_CURSED))
+ a_cursed = TRUE;
+ if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
+ a_cursed = TRUE;
+
+ int powers = randint1(5) + 1;
+ while (one_in_(powers) || one_in_(7) || one_in_(10))
+ powers++;
+
+ if (!a_cursed && one_in_(WEIRD_LUCK))
+ powers *= 2;
+
+ if (a_cursed)
+ powers /= 2;
+
+ int max_powers = powers;
+ int max_type = object_is_weapon_ammo(o_ptr) ? 7 : 5;
+ while (powers--) {
+ switch (randint1(max_type)) {
+ case 1:
+ case 2:
+ random_plus(o_ptr);
+ has_pval = TRUE;
+ break;
+ case 3:
+ case 4:
+ if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW)) {
+ if (a_cursed && !one_in_(13))
+ break;
+ if (one_in_(13)) {
+ if (one_in_(o_ptr->ds + 4))
+ o_ptr->ds++;
+ } else {
+ if (one_in_(o_ptr->dd + 1))
+ o_ptr->dd++;
+ }
+ } else
+ random_resistance(o_ptr);
+ break;
+ case 5:
+ random_misc(player_ptr, o_ptr);
+ break;
+ case 6:
+ case 7:
+ random_slay(o_ptr);
+ break;
+ default:
+ if (current_world_ptr->wizard)
+ msg_print("Switch error in become_random_artifact!");
+ powers++;
+ }
+ };
+
+ if (has_pval) {
+ if (have_flag(o_ptr->art_flags, TR_BLOWS)) {
+ o_ptr->pval = randint1(2);
+ if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
+ o_ptr->pval++;
+ } else {
+ do {
+ o_ptr->pval++;
+ } while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
+ }
+
+ if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
+ o_ptr->pval = 4;
+ }
+
+ if (object_is_armour(player_ptr, o_ptr))
+ o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
+ else if (object_is_weapon_ammo(o_ptr)) {
+ o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
+ o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
+ if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0))
+ add_flag(o_ptr->art_flags, TR_BLESSED);
+ }
+
+ add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
+ add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
+ add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
+ add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
+
+ s32b total_flags = flag_cost(player_ptr, o_ptr, o_ptr->pval);
+ if (a_cursed)
+ curse_artifact(player_ptr, o_ptr);
+
+ if (!a_cursed && one_in_(object_is_armour(player_ptr, o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE)) {
+ o_ptr->xtra2 = 0;
+ give_activation_power(o_ptr);
+ }
+
+ if (object_is_armour(player_ptr, o_ptr)) {
+ while ((o_ptr->to_d + o_ptr->to_h) > 20) {
+ if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h))
+ break;
+ o_ptr->to_d -= (HIT_POINT)randint0(3);
+ o_ptr->to_h -= (HIT_PROB)randint0(3);
+ }
+ while ((o_ptr->to_d + o_ptr->to_h) > 10) {
+ if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h))
+ break;
+ o_ptr->to_d -= (HIT_POINT)randint0(3);
+ o_ptr->to_h -= (HIT_PROB)randint0(3);
+ }
+ }
+
+ 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);
+
+ if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) {
+ o_ptr->to_h = 0;
+ o_ptr->to_d = 0;
+ remove_flag(o_ptr->art_flags, TR_BLOWS);
+ remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
+ remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+ remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+ remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+ remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+ remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
+ remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+ remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
+ remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
+ remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
+ remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ remove_flag(o_ptr->art_flags, TR_VORPAL);
+ remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
+ remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
+ remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
+ remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
+ remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
+ }
+
+ int power_level;
+ if (!object_is_weapon_ammo(o_ptr)) {
+ if (a_cursed)
+ power_level = 0;
+ else if (total_flags < 15000)
+ power_level = 1;
+ else if (total_flags < 35000)
+ power_level = 2;
+ else
+ power_level = 3;
+ } else {
+ if (a_cursed)
+ power_level = 0;
+ else if (total_flags < 20000)
+ power_level = 1;
+ else if (total_flags < 45000)
+ power_level = 2;
+ else
+ power_level = 3;
+ }
+
+ while (has_extreme_damage_rate(player_ptr, o_ptr) && !one_in_(SWORDFISH_LUCK))
+ weakening_artifact(player_ptr, o_ptr);
+
+ if (a_scroll) {
+ GAME_TEXT dummy_name[MAX_NLEN] = "";
+ 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? ");
+ object_aware(player_ptr, o_ptr);
+ object_known(o_ptr);
+ o_ptr->ident |= (IDENT_FULL_KNOWN);
+ o_ptr->art_name = quark_add("");
+ (void)screen_object(player_ptr, o_ptr, 0L);
+ if (!get_string(ask_msg, dummy_name, sizeof dummy_name) || !dummy_name[0]) {
+ /* Cancelled */
+ if (one_in_(2)) {
+ get_table_sindarin_aux(dummy_name);
+ } else {
+ get_table_name_aux(dummy_name);
+ }
+ }
+
+ sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
+ chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
+ chg_virtue(player_ptr, V_ENCHANT, 5);
+ } else {
+ get_random_name(o_ptr, new_name, object_is_armour(player_ptr, o_ptr), power_level);
+ }
+
+ o_ptr->art_name = quark_add(new_name);
+ msg_format_wizard(player_ptr, 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」", "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers,
+ total_flags, artifact_bias_name[o_ptr->artifact_bias]);
+ player_ptr->window |= PW_INVEN | PW_EQUIP;
+ return TRUE;
}
-
/*!
* @brief オブジェクトから能力発動IDを取得する。
* @details いくつかのケースで定義されている発動効果から、
*/
int activation_index(player_type *player_ptr, object_type *o_ptr)
{
- if (object_is_smith(player_ptr, o_ptr))
- {
- switch (o_ptr->xtra3 - 1)
- {
- case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
- case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
- case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
- case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
- case TR_IMPACT: return ACT_QUAKE;
- }
- }
-
- if (object_is_fixed_artifact(o_ptr))
- {
- if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
- {
- return a_info[o_ptr->name1].act_idx;
- }
- }
-
- if (object_is_ego(o_ptr))
- {
- if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
- {
- return e_info[o_ptr->name2].act_idx;
- }
- }
-
- if (!object_is_random_artifact(o_ptr))
- {
- if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
- {
- return k_info[o_ptr->k_idx].act_idx;
- }
- }
-
- return o_ptr->xtra2;
+ if (object_is_smith(player_ptr, o_ptr)) {
+ switch (o_ptr->xtra3 - 1) {
+ case ESSENCE_TMP_RES_ACID:
+ return ACT_RESIST_ACID;
+ case ESSENCE_TMP_RES_ELEC:
+ return ACT_RESIST_ELEC;
+ case ESSENCE_TMP_RES_FIRE:
+ return ACT_RESIST_FIRE;
+ case ESSENCE_TMP_RES_COLD:
+ return ACT_RESIST_COLD;
+ case TR_IMPACT:
+ return ACT_QUAKE;
+ }
+ }
+
+ if (object_is_fixed_artifact(o_ptr)) {
+ if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE)) {
+ return a_info[o_ptr->name1].act_idx;
+ }
+ }
+
+ if (object_is_ego(o_ptr)) {
+ if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE)) {
+ return e_info[o_ptr->name2].act_idx;
+ }
+ }
+
+ if (!object_is_random_artifact(o_ptr)) {
+ if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE)) {
+ return k_info[o_ptr->k_idx].act_idx;
+ }
+ }
+
+ return o_ptr->xtra2;
}
-
/*!
* @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。
* @details activation_index() 関数の結果から参照する。
const activation_type *find_activation_info(player_type *player_ptr, object_type *o_ptr)
{
const int index = activation_index(player_ptr, o_ptr);
- const activation_type* p;
- for (p = activation_info; p->flag != NULL; ++p)
- {
- if (p->index == index)
- {
- return p;
- }
- }
-
- return NULL;
+ const activation_type *p;
+ for (p = activation_info; p->flag != NULL; ++p) {
+ if (p->index == index) {
+ return p;
+ }
+ }
+
+ return NULL;
}
-
/*!
* @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。.
* @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
*/
void random_artifact_resistance(player_type *player_ptr, object_type *o_ptr, artifact_type *a_ptr)
{
- bool give_resistance = FALSE, give_power = FALSE;
-
- if (o_ptr->name1 == ART_TERROR)
- {
- bool is_special_class = player_ptr->pclass == CLASS_WARRIOR;
- is_special_class |= player_ptr->pclass == CLASS_ARCHER;
- is_special_class |= player_ptr->pclass == CLASS_CAVALRY;
- is_special_class |= player_ptr->pclass == CLASS_BERSERKER;
- if (is_special_class)
- {
- give_power = TRUE;
- give_resistance = TRUE;
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- add_flag(o_ptr->art_flags, TR_TY_CURSE);
- o_ptr->curse_flags |=
- (TRC_CURSED | TRC_HEAVY_CURSE);
- o_ptr->curse_flags |= get_curse(player_ptr, 2, o_ptr);
- return;
- }
- }
-
- if (o_ptr->name1 == ART_MURAMASA)
- {
- if (player_ptr->pclass != CLASS_SAMURAI)
- {
- add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- }
- }
-
- if (o_ptr->name1 == ART_ROBINTON)
- {
- if (player_ptr->pclass == CLASS_BARD)
- {
- add_flag(o_ptr->art_flags, TR_DEC_MANA);
- }
- }
-
- if (o_ptr->name1 == ART_XIAOLONG)
- {
- if (player_ptr->pclass == CLASS_MONK)
- add_flag(o_ptr->art_flags, TR_BLOWS);
- }
-
- if (o_ptr->name1 == ART_BLOOD)
- {
- get_bloody_moon_flags(o_ptr);
- }
-
- if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
- {
- if (player_ptr->psex != SEX_FEMALE)
- {
- add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- }
- }
-
- if (o_ptr->name1 == ART_MILIM)
- {
- if (player_ptr->pseikaku == PERSONALITY_SEXY)
- {
- o_ptr->pval = 3;
- add_flag(o_ptr->art_flags, TR_STR);
- add_flag(o_ptr->art_flags, TR_INT);
- add_flag(o_ptr->art_flags, TR_WIS);
- add_flag(o_ptr->art_flags, TR_DEX);
- add_flag(o_ptr->art_flags, TR_CON);
- add_flag(o_ptr->art_flags, TR_CHR);
- }
- }
-
- if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
- if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
- if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
- {
- /* Give a resistance OR a power */
- if (one_in_(2)) give_resistance = TRUE;
- else give_power = TRUE;
- }
-
- if (give_power)
- {
- one_ability(o_ptr);
- }
-
- if (give_resistance)
- {
- one_high_resistance(o_ptr);
- }
+ bool give_resistance = FALSE, give_power = FALSE;
+
+ if (o_ptr->name1 == ART_TERROR) {
+ bool is_special_class = player_ptr->pclass == CLASS_WARRIOR;
+ is_special_class |= player_ptr->pclass == CLASS_ARCHER;
+ is_special_class |= player_ptr->pclass == CLASS_CAVALRY;
+ is_special_class |= player_ptr->pclass == CLASS_BERSERKER;
+ if (is_special_class) {
+ give_power = TRUE;
+ give_resistance = TRUE;
+ } else {
+ add_flag(o_ptr->art_flags, TR_AGGRAVATE);
+ add_flag(o_ptr->art_flags, TR_TY_CURSE);
+ o_ptr->curse_flags |= (TRC_CURSED | TRC_HEAVY_CURSE);
+ o_ptr->curse_flags |= get_curse(player_ptr, 2, o_ptr);
+ return;
+ }
+ }
+
+ if (o_ptr->name1 == ART_MURAMASA) {
+ if (player_ptr->pclass != CLASS_SAMURAI) {
+ add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+ o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ }
+ }
+
+ if (o_ptr->name1 == ART_ROBINTON) {
+ if (player_ptr->pclass == CLASS_BARD) {
+ add_flag(o_ptr->art_flags, TR_DEC_MANA);
+ }
+ }
+
+ if (o_ptr->name1 == ART_XIAOLONG) {
+ if (player_ptr->pclass == CLASS_MONK)
+ add_flag(o_ptr->art_flags, TR_BLOWS);
+ }
+
+ if (o_ptr->name1 == ART_BLOOD) {
+ get_bloody_moon_flags(o_ptr);
+ }
+
+ if (o_ptr->name1 == ART_HEAVENLY_MAIDEN) {
+ if (player_ptr->psex != SEX_FEMALE) {
+ add_flag(o_ptr->art_flags, TR_AGGRAVATE);
+ }
+ }
+
+ if (o_ptr->name1 == ART_MILIM) {
+ if (player_ptr->pseikaku == PERSONALITY_SEXY) {
+ o_ptr->pval = 3;
+ add_flag(o_ptr->art_flags, TR_STR);
+ add_flag(o_ptr->art_flags, TR_INT);
+ add_flag(o_ptr->art_flags, TR_WIS);
+ add_flag(o_ptr->art_flags, TR_DEX);
+ add_flag(o_ptr->art_flags, TR_CON);
+ add_flag(o_ptr->art_flags, TR_CHR);
+ }
+ }
+
+ if (a_ptr->gen_flags & (TRG_XTRA_POWER))
+ give_power = TRUE;
+ if (a_ptr->gen_flags & (TRG_XTRA_H_RES))
+ give_resistance = TRUE;
+ if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER)) {
+ /* Give a resistance OR a power */
+ if (one_in_(2))
+ give_resistance = TRUE;
+ else
+ give_power = TRUE;
+ }
+
+ if (give_power) {
+ one_ability(o_ptr);
+ }
+
+ if (give_resistance) {
+ one_high_resistance(o_ptr);
+ }
}
-
/*!
* @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
* @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。
*/
bool create_named_art(player_type *player_ptr, ARTIFACT_IDX a_idx, POSITION y, POSITION x)
{
- artifact_type *a_ptr = &a_info[a_idx];
- if (!a_ptr->name) return FALSE;
-
- KIND_OBJECT_IDX i = lookup_kind(a_ptr->tval, a_ptr->sval);
- if (i == 0) return FALSE;
-
- object_type forge;
- object_type *q_ptr;
- q_ptr = &forge;
- object_prep(player_ptr, q_ptr, i);
- q_ptr->name1 = a_idx;
- q_ptr->pval = a_ptr->pval;
- q_ptr->ac = a_ptr->ac;
- q_ptr->dd = a_ptr->dd;
- q_ptr->ds = a_ptr->ds;
- q_ptr->to_a = a_ptr->to_a;
- q_ptr->to_h = a_ptr->to_h;
- q_ptr->to_d = a_ptr->to_d;
- q_ptr->weight = a_ptr->weight;
- if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
- if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
- if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(player_ptr, 0, q_ptr);
- if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(player_ptr, 1, q_ptr);
- if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(player_ptr, 2, q_ptr);
-
- random_artifact_resistance(player_ptr, q_ptr, a_ptr);
- return drop_near(player_ptr, q_ptr, -1, y, x) ? TRUE : FALSE;
+ artifact_type *a_ptr = &a_info[a_idx];
+ if (!a_ptr->name)
+ return FALSE;
+
+ KIND_OBJECT_IDX i = lookup_kind(a_ptr->tval, a_ptr->sval);
+ if (i == 0)
+ return FALSE;
+
+ object_type forge;
+ object_type *q_ptr;
+ q_ptr = &forge;
+ object_prep(player_ptr, q_ptr, i);
+ q_ptr->name1 = a_idx;
+ q_ptr->pval = a_ptr->pval;
+ q_ptr->ac = a_ptr->ac;
+ q_ptr->dd = a_ptr->dd;
+ q_ptr->ds = a_ptr->ds;
+ q_ptr->to_a = a_ptr->to_a;
+ q_ptr->to_h = a_ptr->to_h;
+ q_ptr->to_d = a_ptr->to_d;
+ q_ptr->weight = a_ptr->weight;
+ if (a_ptr->gen_flags & TRG_CURSED)
+ q_ptr->curse_flags |= (TRC_CURSED);
+ if (a_ptr->gen_flags & TRG_HEAVY_CURSE)
+ q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ if (a_ptr->gen_flags & TRG_PERMA_CURSE)
+ q_ptr->curse_flags |= (TRC_PERMA_CURSE);
+ if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0))
+ q_ptr->curse_flags |= get_curse(player_ptr, 0, q_ptr);
+ if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1))
+ q_ptr->curse_flags |= get_curse(player_ptr, 1, q_ptr);
+ if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2))
+ q_ptr->curse_flags |= get_curse(player_ptr, 2, q_ptr);
+
+ random_artifact_resistance(player_ptr, q_ptr, a_ptr);
+ return drop_near(player_ptr, q_ptr, -1, y, x) ? TRUE : FALSE;
}
-
/*対邪平均ダメージの計算処理*/
static HIT_POINT calc_arm_avgdamage(player_type *player_ptr, object_type *o_ptr)
{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(player_ptr, o_ptr, flgs);
- HIT_POINT base, forced, vorpal;
- HIT_POINT s_evil = forced = vorpal = 0;
- HIT_POINT dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
- if (have_flag(flgs, TR_KILL_EVIL))
- {
- dam = s_evil = dam * 7 / 2;
- }
- else if (!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
- {
- dam = s_evil = dam * 2;
- }
- else s_evil = dam;
-
- if (have_flag(flgs, TR_FORCE_WEAPON))
- {
- dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
- }
- else forced = dam;
-
- if (have_flag(flgs, TR_VORPAL))
- {
- dam = vorpal = dam * 11 / 9;
- }
- else vorpal = dam;
-
- dam = dam + o_ptr->to_d;
- msg_format_wizard(player_ptr, CHEAT_OBJECT, "素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
- return dam;
+ HIT_POINT base, forced, vorpal;
+ HIT_POINT s_evil = forced = vorpal = 0;
+ HIT_POINT dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
+ if (have_flag(flgs, TR_KILL_EVIL)) {
+ dam = s_evil = dam * 7 / 2;
+ } else if (!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL)) {
+ dam = s_evil = dam * 2;
+ } else
+ s_evil = dam;
+
+ if (have_flag(flgs, TR_FORCE_WEAPON)) {
+ dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
+ } else
+ forced = dam;
+
+ if (have_flag(flgs, TR_VORPAL)) {
+ dam = vorpal = dam * 11 / 9;
+ } else
+ vorpal = dam;
+
+ dam = dam + o_ptr->to_d;
+ msg_format_wizard(player_ptr, CHEAT_OBJECT, "素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
+ return dam;
}
-
static bool has_extreme_damage_rate(player_type *player_ptr, object_type *o_ptr)
{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(player_ptr, o_ptr, flgs);
- if (have_flag(flgs, TR_VAMPIRIC))
- {
- if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(player_ptr, o_ptr) > 52))
- {
- return TRUE;
- }
-
- if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(player_ptr, o_ptr) > 43))
- {
- return TRUE;
- }
-
- if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(player_ptr, o_ptr) > 33))
- {
- return TRUE;
- }
-
- if (calc_arm_avgdamage(player_ptr, o_ptr) > 63)
- {
- return TRUE;
- }
-
- return FALSE;
- }
-
- if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(player_ptr, o_ptr) > 65))
- {
- return TRUE;
- }
-
- if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(player_ptr, o_ptr) > 52))
- {
- return TRUE;
- }
-
- if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(player_ptr, o_ptr) > 40))
- {
- return TRUE;
- }
-
- if (calc_arm_avgdamage(player_ptr, o_ptr) > 75)
- {
- return TRUE;
- }
-
- return FALSE;
-}
+ if (have_flag(flgs, TR_VAMPIRIC)) {
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(player_ptr, o_ptr) > 52)) {
+ return TRUE;
+ }
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(player_ptr, o_ptr) > 43)) {
+ return TRUE;
+ }
+
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(player_ptr, o_ptr) > 33)) {
+ return TRUE;
+ }
+
+ if (calc_arm_avgdamage(player_ptr, o_ptr) > 63) {
+ return TRUE;
+ }
+
+ return FALSE;
+ }
+
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(player_ptr, o_ptr) > 65)) {
+ return TRUE;
+ }
+
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(player_ptr, o_ptr) > 52)) {
+ return TRUE;
+ }
+
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(player_ptr, o_ptr) > 40)) {
+ return TRUE;
+ }
+
+ if (calc_arm_avgdamage(player_ptr, o_ptr) > 75) {
+ return TRUE;
+ }
+
+ return FALSE;
+}
static bool weakening_artifact(player_type *player_ptr, object_type *o_ptr)
{
- KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
- object_kind *k_ptr = &k_info[k_idx];
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(player_ptr, o_ptr, flgs);
-
- if (have_flag(flgs, TR_KILL_EVIL))
- {
- remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
- add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
- return TRUE;
- }
-
- if (k_ptr->dd < o_ptr->dd)
- {
- o_ptr->dd--;
- return TRUE;
- }
-
- if (k_ptr->ds < o_ptr->ds)
- {
- o_ptr->ds--;
- return TRUE;
- }
-
- if (o_ptr->to_d > 10)
- {
- o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
- if (o_ptr->to_d < 10)
- {
- o_ptr->to_d = 10;
- }
-
- return TRUE;
- }
-
- return FALSE;
-}
+ KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
+ object_kind *k_ptr = &k_info[k_idx];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ object_flags(player_ptr, o_ptr, flgs);
+
+ if (have_flag(flgs, TR_KILL_EVIL)) {
+ remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
+ add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+ return TRUE;
+ }
+
+ if (k_ptr->dd < o_ptr->dd) {
+ o_ptr->dd--;
+ return TRUE;
+ }
+ if (k_ptr->ds < o_ptr->ds) {
+ o_ptr->ds--;
+ return TRUE;
+ }
+
+ if (o_ptr->to_d > 10) {
+ o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
+ if (o_ptr->to_d < 10) {
+ o_ptr->to_d = 10;
+ }
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
/*!
* @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。
*/
bool make_artifact(player_type *player_ptr, object_type *o_ptr)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (floor_ptr->dun_level == 0) return FALSE;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (floor_ptr->dun_level == 0)
+ return FALSE;
- if (o_ptr->number != 1) return FALSE;
+ if (o_ptr->number != 1)
+ return FALSE;
- for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
- {
- artifact_type *a_ptr = &a_info[i];
- if (!a_ptr->name) continue;
+ for (ARTIFACT_IDX i = 0; i < max_a_idx; i++) {
+ artifact_type *a_ptr = &a_info[i];
+ if (!a_ptr->name)
+ continue;
- if (a_ptr->cur_num) continue;
+ if (a_ptr->cur_num)
+ continue;
- if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
+ if (a_ptr->gen_flags & TRG_QUESTITEM)
+ continue;
- if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
+ if (a_ptr->gen_flags & TRG_INSTA_ART)
+ continue;
- if (a_ptr->tval != o_ptr->tval) continue;
+ if (a_ptr->tval != o_ptr->tval)
+ continue;
- if (a_ptr->sval != o_ptr->sval) continue;
+ if (a_ptr->sval != o_ptr->sval)
+ continue;
- if (a_ptr->level > floor_ptr->dun_level)
- {
- int d = (a_ptr->level - floor_ptr->dun_level) * 2;
- if (!one_in_(d)) continue;
- }
+ if (a_ptr->level > floor_ptr->dun_level) {
+ int d = (a_ptr->level - floor_ptr->dun_level) * 2;
+ if (!one_in_(d))
+ continue;
+ }
- if (!one_in_(a_ptr->rarity)) continue;
+ if (!one_in_(a_ptr->rarity))
+ continue;
- o_ptr->name1 = i;
- random_artifact_resistance(player_ptr, o_ptr, a_ptr);
- return TRUE;
- }
+ o_ptr->name1 = i;
+ random_artifact_resistance(player_ptr, o_ptr, a_ptr);
+ return TRUE;
+ }
- return FALSE;
+ return FALSE;
}
/*!
*/
bool make_artifact_special(player_type *player_ptr, object_type *o_ptr)
{
- KIND_OBJECT_IDX k_idx = 0;
-
- /*! @note 地上ではキャンセルする / No artifacts in the town */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (floor_ptr->dun_level == 0) return FALSE;
-
- /*! @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 */
- if (get_obj_num_hook) return FALSE;
-
- /*! @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") */
- for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
- {
- artifact_type *a_ptr = &a_info[i];
-
- /*! @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 */
- if (!a_ptr->name) continue;
-
- /*! @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 */
- if (a_ptr->cur_num) continue;
- if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
- if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
-
- /*! @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 /
- * XXX XXX Enforce minimum "depth" (loosely) */
- if (a_ptr->level > floor_ptr->object_level)
- {
- /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
- int d = (a_ptr->level - floor_ptr->object_level) * 2;
- if (!one_in_(d)) continue;
- }
-
- /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
- if (!one_in_(a_ptr->rarity)) continue;
-
- /*! @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。 /
- * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
- k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
- if (k_info[k_idx].level > floor_ptr->object_level)
- {
- int d = (k_info[k_idx].level - floor_ptr->object_level) * 5;
- if (!one_in_(d)) continue;
- }
-
- /*! @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 /
- * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
- object_prep(player_ptr, o_ptr, k_idx);
-
- o_ptr->name1 = i;
- random_artifact_resistance(player_ptr, o_ptr, a_ptr);
- return TRUE;
- }
-
- /*! @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 */
- return FALSE;
+ KIND_OBJECT_IDX k_idx = 0;
+
+ /*! @note 地上ではキャンセルする / No artifacts in the town */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (floor_ptr->dun_level == 0)
+ return FALSE;
+
+ /*! @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 */
+ if (get_obj_num_hook)
+ return FALSE;
+
+ /*! @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") */
+ for (ARTIFACT_IDX i = 0; i < max_a_idx; i++) {
+ artifact_type *a_ptr = &a_info[i];
+
+ /*! @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 */
+ if (!a_ptr->name)
+ continue;
+
+ /*! @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 */
+ if (a_ptr->cur_num)
+ continue;
+ if (a_ptr->gen_flags & TRG_QUESTITEM)
+ continue;
+ if (!(a_ptr->gen_flags & TRG_INSTA_ART))
+ continue;
+
+ /*! @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 /
+ * XXX XXX Enforce minimum "depth" (loosely) */
+ if (a_ptr->level > floor_ptr->object_level) {
+ /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
+ int d = (a_ptr->level - floor_ptr->object_level) * 2;
+ if (!one_in_(d))
+ continue;
+ }
+
+ /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
+ if (!one_in_(a_ptr->rarity))
+ continue;
+
+ /*! @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。 / Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for
+ * out-of-depth creation. */
+ k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
+ if (k_info[k_idx].level > floor_ptr->object_level) {
+ int d = (k_info[k_idx].level - floor_ptr->object_level) * 5;
+ if (!one_in_(d))
+ continue;
+ }
+
+ /*! @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 /
+ * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
+ object_prep(player_ptr, o_ptr, k_idx);
+
+ o_ptr->name1 = i;
+ random_artifact_resistance(player_ptr, o_ptr, a_ptr);
+ return TRUE;
+ }
+
+ /*! @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 */
+ return FALSE;
}