if (wish_randart) {
if (must || ok_art) {
- bool is_fixed_artifact;
do {
o_ptr->prep(k_idx);
ItemMagicApplier(player_ptr, o_ptr, k_ptr->level, AM_SPECIAL | AM_NO_FIXED_ART).execute();
- is_fixed_artifact = !o_ptr->is_specific_artifact(FixedArtifactId::NONE);
- } while (!o_ptr->art_name || is_fixed_artifact || o_ptr->is_ego() || o_ptr->is_cursed());
+ } while (!o_ptr->art_name || o_ptr->is_ego() || o_ptr->is_cursed());
if (o_ptr->art_name) {
drop_near(player_ptr, o_ptr, -1, player_ptr->y, player_ptr->x);
for (i = 0; i < max_roll; i++) {
o_ptr->prep(k_idx);
ItemMagicApplier(player_ptr, o_ptr, k_ptr->level, AM_GREAT | AM_NO_FIXED_ART).execute();
- const auto is_fixed_artifact = !o_ptr->is_specific_artifact(FixedArtifactId::NONE);
- if (is_fixed_artifact || o_ptr->art_name) {
+ if (o_ptr->art_name) {
continue;
}