3 * @brief アーティファクトの生成と管理 / Artifact code
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2013 Deskull rearranged comment for Doxygen.
17 #include "cmd-activate.h"
18 #include "object-boost.h"
19 #include "object-curse.h"
20 #include "object-flavor.h"
21 #include "object-hook.h"
22 #include "spells-object.h"
24 static bool has_extreme_damage_rate(object_type *o_ptr);
25 static bool weakening_artifact(object_type *o_ptr);
29 * @brief ランダムアーティファクトのバイアス名称テーブル
31 const concptr artifact_bias_name[MAX_BIAS] =
55 const concptr artifact_bias_name[MAX_BIAS] =
82 * @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact.
83 * @details pval、AC、命中、ダメージが正の場合、符号反転の上1d4だけ悪化させ、重い呪い、呪いフラグを必ず付加。
84 * 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、
85 * MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。
86 * @attention プレイヤーの職業依存処理あり。
87 * @param o_ptr 対象のオブジェクト構造体ポインタ
90 static void curse_artifact(object_type * o_ptr)
92 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
93 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
94 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
95 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
97 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
98 remove_flag(o_ptr->art_flags, TR_BLESSED);
100 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
101 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
102 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
103 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
104 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
105 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
106 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
107 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
108 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
109 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
111 if ((p_ptr->pclass != CLASS_WARRIOR) && (p_ptr->pclass != CLASS_ARCHER) && (p_ptr->pclass != CLASS_CAVALRY) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH) && one_in_(3))
112 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
116 * @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.
117 * @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。
118 * 原則的候補は腕力、知力、賢さ、器用さ、耐久、魅力、探索、隠密、赤外線視力、加速。武器のみ採掘、追加攻撃も候補に入る。
119 * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
120 * @param o_ptr 対象のオブジェクト構造体ポインタ
123 static void random_plus(object_type * o_ptr)
125 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
127 switch (o_ptr->artifact_bias)
130 if (!(have_flag(o_ptr->art_flags, TR_STR)))
132 add_flag(o_ptr->art_flags, TR_STR);
133 if (one_in_(2)) return;
136 if (!(have_flag(o_ptr->art_flags, TR_CON)))
138 add_flag(o_ptr->art_flags, TR_CON);
139 if (one_in_(2)) return;
142 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
144 add_flag(o_ptr->art_flags, TR_DEX);
145 if (one_in_(2)) return;
150 if (!(have_flag(o_ptr->art_flags, TR_INT)))
152 add_flag(o_ptr->art_flags, TR_INT);
153 if (one_in_(2)) return;
155 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
157 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
158 if (one_in_(2)) return;
163 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
165 add_flag(o_ptr->art_flags, TR_WIS);
166 if (one_in_(2)) return;
171 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
173 add_flag(o_ptr->art_flags, TR_DEX);
174 if (one_in_(2)) return;
177 if (!(have_flag(o_ptr->art_flags, TR_CON)))
179 add_flag(o_ptr->art_flags, TR_CON);
180 if (one_in_(2)) return;
183 if (!(have_flag(o_ptr->art_flags, TR_STR)))
185 add_flag(o_ptr->art_flags, TR_STR);
186 if (one_in_(2)) return;
191 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
193 add_flag(o_ptr->art_flags, TR_STEALTH);
194 if (one_in_(2)) return;
196 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
198 add_flag(o_ptr->art_flags, TR_SEARCH);
199 if (one_in_(2)) return;
204 if (!(have_flag(o_ptr->art_flags, TR_STR)))
206 add_flag(o_ptr->art_flags, TR_STR);
207 if (one_in_(2)) return;
212 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
214 add_flag(o_ptr->art_flags, TR_WIS);
215 if (one_in_(2)) return;
220 if (!(have_flag(o_ptr->art_flags, TR_INT)))
222 add_flag(o_ptr->art_flags, TR_INT);
223 if (one_in_(2)) return;
228 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
230 add_flag(o_ptr->art_flags, TR_DEX);
231 if (one_in_(2)) return;
236 if (!(have_flag(o_ptr->art_flags, TR_CON)))
238 add_flag(o_ptr->art_flags, TR_CON);
239 if (one_in_(2)) return;
244 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
246 add_flag(o_ptr->art_flags, TR_CHR);
247 if (one_in_(2)) return;
252 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
254 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
256 add_flag(o_ptr->art_flags, TR_DEC_MANA);
257 if (one_in_(2)) return;
261 switch (randint1(this_type))
264 add_flag(o_ptr->art_flags, TR_STR);
265 if (!o_ptr->artifact_bias && !one_in_(13))
266 o_ptr->artifact_bias = BIAS_STR;
267 else if (!o_ptr->artifact_bias && one_in_(7))
268 o_ptr->artifact_bias = BIAS_WARRIOR;
271 add_flag(o_ptr->art_flags, TR_INT);
272 if (!o_ptr->artifact_bias && !one_in_(13))
273 o_ptr->artifact_bias = BIAS_INT;
274 else if (!o_ptr->artifact_bias && one_in_(7))
275 o_ptr->artifact_bias = BIAS_MAGE;
278 add_flag(o_ptr->art_flags, TR_WIS);
279 if (!o_ptr->artifact_bias && !one_in_(13))
280 o_ptr->artifact_bias = BIAS_WIS;
281 else if (!o_ptr->artifact_bias && one_in_(7))
282 o_ptr->artifact_bias = BIAS_PRIESTLY;
285 add_flag(o_ptr->art_flags, TR_DEX);
286 if (!o_ptr->artifact_bias && !one_in_(13))
287 o_ptr->artifact_bias = BIAS_DEX;
288 else if (!o_ptr->artifact_bias && one_in_(7))
289 o_ptr->artifact_bias = BIAS_ROGUE;
292 add_flag(o_ptr->art_flags, TR_CON);
293 if (!o_ptr->artifact_bias && !one_in_(13))
294 o_ptr->artifact_bias = BIAS_CON;
295 else if (!o_ptr->artifact_bias && one_in_(9))
296 o_ptr->artifact_bias = BIAS_RANGER;
299 add_flag(o_ptr->art_flags, TR_CHR);
300 if (!o_ptr->artifact_bias && !one_in_(13))
301 o_ptr->artifact_bias = BIAS_CHR;
304 add_flag(o_ptr->art_flags, TR_STEALTH);
305 if (!o_ptr->artifact_bias && one_in_(3))
306 o_ptr->artifact_bias = BIAS_ROGUE;
309 add_flag(o_ptr->art_flags, TR_SEARCH);
310 if (!o_ptr->artifact_bias && one_in_(9))
311 o_ptr->artifact_bias = BIAS_RANGER;
314 add_flag(o_ptr->art_flags, TR_INFRA);
317 add_flag(o_ptr->art_flags, TR_SPEED);
318 if (!o_ptr->artifact_bias && one_in_(11))
319 o_ptr->artifact_bias = BIAS_ROGUE;
322 add_flag(o_ptr->art_flags, TR_TUNNEL);
325 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
328 add_flag(o_ptr->art_flags, TR_BLOWS);
329 if (!o_ptr->artifact_bias && one_in_(11))
330 o_ptr->artifact_bias = BIAS_WARRIOR;
337 * @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.
338 * @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。
339 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
340 * 毒、閃光、暗黒、破片、轟音、盲目、混乱、地獄、カオス、劣化、恐怖、火オーラ、冷気オーラ、電撃オーラ、反射。
342 * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
343 * @param o_ptr 対象のオブジェクト構造体ポインタ
346 static void random_resistance(object_type * o_ptr)
348 switch (o_ptr->artifact_bias)
351 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
353 add_flag(o_ptr->art_flags, TR_RES_ACID);
354 if (one_in_(2)) return;
356 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
358 add_flag(o_ptr->art_flags, TR_IM_ACID);
359 if (!one_in_(IM_LUCK))
361 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
362 remove_flag(o_ptr->art_flags, TR_IM_COLD);
363 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
365 if (one_in_(2)) return;
370 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
372 add_flag(o_ptr->art_flags, TR_RES_ELEC);
373 if (one_in_(2)) return;
375 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
376 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
378 add_flag(o_ptr->art_flags, TR_SH_ELEC);
379 if (one_in_(2)) return;
381 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
383 add_flag(o_ptr->art_flags, TR_IM_ELEC);
384 if (!one_in_(IM_LUCK))
386 remove_flag(o_ptr->art_flags, TR_IM_ACID);
387 remove_flag(o_ptr->art_flags, TR_IM_COLD);
388 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
391 if (one_in_(2)) return;
396 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
398 add_flag(o_ptr->art_flags, TR_RES_FIRE);
399 if (one_in_(2)) return;
401 if ((o_ptr->tval >= TV_CLOAK) &&
402 (o_ptr->tval <= TV_HARD_ARMOR) &&
403 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
405 add_flag(o_ptr->art_flags, TR_SH_FIRE);
406 if (one_in_(2)) return;
408 if (one_in_(BIAS_LUCK) &&
409 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
411 add_flag(o_ptr->art_flags, TR_IM_FIRE);
412 if (!one_in_(IM_LUCK))
414 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
415 remove_flag(o_ptr->art_flags, TR_IM_COLD);
416 remove_flag(o_ptr->art_flags, TR_IM_ACID);
418 if (one_in_(2)) return;
423 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
425 add_flag(o_ptr->art_flags, TR_RES_COLD);
426 if (one_in_(2)) return;
428 if ((o_ptr->tval >= TV_CLOAK) &&
429 (o_ptr->tval <= TV_HARD_ARMOR) &&
430 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
432 add_flag(o_ptr->art_flags, TR_SH_COLD);
433 if (one_in_(2)) return;
435 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
437 add_flag(o_ptr->art_flags, TR_IM_COLD);
438 if (!one_in_(IM_LUCK))
440 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
441 remove_flag(o_ptr->art_flags, TR_IM_ACID);
442 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
444 if (one_in_(2)) return;
449 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
451 add_flag(o_ptr->art_flags, TR_RES_POIS);
452 if (one_in_(2)) return;
457 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
459 add_flag(o_ptr->art_flags, TR_RES_FEAR);
460 if (one_in_(2)) return;
462 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
464 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
465 if (one_in_(2)) return;
469 case BIAS_NECROMANTIC:
470 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
472 add_flag(o_ptr->art_flags, TR_RES_NETHER);
473 if (one_in_(2)) return;
475 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
477 add_flag(o_ptr->art_flags, TR_RES_POIS);
478 if (one_in_(2)) return;
480 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
482 add_flag(o_ptr->art_flags, TR_RES_DARK);
483 if (one_in_(2)) return;
488 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
490 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
491 if (one_in_(2)) return;
493 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
495 add_flag(o_ptr->art_flags, TR_RES_CONF);
496 if (one_in_(2)) return;
498 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
500 add_flag(o_ptr->art_flags, TR_RES_DISEN);
501 if (one_in_(2)) return;
506 switch (randint1(42))
509 if (!one_in_(WEIRD_LUCK))
510 random_resistance(o_ptr);
513 add_flag(o_ptr->art_flags, TR_IM_ACID);
514 if (!o_ptr->artifact_bias)
515 o_ptr->artifact_bias = BIAS_ACID;
519 if (!one_in_(WEIRD_LUCK))
520 random_resistance(o_ptr);
523 add_flag(o_ptr->art_flags, TR_IM_ELEC);
524 if (!o_ptr->artifact_bias)
525 o_ptr->artifact_bias = BIAS_ELEC;
529 if (!one_in_(WEIRD_LUCK))
530 random_resistance(o_ptr);
533 add_flag(o_ptr->art_flags, TR_IM_COLD);
534 if (!o_ptr->artifact_bias)
535 o_ptr->artifact_bias = BIAS_COLD;
539 if (!one_in_(WEIRD_LUCK))
540 random_resistance(o_ptr);
543 add_flag(o_ptr->art_flags, TR_IM_FIRE);
544 if (!o_ptr->artifact_bias)
545 o_ptr->artifact_bias = BIAS_FIRE;
551 add_flag(o_ptr->art_flags, TR_RES_ACID);
552 if (!o_ptr->artifact_bias)
553 o_ptr->artifact_bias = BIAS_ACID;
558 add_flag(o_ptr->art_flags, TR_RES_ELEC);
559 if (!o_ptr->artifact_bias)
560 o_ptr->artifact_bias = BIAS_ELEC;
565 add_flag(o_ptr->art_flags, TR_RES_FIRE);
566 if (!o_ptr->artifact_bias)
567 o_ptr->artifact_bias = BIAS_FIRE;
572 add_flag(o_ptr->art_flags, TR_RES_COLD);
573 if (!o_ptr->artifact_bias)
574 o_ptr->artifact_bias = BIAS_COLD;
578 add_flag(o_ptr->art_flags, TR_RES_POIS);
579 if (!o_ptr->artifact_bias && !one_in_(4))
580 o_ptr->artifact_bias = BIAS_POIS;
581 else if (!o_ptr->artifact_bias && one_in_(2))
582 o_ptr->artifact_bias = BIAS_NECROMANTIC;
583 else if (!o_ptr->artifact_bias && one_in_(2))
584 o_ptr->artifact_bias = BIAS_ROGUE;
588 add_flag(o_ptr->art_flags, TR_RES_FEAR);
589 if (!o_ptr->artifact_bias && one_in_(3))
590 o_ptr->artifact_bias = BIAS_WARRIOR;
593 add_flag(o_ptr->art_flags, TR_RES_LITE);
596 add_flag(o_ptr->art_flags, TR_RES_DARK);
600 add_flag(o_ptr->art_flags, TR_RES_BLIND);
604 add_flag(o_ptr->art_flags, TR_RES_CONF);
605 if (!o_ptr->artifact_bias && one_in_(6))
606 o_ptr->artifact_bias = BIAS_CHAOS;
610 add_flag(o_ptr->art_flags, TR_RES_SOUND);
614 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
618 add_flag(o_ptr->art_flags, TR_RES_NETHER);
619 if (!o_ptr->artifact_bias && one_in_(3))
620 o_ptr->artifact_bias = BIAS_NECROMANTIC;
624 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
628 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
629 if (!o_ptr->artifact_bias && one_in_(2))
630 o_ptr->artifact_bias = BIAS_CHAOS;
634 add_flag(o_ptr->art_flags, TR_RES_DISEN);
637 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
638 add_flag(o_ptr->art_flags, TR_SH_ELEC);
640 random_resistance(o_ptr);
641 if (!o_ptr->artifact_bias)
642 o_ptr->artifact_bias = BIAS_ELEC;
645 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
646 add_flag(o_ptr->art_flags, TR_SH_FIRE);
648 random_resistance(o_ptr);
649 if (!o_ptr->artifact_bias)
650 o_ptr->artifact_bias = BIAS_FIRE;
653 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
654 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
655 add_flag(o_ptr->art_flags, TR_REFLECT);
657 random_resistance(o_ptr);
660 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
661 add_flag(o_ptr->art_flags, TR_SH_COLD);
663 random_resistance(o_ptr);
664 if (!o_ptr->artifact_bias)
665 o_ptr->artifact_bias = BIAS_COLD;
672 * @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.
673 * @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。
674 * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
675 * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
676 * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
677 * @param o_ptr 対象のオブジェクト構造体ポインタ
680 static void random_misc(object_type * o_ptr)
682 switch (o_ptr->artifact_bias)
685 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
687 add_flag(o_ptr->art_flags, TR_SUST_CON);
688 if (one_in_(2)) return;
693 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
695 add_flag(o_ptr->art_flags, TR_SUST_STR);
696 if (one_in_(2)) return;
701 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
703 add_flag(o_ptr->art_flags, TR_SUST_WIS);
704 if (one_in_(2)) return;
709 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
711 add_flag(o_ptr->art_flags, TR_SUST_INT);
712 if (one_in_(2)) return;
717 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
719 add_flag(o_ptr->art_flags, TR_SUST_DEX);
720 if (one_in_(2)) return;
725 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
727 add_flag(o_ptr->art_flags, TR_SUST_CON);
728 if (one_in_(2)) return;
733 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
735 add_flag(o_ptr->art_flags, TR_SUST_CHR);
736 if (one_in_(2)) return;
741 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
743 add_flag(o_ptr->art_flags, TR_TELEPORT);
744 if (one_in_(2)) return;
749 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
751 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
756 switch (randint1(33))
759 add_flag(o_ptr->art_flags, TR_SUST_STR);
760 if (!o_ptr->artifact_bias)
761 o_ptr->artifact_bias = BIAS_STR;
764 add_flag(o_ptr->art_flags, TR_SUST_INT);
765 if (!o_ptr->artifact_bias)
766 o_ptr->artifact_bias = BIAS_INT;
769 add_flag(o_ptr->art_flags, TR_SUST_WIS);
770 if (!o_ptr->artifact_bias)
771 o_ptr->artifact_bias = BIAS_WIS;
774 add_flag(o_ptr->art_flags, TR_SUST_DEX);
775 if (!o_ptr->artifact_bias)
776 o_ptr->artifact_bias = BIAS_DEX;
779 add_flag(o_ptr->art_flags, TR_SUST_CON);
780 if (!o_ptr->artifact_bias)
781 o_ptr->artifact_bias = BIAS_CON;
784 add_flag(o_ptr->art_flags, TR_SUST_CHR);
785 if (!o_ptr->artifact_bias)
786 o_ptr->artifact_bias = BIAS_CHR;
791 add_flag(o_ptr->art_flags, TR_FREE_ACT);
794 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
795 if (!o_ptr->artifact_bias && one_in_(5))
796 o_ptr->artifact_bias = BIAS_PRIESTLY;
797 else if (!o_ptr->artifact_bias && one_in_(6))
798 o_ptr->artifact_bias = BIAS_NECROMANTIC;
802 add_flag(o_ptr->art_flags, TR_LITE_1);
806 add_flag(o_ptr->art_flags, TR_LEVITATION);
811 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
815 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
819 add_flag(o_ptr->art_flags, TR_REGEN);
822 add_flag(o_ptr->art_flags, TR_TELEPORT);
827 if (object_is_armour(o_ptr))
831 o_ptr->to_a = 4 + randint1(11);
840 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
841 bonus_h = 4 + (HIT_PROB)(randint1(11));
842 bonus_d = 4 + (HIT_POINT)(randint1(11));
843 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))
848 o_ptr->to_h += bonus_h;
849 o_ptr->to_d += bonus_d;
853 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
856 add_flag(o_ptr->art_flags, TR_NO_TELE);
859 add_flag(o_ptr->art_flags, TR_WARNING);
866 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
867 if (!o_ptr->artifact_bias && one_in_(3))
868 o_ptr->artifact_bias = BIAS_LAW;
871 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
872 if (!o_ptr->artifact_bias && one_in_(3))
873 o_ptr->artifact_bias = BIAS_MAGE;
876 add_flag(o_ptr->art_flags, TR_TELEPATHY);
877 if (!o_ptr->artifact_bias && one_in_(9))
878 o_ptr->artifact_bias = BIAS_MAGE;
888 idx[0] = randint1(10);
890 idx[1] = randint1(9);
891 if (idx[1] >= idx[0]) idx[1]++;
893 idx[2] = randint1(8);
894 if (idx[2] >= idx[0]) idx[2]++;
895 if (idx[2] >= idx[1]) idx[2]++;
897 while (n--) switch (idx[n])
900 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
901 if (!o_ptr->artifact_bias && one_in_(4))
902 o_ptr->artifact_bias = BIAS_RANGER;
905 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
906 if (!o_ptr->artifact_bias && one_in_(3))
907 o_ptr->artifact_bias = BIAS_PRIESTLY;
908 else if (!o_ptr->artifact_bias && one_in_(6))
909 o_ptr->artifact_bias = BIAS_NECROMANTIC;
912 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
915 add_flag(o_ptr->art_flags, TR_ESP_ORC);
918 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
921 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
924 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
927 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
928 if (!o_ptr->artifact_bias && one_in_(6))
929 o_ptr->artifact_bias = BIAS_ROGUE;
932 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
933 if (!o_ptr->artifact_bias && one_in_(3))
934 o_ptr->artifact_bias = BIAS_LAW;
937 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
938 if (!o_ptr->artifact_bias && one_in_(3))
939 o_ptr->artifact_bias = BIAS_LAW;
948 * @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.
949 * @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。
950 * 原則的候補は強力射、高速射、混沌効果、吸血効果、祝福、投擲しやすい、焼棄、凍結、電撃、溶解、毒殺、
951 * 動物スレイ、邪悪スレイ、悪魔スレイ、不死スレイ、オークスレイ、トロルスレイ、巨人スレイ、ドラゴンスレイ、
952 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
953 * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
954 * @param o_ptr 対象のオブジェクト構造体ポインタ
957 static void random_slay(object_type *o_ptr)
959 if (o_ptr->tval == TV_BOW)
966 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
967 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
968 if (!o_ptr->artifact_bias && one_in_(9))
969 o_ptr->artifact_bias = BIAS_RANGER;
972 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
973 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
974 if (!o_ptr->artifact_bias && one_in_(9))
975 o_ptr->artifact_bias = BIAS_RANGER;
982 switch (o_ptr->artifact_bias)
985 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
987 add_flag(o_ptr->art_flags, TR_CHAOTIC);
988 if (one_in_(2)) return;
993 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
994 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
996 /* A free power for "priestly" random artifacts */
997 add_flag(o_ptr->art_flags, TR_BLESSED);
1001 case BIAS_NECROMANTIC:
1002 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1004 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1005 if (one_in_(2)) return;
1007 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1009 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1010 if (one_in_(2)) return;
1015 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1017 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1018 if (one_in_(2)) return;
1023 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1024 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1025 !(have_flag(o_ptr->art_flags, TR_THROW)))
1027 /* Free power for rogues... */
1028 add_flag(o_ptr->art_flags, TR_THROW);
1030 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1032 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1033 if (one_in_(2)) return;
1038 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1040 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1041 if (one_in_(2)) return;
1046 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1048 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1049 if (one_in_(2)) return;
1054 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1056 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1057 if (one_in_(2)) return;
1062 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1064 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1065 if (one_in_(2)) return;
1070 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1072 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1073 if (one_in_(2)) return;
1078 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1080 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1081 if (one_in_(2)) return;
1083 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1085 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1086 if (one_in_(2)) return;
1088 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1090 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1091 if (one_in_(2)) return;
1096 switch (randint1(36))
1102 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1106 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1113 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1117 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1119 if (!o_ptr->artifact_bias && one_in_(2))
1120 o_ptr->artifact_bias = BIAS_LAW;
1121 else if (!o_ptr->artifact_bias && one_in_(9))
1122 o_ptr->artifact_bias = BIAS_PRIESTLY;
1128 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1132 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1134 if (!o_ptr->artifact_bias && one_in_(9))
1135 o_ptr->artifact_bias = BIAS_PRIESTLY;
1141 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1145 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1147 if (!o_ptr->artifact_bias && one_in_(9))
1148 o_ptr->artifact_bias = BIAS_PRIESTLY;
1154 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1158 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1165 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1169 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1176 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1180 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1185 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1188 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1192 if (o_ptr->tval == TV_SWORD)
1194 add_flag(o_ptr->art_flags, TR_VORPAL);
1195 if (!o_ptr->artifact_bias && one_in_(9))
1196 o_ptr->artifact_bias = BIAS_WARRIOR;
1202 add_flag(o_ptr->art_flags, TR_IMPACT);
1206 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1207 if (!o_ptr->artifact_bias)
1208 o_ptr->artifact_bias = BIAS_FIRE;
1212 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1213 if (!o_ptr->artifact_bias)
1214 o_ptr->artifact_bias = BIAS_COLD;
1218 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1219 if (!o_ptr->artifact_bias)
1220 o_ptr->artifact_bias = BIAS_ELEC;
1224 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1225 if (!o_ptr->artifact_bias)
1226 o_ptr->artifact_bias = BIAS_ACID;
1230 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1231 if (!o_ptr->artifact_bias && !one_in_(3))
1232 o_ptr->artifact_bias = BIAS_POIS;
1233 else if (!o_ptr->artifact_bias && one_in_(6))
1234 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1235 else if (!o_ptr->artifact_bias)
1236 o_ptr->artifact_bias = BIAS_ROGUE;
1239 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1240 if (!o_ptr->artifact_bias)
1241 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1244 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1245 if (!o_ptr->artifact_bias)
1246 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1252 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1256 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1260 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1261 if (!o_ptr->artifact_bias)
1262 o_ptr->artifact_bias = BIAS_CHAOS;
1268 * @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.
1269 * @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。
1270 * @param o_ptr 対象のオブジェクト構造体ポインタ
1273 static void give_activation_power(object_type *o_ptr)
1275 int type = 0, chance = 0;
1277 switch (o_ptr->artifact_bias)
1282 type = ACT_BO_ELEC_1;
1284 else if (!one_in_(5))
1286 type = ACT_BA_ELEC_2;
1290 type = ACT_BA_ELEC_3;
1296 type = ACT_BA_POIS_1;
1303 type = ACT_BO_FIRE_1;
1305 else if (!one_in_(5))
1307 type = ACT_BA_FIRE_1;
1311 type = ACT_BA_FIRE_2;
1319 type = ACT_BO_COLD_1;
1320 else if (!one_in_(3))
1321 type = ACT_BA_COLD_1;
1322 else if (!one_in_(3))
1323 type = ACT_BA_COLD_2;
1325 type = ACT_BA_COLD_3;
1331 type = ACT_SUMMON_DEMON;
1333 type = ACT_CALL_CHAOS;
1340 type = ACT_CHARM_UNDEAD;
1341 else if (one_in_(12))
1342 type = ACT_BANISH_EVIL;
1343 else if (one_in_(11))
1344 type = ACT_DISP_EVIL;
1345 else if (one_in_(10))
1346 type = ACT_PROT_EVIL;
1347 else if (one_in_(9))
1348 type = ACT_CURE_1000;
1349 else if (one_in_(8))
1350 type = ACT_CURE_700;
1351 else if (one_in_(7))
1352 type = ACT_REST_ALL;
1353 else if (one_in_(6))
1354 type = ACT_REST_EXP;
1359 case BIAS_NECROMANTIC:
1363 else if (one_in_(13))
1364 type = ACT_DISP_GOOD;
1365 else if (one_in_(9))
1366 type = ACT_MASS_GENO;
1367 else if (one_in_(8))
1368 type = ACT_GENOCIDE;
1369 else if (one_in_(13))
1370 type = ACT_SUMMON_UNDEAD;
1371 else if (one_in_(9))
1373 else if (one_in_(6))
1374 type = ACT_CHARM_UNDEAD;
1382 type = ACT_BANISH_EVIL;
1383 else if (one_in_(4))
1384 type = ACT_DISP_EVIL;
1386 type = ACT_PROT_EVIL;
1393 else if (one_in_(4))
1395 else if (one_in_(3))
1396 type = ACT_DETECT_ALL;
1397 else if (one_in_(8))
1400 type = ACT_ID_PLAIN;
1406 type = ACT_SUMMON_ELEMENTAL;
1407 else if (one_in_(10))
1408 type = ACT_SUMMON_PHANTOM;
1409 else if (one_in_(5))
1410 type = ACT_RUNE_EXPLO;
1426 type = ACT_CHARM_ANIMALS;
1427 else if (one_in_(7))
1428 type = ACT_SUMMON_ANIMAL;
1429 else if (one_in_(6))
1430 type = ACT_CHARM_ANIMAL;
1431 else if (one_in_(4))
1432 type = ACT_RESIST_ALL;
1433 else if (one_in_(3))
1436 type = ACT_CURE_POISON;
1440 if (!type || (randint1(100) >= chance))
1442 one_activation(o_ptr);
1446 /* A type was chosen... */
1447 o_ptr->xtra2 = (byte_hack)type;
1448 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1453 * @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.
1454 * @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。
1455 * @param o_ptr 処理中のアイテム参照ポインタ
1456 * @param return_name 名前を返すための文字列参照ポインタ
1457 * @param armour 対象のオブジェクトが防具が否か
1458 * @param power 銘の基準となるオブジェクトの価値レベル(0=呪い、1=低位、2=中位、3以上=高位)
1461 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1463 PERCENTAGE prob = randint1(100);
1465 if (prob <= SINDARIN_NAME)
1467 get_table_sindarin(return_name);
1469 else if (prob <= TABLE_NAME)
1471 get_table_name(return_name);
1483 filename = _("a_cursed_j.txt", "a_cursed.txt");
1486 filename = _("a_low_j.txt", "a_low.txt");
1489 filename = _("a_med_j.txt", "a_med.txt");
1492 filename = _("a_high_j.txt", "a_high.txt");
1499 filename = _("w_cursed_j.txt", "w_cursed.txt");
1502 filename = _("w_low_j.txt", "w_low.txt");
1505 filename = _("w_med_j.txt", "w_med.txt");
1508 filename = _("w_high_j.txt", "w_high.txt");
1512 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1514 if (return_name[0] == 0) get_table_name(return_name);
1520 * @brief ランダムアーティファクト生成のメインルーチン
1521 * @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。
1522 * @param o_ptr 対象のオブジェクト構造体ポインタ
1523 * @param a_scroll アーティファクト生成の巻物上の処理。呪いのアーティファクトが生成対象外となる。
1524 * @return 常にTRUE(1)を返す
1526 bool create_artifact(object_type *o_ptr, bool a_scroll)
1528 GAME_TEXT new_name[1024];
1529 PARAMETER_VALUE has_pval = 0;
1530 int powers = randint1(5) + 1;
1532 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1535 bool a_cursed = FALSE;
1536 int warrior_artifact_bias = 0;
1539 /* Reset artifact bias */
1540 o_ptr->artifact_bias = 0;
1542 /* Nuke enchantments */
1546 for (i = 0; i < TR_FLAG_SIZE; i++)
1547 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1549 if (o_ptr->pval) has_pval = TRUE;
1551 if (a_scroll && one_in_(4))
1553 switch (p_ptr->pclass)
1556 case CLASS_BERSERKER:
1561 o_ptr->artifact_bias = BIAS_WARRIOR;
1564 case CLASS_HIGH_MAGE:
1565 case CLASS_SORCERER:
1566 case CLASS_MAGIC_EATER:
1567 case CLASS_BLUE_MAGE:
1568 o_ptr->artifact_bias = BIAS_MAGE;
1571 o_ptr->artifact_bias = BIAS_PRIESTLY;
1575 o_ptr->artifact_bias = BIAS_ROGUE;
1576 warrior_artifact_bias = 25;
1580 o_ptr->artifact_bias = BIAS_RANGER;
1581 warrior_artifact_bias = 30;
1584 o_ptr->artifact_bias = BIAS_PRIESTLY;
1585 warrior_artifact_bias = 40;
1587 case CLASS_WARRIOR_MAGE:
1588 case CLASS_RED_MAGE:
1589 o_ptr->artifact_bias = BIAS_MAGE;
1590 warrior_artifact_bias = 40;
1592 case CLASS_CHAOS_WARRIOR:
1593 o_ptr->artifact_bias = BIAS_CHAOS;
1594 warrior_artifact_bias = 40;
1597 case CLASS_FORCETRAINER:
1598 o_ptr->artifact_bias = BIAS_PRIESTLY;
1600 case CLASS_MINDCRAFTER:
1602 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1605 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1607 case CLASS_IMITATOR:
1608 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1610 case CLASS_BEASTMASTER:
1611 o_ptr->artifact_bias = BIAS_CHR;
1612 warrior_artifact_bias = 50;
1614 case CLASS_MIRROR_MASTER:
1615 if (randint1(4) > 1)
1617 o_ptr->artifact_bias = BIAS_MAGE;
1621 o_ptr->artifact_bias = BIAS_ROGUE;
1627 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1628 o_ptr->artifact_bias = BIAS_WARRIOR;
1630 strcpy(new_name, "");
1632 if (!a_scroll && one_in_(A_CURSED))
1634 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1637 while (one_in_(powers) || one_in_(7) || one_in_(10))
1640 if (!a_cursed && one_in_(WEIRD_LUCK))
1643 if (a_cursed) powers /= 2;
1645 max_powers = powers;
1649 switch (randint1(max_type))
1656 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1658 if (a_cursed && !one_in_(13)) break;
1661 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1665 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1669 random_resistance(o_ptr);
1678 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1685 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1687 o_ptr->pval = randint1(2);
1688 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1697 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1700 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1705 /* give it some plusses... */
1706 if (object_is_armour(o_ptr))
1707 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1708 else if (object_is_weapon_ammo(o_ptr))
1710 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1711 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1712 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1715 /* Just to be sure */
1716 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1717 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1718 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1719 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1721 total_flags = flag_cost(o_ptr, o_ptr->pval);
1723 if (a_cursed) curse_artifact(o_ptr);
1726 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1729 give_activation_power(o_ptr);
1732 if (object_is_armour(o_ptr))
1734 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1736 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1737 o_ptr->to_d -= (HIT_POINT)randint0(3);
1738 o_ptr->to_h -= (HIT_PROB)randint0(3);
1740 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1742 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1743 o_ptr->to_d -= (HIT_POINT)randint0(3);
1744 o_ptr->to_h -= (HIT_PROB)randint0(3);
1748 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);
1750 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1754 remove_flag(o_ptr->art_flags, TR_BLOWS);
1755 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1756 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1757 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1758 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1759 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1760 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1761 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1762 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1763 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1764 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1765 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1766 remove_flag(o_ptr->art_flags, TR_VORPAL);
1767 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1768 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1769 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1770 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1771 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1774 if (!object_is_weapon_ammo(o_ptr))
1777 if (a_cursed) power_level = 0;
1778 else if (total_flags < 15000) power_level = 1;
1779 else if (total_flags < 35000) power_level = 2;
1780 else power_level = 3;
1786 if (a_cursed) power_level = 0;
1787 else if (total_flags < 20000) power_level = 1;
1788 else if (total_flags < 45000) power_level = 2;
1789 else power_level = 3;
1793 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1795 weakening_artifact(o_ptr);
1800 GAME_TEXT dummy_name[MAX_NLEN] = "";
1801 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? ");
1803 object_aware(o_ptr);
1804 object_known(o_ptr);
1806 /* Mark the item as fully known */
1807 o_ptr->ident |= (IDENT_MENTAL);
1809 /* For being treated as random artifact in screen_object() */
1810 o_ptr->art_name = quark_add("");
1812 (void)screen_object(o_ptr, 0L);
1814 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1820 get_table_sindarin_aux(dummy_name);
1824 get_table_name_aux(dummy_name);
1827 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1828 chg_virtue(V_INDIVIDUALISM, 2);
1829 chg_virtue(V_ENCHANT, 5);
1833 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1836 /* Save the inscription */
1837 o_ptr->art_name = quark_add(new_name);
1839 msg_format_wizard(CHEAT_OBJECT, _("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」",
1840 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1842 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1848 * @brief オブジェクトから能力発動IDを取得する。
1849 * @details いくつかのケースで定義されている発動効果から、
1850 * 鍛冶師による付与>固定アーティファクト>エゴ>ランダムアーティファクト>ベースアイテムの優先順位で走査していく。
1851 * @param o_ptr 対象のオブジェクト構造体ポインタ
1852 * @return 発動効果のIDを返す
1854 int activation_index(object_type *o_ptr)
1856 /* Give priority to weaponsmith's essential activations */
1857 if (object_is_smith(o_ptr))
1859 switch (o_ptr->xtra3 - 1)
1861 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1862 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1863 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1864 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1865 case TR_IMPACT: return ACT_QUAKE;
1869 if (object_is_fixed_artifact(o_ptr))
1871 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1873 return a_info[o_ptr->name1].act_idx;
1876 if (object_is_ego(o_ptr))
1878 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1880 return e_info[o_ptr->name2].act_idx;
1883 if (!object_is_random_artifact(o_ptr))
1885 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1887 return k_info[o_ptr->k_idx].act_idx;
1891 return o_ptr->xtra2;
1895 * @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。
1896 * @details activation_index() 関数の結果から参照する。
1897 * @param o_ptr 対象のオブジェクト構造体ポインタ
1898 * @return 発動効果構造体のポインタを返す
1900 const activation_type* find_activation_info(object_type *o_ptr)
1902 const int index = activation_index(o_ptr);
1903 const activation_type* p;
1905 for (p = activation_info; p->flag != NULL; ++ p) {
1906 if (p->index == index)
1916 * @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。.
1917 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
1918 * 対象は恐怖の仮面、村正、ロビントンのハープ、龍争虎鬪、ブラッディムーン、羽衣、天女の羽衣、ミリム、
1920 * @attention プレイヤーの各種ステータスに依存した処理がある。
1921 * @todo 折を見て関数名を変更すること。
1922 * @param o_ptr 対象のオブジェクト構造体ポインタ
1923 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
1926 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
1928 bool give_resistance = FALSE, give_power = FALSE;
1930 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
1932 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
1935 give_resistance = TRUE;
1939 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1940 add_flag(o_ptr->art_flags, TR_TY_CURSE);
1941 o_ptr->curse_flags |=
1942 (TRC_CURSED | TRC_HEAVY_CURSE);
1943 o_ptr->curse_flags |= get_curse(2, o_ptr);
1948 if (o_ptr->name1 == ART_MURAMASA)
1950 if (p_ptr->pclass != CLASS_SAMURAI)
1952 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1953 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1957 if (o_ptr->name1 == ART_ROBINTON)
1959 if (p_ptr->pclass == CLASS_BARD)
1961 add_flag(o_ptr->art_flags, TR_DEC_MANA);
1965 if (o_ptr->name1 == ART_XIAOLONG)
1967 if (p_ptr->pclass == CLASS_MONK)
1968 add_flag(o_ptr->art_flags, TR_BLOWS);
1971 if (o_ptr->name1 == ART_BLOOD)
1973 get_bloody_moon_flags(o_ptr);
1976 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
1978 if (p_ptr->psex != SEX_FEMALE)
1980 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1984 if (o_ptr->name1 == ART_MILIM)
1986 if (p_ptr->pseikaku == SEIKAKU_SEXY)
1989 add_flag(o_ptr->art_flags, TR_STR);
1990 add_flag(o_ptr->art_flags, TR_INT);
1991 add_flag(o_ptr->art_flags, TR_WIS);
1992 add_flag(o_ptr->art_flags, TR_DEX);
1993 add_flag(o_ptr->art_flags, TR_CON);
1994 add_flag(o_ptr->art_flags, TR_CHR);
1998 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
1999 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2000 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2002 /* Give a resistance OR a power */
2003 if (one_in_(2)) give_resistance = TRUE;
2004 else give_power = TRUE;
2012 if (give_resistance)
2014 one_high_resistance(o_ptr);
2020 * @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
2021 * @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。
2022 * @param a_idx 生成する固定アーティファクト構造体のID
2023 * @param y アイテムを落とす地点のy座標
2024 * @param x アイテムを落とす地点のx座標
2025 * @return 生成が成功したか否か、失敗はIDの不全、ベースアイテムの不全、drop_item()の失敗時に起こる。
2026 * @attention この処理はdrop_near()内で普通の固定アーティファクトが重ならない性質に依存する.
2027 * 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
2028 * drop_near()関数の返り値は信用できなくなる.
2030 bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2036 artifact_type *a_ptr = &a_info[a_idx];
2039 /* Ignore "empty" artifacts */
2040 if (!a_ptr->name) return FALSE;
2042 /* Acquire the "kind" index */
2043 i = lookup_kind(a_ptr->tval, a_ptr->sval);
2045 if (!i) return FALSE;
2047 object_prep(q_ptr, i);
2050 q_ptr->name1 = a_idx;
2052 /* Extract the fields */
2053 q_ptr->pval = a_ptr->pval;
2054 q_ptr->ac = a_ptr->ac;
2055 q_ptr->dd = a_ptr->dd;
2056 q_ptr->ds = a_ptr->ds;
2057 q_ptr->to_a = a_ptr->to_a;
2058 q_ptr->to_h = a_ptr->to_h;
2059 q_ptr->to_d = a_ptr->to_d;
2060 q_ptr->weight = a_ptr->weight;
2062 /* Hack -- extract the "cursed" flag */
2063 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2064 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2065 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2066 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2067 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2068 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2070 random_artifact_resistance(q_ptr, a_ptr);
2072 /* Drop the artifact from heaven */
2073 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
2077 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2079 BIT_FLAGS flgs[TR_FLAG_SIZE];
2080 object_flags(o_ptr, flgs);
2082 HIT_POINT dam, base, s_evil, forced, vorpal;
2083 s_evil = forced = vorpal = 0;
2084 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2086 if(have_flag(flgs, TR_KILL_EVIL))
2088 dam = s_evil = dam * 7 / 2;
2090 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2092 dam = s_evil = dam * 2;
2096 if (have_flag(flgs, TR_FORCE_WEAPON))
2098 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2102 if(have_flag(flgs, TR_VORPAL))
2104 dam = vorpal = dam * 11 / 9;
2108 dam = dam + o_ptr->to_d;
2110 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2115 static bool has_extreme_damage_rate(object_type *o_ptr)
2117 BIT_FLAGS flgs[TR_FLAG_SIZE];
2118 object_flags(o_ptr, flgs);
2120 if (have_flag(flgs, TR_VAMPIRIC))
2122 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2126 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2130 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2134 else if (calc_arm_avgdamage(o_ptr) > 63)
2141 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2145 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2149 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2153 else if (calc_arm_avgdamage(o_ptr) > 75)
2161 static bool weakening_artifact(object_type *o_ptr)
2163 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2164 object_kind *k_ptr = &k_info[k_idx];
2165 BIT_FLAGS flgs[TR_FLAG_SIZE];
2166 object_flags(o_ptr, flgs);
2168 if (have_flag(flgs, TR_KILL_EVIL))
2170 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2171 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2174 else if (k_ptr->dd < o_ptr->dd)
2179 else if (k_ptr->ds < o_ptr->ds)
2184 else if (o_ptr->to_d > 10)
2186 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2187 if (o_ptr->to_d < 10)
2197 * @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。
2198 * Mega-Hack -- Attempt to create one of the "Special Objects"
2199 * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2200 * @return 生成に成功したらTRUEを返す。
2202 * Attempt to change an object into an artifact\n
2203 * This routine should only be called by "apply_magic()"\n
2204 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2206 bool make_artifact(object_type *o_ptr)
2210 /* No artifacts in the town */
2211 if (!current_floor_ptr->dun_level) return (FALSE);
2213 /* Paranoia -- no "plural" artifacts */
2214 if (o_ptr->number != 1) return (FALSE);
2216 /* Check the artifact list (skip the "specials") */
2217 for (i = 0; i < max_a_idx; i++)
2219 artifact_type *a_ptr = &a_info[i];
2221 /* Skip "empty" items */
2222 if (!a_ptr->name) continue;
2224 /* Cannot make an artifact twice */
2225 if (a_ptr->cur_num) continue;
2227 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2229 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2231 /* Must have the correct fields */
2232 if (a_ptr->tval != o_ptr->tval) continue;
2233 if (a_ptr->sval != o_ptr->sval) continue;
2235 /* XXX XXX Enforce minimum "depth" (loosely) */
2236 if (a_ptr->level > current_floor_ptr->dun_level)
2238 /* Acquire the "out-of-depth factor" */
2239 int d = (a_ptr->level - current_floor_ptr->dun_level) * 2;
2241 /* Roll for out-of-depth creation */
2242 if (!one_in_(d)) continue;
2245 /* We must make the "rarity roll" */
2246 if (!one_in_(a_ptr->rarity)) continue;
2248 /* Hack -- mark the item as an artifact */
2251 /* Hack: Some artifacts get random extra powers */
2252 random_artifact_resistance(o_ptr, a_ptr);
2263 * @brief INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
2264 * Mega-Hack -- Attempt to create one of the "Special Objects"
2265 * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2266 * @return 生成に成功したらTRUEを返す。
2268 * We are only called from "make_object()", and we assume that\n
2269 * "apply_magic()" is called immediately after we return.\n
2271 * Note -- see "make_artifact()" and "apply_magic()"\n
2273 bool make_artifact_special(object_type *o_ptr)
2276 KIND_OBJECT_IDX k_idx = 0;
2278 /*! @note 地上ではキャンセルする / No artifacts in the town */
2279 if (!current_floor_ptr->dun_level) return (FALSE);
2281 /*! @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 */
2282 if (get_obj_num_hook) return (FALSE);
2284 /*! @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") */
2285 for (i = 0; i < max_a_idx; i++)
2287 artifact_type *a_ptr = &a_info[i];
2289 /*! @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 */
2290 if (!a_ptr->name) continue;
2292 /*! @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 */
2293 if (a_ptr->cur_num) continue;
2294 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2295 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2297 /*! @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 /
2298 * XXX XXX Enforce minimum "depth" (loosely) */
2299 if (a_ptr->level > current_floor_ptr->object_level)
2301 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2302 int d = (a_ptr->level - current_floor_ptr->object_level) * 2;
2303 if (!one_in_(d)) continue;
2306 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2307 if (!one_in_(a_ptr->rarity)) continue;
2309 /*! @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。 /
2310 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2311 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2312 if (k_info[k_idx].level > current_floor_ptr->object_level)
2314 int d = (k_info[k_idx].level - current_floor_ptr->object_level) * 5;
2315 if (!one_in_(d)) continue;
2318 /*! @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 /
2319 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2320 object_prep(o_ptr, k_idx);
2323 random_artifact_resistance(o_ptr, a_ptr);
2327 /*! @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 */