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-hook.h"
21 #include "spells-object.h"
23 static bool has_extreme_damage_rate(object_type *o_ptr);
24 static bool weakening_artifact(object_type *o_ptr);
28 * @brief ランダムアーティファクトのバイアス名称テーブル
30 const concptr artifact_bias_name[MAX_BIAS] =
54 const concptr artifact_bias_name[MAX_BIAS] =
81 * @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.
82 * @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。
83 * 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、
84 * 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。
85 * @attention プレイヤーの職業依存処理あり。
86 * @param o_ptr 対象のオブジェクト構造体ポインタ
89 static void curse_artifact(object_type * o_ptr)
91 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
92 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
93 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
94 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
96 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
97 remove_flag(o_ptr->art_flags, TR_BLESSED);
99 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
100 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
101 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
102 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
103 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
104 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
105 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
106 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
107 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
108 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
110 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))
111 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
115 * @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.
116 * @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。
117 * 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。
118 * @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。
119 * @param o_ptr 対象のオブジェクト構造体ポインタ
122 static void random_plus(object_type * o_ptr)
124 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
126 switch (o_ptr->artifact_bias)
129 if (!(have_flag(o_ptr->art_flags, TR_STR)))
131 add_flag(o_ptr->art_flags, TR_STR);
132 if (one_in_(2)) return;
135 if (!(have_flag(o_ptr->art_flags, TR_CON)))
137 add_flag(o_ptr->art_flags, TR_CON);
138 if (one_in_(2)) return;
141 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
143 add_flag(o_ptr->art_flags, TR_DEX);
144 if (one_in_(2)) return;
149 if (!(have_flag(o_ptr->art_flags, TR_INT)))
151 add_flag(o_ptr->art_flags, TR_INT);
152 if (one_in_(2)) return;
154 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
156 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
157 if (one_in_(2)) return;
162 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
164 add_flag(o_ptr->art_flags, TR_WIS);
165 if (one_in_(2)) return;
170 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
172 add_flag(o_ptr->art_flags, TR_DEX);
173 if (one_in_(2)) return;
176 if (!(have_flag(o_ptr->art_flags, TR_CON)))
178 add_flag(o_ptr->art_flags, TR_CON);
179 if (one_in_(2)) return;
182 if (!(have_flag(o_ptr->art_flags, TR_STR)))
184 add_flag(o_ptr->art_flags, TR_STR);
185 if (one_in_(2)) return;
190 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
192 add_flag(o_ptr->art_flags, TR_STEALTH);
193 if (one_in_(2)) return;
195 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
197 add_flag(o_ptr->art_flags, TR_SEARCH);
198 if (one_in_(2)) return;
203 if (!(have_flag(o_ptr->art_flags, TR_STR)))
205 add_flag(o_ptr->art_flags, TR_STR);
206 if (one_in_(2)) return;
211 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
213 add_flag(o_ptr->art_flags, TR_WIS);
214 if (one_in_(2)) return;
219 if (!(have_flag(o_ptr->art_flags, TR_INT)))
221 add_flag(o_ptr->art_flags, TR_INT);
222 if (one_in_(2)) return;
227 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
229 add_flag(o_ptr->art_flags, TR_DEX);
230 if (one_in_(2)) return;
235 if (!(have_flag(o_ptr->art_flags, TR_CON)))
237 add_flag(o_ptr->art_flags, TR_CON);
238 if (one_in_(2)) return;
243 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
245 add_flag(o_ptr->art_flags, TR_CHR);
246 if (one_in_(2)) return;
251 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
253 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
255 add_flag(o_ptr->art_flags, TR_DEC_MANA);
256 if (one_in_(2)) return;
260 switch (randint1(this_type))
263 add_flag(o_ptr->art_flags, TR_STR);
264 if (!o_ptr->artifact_bias && !one_in_(13))
265 o_ptr->artifact_bias = BIAS_STR;
266 else if (!o_ptr->artifact_bias && one_in_(7))
267 o_ptr->artifact_bias = BIAS_WARRIOR;
270 add_flag(o_ptr->art_flags, TR_INT);
271 if (!o_ptr->artifact_bias && !one_in_(13))
272 o_ptr->artifact_bias = BIAS_INT;
273 else if (!o_ptr->artifact_bias && one_in_(7))
274 o_ptr->artifact_bias = BIAS_MAGE;
277 add_flag(o_ptr->art_flags, TR_WIS);
278 if (!o_ptr->artifact_bias && !one_in_(13))
279 o_ptr->artifact_bias = BIAS_WIS;
280 else if (!o_ptr->artifact_bias && one_in_(7))
281 o_ptr->artifact_bias = BIAS_PRIESTLY;
284 add_flag(o_ptr->art_flags, TR_DEX);
285 if (!o_ptr->artifact_bias && !one_in_(13))
286 o_ptr->artifact_bias = BIAS_DEX;
287 else if (!o_ptr->artifact_bias && one_in_(7))
288 o_ptr->artifact_bias = BIAS_ROGUE;
291 add_flag(o_ptr->art_flags, TR_CON);
292 if (!o_ptr->artifact_bias && !one_in_(13))
293 o_ptr->artifact_bias = BIAS_CON;
294 else if (!o_ptr->artifact_bias && one_in_(9))
295 o_ptr->artifact_bias = BIAS_RANGER;
298 add_flag(o_ptr->art_flags, TR_CHR);
299 if (!o_ptr->artifact_bias && !one_in_(13))
300 o_ptr->artifact_bias = BIAS_CHR;
303 add_flag(o_ptr->art_flags, TR_STEALTH);
304 if (!o_ptr->artifact_bias && one_in_(3))
305 o_ptr->artifact_bias = BIAS_ROGUE;
308 add_flag(o_ptr->art_flags, TR_SEARCH);
309 if (!o_ptr->artifact_bias && one_in_(9))
310 o_ptr->artifact_bias = BIAS_RANGER;
313 add_flag(o_ptr->art_flags, TR_INFRA);
316 add_flag(o_ptr->art_flags, TR_SPEED);
317 if (!o_ptr->artifact_bias && one_in_(11))
318 o_ptr->artifact_bias = BIAS_ROGUE;
321 add_flag(o_ptr->art_flags, TR_TUNNEL);
324 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
327 add_flag(o_ptr->art_flags, TR_BLOWS);
328 if (!o_ptr->artifact_bias && one_in_(11))
329 o_ptr->artifact_bias = BIAS_WARRIOR;
336 * @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.
337 * @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。
338 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
339 * 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。
341 * @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。
342 * @param o_ptr 対象のオブジェクト構造体ポインタ
345 static void random_resistance(object_type * o_ptr)
347 switch (o_ptr->artifact_bias)
350 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
352 add_flag(o_ptr->art_flags, TR_RES_ACID);
353 if (one_in_(2)) return;
355 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
357 add_flag(o_ptr->art_flags, TR_IM_ACID);
358 if (!one_in_(IM_LUCK))
360 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
361 remove_flag(o_ptr->art_flags, TR_IM_COLD);
362 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
364 if (one_in_(2)) return;
369 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
371 add_flag(o_ptr->art_flags, TR_RES_ELEC);
372 if (one_in_(2)) return;
374 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
375 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
377 add_flag(o_ptr->art_flags, TR_SH_ELEC);
378 if (one_in_(2)) return;
380 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
382 add_flag(o_ptr->art_flags, TR_IM_ELEC);
383 if (!one_in_(IM_LUCK))
385 remove_flag(o_ptr->art_flags, TR_IM_ACID);
386 remove_flag(o_ptr->art_flags, TR_IM_COLD);
387 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
390 if (one_in_(2)) return;
395 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
397 add_flag(o_ptr->art_flags, TR_RES_FIRE);
398 if (one_in_(2)) return;
400 if ((o_ptr->tval >= TV_CLOAK) &&
401 (o_ptr->tval <= TV_HARD_ARMOR) &&
402 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
404 add_flag(o_ptr->art_flags, TR_SH_FIRE);
405 if (one_in_(2)) return;
407 if (one_in_(BIAS_LUCK) &&
408 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
410 add_flag(o_ptr->art_flags, TR_IM_FIRE);
411 if (!one_in_(IM_LUCK))
413 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
414 remove_flag(o_ptr->art_flags, TR_IM_COLD);
415 remove_flag(o_ptr->art_flags, TR_IM_ACID);
417 if (one_in_(2)) return;
422 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
424 add_flag(o_ptr->art_flags, TR_RES_COLD);
425 if (one_in_(2)) return;
427 if ((o_ptr->tval >= TV_CLOAK) &&
428 (o_ptr->tval <= TV_HARD_ARMOR) &&
429 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
431 add_flag(o_ptr->art_flags, TR_SH_COLD);
432 if (one_in_(2)) return;
434 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
436 add_flag(o_ptr->art_flags, TR_IM_COLD);
437 if (!one_in_(IM_LUCK))
439 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
440 remove_flag(o_ptr->art_flags, TR_IM_ACID);
441 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
443 if (one_in_(2)) return;
448 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
450 add_flag(o_ptr->art_flags, TR_RES_POIS);
451 if (one_in_(2)) return;
456 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
458 add_flag(o_ptr->art_flags, TR_RES_FEAR);
459 if (one_in_(2)) return;
461 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
463 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
464 if (one_in_(2)) return;
468 case BIAS_NECROMANTIC:
469 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
471 add_flag(o_ptr->art_flags, TR_RES_NETHER);
472 if (one_in_(2)) return;
474 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
476 add_flag(o_ptr->art_flags, TR_RES_POIS);
477 if (one_in_(2)) return;
479 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
481 add_flag(o_ptr->art_flags, TR_RES_DARK);
482 if (one_in_(2)) return;
487 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
489 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
490 if (one_in_(2)) return;
492 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
494 add_flag(o_ptr->art_flags, TR_RES_CONF);
495 if (one_in_(2)) return;
497 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
499 add_flag(o_ptr->art_flags, TR_RES_DISEN);
500 if (one_in_(2)) return;
505 switch (randint1(42))
508 if (!one_in_(WEIRD_LUCK))
509 random_resistance(o_ptr);
512 add_flag(o_ptr->art_flags, TR_IM_ACID);
513 if (!o_ptr->artifact_bias)
514 o_ptr->artifact_bias = BIAS_ACID;
518 if (!one_in_(WEIRD_LUCK))
519 random_resistance(o_ptr);
522 add_flag(o_ptr->art_flags, TR_IM_ELEC);
523 if (!o_ptr->artifact_bias)
524 o_ptr->artifact_bias = BIAS_ELEC;
528 if (!one_in_(WEIRD_LUCK))
529 random_resistance(o_ptr);
532 add_flag(o_ptr->art_flags, TR_IM_COLD);
533 if (!o_ptr->artifact_bias)
534 o_ptr->artifact_bias = BIAS_COLD;
538 if (!one_in_(WEIRD_LUCK))
539 random_resistance(o_ptr);
542 add_flag(o_ptr->art_flags, TR_IM_FIRE);
543 if (!o_ptr->artifact_bias)
544 o_ptr->artifact_bias = BIAS_FIRE;
550 add_flag(o_ptr->art_flags, TR_RES_ACID);
551 if (!o_ptr->artifact_bias)
552 o_ptr->artifact_bias = BIAS_ACID;
557 add_flag(o_ptr->art_flags, TR_RES_ELEC);
558 if (!o_ptr->artifact_bias)
559 o_ptr->artifact_bias = BIAS_ELEC;
564 add_flag(o_ptr->art_flags, TR_RES_FIRE);
565 if (!o_ptr->artifact_bias)
566 o_ptr->artifact_bias = BIAS_FIRE;
571 add_flag(o_ptr->art_flags, TR_RES_COLD);
572 if (!o_ptr->artifact_bias)
573 o_ptr->artifact_bias = BIAS_COLD;
577 add_flag(o_ptr->art_flags, TR_RES_POIS);
578 if (!o_ptr->artifact_bias && !one_in_(4))
579 o_ptr->artifact_bias = BIAS_POIS;
580 else if (!o_ptr->artifact_bias && one_in_(2))
581 o_ptr->artifact_bias = BIAS_NECROMANTIC;
582 else if (!o_ptr->artifact_bias && one_in_(2))
583 o_ptr->artifact_bias = BIAS_ROGUE;
587 add_flag(o_ptr->art_flags, TR_RES_FEAR);
588 if (!o_ptr->artifact_bias && one_in_(3))
589 o_ptr->artifact_bias = BIAS_WARRIOR;
592 add_flag(o_ptr->art_flags, TR_RES_LITE);
595 add_flag(o_ptr->art_flags, TR_RES_DARK);
599 add_flag(o_ptr->art_flags, TR_RES_BLIND);
603 add_flag(o_ptr->art_flags, TR_RES_CONF);
604 if (!o_ptr->artifact_bias && one_in_(6))
605 o_ptr->artifact_bias = BIAS_CHAOS;
609 add_flag(o_ptr->art_flags, TR_RES_SOUND);
613 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
617 add_flag(o_ptr->art_flags, TR_RES_NETHER);
618 if (!o_ptr->artifact_bias && one_in_(3))
619 o_ptr->artifact_bias = BIAS_NECROMANTIC;
623 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
627 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
628 if (!o_ptr->artifact_bias && one_in_(2))
629 o_ptr->artifact_bias = BIAS_CHAOS;
633 add_flag(o_ptr->art_flags, TR_RES_DISEN);
636 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
637 add_flag(o_ptr->art_flags, TR_SH_ELEC);
639 random_resistance(o_ptr);
640 if (!o_ptr->artifact_bias)
641 o_ptr->artifact_bias = BIAS_ELEC;
644 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
645 add_flag(o_ptr->art_flags, TR_SH_FIRE);
647 random_resistance(o_ptr);
648 if (!o_ptr->artifact_bias)
649 o_ptr->artifact_bias = BIAS_FIRE;
652 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
653 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
654 add_flag(o_ptr->art_flags, TR_REFLECT);
656 random_resistance(o_ptr);
659 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
660 add_flag(o_ptr->art_flags, TR_SH_COLD);
662 random_resistance(o_ptr);
663 if (!o_ptr->artifact_bias)
664 o_ptr->artifact_bias = BIAS_COLD;
671 * @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.
672 * @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。
673 * 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、
674 * 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。
675 * @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。
676 * @param o_ptr 対象のオブジェクト構造体ポインタ
679 static void random_misc(object_type * o_ptr)
681 switch (o_ptr->artifact_bias)
684 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
686 add_flag(o_ptr->art_flags, TR_SUST_CON);
687 if (one_in_(2)) return;
692 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
694 add_flag(o_ptr->art_flags, TR_SUST_STR);
695 if (one_in_(2)) return;
700 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
702 add_flag(o_ptr->art_flags, TR_SUST_WIS);
703 if (one_in_(2)) return;
708 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
710 add_flag(o_ptr->art_flags, TR_SUST_INT);
711 if (one_in_(2)) return;
716 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
718 add_flag(o_ptr->art_flags, TR_SUST_DEX);
719 if (one_in_(2)) return;
724 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
726 add_flag(o_ptr->art_flags, TR_SUST_CON);
727 if (one_in_(2)) return;
732 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
734 add_flag(o_ptr->art_flags, TR_SUST_CHR);
735 if (one_in_(2)) return;
740 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
742 add_flag(o_ptr->art_flags, TR_TELEPORT);
743 if (one_in_(2)) return;
748 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
750 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
755 switch (randint1(33))
758 add_flag(o_ptr->art_flags, TR_SUST_STR);
759 if (!o_ptr->artifact_bias)
760 o_ptr->artifact_bias = BIAS_STR;
763 add_flag(o_ptr->art_flags, TR_SUST_INT);
764 if (!o_ptr->artifact_bias)
765 o_ptr->artifact_bias = BIAS_INT;
768 add_flag(o_ptr->art_flags, TR_SUST_WIS);
769 if (!o_ptr->artifact_bias)
770 o_ptr->artifact_bias = BIAS_WIS;
773 add_flag(o_ptr->art_flags, TR_SUST_DEX);
774 if (!o_ptr->artifact_bias)
775 o_ptr->artifact_bias = BIAS_DEX;
778 add_flag(o_ptr->art_flags, TR_SUST_CON);
779 if (!o_ptr->artifact_bias)
780 o_ptr->artifact_bias = BIAS_CON;
783 add_flag(o_ptr->art_flags, TR_SUST_CHR);
784 if (!o_ptr->artifact_bias)
785 o_ptr->artifact_bias = BIAS_CHR;
790 add_flag(o_ptr->art_flags, TR_FREE_ACT);
793 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
794 if (!o_ptr->artifact_bias && one_in_(5))
795 o_ptr->artifact_bias = BIAS_PRIESTLY;
796 else if (!o_ptr->artifact_bias && one_in_(6))
797 o_ptr->artifact_bias = BIAS_NECROMANTIC;
801 add_flag(o_ptr->art_flags, TR_LITE_1);
805 add_flag(o_ptr->art_flags, TR_LEVITATION);
810 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
814 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
818 add_flag(o_ptr->art_flags, TR_REGEN);
821 add_flag(o_ptr->art_flags, TR_TELEPORT);
826 if (object_is_armour(o_ptr))
830 o_ptr->to_a = 4 + randint1(11);
839 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
840 bonus_h = 4 + (HIT_PROB)(randint1(11));
841 bonus_d = 4 + (HIT_POINT)(randint1(11));
842 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))
847 o_ptr->to_h += bonus_h;
848 o_ptr->to_d += bonus_d;
852 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
855 add_flag(o_ptr->art_flags, TR_NO_TELE);
858 add_flag(o_ptr->art_flags, TR_WARNING);
865 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
866 if (!o_ptr->artifact_bias && one_in_(3))
867 o_ptr->artifact_bias = BIAS_LAW;
870 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
871 if (!o_ptr->artifact_bias && one_in_(3))
872 o_ptr->artifact_bias = BIAS_MAGE;
875 add_flag(o_ptr->art_flags, TR_TELEPATHY);
876 if (!o_ptr->artifact_bias && one_in_(9))
877 o_ptr->artifact_bias = BIAS_MAGE;
887 idx[0] = randint1(10);
889 idx[1] = randint1(9);
890 if (idx[1] >= idx[0]) idx[1]++;
892 idx[2] = randint1(8);
893 if (idx[2] >= idx[0]) idx[2]++;
894 if (idx[2] >= idx[1]) idx[2]++;
896 while (n--) switch (idx[n])
899 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
900 if (!o_ptr->artifact_bias && one_in_(4))
901 o_ptr->artifact_bias = BIAS_RANGER;
904 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
905 if (!o_ptr->artifact_bias && one_in_(3))
906 o_ptr->artifact_bias = BIAS_PRIESTLY;
907 else if (!o_ptr->artifact_bias && one_in_(6))
908 o_ptr->artifact_bias = BIAS_NECROMANTIC;
911 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
914 add_flag(o_ptr->art_flags, TR_ESP_ORC);
917 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
920 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
923 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
926 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
927 if (!o_ptr->artifact_bias && one_in_(6))
928 o_ptr->artifact_bias = BIAS_ROGUE;
931 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
932 if (!o_ptr->artifact_bias && one_in_(3))
933 o_ptr->artifact_bias = BIAS_LAW;
936 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
937 if (!o_ptr->artifact_bias && one_in_(3))
938 o_ptr->artifact_bias = BIAS_LAW;
947 * @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.
948 * @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。
949 * 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、
950 * 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、
951 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
952 * @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。
953 * @param o_ptr 対象のオブジェクト構造体ポインタ
956 static void random_slay(object_type *o_ptr)
958 if (o_ptr->tval == TV_BOW)
965 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
966 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
967 if (!o_ptr->artifact_bias && one_in_(9))
968 o_ptr->artifact_bias = BIAS_RANGER;
971 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
972 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
973 if (!o_ptr->artifact_bias && one_in_(9))
974 o_ptr->artifact_bias = BIAS_RANGER;
981 switch (o_ptr->artifact_bias)
984 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
986 add_flag(o_ptr->art_flags, TR_CHAOTIC);
987 if (one_in_(2)) return;
992 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
993 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
995 /* A free power for "priestly" random artifacts */
996 add_flag(o_ptr->art_flags, TR_BLESSED);
1000 case BIAS_NECROMANTIC:
1001 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1003 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1004 if (one_in_(2)) return;
1006 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1008 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1009 if (one_in_(2)) return;
1014 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1016 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1017 if (one_in_(2)) return;
1022 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1023 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1024 !(have_flag(o_ptr->art_flags, TR_THROW)))
1026 /* Free power for rogues... */
1027 add_flag(o_ptr->art_flags, TR_THROW);
1029 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1031 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1032 if (one_in_(2)) return;
1037 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1039 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1040 if (one_in_(2)) return;
1045 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1047 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1048 if (one_in_(2)) return;
1053 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1055 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1056 if (one_in_(2)) return;
1061 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1063 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1064 if (one_in_(2)) return;
1069 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1071 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1072 if (one_in_(2)) return;
1077 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1079 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1080 if (one_in_(2)) return;
1082 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1084 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1085 if (one_in_(2)) return;
1087 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1089 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1090 if (one_in_(2)) return;
1095 switch (randint1(36))
1101 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1105 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1112 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1116 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1118 if (!o_ptr->artifact_bias && one_in_(2))
1119 o_ptr->artifact_bias = BIAS_LAW;
1120 else if (!o_ptr->artifact_bias && one_in_(9))
1121 o_ptr->artifact_bias = BIAS_PRIESTLY;
1127 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1131 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1133 if (!o_ptr->artifact_bias && one_in_(9))
1134 o_ptr->artifact_bias = BIAS_PRIESTLY;
1140 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1144 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1146 if (!o_ptr->artifact_bias && one_in_(9))
1147 o_ptr->artifact_bias = BIAS_PRIESTLY;
1153 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1157 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1164 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1168 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1175 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1179 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1184 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1187 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1191 if (o_ptr->tval == TV_SWORD)
1193 add_flag(o_ptr->art_flags, TR_VORPAL);
1194 if (!o_ptr->artifact_bias && one_in_(9))
1195 o_ptr->artifact_bias = BIAS_WARRIOR;
1201 add_flag(o_ptr->art_flags, TR_IMPACT);
1205 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1206 if (!o_ptr->artifact_bias)
1207 o_ptr->artifact_bias = BIAS_FIRE;
1211 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1212 if (!o_ptr->artifact_bias)
1213 o_ptr->artifact_bias = BIAS_COLD;
1217 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1218 if (!o_ptr->artifact_bias)
1219 o_ptr->artifact_bias = BIAS_ELEC;
1223 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1224 if (!o_ptr->artifact_bias)
1225 o_ptr->artifact_bias = BIAS_ACID;
1229 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1230 if (!o_ptr->artifact_bias && !one_in_(3))
1231 o_ptr->artifact_bias = BIAS_POIS;
1232 else if (!o_ptr->artifact_bias && one_in_(6))
1233 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1234 else if (!o_ptr->artifact_bias)
1235 o_ptr->artifact_bias = BIAS_ROGUE;
1238 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1239 if (!o_ptr->artifact_bias)
1240 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1243 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1244 if (!o_ptr->artifact_bias)
1245 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1251 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1255 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1259 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1260 if (!o_ptr->artifact_bias)
1261 o_ptr->artifact_bias = BIAS_CHAOS;
1267 * @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.
1268 * @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。
1269 * @param o_ptr 対象のオブジェクト構造体ポインタ
1272 static void give_activation_power(object_type *o_ptr)
1274 int type = 0, chance = 0;
1276 switch (o_ptr->artifact_bias)
1281 type = ACT_BO_ELEC_1;
1283 else if (!one_in_(5))
1285 type = ACT_BA_ELEC_2;
1289 type = ACT_BA_ELEC_3;
1295 type = ACT_BA_POIS_1;
1302 type = ACT_BO_FIRE_1;
1304 else if (!one_in_(5))
1306 type = ACT_BA_FIRE_1;
1310 type = ACT_BA_FIRE_2;
1318 type = ACT_BO_COLD_1;
1319 else if (!one_in_(3))
1320 type = ACT_BA_COLD_1;
1321 else if (!one_in_(3))
1322 type = ACT_BA_COLD_2;
1324 type = ACT_BA_COLD_3;
1330 type = ACT_SUMMON_DEMON;
1332 type = ACT_CALL_CHAOS;
1339 type = ACT_CHARM_UNDEAD;
1340 else if (one_in_(12))
1341 type = ACT_BANISH_EVIL;
1342 else if (one_in_(11))
1343 type = ACT_DISP_EVIL;
1344 else if (one_in_(10))
1345 type = ACT_PROT_EVIL;
1346 else if (one_in_(9))
1347 type = ACT_CURE_1000;
1348 else if (one_in_(8))
1349 type = ACT_CURE_700;
1350 else if (one_in_(7))
1351 type = ACT_REST_ALL;
1352 else if (one_in_(6))
1353 type = ACT_REST_EXP;
1358 case BIAS_NECROMANTIC:
1362 else if (one_in_(13))
1363 type = ACT_DISP_GOOD;
1364 else if (one_in_(9))
1365 type = ACT_MASS_GENO;
1366 else if (one_in_(8))
1367 type = ACT_GENOCIDE;
1368 else if (one_in_(13))
1369 type = ACT_SUMMON_UNDEAD;
1370 else if (one_in_(9))
1372 else if (one_in_(6))
1373 type = ACT_CHARM_UNDEAD;
1381 type = ACT_BANISH_EVIL;
1382 else if (one_in_(4))
1383 type = ACT_DISP_EVIL;
1385 type = ACT_PROT_EVIL;
1392 else if (one_in_(4))
1394 else if (one_in_(3))
1395 type = ACT_DETECT_ALL;
1396 else if (one_in_(8))
1399 type = ACT_ID_PLAIN;
1405 type = ACT_SUMMON_ELEMENTAL;
1406 else if (one_in_(10))
1407 type = ACT_SUMMON_PHANTOM;
1408 else if (one_in_(5))
1409 type = ACT_RUNE_EXPLO;
1425 type = ACT_CHARM_ANIMALS;
1426 else if (one_in_(7))
1427 type = ACT_SUMMON_ANIMAL;
1428 else if (one_in_(6))
1429 type = ACT_CHARM_ANIMAL;
1430 else if (one_in_(4))
1431 type = ACT_RESIST_ALL;
1432 else if (one_in_(3))
1435 type = ACT_CURE_POISON;
1439 if (!type || (randint1(100) >= chance))
1441 one_activation(o_ptr);
1445 /* A type was chosen... */
1446 o_ptr->xtra2 = (byte_hack)type;
1447 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1452 * @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.
1453 * @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。
1454 * @param o_ptr 処理中のアイテム参照ポインタ
1455 * @param return_name 名前を返すための文字列参照ポインタ
1456 * @param armour 対象のオブジェクトが防具が否か
1457 * @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)
1460 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1462 PERCENTAGE prob = randint1(100);
1464 if (prob <= SINDARIN_NAME)
1466 get_table_sindarin(return_name);
1468 else if (prob <= TABLE_NAME)
1470 get_table_name(return_name);
1482 filename = _("a_cursed_j.txt", "a_cursed.txt");
1485 filename = _("a_low_j.txt", "a_low.txt");
1488 filename = _("a_med_j.txt", "a_med.txt");
1491 filename = _("a_high_j.txt", "a_high.txt");
1498 filename = _("w_cursed_j.txt", "w_cursed.txt");
1501 filename = _("w_low_j.txt", "w_low.txt");
1504 filename = _("w_med_j.txt", "w_med.txt");
1507 filename = _("w_high_j.txt", "w_high.txt");
1511 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1513 if (return_name[0] == 0) get_table_name(return_name);
1519 * @brief ランダムアーティファクト生成のメインルーチン
1520 * @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。
1521 * @param o_ptr 対象のオブジェクト構造体ポインタ
1522 * @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。
1523 * @return 常にTRUE(1)を返す
1525 bool create_artifact(object_type *o_ptr, bool a_scroll)
1527 GAME_TEXT new_name[1024];
1528 PARAMETER_VALUE has_pval = 0;
1529 int powers = randint1(5) + 1;
1531 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1534 bool a_cursed = FALSE;
1535 int warrior_artifact_bias = 0;
1538 /* Reset artifact bias */
1539 o_ptr->artifact_bias = 0;
1541 /* Nuke enchantments */
1545 for (i = 0; i < TR_FLAG_SIZE; i++)
1546 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1548 if (o_ptr->pval) has_pval = TRUE;
1550 if (a_scroll && one_in_(4))
1552 switch (p_ptr->pclass)
1555 case CLASS_BERSERKER:
1560 o_ptr->artifact_bias = BIAS_WARRIOR;
1563 case CLASS_HIGH_MAGE:
1564 case CLASS_SORCERER:
1565 case CLASS_MAGIC_EATER:
1566 case CLASS_BLUE_MAGE:
1567 o_ptr->artifact_bias = BIAS_MAGE;
1570 o_ptr->artifact_bias = BIAS_PRIESTLY;
1574 o_ptr->artifact_bias = BIAS_ROGUE;
1575 warrior_artifact_bias = 25;
1579 o_ptr->artifact_bias = BIAS_RANGER;
1580 warrior_artifact_bias = 30;
1583 o_ptr->artifact_bias = BIAS_PRIESTLY;
1584 warrior_artifact_bias = 40;
1586 case CLASS_WARRIOR_MAGE:
1587 case CLASS_RED_MAGE:
1588 o_ptr->artifact_bias = BIAS_MAGE;
1589 warrior_artifact_bias = 40;
1591 case CLASS_CHAOS_WARRIOR:
1592 o_ptr->artifact_bias = BIAS_CHAOS;
1593 warrior_artifact_bias = 40;
1596 case CLASS_FORCETRAINER:
1597 o_ptr->artifact_bias = BIAS_PRIESTLY;
1599 case CLASS_MINDCRAFTER:
1601 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1604 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1606 case CLASS_IMITATOR:
1607 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1609 case CLASS_BEASTMASTER:
1610 o_ptr->artifact_bias = BIAS_CHR;
1611 warrior_artifact_bias = 50;
1613 case CLASS_MIRROR_MASTER:
1614 if (randint1(4) > 1)
1616 o_ptr->artifact_bias = BIAS_MAGE;
1620 o_ptr->artifact_bias = BIAS_ROGUE;
1626 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1627 o_ptr->artifact_bias = BIAS_WARRIOR;
1629 strcpy(new_name, "");
1631 if (!a_scroll && one_in_(A_CURSED))
1633 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1636 while (one_in_(powers) || one_in_(7) || one_in_(10))
1639 if (!a_cursed && one_in_(WEIRD_LUCK))
1642 if (a_cursed) powers /= 2;
1644 max_powers = powers;
1648 switch (randint1(max_type))
1655 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1657 if (a_cursed && !one_in_(13)) break;
1660 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1664 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1668 random_resistance(o_ptr);
1677 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1684 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1686 o_ptr->pval = randint1(2);
1687 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1696 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1699 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1704 /* give it some plusses... */
1705 if (object_is_armour(o_ptr))
1706 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1707 else if (object_is_weapon_ammo(o_ptr))
1709 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1710 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1711 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1714 /* Just to be sure */
1715 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1716 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1717 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1718 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1720 total_flags = flag_cost(o_ptr, o_ptr->pval);
1722 if (a_cursed) curse_artifact(o_ptr);
1725 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1728 give_activation_power(o_ptr);
1731 if (object_is_armour(o_ptr))
1733 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1735 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1736 o_ptr->to_d -= (HIT_POINT)randint0(3);
1737 o_ptr->to_h -= (HIT_PROB)randint0(3);
1739 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1741 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1742 o_ptr->to_d -= (HIT_POINT)randint0(3);
1743 o_ptr->to_h -= (HIT_PROB)randint0(3);
1747 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);
1749 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1753 remove_flag(o_ptr->art_flags, TR_BLOWS);
1754 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1755 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1756 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1757 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1758 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1759 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1760 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1761 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1762 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1763 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1764 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1765 remove_flag(o_ptr->art_flags, TR_VORPAL);
1766 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1767 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1768 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1769 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1770 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1773 if (!object_is_weapon_ammo(o_ptr))
1776 if (a_cursed) power_level = 0;
1777 else if (total_flags < 15000) power_level = 1;
1778 else if (total_flags < 35000) power_level = 2;
1779 else power_level = 3;
1785 if (a_cursed) power_level = 0;
1786 else if (total_flags < 20000) power_level = 1;
1787 else if (total_flags < 45000) power_level = 2;
1788 else power_level = 3;
1792 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1794 weakening_artifact(o_ptr);
1799 GAME_TEXT dummy_name[MAX_NLEN] = "";
1800 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? ");
1802 object_aware(o_ptr);
1803 object_known(o_ptr);
1805 /* Mark the item as fully known */
1806 o_ptr->ident |= (IDENT_MENTAL);
1808 /* For being treated as random artifact in screen_object() */
1809 o_ptr->art_name = quark_add("");
1811 (void)screen_object(o_ptr, 0L);
1813 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1819 get_table_sindarin_aux(dummy_name);
1823 get_table_name_aux(dummy_name);
1826 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1827 chg_virtue(V_INDIVIDUALISM, 2);
1828 chg_virtue(V_ENCHANT, 5);
1832 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1835 /* Save the inscription */
1836 o_ptr->art_name = quark_add(new_name);
1838 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」",
1839 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1841 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1847 * @brief オブジェクトから能力発動IDを取得する。
1848 * @details いくつかのケースで定義されている発動効果から、
1849 * 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。
1850 * @param o_ptr 対象のオブジェクト構造体ポインタ
1851 * @return 発動効果のIDを返す
1853 int activation_index(object_type *o_ptr)
1855 /* Give priority to weaponsmith's essential activations */
1856 if (object_is_smith(o_ptr))
1858 switch (o_ptr->xtra3 - 1)
1860 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1861 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1862 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1863 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1864 case TR_IMPACT: return ACT_QUAKE;
1868 if (object_is_fixed_artifact(o_ptr))
1870 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1872 return a_info[o_ptr->name1].act_idx;
1875 if (object_is_ego(o_ptr))
1877 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1879 return e_info[o_ptr->name2].act_idx;
1882 if (!object_is_random_artifact(o_ptr))
1884 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1886 return k_info[o_ptr->k_idx].act_idx;
1890 return o_ptr->xtra2;
1894 * @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。
1895 * @details activation_index() 関数の結果から参照する。
1896 * @param o_ptr 対象のオブジェクト構造体ポインタ
1897 * @return 発動効果構造体のポインタを返す
1899 const activation_type* find_activation_info(object_type *o_ptr)
1901 const int index = activation_index(o_ptr);
1902 const activation_type* p;
1904 for (p = activation_info; p->flag != NULL; ++ p) {
1905 if (p->index == index)
1915 * @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。.
1916 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
1917 * 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、
1919 * @attention プレイヤーの各種ステータスに依存した処理がある。
1920 * @todo 折を見て関数名を変更すること。
1921 * @param o_ptr 対象のオブジェクト構造体ポインタ
1922 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
1925 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
1927 bool give_resistance = FALSE, give_power = FALSE;
1929 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
1931 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
1934 give_resistance = TRUE;
1938 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1939 add_flag(o_ptr->art_flags, TR_TY_CURSE);
1940 o_ptr->curse_flags |=
1941 (TRC_CURSED | TRC_HEAVY_CURSE);
1942 o_ptr->curse_flags |= get_curse(2, o_ptr);
1947 if (o_ptr->name1 == ART_MURAMASA)
1949 if (p_ptr->pclass != CLASS_SAMURAI)
1951 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1952 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1956 if (o_ptr->name1 == ART_ROBINTON)
1958 if (p_ptr->pclass == CLASS_BARD)
1960 add_flag(o_ptr->art_flags, TR_DEC_MANA);
1964 if (o_ptr->name1 == ART_XIAOLONG)
1966 if (p_ptr->pclass == CLASS_MONK)
1967 add_flag(o_ptr->art_flags, TR_BLOWS);
1970 if (o_ptr->name1 == ART_BLOOD)
1972 get_bloody_moon_flags(o_ptr);
1975 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
1977 if (p_ptr->psex != SEX_FEMALE)
1979 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1983 if (o_ptr->name1 == ART_MILIM)
1985 if (p_ptr->pseikaku == SEIKAKU_SEXY)
1988 add_flag(o_ptr->art_flags, TR_STR);
1989 add_flag(o_ptr->art_flags, TR_INT);
1990 add_flag(o_ptr->art_flags, TR_WIS);
1991 add_flag(o_ptr->art_flags, TR_DEX);
1992 add_flag(o_ptr->art_flags, TR_CON);
1993 add_flag(o_ptr->art_flags, TR_CHR);
1997 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
1998 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
1999 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2001 /* Give a resistance OR a power */
2002 if (one_in_(2)) give_resistance = TRUE;
2003 else give_power = TRUE;
2011 if (give_resistance)
2013 one_high_resistance(o_ptr);
2019 * @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
2020 * @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。
2021 * @param a_idx 生成する固定アーティファクト構造体のID
2022 * @param y アイテムを落とす地点のy座標
2023 * @param x アイテムを落とす地点のx座標
2024 * @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。
2025 * @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.
2026 * 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
2027 * drop_near()関数の返り値は信用できなくなる.
2029 bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2035 artifact_type *a_ptr = &a_info[a_idx];
2038 /* Ignore "empty" artifacts */
2039 if (!a_ptr->name) return FALSE;
2041 /* Acquire the "kind" index */
2042 i = lookup_kind(a_ptr->tval, a_ptr->sval);
2044 if (!i) return FALSE;
2046 /* Create the artifact */
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 */