3 * @brief アーティファクトの生成と管理 / Artifact code
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2013 Deskull rearranged comment for Doxygen.
20 #include "cmd-activate.h"
21 #include "object-boost.h"
22 #include "object-curse.h"
23 #include "object-flavor.h"
24 #include "object-hook.h"
25 #include "spells-object.h"
31 artifact_type *a_info;
35 static bool has_extreme_damage_rate(object_type *o_ptr);
36 static bool weakening_artifact(object_type *o_ptr);
40 * @brief ランダムアーティファクトのバイアス名称テーブル
42 const concptr artifact_bias_name[MAX_BIAS] =
66 const concptr artifact_bias_name[MAX_BIAS] =
93 * @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.
94 * @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。
95 * 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、
96 * 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。
97 * @attention プレイヤーの職業依存処理あり。
98 * @param o_ptr 対象のオブジェクト構造体ポインタ
101 static void curse_artifact(object_type * o_ptr)
103 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
104 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
105 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
106 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
108 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
109 remove_flag(o_ptr->art_flags, TR_BLESSED);
111 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
112 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
113 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
114 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
115 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
116 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
117 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
118 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
119 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
120 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
122 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))
123 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
127 * @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.
128 * @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。
129 * 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。
130 * @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。
131 * @param o_ptr 対象のオブジェクト構造体ポインタ
134 static void random_plus(object_type * o_ptr)
136 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
138 switch (o_ptr->artifact_bias)
141 if (!(have_flag(o_ptr->art_flags, TR_STR)))
143 add_flag(o_ptr->art_flags, TR_STR);
144 if (one_in_(2)) return;
147 if (!(have_flag(o_ptr->art_flags, TR_CON)))
149 add_flag(o_ptr->art_flags, TR_CON);
150 if (one_in_(2)) return;
153 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
155 add_flag(o_ptr->art_flags, TR_DEX);
156 if (one_in_(2)) return;
161 if (!(have_flag(o_ptr->art_flags, TR_INT)))
163 add_flag(o_ptr->art_flags, TR_INT);
164 if (one_in_(2)) return;
166 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
168 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
169 if (one_in_(2)) return;
174 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
176 add_flag(o_ptr->art_flags, TR_WIS);
177 if (one_in_(2)) return;
182 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
184 add_flag(o_ptr->art_flags, TR_DEX);
185 if (one_in_(2)) return;
188 if (!(have_flag(o_ptr->art_flags, TR_CON)))
190 add_flag(o_ptr->art_flags, TR_CON);
191 if (one_in_(2)) return;
194 if (!(have_flag(o_ptr->art_flags, TR_STR)))
196 add_flag(o_ptr->art_flags, TR_STR);
197 if (one_in_(2)) return;
202 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
204 add_flag(o_ptr->art_flags, TR_STEALTH);
205 if (one_in_(2)) return;
207 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
209 add_flag(o_ptr->art_flags, TR_SEARCH);
210 if (one_in_(2)) return;
215 if (!(have_flag(o_ptr->art_flags, TR_STR)))
217 add_flag(o_ptr->art_flags, TR_STR);
218 if (one_in_(2)) return;
223 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
225 add_flag(o_ptr->art_flags, TR_WIS);
226 if (one_in_(2)) return;
231 if (!(have_flag(o_ptr->art_flags, TR_INT)))
233 add_flag(o_ptr->art_flags, TR_INT);
234 if (one_in_(2)) return;
239 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
241 add_flag(o_ptr->art_flags, TR_DEX);
242 if (one_in_(2)) return;
247 if (!(have_flag(o_ptr->art_flags, TR_CON)))
249 add_flag(o_ptr->art_flags, TR_CON);
250 if (one_in_(2)) return;
255 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
257 add_flag(o_ptr->art_flags, TR_CHR);
258 if (one_in_(2)) return;
263 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
265 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
267 add_flag(o_ptr->art_flags, TR_DEC_MANA);
268 if (one_in_(2)) return;
272 switch (randint1(this_type))
275 add_flag(o_ptr->art_flags, TR_STR);
276 if (!o_ptr->artifact_bias && !one_in_(13))
277 o_ptr->artifact_bias = BIAS_STR;
278 else if (!o_ptr->artifact_bias && one_in_(7))
279 o_ptr->artifact_bias = BIAS_WARRIOR;
282 add_flag(o_ptr->art_flags, TR_INT);
283 if (!o_ptr->artifact_bias && !one_in_(13))
284 o_ptr->artifact_bias = BIAS_INT;
285 else if (!o_ptr->artifact_bias && one_in_(7))
286 o_ptr->artifact_bias = BIAS_MAGE;
289 add_flag(o_ptr->art_flags, TR_WIS);
290 if (!o_ptr->artifact_bias && !one_in_(13))
291 o_ptr->artifact_bias = BIAS_WIS;
292 else if (!o_ptr->artifact_bias && one_in_(7))
293 o_ptr->artifact_bias = BIAS_PRIESTLY;
296 add_flag(o_ptr->art_flags, TR_DEX);
297 if (!o_ptr->artifact_bias && !one_in_(13))
298 o_ptr->artifact_bias = BIAS_DEX;
299 else if (!o_ptr->artifact_bias && one_in_(7))
300 o_ptr->artifact_bias = BIAS_ROGUE;
303 add_flag(o_ptr->art_flags, TR_CON);
304 if (!o_ptr->artifact_bias && !one_in_(13))
305 o_ptr->artifact_bias = BIAS_CON;
306 else if (!o_ptr->artifact_bias && one_in_(9))
307 o_ptr->artifact_bias = BIAS_RANGER;
310 add_flag(o_ptr->art_flags, TR_CHR);
311 if (!o_ptr->artifact_bias && !one_in_(13))
312 o_ptr->artifact_bias = BIAS_CHR;
315 add_flag(o_ptr->art_flags, TR_STEALTH);
316 if (!o_ptr->artifact_bias && one_in_(3))
317 o_ptr->artifact_bias = BIAS_ROGUE;
320 add_flag(o_ptr->art_flags, TR_SEARCH);
321 if (!o_ptr->artifact_bias && one_in_(9))
322 o_ptr->artifact_bias = BIAS_RANGER;
325 add_flag(o_ptr->art_flags, TR_INFRA);
328 add_flag(o_ptr->art_flags, TR_SPEED);
329 if (!o_ptr->artifact_bias && one_in_(11))
330 o_ptr->artifact_bias = BIAS_ROGUE;
333 add_flag(o_ptr->art_flags, TR_TUNNEL);
336 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
339 add_flag(o_ptr->art_flags, TR_BLOWS);
340 if (!o_ptr->artifact_bias && one_in_(11))
341 o_ptr->artifact_bias = BIAS_WARRIOR;
348 * @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.
349 * @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。
350 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
351 * 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。
353 * @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。
354 * @param o_ptr 対象のオブジェクト構造体ポインタ
357 static void random_resistance(object_type * o_ptr)
359 switch (o_ptr->artifact_bias)
362 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
364 add_flag(o_ptr->art_flags, TR_RES_ACID);
365 if (one_in_(2)) return;
367 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
369 add_flag(o_ptr->art_flags, TR_IM_ACID);
370 if (!one_in_(IM_LUCK))
372 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
373 remove_flag(o_ptr->art_flags, TR_IM_COLD);
374 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
376 if (one_in_(2)) return;
381 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
383 add_flag(o_ptr->art_flags, TR_RES_ELEC);
384 if (one_in_(2)) return;
386 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
387 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
389 add_flag(o_ptr->art_flags, TR_SH_ELEC);
390 if (one_in_(2)) return;
392 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
394 add_flag(o_ptr->art_flags, TR_IM_ELEC);
395 if (!one_in_(IM_LUCK))
397 remove_flag(o_ptr->art_flags, TR_IM_ACID);
398 remove_flag(o_ptr->art_flags, TR_IM_COLD);
399 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
402 if (one_in_(2)) return;
407 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
409 add_flag(o_ptr->art_flags, TR_RES_FIRE);
410 if (one_in_(2)) return;
412 if ((o_ptr->tval >= TV_CLOAK) &&
413 (o_ptr->tval <= TV_HARD_ARMOR) &&
414 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
416 add_flag(o_ptr->art_flags, TR_SH_FIRE);
417 if (one_in_(2)) return;
419 if (one_in_(BIAS_LUCK) &&
420 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
422 add_flag(o_ptr->art_flags, TR_IM_FIRE);
423 if (!one_in_(IM_LUCK))
425 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
426 remove_flag(o_ptr->art_flags, TR_IM_COLD);
427 remove_flag(o_ptr->art_flags, TR_IM_ACID);
429 if (one_in_(2)) return;
434 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
436 add_flag(o_ptr->art_flags, TR_RES_COLD);
437 if (one_in_(2)) return;
439 if ((o_ptr->tval >= TV_CLOAK) &&
440 (o_ptr->tval <= TV_HARD_ARMOR) &&
441 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
443 add_flag(o_ptr->art_flags, TR_SH_COLD);
444 if (one_in_(2)) return;
446 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
448 add_flag(o_ptr->art_flags, TR_IM_COLD);
449 if (!one_in_(IM_LUCK))
451 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
452 remove_flag(o_ptr->art_flags, TR_IM_ACID);
453 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
455 if (one_in_(2)) return;
460 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
462 add_flag(o_ptr->art_flags, TR_RES_POIS);
463 if (one_in_(2)) return;
468 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
470 add_flag(o_ptr->art_flags, TR_RES_FEAR);
471 if (one_in_(2)) return;
473 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
475 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
476 if (one_in_(2)) return;
480 case BIAS_NECROMANTIC:
481 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
483 add_flag(o_ptr->art_flags, TR_RES_NETHER);
484 if (one_in_(2)) return;
486 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
488 add_flag(o_ptr->art_flags, TR_RES_POIS);
489 if (one_in_(2)) return;
491 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
493 add_flag(o_ptr->art_flags, TR_RES_DARK);
494 if (one_in_(2)) return;
499 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
501 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
502 if (one_in_(2)) return;
504 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
506 add_flag(o_ptr->art_flags, TR_RES_CONF);
507 if (one_in_(2)) return;
509 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
511 add_flag(o_ptr->art_flags, TR_RES_DISEN);
512 if (one_in_(2)) return;
517 switch (randint1(42))
520 if (!one_in_(WEIRD_LUCK))
521 random_resistance(o_ptr);
524 add_flag(o_ptr->art_flags, TR_IM_ACID);
525 if (!o_ptr->artifact_bias)
526 o_ptr->artifact_bias = BIAS_ACID;
530 if (!one_in_(WEIRD_LUCK))
531 random_resistance(o_ptr);
534 add_flag(o_ptr->art_flags, TR_IM_ELEC);
535 if (!o_ptr->artifact_bias)
536 o_ptr->artifact_bias = BIAS_ELEC;
540 if (!one_in_(WEIRD_LUCK))
541 random_resistance(o_ptr);
544 add_flag(o_ptr->art_flags, TR_IM_COLD);
545 if (!o_ptr->artifact_bias)
546 o_ptr->artifact_bias = BIAS_COLD;
550 if (!one_in_(WEIRD_LUCK))
551 random_resistance(o_ptr);
554 add_flag(o_ptr->art_flags, TR_IM_FIRE);
555 if (!o_ptr->artifact_bias)
556 o_ptr->artifact_bias = BIAS_FIRE;
562 add_flag(o_ptr->art_flags, TR_RES_ACID);
563 if (!o_ptr->artifact_bias)
564 o_ptr->artifact_bias = BIAS_ACID;
569 add_flag(o_ptr->art_flags, TR_RES_ELEC);
570 if (!o_ptr->artifact_bias)
571 o_ptr->artifact_bias = BIAS_ELEC;
576 add_flag(o_ptr->art_flags, TR_RES_FIRE);
577 if (!o_ptr->artifact_bias)
578 o_ptr->artifact_bias = BIAS_FIRE;
583 add_flag(o_ptr->art_flags, TR_RES_COLD);
584 if (!o_ptr->artifact_bias)
585 o_ptr->artifact_bias = BIAS_COLD;
589 add_flag(o_ptr->art_flags, TR_RES_POIS);
590 if (!o_ptr->artifact_bias && !one_in_(4))
591 o_ptr->artifact_bias = BIAS_POIS;
592 else if (!o_ptr->artifact_bias && one_in_(2))
593 o_ptr->artifact_bias = BIAS_NECROMANTIC;
594 else if (!o_ptr->artifact_bias && one_in_(2))
595 o_ptr->artifact_bias = BIAS_ROGUE;
599 add_flag(o_ptr->art_flags, TR_RES_FEAR);
600 if (!o_ptr->artifact_bias && one_in_(3))
601 o_ptr->artifact_bias = BIAS_WARRIOR;
604 add_flag(o_ptr->art_flags, TR_RES_LITE);
607 add_flag(o_ptr->art_flags, TR_RES_DARK);
611 add_flag(o_ptr->art_flags, TR_RES_BLIND);
615 add_flag(o_ptr->art_flags, TR_RES_CONF);
616 if (!o_ptr->artifact_bias && one_in_(6))
617 o_ptr->artifact_bias = BIAS_CHAOS;
621 add_flag(o_ptr->art_flags, TR_RES_SOUND);
625 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
629 add_flag(o_ptr->art_flags, TR_RES_NETHER);
630 if (!o_ptr->artifact_bias && one_in_(3))
631 o_ptr->artifact_bias = BIAS_NECROMANTIC;
635 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
639 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
640 if (!o_ptr->artifact_bias && one_in_(2))
641 o_ptr->artifact_bias = BIAS_CHAOS;
645 add_flag(o_ptr->art_flags, TR_RES_DISEN);
648 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
649 add_flag(o_ptr->art_flags, TR_SH_ELEC);
651 random_resistance(o_ptr);
652 if (!o_ptr->artifact_bias)
653 o_ptr->artifact_bias = BIAS_ELEC;
656 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
657 add_flag(o_ptr->art_flags, TR_SH_FIRE);
659 random_resistance(o_ptr);
660 if (!o_ptr->artifact_bias)
661 o_ptr->artifact_bias = BIAS_FIRE;
664 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
665 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
666 add_flag(o_ptr->art_flags, TR_REFLECT);
668 random_resistance(o_ptr);
671 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
672 add_flag(o_ptr->art_flags, TR_SH_COLD);
674 random_resistance(o_ptr);
675 if (!o_ptr->artifact_bias)
676 o_ptr->artifact_bias = BIAS_COLD;
683 * @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.
684 * @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。
685 * 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、
686 * 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。
687 * @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。
688 * @param o_ptr 対象のオブジェクト構造体ポインタ
691 static void random_misc(object_type * o_ptr)
693 switch (o_ptr->artifact_bias)
696 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
698 add_flag(o_ptr->art_flags, TR_SUST_CON);
699 if (one_in_(2)) return;
704 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
706 add_flag(o_ptr->art_flags, TR_SUST_STR);
707 if (one_in_(2)) return;
712 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
714 add_flag(o_ptr->art_flags, TR_SUST_WIS);
715 if (one_in_(2)) return;
720 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
722 add_flag(o_ptr->art_flags, TR_SUST_INT);
723 if (one_in_(2)) return;
728 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
730 add_flag(o_ptr->art_flags, TR_SUST_DEX);
731 if (one_in_(2)) return;
736 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
738 add_flag(o_ptr->art_flags, TR_SUST_CON);
739 if (one_in_(2)) return;
744 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
746 add_flag(o_ptr->art_flags, TR_SUST_CHR);
747 if (one_in_(2)) return;
752 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
754 add_flag(o_ptr->art_flags, TR_TELEPORT);
755 if (one_in_(2)) return;
760 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
762 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
767 switch (randint1(33))
770 add_flag(o_ptr->art_flags, TR_SUST_STR);
771 if (!o_ptr->artifact_bias)
772 o_ptr->artifact_bias = BIAS_STR;
775 add_flag(o_ptr->art_flags, TR_SUST_INT);
776 if (!o_ptr->artifact_bias)
777 o_ptr->artifact_bias = BIAS_INT;
780 add_flag(o_ptr->art_flags, TR_SUST_WIS);
781 if (!o_ptr->artifact_bias)
782 o_ptr->artifact_bias = BIAS_WIS;
785 add_flag(o_ptr->art_flags, TR_SUST_DEX);
786 if (!o_ptr->artifact_bias)
787 o_ptr->artifact_bias = BIAS_DEX;
790 add_flag(o_ptr->art_flags, TR_SUST_CON);
791 if (!o_ptr->artifact_bias)
792 o_ptr->artifact_bias = BIAS_CON;
795 add_flag(o_ptr->art_flags, TR_SUST_CHR);
796 if (!o_ptr->artifact_bias)
797 o_ptr->artifact_bias = BIAS_CHR;
802 add_flag(o_ptr->art_flags, TR_FREE_ACT);
805 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
806 if (!o_ptr->artifact_bias && one_in_(5))
807 o_ptr->artifact_bias = BIAS_PRIESTLY;
808 else if (!o_ptr->artifact_bias && one_in_(6))
809 o_ptr->artifact_bias = BIAS_NECROMANTIC;
813 add_flag(o_ptr->art_flags, TR_LITE_1);
817 add_flag(o_ptr->art_flags, TR_LEVITATION);
822 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
826 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
830 add_flag(o_ptr->art_flags, TR_REGEN);
833 add_flag(o_ptr->art_flags, TR_TELEPORT);
838 if (object_is_armour(o_ptr))
842 o_ptr->to_a = 4 + randint1(11);
851 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
852 bonus_h = 4 + (HIT_PROB)(randint1(11));
853 bonus_d = 4 + (HIT_POINT)(randint1(11));
854 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))
859 o_ptr->to_h += bonus_h;
860 o_ptr->to_d += bonus_d;
864 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
867 add_flag(o_ptr->art_flags, TR_NO_TELE);
870 add_flag(o_ptr->art_flags, TR_WARNING);
877 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
878 if (!o_ptr->artifact_bias && one_in_(3))
879 o_ptr->artifact_bias = BIAS_LAW;
882 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
883 if (!o_ptr->artifact_bias && one_in_(3))
884 o_ptr->artifact_bias = BIAS_MAGE;
887 add_flag(o_ptr->art_flags, TR_TELEPATHY);
888 if (!o_ptr->artifact_bias && one_in_(9))
889 o_ptr->artifact_bias = BIAS_MAGE;
899 idx[0] = randint1(10);
901 idx[1] = randint1(9);
902 if (idx[1] >= idx[0]) idx[1]++;
904 idx[2] = randint1(8);
905 if (idx[2] >= idx[0]) idx[2]++;
906 if (idx[2] >= idx[1]) idx[2]++;
908 while (n--) switch (idx[n])
911 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
912 if (!o_ptr->artifact_bias && one_in_(4))
913 o_ptr->artifact_bias = BIAS_RANGER;
916 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
917 if (!o_ptr->artifact_bias && one_in_(3))
918 o_ptr->artifact_bias = BIAS_PRIESTLY;
919 else if (!o_ptr->artifact_bias && one_in_(6))
920 o_ptr->artifact_bias = BIAS_NECROMANTIC;
923 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
926 add_flag(o_ptr->art_flags, TR_ESP_ORC);
929 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
932 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
935 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
938 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
939 if (!o_ptr->artifact_bias && one_in_(6))
940 o_ptr->artifact_bias = BIAS_ROGUE;
943 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
944 if (!o_ptr->artifact_bias && one_in_(3))
945 o_ptr->artifact_bias = BIAS_LAW;
948 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
949 if (!o_ptr->artifact_bias && one_in_(3))
950 o_ptr->artifact_bias = BIAS_LAW;
959 * @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.
960 * @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。
961 * 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、
962 * 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、
963 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
964 * @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。
965 * @param o_ptr 対象のオブジェクト構造体ポインタ
968 static void random_slay(object_type *o_ptr)
970 if (o_ptr->tval == TV_BOW)
977 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
978 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
979 if (!o_ptr->artifact_bias && one_in_(9))
980 o_ptr->artifact_bias = BIAS_RANGER;
983 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
984 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
985 if (!o_ptr->artifact_bias && one_in_(9))
986 o_ptr->artifact_bias = BIAS_RANGER;
993 switch (o_ptr->artifact_bias)
996 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
998 add_flag(o_ptr->art_flags, TR_CHAOTIC);
999 if (one_in_(2)) return;
1004 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1005 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1007 /* A free power for "priestly" random artifacts */
1008 add_flag(o_ptr->art_flags, TR_BLESSED);
1012 case BIAS_NECROMANTIC:
1013 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1015 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1016 if (one_in_(2)) return;
1018 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1020 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1021 if (one_in_(2)) return;
1026 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1028 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1029 if (one_in_(2)) return;
1034 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1035 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1036 !(have_flag(o_ptr->art_flags, TR_THROW)))
1038 /* Free power for rogues... */
1039 add_flag(o_ptr->art_flags, TR_THROW);
1041 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1043 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1044 if (one_in_(2)) return;
1049 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1051 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1052 if (one_in_(2)) return;
1057 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1059 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1060 if (one_in_(2)) return;
1065 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1067 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1068 if (one_in_(2)) return;
1073 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1075 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1076 if (one_in_(2)) return;
1081 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1083 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1084 if (one_in_(2)) return;
1089 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1091 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1092 if (one_in_(2)) return;
1094 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1096 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1097 if (one_in_(2)) return;
1099 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1101 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1102 if (one_in_(2)) return;
1107 switch (randint1(36))
1113 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1117 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1124 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1128 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1130 if (!o_ptr->artifact_bias && one_in_(2))
1131 o_ptr->artifact_bias = BIAS_LAW;
1132 else if (!o_ptr->artifact_bias && one_in_(9))
1133 o_ptr->artifact_bias = BIAS_PRIESTLY;
1139 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1143 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1145 if (!o_ptr->artifact_bias && one_in_(9))
1146 o_ptr->artifact_bias = BIAS_PRIESTLY;
1152 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1156 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1158 if (!o_ptr->artifact_bias && one_in_(9))
1159 o_ptr->artifact_bias = BIAS_PRIESTLY;
1165 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1169 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1176 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1180 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1187 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1191 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1196 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1199 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1203 if (o_ptr->tval == TV_SWORD)
1205 add_flag(o_ptr->art_flags, TR_VORPAL);
1206 if (!o_ptr->artifact_bias && one_in_(9))
1207 o_ptr->artifact_bias = BIAS_WARRIOR;
1213 add_flag(o_ptr->art_flags, TR_IMPACT);
1217 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1218 if (!o_ptr->artifact_bias)
1219 o_ptr->artifact_bias = BIAS_FIRE;
1223 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1224 if (!o_ptr->artifact_bias)
1225 o_ptr->artifact_bias = BIAS_COLD;
1229 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1230 if (!o_ptr->artifact_bias)
1231 o_ptr->artifact_bias = BIAS_ELEC;
1235 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1236 if (!o_ptr->artifact_bias)
1237 o_ptr->artifact_bias = BIAS_ACID;
1241 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1242 if (!o_ptr->artifact_bias && !one_in_(3))
1243 o_ptr->artifact_bias = BIAS_POIS;
1244 else if (!o_ptr->artifact_bias && one_in_(6))
1245 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1246 else if (!o_ptr->artifact_bias)
1247 o_ptr->artifact_bias = BIAS_ROGUE;
1250 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1251 if (!o_ptr->artifact_bias)
1252 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1255 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1256 if (!o_ptr->artifact_bias)
1257 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1263 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1267 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1271 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1272 if (!o_ptr->artifact_bias)
1273 o_ptr->artifact_bias = BIAS_CHAOS;
1279 * @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.
1280 * @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。
1281 * @param o_ptr 対象のオブジェクト構造体ポインタ
1284 static void give_activation_power(object_type *o_ptr)
1286 int type = 0, chance = 0;
1288 switch (o_ptr->artifact_bias)
1293 type = ACT_BO_ELEC_1;
1295 else if (!one_in_(5))
1297 type = ACT_BA_ELEC_2;
1301 type = ACT_BA_ELEC_3;
1307 type = ACT_BA_POIS_1;
1314 type = ACT_BO_FIRE_1;
1316 else if (!one_in_(5))
1318 type = ACT_BA_FIRE_1;
1322 type = ACT_BA_FIRE_2;
1330 type = ACT_BO_COLD_1;
1331 else if (!one_in_(3))
1332 type = ACT_BA_COLD_1;
1333 else if (!one_in_(3))
1334 type = ACT_BA_COLD_2;
1336 type = ACT_BA_COLD_3;
1342 type = ACT_SUMMON_DEMON;
1344 type = ACT_CALL_CHAOS;
1351 type = ACT_CHARM_UNDEAD;
1352 else if (one_in_(12))
1353 type = ACT_BANISH_EVIL;
1354 else if (one_in_(11))
1355 type = ACT_DISP_EVIL;
1356 else if (one_in_(10))
1357 type = ACT_PROT_EVIL;
1358 else if (one_in_(9))
1359 type = ACT_CURE_1000;
1360 else if (one_in_(8))
1361 type = ACT_CURE_700;
1362 else if (one_in_(7))
1363 type = ACT_REST_ALL;
1364 else if (one_in_(6))
1365 type = ACT_REST_EXP;
1370 case BIAS_NECROMANTIC:
1374 else if (one_in_(13))
1375 type = ACT_DISP_GOOD;
1376 else if (one_in_(9))
1377 type = ACT_MASS_GENO;
1378 else if (one_in_(8))
1379 type = ACT_GENOCIDE;
1380 else if (one_in_(13))
1381 type = ACT_SUMMON_UNDEAD;
1382 else if (one_in_(9))
1384 else if (one_in_(6))
1385 type = ACT_CHARM_UNDEAD;
1393 type = ACT_BANISH_EVIL;
1394 else if (one_in_(4))
1395 type = ACT_DISP_EVIL;
1397 type = ACT_PROT_EVIL;
1404 else if (one_in_(4))
1406 else if (one_in_(3))
1407 type = ACT_DETECT_ALL;
1408 else if (one_in_(8))
1411 type = ACT_ID_PLAIN;
1417 type = ACT_SUMMON_ELEMENTAL;
1418 else if (one_in_(10))
1419 type = ACT_SUMMON_PHANTOM;
1420 else if (one_in_(5))
1421 type = ACT_RUNE_EXPLO;
1437 type = ACT_CHARM_ANIMALS;
1438 else if (one_in_(7))
1439 type = ACT_SUMMON_ANIMAL;
1440 else if (one_in_(6))
1441 type = ACT_CHARM_ANIMAL;
1442 else if (one_in_(4))
1443 type = ACT_RESIST_ALL;
1444 else if (one_in_(3))
1447 type = ACT_CURE_POISON;
1451 if (!type || (randint1(100) >= chance))
1453 one_activation(o_ptr);
1457 /* A type was chosen... */
1458 o_ptr->xtra2 = (byte_hack)type;
1459 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1464 * @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.
1465 * @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。
1466 * @param o_ptr 処理中のアイテム参照ポインタ
1467 * @param return_name 名前を返すための文字列参照ポインタ
1468 * @param armour 対象のオブジェクトが防具が否か
1469 * @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)
1472 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1474 PERCENTAGE prob = randint1(100);
1476 if (prob <= SINDARIN_NAME)
1478 get_table_sindarin(return_name);
1480 else if (prob <= TABLE_NAME)
1482 get_table_name(return_name);
1494 filename = _("a_cursed_j.txt", "a_cursed.txt");
1497 filename = _("a_low_j.txt", "a_low.txt");
1500 filename = _("a_med_j.txt", "a_med.txt");
1503 filename = _("a_high_j.txt", "a_high.txt");
1510 filename = _("w_cursed_j.txt", "w_cursed.txt");
1513 filename = _("w_low_j.txt", "w_low.txt");
1516 filename = _("w_med_j.txt", "w_med.txt");
1519 filename = _("w_high_j.txt", "w_high.txt");
1523 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1525 if (return_name[0] == 0) get_table_name(return_name);
1531 * @brief ランダムアーティファクト生成のメインルーチン
1532 * @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。
1533 * @param o_ptr 対象のオブジェクト構造体ポインタ
1534 * @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。
1535 * @return 常にTRUE(1)を返す
1537 bool create_artifact(object_type *o_ptr, bool a_scroll)
1539 GAME_TEXT new_name[1024];
1540 PARAMETER_VALUE has_pval = 0;
1541 int powers = randint1(5) + 1;
1543 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1546 bool a_cursed = FALSE;
1547 int warrior_artifact_bias = 0;
1550 /* Reset artifact bias */
1551 o_ptr->artifact_bias = 0;
1553 /* Nuke enchantments */
1557 for (i = 0; i < TR_FLAG_SIZE; i++)
1558 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1560 if (o_ptr->pval) has_pval = TRUE;
1562 if (a_scroll && one_in_(4))
1564 switch (p_ptr->pclass)
1567 case CLASS_BERSERKER:
1572 o_ptr->artifact_bias = BIAS_WARRIOR;
1575 case CLASS_HIGH_MAGE:
1576 case CLASS_SORCERER:
1577 case CLASS_MAGIC_EATER:
1578 case CLASS_BLUE_MAGE:
1579 o_ptr->artifact_bias = BIAS_MAGE;
1582 o_ptr->artifact_bias = BIAS_PRIESTLY;
1586 o_ptr->artifact_bias = BIAS_ROGUE;
1587 warrior_artifact_bias = 25;
1591 o_ptr->artifact_bias = BIAS_RANGER;
1592 warrior_artifact_bias = 30;
1595 o_ptr->artifact_bias = BIAS_PRIESTLY;
1596 warrior_artifact_bias = 40;
1598 case CLASS_WARRIOR_MAGE:
1599 case CLASS_RED_MAGE:
1600 o_ptr->artifact_bias = BIAS_MAGE;
1601 warrior_artifact_bias = 40;
1603 case CLASS_CHAOS_WARRIOR:
1604 o_ptr->artifact_bias = BIAS_CHAOS;
1605 warrior_artifact_bias = 40;
1608 case CLASS_FORCETRAINER:
1609 o_ptr->artifact_bias = BIAS_PRIESTLY;
1611 case CLASS_MINDCRAFTER:
1613 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1616 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1618 case CLASS_IMITATOR:
1619 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1621 case CLASS_BEASTMASTER:
1622 o_ptr->artifact_bias = BIAS_CHR;
1623 warrior_artifact_bias = 50;
1625 case CLASS_MIRROR_MASTER:
1626 if (randint1(4) > 1)
1628 o_ptr->artifact_bias = BIAS_MAGE;
1632 o_ptr->artifact_bias = BIAS_ROGUE;
1638 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1639 o_ptr->artifact_bias = BIAS_WARRIOR;
1641 strcpy(new_name, "");
1643 if (!a_scroll && one_in_(A_CURSED))
1645 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1648 while (one_in_(powers) || one_in_(7) || one_in_(10))
1651 if (!a_cursed && one_in_(WEIRD_LUCK))
1654 if (a_cursed) powers /= 2;
1656 max_powers = powers;
1660 switch (randint1(max_type))
1667 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1669 if (a_cursed && !one_in_(13)) break;
1672 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1676 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1680 random_resistance(o_ptr);
1689 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1696 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1698 o_ptr->pval = randint1(2);
1699 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1708 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1711 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1716 /* give it some plusses... */
1717 if (object_is_armour(o_ptr))
1718 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1719 else if (object_is_weapon_ammo(o_ptr))
1721 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1722 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1723 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1726 /* Just to be sure */
1727 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1728 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1729 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1730 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1732 total_flags = flag_cost(o_ptr, o_ptr->pval);
1734 if (a_cursed) curse_artifact(o_ptr);
1737 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1740 give_activation_power(o_ptr);
1743 if (object_is_armour(o_ptr))
1745 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1747 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1748 o_ptr->to_d -= (HIT_POINT)randint0(3);
1749 o_ptr->to_h -= (HIT_PROB)randint0(3);
1751 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1753 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1754 o_ptr->to_d -= (HIT_POINT)randint0(3);
1755 o_ptr->to_h -= (HIT_PROB)randint0(3);
1759 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);
1761 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1765 remove_flag(o_ptr->art_flags, TR_BLOWS);
1766 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1767 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1768 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1769 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1770 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1771 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1772 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1773 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1774 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1775 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1776 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1777 remove_flag(o_ptr->art_flags, TR_VORPAL);
1778 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1779 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1780 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1781 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1782 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1785 if (!object_is_weapon_ammo(o_ptr))
1788 if (a_cursed) power_level = 0;
1789 else if (total_flags < 15000) power_level = 1;
1790 else if (total_flags < 35000) power_level = 2;
1791 else power_level = 3;
1797 if (a_cursed) power_level = 0;
1798 else if (total_flags < 20000) power_level = 1;
1799 else if (total_flags < 45000) power_level = 2;
1800 else power_level = 3;
1804 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1806 weakening_artifact(o_ptr);
1811 GAME_TEXT dummy_name[MAX_NLEN] = "";
1812 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? ");
1814 object_aware(o_ptr);
1815 object_known(o_ptr);
1817 /* Mark the item as fully known */
1818 o_ptr->ident |= (IDENT_MENTAL);
1820 /* For being treated as random artifact in screen_object() */
1821 o_ptr->art_name = quark_add("");
1823 (void)screen_object(o_ptr, 0L);
1825 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1831 get_table_sindarin_aux(dummy_name);
1835 get_table_name_aux(dummy_name);
1838 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1839 chg_virtue(V_INDIVIDUALISM, 2);
1840 chg_virtue(V_ENCHANT, 5);
1844 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1847 /* Save the inscription */
1848 o_ptr->art_name = quark_add(new_name);
1850 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」",
1851 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1853 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1859 * @brief オブジェクトから能力発動IDを取得する。
1860 * @details いくつかのケースで定義されている発動効果から、
1861 * 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。
1862 * @param o_ptr 対象のオブジェクト構造体ポインタ
1863 * @return 発動効果のIDを返す
1865 int activation_index(object_type *o_ptr)
1867 /* Give priority to weaponsmith's essential activations */
1868 if (object_is_smith(o_ptr))
1870 switch (o_ptr->xtra3 - 1)
1872 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1873 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1874 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1875 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1876 case TR_IMPACT: return ACT_QUAKE;
1880 if (object_is_fixed_artifact(o_ptr))
1882 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1884 return a_info[o_ptr->name1].act_idx;
1887 if (object_is_ego(o_ptr))
1889 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1891 return e_info[o_ptr->name2].act_idx;
1894 if (!object_is_random_artifact(o_ptr))
1896 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1898 return k_info[o_ptr->k_idx].act_idx;
1902 return o_ptr->xtra2;
1906 * @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。
1907 * @details activation_index() 関数の結果から参照する。
1908 * @param o_ptr 対象のオブジェクト構造体ポインタ
1909 * @return 発動効果構造体のポインタを返す
1911 const activation_type* find_activation_info(object_type *o_ptr)
1913 const int index = activation_index(o_ptr);
1914 const activation_type* p;
1916 for (p = activation_info; p->flag != NULL; ++ p) {
1917 if (p->index == index)
1927 * @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。.
1928 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
1929 * 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、
1931 * @attention プレイヤーの各種ステータスに依存した処理がある。
1932 * @todo 折を見て関数名を変更すること。
1933 * @param o_ptr 対象のオブジェクト構造体ポインタ
1934 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
1937 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
1939 bool give_resistance = FALSE, give_power = FALSE;
1941 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
1943 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
1946 give_resistance = TRUE;
1950 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1951 add_flag(o_ptr->art_flags, TR_TY_CURSE);
1952 o_ptr->curse_flags |=
1953 (TRC_CURSED | TRC_HEAVY_CURSE);
1954 o_ptr->curse_flags |= get_curse(2, o_ptr);
1959 if (o_ptr->name1 == ART_MURAMASA)
1961 if (p_ptr->pclass != CLASS_SAMURAI)
1963 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1964 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1968 if (o_ptr->name1 == ART_ROBINTON)
1970 if (p_ptr->pclass == CLASS_BARD)
1972 add_flag(o_ptr->art_flags, TR_DEC_MANA);
1976 if (o_ptr->name1 == ART_XIAOLONG)
1978 if (p_ptr->pclass == CLASS_MONK)
1979 add_flag(o_ptr->art_flags, TR_BLOWS);
1982 if (o_ptr->name1 == ART_BLOOD)
1984 get_bloody_moon_flags(o_ptr);
1987 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
1989 if (p_ptr->psex != SEX_FEMALE)
1991 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1995 if (o_ptr->name1 == ART_MILIM)
1997 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2000 add_flag(o_ptr->art_flags, TR_STR);
2001 add_flag(o_ptr->art_flags, TR_INT);
2002 add_flag(o_ptr->art_flags, TR_WIS);
2003 add_flag(o_ptr->art_flags, TR_DEX);
2004 add_flag(o_ptr->art_flags, TR_CON);
2005 add_flag(o_ptr->art_flags, TR_CHR);
2009 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2010 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2011 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2013 /* Give a resistance OR a power */
2014 if (one_in_(2)) give_resistance = TRUE;
2015 else give_power = TRUE;
2023 if (give_resistance)
2025 one_high_resistance(o_ptr);
2031 * @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
2032 * @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。
2033 * @param a_idx 生成する固定アーティファクト構造体のID
2034 * @param y アイテムを落とす地点のy座標
2035 * @param x アイテムを落とす地点のx座標
2036 * @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。
2037 * @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.
2038 * 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
2039 * drop_near()関数の返り値は信用できなくなる.
2041 bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2047 artifact_type *a_ptr = &a_info[a_idx];
2050 /* Ignore "empty" artifacts */
2051 if (!a_ptr->name) return FALSE;
2053 /* Acquire the "kind" index */
2054 i = lookup_kind(a_ptr->tval, a_ptr->sval);
2056 if (!i) return FALSE;
2058 object_prep(q_ptr, i);
2061 q_ptr->name1 = a_idx;
2063 /* Extract the fields */
2064 q_ptr->pval = a_ptr->pval;
2065 q_ptr->ac = a_ptr->ac;
2066 q_ptr->dd = a_ptr->dd;
2067 q_ptr->ds = a_ptr->ds;
2068 q_ptr->to_a = a_ptr->to_a;
2069 q_ptr->to_h = a_ptr->to_h;
2070 q_ptr->to_d = a_ptr->to_d;
2071 q_ptr->weight = a_ptr->weight;
2073 /* Hack -- extract the "cursed" flag */
2074 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2075 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2076 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2077 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2078 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2079 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2081 random_artifact_resistance(q_ptr, a_ptr);
2083 /* Drop the artifact from heaven */
2084 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
2088 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2090 BIT_FLAGS flgs[TR_FLAG_SIZE];
2091 object_flags(o_ptr, flgs);
2093 HIT_POINT dam, base, s_evil, forced, vorpal;
2094 s_evil = forced = vorpal = 0;
2095 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2097 if(have_flag(flgs, TR_KILL_EVIL))
2099 dam = s_evil = dam * 7 / 2;
2101 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2103 dam = s_evil = dam * 2;
2107 if (have_flag(flgs, TR_FORCE_WEAPON))
2109 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2113 if(have_flag(flgs, TR_VORPAL))
2115 dam = vorpal = dam * 11 / 9;
2119 dam = dam + o_ptr->to_d;
2121 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2126 static bool has_extreme_damage_rate(object_type *o_ptr)
2128 BIT_FLAGS flgs[TR_FLAG_SIZE];
2129 object_flags(o_ptr, flgs);
2131 if (have_flag(flgs, TR_VAMPIRIC))
2133 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2137 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2141 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2145 else if (calc_arm_avgdamage(o_ptr) > 63)
2152 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2156 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2160 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2164 else if (calc_arm_avgdamage(o_ptr) > 75)
2172 static bool weakening_artifact(object_type *o_ptr)
2174 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2175 object_kind *k_ptr = &k_info[k_idx];
2176 BIT_FLAGS flgs[TR_FLAG_SIZE];
2177 object_flags(o_ptr, flgs);
2179 if (have_flag(flgs, TR_KILL_EVIL))
2181 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2182 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2185 else if (k_ptr->dd < o_ptr->dd)
2190 else if (k_ptr->ds < o_ptr->ds)
2195 else if (o_ptr->to_d > 10)
2197 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2198 if (o_ptr->to_d < 10)
2208 * @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。
2209 * Mega-Hack -- Attempt to create one of the "Special Objects"
2210 * @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
2211 * @return 生成に成功したらTRUEを返す。
2213 * Attempt to change an object into an artifact\n
2214 * This routine should only be called by "apply_magic()"\n
2215 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2217 bool make_artifact(object_type *o_ptr)
2221 /* No artifacts in the town */
2222 if (!current_floor_ptr->dun_level) return (FALSE);
2224 /* Paranoia -- no "plural" artifacts */
2225 if (o_ptr->number != 1) return (FALSE);
2227 /* Check the artifact list (skip the "specials") */
2228 for (i = 0; i < max_a_idx; i++)
2230 artifact_type *a_ptr = &a_info[i];
2232 /* Skip "empty" items */
2233 if (!a_ptr->name) continue;
2235 /* Cannot make an artifact twice */
2236 if (a_ptr->cur_num) continue;
2238 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2240 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2242 /* Must have the correct fields */
2243 if (a_ptr->tval != o_ptr->tval) continue;
2244 if (a_ptr->sval != o_ptr->sval) continue;
2246 /* XXX XXX Enforce minimum "depth" (loosely) */
2247 if (a_ptr->level > current_floor_ptr->dun_level)
2249 /* Acquire the "out-of-depth factor" */
2250 int d = (a_ptr->level - current_floor_ptr->dun_level) * 2;
2252 /* Roll for out-of-depth creation */
2253 if (!one_in_(d)) continue;
2256 /* We must make the "rarity roll" */
2257 if (!one_in_(a_ptr->rarity)) continue;
2259 /* Hack -- mark the item as an artifact */
2262 /* Hack: Some artifacts get random extra powers */
2263 random_artifact_resistance(o_ptr, a_ptr);
2274 * @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。
2275 * Mega-Hack -- Attempt to create one of the "Special Objects"
2276 * @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
2277 * @return 生成に成功したらTRUEを返す。
2279 * We are only called from "make_object()", and we assume that\n
2280 * "apply_magic()" is called immediately after we return.\n
2282 * Note -- see "make_artifact()" and "apply_magic()"\n
2284 bool make_artifact_special(object_type *o_ptr)
2287 KIND_OBJECT_IDX k_idx = 0;
2289 /*! @note 地上ではキャンセルする / No artifacts in the town */
2290 if (!current_floor_ptr->dun_level) return (FALSE);
2292 /*! @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 */
2293 if (get_obj_num_hook) return (FALSE);
2295 /*! @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") */
2296 for (i = 0; i < max_a_idx; i++)
2298 artifact_type *a_ptr = &a_info[i];
2300 /*! @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 */
2301 if (!a_ptr->name) continue;
2303 /*! @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 */
2304 if (a_ptr->cur_num) continue;
2305 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2306 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2308 /*! @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 /
2309 * XXX XXX Enforce minimum "depth" (loosely) */
2310 if (a_ptr->level > current_floor_ptr->object_level)
2312 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2313 int d = (a_ptr->level - current_floor_ptr->object_level) * 2;
2314 if (!one_in_(d)) continue;
2317 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2318 if (!one_in_(a_ptr->rarity)) continue;
2320 /*! @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。 /
2321 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2322 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2323 if (k_info[k_idx].level > current_floor_ptr->object_level)
2325 int d = (k_info[k_idx].level - current_floor_ptr->object_level) * 5;
2326 if (!one_in_(d)) continue;
2329 /*! @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 /
2330 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2331 object_prep(o_ptr, k_idx);
2334 random_artifact_resistance(o_ptr, a_ptr);
2338 /*! @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 */