+++ /dev/null
-/*!
- * @file artifact.c
- * @brief アーティファクトの生成と管理 / Artifact code
- * @date 2013/12/11
- * @author
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
- * This software may be copied and distributed for educational, research, and\n
- * not for profit purposes provided that this copyright and statement are\n
- * included in all such copies.\n
- * 2013 Deskull rearranged comment for Doxygen.
- */
-
-#include "angband.h"
-#include "util.h"
-
-#include "artifact.h"
-#include "cmd-smith.h"
-
-#include "avatar.h"
-#include "floor.h"
-#include "cmd-activate.h"
-#include "object.h"
-#include "objectkind.h"
-#include "object-boost.h"
-#include "object-curse.h"
-#include "object-ego.h"
-#include "object-flavor.h"
-#include "object-hook.h"
-#include "spells-object.h"
-#include "files.h"
-#include "grid.h"
-#include "monster.h"
-#include "view-mainwindow.h"
-#include "player-class.h"
-#include "player-personality.h"
-#include "world.h"
-
- /*
- * The artifact arrays
- */
-artifact_type *a_info;
-char *a_name;
-char *a_text;
-
-/*
- * Maximum number of artifacts in a_info.txt
- */
-ARTIFACT_IDX max_a_idx;
-
-static bool has_extreme_damage_rate(object_type *o_ptr);
-static bool weakening_artifact(object_type *o_ptr);
-
-#ifdef JP
-/*!
- * @brief ランダムアーティファクトのバイアス名称テーブル
- */
-const concptr artifact_bias_name[MAX_BIAS] =
-{
- "なし",
- "電撃",
- "毒",
- "火炎",
- "冷気",
- "酸",
- "腕力",
- "知力",
- "賢さ",
- "器用さ",
- "耐久",
- "魅力",
- "混沌",
- "プリースト",
- "死霊",
- "法",
- "盗賊",
- "メイジ",
- "戦士",
- "レンジャー",
-};
-#else
-const concptr artifact_bias_name[MAX_BIAS] =
-{
- "None",
- "Elec",
- "Poison",
- "Fire",
- "Cold",
- "Acid",
- "STR",
- "INT",
- "WIS",
- "DEX",
- "CON",
- "CHA",
- "Chaos",
- "Pristly",
- "Necromantic",
- "Law",
- "Rogue",
- "Mage",
- "Warrior",
- "Ranger",
-};
-#endif
-
-
-/*!
- * @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.
- * @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。
- * 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、
- * 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。
- * @attention プレイヤーの職業依存処理あり。
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void curse_artifact(player_type *player_ptr, object_type *o_ptr)
-{
- if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
- if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
- if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
- if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
-
- o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
- remove_flag(o_ptr->art_flags, TR_BLESSED);
-
- if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
- if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
- if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
- if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
- if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
- if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
- if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
- else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
-
- if ((player_ptr->pclass != CLASS_WARRIOR) && (player_ptr->pclass != CLASS_ARCHER) && (player_ptr->pclass != CLASS_CAVALRY) && (player_ptr->pclass != CLASS_BERSERKER) && (player_ptr->pclass != CLASS_SMITH) && one_in_(3))
- add_flag(o_ptr->art_flags, TR_NO_MAGIC);
-}
-
-
-/*!
- * @brief ランダムアーティファクト生成中、対象のオブジェクトにpval能力を付加する。/ Add one pval on generation of randam artifact.
- * @details 優先的に付加されるpvalがランダムアーティファクトバイアスに依存して存在する。
- * 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。
- * @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。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void random_plus(object_type *o_ptr)
-{
- int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
-
- switch (o_ptr->artifact_bias)
- {
- case BIAS_WARRIOR:
- if (!(have_flag(o_ptr->art_flags, TR_STR)))
- {
- add_flag(o_ptr->art_flags, TR_STR);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_CON)))
- {
- add_flag(o_ptr->art_flags, TR_CON);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_DEX)))
- {
- add_flag(o_ptr->art_flags, TR_DEX);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_MAGE:
- if (!(have_flag(o_ptr->art_flags, TR_INT)))
- {
- add_flag(o_ptr->art_flags, TR_INT);
- if (one_in_(2)) return;
- }
- if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
- {
- add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_PRIESTLY:
- if (!(have_flag(o_ptr->art_flags, TR_WIS)))
- {
- add_flag(o_ptr->art_flags, TR_WIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_RANGER:
- if (!(have_flag(o_ptr->art_flags, TR_DEX)))
- {
- add_flag(o_ptr->art_flags, TR_DEX);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_CON)))
- {
- add_flag(o_ptr->art_flags, TR_CON);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_STR)))
- {
- add_flag(o_ptr->art_flags, TR_STR);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_ROGUE:
- if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
- {
- add_flag(o_ptr->art_flags, TR_STEALTH);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
- {
- add_flag(o_ptr->art_flags, TR_SEARCH);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_STR:
- if (!(have_flag(o_ptr->art_flags, TR_STR)))
- {
- add_flag(o_ptr->art_flags, TR_STR);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_WIS:
- if (!(have_flag(o_ptr->art_flags, TR_WIS)))
- {
- add_flag(o_ptr->art_flags, TR_WIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_INT:
- if (!(have_flag(o_ptr->art_flags, TR_INT)))
- {
- add_flag(o_ptr->art_flags, TR_INT);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_DEX:
- if (!(have_flag(o_ptr->art_flags, TR_DEX)))
- {
- add_flag(o_ptr->art_flags, TR_DEX);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_CON:
- if (!(have_flag(o_ptr->art_flags, TR_CON)))
- {
- add_flag(o_ptr->art_flags, TR_CON);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_CHR:
- if (!(have_flag(o_ptr->art_flags, TR_CHR)))
- {
- add_flag(o_ptr->art_flags, TR_CHR);
- if (one_in_(2)) return;
- }
-
- break;
- }
-
- if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
- {
- if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
- {
- add_flag(o_ptr->art_flags, TR_DEC_MANA);
- if (one_in_(2)) return;
- }
- }
-
- switch (randint1(this_type))
- {
- case 1: case 2:
- add_flag(o_ptr->art_flags, TR_STR);
- if (!o_ptr->artifact_bias && !one_in_(13))
- o_ptr->artifact_bias = BIAS_STR;
- else if (!o_ptr->artifact_bias && one_in_(7))
- o_ptr->artifact_bias = BIAS_WARRIOR;
- break;
- case 3: case 4:
- add_flag(o_ptr->art_flags, TR_INT);
- if (!o_ptr->artifact_bias && !one_in_(13))
- o_ptr->artifact_bias = BIAS_INT;
- else if (!o_ptr->artifact_bias && one_in_(7))
- o_ptr->artifact_bias = BIAS_MAGE;
- break;
- case 5: case 6:
- add_flag(o_ptr->art_flags, TR_WIS);
- if (!o_ptr->artifact_bias && !one_in_(13))
- o_ptr->artifact_bias = BIAS_WIS;
- else if (!o_ptr->artifact_bias && one_in_(7))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case 7: case 8:
- add_flag(o_ptr->art_flags, TR_DEX);
- if (!o_ptr->artifact_bias && !one_in_(13))
- o_ptr->artifact_bias = BIAS_DEX;
- else if (!o_ptr->artifact_bias && one_in_(7))
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 9: case 10:
- add_flag(o_ptr->art_flags, TR_CON);
- if (!o_ptr->artifact_bias && !one_in_(13))
- o_ptr->artifact_bias = BIAS_CON;
- else if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_RANGER;
- break;
- case 11: case 12:
- add_flag(o_ptr->art_flags, TR_CHR);
- if (!o_ptr->artifact_bias && !one_in_(13))
- o_ptr->artifact_bias = BIAS_CHR;
- break;
- case 13: case 14:
- add_flag(o_ptr->art_flags, TR_STEALTH);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 15: case 16:
- add_flag(o_ptr->art_flags, TR_SEARCH);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_RANGER;
- break;
- case 17: case 18:
- add_flag(o_ptr->art_flags, TR_INFRA);
- break;
- case 19:
- add_flag(o_ptr->art_flags, TR_SPEED);
- if (!o_ptr->artifact_bias && one_in_(11))
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 20: case 21:
- add_flag(o_ptr->art_flags, TR_TUNNEL);
- break;
- case 22: case 23:
- if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_BLOWS);
- if (!o_ptr->artifact_bias && one_in_(11))
- o_ptr->artifact_bias = BIAS_WARRIOR;
- }
-
- break;
- }
-}
-
-
-/*!
- * @brief ランダムアーティファクト生成中、対象のオブジェクトに耐性を付加する。/ Add one resistance on generation of randam artifact.
- * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
- * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
- * 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。
- * 戦士系バイアスのみ反魔もつく。
- * @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。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void random_resistance(object_type *o_ptr)
-{
- switch (o_ptr->artifact_bias)
- {
- case BIAS_ACID:
- if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
- {
- add_flag(o_ptr->art_flags, TR_RES_ACID);
- if (one_in_(2)) return;
- }
-
- if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
- {
- add_flag(o_ptr->art_flags, TR_IM_ACID);
- if (!one_in_(IM_LUCK))
- {
- remove_flag(o_ptr->art_flags, TR_IM_ELEC);
- remove_flag(o_ptr->art_flags, TR_IM_COLD);
- remove_flag(o_ptr->art_flags, TR_IM_FIRE);
- }
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_ELEC:
- if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
- {
- add_flag(o_ptr->art_flags, TR_RES_ELEC);
- if (one_in_(2)) return;
- }
-
- if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
- !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
- {
- add_flag(o_ptr->art_flags, TR_SH_ELEC);
- if (one_in_(2)) return;
- }
-
- if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
- {
- add_flag(o_ptr->art_flags, TR_IM_ELEC);
- if (!one_in_(IM_LUCK))
- {
- remove_flag(o_ptr->art_flags, TR_IM_ACID);
- remove_flag(o_ptr->art_flags, TR_IM_COLD);
- remove_flag(o_ptr->art_flags, TR_IM_FIRE);
- }
-
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_FIRE:
- if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
- {
- add_flag(o_ptr->art_flags, TR_RES_FIRE);
- if (one_in_(2)) return;
- }
-
- if ((o_ptr->tval >= TV_CLOAK) &&
- (o_ptr->tval <= TV_HARD_ARMOR) &&
- !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
- {
- add_flag(o_ptr->art_flags, TR_SH_FIRE);
- if (one_in_(2)) return;
- }
-
- if (one_in_(BIAS_LUCK) &&
- !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
- {
- add_flag(o_ptr->art_flags, TR_IM_FIRE);
- if (!one_in_(IM_LUCK))
- {
- remove_flag(o_ptr->art_flags, TR_IM_ELEC);
- remove_flag(o_ptr->art_flags, TR_IM_COLD);
- remove_flag(o_ptr->art_flags, TR_IM_ACID);
- }
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_COLD:
- if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
- {
- add_flag(o_ptr->art_flags, TR_RES_COLD);
- if (one_in_(2)) return;
- }
-
- if ((o_ptr->tval >= TV_CLOAK) &&
- (o_ptr->tval <= TV_HARD_ARMOR) &&
- !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
- {
- add_flag(o_ptr->art_flags, TR_SH_COLD);
- if (one_in_(2)) return;
- }
-
- if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
- {
- add_flag(o_ptr->art_flags, TR_IM_COLD);
- if (!one_in_(IM_LUCK))
- {
- remove_flag(o_ptr->art_flags, TR_IM_ELEC);
- remove_flag(o_ptr->art_flags, TR_IM_ACID);
- remove_flag(o_ptr->art_flags, TR_IM_FIRE);
- }
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_POIS:
- if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
- {
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_WARRIOR:
- if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
- {
- add_flag(o_ptr->art_flags, TR_RES_FEAR);
- if (one_in_(2)) return;
- }
-
- if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
- {
- add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_NECROMANTIC:
- if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
- {
- add_flag(o_ptr->art_flags, TR_RES_NETHER);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
- {
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
- {
- add_flag(o_ptr->art_flags, TR_RES_DARK);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_CHAOS:
- if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
- {
- add_flag(o_ptr->art_flags, TR_RES_CHAOS);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
- {
- add_flag(o_ptr->art_flags, TR_RES_CONF);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
- {
- add_flag(o_ptr->art_flags, TR_RES_DISEN);
- if (one_in_(2)) return;
- }
-
- break;
- }
-
- switch (randint1(42))
- {
- case 1:
- if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_ACID);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ACID;
- }
-
- break;
- case 2:
- if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_ELEC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ELEC;
- }
-
- break;
- case 3:
- if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_COLD);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_COLD;
- }
-
- break;
- case 4:
- if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_FIRE);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_FIRE;
- }
-
- break;
- case 5:
- case 6:
- case 13:
- add_flag(o_ptr->art_flags, TR_RES_ACID);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ACID;
- break;
- case 7:
- case 8:
- case 14:
- add_flag(o_ptr->art_flags, TR_RES_ELEC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ELEC;
- break;
- case 9:
- case 10:
- case 15:
- add_flag(o_ptr->art_flags, TR_RES_FIRE);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_FIRE;
- break;
- case 11:
- case 12:
- case 16:
- add_flag(o_ptr->art_flags, TR_RES_COLD);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_COLD;
- break;
- case 17:
- case 18:
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- if (!o_ptr->artifact_bias && !one_in_(4))
- o_ptr->artifact_bias = BIAS_POIS;
- else if (!o_ptr->artifact_bias && one_in_(2))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- else if (!o_ptr->artifact_bias && one_in_(2))
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 19:
- case 20:
- add_flag(o_ptr->art_flags, TR_RES_FEAR);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_WARRIOR;
- break;
- case 21:
- add_flag(o_ptr->art_flags, TR_RES_LITE);
- break;
- case 22:
- add_flag(o_ptr->art_flags, TR_RES_DARK);
- break;
- case 23:
- case 24:
- add_flag(o_ptr->art_flags, TR_RES_BLIND);
- break;
- case 25:
- case 26:
- add_flag(o_ptr->art_flags, TR_RES_CONF);
- if (!o_ptr->artifact_bias && one_in_(6))
- o_ptr->artifact_bias = BIAS_CHAOS;
- break;
- case 27:
- case 28:
- add_flag(o_ptr->art_flags, TR_RES_SOUND);
- break;
- case 29:
- case 30:
- add_flag(o_ptr->art_flags, TR_RES_SHARDS);
- break;
- case 31:
- case 32:
- add_flag(o_ptr->art_flags, TR_RES_NETHER);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- break;
- case 33:
- case 34:
- add_flag(o_ptr->art_flags, TR_RES_NEXUS);
- break;
- case 35:
- case 36:
- add_flag(o_ptr->art_flags, TR_RES_CHAOS);
- if (!o_ptr->artifact_bias && one_in_(2))
- o_ptr->artifact_bias = BIAS_CHAOS;
- break;
- case 37:
- case 38:
- add_flag(o_ptr->art_flags, TR_RES_DISEN);
- break;
- case 39:
- if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- add_flag(o_ptr->art_flags, TR_SH_ELEC);
- else
- random_resistance(o_ptr);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ELEC;
- break;
- case 40:
- if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- add_flag(o_ptr->art_flags, TR_SH_FIRE);
- else
- random_resistance(o_ptr);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_FIRE;
- break;
- case 41:
- if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
- o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
- add_flag(o_ptr->art_flags, TR_REFLECT);
- else
- random_resistance(o_ptr);
- break;
- case 42:
- if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- add_flag(o_ptr->art_flags, TR_SH_COLD);
- else
- random_resistance(o_ptr);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_COLD;
- break;
- }
-}
-
-
-/*!
- * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
- * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
- * 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、
- * 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。
- * @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。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void random_misc(object_type *o_ptr)
-{
- switch (o_ptr->artifact_bias)
- {
- case BIAS_RANGER:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_CON);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_STR:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_STR);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_WIS:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_WIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_INT:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_INT);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_DEX:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_DEX);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_CON:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_CON);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_CHR:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_CHR);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_CHAOS:
- if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
- {
- add_flag(o_ptr->art_flags, TR_TELEPORT);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_FIRE:
- if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
- {
- add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
- }
-
- break;
- }
-
- switch (randint1(33))
- {
- case 1:
- add_flag(o_ptr->art_flags, TR_SUST_STR);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_STR;
- break;
- case 2:
- add_flag(o_ptr->art_flags, TR_SUST_INT);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_INT;
- break;
- case 3:
- add_flag(o_ptr->art_flags, TR_SUST_WIS);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_WIS;
- break;
- case 4:
- add_flag(o_ptr->art_flags, TR_SUST_DEX);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_DEX;
- break;
- case 5:
- add_flag(o_ptr->art_flags, TR_SUST_CON);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_CON;
- break;
- case 6:
- add_flag(o_ptr->art_flags, TR_SUST_CHR);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_CHR;
- break;
- case 7:
- case 8:
- case 14:
- add_flag(o_ptr->art_flags, TR_FREE_ACT);
- break;
- case 9:
- add_flag(o_ptr->art_flags, TR_HOLD_EXP);
- if (!o_ptr->artifact_bias && one_in_(5))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- else if (!o_ptr->artifact_bias && one_in_(6))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- break;
- case 10:
- case 11:
- add_flag(o_ptr->art_flags, TR_LITE_1);
- break;
- case 12:
- case 13:
- add_flag(o_ptr->art_flags, TR_LEVITATION);
- break;
- case 15:
- case 16:
- case 17:
- add_flag(o_ptr->art_flags, TR_SEE_INVIS);
- break;
- case 19:
- case 20:
- add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
- break;
- case 21:
- case 22:
- add_flag(o_ptr->art_flags, TR_REGEN);
- break;
- case 23:
- add_flag(o_ptr->art_flags, TR_TELEPORT);
- break;
- case 24:
- case 25:
- case 26:
- if (object_is_armour(o_ptr))
- random_misc(o_ptr);
- else
- {
- o_ptr->to_a = 4 + randint1(11);
- }
-
- break;
- case 27:
- case 28:
- case 29:
- {
- HIT_PROB bonus_h;
- HIT_POINT bonus_d;
- add_flag(o_ptr->art_flags, TR_SHOW_MODS);
- bonus_h = 4 + (HIT_PROB)(randint1(11));
- bonus_d = 4 + (HIT_POINT)(randint1(11));
- if ((o_ptr->tval != TV_SWORD) && (o_ptr->tval != TV_POLEARM) && (o_ptr->tval != TV_HAFTED) && (o_ptr->tval != TV_DIGGING) && (o_ptr->tval != TV_GLOVES) && (o_ptr->tval != TV_RING))
- {
- bonus_h /= 2;
- bonus_d /= 2;
- }
- o_ptr->to_h += bonus_h;
- o_ptr->to_d += bonus_d;
- break;
- }
- case 30:
- add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- break;
- case 31:
- add_flag(o_ptr->art_flags, TR_NO_TELE);
- break;
- case 32:
- add_flag(o_ptr->art_flags, TR_WARNING);
- break;
-
- case 18:
- switch (randint1(3))
- {
- case 1:
- add_flag(o_ptr->art_flags, TR_ESP_EVIL);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_LAW;
- break;
- case 2:
- add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_MAGE;
- break;
- case 3:
- add_flag(o_ptr->art_flags, TR_TELEPATHY);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_MAGE;
- break;
- }
-
- break;
-
- case 33:
- {
- int idx[3];
- int n = randint1(3);
-
- idx[0] = randint1(10);
-
- idx[1] = randint1(9);
- if (idx[1] >= idx[0]) idx[1]++;
-
- idx[2] = randint1(8);
- if (idx[2] >= idx[0]) idx[2]++;
- if (idx[2] >= idx[1]) idx[2]++;
-
- while (n--)
- {
- switch (idx[n])
- {
- case 1:
- add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
- if (!o_ptr->artifact_bias && one_in_(4))
- o_ptr->artifact_bias = BIAS_RANGER;
- break;
- case 2:
- add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- else if (!o_ptr->artifact_bias && one_in_(6))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- break;
- case 3:
- add_flag(o_ptr->art_flags, TR_ESP_DEMON);
- break;
- case 4:
- add_flag(o_ptr->art_flags, TR_ESP_ORC);
- break;
- case 5:
- add_flag(o_ptr->art_flags, TR_ESP_TROLL);
- break;
- case 6:
- add_flag(o_ptr->art_flags, TR_ESP_GIANT);
- break;
- case 7:
- add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
- break;
- case 8:
- add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
- if (!o_ptr->artifact_bias && one_in_(6))
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 9:
- add_flag(o_ptr->art_flags, TR_ESP_GOOD);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_LAW;
- break;
- case 10:
- add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
- if (!o_ptr->artifact_bias && one_in_(3))
- o_ptr->artifact_bias = BIAS_LAW;
- break;
- }
-
- break;
- }
- }
- }
-}
-
-
-/*!
- * @brief ランダムアーティファクト生成中、対象のオブジェクトにスレイ効果を付加する。/ Add one slaying on generation of randam artifact.
- * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
- * 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、
- * 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、
- * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
- * @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。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void random_slay(object_type *o_ptr)
-{
- if (o_ptr->tval == TV_BOW)
- {
- switch (randint1(6))
- {
- case 1:
- case 2:
- case 3:
- add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
- if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_RANGER;
- break;
- default:
- add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
- if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_RANGER;
- break;
- }
-
- return;
- }
-
- switch (o_ptr->artifact_bias)
- {
- case BIAS_CHAOS:
- if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
- {
- add_flag(o_ptr->art_flags, TR_CHAOTIC);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_PRIESTLY:
- if ((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
- !(have_flag(o_ptr->art_flags, TR_BLESSED)))
- {
- /* A free power for "priestly" random artifacts */
- add_flag(o_ptr->art_flags, TR_BLESSED);
- }
-
- break;
-
- case BIAS_NECROMANTIC:
- if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
- {
- add_flag(o_ptr->art_flags, TR_VAMPIRIC);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_RANGER:
- if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
- {
- add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_ROGUE:
- if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
- ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
- !(have_flag(o_ptr->art_flags, TR_THROW)))
- {
- /* Free power for rogues... */
- add_flag(o_ptr->art_flags, TR_THROW);
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_POIS:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_FIRE:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_COLD:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_COLD);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_ELEC:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_ACID:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_ACID);
- if (one_in_(2)) return;
- }
-
- break;
-
- case BIAS_LAW:
- if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
- {
- add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
- {
- add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
- if (one_in_(2)) return;
- }
-
- if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
- {
- add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- if (one_in_(2)) return;
- }
-
- break;
- }
-
- switch (randint1(36))
- {
- case 1:
- case 2:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
- }
- break;
- case 3:
- case 4:
- if (one_in_(8))
- {
- add_flag(o_ptr->art_flags, TR_KILL_EVIL);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
- }
- if (!o_ptr->artifact_bias && one_in_(2))
- o_ptr->artifact_bias = BIAS_LAW;
- else if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case 5:
- case 6:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
- }
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case 7:
- case 8:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_DEMON);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- }
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case 9:
- case 10:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_ORC);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_ORC);
- }
- break;
- case 11:
- case 12:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_TROLL);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
- }
- break;
- case 13:
- case 14:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_GIANT);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
- }
-
- break;
- case 15:
- case 16:
- add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
- break;
- case 17:
- add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
- break;
- case 18:
- case 19:
- if (o_ptr->tval == TV_SWORD)
- {
- add_flag(o_ptr->art_flags, TR_VORPAL);
- if (!o_ptr->artifact_bias && one_in_(9))
- o_ptr->artifact_bias = BIAS_WARRIOR;
- }
- else
- random_slay(o_ptr);
- break;
- case 20:
- add_flag(o_ptr->art_flags, TR_IMPACT);
- break;
- case 21:
- case 22:
- add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_FIRE;
- break;
- case 23:
- case 24:
- add_flag(o_ptr->art_flags, TR_BRAND_COLD);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_COLD;
- break;
- case 25:
- case 26:
- add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ELEC;
- break;
- case 27:
- case 28:
- add_flag(o_ptr->art_flags, TR_BRAND_ACID);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ACID;
- break;
- case 29:
- case 30:
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (!o_ptr->artifact_bias && !one_in_(3))
- o_ptr->artifact_bias = BIAS_POIS;
- else if (!o_ptr->artifact_bias && one_in_(6))
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- else if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_ROGUE;
- break;
- case 31:
- add_flag(o_ptr->art_flags, TR_VAMPIRIC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_NECROMANTIC;
- break;
- case 32:
- add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
- break;
- case 33:
- case 34:
- if (one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- }
-
- break;
- default:
- add_flag(o_ptr->art_flags, TR_CHAOTIC);
- if (!o_ptr->artifact_bias)
- o_ptr->artifact_bias = BIAS_CHAOS;
- break;
- }
-}
-
-
-/*!
- * @brief ランダムアーティファクト生成中、対象のオブジェクトにバイアスに依存した発動を与える。/ Add one activaton of randam artifact depend on bias.
- * @details バイアスが無い場合、一部のバイアスの確率によっては one_ability() に処理が移行する。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void give_activation_power(object_type *o_ptr)
-{
- int type = 0, chance = 0;
-
- switch (o_ptr->artifact_bias)
- {
- case BIAS_ELEC:
- if (!one_in_(3))
- {
- type = ACT_BO_ELEC_1;
- }
- else if (!one_in_(5))
- {
- type = ACT_BA_ELEC_2;
- }
- else
- {
- type = ACT_BA_ELEC_3;
- }
-
- chance = 101;
- break;
-
- case BIAS_POIS:
- type = ACT_BA_POIS_1;
- chance = 101;
- break;
-
- case BIAS_FIRE:
- if (!one_in_(3))
- {
- type = ACT_BO_FIRE_1;
- }
- else if (!one_in_(5))
- {
- type = ACT_BA_FIRE_1;
- }
- else
- {
- type = ACT_BA_FIRE_2;
- }
-
- chance = 101;
- break;
-
- case BIAS_COLD:
- chance = 101;
- if (!one_in_(3))
- type = ACT_BO_COLD_1;
- else if (!one_in_(3))
- type = ACT_BA_COLD_1;
- else if (!one_in_(3))
- type = ACT_BA_COLD_2;
- else
- type = ACT_BA_COLD_3;
- break;
-
- case BIAS_CHAOS:
- chance = 50;
- if (one_in_(6))
- type = ACT_SUMMON_DEMON;
- else
- type = ACT_CALL_CHAOS;
- break;
-
- case BIAS_PRIESTLY:
- chance = 101;
-
- if (one_in_(13))
- type = ACT_CHARM_UNDEAD;
- else if (one_in_(12))
- type = ACT_BANISH_EVIL;
- else if (one_in_(11))
- type = ACT_DISP_EVIL;
- else if (one_in_(10))
- type = ACT_PROT_EVIL;
- else if (one_in_(9))
- type = ACT_CURE_1000;
- else if (one_in_(8))
- type = ACT_CURE_700;
- else if (one_in_(7))
- type = ACT_REST_ALL;
- else if (one_in_(6))
- type = ACT_REST_EXP;
- else
- type = ACT_CURE_MW;
- break;
-
- case BIAS_NECROMANTIC:
- chance = 101;
- if (one_in_(66))
- type = ACT_WRAITH;
- else if (one_in_(13))
- type = ACT_DISP_GOOD;
- else if (one_in_(9))
- type = ACT_MASS_GENO;
- else if (one_in_(8))
- type = ACT_GENOCIDE;
- else if (one_in_(13))
- type = ACT_SUMMON_UNDEAD;
- else if (one_in_(9))
- type = ACT_DRAIN_2;
- else if (one_in_(6))
- type = ACT_CHARM_UNDEAD;
- else
- type = ACT_DRAIN_1;
- break;
-
- case BIAS_LAW:
- chance = 101;
- if (one_in_(8))
- type = ACT_BANISH_EVIL;
- else if (one_in_(4))
- type = ACT_DISP_EVIL;
- else
- type = ACT_PROT_EVIL;
- break;
-
- case BIAS_ROGUE:
- chance = 101;
- if (one_in_(50))
- type = ACT_SPEED;
- else if (one_in_(4))
- type = ACT_SLEEP;
- else if (one_in_(3))
- type = ACT_DETECT_ALL;
- else if (one_in_(8))
- type = ACT_ID_FULL;
- else
- type = ACT_ID_PLAIN;
- break;
-
- case BIAS_MAGE:
- chance = 66;
- if (one_in_(20))
- type = ACT_SUMMON_ELEMENTAL;
- else if (one_in_(10))
- type = ACT_SUMMON_PHANTOM;
- else if (one_in_(5))
- type = ACT_RUNE_EXPLO;
- else
- type = ACT_ESP;
- break;
-
- case BIAS_WARRIOR:
- chance = 80;
- if (one_in_(100))
- type = ACT_INVULN;
- else
- type = ACT_BERSERK;
- break;
-
- case BIAS_RANGER:
- chance = 101;
- if (one_in_(20))
- type = ACT_CHARM_ANIMALS;
- else if (one_in_(7))
- type = ACT_SUMMON_ANIMAL;
- else if (one_in_(6))
- type = ACT_CHARM_ANIMAL;
- else if (one_in_(4))
- type = ACT_RESIST_ALL;
- else if (one_in_(3))
- type = ACT_SATIATE;
- else
- type = ACT_CURE_POISON;
- break;
- }
-
- if (!type || (randint1(100) >= chance))
- {
- one_activation(o_ptr);
- return;
- }
-
- /* A type was chosen... */
- o_ptr->xtra2 = (byte_hack)type;
- add_flag(o_ptr->art_flags, TR_ACTIVATE);
- o_ptr->timeout = 0;
-}
-
-
-/*!
- * @brief ランダムアーティファクト生成中、対象のオブジェクトに名前を与える。/ Set name of randomartifact.
- * @details 確率によって、シンダリン銘、漢字銘、固定名のいずれか一つが与えられる。
- * @param o_ptr 処理中のアイテム参照ポインタ
- * @param return_name 名前を返すための文字列参照ポインタ
- * @param armour 対象のオブジェクトが防具が否か
- * @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)
- * @return なし
- */
-static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
-{
- PERCENTAGE prob = randint1(100);
-
- if (prob <= SINDARIN_NAME)
- {
- get_table_sindarin(return_name);
- return;
- }
-
- if (prob <= TABLE_NAME)
- {
- get_table_name(return_name);
- return;
- }
-
- concptr filename;
- switch (armour)
- {
- case 1:
- switch (power)
- {
- case 0:
- filename = _("a_cursed_j.txt", "a_cursed.txt");
- break;
- case 1:
- filename = _("a_low_j.txt", "a_low.txt");
- break;
- case 2:
- filename = _("a_med_j.txt", "a_med.txt");
- break;
- default:
- filename = _("a_high_j.txt", "a_high.txt");
- }
- break;
- default:
- switch (power)
- {
- case 0:
- filename = _("w_cursed_j.txt", "w_cursed.txt");
- break;
- case 1:
- filename = _("w_low_j.txt", "w_low.txt");
- break;
- case 2:
- filename = _("w_med_j.txt", "w_med.txt");
- break;
- default:
- filename = _("w_high_j.txt", "w_high.txt");
- }
- }
-
- (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
-#ifdef JP
- if (return_name[0] == 0) get_table_name(return_name);
-#endif
-}
-
-
-/*!
- * @brief ランダムアーティファクト生成のメインルーチン
- * @details 既に生成が済んでいるオブジェクトの構造体を、アーティファクトとして強化する。
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @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。
- * @return 常にTRUE(1)を返す
- */
-bool become_random_artifact(player_type *player_ptr, object_type *o_ptr, bool a_scroll)
-{
- /* Reset artifact bias */
- o_ptr->artifact_bias = 0;
-
- /* Nuke enchantments */
- o_ptr->name1 = 0;
- o_ptr->name2 = 0;
-
- for (int i = 0; i < TR_FLAG_SIZE; i++)
- o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
-
- bool has_pval = FALSE;
- if (o_ptr->pval) has_pval = TRUE;
-
- int warrior_artifact_bias = 0;
- if (a_scroll && one_in_(4))
- {
- switch (player_ptr->pclass)
- {
- case CLASS_WARRIOR:
- case CLASS_BERSERKER:
- case CLASS_ARCHER:
- case CLASS_SAMURAI:
- case CLASS_CAVALRY:
- case CLASS_SMITH:
- o_ptr->artifact_bias = BIAS_WARRIOR;
- break;
- case CLASS_MAGE:
- case CLASS_HIGH_MAGE:
- case CLASS_SORCERER:
- case CLASS_MAGIC_EATER:
- case CLASS_BLUE_MAGE:
- o_ptr->artifact_bias = BIAS_MAGE;
- break;
- case CLASS_PRIEST:
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case CLASS_ROGUE:
- case CLASS_NINJA:
- o_ptr->artifact_bias = BIAS_ROGUE;
- warrior_artifact_bias = 25;
- break;
- case CLASS_RANGER:
- case CLASS_SNIPER:
- o_ptr->artifact_bias = BIAS_RANGER;
- warrior_artifact_bias = 30;
- break;
- case CLASS_PALADIN:
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- warrior_artifact_bias = 40;
- break;
- case CLASS_WARRIOR_MAGE:
- case CLASS_RED_MAGE:
- o_ptr->artifact_bias = BIAS_MAGE;
- warrior_artifact_bias = 40;
- break;
- case CLASS_CHAOS_WARRIOR:
- o_ptr->artifact_bias = BIAS_CHAOS;
- warrior_artifact_bias = 40;
- break;
- case CLASS_MONK:
- case CLASS_FORCETRAINER:
- o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case CLASS_MINDCRAFTER:
- case CLASS_BARD:
- if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
- break;
- case CLASS_TOURIST:
- if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
- break;
- case CLASS_IMITATOR:
- if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
- break;
- case CLASS_BEASTMASTER:
- o_ptr->artifact_bias = BIAS_CHR;
- warrior_artifact_bias = 50;
- break;
- case CLASS_MIRROR_MASTER:
- if (randint1(4) > 1)
- {
- o_ptr->artifact_bias = BIAS_MAGE;
- }
- else
- {
- o_ptr->artifact_bias = BIAS_ROGUE;
- }
-
- break;
- }
- }
-
- if (a_scroll && (randint1(100) <= warrior_artifact_bias))
- o_ptr->artifact_bias = BIAS_WARRIOR;
-
- GAME_TEXT new_name[1024];
- strcpy(new_name, "");
-
- bool a_cursed = FALSE;
- if (!a_scroll && one_in_(A_CURSED))
- a_cursed = TRUE;
- if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
- a_cursed = TRUE;
-
- int powers = randint1(5) + 1;
- while (one_in_(powers) || one_in_(7) || one_in_(10))
- powers++;
-
- if (!a_cursed && one_in_(WEIRD_LUCK))
- powers *= 2;
-
- if (a_cursed) powers /= 2;
-
- int max_powers = powers;
- int max_type = object_is_weapon_ammo(o_ptr) ? 7 : 5;
- while (powers--)
- {
- switch (randint1(max_type))
- {
- case 1: case 2:
- random_plus(o_ptr);
- has_pval = TRUE;
- break;
- case 3: case 4:
- if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
- {
- if (a_cursed && !one_in_(13)) break;
- if (one_in_(13))
- {
- if (one_in_(o_ptr->ds + 4)) o_ptr->ds++;
- }
- else
- {
- if (one_in_(o_ptr->dd + 1)) o_ptr->dd++;
- }
- }
- else
- random_resistance(o_ptr);
- break;
- case 5:
- random_misc(o_ptr);
- break;
- case 6: case 7:
- random_slay(o_ptr);
- break;
- default:
- if (current_world_ptr->wizard) msg_print("Switch error in become_random_artifact!");
- powers++;
- }
- };
-
- if (has_pval)
- {
- if (have_flag(o_ptr->art_flags, TR_BLOWS))
- {
- o_ptr->pval = randint1(2);
- if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
- o_ptr->pval++;
- }
- else
- {
- do
- {
- o_ptr->pval++;
- } while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
- }
-
- if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
- o_ptr->pval = 4;
- }
-
-
- /* give it some plusses... */
- if (object_is_armour(o_ptr))
- o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
- else if (object_is_weapon_ammo(o_ptr))
- {
- o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
- o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
- if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
- }
-
- /* Just to be sure */
- add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
- add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
- add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
- add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
-
- s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
-
- if (a_cursed) curse_artifact(player_ptr, o_ptr);
-
- if (!a_cursed &&
- one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
- {
- o_ptr->xtra2 = 0;
- give_activation_power(o_ptr);
- }
-
- if (object_is_armour(o_ptr))
- {
- while ((o_ptr->to_d + o_ptr->to_h) > 20)
- {
- if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
- o_ptr->to_d -= (HIT_POINT)randint0(3);
- o_ptr->to_h -= (HIT_PROB)randint0(3);
- }
- while ((o_ptr->to_d + o_ptr->to_h) > 10)
- {
- if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
- o_ptr->to_d -= (HIT_POINT)randint0(3);
- o_ptr->to_h -= (HIT_PROB)randint0(3);
- }
- }
-
- if (((o_ptr->artifact_bias == BIAS_MAGE) || (o_ptr->artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
-
- if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
- {
- o_ptr->to_h = 0;
- o_ptr->to_d = 0;
- remove_flag(o_ptr->art_flags, TR_BLOWS);
- remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
- remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
- remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
- remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
- remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
- remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
- remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
- remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
- remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
- remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- remove_flag(o_ptr->art_flags, TR_VORPAL);
- remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
- remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
- remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
- remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
- remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
- }
-
- int power_level;
- if (!object_is_weapon_ammo(o_ptr))
- {
- /* For armors */
- if (a_cursed) power_level = 0;
- else if (total_flags < 15000) power_level = 1;
- else if (total_flags < 35000) power_level = 2;
- else power_level = 3;
- }
-
- else
- {
- /* For weapons */
- if (a_cursed) power_level = 0;
- else if (total_flags < 20000) power_level = 1;
- else if (total_flags < 45000) power_level = 2;
- else power_level = 3;
- }
-
- /* ダメージ抑制処理を行う */
- while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
- {
- weakening_artifact(o_ptr);
- }
-
- if (a_scroll)
- {
- GAME_TEXT dummy_name[MAX_NLEN] = "";
- concptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
-
- object_aware(player_ptr, o_ptr);
- object_known(o_ptr);
-
- /* Mark the item as fully known */
- o_ptr->ident |= (IDENT_FULL_KNOWN);
-
- /* For being treated as random artifact in screen_object() */
- o_ptr->art_name = quark_add("");
-
- (void)screen_object(player_ptr, o_ptr, 0L);
-
- if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
- || !dummy_name[0])
- {
- /* Cancelled */
- if (one_in_(2))
- {
- get_table_sindarin_aux(dummy_name);
- }
- else
- {
- get_table_name_aux(dummy_name);
- }
- }
-
- sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
- chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
- chg_virtue(player_ptr, V_ENCHANT, 5);
- }
- else
- {
- get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
- }
-
- /* Save the inscription */
- o_ptr->art_name = quark_add(new_name);
-
- 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」",
- "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
-
- player_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- return TRUE;
-}
-
-
-/*!
- * @brief オブジェクトから能力発動IDを取得する。
- * @details いくつかのケースで定義されている発動効果から、
- * 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。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動効果のIDを返す
- */
-int activation_index(object_type *o_ptr)
-{
- /* Give priority to weaponsmith's essential activations */
- if (object_is_smith(o_ptr))
- {
- switch (o_ptr->xtra3 - 1)
- {
- case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
- case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
- case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
- case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
- case TR_IMPACT: return ACT_QUAKE;
- }
- }
-
- if (object_is_fixed_artifact(o_ptr))
- {
- if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
- {
- return a_info[o_ptr->name1].act_idx;
- }
- }
-
- if (object_is_ego(o_ptr))
- {
- if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
- {
- return e_info[o_ptr->name2].act_idx;
- }
- }
-
- if (!object_is_random_artifact(o_ptr))
- {
- if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
- {
- return k_info[o_ptr->k_idx].act_idx;
- }
- }
-
- return o_ptr->xtra2;
-}
-
-
-/*!
- * @brief オブジェクトから発動効果構造体のポインタを取得する。
- * @details activation_index() 関数の結果から参照する。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動効果構造体のポインタを返す
- */
-const activation_type* find_activation_info(object_type *o_ptr)
-{
- const int index = activation_index(o_ptr);
- const activation_type* p;
- for (p = activation_info; p->flag != NULL; ++p)
- {
- if (p->index == index)
- {
- return p;
- }
- }
-
- return NULL;
-}
-
-
-/*!
- * @brief 固定アーティファクト生成時の特別なハードコーディング処理を行う。.
- * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
- * 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、
- * その他追加耐性、特性追加処理。
- * @attention プレイヤーの各種ステータスに依存した処理がある。
- * @todo 折を見て関数名を変更すること。
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @param a_ptr 生成する固定アーティファクト構造体ポインタ
- * @return なし
- */
-void random_artifact_resistance(player_type *player_ptr, object_type *o_ptr, artifact_type *a_ptr)
-{
- bool give_resistance = FALSE, give_power = FALSE;
-
- if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
- {
- bool is_special_class = player_ptr->pclass == CLASS_WARRIOR;
- is_special_class |= player_ptr->pclass == CLASS_ARCHER;
- is_special_class |= player_ptr->pclass == CLASS_CAVALRY;
- is_special_class |= player_ptr->pclass == CLASS_BERSERKER;
- if (is_special_class)
- {
- give_power = TRUE;
- give_resistance = TRUE;
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- add_flag(o_ptr->art_flags, TR_TY_CURSE);
- o_ptr->curse_flags |=
- (TRC_CURSED | TRC_HEAVY_CURSE);
- o_ptr->curse_flags |= get_curse(2, o_ptr);
- return;
- }
- }
-
- if (o_ptr->name1 == ART_MURAMASA)
- {
- if (player_ptr->pclass != CLASS_SAMURAI)
- {
- add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- }
- }
-
- if (o_ptr->name1 == ART_ROBINTON)
- {
- if (player_ptr->pclass == CLASS_BARD)
- {
- add_flag(o_ptr->art_flags, TR_DEC_MANA);
- }
- }
-
- if (o_ptr->name1 == ART_XIAOLONG)
- {
- if (player_ptr->pclass == CLASS_MONK)
- add_flag(o_ptr->art_flags, TR_BLOWS);
- }
-
- if (o_ptr->name1 == ART_BLOOD)
- {
- get_bloody_moon_flags(o_ptr);
- }
-
- if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
- {
- if (player_ptr->psex != SEX_FEMALE)
- {
- add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- }
- }
-
- if (o_ptr->name1 == ART_MILIM)
- {
- if (player_ptr->pseikaku == SEIKAKU_SEXY)
- {
- o_ptr->pval = 3;
- add_flag(o_ptr->art_flags, TR_STR);
- add_flag(o_ptr->art_flags, TR_INT);
- add_flag(o_ptr->art_flags, TR_WIS);
- add_flag(o_ptr->art_flags, TR_DEX);
- add_flag(o_ptr->art_flags, TR_CON);
- add_flag(o_ptr->art_flags, TR_CHR);
- }
- }
-
- if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
- if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
- if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
- {
- /* Give a resistance OR a power */
- if (one_in_(2)) give_resistance = TRUE;
- else give_power = TRUE;
- }
-
- if (give_power)
- {
- one_ability(o_ptr);
- }
-
- if (give_resistance)
- {
- one_high_resistance(o_ptr);
- }
-}
-
-
-/*!
- * @brief フロアの指定された位置に固定アーティファクトを生成する。 / Create the artifact of the specified number
- * @details 固定アーティファクト構造体から基本ステータスをコピーした後、所定の座標でdrop_item()で落とす。
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param a_idx 生成する固定アーティファクト構造体のID
- * @param y アイテムを落とす地点のy座標
- * @param x アイテムを落とす地点のx座標
- * @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。
- * @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.
- * 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
- * drop_near()関数の返り値は信用できなくなる.
- */
-bool create_named_art(player_type *player_ptr, ARTIFACT_IDX a_idx, POSITION y, POSITION x)
-{
- artifact_type *a_ptr = &a_info[a_idx];
-
- /* Ignore "empty" artifacts */
- if (!a_ptr->name) return FALSE;
-
- /* Acquire the "kind" index */
- KIND_OBJECT_IDX i = lookup_kind(a_ptr->tval, a_ptr->sval);
- if (i == 0) return FALSE;
-
- object_type forge;
- object_type *q_ptr;
- q_ptr = &forge;
- object_prep(q_ptr, i);
-
- /* Save the name */
- q_ptr->name1 = a_idx;
-
- /* Extract the fields */
- q_ptr->pval = a_ptr->pval;
- q_ptr->ac = a_ptr->ac;
- q_ptr->dd = a_ptr->dd;
- q_ptr->ds = a_ptr->ds;
- q_ptr->to_a = a_ptr->to_a;
- q_ptr->to_h = a_ptr->to_h;
- q_ptr->to_d = a_ptr->to_d;
- q_ptr->weight = a_ptr->weight;
-
- /* Hack -- extract the "cursed" flag */
- if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
- if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
- if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
- if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
- if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
-
- random_artifact_resistance(player_ptr, q_ptr, a_ptr);
-
- /* Drop the artifact from heaven */
- return drop_near(player_ptr, q_ptr, -1, y, x) ? TRUE : FALSE;
-}
-
-
-/*対邪平均ダメージの計算処理*/
-HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, flgs);
-
- HIT_POINT base, forced, vorpal;
- HIT_POINT s_evil = forced = vorpal = 0;
- HIT_POINT dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
-
- if (have_flag(flgs, TR_KILL_EVIL))
- {
- dam = s_evil = dam * 7 / 2;
- }
- else if (!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
- {
- dam = s_evil = dam * 2;
- }
- else s_evil = dam;
-
- if (have_flag(flgs, TR_FORCE_WEAPON))
- {
- dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
- }
- else forced = dam;
-
- if (have_flag(flgs, TR_VORPAL))
- {
- dam = vorpal = dam * 11 / 9;
- }
- else vorpal = dam;
-
- dam = dam + o_ptr->to_d;
-
- msg_format_wizard(CHEAT_OBJECT, "素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
-
- return dam;
-}
-
-
-static bool has_extreme_damage_rate(object_type *o_ptr)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, flgs);
-
- if (have_flag(flgs, TR_VAMPIRIC))
- {
- if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
- {
- return TRUE;
- }
-
- if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
- {
- return TRUE;
- }
-
- if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
- {
- return TRUE;
- }
-
- if (calc_arm_avgdamage(o_ptr) > 63)
- {
- return TRUE;
- }
-
- return FALSE;
- }
-
- if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
- {
- return TRUE;
- }
-
- if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
- {
- return TRUE;
- }
-
- if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
- {
- return TRUE;
- }
-
- if (calc_arm_avgdamage(o_ptr) > 75)
- {
- return TRUE;
- }
-
- return FALSE;
-}
-
-
-static bool weakening_artifact(object_type *o_ptr)
-{
- KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
- object_kind *k_ptr = &k_info[k_idx];
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, flgs);
-
- if (have_flag(flgs, TR_KILL_EVIL))
- {
- remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
- add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
- return TRUE;
- }
-
- if (k_ptr->dd < o_ptr->dd)
- {
- o_ptr->dd--;
- return TRUE;
- }
-
- if (k_ptr->ds < o_ptr->ds)
- {
- o_ptr->ds--;
- return TRUE;
- }
-
- if (o_ptr->to_d > 10)
- {
- o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
- if (o_ptr->to_d < 10)
- {
- o_ptr->to_d = 10;
- }
-
- return TRUE;
- }
-
- return FALSE;
-}
-
-
-/*!
- * @brief 非INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
- * Mega-Hack -- Attempt to create one of the "Special Objects"
- * @param player_ptr プレーヤーへの参照ポインタ
- * @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
- * @return 生成に成功したらTRUEを返す。
- * @details
- * Attempt to change an object into an artifact\n
- * This routine should only be called by "apply_magic()"\n
- * Note -- see "make_artifact_special()" and "apply_magic()"\n
- */
-bool make_artifact(player_type *player_ptr, object_type *o_ptr)
-{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (floor_ptr->dun_level == 0) return FALSE;
-
- /* Paranoia -- no "plural" artifacts */
- if (o_ptr->number != 1) return FALSE;
-
- /* Check the artifact list (skip the "specials") */
- for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
- {
- artifact_type *a_ptr = &a_info[i];
-
- /* Skip "empty" items */
- if (!a_ptr->name) continue;
-
- /* Cannot make an artifact twice */
- if (a_ptr->cur_num) continue;
-
- if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
-
- if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
-
- /* Must have the correct fields */
- if (a_ptr->tval != o_ptr->tval) continue;
- if (a_ptr->sval != o_ptr->sval) continue;
-
- /* XXX XXX Enforce minimum "depth" (loosely) */
- if (a_ptr->level > floor_ptr->dun_level)
- {
- /* Acquire the "out-of-depth factor" */
- int d = (a_ptr->level - floor_ptr->dun_level) * 2;
-
- /* Roll for out-of-depth creation */
- if (!one_in_(d)) continue;
- }
-
- /* We must make the "rarity roll" */
- if (!one_in_(a_ptr->rarity)) continue;
-
- /* Hack -- mark the item as an artifact */
- o_ptr->name1 = i;
-
- /* Hack: Some artifacts get random extra powers */
- random_artifact_resistance(player_ptr, o_ptr, a_ptr);
-
- return TRUE;
- }
-
- return FALSE;
-}
-
-/*!
- * @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。
- * Mega-Hack -- Attempt to create one of the "Special Objects"
- * @param player_ptr プレーヤーへの参照ポインタ
- * @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
- * @return 生成に成功したらTRUEを返す。
- * @details
- * We are only called from "make_object()", and we assume that\n
- * "apply_magic()" is called immediately after we return.\n
- *\n
- * Note -- see "make_artifact()" and "apply_magic()"\n
- */
-bool make_artifact_special(player_type *player_ptr, object_type *o_ptr)
-{
- KIND_OBJECT_IDX k_idx = 0;
-
- /*! @note 地上ではキャンセルする / No artifacts in the town */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (floor_ptr->dun_level == 0) return FALSE;
-
- /*! @note get_obj_num_hookによる指定がある場合は生成をキャンセルする / Themed object */
- if (get_obj_num_hook) return FALSE;
-
- /*! @note 全固定アーティファクト中からIDの若い順に生成対象とその確率を走査する / Check the artifact list (just the "specials") */
- for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
- {
- artifact_type *a_ptr = &a_info[i];
-
- /*! @note アーティファクト名が空の不正なデータは除外する / Skip "empty" artifacts */
- if (!a_ptr->name) continue;
-
- /*! @note 既に生成回数がカウントされたアーティファクト、QUESTITEMと非INSTA_ARTは除外 / Cannot make an artifact twice */
- if (a_ptr->cur_num) continue;
- if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
- if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
-
- /*! @note アーティファクト生成階が現在に対して足りない場合は高確率で1/(不足階層*2)を満たさないと生成リストに加えられない /
- * XXX XXX Enforce minimum "depth" (loosely) */
- if (a_ptr->level > floor_ptr->object_level)
- {
- /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
- int d = (a_ptr->level - floor_ptr->object_level) * 2;
- if (!one_in_(d)) continue;
- }
-
- /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
- if (!one_in_(a_ptr->rarity)) continue;
-
- /*! @note INSTA_ART型固定アーティファクトのベースアイテムもチェック対象とする。ベースアイテムの生成階層が足りない場合1/(不足階層*5) を満たさないと除外される。 /
- * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
- k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
- if (k_info[k_idx].level > floor_ptr->object_level)
- {
- int d = (k_info[k_idx].level - floor_ptr->object_level) * 5;
- if (!one_in_(d)) continue;
- }
-
- /*! @note 前述の条件を満たしたら、後のIDのアーティファクトはチェックせずすぐ確定し生成処理に移す /
- * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
- object_prep(o_ptr, k_idx);
-
- o_ptr->name1 = i;
- random_artifact_resistance(player_ptr, o_ptr, a_ptr);
- return TRUE;
- }
-
- /*! @note 全INSTA_ART固定アーティファクトを試行しても決まらなかった場合 FALSEを返す / Failure */
- return FALSE;
-}