#define ACTIVATION_CHANCE 3
+/*
+ * Use for biased artifact creation
+ */
+static int artifact_bias;
+
+
+/*
+ * Choose one random sustain
+ */
+void one_sustain(object_type *o_ptr)
+{
+ switch (randint0(6))
+ {
+ case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
+ case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
+ case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
+ case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
+ case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
+ case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
+ }
+}
+
+
+/*
+ * Choose one random high resistance
+ */
+void one_high_resistance(object_type *o_ptr)
+{
+ switch (randint0(12))
+ {
+ case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
+ case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
+ case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
+ case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
+ case 4: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
+ case 5: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
+ case 6: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
+ case 7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
+ case 8: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
+ case 9: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
+ case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
+ case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
+ }
+}
+
+
+/*
+ * Choose one random high resistance ( except poison and disenchantment )
+ */
+void one_lordly_high_resistance(object_type *o_ptr)
+{
+ switch (randint0(10))
+ {
+ case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
+ case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
+ case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
+ case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
+ case 4: add_flag(o_ptr->art_flags, TR_RES_CONF); break;
+ case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
+ case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
+ case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS); break;
+ case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
+ case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
+ }
+}
+
+
+/*
+ * Choose one random element resistance
+ */
+void one_ele_resistance(object_type *o_ptr)
+{
+ switch (randint0(4))
+ {
+ case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
+ case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
+ case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
+ case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
+ }
+}
+
+
+/*
+ * Choose one random element or poison resistance
+ */
+void one_dragon_ele_resistance(object_type *o_ptr)
+{
+ if (one_in_(7))
+ {
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
+ }
+ else
+ {
+ one_ele_resistance(o_ptr);
+ }
+}
+
+
+/*
+ * Choose one lower rank esp
+ */
+void one_low_esp(object_type *o_ptr)
+{
+ switch (randint1(9))
+ {
+ case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
+ case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); 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); break;
+ case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
+ }
+}
+
+
+
+/*
+ * Choose one random resistance
+ */
+void one_resistance(object_type *o_ptr)
+{
+ if (one_in_(3))
+ {
+ one_ele_resistance(o_ptr);
+ }
+ else
+ {
+ one_high_resistance(o_ptr);
+ }
+}
+
+
+/*
+ * Choose one random ability
+ */
+void one_ability(object_type *o_ptr)
+{
+ switch (randint0(10))
+ {
+ case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
+ case 1: add_flag(o_ptr->art_flags, TR_LITE); break;
+ case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
+ case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
+ case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
+ case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
+ case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
+ case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE); break;
+ case 8:
+ case 9:
+ one_low_esp(o_ptr);
+ break;
+ }
+}
+
+
static void curse_artifact(object_type * o_ptr)
{
- if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint(4));
- if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint(4));
- if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint(4));
- if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint(4));
+ 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->art_flags3 |= (TR3_HEAVY_CURSE | TR3_CURSED);
+ o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
+ remove_flag(o_ptr->art_flags, TR_BLESSED);
- if (one_in_(4)) o_ptr->art_flags3 |= TR3_PERMA_CURSE;
- if (one_in_(3)) o_ptr->art_flags3 |= TR3_TY_CURSE;
- if (one_in_(2)) o_ptr->art_flags3 |= TR3_AGGRAVATE;
- if (one_in_(3)) o_ptr->art_flags3 |= TR3_DRAIN_EXP;
- if (one_in_(2)) o_ptr->art_flags3 |= TR3_TELEPORT;
- else if (one_in_(3)) o_ptr->art_flags3 |= TR3_NO_TELE;
+ 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_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
+ else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
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))
- o_ptr->art_flags3 |= TR3_NO_MAGIC;
-
- o_ptr->ident |= IDENT_CURSED;
+ add_flag(o_ptr->art_flags, TR_NO_MAGIC);
}
-static void random_plus(object_type * o_ptr, bool is_scroll)
+static void random_plus(object_type * o_ptr)
{
- int this_type = (o_ptr->tval < TV_BOOTS ? 23 : 19);
+ int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
- if (artifact_bias == BIAS_WARRIOR)
+ switch (artifact_bias)
{
- if (!(o_ptr->art_flags1 & TR1_STR))
+ case BIAS_WARRIOR:
+ if (!(have_flag(o_ptr->art_flags, TR_STR)))
{
- o_ptr->art_flags1 |= TR1_STR;
- if (one_in_(2)) return; /* 50% chance of being a "free" power */
+ add_flag(o_ptr->art_flags, TR_STR);
+ if (one_in_(2)) return;
}
- if (!(o_ptr->art_flags1 & TR1_CON))
+ if (!(have_flag(o_ptr->art_flags, TR_CON)))
{
- o_ptr->art_flags1 |= TR1_CON;
+ add_flag(o_ptr->art_flags, TR_CON);
if (one_in_(2)) return;
}
- if (!(o_ptr->art_flags1 & TR1_DEX))
+ if (!(have_flag(o_ptr->art_flags, TR_DEX)))
{
- o_ptr->art_flags1 |= TR1_DEX;
+ add_flag(o_ptr->art_flags, TR_DEX);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_MAGE)
- {
- if (!(o_ptr->art_flags1 & TR1_INT))
+ break;
+
+ case BIAS_MAGE:
+ if (!(have_flag(o_ptr->art_flags, TR_INT)))
{
- o_ptr->art_flags1 |= TR1_INT;
+ add_flag(o_ptr->art_flags, TR_INT);
if (one_in_(2)) return;
}
- if ((o_ptr->tval == TV_GLOVES) && !(o_ptr->art_flags1 & TR1_MAGIC_MASTERY))
+ if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
{
- o_ptr->art_flags1 |= TR1_MAGIC_MASTERY;
+ add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_PRIESTLY)
- {
- if (!(o_ptr->art_flags1 & TR1_WIS))
+ break;
+
+ case BIAS_PRIESTLY:
+ if (!(have_flag(o_ptr->art_flags, TR_WIS)))
{
- o_ptr->art_flags1 |= TR1_WIS;
+ add_flag(o_ptr->art_flags, TR_WIS);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_RANGER)
- {
- if (!(o_ptr->art_flags1 & TR1_DEX))
+ break;
+
+ case BIAS_RANGER:
+ if (!(have_flag(o_ptr->art_flags, TR_DEX)))
{
- o_ptr->art_flags1 |= TR1_DEX;
+ add_flag(o_ptr->art_flags, TR_DEX);
if (one_in_(2)) return;
}
- if (!(o_ptr->art_flags1 & TR1_CON))
+ if (!(have_flag(o_ptr->art_flags, TR_CON)))
{
- o_ptr->art_flags1 |= TR1_CON;
- if (one_in_(2)) return; /* 50% chance of being a "free" power */
+ add_flag(o_ptr->art_flags, TR_CON);
+ if (one_in_(2)) return;
}
- if (!(o_ptr->art_flags1 & TR1_STR))
+ if (!(have_flag(o_ptr->art_flags, TR_STR)))
{
- o_ptr->art_flags1 |= TR1_STR;
+ add_flag(o_ptr->art_flags, TR_STR);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_ROGUE)
- {
- if (!(o_ptr->art_flags1 & TR1_STEALTH))
+ break;
+
+ case BIAS_ROGUE:
+ if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
{
- o_ptr->art_flags1 |= TR1_STEALTH;
+ add_flag(o_ptr->art_flags, TR_STEALTH);
if (one_in_(2)) return;
}
- if (!(o_ptr->art_flags1 & TR1_SEARCH))
+ if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
{
- o_ptr->art_flags1 |= TR1_SEARCH;
+ add_flag(o_ptr->art_flags, TR_SEARCH);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_STR)
- {
- if (!(o_ptr->art_flags1 & TR1_STR))
+ break;
+
+ case BIAS_STR:
+ if (!(have_flag(o_ptr->art_flags, TR_STR)))
{
- o_ptr->art_flags1 |= TR1_STR;
+ add_flag(o_ptr->art_flags, TR_STR);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_WIS)
- {
- if (!(o_ptr->art_flags1 & TR1_WIS))
+ break;
+
+ case BIAS_WIS:
+ if (!(have_flag(o_ptr->art_flags, TR_WIS)))
{
- o_ptr->art_flags1 |= TR1_WIS;
+ add_flag(o_ptr->art_flags, TR_WIS);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_INT)
- {
- if (!(o_ptr->art_flags1 & TR1_INT))
+ break;
+
+ case BIAS_INT:
+ if (!(have_flag(o_ptr->art_flags, TR_INT)))
{
- o_ptr->art_flags1 |= TR1_INT;
+ add_flag(o_ptr->art_flags, TR_INT);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_DEX)
- {
- if (!(o_ptr->art_flags1 & TR1_DEX))
+ break;
+
+ case BIAS_DEX:
+ if (!(have_flag(o_ptr->art_flags, TR_DEX)))
{
- o_ptr->art_flags1 |= TR1_DEX;
+ add_flag(o_ptr->art_flags, TR_DEX);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_CON)
- {
- if (!(o_ptr->art_flags1 & TR1_CON))
+ break;
+
+ case BIAS_CON:
+ if (!(have_flag(o_ptr->art_flags, TR_CON)))
{
- o_ptr->art_flags1 |= TR1_CON;
+ add_flag(o_ptr->art_flags, TR_CON);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_CHR)
- {
- if (!(o_ptr->art_flags1 & TR1_CHR))
+ break;
+
+ case BIAS_CHR:
+ if (!(have_flag(o_ptr->art_flags, TR_CHR)))
{
- o_ptr->art_flags1 |= TR1_CHR;
+ add_flag(o_ptr->art_flags, TR_CHR);
if (one_in_(2)) return;
}
+ break;
}
if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
{
- if (!(o_ptr->art_flags3 & TR3_DEC_MANA) && one_in_(3))
+ if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
{
- o_ptr->art_flags3 |= TR3_DEC_MANA;
+ add_flag(o_ptr->art_flags, TR_DEC_MANA);
if (one_in_(2)) return;
}
}
- switch (randint(this_type))
+ switch (randint1(this_type))
{
case 1: case 2:
- o_ptr->art_flags1 |= TR1_STR;
- /* if (is_scroll) msg_print("It makes you feel strong!"); */
+ add_flag(o_ptr->art_flags, TR_STR);
if (!artifact_bias && !one_in_(13))
artifact_bias = BIAS_STR;
else if (!artifact_bias && one_in_(7))
artifact_bias = BIAS_WARRIOR;
break;
case 3: case 4:
- o_ptr->art_flags1 |= TR1_INT;
- /* if (is_scroll) msg_print("It makes you feel smart!"); */
+ add_flag(o_ptr->art_flags, TR_INT);
if (!artifact_bias && !one_in_(13))
artifact_bias = BIAS_INT;
else if (!artifact_bias && one_in_(7))
artifact_bias = BIAS_MAGE;
break;
case 5: case 6:
- o_ptr->art_flags1 |= TR1_WIS;
- /* if (is_scroll) msg_print("It makes you feel wise!"); */
+ add_flag(o_ptr->art_flags, TR_WIS);
if (!artifact_bias && !one_in_(13))
artifact_bias = BIAS_WIS;
else if (!artifact_bias && one_in_(7))
artifact_bias = BIAS_PRIESTLY;
break;
case 7: case 8:
- o_ptr->art_flags1 |= TR1_DEX;
- /* if (is_scroll) msg_print("It makes you feel nimble!"); */
+ add_flag(o_ptr->art_flags, TR_DEX);
if (!artifact_bias && !one_in_(13))
artifact_bias = BIAS_DEX;
else if (!artifact_bias && one_in_(7))
artifact_bias = BIAS_ROGUE;
break;
case 9: case 10:
- o_ptr->art_flags1 |= TR1_CON;
- /* if (is_scroll) msg_print("It makes you feel healthy!"); */
+ add_flag(o_ptr->art_flags, TR_CON);
if (!artifact_bias && !one_in_(13))
artifact_bias = BIAS_CON;
else if (!artifact_bias && one_in_(9))
artifact_bias = BIAS_RANGER;
break;
case 11: case 12:
- o_ptr->art_flags1 |= TR1_CHR;
- /* if (is_scroll) msg_print("It makes you look great!"); */
+ add_flag(o_ptr->art_flags, TR_CHR);
if (!artifact_bias && !one_in_(13))
artifact_bias = BIAS_CHR;
break;
case 13: case 14:
- o_ptr->art_flags1 |= TR1_STEALTH;
- /* if (is_scroll) msg_print("It looks muffled."); */
+ add_flag(o_ptr->art_flags, TR_STEALTH);
if (!artifact_bias && one_in_(3))
artifact_bias = BIAS_ROGUE;
break;
case 15: case 16:
- o_ptr->art_flags1 |= TR1_SEARCH;
- /* if (is_scroll) msg_print("It makes you see better."); */
+ add_flag(o_ptr->art_flags, TR_SEARCH);
if (!artifact_bias && one_in_(9))
artifact_bias = BIAS_RANGER;
break;
case 17: case 18:
- o_ptr->art_flags1 |= TR1_INFRA;
- /* if (is_scroll) msg_print("It makes you see tiny red animals.");*/
+ add_flag(o_ptr->art_flags, TR_INFRA);
break;
case 19:
- o_ptr->art_flags1 |= TR1_SPEED;
- /* if (is_scroll) msg_print("It makes you move faster!"); */
+ add_flag(o_ptr->art_flags, TR_SPEED);
if (!artifact_bias && one_in_(11))
artifact_bias = BIAS_ROGUE;
break;
case 20: case 21:
- o_ptr->art_flags1 |= TR1_TUNNEL;
- /* if (is_scroll) msg_print("Gravel flies from it!"); */
+ add_flag(o_ptr->art_flags, TR_TUNNEL);
break;
case 22: case 23:
- if (o_ptr->tval == TV_BOW) random_plus(o_ptr, is_scroll);
+ if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
else
{
- o_ptr->art_flags1 |= TR1_BLOWS;
- /* if (is_scroll) msg_print("It seems faster!"); */
+ add_flag(o_ptr->art_flags, TR_BLOWS);
if (!artifact_bias && one_in_(11))
artifact_bias = BIAS_WARRIOR;
}
}
-void random_resistance(object_type * o_ptr, bool is_scroll, int specific)
+static void random_resistance(object_type * o_ptr)
{
- if (!specific) /* To avoid a number of possible bugs */
+ switch (artifact_bias)
{
- if (artifact_bias == BIAS_ACID)
+ case BIAS_ACID:
+ if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
{
- if (!(o_ptr->art_flags2 & TR2_RES_ACID))
- {
- o_ptr->art_flags2 |= TR2_RES_ACID;
- if (one_in_(2)) return;
- }
- if (one_in_(BIAS_LUCK) && !(o_ptr->art_flags2 & TR2_IM_ACID))
- {
- o_ptr->art_flags2 |= TR2_IM_ACID;
- if (!one_in_(IM_LUCK)) o_ptr->art_flags2 &= ~(TR2_IM_ELEC | TR2_IM_COLD | TR2_IM_FIRE);
- if (one_in_(2)) return;
- }
+ add_flag(o_ptr->art_flags, TR_RES_ACID);
+ if (one_in_(2)) return;
}
- else if (artifact_bias == BIAS_ELEC)
+ if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
{
- if (!(o_ptr->art_flags2 & TR2_RES_ELEC))
- {
- o_ptr->art_flags2 |= TR2_RES_ELEC;
- if (one_in_(2)) return;
- }
- if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
- !(o_ptr->art_flags3 & TR3_SH_ELEC))
- {
- o_ptr->art_flags3 |= TR3_SH_ELEC;
- if (one_in_(2)) return;
- }
- if (one_in_(BIAS_LUCK) && !(o_ptr->art_flags2 & TR2_IM_ELEC))
+ add_flag(o_ptr->art_flags, TR_IM_ACID);
+ if (!one_in_(IM_LUCK))
{
- o_ptr->art_flags2 |= TR2_IM_ELEC;
- if (!one_in_(IM_LUCK)) o_ptr->art_flags2 &= ~(TR2_IM_ACID | TR2_IM_COLD | TR2_IM_FIRE);
- if (one_in_(2)) return;
+ 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;
}
- else if (artifact_bias == BIAS_FIRE)
+ break;
+
+ case BIAS_ELEC:
+ if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
{
- if (!(o_ptr->art_flags2 & TR2_RES_FIRE))
- {
- o_ptr->art_flags2 |= TR2_RES_FIRE;
- if (one_in_(2)) return;
- }
- if ((o_ptr->tval >= TV_CLOAK) &&
- (o_ptr->tval <= TV_HARD_ARMOR) &&
- !(o_ptr->art_flags3 & TR3_SH_FIRE))
- {
- o_ptr->art_flags3 |= TR3_SH_FIRE;
- if (one_in_(2)) return;
- }
- if (one_in_(BIAS_LUCK) &&
- !(o_ptr->art_flags2 & TR2_IM_FIRE))
- {
- o_ptr->art_flags2 |= TR2_IM_FIRE;
- if (!one_in_(IM_LUCK)) o_ptr->art_flags2 &= ~(TR2_IM_ELEC | TR2_IM_COLD | TR2_IM_ACID);
- if (one_in_(2)) return;
- }
+ add_flag(o_ptr->art_flags, TR_RES_ELEC);
+ if (one_in_(2)) return;
}
- else if (artifact_bias == BIAS_COLD)
+ if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
+ !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
{
- if (!(o_ptr->art_flags2 & TR2_RES_COLD))
- {
- o_ptr->art_flags2 |= TR2_RES_COLD;
- if (one_in_(2)) return;
- }
- if ((o_ptr->tval >= TV_CLOAK) &&
- (o_ptr->tval <= TV_HARD_ARMOR) &&
- !(o_ptr->art_flags3 & TR3_SH_COLD))
- {
- o_ptr->art_flags3 |= TR3_SH_COLD;
- if (one_in_(2)) return;
- }
- if (one_in_(BIAS_LUCK) && !(o_ptr->art_flags2 & TR2_IM_COLD))
- {
- o_ptr->art_flags2 |= TR2_IM_COLD;
- if (!one_in_(IM_LUCK)) o_ptr->art_flags2 &= ~(TR2_IM_ELEC | TR2_IM_ACID | TR2_IM_FIRE);
- if (one_in_(2)) return;
- }
+ add_flag(o_ptr->art_flags, TR_SH_ELEC);
+ if (one_in_(2)) return;
}
- else if (artifact_bias == BIAS_POIS)
+ if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
{
- if (!(o_ptr->art_flags2 & TR2_RES_POIS))
+ add_flag(o_ptr->art_flags, TR_IM_ELEC);
+ if (!one_in_(IM_LUCK))
{
- o_ptr->art_flags2 |= TR2_RES_POIS;
- if (one_in_(2)) return;
+ 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;
}
- else if (artifact_bias == BIAS_WARRIOR)
+ break;
+
+ case BIAS_FIRE:
+ if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
{
- if (!one_in_(3) && (!(o_ptr->art_flags2 & TR2_RES_FEAR)))
- {
- o_ptr->art_flags2 |= TR2_RES_FEAR;
- if (one_in_(2)) return;
- }
- if (one_in_(3) && (!(o_ptr->art_flags3 & TR3_NO_MAGIC)))
- {
- o_ptr->art_flags3 |= TR3_NO_MAGIC;
- if (one_in_(2)) return;
- }
+ add_flag(o_ptr->art_flags, TR_RES_FIRE);
+ if (one_in_(2)) return;
}
- else if (artifact_bias == BIAS_NECROMANTIC)
+ if ((o_ptr->tval >= TV_CLOAK) &&
+ (o_ptr->tval <= TV_HARD_ARMOR) &&
+ !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
{
- if (!(o_ptr->art_flags2 & TR2_RES_NETHER))
- {
- o_ptr->art_flags2 |= TR2_RES_NETHER;
- if (one_in_(2)) return;
- }
- if (!(o_ptr->art_flags2 & TR2_RES_POIS))
- {
- o_ptr->art_flags2 |= TR2_RES_POIS;
- if (one_in_(2)) return;
- }
- if (!(o_ptr->art_flags2 & TR2_RES_DARK))
- {
- o_ptr->art_flags2 |= TR2_RES_DARK;
- if (one_in_(2)) return;
- }
+ add_flag(o_ptr->art_flags, TR_SH_FIRE);
+ if (one_in_(2)) return;
}
- else if (artifact_bias == BIAS_CHAOS)
+ if (one_in_(BIAS_LUCK) &&
+ !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
{
- if (!(o_ptr->art_flags2 & TR2_RES_CHAOS))
+ add_flag(o_ptr->art_flags, TR_IM_FIRE);
+ if (!one_in_(IM_LUCK))
{
- o_ptr->art_flags2 |= TR2_RES_CHAOS;
- if (one_in_(2)) return;
+ 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 (!(o_ptr->art_flags2 & TR2_RES_CONF))
- {
- o_ptr->art_flags2 |= TR2_RES_CONF;
- if (one_in_(2)) return;
- }
- if (!(o_ptr->art_flags2 & TR2_RES_DISEN))
+ 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))
{
- o_ptr->art_flags2 |= TR2_RES_DISEN;
- if (one_in_(2)) return;
+ 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 (specific ? specific : randint(42))
+ switch (randint1(42))
{
case 1:
if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr, is_scroll, specific);
+ random_resistance(o_ptr);
else
{
- o_ptr->art_flags2 |= TR2_IM_ACID;
- /* if (is_scroll) msg_print("It looks totally incorruptible."); */
+ add_flag(o_ptr->art_flags, TR_IM_ACID);
if (!artifact_bias)
artifact_bias = BIAS_ACID;
}
break;
case 2:
if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr, is_scroll, specific);
+ random_resistance(o_ptr);
else
{
- o_ptr->art_flags2 |= TR2_IM_ELEC;
- /* if (is_scroll) msg_print("It looks completely grounded."); */
+ add_flag(o_ptr->art_flags, TR_IM_ELEC);
if (!artifact_bias)
artifact_bias = BIAS_ELEC;
}
break;
case 3:
if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr, is_scroll, specific);
+ random_resistance(o_ptr);
else
{
- o_ptr->art_flags2 |= TR2_IM_COLD;
- /* if (is_scroll) msg_print("It feels very warm."); */
+ add_flag(o_ptr->art_flags, TR_IM_COLD);
if (!artifact_bias)
artifact_bias = BIAS_COLD;
}
break;
case 4:
if (!one_in_(WEIRD_LUCK))
- random_resistance(o_ptr, is_scroll, specific);
+ random_resistance(o_ptr);
else
{
- o_ptr->art_flags2 |= TR2_IM_FIRE;
- /* if (is_scroll) msg_print("It feels very cool."); */
+ add_flag(o_ptr->art_flags, TR_IM_FIRE);
if (!artifact_bias)
artifact_bias = BIAS_FIRE;
}
case 5:
case 6:
case 13:
- o_ptr->art_flags2 |= TR2_RES_ACID;
- /* if (is_scroll) msg_print("It makes your stomach rumble."); */
+ add_flag(o_ptr->art_flags, TR_RES_ACID);
if (!artifact_bias)
artifact_bias = BIAS_ACID;
break;
case 7:
case 8:
case 14:
- o_ptr->art_flags2 |= TR2_RES_ELEC;
- /* if (is_scroll) msg_print("It makes you feel grounded."); */
+ add_flag(o_ptr->art_flags, TR_RES_ELEC);
if (!artifact_bias)
artifact_bias = BIAS_ELEC;
break;
case 9:
case 10:
case 15:
- o_ptr->art_flags2 |= TR2_RES_FIRE;
- /* if (is_scroll) msg_print("It makes you feel cool!");*/
+ add_flag(o_ptr->art_flags, TR_RES_FIRE);
if (!artifact_bias)
artifact_bias = BIAS_FIRE;
break;
case 11:
case 12:
case 16:
- o_ptr->art_flags2 |= TR2_RES_COLD;
- /* if (is_scroll) msg_print("It makes you feel full of hot air!");*/
+ add_flag(o_ptr->art_flags, TR_RES_COLD);
if (!artifact_bias)
artifact_bias = BIAS_COLD;
break;
case 17:
case 18:
- o_ptr->art_flags2 |= TR2_RES_POIS;
- /* if (is_scroll) msg_print("It makes breathing easier for you."); */
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
if (!artifact_bias && !one_in_(4))
artifact_bias = BIAS_POIS;
else if (!artifact_bias && one_in_(2))
break;
case 19:
case 20:
- o_ptr->art_flags2 |= TR2_RES_FEAR;
- /* if (is_scroll) msg_print("It makes you feel brave!"); */
+ add_flag(o_ptr->art_flags, TR_RES_FEAR);
if (!artifact_bias && one_in_(3))
artifact_bias = BIAS_WARRIOR;
break;
case 21:
- o_ptr->art_flags2 |= TR2_RES_LITE;
- /* if (is_scroll) msg_print("It makes everything look darker.");*/
+ add_flag(o_ptr->art_flags, TR_RES_LITE);
break;
case 22:
- o_ptr->art_flags2 |= TR2_RES_DARK;
- /* if (is_scroll) msg_print("It makes everything look brighter.");*/
+ add_flag(o_ptr->art_flags, TR_RES_DARK);
break;
case 23:
case 24:
- o_ptr->art_flags2 |= TR2_RES_BLIND;
- /* if (is_scroll) msg_print("It makes you feel you are wearing glasses.");*/
+ add_flag(o_ptr->art_flags, TR_RES_BLIND);
break;
case 25:
case 26:
- o_ptr->art_flags2 |= TR2_RES_CONF;
- /* if (is_scroll) msg_print("It makes you feel very determined.");*/
+ add_flag(o_ptr->art_flags, TR_RES_CONF);
if (!artifact_bias && one_in_(6))
artifact_bias = BIAS_CHAOS;
break;
case 27:
case 28:
- o_ptr->art_flags2 |= TR2_RES_SOUND;
- /* if (is_scroll) msg_print("It makes you feel deaf!");*/
+ add_flag(o_ptr->art_flags, TR_RES_SOUND);
break;
case 29:
case 30:
- o_ptr->art_flags2 |= TR2_RES_SHARDS;
- /* if (is_scroll) msg_print("It makes your skin feel thicker.");*/
+ add_flag(o_ptr->art_flags, TR_RES_SHARDS);
break;
case 31:
case 32:
- o_ptr->art_flags2 |= TR2_RES_NETHER;
- /* if (is_scroll) msg_print("It makes you feel like visiting a graveyard!");*/
+ add_flag(o_ptr->art_flags, TR_RES_NETHER);
if (!artifact_bias && one_in_(3))
artifact_bias = BIAS_NECROMANTIC;
break;
case 33:
case 34:
- o_ptr->art_flags2 |= TR2_RES_NEXUS;
- /* if (is_scroll) msg_print("It makes you feel normal.");*/
+ add_flag(o_ptr->art_flags, TR_RES_NEXUS);
break;
case 35:
case 36:
- o_ptr->art_flags2 |= TR2_RES_CHAOS;
- /* if (is_scroll) msg_print("It makes you feel very firm.");*/
+ add_flag(o_ptr->art_flags, TR_RES_CHAOS);
if (!artifact_bias && one_in_(2))
artifact_bias = BIAS_CHAOS;
break;
case 37:
case 38:
- o_ptr->art_flags2 |= TR2_RES_DISEN;
- /* if (is_scroll) msg_print("It is surrounded by a static feeling.");*/
+ add_flag(o_ptr->art_flags, TR_RES_DISEN);
break;
case 39:
if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- o_ptr->art_flags3 |= TR3_SH_ELEC;
+ add_flag(o_ptr->art_flags, TR_SH_ELEC);
else
- random_resistance(o_ptr, is_scroll, specific);
+ random_resistance(o_ptr);
if (!artifact_bias)
artifact_bias = BIAS_ELEC;
break;
case 40:
if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- o_ptr->art_flags3 |= TR3_SH_FIRE;
+ add_flag(o_ptr->art_flags, TR_SH_FIRE);
else
- random_resistance(o_ptr, is_scroll, specific);
+ random_resistance(o_ptr);
if (!artifact_bias)
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)
- o_ptr->art_flags2 |= TR2_REFLECT;
+ add_flag(o_ptr->art_flags, TR_REFLECT);
else
- random_resistance(o_ptr, is_scroll, specific);
+ random_resistance(o_ptr);
break;
case 42:
if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
- o_ptr->art_flags3 |= TR3_SH_COLD;
+ add_flag(o_ptr->art_flags, TR_SH_COLD);
else
- random_resistance(o_ptr, is_scroll, specific);
+ random_resistance(o_ptr);
if (!artifact_bias)
artifact_bias = BIAS_COLD;
break;
-static void random_misc(object_type * o_ptr, bool is_scroll)
+static void random_misc(object_type * o_ptr)
{
- if (artifact_bias == BIAS_RANGER)
+ switch (artifact_bias)
{
- if (!(o_ptr->art_flags2 & TR2_SUST_CON))
+ case BIAS_RANGER:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
{
- o_ptr->art_flags2 |= TR2_SUST_CON;
+ add_flag(o_ptr->art_flags, TR_SUST_CON);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_STR)
- {
- if (!(o_ptr->art_flags2 & TR2_SUST_STR))
+ break;
+
+ case BIAS_STR:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
{
- o_ptr->art_flags2 |= TR2_SUST_STR;
+ add_flag(o_ptr->art_flags, TR_SUST_STR);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_WIS)
- {
- if (!(o_ptr->art_flags2 & TR2_SUST_WIS))
+ break;
+
+ case BIAS_WIS:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
{
- o_ptr->art_flags2 |= TR2_SUST_WIS;
+ add_flag(o_ptr->art_flags, TR_SUST_WIS);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_INT)
- {
- if (!(o_ptr->art_flags2 & TR2_SUST_INT))
+ break;
+
+ case BIAS_INT:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
{
- o_ptr->art_flags2 |= TR2_SUST_INT;
+ add_flag(o_ptr->art_flags, TR_SUST_INT);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_DEX)
- {
- if (!(o_ptr->art_flags2 & TR2_SUST_DEX))
+ break;
+
+ case BIAS_DEX:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
{
- o_ptr->art_flags2 |= TR2_SUST_DEX;
+ add_flag(o_ptr->art_flags, TR_SUST_DEX);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_CON)
- {
- if (!(o_ptr->art_flags2 & TR2_SUST_CON))
+ break;
+
+ case BIAS_CON:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
{
- o_ptr->art_flags2 |= TR2_SUST_CON;
+ add_flag(o_ptr->art_flags, TR_SUST_CON);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_CHR)
- {
- if (!(o_ptr->art_flags2 & TR2_SUST_CHR))
+ break;
+
+ case BIAS_CHR:
+ if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
{
- o_ptr->art_flags2 |= TR2_SUST_CHR;
+ add_flag(o_ptr->art_flags, TR_SUST_CHR);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_CHAOS)
- {
- if (!(o_ptr->art_flags3 & TR3_TELEPORT))
+ break;
+
+ case BIAS_CHAOS:
+ if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
{
- o_ptr->art_flags3 |= TR3_TELEPORT;
+ add_flag(o_ptr->art_flags, TR_TELEPORT);
if (one_in_(2)) return;
}
- }
- else if (artifact_bias == BIAS_FIRE)
- {
- if (!(o_ptr->art_flags3 & TR3_LITE))
+ break;
+
+ case BIAS_FIRE:
+ if (!(have_flag(o_ptr->art_flags, TR_LITE)))
{
- o_ptr->art_flags3 |= TR3_LITE; /* Freebie */
+ add_flag(o_ptr->art_flags, TR_LITE); /* Freebie */
}
+ break;
}
- switch (randint(31))
+ switch (randint1(33))
{
case 1:
- o_ptr->art_flags2 |= TR2_SUST_STR;
- /* if (is_scroll) msg_print("It makes you feel you cannot become weaker."); */
+ add_flag(o_ptr->art_flags, TR_SUST_STR);
if (!artifact_bias)
artifact_bias = BIAS_STR;
break;
case 2:
- o_ptr->art_flags2 |= TR2_SUST_INT;
- /* if (is_scroll) msg_print("It makes you feel you cannot become more stupid.");*/
+ add_flag(o_ptr->art_flags, TR_SUST_INT);
if (!artifact_bias)
artifact_bias = BIAS_INT;
break;
case 3:
- o_ptr->art_flags2 |= TR2_SUST_WIS;
- /* if (is_scroll) msg_print("It makes you feel you cannot become simpler.");*/
+ add_flag(o_ptr->art_flags, TR_SUST_WIS);
if (!artifact_bias)
artifact_bias = BIAS_WIS;
break;
case 4:
- o_ptr->art_flags2 |= TR2_SUST_DEX;
- /* if (is_scroll) msg_print("It makes you feel you cannot become clumsier.");*/
+ add_flag(o_ptr->art_flags, TR_SUST_DEX);
if (!artifact_bias)
artifact_bias = BIAS_DEX;
break;
case 5:
- o_ptr->art_flags2 |= TR2_SUST_CON;
- /* if (is_scroll) msg_print("It makes you feel you cannot become less healthy.");*/
+ add_flag(o_ptr->art_flags, TR_SUST_CON);
if (!artifact_bias)
artifact_bias = BIAS_CON;
break;
case 6:
- o_ptr->art_flags2 |= TR2_SUST_CHR;
- /* if (is_scroll) msg_print("It makes you feel you cannot become uglier.");*/
+ add_flag(o_ptr->art_flags, TR_SUST_CHR);
if (!artifact_bias)
artifact_bias = BIAS_CHR;
break;
case 7:
case 8:
case 14:
- o_ptr->art_flags2 |= TR2_FREE_ACT;
- /* if (is_scroll) msg_print("It makes you feel like a young rebel!");*/
+ add_flag(o_ptr->art_flags, TR_FREE_ACT);
break;
case 9:
- o_ptr->art_flags2 |= TR2_HOLD_LIFE;
- /* if (is_scroll) msg_print("It makes you feel immortal.");*/
+ add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
if (!artifact_bias && one_in_(5))
artifact_bias = BIAS_PRIESTLY;
else if (!artifact_bias && one_in_(6))
break;
case 10:
case 11:
- o_ptr->art_flags3 |= TR3_LITE;
- /* if (is_scroll) msg_print("It starts shining.");*/
+ add_flag(o_ptr->art_flags, TR_LITE);
break;
case 12:
case 13:
- o_ptr->art_flags3 |= TR3_FEATHER;
- /* if (is_scroll) msg_print("It feels lighter.");*/
+ add_flag(o_ptr->art_flags, TR_LEVITATION);
break;
case 15:
case 16:
case 17:
- o_ptr->art_flags3 |= TR3_SEE_INVIS;
- /* if (is_scroll) msg_print("It makes you see the air!");*/
- break;
- case 18:
- if (one_in_(3)) break;
- o_ptr->art_flags3 |= TR3_TELEPATHY;
- /* if (is_scroll) msg_print("It makes you hear voices inside your head!");*/
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_MAGE;
+ add_flag(o_ptr->art_flags, TR_SEE_INVIS);
break;
case 19:
case 20:
- o_ptr->art_flags3 |= TR3_SLOW_DIGEST;
- /* if (is_scroll) msg_print("It makes you feel less hungry.");*/
+ add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
break;
case 21:
case 22:
- o_ptr->art_flags3 |= TR3_REGEN;
- /* if (is_scroll) msg_print("It looks as good as new.");*/
+ add_flag(o_ptr->art_flags, TR_REGEN);
break;
case 23:
- o_ptr->art_flags3 |= TR3_TELEPORT;
- /* if (is_scroll) msg_print("Its position feels uncertain!");*/
+ add_flag(o_ptr->art_flags, TR_TELEPORT);
break;
case 24:
case 25:
case 26:
- if (o_ptr->tval >= TV_BOOTS && o_ptr->tval <= TV_DRAG_ARMOR)
- random_misc(o_ptr, is_scroll);
+ if (object_is_armour(o_ptr))
+ random_misc(o_ptr);
else
{
- o_ptr->to_a = 4 + randint(11);
+ o_ptr->to_a = 4 + randint1(11);
}
break;
case 27:
case 29:
{
int bonus_h, bonus_d;
- o_ptr->art_flags3 |= TR3_SHOW_MODS;
- bonus_h = 4 + (randint(11));
- bonus_d = 4 + (randint(11));
+ add_flag(o_ptr->art_flags, TR_SHOW_MODS);
+ bonus_h = 4 + (randint1(11));
+ bonus_d = 4 + (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;
break;
}
case 30:
- o_ptr->art_flags3 |= TR3_NO_MAGIC;
+ add_flag(o_ptr->art_flags, TR_NO_MAGIC);
break;
case 31:
- o_ptr->art_flags3 |= TR3_NO_TELE;
+ 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 (!artifact_bias && one_in_(3))
+ artifact_bias = BIAS_LAW;
+ break;
+ case 2:
+ add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
+ if (!artifact_bias && one_in_(3))
+ artifact_bias = BIAS_MAGE;
+ break;
+ case 3:
+ add_flag(o_ptr->art_flags, TR_TELEPATHY);
+ if (!artifact_bias && one_in_(9))
+ artifact_bias = BIAS_MAGE;
+ break;
+ }
+ break;
-static void random_slay(object_type *o_ptr, bool is_scroll)
-{
- if (artifact_bias == BIAS_CHAOS && (o_ptr->tval != TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_CHAOTIC))
+ case 33:
{
- o_ptr->art_flags1 |= TR1_CHAOTIC;
- if (one_in_(2)) return;
- }
- }
+ int idx[3];
+ int n = randint1(3);
- else if (artifact_bias == BIAS_PRIESTLY &&
- (o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
- !(o_ptr->art_flags3 & TR3_BLESSED))
- {
- /* A free power for "priestly" random artifacts */
- o_ptr->art_flags3 |= TR3_BLESSED;
- }
+ idx[0] = randint1(8);
- else if (artifact_bias == BIAS_NECROMANTIC && (o_ptr->tval != TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_VAMPIRIC))
- {
- o_ptr->art_flags1 |= TR1_VAMPIRIC;
- if (one_in_(2)) return;
- }
- if (!(o_ptr->art_flags1 & TR1_BRAND_POIS) && one_in_(2))
- {
- o_ptr->art_flags1 |= TR1_BRAND_POIS;
- if (one_in_(2)) return;
- }
- }
+ idx[1] = randint1(7);
+ if (idx[1] >= idx[0]) idx[1]++;
- else if (artifact_bias == BIAS_RANGER && (o_ptr->tval != TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_SLAY_ANIMAL))
- {
- o_ptr->art_flags1 |= TR1_SLAY_ANIMAL;
- if (one_in_(2)) return;
- }
- }
+ idx[2] = randint1(6);
+ if (idx[2] >= idx[0]) idx[2]++;
+ if (idx[2] >= idx[1]) idx[2]++;
- else if (artifact_bias == BIAS_ROGUE && (o_ptr->tval != TV_BOW))
- {
- if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
- ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
- !(o_ptr->art_flags2 & TR2_THROW))
- {
- /* Free power for rogues... */
- o_ptr->art_flags2 |= TR2_THROW;
- }
- if (!(o_ptr->art_flags1 & TR1_BRAND_POIS))
- {
- o_ptr->art_flags1 |= TR1_BRAND_POIS;
- if (one_in_(2)) return;
+ while (n--) switch (idx[n])
+ {
+ case 1:
+ add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
+ if (!artifact_bias && one_in_(4))
+ artifact_bias = BIAS_RANGER;
+ break;
+ case 2:
+ add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
+ if (!artifact_bias && one_in_(3))
+ artifact_bias = BIAS_PRIESTLY;
+ else if (!artifact_bias && one_in_(6))
+ 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_HUMAN);
+ if (!artifact_bias && one_in_(6))
+ artifact_bias = BIAS_ROGUE;
+ break;
+ case 8:
+ add_flag(o_ptr->art_flags, TR_ESP_GOOD);
+ if (!artifact_bias && one_in_(3))
+ artifact_bias = BIAS_LAW;
+ break;
+ }
+ break;
}
}
+}
- else if (artifact_bias == BIAS_POIS && (o_ptr->tval != TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_BRAND_POIS))
- {
- o_ptr->art_flags1 |= TR1_BRAND_POIS;
- if (one_in_(2)) return;
- }
- }
- else if (artifact_bias == BIAS_FIRE && (o_ptr->tval != TV_BOW))
+static void random_slay(object_type *o_ptr)
+{
+ if (o_ptr->tval == TV_BOW)
{
- if (!(o_ptr->art_flags1 & TR1_BRAND_FIRE))
+ switch (randint1(6))
{
- o_ptr->art_flags1 |= TR1_BRAND_FIRE;
- if (one_in_(2)) return;
+ 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 (!artifact_bias && one_in_(9))
+ 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 (!artifact_bias && one_in_(9))
+ artifact_bias = BIAS_RANGER;
+ break;
}
- }
- else if (artifact_bias == BIAS_COLD && (o_ptr->tval != TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_BRAND_COLD))
- {
- o_ptr->art_flags1 |= TR1_BRAND_COLD;
- if (one_in_(2)) return;
- }
+ return;
}
- else if (artifact_bias == BIAS_ELEC && (o_ptr->tval != TV_BOW))
+ switch (artifact_bias)
{
- if (!(o_ptr->art_flags1 & TR1_BRAND_ELEC))
+ case BIAS_CHAOS:
+ if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
{
- o_ptr->art_flags1 |= TR1_BRAND_ELEC;
+ add_flag(o_ptr->art_flags, TR_CHAOTIC);
if (one_in_(2)) return;
}
- }
+ break;
- else if (artifact_bias == BIAS_ACID && (o_ptr->tval != TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_BRAND_ACID))
+ case BIAS_PRIESTLY:
+ if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
+ !(have_flag(o_ptr->art_flags, TR_BLESSED)))
{
- o_ptr->art_flags1 |= TR1_BRAND_ACID;
- if (one_in_(2)) return;
+ /* A free power for "priestly" random artifacts */
+ add_flag(o_ptr->art_flags, TR_BLESSED);
}
- }
+ break;
- else if (artifact_bias == BIAS_LAW && (o_ptr->tval != TV_BOW))
- {
- if (!(o_ptr->art_flags1 & TR1_SLAY_EVIL))
+ case BIAS_NECROMANTIC:
+ if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
{
- o_ptr->art_flags1 |= TR1_SLAY_EVIL;
+ add_flag(o_ptr->art_flags, TR_VAMPIRIC);
if (one_in_(2)) return;
}
- if (!(o_ptr->art_flags1 & TR1_SLAY_UNDEAD))
+ if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
{
- o_ptr->art_flags1 |= TR1_SLAY_UNDEAD;
+ add_flag(o_ptr->art_flags, TR_BRAND_POIS);
if (one_in_(2)) return;
}
- if (!(o_ptr->art_flags1 & TR1_SLAY_DEMON))
+ break;
+
+ case BIAS_RANGER:
+ if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
{
- o_ptr->art_flags1 |= TR1_SLAY_DEMON;
+ add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
if (one_in_(2)) return;
}
- }
+ break;
- if (o_ptr->tval != TV_BOW)
- {
- switch (randint(34))
+ 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)))
{
- case 1:
- case 2:
- o_ptr->art_flags1 |= TR1_SLAY_ANIMAL;
- /* if (is_scroll) msg_print("You start hating animals.");*/
- break;
- case 3:
- case 4:
- o_ptr->art_flags1 |= TR1_SLAY_EVIL;
- /* if (is_scroll) msg_print("You hate evil creatures.");*/
- if (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_LAW;
- else if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_PRIESTLY;
- break;
- case 5:
- case 6:
- o_ptr->art_flags1 |= TR1_SLAY_UNDEAD;
- /* if (is_scroll) msg_print("You hate undead creatures.");*/
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_PRIESTLY;
- break;
- case 7:
- case 8:
- o_ptr->art_flags1 |= TR1_SLAY_DEMON;
- /* if (is_scroll) msg_print("You hate demons.");*/
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_PRIESTLY;
- break;
- case 9:
- case 10:
- o_ptr->art_flags1 |= TR1_SLAY_ORC;
- /* if (is_scroll) msg_print("You hate orcs.");*/
- break;
- case 11:
- case 12:
- o_ptr->art_flags1 |= TR1_SLAY_TROLL;
- /* if (is_scroll) msg_print("You hate trolls.");*/
- break;
- case 13:
- case 14:
- o_ptr->art_flags1 |= TR1_SLAY_GIANT;
- /* if (is_scroll) msg_print("You hate giants.");*/
- break;
- case 15:
- case 16:
- o_ptr->art_flags1 |= TR1_SLAY_DRAGON;
- /* if (is_scroll) msg_print("You hate dragons.");*/
- break;
- case 17:
- o_ptr->art_flags1 |= TR1_KILL_DRAGON;
- /* if (is_scroll) msg_print("You feel an intense hatred of dragons.");*/
- break;
- case 18:
- case 19:
- if (o_ptr->tval == TV_SWORD)
- {
- o_ptr->art_flags1 |= TR1_VORPAL;
- /* if (is_scroll) msg_print("It looks extremely sharp!");*/
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_WARRIOR;
- }
- else
- random_slay(o_ptr, is_scroll);
- break;
- case 20:
- o_ptr->art_flags1 |= TR1_IMPACT;
- /* if (is_scroll) msg_print("The ground trembles beneath you.");*/
- break;
- case 21:
- case 22:
- o_ptr->art_flags1 |= TR1_BRAND_FIRE;
- /* if (is_scroll) msg_print("It feels hot!");*/
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
- break;
- case 23:
- case 24:
- o_ptr->art_flags1 |= TR1_BRAND_COLD;
- /* if (is_scroll) msg_print("It feels cold!");*/
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
- break;
- case 25:
- case 26:
- o_ptr->art_flags1 |= TR1_BRAND_ELEC;
- /* if (is_scroll) msg_print("Ouch! You get zapped!");*/
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
- break;
- case 27:
- case 28:
- o_ptr->art_flags1 |= TR1_BRAND_ACID;
- /* if (is_scroll) msg_print("Its smell makes you feel dizzy.");*/
- if (!artifact_bias)
- artifact_bias = BIAS_ACID;
- break;
- case 29:
- case 30:
- o_ptr->art_flags1 |= TR1_BRAND_POIS;
- /* if (is_scroll) msg_print("It smells rotten.");*/
- if (!artifact_bias && !one_in_(3))
- artifact_bias = BIAS_POIS;
- else if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_NECROMANTIC;
- else if (!artifact_bias)
- artifact_bias = BIAS_ROGUE;
- break;
- case 31:
- o_ptr->art_flags1 |= TR1_VAMPIRIC;
- /* if (is_scroll) msg_print("You think it bit you!");*/
- if (!artifact_bias)
- artifact_bias = BIAS_NECROMANTIC;
- break;
- case 32:
- o_ptr->art_flags1 |= TR1_FORCE_WEPON;
- /* if (is_scroll) msg_print("It looks consuming your MP!");*/
- if (!artifact_bias)
- artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
- break;
- default:
- o_ptr->art_flags1 |= TR1_CHAOTIC;
- /* if (is_scroll) msg_print("It looks very confusing.");*/
- if (!artifact_bias)
- artifact_bias = BIAS_CHAOS;
- break;
+ /* 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;
}
- else
+
+ switch (randint1(36))
{
- switch (randint(6))
- {
- case 1:
- case 2:
- case 3:
- o_ptr->art_flags3 |= TR3_XTRA_MIGHT;
- if (!one_in_(7)) o_ptr->art_flags3 &= ~(TR3_XTRA_SHOTS);
- /* if (is_scroll) msg_print("It looks mightier than before."); */
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
- break;
- default:
- o_ptr->art_flags3 |= TR3_XTRA_SHOTS;
- if (!one_in_(7)) o_ptr->art_flags3 &= ~(TR3_XTRA_MIGHT);
- /* if (is_scroll) msg_print("It seems faster!"); */
+ case 1:
+ case 2:
+ add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+ break;
+ case 3:
+ case 4:
+ add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+ if (!artifact_bias && one_in_(2))
+ artifact_bias = BIAS_LAW;
+ else if (!artifact_bias && one_in_(9))
+ artifact_bias = BIAS_PRIESTLY;
+ break;
+ case 5:
+ case 6:
+ add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+ if (!artifact_bias && one_in_(9))
+ artifact_bias = BIAS_PRIESTLY;
+ break;
+ case 7:
+ case 8:
+ add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+ if (!artifact_bias && one_in_(9))
+ artifact_bias = BIAS_PRIESTLY;
+ break;
+ case 9:
+ case 10:
+ add_flag(o_ptr->art_flags, TR_SLAY_ORC);
+ break;
+ case 11:
+ case 12:
+ add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+ break;
+ case 13:
+ case 14:
+ 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 (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
+ 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 (!artifact_bias)
+ artifact_bias = BIAS_FIRE;
+ break;
+ case 23:
+ case 24:
+ add_flag(o_ptr->art_flags, TR_BRAND_COLD);
+ if (!artifact_bias)
+ artifact_bias = BIAS_COLD;
+ break;
+ case 25:
+ case 26:
+ add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
+ if (!artifact_bias)
+ artifact_bias = BIAS_ELEC;
+ break;
+ case 27:
+ case 28:
+ add_flag(o_ptr->art_flags, TR_BRAND_ACID);
+ if (!artifact_bias)
+ artifact_bias = BIAS_ACID;
+ break;
+ case 29:
+ case 30:
+ add_flag(o_ptr->art_flags, TR_BRAND_POIS);
+ if (!artifact_bias && !one_in_(3))
+ artifact_bias = BIAS_POIS;
+ else if (!artifact_bias && one_in_(6))
+ artifact_bias = BIAS_NECROMANTIC;
+ else if (!artifact_bias)
+ artifact_bias = BIAS_ROGUE;
+ break;
+ case 31:
+ add_flag(o_ptr->art_flags, TR_VAMPIRIC);
+ if (!artifact_bias)
+ artifact_bias = BIAS_NECROMANTIC;
+ break;
+ case 32:
+ add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
+ if (!artifact_bias)
+ artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
+ break;
+ case 33:
+ case 34:
+ add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ break;
+ default:
+ add_flag(o_ptr->art_flags, TR_CHAOTIC);
+ if (!artifact_bias)
+ artifact_bias = BIAS_CHAOS;
break;
- }
}
}
{
int type = 0, chance = 0;
- if (artifact_bias)
+ switch (artifact_bias)
{
- if (artifact_bias == BIAS_ELEC)
- {
+ case BIAS_ELEC:
if (!one_in_(3))
{
type = ACT_BO_ELEC_1;
type = ACT_BA_ELEC_3;
}
chance = 101;
- }
- else if (artifact_bias == BIAS_POIS)
- {
+ break;
+
+ case BIAS_POIS:
type = ACT_BA_POIS_1;
chance = 101;
- }
- else if (artifact_bias == BIAS_FIRE)
- {
+ break;
+
+ case BIAS_FIRE:
if (!one_in_(3))
{
type = ACT_BO_FIRE_1;
type = ACT_BA_FIRE_2;
}
chance = 101;
- }
- else if (artifact_bias == BIAS_COLD)
- {
+ break;
+
+ case BIAS_COLD:
chance = 101;
if (!one_in_(3))
type = ACT_BO_COLD_1;
type = ACT_BA_COLD_2;
else
type = ACT_BA_COLD_3;
- }
- else if (artifact_bias == BIAS_CHAOS)
- {
+ break;
+
+ case BIAS_CHAOS:
chance = 50;
if (one_in_(6))
type = ACT_SUMMON_DEMON;
else
type = ACT_CALL_CHAOS;
- }
- else if (artifact_bias == BIAS_PRIESTLY)
- {
+ break;
+
+ case BIAS_PRIESTLY:
chance = 101;
if (one_in_(13))
type = ACT_REST_LIFE;
else
type = ACT_CURE_MW;
- }
- else if (artifact_bias == BIAS_NECROMANTIC)
- {
+ break;
+
+ case BIAS_NECROMANTIC:
chance = 101;
if (one_in_(66))
type = ACT_WRAITH;
type = ACT_CHARM_UNDEAD;
else
type = ACT_VAMPIRE_1;
- }
- else if (artifact_bias == BIAS_LAW)
- {
+ break;
+
+ case BIAS_LAW:
chance = 101;
if (one_in_(8))
type = ACT_BANISH_EVIL;
type = ACT_DISP_EVIL;
else
type = ACT_PROT_EVIL;
- }
- else if (artifact_bias == BIAS_ROGUE)
- {
+ break;
+
+ case BIAS_ROGUE:
chance = 101;
if (one_in_(50))
type = ACT_SPEED;
type = ACT_ID_FULL;
else
type = ACT_ID_PLAIN;
- }
- else if (artifact_bias == BIAS_MAGE)
- {
+ break;
+
+ case BIAS_MAGE:
chance = 66;
if (one_in_(20))
type = ACT_SUMMON_ELEMENTAL;
type = ACT_RUNE_EXPLO;
else
type = ACT_ESP;
- }
- else if (artifact_bias == BIAS_WARRIOR)
- {
+ break;
+
+ case BIAS_WARRIOR:
chance = 80;
if (one_in_(100))
type = ACT_INVULN;
else
type = ACT_BERSERK;
- }
- else if (artifact_bias == BIAS_RANGER)
- {
+ break;
+
+ case BIAS_RANGER:
chance = 101;
if (one_in_(20))
type = ACT_CHARM_ANIMALS;
type = ACT_SATIATE;
else
type = ACT_CURE_POISON;
- }
+ break;
}
- while (!type || (randint(100) >= chance))
+ while (!type || (randint1(100) >= chance))
{
- type = randint(255);
+ type = randint1(255);
switch (type)
{
case ACT_SUNLIGHT:
/* A type was chosen... */
o_ptr->xtra2 = type;
- o_ptr->art_flags3 |= TR3_ACTIVATE;
+ add_flag(o_ptr->art_flags, TR_ACTIVATE);
o_ptr->timeout = 0;
}
static void get_random_name(char *return_name, bool armour, int power)
{
- if (randint(100) <= TABLE_NAME)
+ if (randint1(100) <= TABLE_NAME)
{
get_table_name(return_name);
}
{
char new_name[1024];
int has_pval = 0;
- int powers = randint(5) + 1;
- int max_type = (o_ptr->tval < TV_BOOTS ? 7 : 5);
+ int powers = randint1(5) + 1;
+ int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
int power_level;
s32b total_flags;
bool a_cursed = FALSE;
int warrior_artifact_bias = 0;
+ int i;
-
+ /* Reset artifact bias */
artifact_bias = 0;
/* Nuke enchantments */
o_ptr->name1 = 0;
o_ptr->name2 = 0;
- o_ptr->art_flags1 |= k_info[o_ptr->k_idx].flags1;
- o_ptr->art_flags2 |= k_info[o_ptr->k_idx].flags2;
- o_ptr->art_flags3 |= k_info[o_ptr->k_idx].flags3;
+ for (i = 0; i < TR_FLAG_SIZE; i++)
+ o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
+
if (o_ptr->pval) has_pval = TRUE;
if (a_scroll && one_in_(4))
break;
case CLASS_MINDCRAFTER:
case CLASS_BARD:
- if (randint(5) > 2) artifact_bias = BIAS_PRIESTLY;
+ if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
break;
case CLASS_TOURIST:
- if (randint(5) > 2) artifact_bias = BIAS_WARRIOR;
+ if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
break;
case CLASS_IMITATOR:
- if (randint(2) > 1) artifact_bias = BIAS_RANGER;
+ if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
break;
case CLASS_BEASTMASTER:
artifact_bias = BIAS_CHR;
warrior_artifact_bias = 50;
break;
case CLASS_MIRROR_MASTER:
- if (randint(4) > 1)
+ if (randint1(4) > 1)
{
artifact_bias = BIAS_MAGE;
}
}
}
- if (a_scroll && (randint(100) <= warrior_artifact_bias))
+ if (a_scroll && (randint1(100) <= warrior_artifact_bias))
artifact_bias = BIAS_WARRIOR;
strcpy(new_name, "");
if (!a_scroll && one_in_(A_CURSED))
a_cursed = TRUE;
- if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && cursed_p(o_ptr))
+ if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
a_cursed = TRUE;
while (one_in_(powers) || one_in_(7) || one_in_(10))
/* Main loop */
while (powers--)
{
- switch (randint(max_type))
+ switch (randint1(max_type))
{
case 1: case 2:
- random_plus(o_ptr, a_scroll);
+ random_plus(o_ptr);
has_pval = TRUE;
break;
case 3: case 4:
- if (one_in_(2) && (o_ptr->tval < TV_BOOTS) && (o_ptr->tval != TV_BOW))
+ 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))
}
}
else
- random_resistance(o_ptr, a_scroll, FALSE);
+ random_resistance(o_ptr);
break;
case 5:
- random_misc(o_ptr, a_scroll);
+ random_misc(o_ptr);
break;
case 6: case 7:
- random_slay(o_ptr, a_scroll);
+ random_slay(o_ptr);
break;
default:
- if (wizard) msg_print("Switch error in create_artifact!");
+ if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
powers++;
}
};
if (has_pval)
{
#if 0
- o_ptr->art_flags3 |= TR3_SHOW_MODS;
+ add_flag(o_ptr->art_flags, TR_SHOW_MODS);
/* This one commented out by gw's request... */
if (!a_scroll)
- o_ptr->art_flags3 |= TR3_HIDE_TYPE;
+ add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
#endif
- if (o_ptr->art_flags1 & TR1_BLOWS)
+ if (have_flag(o_ptr->art_flags, TR_BLOWS))
{
- o_ptr->pval = randint(2);
+ o_ptr->pval = randint1(2);
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
o_ptr->pval++;
}
{
o_ptr->pval++;
}
- while (o_ptr->pval < randint(5) || one_in_(o_ptr->pval));
+ while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
}
if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
}
/* give it some plusses... */
- if (o_ptr->tval >= TV_BOOTS && o_ptr->tval <= TV_DRAG_ARMOR)
- o_ptr->to_a += randint(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
- else if (o_ptr->tval <= TV_SWORD)
+ 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 += randint(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
- o_ptr->to_d += randint(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
- if ((o_ptr->art_flags1 & TR1_WIS) && (o_ptr->pval > 0)) o_ptr->art_flags3 |= TR3_BLESSED;
+ 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 */
- o_ptr->art_flags3 |= (TR3_IGNORE_ACID | TR3_IGNORE_ELEC |
- TR3_IGNORE_FIRE | TR3_IGNORE_COLD);
+ 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);
total_flags = flag_cost(o_ptr, o_ptr->pval);
if (cheat_peek) msg_format("%ld", total_flags);
if (a_cursed) curse_artifact(o_ptr);
if (!a_cursed &&
- (randint((o_ptr->tval >= TV_BOOTS)
- ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE) == 1))
+ one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
{
o_ptr->xtra2 = 0;
give_activation_power(o_ptr);
}
- if ((o_ptr->tval >= TV_BOOTS) && (o_ptr->tval <= TV_DRAG_ARMOR))
+ 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 -= (s16b)rand_int(3);
- o_ptr->to_h -= (s16b)rand_int(3);
+ o_ptr->to_d -= (s16b)randint0(3);
+ o_ptr->to_h -= (s16b)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 -= (s16b)rand_int(3);
- o_ptr->to_h -= (s16b)rand_int(3);
+ o_ptr->to_d -= (s16b)randint0(3);
+ o_ptr->to_h -= (s16b)randint0(3);
}
}
- if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) o_ptr->art_flags2 |= TR2_FREE_ACT;
+ if (((artifact_bias == BIAS_MAGE) || (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_DOKUBARI))
{
o_ptr->to_h = 0;
o_ptr->to_d = 0;
- o_ptr->art_flags1 &= ~(TR1_BLOWS);
- o_ptr->art_flags1 &= ~(TR1_FORCE_WEPON);
- o_ptr->art_flags1 &= ~(TR1_SLAY_ANIMAL);
- o_ptr->art_flags1 &= ~(TR1_SLAY_EVIL);
- o_ptr->art_flags1 &= ~(TR1_SLAY_UNDEAD);
- o_ptr->art_flags1 &= ~(TR1_SLAY_DEMON);
- o_ptr->art_flags1 &= ~(TR1_SLAY_ORC);
- o_ptr->art_flags1 &= ~(TR1_SLAY_TROLL);
- o_ptr->art_flags1 &= ~(TR1_SLAY_GIANT);
- o_ptr->art_flags1 &= ~(TR1_SLAY_DRAGON);
- o_ptr->art_flags1 &= ~(TR1_KILL_DRAGON);
- o_ptr->art_flags1 &= ~(TR1_VORPAL);
- o_ptr->art_flags1 &= ~(TR1_BRAND_POIS);
- o_ptr->art_flags1 &= ~(TR1_BRAND_ACID);
- o_ptr->art_flags1 &= ~(TR1_BRAND_ELEC);
- o_ptr->art_flags1 &= ~(TR1_BRAND_FIRE);
- o_ptr->art_flags1 &= ~(TR1_BRAND_COLD);
+ 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);
}
- if (o_ptr->tval >= TV_BOOTS)
+ 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 < 25000) power_level = 2;
+ 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 < 35000) power_level = 2;
+ else if (total_flags < 45000) power_level = 2;
else power_level = 3;
}
if (a_scroll)
{
- char dummy_name[80];
- strcpy(dummy_name, "");
- (void)identify_fully_aux(o_ptr);
-
-#ifdef JP
- if (!(get_string("¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©", dummy_name, 80)))
-#else
- if (!(get_string("What do you want to call the artifact? ", dummy_name, 80)))
-#endif
-
- {
- get_random_name(new_name, (bool)(o_ptr->tval >= TV_BOOTS), power_level);
- }
- else
- {
-#ifdef JP
- strcpy(new_name, "¡Ô");
-#else
- strcpy(new_name, "'");
-#endif
-
- strcat(new_name, dummy_name);
+ char dummy_name[80] = "";
#ifdef JP
- strcat(new_name, "¡Õ¤È¤¤¤¦Ì¾¤Î");
+ cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
#else
- strcat(new_name, "'");
+ cptr ask_msg = "What do you want to call the artifact? ";
#endif
- }
/* Identify it fully */
object_aware(o_ptr);
object_known(o_ptr);
/* Mark the item as fully known */
o_ptr->ident |= (IDENT_MENTAL);
+ (void)screen_object(o_ptr, 0L);
+
+ if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
+ || !dummy_name[0])
+ {
+ /* Cancelled */
+#if 0
+ if (one_in_(2))
+ {
+ get_table_sindarin(dummy_name);
+ }
+ else
+#endif
+ {
+ get_table_name_aux(dummy_name);
+ }
+ }
+
+#ifdef JP
+ sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
+#else
+ sprintf(new_name, "'%s'", dummy_name);
+#endif
+
chg_virtue(V_INDIVIDUALISM, 2);
chg_virtue(V_ENCHANT, 5);
-
}
else
{
- get_random_name(new_name, (bool)(o_ptr->tval >= TV_BOOTS), power_level);
+ get_random_name(new_name, object_is_armour(o_ptr), power_level);
}
if (cheat_xtra)
{
- if (artifact_bias)
-#ifdef JP
-msg_format("±¿¤ÎÊФä¿¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È: %d¡£", artifact_bias);
-#else
- msg_format("Biased artifact: %d.", artifact_bias);
-#endif
-
- else
#ifdef JP
-msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£");
+ if (artifact_bias) msg_format("±¿¤ÎÊФä¿¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È: %d¡£", artifact_bias);
+ else msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£");
#else
- msg_print("No bias in artifact.");
+ if (artifact_bias) msg_format("Biased artifact: %d.", artifact_bias);
+ else msg_print("No bias in artifact.");
#endif
-
}
/* Save the inscription */
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_POIS, dir, 12, 3);
- o_ptr->timeout = rand_int(4) + 4;
+ o_ptr->timeout = randint0(4) + 4;
break;
}
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ELEC, dir, damroll(4, 8));
- o_ptr->timeout = rand_int(5) + 5;
+ o_ptr->timeout = randint0(5) + 5;
break;
}
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ACID, dir, damroll(5, 8));
- o_ptr->timeout = rand_int(6) + 6;
+ o_ptr->timeout = randint0(6) + 6;
break;
}
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_COLD, dir, damroll(6, 8));
- o_ptr->timeout = rand_int(7) + 7;
+ o_ptr->timeout = randint0(7) + 7;
break;
}
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_FIRE, dir, damroll(9, 8));
- o_ptr->timeout = rand_int(8) + 8;
+ o_ptr->timeout = randint0(8) + 8;
break;
}
if (!get_aim_dir(&dir)) return FALSE;
if (drain_life(dir, 100))
- o_ptr->timeout = rand_int(100) + 100;
+ o_ptr->timeout = randint0(100) + 100;
break;
}
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ARROW, dir, 150);
- o_ptr->timeout = rand_int(90) + 90;
+ o_ptr->timeout = randint0(90) + 90;
break;
}
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_FIRE, dir, 120, 3);
- o_ptr->timeout = rand_int(225) + 225;
+ o_ptr->timeout = randint0(225) + 225;
break;
}
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_COLD, dir, 200, 3);
- o_ptr->timeout = rand_int(325) + 325;
+ o_ptr->timeout = randint0(325) + 325;
break;
}
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ELEC, dir, 250, 3);
- o_ptr->timeout = rand_int(425) + 425;
+ o_ptr->timeout = randint0(425) + 425;
break;
}
m_ptr = &m_list[c_ptr->m_idx];
/* Hack -- attack monsters */
- if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x)))
+ if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
py_attack(y, x, 0);
}
}
#endif
dispel_evil(p_ptr->lev * 5);
- o_ptr->timeout = rand_int(300) + 300;
+ o_ptr->timeout = randint0(300) + 300;
break;
}
#endif
dispel_good(p_ptr->lev * 5);
- o_ptr->timeout = rand_int(300) + 300;
+ o_ptr->timeout = randint0(300) + 300;
break;
}
if (banish_evil(100))
{
#ifdef JP
- msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁÅݤ·¤¿¡ª");
+ msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª");
#else
msg_print("The power of the artifact banishes evil!");
#endif
}
- o_ptr->timeout = 250 + randint(250);
+ o_ptr->timeout = 250 + randint1(250);
break;
}
case ACT_SUMMON_ANIMAL:
{
- (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, TRUE, TRUE, TRUE, FALSE, FALSE);
- o_ptr->timeout = 200 + randint(300);
+ (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ o_ptr->timeout = 200 + randint1(300);
break;
}
msg_print("You summon a phantasmal servant.");
#endif
- (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, TRUE, TRUE, TRUE, FALSE, FALSE);
- o_ptr->timeout = 200 + randint(200);
+ (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ o_ptr->timeout = 200 + randint1(200);
break;
}
case ACT_SUMMON_ELEMENTAL:
{
bool pet = one_in_(3);
- bool group = !(pet && (plev < 50));
+ u32b mode = 0L;
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, group, FALSE, pet, FALSE, (bool)(!pet)))
+ if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= PM_NO_PET;
+
+ if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
{
#ifdef JP
msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...");
case ACT_SUMMON_DEMON:
{
bool pet = one_in_(3);
- bool group = !(pet && (plev < 50));
+ u32b mode = 0L;
+
+ if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, group, FALSE, pet, FALSE, (bool)(!pet)))
+ if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
{
#ifdef JP
msg_print("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£");
}
- o_ptr->timeout = 666 + randint(333);
+ o_ptr->timeout = 666 + randint1(333);
break;
}
case ACT_SUMMON_UNDEAD:
{
bool pet = one_in_(3);
- bool group;
- bool unique_okay;
int type;
+ u32b mode = 0L;
type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
- if (pet)
- {
- group = (((plev > 24) && one_in_(3)) ? TRUE : FALSE);
- unique_okay = FALSE;
- }
- else
- {
- group = TRUE;
- unique_okay = TRUE;
- }
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type,
- group, FALSE, pet, unique_okay, (bool)(!pet)))
+ if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+
+ if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
{
#ifdef JP
msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...");
}
- o_ptr->timeout = 666 + randint(333);
+ o_ptr->timeout = 666 + randint1(333);
break;
}
hp_player(damroll(4, 8));
(void)set_cut((p_ptr->cut / 2) - 50);
- o_ptr->timeout = rand_int(3) + 3;
+ o_ptr->timeout = randint0(3) + 3;
break;
}
case ACT_ESP:
{
- (void)set_tim_esp(randint(30) + 25, FALSE);
+ (void)set_tim_esp(randint1(30) + 25, FALSE);
o_ptr->timeout = 200;
break;
}
case ACT_BERSERK:
{
- (void)set_hero(randint(50) + 50, FALSE);
- (void)set_blessed(randint(50) + 50, FALSE);
- o_ptr->timeout = 100 + randint(100);
+ (void)set_hero(randint1(50) + 50, FALSE);
+ (void)set_blessed(randint1(50) + 50, FALSE);
+ o_ptr->timeout = 100 + randint1(100);
break;
}
#endif
k = 3 * p_ptr->lev;
- (void)set_protevil(randint(25) + k, FALSE);
- o_ptr->timeout = rand_int(225) + 225;
+ (void)set_protevil(randint1(25) + k, FALSE);
+ o_ptr->timeout = randint0(225) + 225;
break;
}
msg_print("It glows many colours...");
#endif
- (void)set_oppose_acid(randint(40) + 40, FALSE);
- (void)set_oppose_elec(randint(40) + 40, FALSE);
- (void)set_oppose_fire(randint(40) + 40, FALSE);
- (void)set_oppose_cold(randint(40) + 40, FALSE);
- (void)set_oppose_pois(randint(40) + 40, FALSE);
+ (void)set_oppose_acid(randint1(40) + 40, FALSE);
+ (void)set_oppose_elec(randint1(40) + 40, FALSE);
+ (void)set_oppose_fire(randint1(40) + 40, FALSE);
+ (void)set_oppose_cold(randint1(40) + 40, FALSE);
+ (void)set_oppose_pois(randint1(40) + 40, FALSE);
o_ptr->timeout = 200;
break;
}
msg_print("It glows bright green...");
#endif
- (void)set_fast(randint(20) + 20, FALSE);
+ (void)set_fast(randint1(20) + 20, FALSE);
o_ptr->timeout = 250;
break;
}
msg_print("It glows brightly...");
#endif
- (void)set_fast(randint(75) + 75, FALSE);
- o_ptr->timeout = rand_int(200) + 200;
+ (void)set_fast(randint1(75) + 75, FALSE);
+ o_ptr->timeout = randint0(200) + 200;
break;
}
case ACT_WRAITH:
{
- set_wraith_form(randint(plev / 2) + (plev / 2), FALSE);
+ set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
o_ptr->timeout = 1000;
break;
}
case ACT_INVULN:
{
- (void)set_invuln(randint(8) + 8, FALSE);
+ (void)set_invuln(randint1(8) + 8, FALSE);
o_ptr->timeout = 1000;
break;
}
#endif
lite_area(damroll(2, 15), 3);
- o_ptr->timeout = rand_int(10) + 10;
+ o_ptr->timeout = randint0(10) + 10;
break;
}
map_area(DETECT_RAD_MAP);
lite_area(damroll(2, 15), 3);
- o_ptr->timeout = rand_int(50) + 50;
+ o_ptr->timeout = randint0(50) + 50;
break;
}
#endif
detect_all(DETECT_RAD_DEFAULT);
- o_ptr->timeout = rand_int(55) + 55;
+ o_ptr->timeout = randint0(55) + 55;
break;
}
msg_print("It twists space around you...");
#endif
- teleport_player(100);
+ teleport_player(100, 0L);
o_ptr->timeout = 45;
break;
}
}
-void random_artifact_resistance(object_type * o_ptr)
+void get_bloody_moon_flags(object_type *o_ptr)
+{
+ int dummy, i;
+
+ for (i = 0; i < TR_FLAG_SIZE; i++)
+ o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
+
+ dummy = randint1(2) + randint1(2);
+ for (i = 0; i < dummy; i++)
+ {
+ int flag = randint0(26);
+ if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
+ else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
+ else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
+ }
+
+ dummy = randint1(2);
+ for (i = 0; i < dummy; i++) one_resistance(o_ptr);
+
+ for (i = 0; i < 2; i++)
+ {
+ int tmp = randint0(11);
+ if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
+ else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
+ }
+}
+
+
+void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
{
bool give_resistance = FALSE, give_power = FALSE;
}
else
{
- o_ptr->art_flags3 |=
- (TR3_CURSED | TR3_HEAVY_CURSE | TR3_AGGRAVATE | TR3_TY_CURSE);
- o_ptr->ident |= IDENT_CURSED;
+ 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 (p_ptr->pclass != CLASS_SAMURAI)
{
- o_ptr->art_flags3 |= (TR3_NO_TELE | TR3_NO_MAGIC | TR3_HEAVY_CURSE);
- o_ptr->ident |= IDENT_CURSED;
+ add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+ o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
}
}
if (o_ptr->name1 == ART_XIAOLONG)
{
if (p_ptr->pclass == CLASS_MONK)
- o_ptr->art_flags1 |= TR1_BLOWS;
+ add_flag(o_ptr->art_flags, TR_BLOWS);
}
if (o_ptr->name1 == ART_BLOOD)
{
- int dummy, i;
- dummy = randint(2)+randint(2);
- for (i = 0; i < dummy; i++)
- o_ptr->art_flags1 |= (TR1_CHAOTIC << rand_int(18));
- dummy = randint(2);
- for (i = 0; i < dummy; i++)
- random_resistance(o_ptr, FALSE, randint(34) + 4);
- dummy = 2;
- for (i = 0; i < dummy; i++)
- {
- int tmp = rand_int(11);
- if (tmp < 6) o_ptr->art_flags1 |= (TR1_STR << tmp);
- else o_ptr->art_flags1 |= (TR1_STEALTH << (tmp - 6));
- }
+ get_bloody_moon_flags(o_ptr);
}
- switch (o_ptr->name1)
+ 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))
{
- case ART_CELEBORN:
- case ART_ARVEDUI:
- case ART_CASPANION:
- case ART_HITHLOMIR:
- case ART_ROHIRRIM:
- case ART_CELEGORM:
- case ART_ANARION:
- case ART_THRANDUIL:
- case ART_LUTHIEN:
- case ART_THROR:
- case ART_THORIN:
- case ART_NIMTHANC:
- case ART_DETHANC:
- case ART_NARTHANC:
- case ART_STING:
- case ART_TURMIL:
- case ART_THALKETTOTH:
- case ART_JIZO:
- {
- /* Give a resistance */
- give_resistance = TRUE;
- }
- break;
- case ART_MAEDHROS:
- case ART_GLAMDRING:
- case ART_ORCRIST:
- case ART_ANDURIL:
- case ART_ZARCUTHRA:
- case ART_GURTHANG:
- case ART_HARADEKKET:
- case ART_BRAND:
- case ART_DAWN:
- case ART_BUCKLAND:
- case ART_AZAGHAL:
- {
- /* Give a resistance OR a power */
- if (one_in_(2)) give_resistance = TRUE;
- else give_power = TRUE;
- }
- break;
- case ART_NENYA:
- case ART_VILYA:
- case ART_BERUTHIEL:
- case ART_THINGOL:
- case ART_ULMO:
- case ART_OLORIN:
- {
- /* Give a power */
- give_power = TRUE;
- }
- break;
- case ART_CRIMSON:
- case ART_POWER:
- case ART_GONDOR:
- case ART_AULE:
- {
- /* Give both */
- give_power = TRUE;
- give_resistance = TRUE;
- }
- break;
+ /* Give a resistance OR a power */
+ if (one_in_(2)) give_resistance = TRUE;
+ else give_power = TRUE;
}
if (give_power)
{
- o_ptr->xtra1 = EGO_XTRA_ABILITY;
-
- /* Randomize the "xtra" power */
- if (o_ptr->xtra1) o_ptr->xtra2 = randint(256);
+ one_ability(o_ptr);
}
- artifact_bias = 0;
-
if (give_resistance)
{
- random_resistance(o_ptr, FALSE, randint(22) + 16);
+ one_high_resistance(o_ptr);
}
}
/*
* Create the artifact of the specified number
*/
-void create_named_art(int a_idx, int y, int x)
+bool create_named_art(int a_idx, int y, int x)
{
object_type forge;
object_type *q_ptr;
q_ptr = &forge;
/* Ignore "empty" artifacts */
- if (!a_ptr->name) return;
+ if (!a_ptr->name) return FALSE;
/* Acquire the "kind" index */
i = lookup_kind(a_ptr->tval, a_ptr->sval);
/* Oops */
- if (!i) return;
+ if (!i) return FALSE;
/* Create the artifact */
object_prep(q_ptr, i);
q_ptr->to_d = a_ptr->to_d;
q_ptr->weight = a_ptr->weight;
- /* Hack -- acquire "cursed" flag */
- if (a_ptr->flags3 & TR3_CURSED) q_ptr->ident |= (IDENT_CURSED);
+ /* 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(q_ptr, a_ptr);
- random_artifact_resistance(q_ptr);
+ /*
+ * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À¼Á¤Ë°Í¸¤¹¤ë.
+ * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
+ * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ¤Ê¤¯¤Ê¤ë.
+ */
/* Drop the artifact from heaven */
- (void)drop_near(q_ptr, -1, y, x);
+ return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
}