1 #include "artifact/random-art-characteristics.h"
2 #include "flavor/object-flavor.h"
3 #include "game-option/cheat-types.h"
4 #include "io/files-util.h"
5 #include "object-enchant/tr-types.h"
6 #include "object-enchant/trc-types.h"
7 #include "object/object-flags.h"
8 #include "system/object-type-definition.h"
9 #include "util/bit-flags-calculator.h"
10 #include "wizard/wizard-messages.h"
12 static void pval_subtraction(object_type *o_ptr)
15 o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
18 o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
21 o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
24 o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
27 static void add_negative_flags(object_type *o_ptr)
30 o_ptr->curse_flags |= TRC_PERMA_CURSE;
33 add_flag(o_ptr->art_flags, TR_TY_CURSE);
36 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
39 add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
42 add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
45 add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
48 add_flag(o_ptr->art_flags, TR_DRAIN_HP);
51 add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
54 add_flag(o_ptr->art_flags, TR_TELEPORT);
56 add_flag(o_ptr->art_flags, TR_NO_TELE);
60 * @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.
61 * @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。
62 * 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、
63 * 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。
64 * @attention プレイヤーの職業依存処理あり。
65 * @param player_ptr プレーヤーへの参照ポインタ
66 * @param o_ptr 対象のオブジェクト構造体ポインタ
69 void curse_artifact(player_type *player_ptr, object_type *o_ptr)
71 pval_subtraction(o_ptr);
72 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
73 remove_flag(o_ptr->art_flags, TR_BLESSED);
74 add_negative_flags(o_ptr);
75 if ((player_ptr->pclass != CLASS_WARRIOR) && (player_ptr->pclass != CLASS_ARCHER) && (player_ptr->pclass != CLASS_CAVALRY)
76 && (player_ptr->pclass != CLASS_BERSERKER) && (player_ptr->pclass != CLASS_SMITH) && one_in_(3))
77 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
81 * @brief ランダムアーティファクトの名前リストをオブジェクト種別と生成パワーに応じて選択する
82 * @param armour 防具かどうか
85 * @details 二重switch文だが短いので執行猶予とする
87 static concptr get_random_art_filename(const bool armour, const int power)
94 filename = _("a_cursed_j.txt", "a_cursed.txt");
97 filename = _("a_low_j.txt", "a_low.txt");
100 filename = _("a_med_j.txt", "a_med.txt");
103 filename = _("a_high_j.txt", "a_high.txt");
109 filename = _("w_cursed_j.txt", "w_cursed.txt");
112 filename = _("w_low_j.txt", "w_low.txt");
115 filename = _("w_med_j.txt", "w_med.txt");
118 filename = _("w_high_j.txt", "w_high.txt");
126 * @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.
127 * @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。
128 * @param o_ptr 処理中のアイテム参照ポインタ
129 * @param return_name 名前を返すための文字列参照ポインタ
130 * @param armour 対象のオブジェクトが防具が否か
131 * @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)
134 void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
136 PERCENTAGE prob = randint1(100);
137 if (prob <= SINDARIN_NAME) {
138 get_table_sindarin(return_name);
142 if (prob <= TABLE_NAME) {
143 get_table_name(return_name);
147 concptr filename = get_random_art_filename(armour, power);
148 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
150 if (return_name[0] == 0)
151 get_table_name(return_name);
156 static HIT_POINT calc_arm_avgdamage(player_type *player_ptr, object_type *o_ptr)
158 BIT_FLAGS flgs[TR_FLAG_SIZE];
159 object_flags(player_ptr, o_ptr, flgs);
160 HIT_POINT base, forced, vorpal;
161 HIT_POINT s_evil = forced = vorpal = 0;
162 HIT_POINT dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
163 if (has_flag(flgs, TR_KILL_EVIL)) {
164 dam = s_evil = dam * 7 / 2;
165 } else if (!has_flag(flgs, TR_KILL_EVIL) && has_flag(flgs, TR_SLAY_EVIL)) {
166 dam = s_evil = dam * 2;
170 if (has_flag(flgs, TR_FORCE_WEAPON)) {
171 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
175 if (has_flag(flgs, TR_VORPAL)) {
176 dam = vorpal = dam * 11 / 9;
180 dam = dam + o_ptr->to_d;
181 msg_format_wizard(player_ptr, CHEAT_OBJECT, "素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
185 bool has_extreme_damage_rate(player_type *player_ptr, object_type *o_ptr)
187 BIT_FLAGS flgs[TR_FLAG_SIZE];
188 object_flags(player_ptr, o_ptr, flgs);
189 if (has_flag(flgs, TR_VAMPIRIC)) {
190 if (has_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(player_ptr, o_ptr) > 52)) {
194 if (has_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(player_ptr, o_ptr) > 43)) {
198 if (has_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(player_ptr, o_ptr) > 33)) {
202 if (calc_arm_avgdamage(player_ptr, o_ptr) > 63) {
209 if (has_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(player_ptr, o_ptr) > 65)) {
213 if (has_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(player_ptr, o_ptr) > 52)) {
217 if (has_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(player_ptr, o_ptr) > 40)) {
221 if (calc_arm_avgdamage(player_ptr, o_ptr) > 75) {