3 * @brief アーティファクトの生成と管理 / Artifact code
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2013 Deskull rearranged comment for Doxygen.
17 #include "cmd-smith.h"
21 #include "cmd-activate.h"
23 #include "objectkind.h"
24 #include "object-boost.h"
25 #include "object-curse.h"
26 #include "object-ego.h"
27 #include "object-flavor.h"
28 #include "object-hook.h"
29 #include "spells-object.h"
33 #include "view-mainwindow.h"
34 #include "player-class.h"
35 #include "player-personality.h"
41 artifact_type *a_info;
46 * Maximum number of artifacts in a_info.txt
48 ARTIFACT_IDX max_a_idx;
50 static bool has_extreme_damage_rate(object_type *o_ptr);
51 static bool weakening_artifact(object_type *o_ptr);
55 * @brief ランダムアーティファクトのバイアス名称テーブル
57 const concptr artifact_bias_name[MAX_BIAS] =
81 const concptr artifact_bias_name[MAX_BIAS] =
108 * @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.
109 * @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。
110 * 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、
111 * 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。
112 * @attention プレイヤーの職業依存処理あり。
113 * @param o_ptr 対象のオブジェクト構造体ポインタ
116 static void curse_artifact(object_type * o_ptr)
118 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
119 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
120 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
121 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
123 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
124 remove_flag(o_ptr->art_flags, TR_BLESSED);
126 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
127 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
128 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
129 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
130 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
131 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
132 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
133 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
134 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
135 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
137 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))
138 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
142 * @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.
143 * @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。
144 * 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。
145 * @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。
146 * @param o_ptr 対象のオブジェクト構造体ポインタ
149 static void random_plus(object_type * o_ptr)
151 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
153 switch (o_ptr->artifact_bias)
156 if (!(have_flag(o_ptr->art_flags, TR_STR)))
158 add_flag(o_ptr->art_flags, TR_STR);
159 if (one_in_(2)) return;
162 if (!(have_flag(o_ptr->art_flags, TR_CON)))
164 add_flag(o_ptr->art_flags, TR_CON);
165 if (one_in_(2)) return;
168 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
170 add_flag(o_ptr->art_flags, TR_DEX);
171 if (one_in_(2)) return;
176 if (!(have_flag(o_ptr->art_flags, TR_INT)))
178 add_flag(o_ptr->art_flags, TR_INT);
179 if (one_in_(2)) return;
181 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
183 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
184 if (one_in_(2)) return;
189 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
191 add_flag(o_ptr->art_flags, TR_WIS);
192 if (one_in_(2)) return;
197 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
199 add_flag(o_ptr->art_flags, TR_DEX);
200 if (one_in_(2)) return;
203 if (!(have_flag(o_ptr->art_flags, TR_CON)))
205 add_flag(o_ptr->art_flags, TR_CON);
206 if (one_in_(2)) return;
209 if (!(have_flag(o_ptr->art_flags, TR_STR)))
211 add_flag(o_ptr->art_flags, TR_STR);
212 if (one_in_(2)) return;
217 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
219 add_flag(o_ptr->art_flags, TR_STEALTH);
220 if (one_in_(2)) return;
222 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
224 add_flag(o_ptr->art_flags, TR_SEARCH);
225 if (one_in_(2)) return;
230 if (!(have_flag(o_ptr->art_flags, TR_STR)))
232 add_flag(o_ptr->art_flags, TR_STR);
233 if (one_in_(2)) return;
238 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
240 add_flag(o_ptr->art_flags, TR_WIS);
241 if (one_in_(2)) return;
246 if (!(have_flag(o_ptr->art_flags, TR_INT)))
248 add_flag(o_ptr->art_flags, TR_INT);
249 if (one_in_(2)) return;
254 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
256 add_flag(o_ptr->art_flags, TR_DEX);
257 if (one_in_(2)) return;
262 if (!(have_flag(o_ptr->art_flags, TR_CON)))
264 add_flag(o_ptr->art_flags, TR_CON);
265 if (one_in_(2)) return;
270 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
272 add_flag(o_ptr->art_flags, TR_CHR);
273 if (one_in_(2)) return;
278 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
280 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
282 add_flag(o_ptr->art_flags, TR_DEC_MANA);
283 if (one_in_(2)) return;
287 switch (randint1(this_type))
290 add_flag(o_ptr->art_flags, TR_STR);
291 if (!o_ptr->artifact_bias && !one_in_(13))
292 o_ptr->artifact_bias = BIAS_STR;
293 else if (!o_ptr->artifact_bias && one_in_(7))
294 o_ptr->artifact_bias = BIAS_WARRIOR;
297 add_flag(o_ptr->art_flags, TR_INT);
298 if (!o_ptr->artifact_bias && !one_in_(13))
299 o_ptr->artifact_bias = BIAS_INT;
300 else if (!o_ptr->artifact_bias && one_in_(7))
301 o_ptr->artifact_bias = BIAS_MAGE;
304 add_flag(o_ptr->art_flags, TR_WIS);
305 if (!o_ptr->artifact_bias && !one_in_(13))
306 o_ptr->artifact_bias = BIAS_WIS;
307 else if (!o_ptr->artifact_bias && one_in_(7))
308 o_ptr->artifact_bias = BIAS_PRIESTLY;
311 add_flag(o_ptr->art_flags, TR_DEX);
312 if (!o_ptr->artifact_bias && !one_in_(13))
313 o_ptr->artifact_bias = BIAS_DEX;
314 else if (!o_ptr->artifact_bias && one_in_(7))
315 o_ptr->artifact_bias = BIAS_ROGUE;
318 add_flag(o_ptr->art_flags, TR_CON);
319 if (!o_ptr->artifact_bias && !one_in_(13))
320 o_ptr->artifact_bias = BIAS_CON;
321 else if (!o_ptr->artifact_bias && one_in_(9))
322 o_ptr->artifact_bias = BIAS_RANGER;
325 add_flag(o_ptr->art_flags, TR_CHR);
326 if (!o_ptr->artifact_bias && !one_in_(13))
327 o_ptr->artifact_bias = BIAS_CHR;
330 add_flag(o_ptr->art_flags, TR_STEALTH);
331 if (!o_ptr->artifact_bias && one_in_(3))
332 o_ptr->artifact_bias = BIAS_ROGUE;
335 add_flag(o_ptr->art_flags, TR_SEARCH);
336 if (!o_ptr->artifact_bias && one_in_(9))
337 o_ptr->artifact_bias = BIAS_RANGER;
340 add_flag(o_ptr->art_flags, TR_INFRA);
343 add_flag(o_ptr->art_flags, TR_SPEED);
344 if (!o_ptr->artifact_bias && one_in_(11))
345 o_ptr->artifact_bias = BIAS_ROGUE;
348 add_flag(o_ptr->art_flags, TR_TUNNEL);
351 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
354 add_flag(o_ptr->art_flags, TR_BLOWS);
355 if (!o_ptr->artifact_bias && one_in_(11))
356 o_ptr->artifact_bias = BIAS_WARRIOR;
363 * @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.
364 * @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。
365 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
366 * 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。
368 * @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。
369 * @param o_ptr 対象のオブジェクト構造体ポインタ
372 static void random_resistance(object_type * o_ptr)
374 switch (o_ptr->artifact_bias)
377 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
379 add_flag(o_ptr->art_flags, TR_RES_ACID);
380 if (one_in_(2)) return;
382 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
384 add_flag(o_ptr->art_flags, TR_IM_ACID);
385 if (!one_in_(IM_LUCK))
387 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
388 remove_flag(o_ptr->art_flags, TR_IM_COLD);
389 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
391 if (one_in_(2)) return;
396 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
398 add_flag(o_ptr->art_flags, TR_RES_ELEC);
399 if (one_in_(2)) return;
401 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
402 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
404 add_flag(o_ptr->art_flags, TR_SH_ELEC);
405 if (one_in_(2)) return;
407 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
409 add_flag(o_ptr->art_flags, TR_IM_ELEC);
410 if (!one_in_(IM_LUCK))
412 remove_flag(o_ptr->art_flags, TR_IM_ACID);
413 remove_flag(o_ptr->art_flags, TR_IM_COLD);
414 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
417 if (one_in_(2)) return;
422 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
424 add_flag(o_ptr->art_flags, TR_RES_FIRE);
425 if (one_in_(2)) return;
427 if ((o_ptr->tval >= TV_CLOAK) &&
428 (o_ptr->tval <= TV_HARD_ARMOR) &&
429 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
431 add_flag(o_ptr->art_flags, TR_SH_FIRE);
432 if (one_in_(2)) return;
434 if (one_in_(BIAS_LUCK) &&
435 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
437 add_flag(o_ptr->art_flags, TR_IM_FIRE);
438 if (!one_in_(IM_LUCK))
440 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
441 remove_flag(o_ptr->art_flags, TR_IM_COLD);
442 remove_flag(o_ptr->art_flags, TR_IM_ACID);
444 if (one_in_(2)) return;
449 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
451 add_flag(o_ptr->art_flags, TR_RES_COLD);
452 if (one_in_(2)) return;
454 if ((o_ptr->tval >= TV_CLOAK) &&
455 (o_ptr->tval <= TV_HARD_ARMOR) &&
456 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
458 add_flag(o_ptr->art_flags, TR_SH_COLD);
459 if (one_in_(2)) return;
461 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
463 add_flag(o_ptr->art_flags, TR_IM_COLD);
464 if (!one_in_(IM_LUCK))
466 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
467 remove_flag(o_ptr->art_flags, TR_IM_ACID);
468 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
470 if (one_in_(2)) return;
475 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
477 add_flag(o_ptr->art_flags, TR_RES_POIS);
478 if (one_in_(2)) return;
483 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
485 add_flag(o_ptr->art_flags, TR_RES_FEAR);
486 if (one_in_(2)) return;
488 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
490 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
491 if (one_in_(2)) return;
495 case BIAS_NECROMANTIC:
496 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
498 add_flag(o_ptr->art_flags, TR_RES_NETHER);
499 if (one_in_(2)) return;
501 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
503 add_flag(o_ptr->art_flags, TR_RES_POIS);
504 if (one_in_(2)) return;
506 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
508 add_flag(o_ptr->art_flags, TR_RES_DARK);
509 if (one_in_(2)) return;
514 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
516 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
517 if (one_in_(2)) return;
519 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
521 add_flag(o_ptr->art_flags, TR_RES_CONF);
522 if (one_in_(2)) return;
524 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
526 add_flag(o_ptr->art_flags, TR_RES_DISEN);
527 if (one_in_(2)) return;
532 switch (randint1(42))
535 if (!one_in_(WEIRD_LUCK))
536 random_resistance(o_ptr);
539 add_flag(o_ptr->art_flags, TR_IM_ACID);
540 if (!o_ptr->artifact_bias)
541 o_ptr->artifact_bias = BIAS_ACID;
545 if (!one_in_(WEIRD_LUCK))
546 random_resistance(o_ptr);
549 add_flag(o_ptr->art_flags, TR_IM_ELEC);
550 if (!o_ptr->artifact_bias)
551 o_ptr->artifact_bias = BIAS_ELEC;
555 if (!one_in_(WEIRD_LUCK))
556 random_resistance(o_ptr);
559 add_flag(o_ptr->art_flags, TR_IM_COLD);
560 if (!o_ptr->artifact_bias)
561 o_ptr->artifact_bias = BIAS_COLD;
565 if (!one_in_(WEIRD_LUCK))
566 random_resistance(o_ptr);
569 add_flag(o_ptr->art_flags, TR_IM_FIRE);
570 if (!o_ptr->artifact_bias)
571 o_ptr->artifact_bias = BIAS_FIRE;
577 add_flag(o_ptr->art_flags, TR_RES_ACID);
578 if (!o_ptr->artifact_bias)
579 o_ptr->artifact_bias = BIAS_ACID;
584 add_flag(o_ptr->art_flags, TR_RES_ELEC);
585 if (!o_ptr->artifact_bias)
586 o_ptr->artifact_bias = BIAS_ELEC;
591 add_flag(o_ptr->art_flags, TR_RES_FIRE);
592 if (!o_ptr->artifact_bias)
593 o_ptr->artifact_bias = BIAS_FIRE;
598 add_flag(o_ptr->art_flags, TR_RES_COLD);
599 if (!o_ptr->artifact_bias)
600 o_ptr->artifact_bias = BIAS_COLD;
604 add_flag(o_ptr->art_flags, TR_RES_POIS);
605 if (!o_ptr->artifact_bias && !one_in_(4))
606 o_ptr->artifact_bias = BIAS_POIS;
607 else if (!o_ptr->artifact_bias && one_in_(2))
608 o_ptr->artifact_bias = BIAS_NECROMANTIC;
609 else if (!o_ptr->artifact_bias && one_in_(2))
610 o_ptr->artifact_bias = BIAS_ROGUE;
614 add_flag(o_ptr->art_flags, TR_RES_FEAR);
615 if (!o_ptr->artifact_bias && one_in_(3))
616 o_ptr->artifact_bias = BIAS_WARRIOR;
619 add_flag(o_ptr->art_flags, TR_RES_LITE);
622 add_flag(o_ptr->art_flags, TR_RES_DARK);
626 add_flag(o_ptr->art_flags, TR_RES_BLIND);
630 add_flag(o_ptr->art_flags, TR_RES_CONF);
631 if (!o_ptr->artifact_bias && one_in_(6))
632 o_ptr->artifact_bias = BIAS_CHAOS;
636 add_flag(o_ptr->art_flags, TR_RES_SOUND);
640 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
644 add_flag(o_ptr->art_flags, TR_RES_NETHER);
645 if (!o_ptr->artifact_bias && one_in_(3))
646 o_ptr->artifact_bias = BIAS_NECROMANTIC;
650 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
654 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
655 if (!o_ptr->artifact_bias && one_in_(2))
656 o_ptr->artifact_bias = BIAS_CHAOS;
660 add_flag(o_ptr->art_flags, TR_RES_DISEN);
663 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
664 add_flag(o_ptr->art_flags, TR_SH_ELEC);
666 random_resistance(o_ptr);
667 if (!o_ptr->artifact_bias)
668 o_ptr->artifact_bias = BIAS_ELEC;
671 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
672 add_flag(o_ptr->art_flags, TR_SH_FIRE);
674 random_resistance(o_ptr);
675 if (!o_ptr->artifact_bias)
676 o_ptr->artifact_bias = BIAS_FIRE;
679 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
680 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
681 add_flag(o_ptr->art_flags, TR_REFLECT);
683 random_resistance(o_ptr);
686 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
687 add_flag(o_ptr->art_flags, TR_SH_COLD);
689 random_resistance(o_ptr);
690 if (!o_ptr->artifact_bias)
691 o_ptr->artifact_bias = BIAS_COLD;
698 * @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.
699 * @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。
700 * 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、
701 * 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。
702 * @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。
703 * @param o_ptr 対象のオブジェクト構造体ポインタ
706 static void random_misc(object_type * o_ptr)
708 switch (o_ptr->artifact_bias)
711 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
713 add_flag(o_ptr->art_flags, TR_SUST_CON);
714 if (one_in_(2)) return;
719 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
721 add_flag(o_ptr->art_flags, TR_SUST_STR);
722 if (one_in_(2)) return;
727 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
729 add_flag(o_ptr->art_flags, TR_SUST_WIS);
730 if (one_in_(2)) return;
735 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
737 add_flag(o_ptr->art_flags, TR_SUST_INT);
738 if (one_in_(2)) return;
743 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
745 add_flag(o_ptr->art_flags, TR_SUST_DEX);
746 if (one_in_(2)) return;
751 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
753 add_flag(o_ptr->art_flags, TR_SUST_CON);
754 if (one_in_(2)) return;
759 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
761 add_flag(o_ptr->art_flags, TR_SUST_CHR);
762 if (one_in_(2)) return;
767 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
769 add_flag(o_ptr->art_flags, TR_TELEPORT);
770 if (one_in_(2)) return;
775 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
777 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
782 switch (randint1(33))
785 add_flag(o_ptr->art_flags, TR_SUST_STR);
786 if (!o_ptr->artifact_bias)
787 o_ptr->artifact_bias = BIAS_STR;
790 add_flag(o_ptr->art_flags, TR_SUST_INT);
791 if (!o_ptr->artifact_bias)
792 o_ptr->artifact_bias = BIAS_INT;
795 add_flag(o_ptr->art_flags, TR_SUST_WIS);
796 if (!o_ptr->artifact_bias)
797 o_ptr->artifact_bias = BIAS_WIS;
800 add_flag(o_ptr->art_flags, TR_SUST_DEX);
801 if (!o_ptr->artifact_bias)
802 o_ptr->artifact_bias = BIAS_DEX;
805 add_flag(o_ptr->art_flags, TR_SUST_CON);
806 if (!o_ptr->artifact_bias)
807 o_ptr->artifact_bias = BIAS_CON;
810 add_flag(o_ptr->art_flags, TR_SUST_CHR);
811 if (!o_ptr->artifact_bias)
812 o_ptr->artifact_bias = BIAS_CHR;
817 add_flag(o_ptr->art_flags, TR_FREE_ACT);
820 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
821 if (!o_ptr->artifact_bias && one_in_(5))
822 o_ptr->artifact_bias = BIAS_PRIESTLY;
823 else if (!o_ptr->artifact_bias && one_in_(6))
824 o_ptr->artifact_bias = BIAS_NECROMANTIC;
828 add_flag(o_ptr->art_flags, TR_LITE_1);
832 add_flag(o_ptr->art_flags, TR_LEVITATION);
837 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
841 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
845 add_flag(o_ptr->art_flags, TR_REGEN);
848 add_flag(o_ptr->art_flags, TR_TELEPORT);
853 if (object_is_armour(o_ptr))
857 o_ptr->to_a = 4 + randint1(11);
866 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
867 bonus_h = 4 + (HIT_PROB)(randint1(11));
868 bonus_d = 4 + (HIT_POINT)(randint1(11));
869 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))
874 o_ptr->to_h += bonus_h;
875 o_ptr->to_d += bonus_d;
879 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
882 add_flag(o_ptr->art_flags, TR_NO_TELE);
885 add_flag(o_ptr->art_flags, TR_WARNING);
892 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
893 if (!o_ptr->artifact_bias && one_in_(3))
894 o_ptr->artifact_bias = BIAS_LAW;
897 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
898 if (!o_ptr->artifact_bias && one_in_(3))
899 o_ptr->artifact_bias = BIAS_MAGE;
902 add_flag(o_ptr->art_flags, TR_TELEPATHY);
903 if (!o_ptr->artifact_bias && one_in_(9))
904 o_ptr->artifact_bias = BIAS_MAGE;
914 idx[0] = randint1(10);
916 idx[1] = randint1(9);
917 if (idx[1] >= idx[0]) idx[1]++;
919 idx[2] = randint1(8);
920 if (idx[2] >= idx[0]) idx[2]++;
921 if (idx[2] >= idx[1]) idx[2]++;
923 while (n--) switch (idx[n])
926 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
927 if (!o_ptr->artifact_bias && one_in_(4))
928 o_ptr->artifact_bias = BIAS_RANGER;
931 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
932 if (!o_ptr->artifact_bias && one_in_(3))
933 o_ptr->artifact_bias = BIAS_PRIESTLY;
934 else if (!o_ptr->artifact_bias && one_in_(6))
935 o_ptr->artifact_bias = BIAS_NECROMANTIC;
938 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
941 add_flag(o_ptr->art_flags, TR_ESP_ORC);
944 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
947 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
950 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
953 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
954 if (!o_ptr->artifact_bias && one_in_(6))
955 o_ptr->artifact_bias = BIAS_ROGUE;
958 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
959 if (!o_ptr->artifact_bias && one_in_(3))
960 o_ptr->artifact_bias = BIAS_LAW;
963 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
964 if (!o_ptr->artifact_bias && one_in_(3))
965 o_ptr->artifact_bias = BIAS_LAW;
974 * @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.
975 * @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。
976 * 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、
977 * 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、
978 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
979 * @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。
980 * @param o_ptr 対象のオブジェクト構造体ポインタ
983 static void random_slay(object_type *o_ptr)
985 if (o_ptr->tval == TV_BOW)
992 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
993 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
994 if (!o_ptr->artifact_bias && one_in_(9))
995 o_ptr->artifact_bias = BIAS_RANGER;
998 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
999 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1000 if (!o_ptr->artifact_bias && one_in_(9))
1001 o_ptr->artifact_bias = BIAS_RANGER;
1008 switch (o_ptr->artifact_bias)
1011 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1013 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1014 if (one_in_(2)) return;
1019 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1020 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1022 /* A free power for "priestly" random artifacts */
1023 add_flag(o_ptr->art_flags, TR_BLESSED);
1027 case BIAS_NECROMANTIC:
1028 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1030 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1031 if (one_in_(2)) return;
1033 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1035 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1036 if (one_in_(2)) return;
1041 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1043 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1044 if (one_in_(2)) return;
1049 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1050 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1051 !(have_flag(o_ptr->art_flags, TR_THROW)))
1053 /* Free power for rogues... */
1054 add_flag(o_ptr->art_flags, TR_THROW);
1056 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1058 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1059 if (one_in_(2)) return;
1064 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1066 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1067 if (one_in_(2)) return;
1072 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1074 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1075 if (one_in_(2)) return;
1080 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1082 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1083 if (one_in_(2)) return;
1088 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1090 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1091 if (one_in_(2)) return;
1096 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1098 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1099 if (one_in_(2)) return;
1104 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1106 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1107 if (one_in_(2)) return;
1109 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1111 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1112 if (one_in_(2)) return;
1114 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1116 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1117 if (one_in_(2)) return;
1122 switch (randint1(36))
1128 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1132 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1139 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1143 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1145 if (!o_ptr->artifact_bias && one_in_(2))
1146 o_ptr->artifact_bias = BIAS_LAW;
1147 else if (!o_ptr->artifact_bias && one_in_(9))
1148 o_ptr->artifact_bias = BIAS_PRIESTLY;
1154 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1158 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1160 if (!o_ptr->artifact_bias && one_in_(9))
1161 o_ptr->artifact_bias = BIAS_PRIESTLY;
1167 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1171 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1173 if (!o_ptr->artifact_bias && one_in_(9))
1174 o_ptr->artifact_bias = BIAS_PRIESTLY;
1180 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1184 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1191 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1195 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1202 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1206 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1211 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1214 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1218 if (o_ptr->tval == TV_SWORD)
1220 add_flag(o_ptr->art_flags, TR_VORPAL);
1221 if (!o_ptr->artifact_bias && one_in_(9))
1222 o_ptr->artifact_bias = BIAS_WARRIOR;
1228 add_flag(o_ptr->art_flags, TR_IMPACT);
1232 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1233 if (!o_ptr->artifact_bias)
1234 o_ptr->artifact_bias = BIAS_FIRE;
1238 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1239 if (!o_ptr->artifact_bias)
1240 o_ptr->artifact_bias = BIAS_COLD;
1244 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1245 if (!o_ptr->artifact_bias)
1246 o_ptr->artifact_bias = BIAS_ELEC;
1250 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1251 if (!o_ptr->artifact_bias)
1252 o_ptr->artifact_bias = BIAS_ACID;
1256 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1257 if (!o_ptr->artifact_bias && !one_in_(3))
1258 o_ptr->artifact_bias = BIAS_POIS;
1259 else if (!o_ptr->artifact_bias && one_in_(6))
1260 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1261 else if (!o_ptr->artifact_bias)
1262 o_ptr->artifact_bias = BIAS_ROGUE;
1265 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1266 if (!o_ptr->artifact_bias)
1267 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1270 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1271 if (!o_ptr->artifact_bias)
1272 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1278 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1282 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1286 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1287 if (!o_ptr->artifact_bias)
1288 o_ptr->artifact_bias = BIAS_CHAOS;
1294 * @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.
1295 * @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。
1296 * @param o_ptr 対象のオブジェクト構造体ポインタ
1299 static void give_activation_power(object_type *o_ptr)
1301 int type = 0, chance = 0;
1303 switch (o_ptr->artifact_bias)
1308 type = ACT_BO_ELEC_1;
1310 else if (!one_in_(5))
1312 type = ACT_BA_ELEC_2;
1316 type = ACT_BA_ELEC_3;
1322 type = ACT_BA_POIS_1;
1329 type = ACT_BO_FIRE_1;
1331 else if (!one_in_(5))
1333 type = ACT_BA_FIRE_1;
1337 type = ACT_BA_FIRE_2;
1345 type = ACT_BO_COLD_1;
1346 else if (!one_in_(3))
1347 type = ACT_BA_COLD_1;
1348 else if (!one_in_(3))
1349 type = ACT_BA_COLD_2;
1351 type = ACT_BA_COLD_3;
1357 type = ACT_SUMMON_DEMON;
1359 type = ACT_CALL_CHAOS;
1366 type = ACT_CHARM_UNDEAD;
1367 else if (one_in_(12))
1368 type = ACT_BANISH_EVIL;
1369 else if (one_in_(11))
1370 type = ACT_DISP_EVIL;
1371 else if (one_in_(10))
1372 type = ACT_PROT_EVIL;
1373 else if (one_in_(9))
1374 type = ACT_CURE_1000;
1375 else if (one_in_(8))
1376 type = ACT_CURE_700;
1377 else if (one_in_(7))
1378 type = ACT_REST_ALL;
1379 else if (one_in_(6))
1380 type = ACT_REST_EXP;
1385 case BIAS_NECROMANTIC:
1389 else if (one_in_(13))
1390 type = ACT_DISP_GOOD;
1391 else if (one_in_(9))
1392 type = ACT_MASS_GENO;
1393 else if (one_in_(8))
1394 type = ACT_GENOCIDE;
1395 else if (one_in_(13))
1396 type = ACT_SUMMON_UNDEAD;
1397 else if (one_in_(9))
1399 else if (one_in_(6))
1400 type = ACT_CHARM_UNDEAD;
1408 type = ACT_BANISH_EVIL;
1409 else if (one_in_(4))
1410 type = ACT_DISP_EVIL;
1412 type = ACT_PROT_EVIL;
1419 else if (one_in_(4))
1421 else if (one_in_(3))
1422 type = ACT_DETECT_ALL;
1423 else if (one_in_(8))
1426 type = ACT_ID_PLAIN;
1432 type = ACT_SUMMON_ELEMENTAL;
1433 else if (one_in_(10))
1434 type = ACT_SUMMON_PHANTOM;
1435 else if (one_in_(5))
1436 type = ACT_RUNE_EXPLO;
1452 type = ACT_CHARM_ANIMALS;
1453 else if (one_in_(7))
1454 type = ACT_SUMMON_ANIMAL;
1455 else if (one_in_(6))
1456 type = ACT_CHARM_ANIMAL;
1457 else if (one_in_(4))
1458 type = ACT_RESIST_ALL;
1459 else if (one_in_(3))
1462 type = ACT_CURE_POISON;
1466 if (!type || (randint1(100) >= chance))
1468 one_activation(o_ptr);
1472 /* A type was chosen... */
1473 o_ptr->xtra2 = (byte_hack)type;
1474 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1479 * @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.
1480 * @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。
1481 * @param o_ptr 処理中のアイテム参照ポインタ
1482 * @param return_name 名前を返すための文字列参照ポインタ
1483 * @param armour 対象のオブジェクトが防具が否か
1484 * @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)
1487 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1489 PERCENTAGE prob = randint1(100);
1491 if (prob <= SINDARIN_NAME)
1493 get_table_sindarin(return_name);
1495 else if (prob <= TABLE_NAME)
1497 get_table_name(return_name);
1509 filename = _("a_cursed_j.txt", "a_cursed.txt");
1512 filename = _("a_low_j.txt", "a_low.txt");
1515 filename = _("a_med_j.txt", "a_med.txt");
1518 filename = _("a_high_j.txt", "a_high.txt");
1525 filename = _("w_cursed_j.txt", "w_cursed.txt");
1528 filename = _("w_low_j.txt", "w_low.txt");
1531 filename = _("w_med_j.txt", "w_med.txt");
1534 filename = _("w_high_j.txt", "w_high.txt");
1538 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1540 if (return_name[0] == 0) get_table_name(return_name);
1546 * @brief ランダムアーティファクト生成のメインルーチン
1547 * @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。
1548 * @param o_ptr 対象のオブジェクト構造体ポインタ
1549 * @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。
1550 * @return 常にTRUE(1)を返す
1552 bool become_random_artifact(object_type *o_ptr, bool a_scroll)
1554 GAME_TEXT new_name[1024];
1555 PARAMETER_VALUE has_pval = 0;
1556 int powers = randint1(5) + 1;
1558 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1561 bool a_cursed = FALSE;
1562 int warrior_artifact_bias = 0;
1565 /* Reset artifact bias */
1566 o_ptr->artifact_bias = 0;
1568 /* Nuke enchantments */
1572 for (i = 0; i < TR_FLAG_SIZE; i++)
1573 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1575 if (o_ptr->pval) has_pval = TRUE;
1577 if (a_scroll && one_in_(4))
1579 switch (p_ptr->pclass)
1582 case CLASS_BERSERKER:
1587 o_ptr->artifact_bias = BIAS_WARRIOR;
1590 case CLASS_HIGH_MAGE:
1591 case CLASS_SORCERER:
1592 case CLASS_MAGIC_EATER:
1593 case CLASS_BLUE_MAGE:
1594 o_ptr->artifact_bias = BIAS_MAGE;
1597 o_ptr->artifact_bias = BIAS_PRIESTLY;
1601 o_ptr->artifact_bias = BIAS_ROGUE;
1602 warrior_artifact_bias = 25;
1606 o_ptr->artifact_bias = BIAS_RANGER;
1607 warrior_artifact_bias = 30;
1610 o_ptr->artifact_bias = BIAS_PRIESTLY;
1611 warrior_artifact_bias = 40;
1613 case CLASS_WARRIOR_MAGE:
1614 case CLASS_RED_MAGE:
1615 o_ptr->artifact_bias = BIAS_MAGE;
1616 warrior_artifact_bias = 40;
1618 case CLASS_CHAOS_WARRIOR:
1619 o_ptr->artifact_bias = BIAS_CHAOS;
1620 warrior_artifact_bias = 40;
1623 case CLASS_FORCETRAINER:
1624 o_ptr->artifact_bias = BIAS_PRIESTLY;
1626 case CLASS_MINDCRAFTER:
1628 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1631 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1633 case CLASS_IMITATOR:
1634 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1636 case CLASS_BEASTMASTER:
1637 o_ptr->artifact_bias = BIAS_CHR;
1638 warrior_artifact_bias = 50;
1640 case CLASS_MIRROR_MASTER:
1641 if (randint1(4) > 1)
1643 o_ptr->artifact_bias = BIAS_MAGE;
1647 o_ptr->artifact_bias = BIAS_ROGUE;
1653 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1654 o_ptr->artifact_bias = BIAS_WARRIOR;
1656 strcpy(new_name, "");
1658 if (!a_scroll && one_in_(A_CURSED))
1660 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1663 while (one_in_(powers) || one_in_(7) || one_in_(10))
1666 if (!a_cursed && one_in_(WEIRD_LUCK))
1669 if (a_cursed) powers /= 2;
1671 max_powers = powers;
1675 switch (randint1(max_type))
1682 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1684 if (a_cursed && !one_in_(13)) break;
1687 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1691 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1695 random_resistance(o_ptr);
1704 if (current_world_ptr->wizard) msg_print("Switch error in become_random_artifact!");
1711 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1713 o_ptr->pval = randint1(2);
1714 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1723 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1726 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1731 /* give it some plusses... */
1732 if (object_is_armour(o_ptr))
1733 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1734 else if (object_is_weapon_ammo(o_ptr))
1736 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1737 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1738 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1741 /* Just to be sure */
1742 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1743 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1744 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1745 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1747 total_flags = flag_cost(o_ptr, o_ptr->pval);
1749 if (a_cursed) curse_artifact(o_ptr);
1752 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1755 give_activation_power(o_ptr);
1758 if (object_is_armour(o_ptr))
1760 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1762 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1763 o_ptr->to_d -= (HIT_POINT)randint0(3);
1764 o_ptr->to_h -= (HIT_PROB)randint0(3);
1766 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1768 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1769 o_ptr->to_d -= (HIT_POINT)randint0(3);
1770 o_ptr->to_h -= (HIT_PROB)randint0(3);
1774 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);
1776 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1780 remove_flag(o_ptr->art_flags, TR_BLOWS);
1781 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1782 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1783 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1784 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1785 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1786 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1787 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1788 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1789 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1790 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1791 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1792 remove_flag(o_ptr->art_flags, TR_VORPAL);
1793 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1794 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1795 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1796 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1797 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1800 if (!object_is_weapon_ammo(o_ptr))
1803 if (a_cursed) power_level = 0;
1804 else if (total_flags < 15000) power_level = 1;
1805 else if (total_flags < 35000) power_level = 2;
1806 else power_level = 3;
1812 if (a_cursed) power_level = 0;
1813 else if (total_flags < 20000) power_level = 1;
1814 else if (total_flags < 45000) power_level = 2;
1815 else power_level = 3;
1819 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1821 weakening_artifact(o_ptr);
1826 GAME_TEXT dummy_name[MAX_NLEN] = "";
1827 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? ");
1829 object_aware(o_ptr);
1830 object_known(o_ptr);
1832 /* Mark the item as fully known */
1833 o_ptr->ident |= (IDENT_MENTAL);
1835 /* For being treated as random artifact in screen_object() */
1836 o_ptr->art_name = quark_add("");
1838 (void)screen_object(o_ptr, 0L);
1840 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1846 get_table_sindarin_aux(dummy_name);
1850 get_table_name_aux(dummy_name);
1853 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1854 chg_virtue(p_ptr, V_INDIVIDUALISM, 2);
1855 chg_virtue(p_ptr, V_ENCHANT, 5);
1859 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1862 /* Save the inscription */
1863 o_ptr->art_name = quark_add(new_name);
1865 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」",
1866 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1868 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1874 * @brief オブジェクトから能力発動IDを取得する。
1875 * @details いくつかのケースで定義されている発動効果から、
1876 * 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。
1877 * @param o_ptr 対象のオブジェクト構造体ポインタ
1878 * @return 発動効果のIDを返す
1880 int activation_index(object_type *o_ptr)
1882 /* Give priority to weaponsmith's essential activations */
1883 if (object_is_smith(o_ptr))
1885 switch (o_ptr->xtra3 - 1)
1887 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1888 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1889 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1890 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1891 case TR_IMPACT: return ACT_QUAKE;
1895 if (object_is_fixed_artifact(o_ptr))
1897 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1899 return a_info[o_ptr->name1].act_idx;
1902 if (object_is_ego(o_ptr))
1904 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1906 return e_info[o_ptr->name2].act_idx;
1909 if (!object_is_random_artifact(o_ptr))
1911 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1913 return k_info[o_ptr->k_idx].act_idx;
1917 return o_ptr->xtra2;
1921 * @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。
1922 * @details activation_index() 関数の結果から参照する。
1923 * @param o_ptr 対象のオブジェクト構造体ポインタ
1924 * @return 発動効果構造体のポインタを返す
1926 const activation_type* find_activation_info(object_type *o_ptr)
1928 const int index = activation_index(o_ptr);
1929 const activation_type* p;
1931 for (p = activation_info; p->flag != NULL; ++ p) {
1932 if (p->index == index)
1942 * @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。.
1943 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
1944 * 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、
1946 * @attention プレイヤーの各種ステータスに依存した処理がある。
1947 * @todo 折を見て関数名を変更すること。
1948 * @param o_ptr 対象のオブジェクト構造体ポインタ
1949 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
1952 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
1954 bool give_resistance = FALSE, give_power = FALSE;
1956 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
1958 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
1961 give_resistance = TRUE;
1965 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1966 add_flag(o_ptr->art_flags, TR_TY_CURSE);
1967 o_ptr->curse_flags |=
1968 (TRC_CURSED | TRC_HEAVY_CURSE);
1969 o_ptr->curse_flags |= get_curse(2, o_ptr);
1974 if (o_ptr->name1 == ART_MURAMASA)
1976 if (p_ptr->pclass != CLASS_SAMURAI)
1978 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1979 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1983 if (o_ptr->name1 == ART_ROBINTON)
1985 if (p_ptr->pclass == CLASS_BARD)
1987 add_flag(o_ptr->art_flags, TR_DEC_MANA);
1991 if (o_ptr->name1 == ART_XIAOLONG)
1993 if (p_ptr->pclass == CLASS_MONK)
1994 add_flag(o_ptr->art_flags, TR_BLOWS);
1997 if (o_ptr->name1 == ART_BLOOD)
1999 get_bloody_moon_flags(o_ptr);
2002 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
2004 if (p_ptr->psex != SEX_FEMALE)
2006 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2010 if (o_ptr->name1 == ART_MILIM)
2012 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2015 add_flag(o_ptr->art_flags, TR_STR);
2016 add_flag(o_ptr->art_flags, TR_INT);
2017 add_flag(o_ptr->art_flags, TR_WIS);
2018 add_flag(o_ptr->art_flags, TR_DEX);
2019 add_flag(o_ptr->art_flags, TR_CON);
2020 add_flag(o_ptr->art_flags, TR_CHR);
2024 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2025 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2026 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2028 /* Give a resistance OR a power */
2029 if (one_in_(2)) give_resistance = TRUE;
2030 else give_power = TRUE;
2038 if (give_resistance)
2040 one_high_resistance(o_ptr);
2046 * @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
2047 * @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。
2048 * @param a_idx 生成する固定アーティファクト構造体のID
2049 * @param y アイテムを落とす地点のy座標
2050 * @param x アイテムを落とす地点のx座標
2051 * @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。
2052 * @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.
2053 * 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
2054 * drop_near()関数の返り値は信用できなくなる.
2056 bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2062 artifact_type *a_ptr = &a_info[a_idx];
2065 /* Ignore "empty" artifacts */
2066 if (!a_ptr->name) return FALSE;
2068 /* Acquire the "kind" index */
2069 i = lookup_kind(a_ptr->tval, a_ptr->sval);
2071 if (!i) return FALSE;
2073 object_prep(q_ptr, i);
2076 q_ptr->name1 = a_idx;
2078 /* Extract the fields */
2079 q_ptr->pval = a_ptr->pval;
2080 q_ptr->ac = a_ptr->ac;
2081 q_ptr->dd = a_ptr->dd;
2082 q_ptr->ds = a_ptr->ds;
2083 q_ptr->to_a = a_ptr->to_a;
2084 q_ptr->to_h = a_ptr->to_h;
2085 q_ptr->to_d = a_ptr->to_d;
2086 q_ptr->weight = a_ptr->weight;
2088 /* Hack -- extract the "cursed" flag */
2089 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2090 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2091 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2092 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2093 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2094 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2096 random_artifact_resistance(q_ptr, a_ptr);
2098 /* Drop the artifact from heaven */
2099 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
2103 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2105 BIT_FLAGS flgs[TR_FLAG_SIZE];
2106 object_flags(o_ptr, flgs);
2108 HIT_POINT dam, base, s_evil, forced, vorpal;
2109 s_evil = forced = vorpal = 0;
2110 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2112 if(have_flag(flgs, TR_KILL_EVIL))
2114 dam = s_evil = dam * 7 / 2;
2116 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2118 dam = s_evil = dam * 2;
2122 if (have_flag(flgs, TR_FORCE_WEAPON))
2124 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2128 if(have_flag(flgs, TR_VORPAL))
2130 dam = vorpal = dam * 11 / 9;
2134 dam = dam + o_ptr->to_d;
2136 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2141 static bool has_extreme_damage_rate(object_type *o_ptr)
2143 BIT_FLAGS flgs[TR_FLAG_SIZE];
2144 object_flags(o_ptr, flgs);
2146 if (have_flag(flgs, TR_VAMPIRIC))
2148 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2152 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2156 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2160 else if (calc_arm_avgdamage(o_ptr) > 63)
2167 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2171 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2175 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2179 else if (calc_arm_avgdamage(o_ptr) > 75)
2187 static bool weakening_artifact(object_type *o_ptr)
2189 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2190 object_kind *k_ptr = &k_info[k_idx];
2191 BIT_FLAGS flgs[TR_FLAG_SIZE];
2192 object_flags(o_ptr, flgs);
2194 if (have_flag(flgs, TR_KILL_EVIL))
2196 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2197 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2200 else if (k_ptr->dd < o_ptr->dd)
2205 else if (k_ptr->ds < o_ptr->ds)
2210 else if (o_ptr->to_d > 10)
2212 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2213 if (o_ptr->to_d < 10)
2223 * @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。
2224 * Mega-Hack -- Attempt to create one of the "Special Objects"
2225 * @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
2226 * @return 生成に成功したらTRUEを返す。
2228 * Attempt to change an object into an artifact\n
2229 * This routine should only be called by "apply_magic()"\n
2230 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2232 bool make_artifact(object_type *o_ptr)
2236 /* No artifacts in the town */
2237 if (!current_floor_ptr->dun_level) return (FALSE);
2239 /* Paranoia -- no "plural" artifacts */
2240 if (o_ptr->number != 1) return (FALSE);
2242 /* Check the artifact list (skip the "specials") */
2243 for (i = 0; i < max_a_idx; i++)
2245 artifact_type *a_ptr = &a_info[i];
2247 /* Skip "empty" items */
2248 if (!a_ptr->name) continue;
2250 /* Cannot make an artifact twice */
2251 if (a_ptr->cur_num) continue;
2253 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2255 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2257 /* Must have the correct fields */
2258 if (a_ptr->tval != o_ptr->tval) continue;
2259 if (a_ptr->sval != o_ptr->sval) continue;
2261 /* XXX XXX Enforce minimum "depth" (loosely) */
2262 if (a_ptr->level > current_floor_ptr->dun_level)
2264 /* Acquire the "out-of-depth factor" */
2265 int d = (a_ptr->level - current_floor_ptr->dun_level) * 2;
2267 /* Roll for out-of-depth creation */
2268 if (!one_in_(d)) continue;
2271 /* We must make the "rarity roll" */
2272 if (!one_in_(a_ptr->rarity)) continue;
2274 /* Hack -- mark the item as an artifact */
2277 /* Hack: Some artifacts get random extra powers */
2278 random_artifact_resistance(o_ptr, a_ptr);
2289 * @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。
2290 * Mega-Hack -- Attempt to create one of the "Special Objects"
2291 * @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
2292 * @return 生成に成功したらTRUEを返す。
2294 * We are only called from "make_object()", and we assume that\n
2295 * "apply_magic()" is called immediately after we return.\n
2297 * Note -- see "make_artifact()" and "apply_magic()"\n
2299 bool make_artifact_special(object_type *o_ptr)
2302 KIND_OBJECT_IDX k_idx = 0;
2304 /*! @note 地上ではキャンセルする / No artifacts in the town */
2305 if (!current_floor_ptr->dun_level) return (FALSE);
2307 /*! @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 */
2308 if (get_obj_num_hook) return (FALSE);
2310 /*! @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") */
2311 for (i = 0; i < max_a_idx; i++)
2313 artifact_type *a_ptr = &a_info[i];
2315 /*! @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 */
2316 if (!a_ptr->name) continue;
2318 /*! @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 */
2319 if (a_ptr->cur_num) continue;
2320 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2321 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2323 /*! @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 /
2324 * XXX XXX Enforce minimum "depth" (loosely) */
2325 if (a_ptr->level > current_floor_ptr->object_level)
2327 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2328 int d = (a_ptr->level - current_floor_ptr->object_level) * 2;
2329 if (!one_in_(d)) continue;
2332 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2333 if (!one_in_(a_ptr->rarity)) continue;
2335 /*! @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。 /
2336 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2337 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2338 if (k_info[k_idx].level > current_floor_ptr->object_level)
2340 int d = (k_info[k_idx].level - current_floor_ptr->object_level) * 5;
2341 if (!one_in_(d)) continue;
2344 /*! @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 /
2345 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2346 object_prep(o_ptr, k_idx);
2349 random_artifact_resistance(o_ptr, a_ptr);
2353 /*! @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 */