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"
40 artifact_type *a_info;
45 * Maximum number of artifacts in a_info.txt
47 ARTIFACT_IDX max_a_idx;
49 static bool has_extreme_damage_rate(object_type *o_ptr);
50 static bool weakening_artifact(object_type *o_ptr);
54 * @brief ランダムアーティファクトのバイアス名称テーブル
56 const concptr artifact_bias_name[MAX_BIAS] =
80 const concptr artifact_bias_name[MAX_BIAS] =
107 * @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.
108 * @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。
109 * 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、
110 * 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。
111 * @attention プレイヤーの職業依存処理あり。
112 * @param o_ptr 対象のオブジェクト構造体ポインタ
115 static void curse_artifact(object_type * o_ptr)
117 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
118 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
119 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
120 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
122 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
123 remove_flag(o_ptr->art_flags, TR_BLESSED);
125 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
126 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
127 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
128 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
129 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
130 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
131 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
132 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
133 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
134 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
136 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))
137 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
141 * @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.
142 * @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。
143 * 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。
144 * @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。
145 * @param o_ptr 対象のオブジェクト構造体ポインタ
148 static void random_plus(object_type * o_ptr)
150 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
152 switch (o_ptr->artifact_bias)
155 if (!(have_flag(o_ptr->art_flags, TR_STR)))
157 add_flag(o_ptr->art_flags, TR_STR);
158 if (one_in_(2)) return;
161 if (!(have_flag(o_ptr->art_flags, TR_CON)))
163 add_flag(o_ptr->art_flags, TR_CON);
164 if (one_in_(2)) return;
167 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
169 add_flag(o_ptr->art_flags, TR_DEX);
170 if (one_in_(2)) return;
175 if (!(have_flag(o_ptr->art_flags, TR_INT)))
177 add_flag(o_ptr->art_flags, TR_INT);
178 if (one_in_(2)) return;
180 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
182 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
183 if (one_in_(2)) return;
188 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
190 add_flag(o_ptr->art_flags, TR_WIS);
191 if (one_in_(2)) return;
196 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
198 add_flag(o_ptr->art_flags, TR_DEX);
199 if (one_in_(2)) return;
202 if (!(have_flag(o_ptr->art_flags, TR_CON)))
204 add_flag(o_ptr->art_flags, TR_CON);
205 if (one_in_(2)) return;
208 if (!(have_flag(o_ptr->art_flags, TR_STR)))
210 add_flag(o_ptr->art_flags, TR_STR);
211 if (one_in_(2)) return;
216 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
218 add_flag(o_ptr->art_flags, TR_STEALTH);
219 if (one_in_(2)) return;
221 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
223 add_flag(o_ptr->art_flags, TR_SEARCH);
224 if (one_in_(2)) return;
229 if (!(have_flag(o_ptr->art_flags, TR_STR)))
231 add_flag(o_ptr->art_flags, TR_STR);
232 if (one_in_(2)) return;
237 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
239 add_flag(o_ptr->art_flags, TR_WIS);
240 if (one_in_(2)) return;
245 if (!(have_flag(o_ptr->art_flags, TR_INT)))
247 add_flag(o_ptr->art_flags, TR_INT);
248 if (one_in_(2)) return;
253 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
255 add_flag(o_ptr->art_flags, TR_DEX);
256 if (one_in_(2)) return;
261 if (!(have_flag(o_ptr->art_flags, TR_CON)))
263 add_flag(o_ptr->art_flags, TR_CON);
264 if (one_in_(2)) return;
269 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
271 add_flag(o_ptr->art_flags, TR_CHR);
272 if (one_in_(2)) return;
277 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
279 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
281 add_flag(o_ptr->art_flags, TR_DEC_MANA);
282 if (one_in_(2)) return;
286 switch (randint1(this_type))
289 add_flag(o_ptr->art_flags, TR_STR);
290 if (!o_ptr->artifact_bias && !one_in_(13))
291 o_ptr->artifact_bias = BIAS_STR;
292 else if (!o_ptr->artifact_bias && one_in_(7))
293 o_ptr->artifact_bias = BIAS_WARRIOR;
296 add_flag(o_ptr->art_flags, TR_INT);
297 if (!o_ptr->artifact_bias && !one_in_(13))
298 o_ptr->artifact_bias = BIAS_INT;
299 else if (!o_ptr->artifact_bias && one_in_(7))
300 o_ptr->artifact_bias = BIAS_MAGE;
303 add_flag(o_ptr->art_flags, TR_WIS);
304 if (!o_ptr->artifact_bias && !one_in_(13))
305 o_ptr->artifact_bias = BIAS_WIS;
306 else if (!o_ptr->artifact_bias && one_in_(7))
307 o_ptr->artifact_bias = BIAS_PRIESTLY;
310 add_flag(o_ptr->art_flags, TR_DEX);
311 if (!o_ptr->artifact_bias && !one_in_(13))
312 o_ptr->artifact_bias = BIAS_DEX;
313 else if (!o_ptr->artifact_bias && one_in_(7))
314 o_ptr->artifact_bias = BIAS_ROGUE;
317 add_flag(o_ptr->art_flags, TR_CON);
318 if (!o_ptr->artifact_bias && !one_in_(13))
319 o_ptr->artifact_bias = BIAS_CON;
320 else if (!o_ptr->artifact_bias && one_in_(9))
321 o_ptr->artifact_bias = BIAS_RANGER;
324 add_flag(o_ptr->art_flags, TR_CHR);
325 if (!o_ptr->artifact_bias && !one_in_(13))
326 o_ptr->artifact_bias = BIAS_CHR;
329 add_flag(o_ptr->art_flags, TR_STEALTH);
330 if (!o_ptr->artifact_bias && one_in_(3))
331 o_ptr->artifact_bias = BIAS_ROGUE;
334 add_flag(o_ptr->art_flags, TR_SEARCH);
335 if (!o_ptr->artifact_bias && one_in_(9))
336 o_ptr->artifact_bias = BIAS_RANGER;
339 add_flag(o_ptr->art_flags, TR_INFRA);
342 add_flag(o_ptr->art_flags, TR_SPEED);
343 if (!o_ptr->artifact_bias && one_in_(11))
344 o_ptr->artifact_bias = BIAS_ROGUE;
347 add_flag(o_ptr->art_flags, TR_TUNNEL);
350 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
353 add_flag(o_ptr->art_flags, TR_BLOWS);
354 if (!o_ptr->artifact_bias && one_in_(11))
355 o_ptr->artifact_bias = BIAS_WARRIOR;
362 * @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.
363 * @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。
364 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
365 * 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。
367 * @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。
368 * @param o_ptr 対象のオブジェクト構造体ポインタ
371 static void random_resistance(object_type * o_ptr)
373 switch (o_ptr->artifact_bias)
376 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
378 add_flag(o_ptr->art_flags, TR_RES_ACID);
379 if (one_in_(2)) return;
381 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
383 add_flag(o_ptr->art_flags, TR_IM_ACID);
384 if (!one_in_(IM_LUCK))
386 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
387 remove_flag(o_ptr->art_flags, TR_IM_COLD);
388 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
390 if (one_in_(2)) return;
395 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
397 add_flag(o_ptr->art_flags, TR_RES_ELEC);
398 if (one_in_(2)) return;
400 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
401 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
403 add_flag(o_ptr->art_flags, TR_SH_ELEC);
404 if (one_in_(2)) return;
406 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
408 add_flag(o_ptr->art_flags, TR_IM_ELEC);
409 if (!one_in_(IM_LUCK))
411 remove_flag(o_ptr->art_flags, TR_IM_ACID);
412 remove_flag(o_ptr->art_flags, TR_IM_COLD);
413 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
416 if (one_in_(2)) return;
421 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
423 add_flag(o_ptr->art_flags, TR_RES_FIRE);
424 if (one_in_(2)) return;
426 if ((o_ptr->tval >= TV_CLOAK) &&
427 (o_ptr->tval <= TV_HARD_ARMOR) &&
428 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
430 add_flag(o_ptr->art_flags, TR_SH_FIRE);
431 if (one_in_(2)) return;
433 if (one_in_(BIAS_LUCK) &&
434 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
436 add_flag(o_ptr->art_flags, TR_IM_FIRE);
437 if (!one_in_(IM_LUCK))
439 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
440 remove_flag(o_ptr->art_flags, TR_IM_COLD);
441 remove_flag(o_ptr->art_flags, TR_IM_ACID);
443 if (one_in_(2)) return;
448 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
450 add_flag(o_ptr->art_flags, TR_RES_COLD);
451 if (one_in_(2)) return;
453 if ((o_ptr->tval >= TV_CLOAK) &&
454 (o_ptr->tval <= TV_HARD_ARMOR) &&
455 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
457 add_flag(o_ptr->art_flags, TR_SH_COLD);
458 if (one_in_(2)) return;
460 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
462 add_flag(o_ptr->art_flags, TR_IM_COLD);
463 if (!one_in_(IM_LUCK))
465 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
466 remove_flag(o_ptr->art_flags, TR_IM_ACID);
467 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
469 if (one_in_(2)) return;
474 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
476 add_flag(o_ptr->art_flags, TR_RES_POIS);
477 if (one_in_(2)) return;
482 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
484 add_flag(o_ptr->art_flags, TR_RES_FEAR);
485 if (one_in_(2)) return;
487 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
489 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
490 if (one_in_(2)) return;
494 case BIAS_NECROMANTIC:
495 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
497 add_flag(o_ptr->art_flags, TR_RES_NETHER);
498 if (one_in_(2)) return;
500 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
502 add_flag(o_ptr->art_flags, TR_RES_POIS);
503 if (one_in_(2)) return;
505 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
507 add_flag(o_ptr->art_flags, TR_RES_DARK);
508 if (one_in_(2)) return;
513 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
515 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
516 if (one_in_(2)) return;
518 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
520 add_flag(o_ptr->art_flags, TR_RES_CONF);
521 if (one_in_(2)) return;
523 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
525 add_flag(o_ptr->art_flags, TR_RES_DISEN);
526 if (one_in_(2)) return;
531 switch (randint1(42))
534 if (!one_in_(WEIRD_LUCK))
535 random_resistance(o_ptr);
538 add_flag(o_ptr->art_flags, TR_IM_ACID);
539 if (!o_ptr->artifact_bias)
540 o_ptr->artifact_bias = BIAS_ACID;
544 if (!one_in_(WEIRD_LUCK))
545 random_resistance(o_ptr);
548 add_flag(o_ptr->art_flags, TR_IM_ELEC);
549 if (!o_ptr->artifact_bias)
550 o_ptr->artifact_bias = BIAS_ELEC;
554 if (!one_in_(WEIRD_LUCK))
555 random_resistance(o_ptr);
558 add_flag(o_ptr->art_flags, TR_IM_COLD);
559 if (!o_ptr->artifact_bias)
560 o_ptr->artifact_bias = BIAS_COLD;
564 if (!one_in_(WEIRD_LUCK))
565 random_resistance(o_ptr);
568 add_flag(o_ptr->art_flags, TR_IM_FIRE);
569 if (!o_ptr->artifact_bias)
570 o_ptr->artifact_bias = BIAS_FIRE;
576 add_flag(o_ptr->art_flags, TR_RES_ACID);
577 if (!o_ptr->artifact_bias)
578 o_ptr->artifact_bias = BIAS_ACID;
583 add_flag(o_ptr->art_flags, TR_RES_ELEC);
584 if (!o_ptr->artifact_bias)
585 o_ptr->artifact_bias = BIAS_ELEC;
590 add_flag(o_ptr->art_flags, TR_RES_FIRE);
591 if (!o_ptr->artifact_bias)
592 o_ptr->artifact_bias = BIAS_FIRE;
597 add_flag(o_ptr->art_flags, TR_RES_COLD);
598 if (!o_ptr->artifact_bias)
599 o_ptr->artifact_bias = BIAS_COLD;
603 add_flag(o_ptr->art_flags, TR_RES_POIS);
604 if (!o_ptr->artifact_bias && !one_in_(4))
605 o_ptr->artifact_bias = BIAS_POIS;
606 else if (!o_ptr->artifact_bias && one_in_(2))
607 o_ptr->artifact_bias = BIAS_NECROMANTIC;
608 else if (!o_ptr->artifact_bias && one_in_(2))
609 o_ptr->artifact_bias = BIAS_ROGUE;
613 add_flag(o_ptr->art_flags, TR_RES_FEAR);
614 if (!o_ptr->artifact_bias && one_in_(3))
615 o_ptr->artifact_bias = BIAS_WARRIOR;
618 add_flag(o_ptr->art_flags, TR_RES_LITE);
621 add_flag(o_ptr->art_flags, TR_RES_DARK);
625 add_flag(o_ptr->art_flags, TR_RES_BLIND);
629 add_flag(o_ptr->art_flags, TR_RES_CONF);
630 if (!o_ptr->artifact_bias && one_in_(6))
631 o_ptr->artifact_bias = BIAS_CHAOS;
635 add_flag(o_ptr->art_flags, TR_RES_SOUND);
639 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
643 add_flag(o_ptr->art_flags, TR_RES_NETHER);
644 if (!o_ptr->artifact_bias && one_in_(3))
645 o_ptr->artifact_bias = BIAS_NECROMANTIC;
649 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
653 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
654 if (!o_ptr->artifact_bias && one_in_(2))
655 o_ptr->artifact_bias = BIAS_CHAOS;
659 add_flag(o_ptr->art_flags, TR_RES_DISEN);
662 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
663 add_flag(o_ptr->art_flags, TR_SH_ELEC);
665 random_resistance(o_ptr);
666 if (!o_ptr->artifact_bias)
667 o_ptr->artifact_bias = BIAS_ELEC;
670 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
671 add_flag(o_ptr->art_flags, TR_SH_FIRE);
673 random_resistance(o_ptr);
674 if (!o_ptr->artifact_bias)
675 o_ptr->artifact_bias = BIAS_FIRE;
678 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
679 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
680 add_flag(o_ptr->art_flags, TR_REFLECT);
682 random_resistance(o_ptr);
685 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
686 add_flag(o_ptr->art_flags, TR_SH_COLD);
688 random_resistance(o_ptr);
689 if (!o_ptr->artifact_bias)
690 o_ptr->artifact_bias = BIAS_COLD;
697 * @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.
698 * @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。
699 * 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、
700 * 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。
701 * @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。
702 * @param o_ptr 対象のオブジェクト構造体ポインタ
705 static void random_misc(object_type * o_ptr)
707 switch (o_ptr->artifact_bias)
710 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
712 add_flag(o_ptr->art_flags, TR_SUST_CON);
713 if (one_in_(2)) return;
718 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
720 add_flag(o_ptr->art_flags, TR_SUST_STR);
721 if (one_in_(2)) return;
726 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
728 add_flag(o_ptr->art_flags, TR_SUST_WIS);
729 if (one_in_(2)) return;
734 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
736 add_flag(o_ptr->art_flags, TR_SUST_INT);
737 if (one_in_(2)) return;
742 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
744 add_flag(o_ptr->art_flags, TR_SUST_DEX);
745 if (one_in_(2)) return;
750 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
752 add_flag(o_ptr->art_flags, TR_SUST_CON);
753 if (one_in_(2)) return;
758 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
760 add_flag(o_ptr->art_flags, TR_SUST_CHR);
761 if (one_in_(2)) return;
766 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
768 add_flag(o_ptr->art_flags, TR_TELEPORT);
769 if (one_in_(2)) return;
774 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
776 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
781 switch (randint1(33))
784 add_flag(o_ptr->art_flags, TR_SUST_STR);
785 if (!o_ptr->artifact_bias)
786 o_ptr->artifact_bias = BIAS_STR;
789 add_flag(o_ptr->art_flags, TR_SUST_INT);
790 if (!o_ptr->artifact_bias)
791 o_ptr->artifact_bias = BIAS_INT;
794 add_flag(o_ptr->art_flags, TR_SUST_WIS);
795 if (!o_ptr->artifact_bias)
796 o_ptr->artifact_bias = BIAS_WIS;
799 add_flag(o_ptr->art_flags, TR_SUST_DEX);
800 if (!o_ptr->artifact_bias)
801 o_ptr->artifact_bias = BIAS_DEX;
804 add_flag(o_ptr->art_flags, TR_SUST_CON);
805 if (!o_ptr->artifact_bias)
806 o_ptr->artifact_bias = BIAS_CON;
809 add_flag(o_ptr->art_flags, TR_SUST_CHR);
810 if (!o_ptr->artifact_bias)
811 o_ptr->artifact_bias = BIAS_CHR;
816 add_flag(o_ptr->art_flags, TR_FREE_ACT);
819 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
820 if (!o_ptr->artifact_bias && one_in_(5))
821 o_ptr->artifact_bias = BIAS_PRIESTLY;
822 else if (!o_ptr->artifact_bias && one_in_(6))
823 o_ptr->artifact_bias = BIAS_NECROMANTIC;
827 add_flag(o_ptr->art_flags, TR_LITE_1);
831 add_flag(o_ptr->art_flags, TR_LEVITATION);
836 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
840 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
844 add_flag(o_ptr->art_flags, TR_REGEN);
847 add_flag(o_ptr->art_flags, TR_TELEPORT);
852 if (object_is_armour(o_ptr))
856 o_ptr->to_a = 4 + randint1(11);
865 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
866 bonus_h = 4 + (HIT_PROB)(randint1(11));
867 bonus_d = 4 + (HIT_POINT)(randint1(11));
868 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))
873 o_ptr->to_h += bonus_h;
874 o_ptr->to_d += bonus_d;
878 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
881 add_flag(o_ptr->art_flags, TR_NO_TELE);
884 add_flag(o_ptr->art_flags, TR_WARNING);
891 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
892 if (!o_ptr->artifact_bias && one_in_(3))
893 o_ptr->artifact_bias = BIAS_LAW;
896 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
897 if (!o_ptr->artifact_bias && one_in_(3))
898 o_ptr->artifact_bias = BIAS_MAGE;
901 add_flag(o_ptr->art_flags, TR_TELEPATHY);
902 if (!o_ptr->artifact_bias && one_in_(9))
903 o_ptr->artifact_bias = BIAS_MAGE;
913 idx[0] = randint1(10);
915 idx[1] = randint1(9);
916 if (idx[1] >= idx[0]) idx[1]++;
918 idx[2] = randint1(8);
919 if (idx[2] >= idx[0]) idx[2]++;
920 if (idx[2] >= idx[1]) idx[2]++;
922 while (n--) switch (idx[n])
925 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
926 if (!o_ptr->artifact_bias && one_in_(4))
927 o_ptr->artifact_bias = BIAS_RANGER;
930 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
931 if (!o_ptr->artifact_bias && one_in_(3))
932 o_ptr->artifact_bias = BIAS_PRIESTLY;
933 else if (!o_ptr->artifact_bias && one_in_(6))
934 o_ptr->artifact_bias = BIAS_NECROMANTIC;
937 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
940 add_flag(o_ptr->art_flags, TR_ESP_ORC);
943 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
946 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
949 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
952 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
953 if (!o_ptr->artifact_bias && one_in_(6))
954 o_ptr->artifact_bias = BIAS_ROGUE;
957 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
958 if (!o_ptr->artifact_bias && one_in_(3))
959 o_ptr->artifact_bias = BIAS_LAW;
962 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
963 if (!o_ptr->artifact_bias && one_in_(3))
964 o_ptr->artifact_bias = BIAS_LAW;
973 * @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.
974 * @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。
975 * 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、
976 * 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、
977 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
978 * @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。
979 * @param o_ptr 対象のオブジェクト構造体ポインタ
982 static void random_slay(object_type *o_ptr)
984 if (o_ptr->tval == TV_BOW)
991 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
992 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
993 if (!o_ptr->artifact_bias && one_in_(9))
994 o_ptr->artifact_bias = BIAS_RANGER;
997 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
998 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
999 if (!o_ptr->artifact_bias && one_in_(9))
1000 o_ptr->artifact_bias = BIAS_RANGER;
1007 switch (o_ptr->artifact_bias)
1010 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1012 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1013 if (one_in_(2)) return;
1018 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1019 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1021 /* A free power for "priestly" random artifacts */
1022 add_flag(o_ptr->art_flags, TR_BLESSED);
1026 case BIAS_NECROMANTIC:
1027 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1029 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1030 if (one_in_(2)) return;
1032 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1034 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1035 if (one_in_(2)) return;
1040 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1042 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1043 if (one_in_(2)) return;
1048 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1049 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1050 !(have_flag(o_ptr->art_flags, TR_THROW)))
1052 /* Free power for rogues... */
1053 add_flag(o_ptr->art_flags, TR_THROW);
1055 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1057 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1058 if (one_in_(2)) return;
1063 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1065 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1066 if (one_in_(2)) return;
1071 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1073 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1074 if (one_in_(2)) return;
1079 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1081 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1082 if (one_in_(2)) return;
1087 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1089 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1090 if (one_in_(2)) return;
1095 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1097 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1098 if (one_in_(2)) return;
1103 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1105 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1106 if (one_in_(2)) return;
1108 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1110 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1111 if (one_in_(2)) return;
1113 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1115 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1116 if (one_in_(2)) return;
1121 switch (randint1(36))
1127 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1131 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1138 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1142 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1144 if (!o_ptr->artifact_bias && one_in_(2))
1145 o_ptr->artifact_bias = BIAS_LAW;
1146 else if (!o_ptr->artifact_bias && one_in_(9))
1147 o_ptr->artifact_bias = BIAS_PRIESTLY;
1153 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1157 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1159 if (!o_ptr->artifact_bias && one_in_(9))
1160 o_ptr->artifact_bias = BIAS_PRIESTLY;
1166 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1170 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1172 if (!o_ptr->artifact_bias && one_in_(9))
1173 o_ptr->artifact_bias = BIAS_PRIESTLY;
1179 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1183 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1190 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1194 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1201 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1205 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1210 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1213 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1217 if (o_ptr->tval == TV_SWORD)
1219 add_flag(o_ptr->art_flags, TR_VORPAL);
1220 if (!o_ptr->artifact_bias && one_in_(9))
1221 o_ptr->artifact_bias = BIAS_WARRIOR;
1227 add_flag(o_ptr->art_flags, TR_IMPACT);
1231 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1232 if (!o_ptr->artifact_bias)
1233 o_ptr->artifact_bias = BIAS_FIRE;
1237 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1238 if (!o_ptr->artifact_bias)
1239 o_ptr->artifact_bias = BIAS_COLD;
1243 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1244 if (!o_ptr->artifact_bias)
1245 o_ptr->artifact_bias = BIAS_ELEC;
1249 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1250 if (!o_ptr->artifact_bias)
1251 o_ptr->artifact_bias = BIAS_ACID;
1255 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1256 if (!o_ptr->artifact_bias && !one_in_(3))
1257 o_ptr->artifact_bias = BIAS_POIS;
1258 else if (!o_ptr->artifact_bias && one_in_(6))
1259 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1260 else if (!o_ptr->artifact_bias)
1261 o_ptr->artifact_bias = BIAS_ROGUE;
1264 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1265 if (!o_ptr->artifact_bias)
1266 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1269 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1270 if (!o_ptr->artifact_bias)
1271 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1277 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1281 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1285 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1286 if (!o_ptr->artifact_bias)
1287 o_ptr->artifact_bias = BIAS_CHAOS;
1293 * @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.
1294 * @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。
1295 * @param o_ptr 対象のオブジェクト構造体ポインタ
1298 static void give_activation_power(object_type *o_ptr)
1300 int type = 0, chance = 0;
1302 switch (o_ptr->artifact_bias)
1307 type = ACT_BO_ELEC_1;
1309 else if (!one_in_(5))
1311 type = ACT_BA_ELEC_2;
1315 type = ACT_BA_ELEC_3;
1321 type = ACT_BA_POIS_1;
1328 type = ACT_BO_FIRE_1;
1330 else if (!one_in_(5))
1332 type = ACT_BA_FIRE_1;
1336 type = ACT_BA_FIRE_2;
1344 type = ACT_BO_COLD_1;
1345 else if (!one_in_(3))
1346 type = ACT_BA_COLD_1;
1347 else if (!one_in_(3))
1348 type = ACT_BA_COLD_2;
1350 type = ACT_BA_COLD_3;
1356 type = ACT_SUMMON_DEMON;
1358 type = ACT_CALL_CHAOS;
1365 type = ACT_CHARM_UNDEAD;
1366 else if (one_in_(12))
1367 type = ACT_BANISH_EVIL;
1368 else if (one_in_(11))
1369 type = ACT_DISP_EVIL;
1370 else if (one_in_(10))
1371 type = ACT_PROT_EVIL;
1372 else if (one_in_(9))
1373 type = ACT_CURE_1000;
1374 else if (one_in_(8))
1375 type = ACT_CURE_700;
1376 else if (one_in_(7))
1377 type = ACT_REST_ALL;
1378 else if (one_in_(6))
1379 type = ACT_REST_EXP;
1384 case BIAS_NECROMANTIC:
1388 else if (one_in_(13))
1389 type = ACT_DISP_GOOD;
1390 else if (one_in_(9))
1391 type = ACT_MASS_GENO;
1392 else if (one_in_(8))
1393 type = ACT_GENOCIDE;
1394 else if (one_in_(13))
1395 type = ACT_SUMMON_UNDEAD;
1396 else if (one_in_(9))
1398 else if (one_in_(6))
1399 type = ACT_CHARM_UNDEAD;
1407 type = ACT_BANISH_EVIL;
1408 else if (one_in_(4))
1409 type = ACT_DISP_EVIL;
1411 type = ACT_PROT_EVIL;
1418 else if (one_in_(4))
1420 else if (one_in_(3))
1421 type = ACT_DETECT_ALL;
1422 else if (one_in_(8))
1425 type = ACT_ID_PLAIN;
1431 type = ACT_SUMMON_ELEMENTAL;
1432 else if (one_in_(10))
1433 type = ACT_SUMMON_PHANTOM;
1434 else if (one_in_(5))
1435 type = ACT_RUNE_EXPLO;
1451 type = ACT_CHARM_ANIMALS;
1452 else if (one_in_(7))
1453 type = ACT_SUMMON_ANIMAL;
1454 else if (one_in_(6))
1455 type = ACT_CHARM_ANIMAL;
1456 else if (one_in_(4))
1457 type = ACT_RESIST_ALL;
1458 else if (one_in_(3))
1461 type = ACT_CURE_POISON;
1465 if (!type || (randint1(100) >= chance))
1467 one_activation(o_ptr);
1471 /* A type was chosen... */
1472 o_ptr->xtra2 = (byte_hack)type;
1473 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1478 * @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.
1479 * @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。
1480 * @param o_ptr 処理中のアイテム参照ポインタ
1481 * @param return_name 名前を返すための文字列参照ポインタ
1482 * @param armour 対象のオブジェクトが防具が否か
1483 * @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)
1486 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1488 PERCENTAGE prob = randint1(100);
1490 if (prob <= SINDARIN_NAME)
1492 get_table_sindarin(return_name);
1494 else if (prob <= TABLE_NAME)
1496 get_table_name(return_name);
1508 filename = _("a_cursed_j.txt", "a_cursed.txt");
1511 filename = _("a_low_j.txt", "a_low.txt");
1514 filename = _("a_med_j.txt", "a_med.txt");
1517 filename = _("a_high_j.txt", "a_high.txt");
1524 filename = _("w_cursed_j.txt", "w_cursed.txt");
1527 filename = _("w_low_j.txt", "w_low.txt");
1530 filename = _("w_med_j.txt", "w_med.txt");
1533 filename = _("w_high_j.txt", "w_high.txt");
1537 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1539 if (return_name[0] == 0) get_table_name(return_name);
1545 * @brief ランダムアーティファクト生成のメインルーチン
1546 * @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。
1547 * @param o_ptr 対象のオブジェクト構造体ポインタ
1548 * @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。
1549 * @return 常にTRUE(1)を返す
1551 bool become_random_artifact(object_type *o_ptr, bool a_scroll)
1553 GAME_TEXT new_name[1024];
1554 PARAMETER_VALUE has_pval = 0;
1555 int powers = randint1(5) + 1;
1557 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1560 bool a_cursed = FALSE;
1561 int warrior_artifact_bias = 0;
1564 /* Reset artifact bias */
1565 o_ptr->artifact_bias = 0;
1567 /* Nuke enchantments */
1571 for (i = 0; i < TR_FLAG_SIZE; i++)
1572 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1574 if (o_ptr->pval) has_pval = TRUE;
1576 if (a_scroll && one_in_(4))
1578 switch (p_ptr->pclass)
1581 case CLASS_BERSERKER:
1586 o_ptr->artifact_bias = BIAS_WARRIOR;
1589 case CLASS_HIGH_MAGE:
1590 case CLASS_SORCERER:
1591 case CLASS_MAGIC_EATER:
1592 case CLASS_BLUE_MAGE:
1593 o_ptr->artifact_bias = BIAS_MAGE;
1596 o_ptr->artifact_bias = BIAS_PRIESTLY;
1600 o_ptr->artifact_bias = BIAS_ROGUE;
1601 warrior_artifact_bias = 25;
1605 o_ptr->artifact_bias = BIAS_RANGER;
1606 warrior_artifact_bias = 30;
1609 o_ptr->artifact_bias = BIAS_PRIESTLY;
1610 warrior_artifact_bias = 40;
1612 case CLASS_WARRIOR_MAGE:
1613 case CLASS_RED_MAGE:
1614 o_ptr->artifact_bias = BIAS_MAGE;
1615 warrior_artifact_bias = 40;
1617 case CLASS_CHAOS_WARRIOR:
1618 o_ptr->artifact_bias = BIAS_CHAOS;
1619 warrior_artifact_bias = 40;
1622 case CLASS_FORCETRAINER:
1623 o_ptr->artifact_bias = BIAS_PRIESTLY;
1625 case CLASS_MINDCRAFTER:
1627 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1630 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1632 case CLASS_IMITATOR:
1633 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1635 case CLASS_BEASTMASTER:
1636 o_ptr->artifact_bias = BIAS_CHR;
1637 warrior_artifact_bias = 50;
1639 case CLASS_MIRROR_MASTER:
1640 if (randint1(4) > 1)
1642 o_ptr->artifact_bias = BIAS_MAGE;
1646 o_ptr->artifact_bias = BIAS_ROGUE;
1652 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1653 o_ptr->artifact_bias = BIAS_WARRIOR;
1655 strcpy(new_name, "");
1657 if (!a_scroll && one_in_(A_CURSED))
1659 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1662 while (one_in_(powers) || one_in_(7) || one_in_(10))
1665 if (!a_cursed && one_in_(WEIRD_LUCK))
1668 if (a_cursed) powers /= 2;
1670 max_powers = powers;
1674 switch (randint1(max_type))
1681 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1683 if (a_cursed && !one_in_(13)) break;
1686 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1690 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1694 random_resistance(o_ptr);
1703 if (p_ptr->wizard) msg_print("Switch error in become_random_artifact!");
1710 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1712 o_ptr->pval = randint1(2);
1713 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1722 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1725 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1730 /* give it some plusses... */
1731 if (object_is_armour(o_ptr))
1732 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1733 else if (object_is_weapon_ammo(o_ptr))
1735 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1736 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1737 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1740 /* Just to be sure */
1741 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1742 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1743 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1744 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1746 total_flags = flag_cost(o_ptr, o_ptr->pval);
1748 if (a_cursed) curse_artifact(o_ptr);
1751 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1754 give_activation_power(o_ptr);
1757 if (object_is_armour(o_ptr))
1759 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1761 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1762 o_ptr->to_d -= (HIT_POINT)randint0(3);
1763 o_ptr->to_h -= (HIT_PROB)randint0(3);
1765 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1767 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1768 o_ptr->to_d -= (HIT_POINT)randint0(3);
1769 o_ptr->to_h -= (HIT_PROB)randint0(3);
1773 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);
1775 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1779 remove_flag(o_ptr->art_flags, TR_BLOWS);
1780 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1781 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1782 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1783 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1784 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1785 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1786 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1787 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1788 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1789 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1790 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1791 remove_flag(o_ptr->art_flags, TR_VORPAL);
1792 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1793 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1794 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1795 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1796 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1799 if (!object_is_weapon_ammo(o_ptr))
1802 if (a_cursed) power_level = 0;
1803 else if (total_flags < 15000) power_level = 1;
1804 else if (total_flags < 35000) power_level = 2;
1805 else power_level = 3;
1811 if (a_cursed) power_level = 0;
1812 else if (total_flags < 20000) power_level = 1;
1813 else if (total_flags < 45000) power_level = 2;
1814 else power_level = 3;
1818 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1820 weakening_artifact(o_ptr);
1825 GAME_TEXT dummy_name[MAX_NLEN] = "";
1826 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? ");
1828 object_aware(o_ptr);
1829 object_known(o_ptr);
1831 /* Mark the item as fully known */
1832 o_ptr->ident |= (IDENT_MENTAL);
1834 /* For being treated as random artifact in screen_object() */
1835 o_ptr->art_name = quark_add("");
1837 (void)screen_object(o_ptr, 0L);
1839 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1845 get_table_sindarin_aux(dummy_name);
1849 get_table_name_aux(dummy_name);
1852 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1853 chg_virtue(p_ptr, V_INDIVIDUALISM, 2);
1854 chg_virtue(p_ptr, V_ENCHANT, 5);
1858 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1861 /* Save the inscription */
1862 o_ptr->art_name = quark_add(new_name);
1864 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」",
1865 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1867 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1873 * @brief オブジェクトから能力発動IDを取得する。
1874 * @details いくつかのケースで定義されている発動効果から、
1875 * 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。
1876 * @param o_ptr 対象のオブジェクト構造体ポインタ
1877 * @return 発動効果のIDを返す
1879 int activation_index(object_type *o_ptr)
1881 /* Give priority to weaponsmith's essential activations */
1882 if (object_is_smith(o_ptr))
1884 switch (o_ptr->xtra3 - 1)
1886 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1887 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1888 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1889 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1890 case TR_IMPACT: return ACT_QUAKE;
1894 if (object_is_fixed_artifact(o_ptr))
1896 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1898 return a_info[o_ptr->name1].act_idx;
1901 if (object_is_ego(o_ptr))
1903 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1905 return e_info[o_ptr->name2].act_idx;
1908 if (!object_is_random_artifact(o_ptr))
1910 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1912 return k_info[o_ptr->k_idx].act_idx;
1916 return o_ptr->xtra2;
1920 * @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。
1921 * @details activation_index() 関数の結果から参照する。
1922 * @param o_ptr 対象のオブジェクト構造体ポインタ
1923 * @return 発動効果構造体のポインタを返す
1925 const activation_type* find_activation_info(object_type *o_ptr)
1927 const int index = activation_index(o_ptr);
1928 const activation_type* p;
1930 for (p = activation_info; p->flag != NULL; ++ p) {
1931 if (p->index == index)
1941 * @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。.
1942 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
1943 * 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、
1945 * @attention プレイヤーの各種ステータスに依存した処理がある。
1946 * @todo 折を見て関数名を変更すること。
1947 * @param o_ptr 対象のオブジェクト構造体ポインタ
1948 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
1951 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
1953 bool give_resistance = FALSE, give_power = FALSE;
1955 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
1957 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
1960 give_resistance = TRUE;
1964 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1965 add_flag(o_ptr->art_flags, TR_TY_CURSE);
1966 o_ptr->curse_flags |=
1967 (TRC_CURSED | TRC_HEAVY_CURSE);
1968 o_ptr->curse_flags |= get_curse(2, o_ptr);
1973 if (o_ptr->name1 == ART_MURAMASA)
1975 if (p_ptr->pclass != CLASS_SAMURAI)
1977 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1978 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1982 if (o_ptr->name1 == ART_ROBINTON)
1984 if (p_ptr->pclass == CLASS_BARD)
1986 add_flag(o_ptr->art_flags, TR_DEC_MANA);
1990 if (o_ptr->name1 == ART_XIAOLONG)
1992 if (p_ptr->pclass == CLASS_MONK)
1993 add_flag(o_ptr->art_flags, TR_BLOWS);
1996 if (o_ptr->name1 == ART_BLOOD)
1998 get_bloody_moon_flags(o_ptr);
2001 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
2003 if (p_ptr->psex != SEX_FEMALE)
2005 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2009 if (o_ptr->name1 == ART_MILIM)
2011 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2014 add_flag(o_ptr->art_flags, TR_STR);
2015 add_flag(o_ptr->art_flags, TR_INT);
2016 add_flag(o_ptr->art_flags, TR_WIS);
2017 add_flag(o_ptr->art_flags, TR_DEX);
2018 add_flag(o_ptr->art_flags, TR_CON);
2019 add_flag(o_ptr->art_flags, TR_CHR);
2023 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2024 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2025 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2027 /* Give a resistance OR a power */
2028 if (one_in_(2)) give_resistance = TRUE;
2029 else give_power = TRUE;
2037 if (give_resistance)
2039 one_high_resistance(o_ptr);
2045 * @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
2046 * @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。
2047 * @param a_idx 生成する固定アーティファクト構造体のID
2048 * @param y アイテムを落とす地点のy座標
2049 * @param x アイテムを落とす地点のx座標
2050 * @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。
2051 * @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.
2052 * 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
2053 * drop_near()関数の返り値は信用できなくなる.
2055 bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2061 artifact_type *a_ptr = &a_info[a_idx];
2064 /* Ignore "empty" artifacts */
2065 if (!a_ptr->name) return FALSE;
2067 /* Acquire the "kind" index */
2068 i = lookup_kind(a_ptr->tval, a_ptr->sval);
2070 if (!i) return FALSE;
2072 object_prep(q_ptr, i);
2075 q_ptr->name1 = a_idx;
2077 /* Extract the fields */
2078 q_ptr->pval = a_ptr->pval;
2079 q_ptr->ac = a_ptr->ac;
2080 q_ptr->dd = a_ptr->dd;
2081 q_ptr->ds = a_ptr->ds;
2082 q_ptr->to_a = a_ptr->to_a;
2083 q_ptr->to_h = a_ptr->to_h;
2084 q_ptr->to_d = a_ptr->to_d;
2085 q_ptr->weight = a_ptr->weight;
2087 /* Hack -- extract the "cursed" flag */
2088 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2089 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2090 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2091 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2092 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2093 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2095 random_artifact_resistance(q_ptr, a_ptr);
2097 /* Drop the artifact from heaven */
2098 return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
2102 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2104 BIT_FLAGS flgs[TR_FLAG_SIZE];
2105 object_flags(o_ptr, flgs);
2107 HIT_POINT dam, base, s_evil, forced, vorpal;
2108 s_evil = forced = vorpal = 0;
2109 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2111 if(have_flag(flgs, TR_KILL_EVIL))
2113 dam = s_evil = dam * 7 / 2;
2115 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2117 dam = s_evil = dam * 2;
2121 if (have_flag(flgs, TR_FORCE_WEAPON))
2123 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2127 if(have_flag(flgs, TR_VORPAL))
2129 dam = vorpal = dam * 11 / 9;
2133 dam = dam + o_ptr->to_d;
2135 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2140 static bool has_extreme_damage_rate(object_type *o_ptr)
2142 BIT_FLAGS flgs[TR_FLAG_SIZE];
2143 object_flags(o_ptr, flgs);
2145 if (have_flag(flgs, TR_VAMPIRIC))
2147 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2151 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2155 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2159 else if (calc_arm_avgdamage(o_ptr) > 63)
2166 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2170 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2174 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2178 else if (calc_arm_avgdamage(o_ptr) > 75)
2186 static bool weakening_artifact(object_type *o_ptr)
2188 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2189 object_kind *k_ptr = &k_info[k_idx];
2190 BIT_FLAGS flgs[TR_FLAG_SIZE];
2191 object_flags(o_ptr, flgs);
2193 if (have_flag(flgs, TR_KILL_EVIL))
2195 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2196 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2199 else if (k_ptr->dd < o_ptr->dd)
2204 else if (k_ptr->ds < o_ptr->ds)
2209 else if (o_ptr->to_d > 10)
2211 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2212 if (o_ptr->to_d < 10)
2222 * @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。
2223 * Mega-Hack -- Attempt to create one of the "Special Objects"
2224 * @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
2225 * @return 生成に成功したらTRUEを返す。
2227 * Attempt to change an object into an artifact\n
2228 * This routine should only be called by "apply_magic()"\n
2229 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2231 bool make_artifact(object_type *o_ptr)
2235 /* No artifacts in the town */
2236 if (!current_floor_ptr->dun_level) return (FALSE);
2238 /* Paranoia -- no "plural" artifacts */
2239 if (o_ptr->number != 1) return (FALSE);
2241 /* Check the artifact list (skip the "specials") */
2242 for (i = 0; i < max_a_idx; i++)
2244 artifact_type *a_ptr = &a_info[i];
2246 /* Skip "empty" items */
2247 if (!a_ptr->name) continue;
2249 /* Cannot make an artifact twice */
2250 if (a_ptr->cur_num) continue;
2252 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2254 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2256 /* Must have the correct fields */
2257 if (a_ptr->tval != o_ptr->tval) continue;
2258 if (a_ptr->sval != o_ptr->sval) continue;
2260 /* XXX XXX Enforce minimum "depth" (loosely) */
2261 if (a_ptr->level > current_floor_ptr->dun_level)
2263 /* Acquire the "out-of-depth factor" */
2264 int d = (a_ptr->level - current_floor_ptr->dun_level) * 2;
2266 /* Roll for out-of-depth creation */
2267 if (!one_in_(d)) continue;
2270 /* We must make the "rarity roll" */
2271 if (!one_in_(a_ptr->rarity)) continue;
2273 /* Hack -- mark the item as an artifact */
2276 /* Hack: Some artifacts get random extra powers */
2277 random_artifact_resistance(o_ptr, a_ptr);
2288 * @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。
2289 * Mega-Hack -- Attempt to create one of the "Special Objects"
2290 * @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
2291 * @return 生成に成功したらTRUEを返す。
2293 * We are only called from "make_object()", and we assume that\n
2294 * "apply_magic()" is called immediately after we return.\n
2296 * Note -- see "make_artifact()" and "apply_magic()"\n
2298 bool make_artifact_special(object_type *o_ptr)
2301 KIND_OBJECT_IDX k_idx = 0;
2303 /*! @note 地上ではキャンセルする / No artifacts in the town */
2304 if (!current_floor_ptr->dun_level) return (FALSE);
2306 /*! @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 */
2307 if (get_obj_num_hook) return (FALSE);
2309 /*! @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") */
2310 for (i = 0; i < max_a_idx; i++)
2312 artifact_type *a_ptr = &a_info[i];
2314 /*! @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 */
2315 if (!a_ptr->name) continue;
2317 /*! @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 */
2318 if (a_ptr->cur_num) continue;
2319 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2320 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2322 /*! @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 /
2323 * XXX XXX Enforce minimum "depth" (loosely) */
2324 if (a_ptr->level > current_floor_ptr->object_level)
2326 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2327 int d = (a_ptr->level - current_floor_ptr->object_level) * 2;
2328 if (!one_in_(d)) continue;
2331 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2332 if (!one_in_(a_ptr->rarity)) continue;
2334 /*! @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。 /
2335 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2336 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2337 if (k_info[k_idx].level > current_floor_ptr->object_level)
2339 int d = (k_info[k_idx].level - current_floor_ptr->object_level) * 5;
2340 if (!one_in_(d)) continue;
2343 /*! @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 /
2344 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2345 object_prep(o_ptr, k_idx);
2348 random_artifact_resistance(o_ptr, a_ptr);
2352 /*! @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 */