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"
20 #include "floor/floor.h"
21 #include "cmd-activate.h"
23 #include "object/object-kind.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/display-main-window.h"
34 #include "player-class.h"
35 #include "player-personality.h"
36 #include "world/world.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 player_ptr プレーヤーへの参照ポインタ
114 * @param o_ptr 対象のオブジェクト構造体ポインタ
117 static void curse_artifact(player_type *player_ptr, object_type *o_ptr)
119 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
120 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
121 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
122 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
124 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
125 remove_flag(o_ptr->art_flags, TR_BLESSED);
127 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
128 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
129 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
130 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
131 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
132 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
133 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
134 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
135 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
136 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
138 if ((player_ptr->pclass != CLASS_WARRIOR) && (player_ptr->pclass != CLASS_ARCHER) && (player_ptr->pclass != CLASS_CAVALRY) && (player_ptr->pclass != CLASS_BERSERKER) && (player_ptr->pclass != CLASS_SMITH) && one_in_(3))
139 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
144 * @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.
145 * @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。
146 * 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。
147 * @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。
148 * @param o_ptr 対象のオブジェクト構造体ポインタ
151 static void random_plus(object_type *o_ptr)
153 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
155 switch (o_ptr->artifact_bias)
158 if (!(have_flag(o_ptr->art_flags, TR_STR)))
160 add_flag(o_ptr->art_flags, TR_STR);
161 if (one_in_(2)) return;
164 if (!(have_flag(o_ptr->art_flags, TR_CON)))
166 add_flag(o_ptr->art_flags, TR_CON);
167 if (one_in_(2)) return;
170 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
172 add_flag(o_ptr->art_flags, TR_DEX);
173 if (one_in_(2)) return;
179 if (!(have_flag(o_ptr->art_flags, TR_INT)))
181 add_flag(o_ptr->art_flags, TR_INT);
182 if (one_in_(2)) return;
184 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
186 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
187 if (one_in_(2)) return;
193 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
195 add_flag(o_ptr->art_flags, TR_WIS);
196 if (one_in_(2)) return;
202 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
204 add_flag(o_ptr->art_flags, TR_DEX);
205 if (one_in_(2)) return;
208 if (!(have_flag(o_ptr->art_flags, TR_CON)))
210 add_flag(o_ptr->art_flags, TR_CON);
211 if (one_in_(2)) return;
214 if (!(have_flag(o_ptr->art_flags, TR_STR)))
216 add_flag(o_ptr->art_flags, TR_STR);
217 if (one_in_(2)) return;
223 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
225 add_flag(o_ptr->art_flags, TR_STEALTH);
226 if (one_in_(2)) return;
228 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
230 add_flag(o_ptr->art_flags, TR_SEARCH);
231 if (one_in_(2)) return;
237 if (!(have_flag(o_ptr->art_flags, TR_STR)))
239 add_flag(o_ptr->art_flags, TR_STR);
240 if (one_in_(2)) return;
246 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
248 add_flag(o_ptr->art_flags, TR_WIS);
249 if (one_in_(2)) return;
255 if (!(have_flag(o_ptr->art_flags, TR_INT)))
257 add_flag(o_ptr->art_flags, TR_INT);
258 if (one_in_(2)) return;
264 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
266 add_flag(o_ptr->art_flags, TR_DEX);
267 if (one_in_(2)) return;
273 if (!(have_flag(o_ptr->art_flags, TR_CON)))
275 add_flag(o_ptr->art_flags, TR_CON);
276 if (one_in_(2)) return;
282 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
284 add_flag(o_ptr->art_flags, TR_CHR);
285 if (one_in_(2)) return;
291 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
293 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
295 add_flag(o_ptr->art_flags, TR_DEC_MANA);
296 if (one_in_(2)) return;
300 switch (randint1(this_type))
303 add_flag(o_ptr->art_flags, TR_STR);
304 if (!o_ptr->artifact_bias && !one_in_(13))
305 o_ptr->artifact_bias = BIAS_STR;
306 else if (!o_ptr->artifact_bias && one_in_(7))
307 o_ptr->artifact_bias = BIAS_WARRIOR;
310 add_flag(o_ptr->art_flags, TR_INT);
311 if (!o_ptr->artifact_bias && !one_in_(13))
312 o_ptr->artifact_bias = BIAS_INT;
313 else if (!o_ptr->artifact_bias && one_in_(7))
314 o_ptr->artifact_bias = BIAS_MAGE;
317 add_flag(o_ptr->art_flags, TR_WIS);
318 if (!o_ptr->artifact_bias && !one_in_(13))
319 o_ptr->artifact_bias = BIAS_WIS;
320 else if (!o_ptr->artifact_bias && one_in_(7))
321 o_ptr->artifact_bias = BIAS_PRIESTLY;
324 add_flag(o_ptr->art_flags, TR_DEX);
325 if (!o_ptr->artifact_bias && !one_in_(13))
326 o_ptr->artifact_bias = BIAS_DEX;
327 else if (!o_ptr->artifact_bias && one_in_(7))
328 o_ptr->artifact_bias = BIAS_ROGUE;
331 add_flag(o_ptr->art_flags, TR_CON);
332 if (!o_ptr->artifact_bias && !one_in_(13))
333 o_ptr->artifact_bias = BIAS_CON;
334 else if (!o_ptr->artifact_bias && one_in_(9))
335 o_ptr->artifact_bias = BIAS_RANGER;
338 add_flag(o_ptr->art_flags, TR_CHR);
339 if (!o_ptr->artifact_bias && !one_in_(13))
340 o_ptr->artifact_bias = BIAS_CHR;
343 add_flag(o_ptr->art_flags, TR_STEALTH);
344 if (!o_ptr->artifact_bias && one_in_(3))
345 o_ptr->artifact_bias = BIAS_ROGUE;
348 add_flag(o_ptr->art_flags, TR_SEARCH);
349 if (!o_ptr->artifact_bias && one_in_(9))
350 o_ptr->artifact_bias = BIAS_RANGER;
353 add_flag(o_ptr->art_flags, TR_INFRA);
356 add_flag(o_ptr->art_flags, TR_SPEED);
357 if (!o_ptr->artifact_bias && one_in_(11))
358 o_ptr->artifact_bias = BIAS_ROGUE;
361 add_flag(o_ptr->art_flags, TR_TUNNEL);
364 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
367 add_flag(o_ptr->art_flags, TR_BLOWS);
368 if (!o_ptr->artifact_bias && one_in_(11))
369 o_ptr->artifact_bias = BIAS_WARRIOR;
378 * @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.
379 * @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。
380 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
381 * 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。
383 * @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。
384 * @param o_ptr 対象のオブジェクト構造体ポインタ
387 static void random_resistance(object_type *o_ptr)
389 switch (o_ptr->artifact_bias)
392 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
394 add_flag(o_ptr->art_flags, TR_RES_ACID);
395 if (one_in_(2)) return;
398 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
400 add_flag(o_ptr->art_flags, TR_IM_ACID);
401 if (!one_in_(IM_LUCK))
403 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
404 remove_flag(o_ptr->art_flags, TR_IM_COLD);
405 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
407 if (one_in_(2)) return;
413 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
415 add_flag(o_ptr->art_flags, TR_RES_ELEC);
416 if (one_in_(2)) return;
419 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
420 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
422 add_flag(o_ptr->art_flags, TR_SH_ELEC);
423 if (one_in_(2)) return;
426 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
428 add_flag(o_ptr->art_flags, TR_IM_ELEC);
429 if (!one_in_(IM_LUCK))
431 remove_flag(o_ptr->art_flags, TR_IM_ACID);
432 remove_flag(o_ptr->art_flags, TR_IM_COLD);
433 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
436 if (one_in_(2)) return;
442 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
444 add_flag(o_ptr->art_flags, TR_RES_FIRE);
445 if (one_in_(2)) return;
448 if ((o_ptr->tval >= TV_CLOAK) &&
449 (o_ptr->tval <= TV_HARD_ARMOR) &&
450 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
452 add_flag(o_ptr->art_flags, TR_SH_FIRE);
453 if (one_in_(2)) return;
456 if (one_in_(BIAS_LUCK) &&
457 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
459 add_flag(o_ptr->art_flags, TR_IM_FIRE);
460 if (!one_in_(IM_LUCK))
462 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
463 remove_flag(o_ptr->art_flags, TR_IM_COLD);
464 remove_flag(o_ptr->art_flags, TR_IM_ACID);
466 if (one_in_(2)) return;
472 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
474 add_flag(o_ptr->art_flags, TR_RES_COLD);
475 if (one_in_(2)) return;
478 if ((o_ptr->tval >= TV_CLOAK) &&
479 (o_ptr->tval <= TV_HARD_ARMOR) &&
480 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
482 add_flag(o_ptr->art_flags, TR_SH_COLD);
483 if (one_in_(2)) return;
486 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
488 add_flag(o_ptr->art_flags, TR_IM_COLD);
489 if (!one_in_(IM_LUCK))
491 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
492 remove_flag(o_ptr->art_flags, TR_IM_ACID);
493 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
495 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;
510 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
512 add_flag(o_ptr->art_flags, TR_RES_FEAR);
513 if (one_in_(2)) return;
516 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
518 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
519 if (one_in_(2)) return;
524 case BIAS_NECROMANTIC:
525 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
527 add_flag(o_ptr->art_flags, TR_RES_NETHER);
528 if (one_in_(2)) return;
531 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
533 add_flag(o_ptr->art_flags, TR_RES_POIS);
534 if (one_in_(2)) return;
537 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
539 add_flag(o_ptr->art_flags, TR_RES_DARK);
540 if (one_in_(2)) return;
546 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
548 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
549 if (one_in_(2)) return;
552 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
554 add_flag(o_ptr->art_flags, TR_RES_CONF);
555 if (one_in_(2)) return;
558 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
560 add_flag(o_ptr->art_flags, TR_RES_DISEN);
561 if (one_in_(2)) return;
567 switch (randint1(42))
570 if (!one_in_(WEIRD_LUCK))
571 random_resistance(o_ptr);
574 add_flag(o_ptr->art_flags, TR_IM_ACID);
575 if (!o_ptr->artifact_bias)
576 o_ptr->artifact_bias = BIAS_ACID;
581 if (!one_in_(WEIRD_LUCK))
582 random_resistance(o_ptr);
585 add_flag(o_ptr->art_flags, TR_IM_ELEC);
586 if (!o_ptr->artifact_bias)
587 o_ptr->artifact_bias = BIAS_ELEC;
592 if (!one_in_(WEIRD_LUCK))
593 random_resistance(o_ptr);
596 add_flag(o_ptr->art_flags, TR_IM_COLD);
597 if (!o_ptr->artifact_bias)
598 o_ptr->artifact_bias = BIAS_COLD;
603 if (!one_in_(WEIRD_LUCK))
604 random_resistance(o_ptr);
607 add_flag(o_ptr->art_flags, TR_IM_FIRE);
608 if (!o_ptr->artifact_bias)
609 o_ptr->artifact_bias = BIAS_FIRE;
616 add_flag(o_ptr->art_flags, TR_RES_ACID);
617 if (!o_ptr->artifact_bias)
618 o_ptr->artifact_bias = BIAS_ACID;
623 add_flag(o_ptr->art_flags, TR_RES_ELEC);
624 if (!o_ptr->artifact_bias)
625 o_ptr->artifact_bias = BIAS_ELEC;
630 add_flag(o_ptr->art_flags, TR_RES_FIRE);
631 if (!o_ptr->artifact_bias)
632 o_ptr->artifact_bias = BIAS_FIRE;
637 add_flag(o_ptr->art_flags, TR_RES_COLD);
638 if (!o_ptr->artifact_bias)
639 o_ptr->artifact_bias = BIAS_COLD;
643 add_flag(o_ptr->art_flags, TR_RES_POIS);
644 if (!o_ptr->artifact_bias && !one_in_(4))
645 o_ptr->artifact_bias = BIAS_POIS;
646 else if (!o_ptr->artifact_bias && one_in_(2))
647 o_ptr->artifact_bias = BIAS_NECROMANTIC;
648 else if (!o_ptr->artifact_bias && one_in_(2))
649 o_ptr->artifact_bias = BIAS_ROGUE;
653 add_flag(o_ptr->art_flags, TR_RES_FEAR);
654 if (!o_ptr->artifact_bias && one_in_(3))
655 o_ptr->artifact_bias = BIAS_WARRIOR;
658 add_flag(o_ptr->art_flags, TR_RES_LITE);
661 add_flag(o_ptr->art_flags, TR_RES_DARK);
665 add_flag(o_ptr->art_flags, TR_RES_BLIND);
669 add_flag(o_ptr->art_flags, TR_RES_CONF);
670 if (!o_ptr->artifact_bias && one_in_(6))
671 o_ptr->artifact_bias = BIAS_CHAOS;
675 add_flag(o_ptr->art_flags, TR_RES_SOUND);
679 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
683 add_flag(o_ptr->art_flags, TR_RES_NETHER);
684 if (!o_ptr->artifact_bias && one_in_(3))
685 o_ptr->artifact_bias = BIAS_NECROMANTIC;
689 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
693 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
694 if (!o_ptr->artifact_bias && one_in_(2))
695 o_ptr->artifact_bias = BIAS_CHAOS;
699 add_flag(o_ptr->art_flags, TR_RES_DISEN);
702 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
703 add_flag(o_ptr->art_flags, TR_SH_ELEC);
705 random_resistance(o_ptr);
706 if (!o_ptr->artifact_bias)
707 o_ptr->artifact_bias = BIAS_ELEC;
710 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
711 add_flag(o_ptr->art_flags, TR_SH_FIRE);
713 random_resistance(o_ptr);
714 if (!o_ptr->artifact_bias)
715 o_ptr->artifact_bias = BIAS_FIRE;
718 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
719 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
720 add_flag(o_ptr->art_flags, TR_REFLECT);
722 random_resistance(o_ptr);
725 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
726 add_flag(o_ptr->art_flags, TR_SH_COLD);
728 random_resistance(o_ptr);
729 if (!o_ptr->artifact_bias)
730 o_ptr->artifact_bias = BIAS_COLD;
737 * @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.
738 * @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。
739 * 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、
740 * 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。
741 * @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。
742 * @param o_ptr 対象のオブジェクト構造体ポインタ
745 static void random_misc(object_type *o_ptr)
747 switch (o_ptr->artifact_bias)
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;
759 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
761 add_flag(o_ptr->art_flags, TR_SUST_STR);
762 if (one_in_(2)) return;
768 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
770 add_flag(o_ptr->art_flags, TR_SUST_WIS);
771 if (one_in_(2)) return;
777 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
779 add_flag(o_ptr->art_flags, TR_SUST_INT);
780 if (one_in_(2)) return;
786 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
788 add_flag(o_ptr->art_flags, TR_SUST_DEX);
789 if (one_in_(2)) return;
795 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
797 add_flag(o_ptr->art_flags, TR_SUST_CON);
798 if (one_in_(2)) return;
804 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
806 add_flag(o_ptr->art_flags, TR_SUST_CHR);
807 if (one_in_(2)) return;
813 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
815 add_flag(o_ptr->art_flags, TR_TELEPORT);
816 if (one_in_(2)) return;
822 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
824 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
830 switch (randint1(33))
833 add_flag(o_ptr->art_flags, TR_SUST_STR);
834 if (!o_ptr->artifact_bias)
835 o_ptr->artifact_bias = BIAS_STR;
838 add_flag(o_ptr->art_flags, TR_SUST_INT);
839 if (!o_ptr->artifact_bias)
840 o_ptr->artifact_bias = BIAS_INT;
843 add_flag(o_ptr->art_flags, TR_SUST_WIS);
844 if (!o_ptr->artifact_bias)
845 o_ptr->artifact_bias = BIAS_WIS;
848 add_flag(o_ptr->art_flags, TR_SUST_DEX);
849 if (!o_ptr->artifact_bias)
850 o_ptr->artifact_bias = BIAS_DEX;
853 add_flag(o_ptr->art_flags, TR_SUST_CON);
854 if (!o_ptr->artifact_bias)
855 o_ptr->artifact_bias = BIAS_CON;
858 add_flag(o_ptr->art_flags, TR_SUST_CHR);
859 if (!o_ptr->artifact_bias)
860 o_ptr->artifact_bias = BIAS_CHR;
865 add_flag(o_ptr->art_flags, TR_FREE_ACT);
868 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
869 if (!o_ptr->artifact_bias && one_in_(5))
870 o_ptr->artifact_bias = BIAS_PRIESTLY;
871 else if (!o_ptr->artifact_bias && one_in_(6))
872 o_ptr->artifact_bias = BIAS_NECROMANTIC;
876 add_flag(o_ptr->art_flags, TR_LITE_1);
880 add_flag(o_ptr->art_flags, TR_LEVITATION);
885 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
889 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
893 add_flag(o_ptr->art_flags, TR_REGEN);
896 add_flag(o_ptr->art_flags, TR_TELEPORT);
901 if (object_is_armour(o_ptr))
905 o_ptr->to_a = 4 + randint1(11);
915 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
916 bonus_h = 4 + (HIT_PROB)(randint1(11));
917 bonus_d = 4 + (HIT_POINT)(randint1(11));
918 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))
923 o_ptr->to_h += bonus_h;
924 o_ptr->to_d += bonus_d;
928 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
931 add_flag(o_ptr->art_flags, TR_NO_TELE);
934 add_flag(o_ptr->art_flags, TR_WARNING);
941 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
942 if (!o_ptr->artifact_bias && one_in_(3))
943 o_ptr->artifact_bias = BIAS_LAW;
946 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
947 if (!o_ptr->artifact_bias && one_in_(3))
948 o_ptr->artifact_bias = BIAS_MAGE;
951 add_flag(o_ptr->art_flags, TR_TELEPATHY);
952 if (!o_ptr->artifact_bias && one_in_(9))
953 o_ptr->artifact_bias = BIAS_MAGE;
964 idx[0] = randint1(10);
966 idx[1] = randint1(9);
967 if (idx[1] >= idx[0]) idx[1]++;
969 idx[2] = randint1(8);
970 if (idx[2] >= idx[0]) idx[2]++;
971 if (idx[2] >= idx[1]) idx[2]++;
978 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
979 if (!o_ptr->artifact_bias && one_in_(4))
980 o_ptr->artifact_bias = BIAS_RANGER;
983 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
984 if (!o_ptr->artifact_bias && one_in_(3))
985 o_ptr->artifact_bias = BIAS_PRIESTLY;
986 else if (!o_ptr->artifact_bias && one_in_(6))
987 o_ptr->artifact_bias = BIAS_NECROMANTIC;
990 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
993 add_flag(o_ptr->art_flags, TR_ESP_ORC);
996 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
999 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1002 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1005 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1006 if (!o_ptr->artifact_bias && one_in_(6))
1007 o_ptr->artifact_bias = BIAS_ROGUE;
1010 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1011 if (!o_ptr->artifact_bias && one_in_(3))
1012 o_ptr->artifact_bias = BIAS_LAW;
1015 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1016 if (!o_ptr->artifact_bias && one_in_(3))
1017 o_ptr->artifact_bias = BIAS_LAW;
1029 * @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.
1030 * @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。
1031 * 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、
1032 * 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、
1033 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1034 * @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。
1035 * @param o_ptr 対象のオブジェクト構造体ポインタ
1038 static void random_slay(object_type *o_ptr)
1040 if (o_ptr->tval == TV_BOW)
1042 switch (randint1(6))
1047 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1048 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1049 if (!o_ptr->artifact_bias && one_in_(9))
1050 o_ptr->artifact_bias = BIAS_RANGER;
1053 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1054 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1055 if (!o_ptr->artifact_bias && one_in_(9))
1056 o_ptr->artifact_bias = BIAS_RANGER;
1063 switch (o_ptr->artifact_bias)
1066 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1068 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1069 if (one_in_(2)) return;
1075 if ((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1076 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1078 /* A free power for "priestly" random artifacts */
1079 add_flag(o_ptr->art_flags, TR_BLESSED);
1084 case BIAS_NECROMANTIC:
1085 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1087 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1088 if (one_in_(2)) return;
1091 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1093 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1094 if (one_in_(2)) return;
1100 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1102 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1103 if (one_in_(2)) return;
1109 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1110 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1111 !(have_flag(o_ptr->art_flags, TR_THROW)))
1113 /* Free power for rogues... */
1114 add_flag(o_ptr->art_flags, TR_THROW);
1117 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1119 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1120 if (one_in_(2)) return;
1126 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1128 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1129 if (one_in_(2)) return;
1135 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1137 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1138 if (one_in_(2)) return;
1144 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1146 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1147 if (one_in_(2)) return;
1153 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1155 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1156 if (one_in_(2)) return;
1162 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1164 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1165 if (one_in_(2)) return;
1171 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1173 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1174 if (one_in_(2)) return;
1177 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1179 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1180 if (one_in_(2)) return;
1183 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1185 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1186 if (one_in_(2)) return;
1192 switch (randint1(36))
1198 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1202 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1209 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1213 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1215 if (!o_ptr->artifact_bias && one_in_(2))
1216 o_ptr->artifact_bias = BIAS_LAW;
1217 else if (!o_ptr->artifact_bias && one_in_(9))
1218 o_ptr->artifact_bias = BIAS_PRIESTLY;
1224 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1228 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1230 if (!o_ptr->artifact_bias && one_in_(9))
1231 o_ptr->artifact_bias = BIAS_PRIESTLY;
1237 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1241 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1243 if (!o_ptr->artifact_bias && one_in_(9))
1244 o_ptr->artifact_bias = BIAS_PRIESTLY;
1250 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1254 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1261 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1265 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1272 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1276 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1282 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1285 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1289 if (o_ptr->tval == TV_SWORD)
1291 add_flag(o_ptr->art_flags, TR_VORPAL);
1292 if (!o_ptr->artifact_bias && one_in_(9))
1293 o_ptr->artifact_bias = BIAS_WARRIOR;
1299 add_flag(o_ptr->art_flags, TR_IMPACT);
1303 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1304 if (!o_ptr->artifact_bias)
1305 o_ptr->artifact_bias = BIAS_FIRE;
1309 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1310 if (!o_ptr->artifact_bias)
1311 o_ptr->artifact_bias = BIAS_COLD;
1315 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1316 if (!o_ptr->artifact_bias)
1317 o_ptr->artifact_bias = BIAS_ELEC;
1321 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1322 if (!o_ptr->artifact_bias)
1323 o_ptr->artifact_bias = BIAS_ACID;
1327 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1328 if (!o_ptr->artifact_bias && !one_in_(3))
1329 o_ptr->artifact_bias = BIAS_POIS;
1330 else if (!o_ptr->artifact_bias && one_in_(6))
1331 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1332 else if (!o_ptr->artifact_bias)
1333 o_ptr->artifact_bias = BIAS_ROGUE;
1336 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1337 if (!o_ptr->artifact_bias)
1338 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1341 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1342 if (!o_ptr->artifact_bias)
1343 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1349 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1353 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1358 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1359 if (!o_ptr->artifact_bias)
1360 o_ptr->artifact_bias = BIAS_CHAOS;
1367 * @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.
1368 * @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。
1369 * @param o_ptr 対象のオブジェクト構造体ポインタ
1372 static void give_activation_power(object_type *o_ptr)
1374 int type = 0, chance = 0;
1376 switch (o_ptr->artifact_bias)
1381 type = ACT_BO_ELEC_1;
1383 else if (!one_in_(5))
1385 type = ACT_BA_ELEC_2;
1389 type = ACT_BA_ELEC_3;
1396 type = ACT_BA_POIS_1;
1403 type = ACT_BO_FIRE_1;
1405 else if (!one_in_(5))
1407 type = ACT_BA_FIRE_1;
1411 type = ACT_BA_FIRE_2;
1420 type = ACT_BO_COLD_1;
1421 else if (!one_in_(3))
1422 type = ACT_BA_COLD_1;
1423 else if (!one_in_(3))
1424 type = ACT_BA_COLD_2;
1426 type = ACT_BA_COLD_3;
1432 type = ACT_SUMMON_DEMON;
1434 type = ACT_CALL_CHAOS;
1441 type = ACT_CHARM_UNDEAD;
1442 else if (one_in_(12))
1443 type = ACT_BANISH_EVIL;
1444 else if (one_in_(11))
1445 type = ACT_DISP_EVIL;
1446 else if (one_in_(10))
1447 type = ACT_PROT_EVIL;
1448 else if (one_in_(9))
1449 type = ACT_CURE_1000;
1450 else if (one_in_(8))
1451 type = ACT_CURE_700;
1452 else if (one_in_(7))
1453 type = ACT_REST_ALL;
1454 else if (one_in_(6))
1455 type = ACT_REST_EXP;
1460 case BIAS_NECROMANTIC:
1464 else if (one_in_(13))
1465 type = ACT_DISP_GOOD;
1466 else if (one_in_(9))
1467 type = ACT_MASS_GENO;
1468 else if (one_in_(8))
1469 type = ACT_GENOCIDE;
1470 else if (one_in_(13))
1471 type = ACT_SUMMON_UNDEAD;
1472 else if (one_in_(9))
1474 else if (one_in_(6))
1475 type = ACT_CHARM_UNDEAD;
1483 type = ACT_BANISH_EVIL;
1484 else if (one_in_(4))
1485 type = ACT_DISP_EVIL;
1487 type = ACT_PROT_EVIL;
1494 else if (one_in_(4))
1496 else if (one_in_(3))
1497 type = ACT_DETECT_ALL;
1498 else if (one_in_(8))
1501 type = ACT_ID_PLAIN;
1507 type = ACT_SUMMON_ELEMENTAL;
1508 else if (one_in_(10))
1509 type = ACT_SUMMON_PHANTOM;
1510 else if (one_in_(5))
1511 type = ACT_RUNE_EXPLO;
1527 type = ACT_CHARM_ANIMALS;
1528 else if (one_in_(7))
1529 type = ACT_SUMMON_ANIMAL;
1530 else if (one_in_(6))
1531 type = ACT_CHARM_ANIMAL;
1532 else if (one_in_(4))
1533 type = ACT_RESIST_ALL;
1534 else if (one_in_(3))
1537 type = ACT_CURE_POISON;
1541 if (!type || (randint1(100) >= chance))
1543 one_activation(o_ptr);
1547 /* A type was chosen... */
1548 o_ptr->xtra2 = (byte)type;
1549 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1555 * @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.
1556 * @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。
1557 * @param o_ptr 処理中のアイテム参照ポインタ
1558 * @param return_name 名前を返すための文字列参照ポインタ
1559 * @param armour 対象のオブジェクトが防具が否か
1560 * @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)
1563 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1565 PERCENTAGE prob = randint1(100);
1567 if (prob <= SINDARIN_NAME)
1569 get_table_sindarin(return_name);
1573 if (prob <= TABLE_NAME)
1575 get_table_name(return_name);
1586 filename = _("a_cursed_j.txt", "a_cursed.txt");
1589 filename = _("a_low_j.txt", "a_low.txt");
1592 filename = _("a_med_j.txt", "a_med.txt");
1595 filename = _("a_high_j.txt", "a_high.txt");
1602 filename = _("w_cursed_j.txt", "w_cursed.txt");
1605 filename = _("w_low_j.txt", "w_low.txt");
1608 filename = _("w_med_j.txt", "w_med.txt");
1611 filename = _("w_high_j.txt", "w_high.txt");
1615 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1617 if (return_name[0] == 0) get_table_name(return_name);
1623 * @brief ランダムアーティファクト生成のメインルーチン
1624 * @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。
1625 * @param player_ptr プレーヤーへの参照ポインタ
1626 * @param o_ptr 対象のオブジェクト構造体ポインタ
1627 * @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。
1628 * @return 常にTRUE(1)を返す
1630 bool become_random_artifact(player_type *player_ptr, object_type *o_ptr, bool a_scroll)
1632 /* Reset artifact bias */
1633 o_ptr->artifact_bias = 0;
1635 /* Nuke enchantments */
1639 for (int i = 0; i < TR_FLAG_SIZE; i++)
1640 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1642 bool has_pval = FALSE;
1643 if (o_ptr->pval) has_pval = TRUE;
1645 int warrior_artifact_bias = 0;
1646 if (a_scroll && one_in_(4))
1648 switch (player_ptr->pclass)
1651 case CLASS_BERSERKER:
1656 o_ptr->artifact_bias = BIAS_WARRIOR;
1659 case CLASS_HIGH_MAGE:
1660 case CLASS_SORCERER:
1661 case CLASS_MAGIC_EATER:
1662 case CLASS_BLUE_MAGE:
1663 o_ptr->artifact_bias = BIAS_MAGE;
1666 o_ptr->artifact_bias = BIAS_PRIESTLY;
1670 o_ptr->artifact_bias = BIAS_ROGUE;
1671 warrior_artifact_bias = 25;
1675 o_ptr->artifact_bias = BIAS_RANGER;
1676 warrior_artifact_bias = 30;
1679 o_ptr->artifact_bias = BIAS_PRIESTLY;
1680 warrior_artifact_bias = 40;
1682 case CLASS_WARRIOR_MAGE:
1683 case CLASS_RED_MAGE:
1684 o_ptr->artifact_bias = BIAS_MAGE;
1685 warrior_artifact_bias = 40;
1687 case CLASS_CHAOS_WARRIOR:
1688 o_ptr->artifact_bias = BIAS_CHAOS;
1689 warrior_artifact_bias = 40;
1692 case CLASS_FORCETRAINER:
1693 o_ptr->artifact_bias = BIAS_PRIESTLY;
1695 case CLASS_MINDCRAFTER:
1697 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1700 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1702 case CLASS_IMITATOR:
1703 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1705 case CLASS_BEASTMASTER:
1706 o_ptr->artifact_bias = BIAS_CHR;
1707 warrior_artifact_bias = 50;
1709 case CLASS_MIRROR_MASTER:
1710 if (randint1(4) > 1)
1712 o_ptr->artifact_bias = BIAS_MAGE;
1716 o_ptr->artifact_bias = BIAS_ROGUE;
1723 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1724 o_ptr->artifact_bias = BIAS_WARRIOR;
1726 GAME_TEXT new_name[1024];
1727 strcpy(new_name, "");
1729 bool a_cursed = FALSE;
1730 if (!a_scroll && one_in_(A_CURSED))
1732 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1735 int powers = randint1(5) + 1;
1736 while (one_in_(powers) || one_in_(7) || one_in_(10))
1739 if (!a_cursed && one_in_(WEIRD_LUCK))
1742 if (a_cursed) powers /= 2;
1744 int max_powers = powers;
1745 int max_type = object_is_weapon_ammo(o_ptr) ? 7 : 5;
1748 switch (randint1(max_type))
1755 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1757 if (a_cursed && !one_in_(13)) break;
1760 if (one_in_(o_ptr->ds + 4)) o_ptr->ds++;
1764 if (one_in_(o_ptr->dd + 1)) o_ptr->dd++;
1768 random_resistance(o_ptr);
1777 if (current_world_ptr->wizard) msg_print("Switch error in become_random_artifact!");
1784 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1786 o_ptr->pval = randint1(2);
1787 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1795 } while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1798 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1803 /* give it some plusses... */
1804 if (object_is_armour(o_ptr))
1805 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1806 else if (object_is_weapon_ammo(o_ptr))
1808 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1809 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1810 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1813 /* Just to be sure */
1814 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1815 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1816 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1817 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1819 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
1821 if (a_cursed) curse_artifact(player_ptr, o_ptr);
1824 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1827 give_activation_power(o_ptr);
1830 if (object_is_armour(o_ptr))
1832 while ((o_ptr->to_d + o_ptr->to_h) > 20)
1834 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1835 o_ptr->to_d -= (HIT_POINT)randint0(3);
1836 o_ptr->to_h -= (HIT_PROB)randint0(3);
1838 while ((o_ptr->to_d + o_ptr->to_h) > 10)
1840 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1841 o_ptr->to_d -= (HIT_POINT)randint0(3);
1842 o_ptr->to_h -= (HIT_PROB)randint0(3);
1846 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);
1848 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1852 remove_flag(o_ptr->art_flags, TR_BLOWS);
1853 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1854 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1855 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1856 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1857 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1858 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1859 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1860 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1861 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1862 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1863 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1864 remove_flag(o_ptr->art_flags, TR_VORPAL);
1865 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1866 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1867 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1868 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1869 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1873 if (!object_is_weapon_ammo(o_ptr))
1876 if (a_cursed) power_level = 0;
1877 else if (total_flags < 15000) power_level = 1;
1878 else if (total_flags < 35000) power_level = 2;
1879 else power_level = 3;
1885 if (a_cursed) power_level = 0;
1886 else if (total_flags < 20000) power_level = 1;
1887 else if (total_flags < 45000) power_level = 2;
1888 else power_level = 3;
1892 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1894 weakening_artifact(o_ptr);
1899 GAME_TEXT dummy_name[MAX_NLEN] = "";
1900 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? ");
1902 object_aware(player_ptr, o_ptr);
1903 object_known(o_ptr);
1905 /* Mark the item as fully known */
1906 o_ptr->ident |= (IDENT_FULL_KNOWN);
1908 /* For being treated as random artifact in screen_object() */
1909 o_ptr->art_name = quark_add("");
1911 (void)screen_object(player_ptr, o_ptr, 0L);
1913 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1919 get_table_sindarin_aux(dummy_name);
1923 get_table_name_aux(dummy_name);
1927 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1928 chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
1929 chg_virtue(player_ptr, V_ENCHANT, 5);
1933 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1936 /* Save the inscription */
1937 o_ptr->art_name = quark_add(new_name);
1939 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」",
1940 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1942 player_ptr->window |= (PW_INVEN | PW_EQUIP);
1949 * @brief オブジェクトから能力発動IDを取得する。
1950 * @details いくつかのケースで定義されている発動効果から、
1951 * 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。
1952 * @param o_ptr 対象のオブジェクト構造体ポインタ
1953 * @return 発動効果のIDを返す
1955 int activation_index(object_type *o_ptr)
1957 /* Give priority to weaponsmith's essential activations */
1958 if (object_is_smith(o_ptr))
1960 switch (o_ptr->xtra3 - 1)
1962 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1963 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1964 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1965 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1966 case TR_IMPACT: return ACT_QUAKE;
1970 if (object_is_fixed_artifact(o_ptr))
1972 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1974 return a_info[o_ptr->name1].act_idx;
1978 if (object_is_ego(o_ptr))
1980 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1982 return e_info[o_ptr->name2].act_idx;
1986 if (!object_is_random_artifact(o_ptr))
1988 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1990 return k_info[o_ptr->k_idx].act_idx;
1994 return o_ptr->xtra2;
1999 * @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。
2000 * @details activation_index() 関数の結果から参照する。
2001 * @param o_ptr 対象のオブジェクト構造体ポインタ
2002 * @return 発動効果構造体のポインタを返す
2004 const activation_type* find_activation_info(object_type *o_ptr)
2006 const int index = activation_index(o_ptr);
2007 const activation_type* p;
2008 for (p = activation_info; p->flag != NULL; ++p)
2010 if (p->index == index)
2021 * @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。.
2022 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
2023 * 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、
2025 * @attention プレイヤーの各種ステータスに依存した処理がある。
2026 * @todo 折を見て関数名を変更すること。
2027 * @param player_ptr プレーヤーへの参照ポインタ
2028 * @param o_ptr 対象のオブジェクト構造体ポインタ
2029 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
2032 void random_artifact_resistance(player_type *player_ptr, object_type *o_ptr, artifact_type *a_ptr)
2034 bool give_resistance = FALSE, give_power = FALSE;
2036 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
2038 bool is_special_class = player_ptr->pclass == CLASS_WARRIOR;
2039 is_special_class |= player_ptr->pclass == CLASS_ARCHER;
2040 is_special_class |= player_ptr->pclass == CLASS_CAVALRY;
2041 is_special_class |= player_ptr->pclass == CLASS_BERSERKER;
2042 if (is_special_class)
2045 give_resistance = TRUE;
2049 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2050 add_flag(o_ptr->art_flags, TR_TY_CURSE);
2051 o_ptr->curse_flags |=
2052 (TRC_CURSED | TRC_HEAVY_CURSE);
2053 o_ptr->curse_flags |= get_curse(2, o_ptr);
2058 if (o_ptr->name1 == ART_MURAMASA)
2060 if (player_ptr->pclass != CLASS_SAMURAI)
2062 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2063 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2067 if (o_ptr->name1 == ART_ROBINTON)
2069 if (player_ptr->pclass == CLASS_BARD)
2071 add_flag(o_ptr->art_flags, TR_DEC_MANA);
2075 if (o_ptr->name1 == ART_XIAOLONG)
2077 if (player_ptr->pclass == CLASS_MONK)
2078 add_flag(o_ptr->art_flags, TR_BLOWS);
2081 if (o_ptr->name1 == ART_BLOOD)
2083 get_bloody_moon_flags(o_ptr);
2086 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
2088 if (player_ptr->psex != SEX_FEMALE)
2090 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2094 if (o_ptr->name1 == ART_MILIM)
2096 if (player_ptr->pseikaku == SEIKAKU_SEXY)
2099 add_flag(o_ptr->art_flags, TR_STR);
2100 add_flag(o_ptr->art_flags, TR_INT);
2101 add_flag(o_ptr->art_flags, TR_WIS);
2102 add_flag(o_ptr->art_flags, TR_DEX);
2103 add_flag(o_ptr->art_flags, TR_CON);
2104 add_flag(o_ptr->art_flags, TR_CHR);
2108 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2109 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2110 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2112 /* Give a resistance OR a power */
2113 if (one_in_(2)) give_resistance = TRUE;
2114 else give_power = TRUE;
2122 if (give_resistance)
2124 one_high_resistance(o_ptr);
2130 * @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
2131 * @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。
2132 * @param player_ptr プレーヤーへの参照ポインタ
2133 * @param a_idx 生成する固定アーティファクト構造体のID
2134 * @param y アイテムを落とす地点のy座標
2135 * @param x アイテムを落とす地点のx座標
2136 * @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。
2137 * @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.
2138 * 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
2139 * drop_near()関数の返り値は信用できなくなる.
2141 bool create_named_art(player_type *player_ptr, ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2143 artifact_type *a_ptr = &a_info[a_idx];
2145 /* Ignore "empty" artifacts */
2146 if (!a_ptr->name) return FALSE;
2148 /* Acquire the "kind" index */
2149 KIND_OBJECT_IDX i = lookup_kind(a_ptr->tval, a_ptr->sval);
2150 if (i == 0) return FALSE;
2155 object_prep(q_ptr, i);
2158 q_ptr->name1 = a_idx;
2160 /* Extract the fields */
2161 q_ptr->pval = a_ptr->pval;
2162 q_ptr->ac = a_ptr->ac;
2163 q_ptr->dd = a_ptr->dd;
2164 q_ptr->ds = a_ptr->ds;
2165 q_ptr->to_a = a_ptr->to_a;
2166 q_ptr->to_h = a_ptr->to_h;
2167 q_ptr->to_d = a_ptr->to_d;
2168 q_ptr->weight = a_ptr->weight;
2170 /* Hack -- extract the "cursed" flag */
2171 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2172 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2173 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2174 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2175 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2176 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2178 random_artifact_resistance(player_ptr, q_ptr, a_ptr);
2180 /* Drop the artifact from heaven */
2181 return drop_near(player_ptr, q_ptr, -1, y, x) ? TRUE : FALSE;
2186 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2188 BIT_FLAGS flgs[TR_FLAG_SIZE];
2189 object_flags(o_ptr, flgs);
2191 HIT_POINT base, forced, vorpal;
2192 HIT_POINT s_evil = forced = vorpal = 0;
2193 HIT_POINT dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2195 if (have_flag(flgs, TR_KILL_EVIL))
2197 dam = s_evil = dam * 7 / 2;
2199 else if (!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2201 dam = s_evil = dam * 2;
2205 if (have_flag(flgs, TR_FORCE_WEAPON))
2207 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2211 if (have_flag(flgs, TR_VORPAL))
2213 dam = vorpal = dam * 11 / 9;
2217 dam = dam + o_ptr->to_d;
2219 msg_format_wizard(CHEAT_OBJECT, "素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2225 static bool has_extreme_damage_rate(object_type *o_ptr)
2227 BIT_FLAGS flgs[TR_FLAG_SIZE];
2228 object_flags(o_ptr, flgs);
2230 if (have_flag(flgs, TR_VAMPIRIC))
2232 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2237 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2242 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2247 if (calc_arm_avgdamage(o_ptr) > 63)
2255 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2260 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2265 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2270 if (calc_arm_avgdamage(o_ptr) > 75)
2279 static bool weakening_artifact(object_type *o_ptr)
2281 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2282 object_kind *k_ptr = &k_info[k_idx];
2283 BIT_FLAGS flgs[TR_FLAG_SIZE];
2284 object_flags(o_ptr, flgs);
2286 if (have_flag(flgs, TR_KILL_EVIL))
2288 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2289 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2293 if (k_ptr->dd < o_ptr->dd)
2299 if (k_ptr->ds < o_ptr->ds)
2305 if (o_ptr->to_d > 10)
2307 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2308 if (o_ptr->to_d < 10)
2321 * @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。
2322 * Mega-Hack -- Attempt to create one of the "Special Objects"
2323 * @param player_ptr プレーヤーへの参照ポインタ
2324 * @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
2325 * @return 生成に成功したらTRUEを返す。
2327 * Attempt to change an object into an artifact\n
2328 * This routine should only be called by "apply_magic()"\n
2329 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2331 bool make_artifact(player_type *player_ptr, object_type *o_ptr)
2333 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2334 if (floor_ptr->dun_level == 0) return FALSE;
2336 /* Paranoia -- no "plural" artifacts */
2337 if (o_ptr->number != 1) return FALSE;
2339 /* Check the artifact list (skip the "specials") */
2340 for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
2342 artifact_type *a_ptr = &a_info[i];
2344 /* Skip "empty" items */
2345 if (!a_ptr->name) continue;
2347 /* Cannot make an artifact twice */
2348 if (a_ptr->cur_num) continue;
2350 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2352 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2354 /* Must have the correct fields */
2355 if (a_ptr->tval != o_ptr->tval) continue;
2356 if (a_ptr->sval != o_ptr->sval) continue;
2358 /* XXX XXX Enforce minimum "depth" (loosely) */
2359 if (a_ptr->level > floor_ptr->dun_level)
2361 /* Acquire the "out-of-depth factor" */
2362 int d = (a_ptr->level - floor_ptr->dun_level) * 2;
2364 /* Roll for out-of-depth creation */
2365 if (!one_in_(d)) continue;
2368 /* We must make the "rarity roll" */
2369 if (!one_in_(a_ptr->rarity)) continue;
2371 /* Hack -- mark the item as an artifact */
2374 /* Hack: Some artifacts get random extra powers */
2375 random_artifact_resistance(player_ptr, o_ptr, a_ptr);
2384 * @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。
2385 * Mega-Hack -- Attempt to create one of the "Special Objects"
2386 * @param player_ptr プレーヤーへの参照ポインタ
2387 * @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
2388 * @return 生成に成功したらTRUEを返す。
2390 * We are only called from "make_object()", and we assume that\n
2391 * "apply_magic()" is called immediately after we return.\n
2393 * Note -- see "make_artifact()" and "apply_magic()"\n
2395 bool make_artifact_special(player_type *player_ptr, object_type *o_ptr)
2397 KIND_OBJECT_IDX k_idx = 0;
2399 /*! @note 地上ではキャンセルする / No artifacts in the town */
2400 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2401 if (floor_ptr->dun_level == 0) return FALSE;
2403 /*! @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 */
2404 if (get_obj_num_hook) return FALSE;
2406 /*! @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") */
2407 for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
2409 artifact_type *a_ptr = &a_info[i];
2411 /*! @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 */
2412 if (!a_ptr->name) continue;
2414 /*! @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 */
2415 if (a_ptr->cur_num) continue;
2416 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2417 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2419 /*! @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 /
2420 * XXX XXX Enforce minimum "depth" (loosely) */
2421 if (a_ptr->level > floor_ptr->object_level)
2423 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2424 int d = (a_ptr->level - floor_ptr->object_level) * 2;
2425 if (!one_in_(d)) continue;
2428 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2429 if (!one_in_(a_ptr->rarity)) continue;
2431 /*! @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。 /
2432 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2433 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2434 if (k_info[k_idx].level > floor_ptr->object_level)
2436 int d = (k_info[k_idx].level - floor_ptr->object_level) * 5;
2437 if (!one_in_(d)) continue;
2440 /*! @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 /
2441 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2442 object_prep(o_ptr, k_idx);
2445 random_artifact_resistance(player_ptr, o_ptr, a_ptr);
2449 /*! @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 */