3 * @brief アーティファクトの生成と管理 / Artifact code
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research, and\n
8 * not for profit purposes provided that this copyright and statement are\n
9 * included in all such copies.\n
10 * 2013 Deskull rearranged comment for Doxygen.
17 #include "cmd-smith.h"
21 #include "cmd-activate.h"
23 #include "objectkind.h"
24 #include "object-boost.h"
25 #include "object-curse.h"
26 #include "object-ego.h"
27 #include "object-flavor.h"
28 #include "object-hook.h"
29 #include "spells-object.h"
33 #include "view-mainwindow.h"
34 #include "player-class.h"
35 #include "player-personality.h"
41 artifact_type *a_info;
46 * Maximum number of artifacts in a_info.txt
48 ARTIFACT_IDX max_a_idx;
50 static bool has_extreme_damage_rate(object_type *o_ptr);
51 static bool weakening_artifact(object_type *o_ptr);
55 * @brief ランダムアーティファクトのバイアス名称テーブル
57 const concptr artifact_bias_name[MAX_BIAS] =
81 const concptr artifact_bias_name[MAX_BIAS] =
108 * @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact.
109 * @details pval、AC、命中、ダメージが正の場合、符号反転の上1d4だけ悪化させ、重い呪い、呪いフラグを必ず付加。
110 * 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、
111 * MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。
112 * @attention プレイヤーの職業依存処理あり。
113 * @param 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);
143 * @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.
144 * @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。
145 * 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。
146 * @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。
147 * @param o_ptr 対象のオブジェクト構造体ポインタ
150 static void random_plus(object_type *o_ptr)
152 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
154 switch (o_ptr->artifact_bias)
157 if (!(have_flag(o_ptr->art_flags, TR_STR)))
159 add_flag(o_ptr->art_flags, TR_STR);
160 if (one_in_(2)) return;
163 if (!(have_flag(o_ptr->art_flags, TR_CON)))
165 add_flag(o_ptr->art_flags, TR_CON);
166 if (one_in_(2)) return;
169 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
171 add_flag(o_ptr->art_flags, TR_DEX);
172 if (one_in_(2)) return;
177 if (!(have_flag(o_ptr->art_flags, TR_INT)))
179 add_flag(o_ptr->art_flags, TR_INT);
180 if (one_in_(2)) return;
182 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
184 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
185 if (one_in_(2)) return;
190 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
192 add_flag(o_ptr->art_flags, TR_WIS);
193 if (one_in_(2)) return;
198 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
200 add_flag(o_ptr->art_flags, TR_DEX);
201 if (one_in_(2)) return;
204 if (!(have_flag(o_ptr->art_flags, TR_CON)))
206 add_flag(o_ptr->art_flags, TR_CON);
207 if (one_in_(2)) return;
210 if (!(have_flag(o_ptr->art_flags, TR_STR)))
212 add_flag(o_ptr->art_flags, TR_STR);
213 if (one_in_(2)) return;
218 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
220 add_flag(o_ptr->art_flags, TR_STEALTH);
221 if (one_in_(2)) return;
223 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
225 add_flag(o_ptr->art_flags, TR_SEARCH);
226 if (one_in_(2)) return;
231 if (!(have_flag(o_ptr->art_flags, TR_STR)))
233 add_flag(o_ptr->art_flags, TR_STR);
234 if (one_in_(2)) return;
239 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
241 add_flag(o_ptr->art_flags, TR_WIS);
242 if (one_in_(2)) return;
247 if (!(have_flag(o_ptr->art_flags, TR_INT)))
249 add_flag(o_ptr->art_flags, TR_INT);
250 if (one_in_(2)) return;
255 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
257 add_flag(o_ptr->art_flags, TR_DEX);
258 if (one_in_(2)) return;
263 if (!(have_flag(o_ptr->art_flags, TR_CON)))
265 add_flag(o_ptr->art_flags, TR_CON);
266 if (one_in_(2)) return;
271 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
273 add_flag(o_ptr->art_flags, TR_CHR);
274 if (one_in_(2)) return;
279 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
281 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
283 add_flag(o_ptr->art_flags, TR_DEC_MANA);
284 if (one_in_(2)) return;
288 switch (randint1(this_type))
291 add_flag(o_ptr->art_flags, TR_STR);
292 if (!o_ptr->artifact_bias && !one_in_(13))
293 o_ptr->artifact_bias = BIAS_STR;
294 else if (!o_ptr->artifact_bias && one_in_(7))
295 o_ptr->artifact_bias = BIAS_WARRIOR;
298 add_flag(o_ptr->art_flags, TR_INT);
299 if (!o_ptr->artifact_bias && !one_in_(13))
300 o_ptr->artifact_bias = BIAS_INT;
301 else if (!o_ptr->artifact_bias && one_in_(7))
302 o_ptr->artifact_bias = BIAS_MAGE;
305 add_flag(o_ptr->art_flags, TR_WIS);
306 if (!o_ptr->artifact_bias && !one_in_(13))
307 o_ptr->artifact_bias = BIAS_WIS;
308 else if (!o_ptr->artifact_bias && one_in_(7))
309 o_ptr->artifact_bias = BIAS_PRIESTLY;
312 add_flag(o_ptr->art_flags, TR_DEX);
313 if (!o_ptr->artifact_bias && !one_in_(13))
314 o_ptr->artifact_bias = BIAS_DEX;
315 else if (!o_ptr->artifact_bias && one_in_(7))
316 o_ptr->artifact_bias = BIAS_ROGUE;
319 add_flag(o_ptr->art_flags, TR_CON);
320 if (!o_ptr->artifact_bias && !one_in_(13))
321 o_ptr->artifact_bias = BIAS_CON;
322 else if (!o_ptr->artifact_bias && one_in_(9))
323 o_ptr->artifact_bias = BIAS_RANGER;
326 add_flag(o_ptr->art_flags, TR_CHR);
327 if (!o_ptr->artifact_bias && !one_in_(13))
328 o_ptr->artifact_bias = BIAS_CHR;
331 add_flag(o_ptr->art_flags, TR_STEALTH);
332 if (!o_ptr->artifact_bias && one_in_(3))
333 o_ptr->artifact_bias = BIAS_ROGUE;
336 add_flag(o_ptr->art_flags, TR_SEARCH);
337 if (!o_ptr->artifact_bias && one_in_(9))
338 o_ptr->artifact_bias = BIAS_RANGER;
341 add_flag(o_ptr->art_flags, TR_INFRA);
344 add_flag(o_ptr->art_flags, TR_SPEED);
345 if (!o_ptr->artifact_bias && one_in_(11))
346 o_ptr->artifact_bias = BIAS_ROGUE;
349 add_flag(o_ptr->art_flags, TR_TUNNEL);
352 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
355 add_flag(o_ptr->art_flags, TR_BLOWS);
356 if (!o_ptr->artifact_bias && one_in_(11))
357 o_ptr->artifact_bias = BIAS_WARRIOR;
364 * @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.
365 * @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。
366 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
367 * 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。
369 * @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。
370 * @param o_ptr 対象のオブジェクト構造体ポインタ
373 static void random_resistance(object_type *o_ptr)
375 switch (o_ptr->artifact_bias)
378 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
380 add_flag(o_ptr->art_flags, TR_RES_ACID);
381 if (one_in_(2)) return;
383 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
385 add_flag(o_ptr->art_flags, TR_IM_ACID);
386 if (!one_in_(IM_LUCK))
388 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
389 remove_flag(o_ptr->art_flags, TR_IM_COLD);
390 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
392 if (one_in_(2)) return;
397 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
399 add_flag(o_ptr->art_flags, TR_RES_ELEC);
400 if (one_in_(2)) return;
402 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
403 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
405 add_flag(o_ptr->art_flags, TR_SH_ELEC);
406 if (one_in_(2)) return;
408 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
410 add_flag(o_ptr->art_flags, TR_IM_ELEC);
411 if (!one_in_(IM_LUCK))
413 remove_flag(o_ptr->art_flags, TR_IM_ACID);
414 remove_flag(o_ptr->art_flags, TR_IM_COLD);
415 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
418 if (one_in_(2)) return;
423 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
425 add_flag(o_ptr->art_flags, TR_RES_FIRE);
426 if (one_in_(2)) return;
428 if ((o_ptr->tval >= TV_CLOAK) &&
429 (o_ptr->tval <= TV_HARD_ARMOR) &&
430 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
432 add_flag(o_ptr->art_flags, TR_SH_FIRE);
433 if (one_in_(2)) return;
435 if (one_in_(BIAS_LUCK) &&
436 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
438 add_flag(o_ptr->art_flags, TR_IM_FIRE);
439 if (!one_in_(IM_LUCK))
441 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
442 remove_flag(o_ptr->art_flags, TR_IM_COLD);
443 remove_flag(o_ptr->art_flags, TR_IM_ACID);
445 if (one_in_(2)) return;
450 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
452 add_flag(o_ptr->art_flags, TR_RES_COLD);
453 if (one_in_(2)) return;
455 if ((o_ptr->tval >= TV_CLOAK) &&
456 (o_ptr->tval <= TV_HARD_ARMOR) &&
457 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
459 add_flag(o_ptr->art_flags, TR_SH_COLD);
460 if (one_in_(2)) return;
462 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
464 add_flag(o_ptr->art_flags, TR_IM_COLD);
465 if (!one_in_(IM_LUCK))
467 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
468 remove_flag(o_ptr->art_flags, TR_IM_ACID);
469 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
471 if (one_in_(2)) return;
476 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
478 add_flag(o_ptr->art_flags, TR_RES_POIS);
479 if (one_in_(2)) return;
484 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
486 add_flag(o_ptr->art_flags, TR_RES_FEAR);
487 if (one_in_(2)) return;
489 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
491 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
492 if (one_in_(2)) return;
496 case BIAS_NECROMANTIC:
497 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
499 add_flag(o_ptr->art_flags, TR_RES_NETHER);
500 if (one_in_(2)) return;
502 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
504 add_flag(o_ptr->art_flags, TR_RES_POIS);
505 if (one_in_(2)) return;
507 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
509 add_flag(o_ptr->art_flags, TR_RES_DARK);
510 if (one_in_(2)) return;
515 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
517 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
518 if (one_in_(2)) return;
520 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
522 add_flag(o_ptr->art_flags, TR_RES_CONF);
523 if (one_in_(2)) return;
525 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
527 add_flag(o_ptr->art_flags, TR_RES_DISEN);
528 if (one_in_(2)) return;
533 switch (randint1(42))
536 if (!one_in_(WEIRD_LUCK))
537 random_resistance(o_ptr);
540 add_flag(o_ptr->art_flags, TR_IM_ACID);
541 if (!o_ptr->artifact_bias)
542 o_ptr->artifact_bias = BIAS_ACID;
546 if (!one_in_(WEIRD_LUCK))
547 random_resistance(o_ptr);
550 add_flag(o_ptr->art_flags, TR_IM_ELEC);
551 if (!o_ptr->artifact_bias)
552 o_ptr->artifact_bias = BIAS_ELEC;
556 if (!one_in_(WEIRD_LUCK))
557 random_resistance(o_ptr);
560 add_flag(o_ptr->art_flags, TR_IM_COLD);
561 if (!o_ptr->artifact_bias)
562 o_ptr->artifact_bias = BIAS_COLD;
566 if (!one_in_(WEIRD_LUCK))
567 random_resistance(o_ptr);
570 add_flag(o_ptr->art_flags, TR_IM_FIRE);
571 if (!o_ptr->artifact_bias)
572 o_ptr->artifact_bias = BIAS_FIRE;
578 add_flag(o_ptr->art_flags, TR_RES_ACID);
579 if (!o_ptr->artifact_bias)
580 o_ptr->artifact_bias = BIAS_ACID;
585 add_flag(o_ptr->art_flags, TR_RES_ELEC);
586 if (!o_ptr->artifact_bias)
587 o_ptr->artifact_bias = BIAS_ELEC;
592 add_flag(o_ptr->art_flags, TR_RES_FIRE);
593 if (!o_ptr->artifact_bias)
594 o_ptr->artifact_bias = BIAS_FIRE;
599 add_flag(o_ptr->art_flags, TR_RES_COLD);
600 if (!o_ptr->artifact_bias)
601 o_ptr->artifact_bias = BIAS_COLD;
605 add_flag(o_ptr->art_flags, TR_RES_POIS);
606 if (!o_ptr->artifact_bias && !one_in_(4))
607 o_ptr->artifact_bias = BIAS_POIS;
608 else if (!o_ptr->artifact_bias && one_in_(2))
609 o_ptr->artifact_bias = BIAS_NECROMANTIC;
610 else if (!o_ptr->artifact_bias && one_in_(2))
611 o_ptr->artifact_bias = BIAS_ROGUE;
615 add_flag(o_ptr->art_flags, TR_RES_FEAR);
616 if (!o_ptr->artifact_bias && one_in_(3))
617 o_ptr->artifact_bias = BIAS_WARRIOR;
620 add_flag(o_ptr->art_flags, TR_RES_LITE);
623 add_flag(o_ptr->art_flags, TR_RES_DARK);
627 add_flag(o_ptr->art_flags, TR_RES_BLIND);
631 add_flag(o_ptr->art_flags, TR_RES_CONF);
632 if (!o_ptr->artifact_bias && one_in_(6))
633 o_ptr->artifact_bias = BIAS_CHAOS;
637 add_flag(o_ptr->art_flags, TR_RES_SOUND);
641 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
645 add_flag(o_ptr->art_flags, TR_RES_NETHER);
646 if (!o_ptr->artifact_bias && one_in_(3))
647 o_ptr->artifact_bias = BIAS_NECROMANTIC;
651 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
655 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
656 if (!o_ptr->artifact_bias && one_in_(2))
657 o_ptr->artifact_bias = BIAS_CHAOS;
661 add_flag(o_ptr->art_flags, TR_RES_DISEN);
664 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
665 add_flag(o_ptr->art_flags, TR_SH_ELEC);
667 random_resistance(o_ptr);
668 if (!o_ptr->artifact_bias)
669 o_ptr->artifact_bias = BIAS_ELEC;
672 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
673 add_flag(o_ptr->art_flags, TR_SH_FIRE);
675 random_resistance(o_ptr);
676 if (!o_ptr->artifact_bias)
677 o_ptr->artifact_bias = BIAS_FIRE;
680 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
681 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
682 add_flag(o_ptr->art_flags, TR_REFLECT);
684 random_resistance(o_ptr);
687 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
688 add_flag(o_ptr->art_flags, TR_SH_COLD);
690 random_resistance(o_ptr);
691 if (!o_ptr->artifact_bias)
692 o_ptr->artifact_bias = BIAS_COLD;
699 * @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.
700 * @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。
701 * 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、
702 * 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。
703 * @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。
704 * @param o_ptr 対象のオブジェクト構造体ポインタ
707 static void random_misc(object_type *o_ptr)
709 switch (o_ptr->artifact_bias)
712 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
714 add_flag(o_ptr->art_flags, TR_SUST_CON);
715 if (one_in_(2)) return;
720 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
722 add_flag(o_ptr->art_flags, TR_SUST_STR);
723 if (one_in_(2)) return;
728 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
730 add_flag(o_ptr->art_flags, TR_SUST_WIS);
731 if (one_in_(2)) return;
736 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
738 add_flag(o_ptr->art_flags, TR_SUST_INT);
739 if (one_in_(2)) return;
744 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
746 add_flag(o_ptr->art_flags, TR_SUST_DEX);
747 if (one_in_(2)) return;
752 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
754 add_flag(o_ptr->art_flags, TR_SUST_CON);
755 if (one_in_(2)) return;
760 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
762 add_flag(o_ptr->art_flags, TR_SUST_CHR);
763 if (one_in_(2)) return;
768 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
770 add_flag(o_ptr->art_flags, TR_TELEPORT);
771 if (one_in_(2)) return;
776 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
778 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
783 switch (randint1(33))
786 add_flag(o_ptr->art_flags, TR_SUST_STR);
787 if (!o_ptr->artifact_bias)
788 o_ptr->artifact_bias = BIAS_STR;
791 add_flag(o_ptr->art_flags, TR_SUST_INT);
792 if (!o_ptr->artifact_bias)
793 o_ptr->artifact_bias = BIAS_INT;
796 add_flag(o_ptr->art_flags, TR_SUST_WIS);
797 if (!o_ptr->artifact_bias)
798 o_ptr->artifact_bias = BIAS_WIS;
801 add_flag(o_ptr->art_flags, TR_SUST_DEX);
802 if (!o_ptr->artifact_bias)
803 o_ptr->artifact_bias = BIAS_DEX;
806 add_flag(o_ptr->art_flags, TR_SUST_CON);
807 if (!o_ptr->artifact_bias)
808 o_ptr->artifact_bias = BIAS_CON;
811 add_flag(o_ptr->art_flags, TR_SUST_CHR);
812 if (!o_ptr->artifact_bias)
813 o_ptr->artifact_bias = BIAS_CHR;
818 add_flag(o_ptr->art_flags, TR_FREE_ACT);
821 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
822 if (!o_ptr->artifact_bias && one_in_(5))
823 o_ptr->artifact_bias = BIAS_PRIESTLY;
824 else if (!o_ptr->artifact_bias && one_in_(6))
825 o_ptr->artifact_bias = BIAS_NECROMANTIC;
829 add_flag(o_ptr->art_flags, TR_LITE_1);
833 add_flag(o_ptr->art_flags, TR_LEVITATION);
838 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
842 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
846 add_flag(o_ptr->art_flags, TR_REGEN);
849 add_flag(o_ptr->art_flags, TR_TELEPORT);
854 if (object_is_armour(o_ptr))
858 o_ptr->to_a = 4 + randint1(11);
867 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
868 bonus_h = 4 + (HIT_PROB)(randint1(11));
869 bonus_d = 4 + (HIT_POINT)(randint1(11));
870 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))
875 o_ptr->to_h += bonus_h;
876 o_ptr->to_d += bonus_d;
880 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
883 add_flag(o_ptr->art_flags, TR_NO_TELE);
886 add_flag(o_ptr->art_flags, TR_WARNING);
893 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
894 if (!o_ptr->artifact_bias && one_in_(3))
895 o_ptr->artifact_bias = BIAS_LAW;
898 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
899 if (!o_ptr->artifact_bias && one_in_(3))
900 o_ptr->artifact_bias = BIAS_MAGE;
903 add_flag(o_ptr->art_flags, TR_TELEPATHY);
904 if (!o_ptr->artifact_bias && one_in_(9))
905 o_ptr->artifact_bias = BIAS_MAGE;
915 idx[0] = randint1(10);
917 idx[1] = randint1(9);
918 if (idx[1] >= idx[0]) idx[1]++;
920 idx[2] = randint1(8);
921 if (idx[2] >= idx[0]) idx[2]++;
922 if (idx[2] >= idx[1]) idx[2]++;
924 while (n--) switch (idx[n])
927 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
928 if (!o_ptr->artifact_bias && one_in_(4))
929 o_ptr->artifact_bias = BIAS_RANGER;
932 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
933 if (!o_ptr->artifact_bias && one_in_(3))
934 o_ptr->artifact_bias = BIAS_PRIESTLY;
935 else if (!o_ptr->artifact_bias && one_in_(6))
936 o_ptr->artifact_bias = BIAS_NECROMANTIC;
939 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
942 add_flag(o_ptr->art_flags, TR_ESP_ORC);
945 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
948 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
951 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
954 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
955 if (!o_ptr->artifact_bias && one_in_(6))
956 o_ptr->artifact_bias = BIAS_ROGUE;
959 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
960 if (!o_ptr->artifact_bias && one_in_(3))
961 o_ptr->artifact_bias = BIAS_LAW;
964 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
965 if (!o_ptr->artifact_bias && one_in_(3))
966 o_ptr->artifact_bias = BIAS_LAW;
975 * @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.
976 * @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。
977 * 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、
978 * 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、
979 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
980 * @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。
981 * @param o_ptr 対象のオブジェクト構造体ポインタ
984 static void random_slay(object_type *o_ptr)
986 if (o_ptr->tval == TV_BOW)
993 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
994 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
995 if (!o_ptr->artifact_bias && one_in_(9))
996 o_ptr->artifact_bias = BIAS_RANGER;
999 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1000 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1001 if (!o_ptr->artifact_bias && one_in_(9))
1002 o_ptr->artifact_bias = BIAS_RANGER;
1009 switch (o_ptr->artifact_bias)
1012 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1014 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1015 if (one_in_(2)) return;
1020 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1021 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1023 /* A free power for "priestly" random artifacts */
1024 add_flag(o_ptr->art_flags, TR_BLESSED);
1028 case BIAS_NECROMANTIC:
1029 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1031 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1032 if (one_in_(2)) return;
1034 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1036 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1037 if (one_in_(2)) return;
1042 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1044 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1045 if (one_in_(2)) return;
1050 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1051 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1052 !(have_flag(o_ptr->art_flags, TR_THROW)))
1054 /* Free power for rogues... */
1055 add_flag(o_ptr->art_flags, TR_THROW);
1057 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1059 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1060 if (one_in_(2)) return;
1065 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1067 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1068 if (one_in_(2)) return;
1073 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1075 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1076 if (one_in_(2)) return;
1081 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1083 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1084 if (one_in_(2)) return;
1089 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1091 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1092 if (one_in_(2)) return;
1097 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1099 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1100 if (one_in_(2)) return;
1105 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1107 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1108 if (one_in_(2)) return;
1110 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1112 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1113 if (one_in_(2)) return;
1115 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1117 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1118 if (one_in_(2)) return;
1123 switch (randint1(36))
1129 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1133 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1140 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1144 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1146 if (!o_ptr->artifact_bias && one_in_(2))
1147 o_ptr->artifact_bias = BIAS_LAW;
1148 else if (!o_ptr->artifact_bias && one_in_(9))
1149 o_ptr->artifact_bias = BIAS_PRIESTLY;
1155 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1159 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1161 if (!o_ptr->artifact_bias && one_in_(9))
1162 o_ptr->artifact_bias = BIAS_PRIESTLY;
1168 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1172 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1174 if (!o_ptr->artifact_bias && one_in_(9))
1175 o_ptr->artifact_bias = BIAS_PRIESTLY;
1181 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1185 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1192 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1196 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1203 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1207 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1212 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1215 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1219 if (o_ptr->tval == TV_SWORD)
1221 add_flag(o_ptr->art_flags, TR_VORPAL);
1222 if (!o_ptr->artifact_bias && one_in_(9))
1223 o_ptr->artifact_bias = BIAS_WARRIOR;
1229 add_flag(o_ptr->art_flags, TR_IMPACT);
1233 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1234 if (!o_ptr->artifact_bias)
1235 o_ptr->artifact_bias = BIAS_FIRE;
1239 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1240 if (!o_ptr->artifact_bias)
1241 o_ptr->artifact_bias = BIAS_COLD;
1245 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1246 if (!o_ptr->artifact_bias)
1247 o_ptr->artifact_bias = BIAS_ELEC;
1251 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1252 if (!o_ptr->artifact_bias)
1253 o_ptr->artifact_bias = BIAS_ACID;
1257 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1258 if (!o_ptr->artifact_bias && !one_in_(3))
1259 o_ptr->artifact_bias = BIAS_POIS;
1260 else if (!o_ptr->artifact_bias && one_in_(6))
1261 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1262 else if (!o_ptr->artifact_bias)
1263 o_ptr->artifact_bias = BIAS_ROGUE;
1266 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1267 if (!o_ptr->artifact_bias)
1268 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1271 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1272 if (!o_ptr->artifact_bias)
1273 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1279 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1283 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1287 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1288 if (!o_ptr->artifact_bias)
1289 o_ptr->artifact_bias = BIAS_CHAOS;
1295 * @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.
1296 * @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。
1297 * @param o_ptr 対象のオブジェクト構造体ポインタ
1300 static void give_activation_power(object_type *o_ptr)
1302 int type = 0, chance = 0;
1304 switch (o_ptr->artifact_bias)
1309 type = ACT_BO_ELEC_1;
1311 else if (!one_in_(5))
1313 type = ACT_BA_ELEC_2;
1317 type = ACT_BA_ELEC_3;
1323 type = ACT_BA_POIS_1;
1330 type = ACT_BO_FIRE_1;
1332 else if (!one_in_(5))
1334 type = ACT_BA_FIRE_1;
1338 type = ACT_BA_FIRE_2;
1346 type = ACT_BO_COLD_1;
1347 else if (!one_in_(3))
1348 type = ACT_BA_COLD_1;
1349 else if (!one_in_(3))
1350 type = ACT_BA_COLD_2;
1352 type = ACT_BA_COLD_3;
1358 type = ACT_SUMMON_DEMON;
1360 type = ACT_CALL_CHAOS;
1367 type = ACT_CHARM_UNDEAD;
1368 else if (one_in_(12))
1369 type = ACT_BANISH_EVIL;
1370 else if (one_in_(11))
1371 type = ACT_DISP_EVIL;
1372 else if (one_in_(10))
1373 type = ACT_PROT_EVIL;
1374 else if (one_in_(9))
1375 type = ACT_CURE_1000;
1376 else if (one_in_(8))
1377 type = ACT_CURE_700;
1378 else if (one_in_(7))
1379 type = ACT_REST_ALL;
1380 else if (one_in_(6))
1381 type = ACT_REST_EXP;
1386 case BIAS_NECROMANTIC:
1390 else if (one_in_(13))
1391 type = ACT_DISP_GOOD;
1392 else if (one_in_(9))
1393 type = ACT_MASS_GENO;
1394 else if (one_in_(8))
1395 type = ACT_GENOCIDE;
1396 else if (one_in_(13))
1397 type = ACT_SUMMON_UNDEAD;
1398 else if (one_in_(9))
1400 else if (one_in_(6))
1401 type = ACT_CHARM_UNDEAD;
1409 type = ACT_BANISH_EVIL;
1410 else if (one_in_(4))
1411 type = ACT_DISP_EVIL;
1413 type = ACT_PROT_EVIL;
1420 else if (one_in_(4))
1422 else if (one_in_(3))
1423 type = ACT_DETECT_ALL;
1424 else if (one_in_(8))
1427 type = ACT_ID_PLAIN;
1433 type = ACT_SUMMON_ELEMENTAL;
1434 else if (one_in_(10))
1435 type = ACT_SUMMON_PHANTOM;
1436 else if (one_in_(5))
1437 type = ACT_RUNE_EXPLO;
1453 type = ACT_CHARM_ANIMALS;
1454 else if (one_in_(7))
1455 type = ACT_SUMMON_ANIMAL;
1456 else if (one_in_(6))
1457 type = ACT_CHARM_ANIMAL;
1458 else if (one_in_(4))
1459 type = ACT_RESIST_ALL;
1460 else if (one_in_(3))
1463 type = ACT_CURE_POISON;
1467 if (!type || (randint1(100) >= chance))
1469 one_activation(o_ptr);
1473 /* A type was chosen... */
1474 o_ptr->xtra2 = (byte_hack)type;
1475 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1480 * @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.
1481 * @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。
1482 * @param o_ptr 処理中のアイテム参照ポインタ
1483 * @param return_name 名前を返すための文字列参照ポインタ
1484 * @param armour 対象のオブジェクトが防具が否か
1485 * @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)
1488 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1490 PERCENTAGE prob = randint1(100);
1492 if (prob <= SINDARIN_NAME)
1494 get_table_sindarin(return_name);
1496 else if (prob <= TABLE_NAME)
1498 get_table_name(return_name);
1510 filename = _("a_cursed_j.txt", "a_cursed.txt");
1513 filename = _("a_low_j.txt", "a_low.txt");
1516 filename = _("a_med_j.txt", "a_med.txt");
1519 filename = _("a_high_j.txt", "a_high.txt");
1526 filename = _("w_cursed_j.txt", "w_cursed.txt");
1529 filename = _("w_low_j.txt", "w_low.txt");
1532 filename = _("w_med_j.txt", "w_med.txt");
1535 filename = _("w_high_j.txt", "w_high.txt");
1539 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1541 if (return_name[0] == 0) get_table_name(return_name);
1547 * @brief ランダムアーティファクト生成のメインルーチン
1548 * @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。
1549 * @param player_ptr プレーヤーへの参照ポインタ
1550 * @param o_ptr 対象のオブジェクト構造体ポインタ
1551 * @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。
1552 * @return 常にTRUE(1)を返す
1554 bool become_random_artifact(player_type *player_ptr, object_type *o_ptr, bool a_scroll)
1556 GAME_TEXT new_name[1024];
1557 PARAMETER_VALUE has_pval = 0;
1558 int powers = randint1(5) + 1;
1560 int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1563 bool a_cursed = FALSE;
1564 int warrior_artifact_bias = 0;
1567 /* Reset artifact bias */
1568 o_ptr->artifact_bias = 0;
1570 /* Nuke enchantments */
1574 for (i = 0; i < TR_FLAG_SIZE; i++)
1575 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1577 if (o_ptr->pval) has_pval = TRUE;
1579 if (a_scroll && one_in_(4))
1581 switch (player_ptr->pclass)
1584 case CLASS_BERSERKER:
1589 o_ptr->artifact_bias = BIAS_WARRIOR;
1592 case CLASS_HIGH_MAGE:
1593 case CLASS_SORCERER:
1594 case CLASS_MAGIC_EATER:
1595 case CLASS_BLUE_MAGE:
1596 o_ptr->artifact_bias = BIAS_MAGE;
1599 o_ptr->artifact_bias = BIAS_PRIESTLY;
1603 o_ptr->artifact_bias = BIAS_ROGUE;
1604 warrior_artifact_bias = 25;
1608 o_ptr->artifact_bias = BIAS_RANGER;
1609 warrior_artifact_bias = 30;
1612 o_ptr->artifact_bias = BIAS_PRIESTLY;
1613 warrior_artifact_bias = 40;
1615 case CLASS_WARRIOR_MAGE:
1616 case CLASS_RED_MAGE:
1617 o_ptr->artifact_bias = BIAS_MAGE;
1618 warrior_artifact_bias = 40;
1620 case CLASS_CHAOS_WARRIOR:
1621 o_ptr->artifact_bias = BIAS_CHAOS;
1622 warrior_artifact_bias = 40;
1625 case CLASS_FORCETRAINER:
1626 o_ptr->artifact_bias = BIAS_PRIESTLY;
1628 case CLASS_MINDCRAFTER:
1630 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1633 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1635 case CLASS_IMITATOR:
1636 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1638 case CLASS_BEASTMASTER:
1639 o_ptr->artifact_bias = BIAS_CHR;
1640 warrior_artifact_bias = 50;
1642 case CLASS_MIRROR_MASTER:
1643 if (randint1(4) > 1)
1645 o_ptr->artifact_bias = BIAS_MAGE;
1649 o_ptr->artifact_bias = BIAS_ROGUE;
1655 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1656 o_ptr->artifact_bias = BIAS_WARRIOR;
1658 strcpy(new_name, "");
1660 if (!a_scroll && one_in_(A_CURSED))
1662 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1665 while (one_in_(powers) || one_in_(7) || one_in_(10))
1668 if (!a_cursed && one_in_(WEIRD_LUCK))
1671 if (a_cursed) powers /= 2;
1673 max_powers = powers;
1677 switch (randint1(max_type))
1684 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1686 if (a_cursed && !one_in_(13)) break;
1689 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1693 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1697 random_resistance(o_ptr);
1706 if (current_world_ptr->wizard) msg_print("Switch error in become_random_artifact!");
1713 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1715 o_ptr->pval = randint1(2);
1716 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1725 while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1728 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1733 /* give it some plusses... */
1734 if (object_is_armour(o_ptr))
1735 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1736 else if (object_is_weapon_ammo(o_ptr))
1738 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1739 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1740 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1743 /* Just to be sure */
1744 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1745 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1746 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1747 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1749 total_flags = flag_cost(o_ptr, o_ptr->pval);
1751 if (a_cursed) curse_artifact(player_ptr, o_ptr);
1754 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1757 give_activation_power(o_ptr);
1760 if (object_is_armour(o_ptr))
1762 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1764 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1765 o_ptr->to_d -= (HIT_POINT)randint0(3);
1766 o_ptr->to_h -= (HIT_PROB)randint0(3);
1768 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1770 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1771 o_ptr->to_d -= (HIT_POINT)randint0(3);
1772 o_ptr->to_h -= (HIT_PROB)randint0(3);
1776 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);
1778 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1782 remove_flag(o_ptr->art_flags, TR_BLOWS);
1783 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1784 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1785 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1786 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1787 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1788 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1789 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1790 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1791 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1792 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1793 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1794 remove_flag(o_ptr->art_flags, TR_VORPAL);
1795 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1796 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1797 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1798 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1799 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1802 if (!object_is_weapon_ammo(o_ptr))
1805 if (a_cursed) power_level = 0;
1806 else if (total_flags < 15000) power_level = 1;
1807 else if (total_flags < 35000) power_level = 2;
1808 else power_level = 3;
1814 if (a_cursed) power_level = 0;
1815 else if (total_flags < 20000) power_level = 1;
1816 else if (total_flags < 45000) power_level = 2;
1817 else power_level = 3;
1821 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1823 weakening_artifact(o_ptr);
1828 GAME_TEXT dummy_name[MAX_NLEN] = "";
1829 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? ");
1831 object_aware(player_ptr, o_ptr);
1832 object_known(o_ptr);
1834 /* Mark the item as fully known */
1835 o_ptr->ident |= (IDENT_MENTAL);
1837 /* For being treated as random artifact in screen_object() */
1838 o_ptr->art_name = quark_add("");
1840 (void)screen_object(o_ptr, 0L);
1842 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1848 get_table_sindarin_aux(dummy_name);
1852 get_table_name_aux(dummy_name);
1855 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1856 chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
1857 chg_virtue(player_ptr, V_ENCHANT, 5);
1861 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1864 /* Save the inscription */
1865 o_ptr->art_name = quark_add(new_name);
1867 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」",
1868 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1870 player_ptr->window |= (PW_INVEN | PW_EQUIP);
1876 * @brief オブジェクトから能力発動IDを取得する。
1877 * @details いくつかのケースで定義されている発動効果から、
1878 * 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。
1879 * @param o_ptr 対象のオブジェクト構造体ポインタ
1880 * @return 発動効果のIDを返す
1882 int activation_index(object_type *o_ptr)
1884 /* Give priority to weaponsmith's essential activations */
1885 if (object_is_smith(o_ptr))
1887 switch (o_ptr->xtra3 - 1)
1889 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1890 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1891 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1892 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1893 case TR_IMPACT: return ACT_QUAKE;
1897 if (object_is_fixed_artifact(o_ptr))
1899 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1901 return a_info[o_ptr->name1].act_idx;
1904 if (object_is_ego(o_ptr))
1906 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1908 return e_info[o_ptr->name2].act_idx;
1911 if (!object_is_random_artifact(o_ptr))
1913 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1915 return k_info[o_ptr->k_idx].act_idx;
1919 return o_ptr->xtra2;
1923 * @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。
1924 * @details activation_index() 関数の結果から参照する。
1925 * @param o_ptr 対象のオブジェクト構造体ポインタ
1926 * @return 発動効果構造体のポインタを返す
1928 const activation_type* find_activation_info(object_type *o_ptr)
1930 const int index = activation_index(o_ptr);
1931 const activation_type* p;
1933 for (p = activation_info; p->flag != NULL; ++ p) {
1934 if (p->index == index)
1944 * @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。.
1945 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
1946 * 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、
1948 * @attention プレイヤーの各種ステータスに依存した処理がある。
1949 * @todo 折を見て関数名を変更すること。
1950 * @param o_ptr 対象のオブジェクト構造体ポインタ
1951 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
1954 void random_artifact_resistance(object_type *o_ptr, artifact_type *a_ptr)
1956 bool give_resistance = FALSE, give_power = FALSE;
1958 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
1960 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
1963 give_resistance = TRUE;
1967 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1968 add_flag(o_ptr->art_flags, TR_TY_CURSE);
1969 o_ptr->curse_flags |=
1970 (TRC_CURSED | TRC_HEAVY_CURSE);
1971 o_ptr->curse_flags |= get_curse(2, o_ptr);
1976 if (o_ptr->name1 == ART_MURAMASA)
1978 if (p_ptr->pclass != CLASS_SAMURAI)
1980 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1981 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1985 if (o_ptr->name1 == ART_ROBINTON)
1987 if (p_ptr->pclass == CLASS_BARD)
1989 add_flag(o_ptr->art_flags, TR_DEC_MANA);
1993 if (o_ptr->name1 == ART_XIAOLONG)
1995 if (p_ptr->pclass == CLASS_MONK)
1996 add_flag(o_ptr->art_flags, TR_BLOWS);
1999 if (o_ptr->name1 == ART_BLOOD)
2001 get_bloody_moon_flags(o_ptr);
2004 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
2006 if (p_ptr->psex != SEX_FEMALE)
2008 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2012 if (o_ptr->name1 == ART_MILIM)
2014 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2017 add_flag(o_ptr->art_flags, TR_STR);
2018 add_flag(o_ptr->art_flags, TR_INT);
2019 add_flag(o_ptr->art_flags, TR_WIS);
2020 add_flag(o_ptr->art_flags, TR_DEX);
2021 add_flag(o_ptr->art_flags, TR_CON);
2022 add_flag(o_ptr->art_flags, TR_CHR);
2026 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2027 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2028 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2030 /* Give a resistance OR a power */
2031 if (one_in_(2)) give_resistance = TRUE;
2032 else give_power = TRUE;
2040 if (give_resistance)
2042 one_high_resistance(o_ptr);
2048 * @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
2049 * @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。
2050 * @param player_ptr プレーヤーへの参照ポインタ
2051 * @param a_idx 生成する固定アーティファクト構造体のID
2052 * @param y アイテムを落とす地点のy座標
2053 * @param x アイテムを落とす地点のx座標
2054 * @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。
2055 * @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.
2056 * 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
2057 * drop_near()関数の返り値は信用できなくなる.
2059 bool create_named_art(player_type *player_ptr, ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2065 artifact_type *a_ptr = &a_info[a_idx];
2068 /* Ignore "empty" artifacts */
2069 if (!a_ptr->name) return FALSE;
2071 /* Acquire the "kind" index */
2072 i = lookup_kind(a_ptr->tval, a_ptr->sval);
2074 if (!i) return FALSE;
2076 object_prep(q_ptr, i);
2079 q_ptr->name1 = a_idx;
2081 /* Extract the fields */
2082 q_ptr->pval = a_ptr->pval;
2083 q_ptr->ac = a_ptr->ac;
2084 q_ptr->dd = a_ptr->dd;
2085 q_ptr->ds = a_ptr->ds;
2086 q_ptr->to_a = a_ptr->to_a;
2087 q_ptr->to_h = a_ptr->to_h;
2088 q_ptr->to_d = a_ptr->to_d;
2089 q_ptr->weight = a_ptr->weight;
2091 /* Hack -- extract the "cursed" flag */
2092 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2093 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2094 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2095 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2096 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2097 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2099 random_artifact_resistance(q_ptr, a_ptr);
2101 /* Drop the artifact from heaven */
2102 return drop_near(player_ptr, q_ptr, -1, y, x) ? TRUE : FALSE;
2106 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2108 BIT_FLAGS flgs[TR_FLAG_SIZE];
2109 object_flags(o_ptr, flgs);
2111 HIT_POINT dam, base, s_evil, forced, vorpal;
2112 s_evil = forced = vorpal = 0;
2113 dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2115 if(have_flag(flgs, TR_KILL_EVIL))
2117 dam = s_evil = dam * 7 / 2;
2119 else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2121 dam = s_evil = dam * 2;
2125 if (have_flag(flgs, TR_FORCE_WEAPON))
2127 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2131 if(have_flag(flgs, TR_VORPAL))
2133 dam = vorpal = dam * 11 / 9;
2137 dam = dam + o_ptr->to_d;
2139 msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2144 static bool has_extreme_damage_rate(object_type *o_ptr)
2146 BIT_FLAGS flgs[TR_FLAG_SIZE];
2147 object_flags(o_ptr, flgs);
2149 if (have_flag(flgs, TR_VAMPIRIC))
2151 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2155 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2159 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2163 else if (calc_arm_avgdamage(o_ptr) > 63)
2170 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2174 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2178 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2182 else if (calc_arm_avgdamage(o_ptr) > 75)
2190 static bool weakening_artifact(object_type *o_ptr)
2192 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2193 object_kind *k_ptr = &k_info[k_idx];
2194 BIT_FLAGS flgs[TR_FLAG_SIZE];
2195 object_flags(o_ptr, flgs);
2197 if (have_flag(flgs, TR_KILL_EVIL))
2199 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2200 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2203 else if (k_ptr->dd < o_ptr->dd)
2208 else if (k_ptr->ds < o_ptr->ds)
2213 else if (o_ptr->to_d > 10)
2215 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2216 if (o_ptr->to_d < 10)
2226 * @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。
2227 * Mega-Hack -- Attempt to create one of the "Special Objects"
2228 * @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
2229 * @return 生成に成功したらTRUEを返す。
2231 * Attempt to change an object into an artifact\n
2232 * This routine should only be called by "apply_magic()"\n
2233 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2235 bool make_artifact(object_type *o_ptr)
2239 /* No artifacts in the town */
2240 if (!p_ptr->current_floor_ptr->dun_level) return FALSE;
2242 /* Paranoia -- no "plural" artifacts */
2243 if (o_ptr->number != 1) return FALSE;
2245 /* Check the artifact list (skip the "specials") */
2246 for (i = 0; i < max_a_idx; i++)
2248 artifact_type *a_ptr = &a_info[i];
2250 /* Skip "empty" items */
2251 if (!a_ptr->name) continue;
2253 /* Cannot make an artifact twice */
2254 if (a_ptr->cur_num) continue;
2256 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2258 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2260 /* Must have the correct fields */
2261 if (a_ptr->tval != o_ptr->tval) continue;
2262 if (a_ptr->sval != o_ptr->sval) continue;
2264 /* XXX XXX Enforce minimum "depth" (loosely) */
2265 if (a_ptr->level > p_ptr->current_floor_ptr->dun_level)
2267 /* Acquire the "out-of-depth factor" */
2268 int d = (a_ptr->level - p_ptr->current_floor_ptr->dun_level) * 2;
2270 /* Roll for out-of-depth creation */
2271 if (!one_in_(d)) continue;
2274 /* We must make the "rarity roll" */
2275 if (!one_in_(a_ptr->rarity)) continue;
2277 /* Hack -- mark the item as an artifact */
2280 /* Hack: Some artifacts get random extra powers */
2281 random_artifact_resistance(o_ptr, a_ptr);
2292 * @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。
2293 * Mega-Hack -- Attempt to create one of the "Special Objects"
2294 * @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
2295 * @return 生成に成功したらTRUEを返す。
2297 * We are only called from "make_object()", and we assume that\n
2298 * "apply_magic()" is called immediately after we return.\n
2300 * Note -- see "make_artifact()" and "apply_magic()"\n
2302 bool make_artifact_special(object_type *o_ptr)
2305 KIND_OBJECT_IDX k_idx = 0;
2307 /*! @note 地上ではキャンセルする / No artifacts in the town */
2308 if (!p_ptr->current_floor_ptr->dun_level) return FALSE;
2310 /*! @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 */
2311 if (get_obj_num_hook) return FALSE;
2313 /*! @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") */
2314 for (i = 0; i < max_a_idx; i++)
2316 artifact_type *a_ptr = &a_info[i];
2318 /*! @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 */
2319 if (!a_ptr->name) continue;
2321 /*! @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 */
2322 if (a_ptr->cur_num) continue;
2323 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2324 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2326 /*! @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 /
2327 * XXX XXX Enforce minimum "depth" (loosely) */
2328 if (a_ptr->level > p_ptr->current_floor_ptr->object_level)
2330 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2331 int d = (a_ptr->level - p_ptr->current_floor_ptr->object_level) * 2;
2332 if (!one_in_(d)) continue;
2335 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2336 if (!one_in_(a_ptr->rarity)) continue;
2338 /*! @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。 /
2339 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2340 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2341 if (k_info[k_idx].level > p_ptr->current_floor_ptr->object_level)
2343 int d = (k_info[k_idx].level - p_ptr->current_floor_ptr->object_level) * 5;
2344 if (!one_in_(d)) continue;
2347 /*! @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 /
2348 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2349 object_prep(o_ptr, k_idx);
2352 random_artifact_resistance(o_ptr, a_ptr);
2356 /*! @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 */