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random-art-generator.cpp
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random-art-generator.cpp
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/*!
* @file random-art-generator.cpp
* @brief ランダムアーティファクトの生成メイン定義 / Artifact code
* @date 2020/07/14
* @author Hourier
*/
#include "artifact/random-art-generator.h"
#include "artifact/fixed-art-types.h"
#include "artifact/random-art-activation.h"
#include "artifact/random-art-bias-types.h"
#include "artifact/random-art-characteristics.h"
#include "artifact/random-art-effects.h"
#include "artifact/random-art-misc.h"
#include "artifact/random-art-pval-investor.h"
#include "artifact/random-art-resistance.h"
#include "artifact/random-art-slay.h"
#include "avatar/avatar.h"
#include "core/asking-player.h"
#include "core/window-redrawer.h"
#include "flavor/object-flavor.h"
#include "game-option/cheat-types.h"
#include "object-enchant/special-object-flags.h"
#include "object-enchant/tr-types.h"
#include "object-hook/hook-armor.h"
#include "object-hook/hook-weapon.h"
#include "object/object-flags.h"
#include "object/object-kind-hook.h"
#include "object/object-value-calc.h"
#include "object/tval-types.h"
#include "perception/identification.h"
#include "perception/object-perception.h"
#include "sv-definition/sv-weapon-types.h"
#include "system/baseitem-info.h"
#include "system/item-entity.h"
#include "system/player-type-definition.h"
#include "util/bit-flags-calculator.h"
#include "util/quarks.h"
#include "view/display-messages.h"
#include "wizard/artifact-bias-table.h"
#include "wizard/wizard-messages.h"
#include "world/world.h"
static bool weakening_artifact(ItemEntity *o_ptr)
{
const auto bi_id = lookup_baseitem_id(o_ptr->bi_key);
auto *k_ptr = &baseitems_info[bi_id];
auto flgs = object_flags(o_ptr);
if (flgs.has(TR_KILL_EVIL)) {
o_ptr->art_flags.reset(TR_KILL_EVIL);
o_ptr->art_flags.set(TR_SLAY_EVIL);
return true;
}
if (k_ptr->dd < o_ptr->dd) {
o_ptr->dd--;
return true;
}
if (k_ptr->ds < o_ptr->ds) {
o_ptr->ds--;
return true;
}
if (o_ptr->to_d > 10) {
o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
if (o_ptr->to_d < 10) {
o_ptr->to_d = 10;
}
return true;
}
return false;
}
static void set_artifact_bias(PlayerType *player_ptr, ItemEntity *o_ptr, int *warrior_artifact_bias)
{
switch (player_ptr->pclass) {
case PlayerClassType::WARRIOR:
case PlayerClassType::BERSERKER:
case PlayerClassType::ARCHER:
case PlayerClassType::SAMURAI:
case PlayerClassType::CAVALRY:
case PlayerClassType::SMITH:
o_ptr->artifact_bias = BIAS_WARRIOR;
break;
case PlayerClassType::MAGE:
case PlayerClassType::HIGH_MAGE:
case PlayerClassType::SORCERER:
case PlayerClassType::MAGIC_EATER:
case PlayerClassType::BLUE_MAGE:
o_ptr->artifact_bias = BIAS_MAGE;
break;
case PlayerClassType::PRIEST:
o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case PlayerClassType::ROGUE:
case PlayerClassType::NINJA:
o_ptr->artifact_bias = BIAS_ROGUE;
*warrior_artifact_bias = 25;
break;
case PlayerClassType::RANGER:
case PlayerClassType::SNIPER:
o_ptr->artifact_bias = BIAS_RANGER;
*warrior_artifact_bias = 30;
break;
case PlayerClassType::PALADIN:
o_ptr->artifact_bias = BIAS_PRIESTLY;
*warrior_artifact_bias = 40;
break;
case PlayerClassType::WARRIOR_MAGE:
case PlayerClassType::RED_MAGE:
o_ptr->artifact_bias = BIAS_MAGE;
*warrior_artifact_bias = 40;
break;
case PlayerClassType::CHAOS_WARRIOR:
o_ptr->artifact_bias = BIAS_CHAOS;
*warrior_artifact_bias = 40;
break;
case PlayerClassType::MONK:
case PlayerClassType::FORCETRAINER:
o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case PlayerClassType::MINDCRAFTER:
case PlayerClassType::BARD:
if (randint1(5) > 2) {
o_ptr->artifact_bias = BIAS_PRIESTLY;
}
break;
case PlayerClassType::TOURIST:
if (randint1(5) > 2) {
o_ptr->artifact_bias = BIAS_WARRIOR;
}
break;
case PlayerClassType::IMITATOR:
if (randint1(2) > 1) {
o_ptr->artifact_bias = BIAS_RANGER;
}
break;
case PlayerClassType::BEASTMASTER:
o_ptr->artifact_bias = BIAS_CHR;
*warrior_artifact_bias = 50;
break;
case PlayerClassType::MIRROR_MASTER:
if (randint1(4) > 1) {
o_ptr->artifact_bias = BIAS_MAGE;
} else {
o_ptr->artifact_bias = BIAS_ROGUE;
}
break;
case PlayerClassType::ELEMENTALIST:
o_ptr->artifact_bias = one_in_(2) ? BIAS_MAGE : BIAS_INT;
break;
case PlayerClassType::MAX:
break;
}
}
static void decide_warrior_bias(PlayerType *player_ptr, ItemEntity *o_ptr, const bool a_scroll)
{
int warrior_artifact_bias = 0;
if (a_scroll && one_in_(4)) {
set_artifact_bias(player_ptr, o_ptr, &warrior_artifact_bias);
}
if (a_scroll && (randint1(100) <= warrior_artifact_bias)) {
o_ptr->artifact_bias = BIAS_WARRIOR;
}
}
static bool decide_random_art_cursed(const bool a_scroll, ItemEntity *o_ptr)
{
constexpr auto chance_cursed = 13;
if (!a_scroll && one_in_(chance_cursed)) {
return true;
}
const auto tval = o_ptr->bi_key.tval();
if (((tval == ItemKindType::AMULET) || (tval == ItemKindType::RING)) && o_ptr->is_cursed()) {
return true;
}
return false;
}
static int decide_random_art_power(const bool a_cursed)
{
int powers = randint1(5) + 1;
while (one_in_(powers) || one_in_(7) || one_in_(10)) {
powers++;
}
if (!a_cursed && one_in_(CHANCE_STRENGTHENING)) {
powers *= 2;
}
if (a_cursed) {
powers /= 2;
}
return powers;
}
static void invest_powers(PlayerType *player_ptr, ItemEntity *o_ptr, int *powers, bool *has_pval, const bool a_cursed)
{
int max_type = o_ptr->is_weapon_ammo() ? 7 : 5;
while ((*powers)--) {
switch (randint1(max_type)) {
case 1:
case 2:
random_plus(o_ptr);
*has_pval = true;
break;
case 3:
case 4:
if (one_in_(2) && o_ptr->is_weapon_ammo() && (o_ptr->bi_key.tval() != ItemKindType::BOW)) {
if (a_cursed && !one_in_(13)) {
break;
}
if (one_in_(13)) {
if (one_in_(o_ptr->ds + 4)) {
o_ptr->ds++;
}
} else {
if (one_in_(o_ptr->dd + 1)) {
o_ptr->dd++;
}
}
} else {
random_resistance(o_ptr);
}
break;
case 5:
random_misc(player_ptr, o_ptr);
break;
case 6:
case 7:
random_slay(o_ptr);
break;
default:
if (w_ptr->wizard) {
msg_print("Switch error in become_random_artifact!");
}
(*powers)++;
}
};
}
static void strengthen_pval(ItemEntity *o_ptr)
{
if (o_ptr->art_flags.has(TR_BLOWS)) {
o_ptr->pval = randint1(2);
if (o_ptr->bi_key == BaseitemKey(ItemKindType::SWORD, SV_HAYABUSA)) {
o_ptr->pval++;
}
} else {
do {
o_ptr->pval++;
} while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
}
if ((o_ptr->pval > 4) && !one_in_(CHANCE_STRENGTHENING)) {
o_ptr->pval = 4;
}
}
/*!
* @brief 防具ならばAC修正、武具なら殺戮修正を付与する
* @param player_ptr プレイヤーへの参照ポインタ
* @param o_ptr ランダムアーティファクトを示すアイテムへの参照ポインタ
*/
static void invest_positive_modified_value(ItemEntity *o_ptr)
{
if (o_ptr->is_protector()) {
o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
return;
}
if (!o_ptr->is_weapon_ammo()) {
return;
}
o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
if ((o_ptr->art_flags.has(TR_WIS)) && (o_ptr->pval > 0)) {
o_ptr->art_flags.set(TR_BLESSED);
}
}
/*!
* @brief 防具のAC修正が高すぎた場合に弱化させる
* @param player_ptr プレイヤーへの参照ポインタ
* @param o_ptr ランダムアーティファクトを示すアイテムへの参照ポインタ
*/
static void invest_negative_modified_value(ItemEntity *o_ptr)
{
if (!o_ptr->is_protector()) {
return;
}
while ((o_ptr->to_d + o_ptr->to_h) > 20) {
if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) {
break;
}
o_ptr->to_d -= (int)randint0(3);
o_ptr->to_h -= (HIT_PROB)randint0(3);
}
while ((o_ptr->to_d + o_ptr->to_h) > 10) {
if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) {
break;
}
o_ptr->to_d -= (int)randint0(3);
o_ptr->to_h -= (HIT_PROB)randint0(3);
}
}
static void reset_flags_poison_needle(ItemEntity *o_ptr)
{
if (o_ptr->bi_key != BaseitemKey(ItemKindType::SWORD, SV_POISON_NEEDLE)) {
return;
}
o_ptr->to_h = 0;
o_ptr->to_d = 0;
o_ptr->art_flags.reset(TR_BLOWS);
o_ptr->art_flags.reset(TR_FORCE_WEAPON);
o_ptr->art_flags.reset(TR_SLAY_ANIMAL);
o_ptr->art_flags.reset(TR_SLAY_EVIL);
o_ptr->art_flags.reset(TR_SLAY_UNDEAD);
o_ptr->art_flags.reset(TR_SLAY_DEMON);
o_ptr->art_flags.reset(TR_SLAY_ORC);
o_ptr->art_flags.reset(TR_SLAY_TROLL);
o_ptr->art_flags.reset(TR_SLAY_GIANT);
o_ptr->art_flags.reset(TR_SLAY_DRAGON);
o_ptr->art_flags.reset(TR_KILL_DRAGON);
o_ptr->art_flags.reset(TR_SLAY_HUMAN);
o_ptr->art_flags.reset(TR_VORPAL);
o_ptr->art_flags.reset(TR_BRAND_POIS);
o_ptr->art_flags.reset(TR_BRAND_ACID);
o_ptr->art_flags.reset(TR_BRAND_ELEC);
o_ptr->art_flags.reset(TR_BRAND_FIRE);
o_ptr->art_flags.reset(TR_BRAND_COLD);
}
static int decide_random_art_power_level(ItemEntity *o_ptr, const bool a_cursed, const int total_flags)
{
if (o_ptr->is_weapon_ammo()) {
if (a_cursed) {
return 0;
}
if (total_flags < 20000) {
return 1;
}
if (total_flags < 45000) {
return 2;
}
return 3;
}
if (a_cursed) {
return 0;
}
if (total_flags < 15000) {
return 1;
}
if (total_flags < 35000) {
return 2;
}
return 3;
}
static void name_unnatural_random_artifact(PlayerType *player_ptr, ItemEntity *o_ptr, const bool a_scroll, const int power_level, GAME_TEXT *new_name)
{
if (!a_scroll) {
get_random_name(o_ptr, new_name, o_ptr->is_protector(), power_level);
return;
}
GAME_TEXT dummy_name[MAX_NLEN] = "";
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? ");
object_aware(player_ptr, o_ptr);
object_known(o_ptr);
o_ptr->ident |= IDENT_FULL_KNOWN;
o_ptr->art_name = quark_add("");
(void)screen_object(player_ptr, o_ptr, 0L);
if (!get_string(ask_msg, dummy_name, sizeof dummy_name) || !dummy_name[0]) {
if (one_in_(2)) {
get_table_sindarin_aux(dummy_name);
} else {
get_table_name_aux(dummy_name);
}
}
sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
chg_virtue(player_ptr, V_ENCHANT, 5);
}
static void generate_unnatural_random_artifact(
PlayerType *player_ptr, ItemEntity *o_ptr, const bool a_scroll, const int power_level, const int max_powers, const int total_flags)
{
GAME_TEXT new_name[1024];
strcpy(new_name, "");
name_unnatural_random_artifact(player_ptr, o_ptr, a_scroll, power_level, new_name);
o_ptr->art_name = quark_add(new_name);
msg_format_wizard(player_ptr, 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」", "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers,
total_flags, artifact_bias_name[o_ptr->artifact_bias]);
set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_FLOOR_ITEM_LIST | PW_FOUND_ITEM_LIST);
}
/*!
* @brief ランダムアーティファクト生成のメインルーチン
* @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。
* @param player_ptr プレイヤーへの参照ポインタ
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @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。
* @return 常にTRUE(1)を返す
*/
bool become_random_artifact(PlayerType *player_ptr, ItemEntity *o_ptr, bool a_scroll)
{
o_ptr->artifact_bias = 0;
o_ptr->fixed_artifact_idx = FixedArtifactId::NONE;
o_ptr->ego_idx = EgoType::NONE;
o_ptr->art_flags |= baseitems_info[o_ptr->bi_id].flags;
bool has_pval = o_ptr->pval != 0;
decide_warrior_bias(player_ptr, o_ptr, a_scroll);
bool a_cursed = decide_random_art_cursed(a_scroll, o_ptr);
int powers = decide_random_art_power(a_cursed);
int max_powers = powers;
invest_powers(player_ptr, o_ptr, &powers, &has_pval, a_cursed);
if (has_pval) {
strengthen_pval(o_ptr);
}
invest_positive_modified_value(o_ptr);
o_ptr->art_flags.set(TR_IGNORE_ACID);
o_ptr->art_flags.set(TR_IGNORE_ELEC);
o_ptr->art_flags.set(TR_IGNORE_FIRE);
o_ptr->art_flags.set(TR_IGNORE_COLD);
int32_t total_flags = flag_cost(o_ptr, o_ptr->pval);
if (a_cursed) {
curse_artifact(player_ptr, o_ptr);
}
constexpr auto activation_chance = 3;
if (!a_cursed && one_in_(o_ptr->is_protector() ? activation_chance * 2 : activation_chance)) {
o_ptr->activation_id = RandomArtActType::NONE;
give_activation_power(o_ptr);
}
invest_negative_modified_value(o_ptr);
if (((o_ptr->artifact_bias == BIAS_MAGE) || (o_ptr->artifact_bias == BIAS_INT)) && (o_ptr->bi_key.tval() == ItemKindType::GLOVES)) {
o_ptr->art_flags.set(TR_FREE_ACT);
}
reset_flags_poison_needle(o_ptr);
int power_level = decide_random_art_power_level(o_ptr, a_cursed, total_flags);
constexpr auto chance_avoid_weakening = 6;
while (has_extreme_damage_rate(player_ptr, o_ptr) && !one_in_(chance_avoid_weakening)) {
weakening_artifact(o_ptr);
}
generate_unnatural_random_artifact(player_ptr, o_ptr, a_scroll, power_level, max_powers, total_flags);
return true;
}