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.
13 #include "object-enchant/artifact.h"
14 #include "cmd-item/cmd-activate.h"
15 #include "cmd-item/cmd-smith.h"
16 #include "floor/floor-object.h"
17 #include "floor/floor.h"
18 #include "grid/grid.h"
19 #include "io/files-util.h"
20 #include "monster/monster.h"
21 #include "perception/identification.h"
22 #include "perception/object-perception.h"
23 #include "object-enchant/object-boost.h"
24 #include "object-enchant/object-curse.h"
25 #include "object-enchant/object-ego.h"
26 #include "object/object-flavor.h"
27 #include "object/object-generator.h"
28 #include "object/object-hook.h"
29 #include "object/object-kind-hook.h"
30 #include "object/object-kind.h"
31 #include "object/object-value-calc.h"
32 #include "object/object1.h" // 相互参照している.
33 #include "object-enchant/special-object-flags.h"
34 #include "sv-definition/sv-armor-types.h"
35 #include "sv-definition/sv-weapon-types.h"
36 #include "system/system-variables.h"
37 #include "object-enchant/tr-types.h"
38 #include "object-enchant/trc-types.h"
39 #include "player/avatar.h"
40 #include "player/player-class.h"
41 #include "player/player-personalities-table.h"
42 #include "spell/spells-object.h"
43 #include "util/util.h"
44 #include "view/display-main-window.h"
45 #include "world/world.h"
50 artifact_type *a_info;
55 * Maximum number of artifacts in a_info.txt
57 ARTIFACT_IDX max_a_idx;
59 static bool has_extreme_damage_rate(object_type *o_ptr);
60 static bool weakening_artifact(object_type *o_ptr);
64 * @brief ランダムアーティファクトのバイアス名称テーブル
66 const concptr artifact_bias_name[MAX_BIAS] =
90 const concptr artifact_bias_name[MAX_BIAS] =
117 * @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.
118 * @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。
119 * 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、
120 * 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。
121 * @attention プレイヤーの職業依存処理あり。
122 * @param player_ptr プレーヤーへの参照ポインタ
123 * @param o_ptr 対象のオブジェクト構造体ポインタ
126 static void curse_artifact(player_type *player_ptr, object_type *o_ptr)
128 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
129 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
130 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
131 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
133 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
134 remove_flag(o_ptr->art_flags, TR_BLESSED);
136 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
137 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
138 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
139 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
140 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
141 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
142 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
143 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
144 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
145 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
147 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))
148 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
153 * @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.
154 * @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。
155 * 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。
156 * @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。
157 * @param o_ptr 対象のオブジェクト構造体ポインタ
160 static void random_plus(object_type *o_ptr)
162 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
164 switch (o_ptr->artifact_bias)
167 if (!(have_flag(o_ptr->art_flags, TR_STR)))
169 add_flag(o_ptr->art_flags, TR_STR);
170 if (one_in_(2)) return;
173 if (!(have_flag(o_ptr->art_flags, TR_CON)))
175 add_flag(o_ptr->art_flags, TR_CON);
176 if (one_in_(2)) return;
179 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
181 add_flag(o_ptr->art_flags, TR_DEX);
182 if (one_in_(2)) return;
188 if (!(have_flag(o_ptr->art_flags, TR_INT)))
190 add_flag(o_ptr->art_flags, TR_INT);
191 if (one_in_(2)) return;
193 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
195 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
196 if (one_in_(2)) return;
202 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
204 add_flag(o_ptr->art_flags, TR_WIS);
205 if (one_in_(2)) return;
211 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
213 add_flag(o_ptr->art_flags, TR_DEX);
214 if (one_in_(2)) return;
217 if (!(have_flag(o_ptr->art_flags, TR_CON)))
219 add_flag(o_ptr->art_flags, TR_CON);
220 if (one_in_(2)) return;
223 if (!(have_flag(o_ptr->art_flags, TR_STR)))
225 add_flag(o_ptr->art_flags, TR_STR);
226 if (one_in_(2)) return;
232 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
234 add_flag(o_ptr->art_flags, TR_STEALTH);
235 if (one_in_(2)) return;
237 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
239 add_flag(o_ptr->art_flags, TR_SEARCH);
240 if (one_in_(2)) return;
246 if (!(have_flag(o_ptr->art_flags, TR_STR)))
248 add_flag(o_ptr->art_flags, TR_STR);
249 if (one_in_(2)) return;
255 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
257 add_flag(o_ptr->art_flags, TR_WIS);
258 if (one_in_(2)) return;
264 if (!(have_flag(o_ptr->art_flags, TR_INT)))
266 add_flag(o_ptr->art_flags, TR_INT);
267 if (one_in_(2)) return;
273 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
275 add_flag(o_ptr->art_flags, TR_DEX);
276 if (one_in_(2)) return;
282 if (!(have_flag(o_ptr->art_flags, TR_CON)))
284 add_flag(o_ptr->art_flags, TR_CON);
285 if (one_in_(2)) return;
291 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
293 add_flag(o_ptr->art_flags, TR_CHR);
294 if (one_in_(2)) return;
300 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
302 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
304 add_flag(o_ptr->art_flags, TR_DEC_MANA);
305 if (one_in_(2)) return;
309 switch (randint1(this_type))
312 add_flag(o_ptr->art_flags, TR_STR);
313 if (!o_ptr->artifact_bias && !one_in_(13))
314 o_ptr->artifact_bias = BIAS_STR;
315 else if (!o_ptr->artifact_bias && one_in_(7))
316 o_ptr->artifact_bias = BIAS_WARRIOR;
319 add_flag(o_ptr->art_flags, TR_INT);
320 if (!o_ptr->artifact_bias && !one_in_(13))
321 o_ptr->artifact_bias = BIAS_INT;
322 else if (!o_ptr->artifact_bias && one_in_(7))
323 o_ptr->artifact_bias = BIAS_MAGE;
326 add_flag(o_ptr->art_flags, TR_WIS);
327 if (!o_ptr->artifact_bias && !one_in_(13))
328 o_ptr->artifact_bias = BIAS_WIS;
329 else if (!o_ptr->artifact_bias && one_in_(7))
330 o_ptr->artifact_bias = BIAS_PRIESTLY;
333 add_flag(o_ptr->art_flags, TR_DEX);
334 if (!o_ptr->artifact_bias && !one_in_(13))
335 o_ptr->artifact_bias = BIAS_DEX;
336 else if (!o_ptr->artifact_bias && one_in_(7))
337 o_ptr->artifact_bias = BIAS_ROGUE;
340 add_flag(o_ptr->art_flags, TR_CON);
341 if (!o_ptr->artifact_bias && !one_in_(13))
342 o_ptr->artifact_bias = BIAS_CON;
343 else if (!o_ptr->artifact_bias && one_in_(9))
344 o_ptr->artifact_bias = BIAS_RANGER;
347 add_flag(o_ptr->art_flags, TR_CHR);
348 if (!o_ptr->artifact_bias && !one_in_(13))
349 o_ptr->artifact_bias = BIAS_CHR;
352 add_flag(o_ptr->art_flags, TR_STEALTH);
353 if (!o_ptr->artifact_bias && one_in_(3))
354 o_ptr->artifact_bias = BIAS_ROGUE;
357 add_flag(o_ptr->art_flags, TR_SEARCH);
358 if (!o_ptr->artifact_bias && one_in_(9))
359 o_ptr->artifact_bias = BIAS_RANGER;
362 add_flag(o_ptr->art_flags, TR_INFRA);
365 add_flag(o_ptr->art_flags, TR_SPEED);
366 if (!o_ptr->artifact_bias && one_in_(11))
367 o_ptr->artifact_bias = BIAS_ROGUE;
370 add_flag(o_ptr->art_flags, TR_TUNNEL);
373 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
376 add_flag(o_ptr->art_flags, TR_BLOWS);
377 if (!o_ptr->artifact_bias && one_in_(11))
378 o_ptr->artifact_bias = BIAS_WARRIOR;
387 * @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.
388 * @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。
389 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
390 * 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。
392 * @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。
393 * @param o_ptr 対象のオブジェクト構造体ポインタ
396 static void random_resistance(object_type *o_ptr)
398 switch (o_ptr->artifact_bias)
401 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
403 add_flag(o_ptr->art_flags, TR_RES_ACID);
404 if (one_in_(2)) return;
407 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
409 add_flag(o_ptr->art_flags, TR_IM_ACID);
410 if (!one_in_(IM_LUCK))
412 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
413 remove_flag(o_ptr->art_flags, TR_IM_COLD);
414 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
416 if (one_in_(2)) return;
422 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
424 add_flag(o_ptr->art_flags, TR_RES_ELEC);
425 if (one_in_(2)) return;
428 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
429 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
431 add_flag(o_ptr->art_flags, TR_SH_ELEC);
432 if (one_in_(2)) return;
435 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
437 add_flag(o_ptr->art_flags, TR_IM_ELEC);
438 if (!one_in_(IM_LUCK))
440 remove_flag(o_ptr->art_flags, TR_IM_ACID);
441 remove_flag(o_ptr->art_flags, TR_IM_COLD);
442 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
445 if (one_in_(2)) return;
451 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
453 add_flag(o_ptr->art_flags, TR_RES_FIRE);
454 if (one_in_(2)) return;
457 if ((o_ptr->tval >= TV_CLOAK) &&
458 (o_ptr->tval <= TV_HARD_ARMOR) &&
459 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
461 add_flag(o_ptr->art_flags, TR_SH_FIRE);
462 if (one_in_(2)) return;
465 if (one_in_(BIAS_LUCK) &&
466 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
468 add_flag(o_ptr->art_flags, TR_IM_FIRE);
469 if (!one_in_(IM_LUCK))
471 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
472 remove_flag(o_ptr->art_flags, TR_IM_COLD);
473 remove_flag(o_ptr->art_flags, TR_IM_ACID);
475 if (one_in_(2)) return;
481 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
483 add_flag(o_ptr->art_flags, TR_RES_COLD);
484 if (one_in_(2)) return;
487 if ((o_ptr->tval >= TV_CLOAK) &&
488 (o_ptr->tval <= TV_HARD_ARMOR) &&
489 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
491 add_flag(o_ptr->art_flags, TR_SH_COLD);
492 if (one_in_(2)) return;
495 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
497 add_flag(o_ptr->art_flags, TR_IM_COLD);
498 if (!one_in_(IM_LUCK))
500 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
501 remove_flag(o_ptr->art_flags, TR_IM_ACID);
502 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
504 if (one_in_(2)) return;
510 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
512 add_flag(o_ptr->art_flags, TR_RES_POIS);
513 if (one_in_(2)) return;
519 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
521 add_flag(o_ptr->art_flags, TR_RES_FEAR);
522 if (one_in_(2)) return;
525 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
527 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
528 if (one_in_(2)) return;
533 case BIAS_NECROMANTIC:
534 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
536 add_flag(o_ptr->art_flags, TR_RES_NETHER);
537 if (one_in_(2)) return;
540 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
542 add_flag(o_ptr->art_flags, TR_RES_POIS);
543 if (one_in_(2)) return;
546 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
548 add_flag(o_ptr->art_flags, TR_RES_DARK);
549 if (one_in_(2)) return;
555 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
557 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
558 if (one_in_(2)) return;
561 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
563 add_flag(o_ptr->art_flags, TR_RES_CONF);
564 if (one_in_(2)) return;
567 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
569 add_flag(o_ptr->art_flags, TR_RES_DISEN);
570 if (one_in_(2)) return;
576 switch (randint1(42))
579 if (!one_in_(WEIRD_LUCK))
580 random_resistance(o_ptr);
583 add_flag(o_ptr->art_flags, TR_IM_ACID);
584 if (!o_ptr->artifact_bias)
585 o_ptr->artifact_bias = BIAS_ACID;
590 if (!one_in_(WEIRD_LUCK))
591 random_resistance(o_ptr);
594 add_flag(o_ptr->art_flags, TR_IM_ELEC);
595 if (!o_ptr->artifact_bias)
596 o_ptr->artifact_bias = BIAS_ELEC;
601 if (!one_in_(WEIRD_LUCK))
602 random_resistance(o_ptr);
605 add_flag(o_ptr->art_flags, TR_IM_COLD);
606 if (!o_ptr->artifact_bias)
607 o_ptr->artifact_bias = BIAS_COLD;
612 if (!one_in_(WEIRD_LUCK))
613 random_resistance(o_ptr);
616 add_flag(o_ptr->art_flags, TR_IM_FIRE);
617 if (!o_ptr->artifact_bias)
618 o_ptr->artifact_bias = BIAS_FIRE;
625 add_flag(o_ptr->art_flags, TR_RES_ACID);
626 if (!o_ptr->artifact_bias)
627 o_ptr->artifact_bias = BIAS_ACID;
632 add_flag(o_ptr->art_flags, TR_RES_ELEC);
633 if (!o_ptr->artifact_bias)
634 o_ptr->artifact_bias = BIAS_ELEC;
639 add_flag(o_ptr->art_flags, TR_RES_FIRE);
640 if (!o_ptr->artifact_bias)
641 o_ptr->artifact_bias = BIAS_FIRE;
646 add_flag(o_ptr->art_flags, TR_RES_COLD);
647 if (!o_ptr->artifact_bias)
648 o_ptr->artifact_bias = BIAS_COLD;
652 add_flag(o_ptr->art_flags, TR_RES_POIS);
653 if (!o_ptr->artifact_bias && !one_in_(4))
654 o_ptr->artifact_bias = BIAS_POIS;
655 else if (!o_ptr->artifact_bias && one_in_(2))
656 o_ptr->artifact_bias = BIAS_NECROMANTIC;
657 else if (!o_ptr->artifact_bias && one_in_(2))
658 o_ptr->artifact_bias = BIAS_ROGUE;
662 add_flag(o_ptr->art_flags, TR_RES_FEAR);
663 if (!o_ptr->artifact_bias && one_in_(3))
664 o_ptr->artifact_bias = BIAS_WARRIOR;
667 add_flag(o_ptr->art_flags, TR_RES_LITE);
670 add_flag(o_ptr->art_flags, TR_RES_DARK);
674 add_flag(o_ptr->art_flags, TR_RES_BLIND);
678 add_flag(o_ptr->art_flags, TR_RES_CONF);
679 if (!o_ptr->artifact_bias && one_in_(6))
680 o_ptr->artifact_bias = BIAS_CHAOS;
684 add_flag(o_ptr->art_flags, TR_RES_SOUND);
688 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
692 add_flag(o_ptr->art_flags, TR_RES_NETHER);
693 if (!o_ptr->artifact_bias && one_in_(3))
694 o_ptr->artifact_bias = BIAS_NECROMANTIC;
698 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
702 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
703 if (!o_ptr->artifact_bias && one_in_(2))
704 o_ptr->artifact_bias = BIAS_CHAOS;
708 add_flag(o_ptr->art_flags, TR_RES_DISEN);
711 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
712 add_flag(o_ptr->art_flags, TR_SH_ELEC);
714 random_resistance(o_ptr);
715 if (!o_ptr->artifact_bias)
716 o_ptr->artifact_bias = BIAS_ELEC;
719 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
720 add_flag(o_ptr->art_flags, TR_SH_FIRE);
722 random_resistance(o_ptr);
723 if (!o_ptr->artifact_bias)
724 o_ptr->artifact_bias = BIAS_FIRE;
727 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
728 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
729 add_flag(o_ptr->art_flags, TR_REFLECT);
731 random_resistance(o_ptr);
734 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
735 add_flag(o_ptr->art_flags, TR_SH_COLD);
737 random_resistance(o_ptr);
738 if (!o_ptr->artifact_bias)
739 o_ptr->artifact_bias = BIAS_COLD;
746 * @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.
747 * @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。
748 * 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、
749 * 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。
750 * @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。
751 * @param o_ptr 対象のオブジェクト構造体ポインタ
754 static void random_misc(object_type *o_ptr)
756 switch (o_ptr->artifact_bias)
759 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
761 add_flag(o_ptr->art_flags, TR_SUST_CON);
762 if (one_in_(2)) return;
768 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
770 add_flag(o_ptr->art_flags, TR_SUST_STR);
771 if (one_in_(2)) return;
777 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
779 add_flag(o_ptr->art_flags, TR_SUST_WIS);
780 if (one_in_(2)) return;
786 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
788 add_flag(o_ptr->art_flags, TR_SUST_INT);
789 if (one_in_(2)) return;
795 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
797 add_flag(o_ptr->art_flags, TR_SUST_DEX);
798 if (one_in_(2)) return;
804 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
806 add_flag(o_ptr->art_flags, TR_SUST_CON);
807 if (one_in_(2)) return;
813 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
815 add_flag(o_ptr->art_flags, TR_SUST_CHR);
816 if (one_in_(2)) return;
822 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
824 add_flag(o_ptr->art_flags, TR_TELEPORT);
825 if (one_in_(2)) return;
831 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
833 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
839 switch (randint1(33))
842 add_flag(o_ptr->art_flags, TR_SUST_STR);
843 if (!o_ptr->artifact_bias)
844 o_ptr->artifact_bias = BIAS_STR;
847 add_flag(o_ptr->art_flags, TR_SUST_INT);
848 if (!o_ptr->artifact_bias)
849 o_ptr->artifact_bias = BIAS_INT;
852 add_flag(o_ptr->art_flags, TR_SUST_WIS);
853 if (!o_ptr->artifact_bias)
854 o_ptr->artifact_bias = BIAS_WIS;
857 add_flag(o_ptr->art_flags, TR_SUST_DEX);
858 if (!o_ptr->artifact_bias)
859 o_ptr->artifact_bias = BIAS_DEX;
862 add_flag(o_ptr->art_flags, TR_SUST_CON);
863 if (!o_ptr->artifact_bias)
864 o_ptr->artifact_bias = BIAS_CON;
867 add_flag(o_ptr->art_flags, TR_SUST_CHR);
868 if (!o_ptr->artifact_bias)
869 o_ptr->artifact_bias = BIAS_CHR;
874 add_flag(o_ptr->art_flags, TR_FREE_ACT);
877 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
878 if (!o_ptr->artifact_bias && one_in_(5))
879 o_ptr->artifact_bias = BIAS_PRIESTLY;
880 else if (!o_ptr->artifact_bias && one_in_(6))
881 o_ptr->artifact_bias = BIAS_NECROMANTIC;
885 add_flag(o_ptr->art_flags, TR_LITE_1);
889 add_flag(o_ptr->art_flags, TR_LEVITATION);
894 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
898 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
902 add_flag(o_ptr->art_flags, TR_REGEN);
905 add_flag(o_ptr->art_flags, TR_TELEPORT);
910 if (object_is_armour(o_ptr))
914 o_ptr->to_a = 4 + randint1(11);
924 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
925 bonus_h = 4 + (HIT_PROB)(randint1(11));
926 bonus_d = 4 + (HIT_POINT)(randint1(11));
927 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))
932 o_ptr->to_h += bonus_h;
933 o_ptr->to_d += bonus_d;
937 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
940 add_flag(o_ptr->art_flags, TR_NO_TELE);
943 add_flag(o_ptr->art_flags, TR_WARNING);
950 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
951 if (!o_ptr->artifact_bias && one_in_(3))
952 o_ptr->artifact_bias = BIAS_LAW;
955 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
956 if (!o_ptr->artifact_bias && one_in_(3))
957 o_ptr->artifact_bias = BIAS_MAGE;
960 add_flag(o_ptr->art_flags, TR_TELEPATHY);
961 if (!o_ptr->artifact_bias && one_in_(9))
962 o_ptr->artifact_bias = BIAS_MAGE;
973 idx[0] = randint1(10);
975 idx[1] = randint1(9);
976 if (idx[1] >= idx[0]) idx[1]++;
978 idx[2] = randint1(8);
979 if (idx[2] >= idx[0]) idx[2]++;
980 if (idx[2] >= idx[1]) idx[2]++;
987 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
988 if (!o_ptr->artifact_bias && one_in_(4))
989 o_ptr->artifact_bias = BIAS_RANGER;
992 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
993 if (!o_ptr->artifact_bias && one_in_(3))
994 o_ptr->artifact_bias = BIAS_PRIESTLY;
995 else if (!o_ptr->artifact_bias && one_in_(6))
996 o_ptr->artifact_bias = BIAS_NECROMANTIC;
999 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1002 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1005 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1008 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1011 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1014 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1015 if (!o_ptr->artifact_bias && one_in_(6))
1016 o_ptr->artifact_bias = BIAS_ROGUE;
1019 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1020 if (!o_ptr->artifact_bias && one_in_(3))
1021 o_ptr->artifact_bias = BIAS_LAW;
1024 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1025 if (!o_ptr->artifact_bias && one_in_(3))
1026 o_ptr->artifact_bias = BIAS_LAW;
1038 * @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.
1039 * @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。
1040 * 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、
1041 * 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、
1042 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1043 * @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。
1044 * @param o_ptr 対象のオブジェクト構造体ポインタ
1047 static void random_slay(object_type *o_ptr)
1049 if (o_ptr->tval == TV_BOW)
1051 switch (randint1(6))
1056 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1057 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1058 if (!o_ptr->artifact_bias && one_in_(9))
1059 o_ptr->artifact_bias = BIAS_RANGER;
1062 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1063 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1064 if (!o_ptr->artifact_bias && one_in_(9))
1065 o_ptr->artifact_bias = BIAS_RANGER;
1072 switch (o_ptr->artifact_bias)
1075 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1077 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1078 if (one_in_(2)) return;
1084 if ((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1085 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1087 /* A free power for "priestly" random artifacts */
1088 add_flag(o_ptr->art_flags, TR_BLESSED);
1093 case BIAS_NECROMANTIC:
1094 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1096 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1097 if (one_in_(2)) return;
1100 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1102 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1103 if (one_in_(2)) return;
1109 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1111 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1112 if (one_in_(2)) return;
1118 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1119 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1120 !(have_flag(o_ptr->art_flags, TR_THROW)))
1122 /* Free power for rogues... */
1123 add_flag(o_ptr->art_flags, TR_THROW);
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_POIS)))
1137 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1138 if (one_in_(2)) return;
1144 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1146 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1147 if (one_in_(2)) return;
1153 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1155 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1156 if (one_in_(2)) return;
1162 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1164 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1165 if (one_in_(2)) return;
1171 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1173 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1174 if (one_in_(2)) return;
1180 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1182 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1183 if (one_in_(2)) return;
1186 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1188 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1189 if (one_in_(2)) return;
1192 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1194 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1195 if (one_in_(2)) return;
1201 switch (randint1(36))
1207 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1211 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1218 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1222 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1224 if (!o_ptr->artifact_bias && one_in_(2))
1225 o_ptr->artifact_bias = BIAS_LAW;
1226 else if (!o_ptr->artifact_bias && one_in_(9))
1227 o_ptr->artifact_bias = BIAS_PRIESTLY;
1233 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1237 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1239 if (!o_ptr->artifact_bias && one_in_(9))
1240 o_ptr->artifact_bias = BIAS_PRIESTLY;
1246 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1250 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1252 if (!o_ptr->artifact_bias && one_in_(9))
1253 o_ptr->artifact_bias = BIAS_PRIESTLY;
1259 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1263 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1270 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1274 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1281 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1285 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1291 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1294 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1298 if (o_ptr->tval == TV_SWORD)
1300 add_flag(o_ptr->art_flags, TR_VORPAL);
1301 if (!o_ptr->artifact_bias && one_in_(9))
1302 o_ptr->artifact_bias = BIAS_WARRIOR;
1308 add_flag(o_ptr->art_flags, TR_IMPACT);
1312 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1313 if (!o_ptr->artifact_bias)
1314 o_ptr->artifact_bias = BIAS_FIRE;
1318 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1319 if (!o_ptr->artifact_bias)
1320 o_ptr->artifact_bias = BIAS_COLD;
1324 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1325 if (!o_ptr->artifact_bias)
1326 o_ptr->artifact_bias = BIAS_ELEC;
1330 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1331 if (!o_ptr->artifact_bias)
1332 o_ptr->artifact_bias = BIAS_ACID;
1336 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1337 if (!o_ptr->artifact_bias && !one_in_(3))
1338 o_ptr->artifact_bias = BIAS_POIS;
1339 else if (!o_ptr->artifact_bias && one_in_(6))
1340 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1341 else if (!o_ptr->artifact_bias)
1342 o_ptr->artifact_bias = BIAS_ROGUE;
1345 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1346 if (!o_ptr->artifact_bias)
1347 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1350 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1351 if (!o_ptr->artifact_bias)
1352 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1358 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1362 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1367 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1368 if (!o_ptr->artifact_bias)
1369 o_ptr->artifact_bias = BIAS_CHAOS;
1376 * @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.
1377 * @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。
1378 * @param o_ptr 対象のオブジェクト構造体ポインタ
1381 static void give_activation_power(object_type *o_ptr)
1383 int type = 0, chance = 0;
1385 switch (o_ptr->artifact_bias)
1390 type = ACT_BO_ELEC_1;
1392 else if (!one_in_(5))
1394 type = ACT_BA_ELEC_2;
1398 type = ACT_BA_ELEC_3;
1405 type = ACT_BA_POIS_1;
1412 type = ACT_BO_FIRE_1;
1414 else if (!one_in_(5))
1416 type = ACT_BA_FIRE_1;
1420 type = ACT_BA_FIRE_2;
1429 type = ACT_BO_COLD_1;
1430 else if (!one_in_(3))
1431 type = ACT_BA_COLD_1;
1432 else if (!one_in_(3))
1433 type = ACT_BA_COLD_2;
1435 type = ACT_BA_COLD_3;
1441 type = ACT_SUMMON_DEMON;
1443 type = ACT_CALL_CHAOS;
1450 type = ACT_CHARM_UNDEAD;
1451 else if (one_in_(12))
1452 type = ACT_BANISH_EVIL;
1453 else if (one_in_(11))
1454 type = ACT_DISP_EVIL;
1455 else if (one_in_(10))
1456 type = ACT_PROT_EVIL;
1457 else if (one_in_(9))
1458 type = ACT_CURE_1000;
1459 else if (one_in_(8))
1460 type = ACT_CURE_700;
1461 else if (one_in_(7))
1462 type = ACT_REST_ALL;
1463 else if (one_in_(6))
1464 type = ACT_REST_EXP;
1469 case BIAS_NECROMANTIC:
1473 else if (one_in_(13))
1474 type = ACT_DISP_GOOD;
1475 else if (one_in_(9))
1476 type = ACT_MASS_GENO;
1477 else if (one_in_(8))
1478 type = ACT_GENOCIDE;
1479 else if (one_in_(13))
1480 type = ACT_SUMMON_UNDEAD;
1481 else if (one_in_(9))
1483 else if (one_in_(6))
1484 type = ACT_CHARM_UNDEAD;
1492 type = ACT_BANISH_EVIL;
1493 else if (one_in_(4))
1494 type = ACT_DISP_EVIL;
1496 type = ACT_PROT_EVIL;
1503 else if (one_in_(4))
1505 else if (one_in_(3))
1506 type = ACT_DETECT_ALL;
1507 else if (one_in_(8))
1510 type = ACT_ID_PLAIN;
1516 type = ACT_SUMMON_ELEMENTAL;
1517 else if (one_in_(10))
1518 type = ACT_SUMMON_PHANTOM;
1519 else if (one_in_(5))
1520 type = ACT_RUNE_EXPLO;
1536 type = ACT_CHARM_ANIMALS;
1537 else if (one_in_(7))
1538 type = ACT_SUMMON_ANIMAL;
1539 else if (one_in_(6))
1540 type = ACT_CHARM_ANIMAL;
1541 else if (one_in_(4))
1542 type = ACT_RESIST_ALL;
1543 else if (one_in_(3))
1546 type = ACT_CURE_POISON;
1550 if (!type || (randint1(100) >= chance))
1552 one_activation(o_ptr);
1556 /* A type was chosen... */
1557 o_ptr->xtra2 = (byte)type;
1558 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1564 * @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.
1565 * @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。
1566 * @param o_ptr 処理中のアイテム参照ポインタ
1567 * @param return_name 名前を返すための文字列参照ポインタ
1568 * @param armour 対象のオブジェクトが防具が否か
1569 * @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)
1572 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1574 PERCENTAGE prob = randint1(100);
1576 if (prob <= SINDARIN_NAME)
1578 get_table_sindarin(return_name);
1582 if (prob <= TABLE_NAME)
1584 get_table_name(return_name);
1595 filename = _("a_cursed_j.txt", "a_cursed.txt");
1598 filename = _("a_low_j.txt", "a_low.txt");
1601 filename = _("a_med_j.txt", "a_med.txt");
1604 filename = _("a_high_j.txt", "a_high.txt");
1611 filename = _("w_cursed_j.txt", "w_cursed.txt");
1614 filename = _("w_low_j.txt", "w_low.txt");
1617 filename = _("w_med_j.txt", "w_med.txt");
1620 filename = _("w_high_j.txt", "w_high.txt");
1624 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1626 if (return_name[0] == 0) get_table_name(return_name);
1632 * @brief ランダムアーティファクト生成のメインルーチン
1633 * @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。
1634 * @param player_ptr プレーヤーへの参照ポインタ
1635 * @param o_ptr 対象のオブジェクト構造体ポインタ
1636 * @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。
1637 * @return 常にTRUE(1)を返す
1639 bool become_random_artifact(player_type *player_ptr, object_type *o_ptr, bool a_scroll)
1641 /* Reset artifact bias */
1642 o_ptr->artifact_bias = 0;
1644 /* Nuke enchantments */
1648 for (int i = 0; i < TR_FLAG_SIZE; i++)
1649 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1651 bool has_pval = FALSE;
1652 if (o_ptr->pval) has_pval = TRUE;
1654 int warrior_artifact_bias = 0;
1655 if (a_scroll && one_in_(4))
1657 switch (player_ptr->pclass)
1660 case CLASS_BERSERKER:
1665 o_ptr->artifact_bias = BIAS_WARRIOR;
1668 case CLASS_HIGH_MAGE:
1669 case CLASS_SORCERER:
1670 case CLASS_MAGIC_EATER:
1671 case CLASS_BLUE_MAGE:
1672 o_ptr->artifact_bias = BIAS_MAGE;
1675 o_ptr->artifact_bias = BIAS_PRIESTLY;
1679 o_ptr->artifact_bias = BIAS_ROGUE;
1680 warrior_artifact_bias = 25;
1684 o_ptr->artifact_bias = BIAS_RANGER;
1685 warrior_artifact_bias = 30;
1688 o_ptr->artifact_bias = BIAS_PRIESTLY;
1689 warrior_artifact_bias = 40;
1691 case CLASS_WARRIOR_MAGE:
1692 case CLASS_RED_MAGE:
1693 o_ptr->artifact_bias = BIAS_MAGE;
1694 warrior_artifact_bias = 40;
1696 case CLASS_CHAOS_WARRIOR:
1697 o_ptr->artifact_bias = BIAS_CHAOS;
1698 warrior_artifact_bias = 40;
1701 case CLASS_FORCETRAINER:
1702 o_ptr->artifact_bias = BIAS_PRIESTLY;
1704 case CLASS_MINDCRAFTER:
1706 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1709 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1711 case CLASS_IMITATOR:
1712 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1714 case CLASS_BEASTMASTER:
1715 o_ptr->artifact_bias = BIAS_CHR;
1716 warrior_artifact_bias = 50;
1718 case CLASS_MIRROR_MASTER:
1719 if (randint1(4) > 1)
1721 o_ptr->artifact_bias = BIAS_MAGE;
1725 o_ptr->artifact_bias = BIAS_ROGUE;
1732 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1733 o_ptr->artifact_bias = BIAS_WARRIOR;
1735 GAME_TEXT new_name[1024];
1736 strcpy(new_name, "");
1738 bool a_cursed = FALSE;
1739 if (!a_scroll && one_in_(A_CURSED))
1741 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1744 int powers = randint1(5) + 1;
1745 while (one_in_(powers) || one_in_(7) || one_in_(10))
1748 if (!a_cursed && one_in_(WEIRD_LUCK))
1751 if (a_cursed) powers /= 2;
1753 int max_powers = powers;
1754 int max_type = object_is_weapon_ammo(o_ptr) ? 7 : 5;
1757 switch (randint1(max_type))
1764 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1766 if (a_cursed && !one_in_(13)) break;
1769 if (one_in_(o_ptr->ds + 4)) o_ptr->ds++;
1773 if (one_in_(o_ptr->dd + 1)) o_ptr->dd++;
1777 random_resistance(o_ptr);
1786 if (current_world_ptr->wizard) msg_print("Switch error in become_random_artifact!");
1793 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1795 o_ptr->pval = randint1(2);
1796 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1804 } while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1807 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1812 /* give it some plusses... */
1813 if (object_is_armour(o_ptr))
1814 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1815 else if (object_is_weapon_ammo(o_ptr))
1817 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1818 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1819 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1822 /* Just to be sure */
1823 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1824 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1825 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1826 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1828 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
1830 if (a_cursed) curse_artifact(player_ptr, o_ptr);
1833 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1836 give_activation_power(o_ptr);
1839 if (object_is_armour(o_ptr))
1841 while ((o_ptr->to_d + o_ptr->to_h) > 20)
1843 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1844 o_ptr->to_d -= (HIT_POINT)randint0(3);
1845 o_ptr->to_h -= (HIT_PROB)randint0(3);
1847 while ((o_ptr->to_d + o_ptr->to_h) > 10)
1849 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1850 o_ptr->to_d -= (HIT_POINT)randint0(3);
1851 o_ptr->to_h -= (HIT_PROB)randint0(3);
1855 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);
1857 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1861 remove_flag(o_ptr->art_flags, TR_BLOWS);
1862 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1863 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1864 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1865 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1866 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1867 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1868 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1869 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1870 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1871 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1872 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1873 remove_flag(o_ptr->art_flags, TR_VORPAL);
1874 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1875 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1876 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1877 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1878 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1882 if (!object_is_weapon_ammo(o_ptr))
1885 if (a_cursed) power_level = 0;
1886 else if (total_flags < 15000) power_level = 1;
1887 else if (total_flags < 35000) power_level = 2;
1888 else power_level = 3;
1894 if (a_cursed) power_level = 0;
1895 else if (total_flags < 20000) power_level = 1;
1896 else if (total_flags < 45000) power_level = 2;
1897 else power_level = 3;
1901 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1903 weakening_artifact(o_ptr);
1908 GAME_TEXT dummy_name[MAX_NLEN] = "";
1909 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? ");
1911 object_aware(player_ptr, o_ptr);
1912 object_known(o_ptr);
1914 /* Mark the item as fully known */
1915 o_ptr->ident |= (IDENT_FULL_KNOWN);
1917 /* For being treated as random artifact in screen_object() */
1918 o_ptr->art_name = quark_add("");
1920 (void)screen_object(player_ptr, o_ptr, 0L);
1922 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1928 get_table_sindarin_aux(dummy_name);
1932 get_table_name_aux(dummy_name);
1936 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1937 chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
1938 chg_virtue(player_ptr, V_ENCHANT, 5);
1942 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1945 /* Save the inscription */
1946 o_ptr->art_name = quark_add(new_name);
1948 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」",
1949 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1951 player_ptr->window |= (PW_INVEN | PW_EQUIP);
1958 * @brief オブジェクトから能力発動IDを取得する。
1959 * @details いくつかのケースで定義されている発動効果から、
1960 * 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。
1961 * @param o_ptr 対象のオブジェクト構造体ポインタ
1962 * @return 発動効果のIDを返す
1964 int activation_index(object_type *o_ptr)
1966 /* Give priority to weaponsmith's essential activations */
1967 if (object_is_smith(o_ptr))
1969 switch (o_ptr->xtra3 - 1)
1971 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1972 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1973 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1974 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1975 case TR_IMPACT: return ACT_QUAKE;
1979 if (object_is_fixed_artifact(o_ptr))
1981 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1983 return a_info[o_ptr->name1].act_idx;
1987 if (object_is_ego(o_ptr))
1989 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1991 return e_info[o_ptr->name2].act_idx;
1995 if (!object_is_random_artifact(o_ptr))
1997 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1999 return k_info[o_ptr->k_idx].act_idx;
2003 return o_ptr->xtra2;
2008 * @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。
2009 * @details activation_index() 関数の結果から参照する。
2010 * @param o_ptr 対象のオブジェクト構造体ポインタ
2011 * @return 発動効果構造体のポインタを返す
2013 const activation_type* find_activation_info(object_type *o_ptr)
2015 const int index = activation_index(o_ptr);
2016 const activation_type* p;
2017 for (p = activation_info; p->flag != NULL; ++p)
2019 if (p->index == index)
2030 * @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。.
2031 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
2032 * 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、
2034 * @attention プレイヤーの各種ステータスに依存した処理がある。
2035 * @todo 折を見て関数名を変更すること。
2036 * @param player_ptr プレーヤーへの参照ポインタ
2037 * @param o_ptr 対象のオブジェクト構造体ポインタ
2038 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
2041 void random_artifact_resistance(player_type *player_ptr, object_type *o_ptr, artifact_type *a_ptr)
2043 bool give_resistance = FALSE, give_power = FALSE;
2045 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
2047 bool is_special_class = player_ptr->pclass == CLASS_WARRIOR;
2048 is_special_class |= player_ptr->pclass == CLASS_ARCHER;
2049 is_special_class |= player_ptr->pclass == CLASS_CAVALRY;
2050 is_special_class |= player_ptr->pclass == CLASS_BERSERKER;
2051 if (is_special_class)
2054 give_resistance = TRUE;
2058 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2059 add_flag(o_ptr->art_flags, TR_TY_CURSE);
2060 o_ptr->curse_flags |=
2061 (TRC_CURSED | TRC_HEAVY_CURSE);
2062 o_ptr->curse_flags |= get_curse(2, o_ptr);
2067 if (o_ptr->name1 == ART_MURAMASA)
2069 if (player_ptr->pclass != CLASS_SAMURAI)
2071 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2072 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2076 if (o_ptr->name1 == ART_ROBINTON)
2078 if (player_ptr->pclass == CLASS_BARD)
2080 add_flag(o_ptr->art_flags, TR_DEC_MANA);
2084 if (o_ptr->name1 == ART_XIAOLONG)
2086 if (player_ptr->pclass == CLASS_MONK)
2087 add_flag(o_ptr->art_flags, TR_BLOWS);
2090 if (o_ptr->name1 == ART_BLOOD)
2092 get_bloody_moon_flags(o_ptr);
2095 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
2097 if (player_ptr->psex != SEX_FEMALE)
2099 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2103 if (o_ptr->name1 == ART_MILIM)
2105 if (player_ptr->pseikaku == PERSONALITY_SEXY)
2108 add_flag(o_ptr->art_flags, TR_STR);
2109 add_flag(o_ptr->art_flags, TR_INT);
2110 add_flag(o_ptr->art_flags, TR_WIS);
2111 add_flag(o_ptr->art_flags, TR_DEX);
2112 add_flag(o_ptr->art_flags, TR_CON);
2113 add_flag(o_ptr->art_flags, TR_CHR);
2117 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2118 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2119 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2121 /* Give a resistance OR a power */
2122 if (one_in_(2)) give_resistance = TRUE;
2123 else give_power = TRUE;
2131 if (give_resistance)
2133 one_high_resistance(o_ptr);
2139 * @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
2140 * @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。
2141 * @param player_ptr プレーヤーへの参照ポインタ
2142 * @param a_idx 生成する固定アーティファクト構造体のID
2143 * @param y アイテムを落とす地点のy座標
2144 * @param x アイテムを落とす地点のx座標
2145 * @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。
2146 * @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.
2147 * 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
2148 * drop_near()関数の返り値は信用できなくなる.
2150 bool create_named_art(player_type *player_ptr, ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2152 artifact_type *a_ptr = &a_info[a_idx];
2154 /* Ignore "empty" artifacts */
2155 if (!a_ptr->name) return FALSE;
2157 /* Acquire the "kind" index */
2158 KIND_OBJECT_IDX i = lookup_kind(a_ptr->tval, a_ptr->sval);
2159 if (i == 0) return FALSE;
2164 object_prep(q_ptr, i);
2167 q_ptr->name1 = a_idx;
2169 /* Extract the fields */
2170 q_ptr->pval = a_ptr->pval;
2171 q_ptr->ac = a_ptr->ac;
2172 q_ptr->dd = a_ptr->dd;
2173 q_ptr->ds = a_ptr->ds;
2174 q_ptr->to_a = a_ptr->to_a;
2175 q_ptr->to_h = a_ptr->to_h;
2176 q_ptr->to_d = a_ptr->to_d;
2177 q_ptr->weight = a_ptr->weight;
2179 /* Hack -- extract the "cursed" flag */
2180 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2181 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2182 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2183 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2184 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2185 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2187 random_artifact_resistance(player_ptr, q_ptr, a_ptr);
2189 /* Drop the artifact from heaven */
2190 return drop_near(player_ptr, q_ptr, -1, y, x) ? TRUE : FALSE;
2195 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2197 BIT_FLAGS flgs[TR_FLAG_SIZE];
2198 object_flags(o_ptr, flgs);
2200 HIT_POINT base, forced, vorpal;
2201 HIT_POINT s_evil = forced = vorpal = 0;
2202 HIT_POINT dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2204 if (have_flag(flgs, TR_KILL_EVIL))
2206 dam = s_evil = dam * 7 / 2;
2208 else if (!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2210 dam = s_evil = dam * 2;
2214 if (have_flag(flgs, TR_FORCE_WEAPON))
2216 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2220 if (have_flag(flgs, TR_VORPAL))
2222 dam = vorpal = dam * 11 / 9;
2226 dam = dam + o_ptr->to_d;
2228 msg_format_wizard(CHEAT_OBJECT, "素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2234 static bool has_extreme_damage_rate(object_type *o_ptr)
2236 BIT_FLAGS flgs[TR_FLAG_SIZE];
2237 object_flags(o_ptr, flgs);
2239 if (have_flag(flgs, TR_VAMPIRIC))
2241 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2246 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2251 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2256 if (calc_arm_avgdamage(o_ptr) > 63)
2264 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2269 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2274 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2279 if (calc_arm_avgdamage(o_ptr) > 75)
2288 static bool weakening_artifact(object_type *o_ptr)
2290 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2291 object_kind *k_ptr = &k_info[k_idx];
2292 BIT_FLAGS flgs[TR_FLAG_SIZE];
2293 object_flags(o_ptr, flgs);
2295 if (have_flag(flgs, TR_KILL_EVIL))
2297 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2298 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2302 if (k_ptr->dd < o_ptr->dd)
2308 if (k_ptr->ds < o_ptr->ds)
2314 if (o_ptr->to_d > 10)
2316 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2317 if (o_ptr->to_d < 10)
2330 * @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。
2331 * Mega-Hack -- Attempt to create one of the "Special Objects"
2332 * @param player_ptr プレーヤーへの参照ポインタ
2333 * @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
2334 * @return 生成に成功したらTRUEを返す。
2336 * Attempt to change an object into an artifact\n
2337 * This routine should only be called by "apply_magic()"\n
2338 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2340 bool make_artifact(player_type *player_ptr, object_type *o_ptr)
2342 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2343 if (floor_ptr->dun_level == 0) return FALSE;
2345 /* Paranoia -- no "plural" artifacts */
2346 if (o_ptr->number != 1) return FALSE;
2348 /* Check the artifact list (skip the "specials") */
2349 for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
2351 artifact_type *a_ptr = &a_info[i];
2353 /* Skip "empty" items */
2354 if (!a_ptr->name) continue;
2356 /* Cannot make an artifact twice */
2357 if (a_ptr->cur_num) continue;
2359 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2361 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2363 /* Must have the correct fields */
2364 if (a_ptr->tval != o_ptr->tval) continue;
2365 if (a_ptr->sval != o_ptr->sval) continue;
2367 /* XXX XXX Enforce minimum "depth" (loosely) */
2368 if (a_ptr->level > floor_ptr->dun_level)
2370 /* Acquire the "out-of-depth factor" */
2371 int d = (a_ptr->level - floor_ptr->dun_level) * 2;
2373 /* Roll for out-of-depth creation */
2374 if (!one_in_(d)) continue;
2377 /* We must make the "rarity roll" */
2378 if (!one_in_(a_ptr->rarity)) continue;
2380 /* Hack -- mark the item as an artifact */
2383 /* Hack: Some artifacts get random extra powers */
2384 random_artifact_resistance(player_ptr, o_ptr, a_ptr);
2393 * @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。
2394 * Mega-Hack -- Attempt to create one of the "Special Objects"
2395 * @param player_ptr プレーヤーへの参照ポインタ
2396 * @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
2397 * @return 生成に成功したらTRUEを返す。
2399 * We are only called from "make_object()", and we assume that\n
2400 * "apply_magic()" is called immediately after we return.\n
2402 * Note -- see "make_artifact()" and "apply_magic()"\n
2404 bool make_artifact_special(player_type *player_ptr, object_type *o_ptr)
2406 KIND_OBJECT_IDX k_idx = 0;
2408 /*! @note 地上ではキャンセルする / No artifacts in the town */
2409 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2410 if (floor_ptr->dun_level == 0) return FALSE;
2412 /*! @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 */
2413 if (get_obj_num_hook) return FALSE;
2415 /*! @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") */
2416 for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
2418 artifact_type *a_ptr = &a_info[i];
2420 /*! @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 */
2421 if (!a_ptr->name) continue;
2423 /*! @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 */
2424 if (a_ptr->cur_num) continue;
2425 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2426 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2428 /*! @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 /
2429 * XXX XXX Enforce minimum "depth" (loosely) */
2430 if (a_ptr->level > floor_ptr->object_level)
2432 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2433 int d = (a_ptr->level - floor_ptr->object_level) * 2;
2434 if (!one_in_(d)) continue;
2437 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2438 if (!one_in_(a_ptr->rarity)) continue;
2440 /*! @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。 /
2441 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2442 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2443 if (k_info[k_idx].level > floor_ptr->object_level)
2445 int d = (k_info[k_idx].level - floor_ptr->object_level) * 5;
2446 if (!one_in_(d)) continue;
2449 /*! @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 /
2450 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2451 object_prep(o_ptr, k_idx);
2454 random_artifact_resistance(player_ptr, o_ptr, a_ptr);
2458 /*! @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 */