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 "art-definition/art-armor-types.h"
15 #include "art-definition/art-protector-types.h"
16 #include "art-definition/art-sword-types.h"
17 #include "art-definition/art-weapon-types.h"
18 #include "art-definition/random-art-effects.h"
19 #include "cmd-item/cmd-smith.h"
20 #include "core/asking-player.h"
21 #include "floor/floor-object.h"
22 #include "floor/floor.h"
23 #include "grid/grid.h"
24 #include "io/files-util.h"
25 #include "perception/identification.h"
26 #include "perception/object-perception.h"
27 #include "object-enchant/object-boost.h"
28 #include "object-enchant/object-curse.h"
29 #include "object-enchant/object-ego.h"
30 #include "object-enchant/random-art-bias-types.h"
31 #include "object-enchant/trg-types.h"
32 #include "object/object-flags.h"
33 #include "object/object-flavor.h"
34 #include "object/object-generator.h"
35 #include "object/object-hook.h"
36 #include "object/object-kind-hook.h"
37 #include "object/object-kind.h"
38 #include "object/object-value-calc.h"
39 #include "object-enchant/special-object-flags.h"
40 #include "sv-definition/sv-armor-types.h"
41 #include "sv-definition/sv-weapon-types.h"
42 #include "system/system-variables.h"
43 #include "object-enchant/tr-types.h"
44 #include "object-enchant/trc-types.h"
45 #include "player/avatar.h"
46 #include "player/player-class.h"
47 #include "player/player-personalities-types.h"
48 #include "spell/spells-object.h"
49 #include "util/quarks.h"
50 #include "view/display-main-window.h"
51 #include "view/display-messages.h"
52 #include "world/world.h"
57 artifact_type *a_info;
62 * Maximum number of artifacts in a_info.txt
64 ARTIFACT_IDX max_a_idx;
66 static bool has_extreme_damage_rate(object_type *o_ptr);
67 static bool weakening_artifact(object_type *o_ptr);
71 * @brief ランダムアーティファクトのバイアス名称テーブル
73 const concptr artifact_bias_name[MAX_BIAS] =
97 const concptr artifact_bias_name[MAX_BIAS] =
124 * @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.
125 * @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。
126 * 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、
127 * 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。
128 * @attention プレイヤーの職業依存処理あり。
129 * @param player_ptr プレーヤーへの参照ポインタ
130 * @param o_ptr 対象のオブジェクト構造体ポインタ
133 static void curse_artifact(player_type *player_ptr, object_type *o_ptr)
135 if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
136 if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
137 if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
138 if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
140 o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
141 remove_flag(o_ptr->art_flags, TR_BLESSED);
143 if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
144 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
145 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
146 if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
147 if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
148 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
149 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
150 if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
151 if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
152 else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
154 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))
155 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
160 * @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.
161 * @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。
162 * 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。
163 * @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。
164 * @param o_ptr 対象のオブジェクト構造体ポインタ
167 static void random_plus(object_type *o_ptr)
169 int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
171 switch (o_ptr->artifact_bias)
174 if (!(have_flag(o_ptr->art_flags, TR_STR)))
176 add_flag(o_ptr->art_flags, TR_STR);
177 if (one_in_(2)) return;
180 if (!(have_flag(o_ptr->art_flags, TR_CON)))
182 add_flag(o_ptr->art_flags, TR_CON);
183 if (one_in_(2)) return;
186 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
188 add_flag(o_ptr->art_flags, TR_DEX);
189 if (one_in_(2)) return;
195 if (!(have_flag(o_ptr->art_flags, TR_INT)))
197 add_flag(o_ptr->art_flags, TR_INT);
198 if (one_in_(2)) return;
200 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
202 add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
203 if (one_in_(2)) return;
209 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
211 add_flag(o_ptr->art_flags, TR_WIS);
212 if (one_in_(2)) return;
218 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
220 add_flag(o_ptr->art_flags, TR_DEX);
221 if (one_in_(2)) return;
224 if (!(have_flag(o_ptr->art_flags, TR_CON)))
226 add_flag(o_ptr->art_flags, TR_CON);
227 if (one_in_(2)) return;
230 if (!(have_flag(o_ptr->art_flags, TR_STR)))
232 add_flag(o_ptr->art_flags, TR_STR);
233 if (one_in_(2)) return;
239 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
241 add_flag(o_ptr->art_flags, TR_STEALTH);
242 if (one_in_(2)) return;
244 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
246 add_flag(o_ptr->art_flags, TR_SEARCH);
247 if (one_in_(2)) return;
253 if (!(have_flag(o_ptr->art_flags, TR_STR)))
255 add_flag(o_ptr->art_flags, TR_STR);
256 if (one_in_(2)) return;
262 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
264 add_flag(o_ptr->art_flags, TR_WIS);
265 if (one_in_(2)) return;
271 if (!(have_flag(o_ptr->art_flags, TR_INT)))
273 add_flag(o_ptr->art_flags, TR_INT);
274 if (one_in_(2)) return;
280 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
282 add_flag(o_ptr->art_flags, TR_DEX);
283 if (one_in_(2)) return;
289 if (!(have_flag(o_ptr->art_flags, TR_CON)))
291 add_flag(o_ptr->art_flags, TR_CON);
292 if (one_in_(2)) return;
298 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
300 add_flag(o_ptr->art_flags, TR_CHR);
301 if (one_in_(2)) return;
307 if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
309 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
311 add_flag(o_ptr->art_flags, TR_DEC_MANA);
312 if (one_in_(2)) return;
316 switch (randint1(this_type))
319 add_flag(o_ptr->art_flags, TR_STR);
320 if (!o_ptr->artifact_bias && !one_in_(13))
321 o_ptr->artifact_bias = BIAS_STR;
322 else if (!o_ptr->artifact_bias && one_in_(7))
323 o_ptr->artifact_bias = BIAS_WARRIOR;
326 add_flag(o_ptr->art_flags, TR_INT);
327 if (!o_ptr->artifact_bias && !one_in_(13))
328 o_ptr->artifact_bias = BIAS_INT;
329 else if (!o_ptr->artifact_bias && one_in_(7))
330 o_ptr->artifact_bias = BIAS_MAGE;
333 add_flag(o_ptr->art_flags, TR_WIS);
334 if (!o_ptr->artifact_bias && !one_in_(13))
335 o_ptr->artifact_bias = BIAS_WIS;
336 else if (!o_ptr->artifact_bias && one_in_(7))
337 o_ptr->artifact_bias = BIAS_PRIESTLY;
340 add_flag(o_ptr->art_flags, TR_DEX);
341 if (!o_ptr->artifact_bias && !one_in_(13))
342 o_ptr->artifact_bias = BIAS_DEX;
343 else if (!o_ptr->artifact_bias && one_in_(7))
344 o_ptr->artifact_bias = BIAS_ROGUE;
347 add_flag(o_ptr->art_flags, TR_CON);
348 if (!o_ptr->artifact_bias && !one_in_(13))
349 o_ptr->artifact_bias = BIAS_CON;
350 else if (!o_ptr->artifact_bias && one_in_(9))
351 o_ptr->artifact_bias = BIAS_RANGER;
354 add_flag(o_ptr->art_flags, TR_CHR);
355 if (!o_ptr->artifact_bias && !one_in_(13))
356 o_ptr->artifact_bias = BIAS_CHR;
359 add_flag(o_ptr->art_flags, TR_STEALTH);
360 if (!o_ptr->artifact_bias && one_in_(3))
361 o_ptr->artifact_bias = BIAS_ROGUE;
364 add_flag(o_ptr->art_flags, TR_SEARCH);
365 if (!o_ptr->artifact_bias && one_in_(9))
366 o_ptr->artifact_bias = BIAS_RANGER;
369 add_flag(o_ptr->art_flags, TR_INFRA);
372 add_flag(o_ptr->art_flags, TR_SPEED);
373 if (!o_ptr->artifact_bias && one_in_(11))
374 o_ptr->artifact_bias = BIAS_ROGUE;
377 add_flag(o_ptr->art_flags, TR_TUNNEL);
380 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
383 add_flag(o_ptr->art_flags, TR_BLOWS);
384 if (!o_ptr->artifact_bias && one_in_(11))
385 o_ptr->artifact_bias = BIAS_WARRIOR;
394 * @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.
395 * @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。
396 * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
397 * 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。
399 * @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。
400 * @param o_ptr 対象のオブジェクト構造体ポインタ
403 static void random_resistance(object_type *o_ptr)
405 switch (o_ptr->artifact_bias)
408 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
410 add_flag(o_ptr->art_flags, TR_RES_ACID);
411 if (one_in_(2)) return;
414 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
416 add_flag(o_ptr->art_flags, TR_IM_ACID);
417 if (!one_in_(IM_LUCK))
419 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
420 remove_flag(o_ptr->art_flags, TR_IM_COLD);
421 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
423 if (one_in_(2)) return;
429 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
431 add_flag(o_ptr->art_flags, TR_RES_ELEC);
432 if (one_in_(2)) return;
435 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
436 !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
438 add_flag(o_ptr->art_flags, TR_SH_ELEC);
439 if (one_in_(2)) return;
442 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
444 add_flag(o_ptr->art_flags, TR_IM_ELEC);
445 if (!one_in_(IM_LUCK))
447 remove_flag(o_ptr->art_flags, TR_IM_ACID);
448 remove_flag(o_ptr->art_flags, TR_IM_COLD);
449 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
452 if (one_in_(2)) return;
458 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
460 add_flag(o_ptr->art_flags, TR_RES_FIRE);
461 if (one_in_(2)) return;
464 if ((o_ptr->tval >= TV_CLOAK) &&
465 (o_ptr->tval <= TV_HARD_ARMOR) &&
466 !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
468 add_flag(o_ptr->art_flags, TR_SH_FIRE);
469 if (one_in_(2)) return;
472 if (one_in_(BIAS_LUCK) &&
473 !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
475 add_flag(o_ptr->art_flags, TR_IM_FIRE);
476 if (!one_in_(IM_LUCK))
478 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
479 remove_flag(o_ptr->art_flags, TR_IM_COLD);
480 remove_flag(o_ptr->art_flags, TR_IM_ACID);
482 if (one_in_(2)) return;
488 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
490 add_flag(o_ptr->art_flags, TR_RES_COLD);
491 if (one_in_(2)) return;
494 if ((o_ptr->tval >= TV_CLOAK) &&
495 (o_ptr->tval <= TV_HARD_ARMOR) &&
496 !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
498 add_flag(o_ptr->art_flags, TR_SH_COLD);
499 if (one_in_(2)) return;
502 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
504 add_flag(o_ptr->art_flags, TR_IM_COLD);
505 if (!one_in_(IM_LUCK))
507 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
508 remove_flag(o_ptr->art_flags, TR_IM_ACID);
509 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
511 if (one_in_(2)) return;
517 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
519 add_flag(o_ptr->art_flags, TR_RES_POIS);
520 if (one_in_(2)) return;
526 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
528 add_flag(o_ptr->art_flags, TR_RES_FEAR);
529 if (one_in_(2)) return;
532 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
534 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
535 if (one_in_(2)) return;
540 case BIAS_NECROMANTIC:
541 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
543 add_flag(o_ptr->art_flags, TR_RES_NETHER);
544 if (one_in_(2)) return;
547 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
549 add_flag(o_ptr->art_flags, TR_RES_POIS);
550 if (one_in_(2)) return;
553 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
555 add_flag(o_ptr->art_flags, TR_RES_DARK);
556 if (one_in_(2)) return;
562 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
564 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
565 if (one_in_(2)) return;
568 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
570 add_flag(o_ptr->art_flags, TR_RES_CONF);
571 if (one_in_(2)) return;
574 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
576 add_flag(o_ptr->art_flags, TR_RES_DISEN);
577 if (one_in_(2)) return;
583 switch (randint1(42))
586 if (!one_in_(WEIRD_LUCK))
587 random_resistance(o_ptr);
590 add_flag(o_ptr->art_flags, TR_IM_ACID);
591 if (!o_ptr->artifact_bias)
592 o_ptr->artifact_bias = BIAS_ACID;
597 if (!one_in_(WEIRD_LUCK))
598 random_resistance(o_ptr);
601 add_flag(o_ptr->art_flags, TR_IM_ELEC);
602 if (!o_ptr->artifact_bias)
603 o_ptr->artifact_bias = BIAS_ELEC;
608 if (!one_in_(WEIRD_LUCK))
609 random_resistance(o_ptr);
612 add_flag(o_ptr->art_flags, TR_IM_COLD);
613 if (!o_ptr->artifact_bias)
614 o_ptr->artifact_bias = BIAS_COLD;
619 if (!one_in_(WEIRD_LUCK))
620 random_resistance(o_ptr);
623 add_flag(o_ptr->art_flags, TR_IM_FIRE);
624 if (!o_ptr->artifact_bias)
625 o_ptr->artifact_bias = BIAS_FIRE;
632 add_flag(o_ptr->art_flags, TR_RES_ACID);
633 if (!o_ptr->artifact_bias)
634 o_ptr->artifact_bias = BIAS_ACID;
639 add_flag(o_ptr->art_flags, TR_RES_ELEC);
640 if (!o_ptr->artifact_bias)
641 o_ptr->artifact_bias = BIAS_ELEC;
646 add_flag(o_ptr->art_flags, TR_RES_FIRE);
647 if (!o_ptr->artifact_bias)
648 o_ptr->artifact_bias = BIAS_FIRE;
653 add_flag(o_ptr->art_flags, TR_RES_COLD);
654 if (!o_ptr->artifact_bias)
655 o_ptr->artifact_bias = BIAS_COLD;
659 add_flag(o_ptr->art_flags, TR_RES_POIS);
660 if (!o_ptr->artifact_bias && !one_in_(4))
661 o_ptr->artifact_bias = BIAS_POIS;
662 else if (!o_ptr->artifact_bias && one_in_(2))
663 o_ptr->artifact_bias = BIAS_NECROMANTIC;
664 else if (!o_ptr->artifact_bias && one_in_(2))
665 o_ptr->artifact_bias = BIAS_ROGUE;
669 add_flag(o_ptr->art_flags, TR_RES_FEAR);
670 if (!o_ptr->artifact_bias && one_in_(3))
671 o_ptr->artifact_bias = BIAS_WARRIOR;
674 add_flag(o_ptr->art_flags, TR_RES_LITE);
677 add_flag(o_ptr->art_flags, TR_RES_DARK);
681 add_flag(o_ptr->art_flags, TR_RES_BLIND);
685 add_flag(o_ptr->art_flags, TR_RES_CONF);
686 if (!o_ptr->artifact_bias && one_in_(6))
687 o_ptr->artifact_bias = BIAS_CHAOS;
691 add_flag(o_ptr->art_flags, TR_RES_SOUND);
695 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
699 add_flag(o_ptr->art_flags, TR_RES_NETHER);
700 if (!o_ptr->artifact_bias && one_in_(3))
701 o_ptr->artifact_bias = BIAS_NECROMANTIC;
705 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
709 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
710 if (!o_ptr->artifact_bias && one_in_(2))
711 o_ptr->artifact_bias = BIAS_CHAOS;
715 add_flag(o_ptr->art_flags, TR_RES_DISEN);
718 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
719 add_flag(o_ptr->art_flags, TR_SH_ELEC);
721 random_resistance(o_ptr);
722 if (!o_ptr->artifact_bias)
723 o_ptr->artifact_bias = BIAS_ELEC;
726 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
727 add_flag(o_ptr->art_flags, TR_SH_FIRE);
729 random_resistance(o_ptr);
730 if (!o_ptr->artifact_bias)
731 o_ptr->artifact_bias = BIAS_FIRE;
734 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
735 o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
736 add_flag(o_ptr->art_flags, TR_REFLECT);
738 random_resistance(o_ptr);
741 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
742 add_flag(o_ptr->art_flags, TR_SH_COLD);
744 random_resistance(o_ptr);
745 if (!o_ptr->artifact_bias)
746 o_ptr->artifact_bias = BIAS_COLD;
753 * @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.
754 * @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。
755 * 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、
756 * 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。
757 * @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。
758 * @param o_ptr 対象のオブジェクト構造体ポインタ
761 static void random_misc(object_type *o_ptr)
763 switch (o_ptr->artifact_bias)
766 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
768 add_flag(o_ptr->art_flags, TR_SUST_CON);
769 if (one_in_(2)) return;
775 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
777 add_flag(o_ptr->art_flags, TR_SUST_STR);
778 if (one_in_(2)) return;
784 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
786 add_flag(o_ptr->art_flags, TR_SUST_WIS);
787 if (one_in_(2)) return;
793 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
795 add_flag(o_ptr->art_flags, TR_SUST_INT);
796 if (one_in_(2)) return;
802 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
804 add_flag(o_ptr->art_flags, TR_SUST_DEX);
805 if (one_in_(2)) return;
811 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
813 add_flag(o_ptr->art_flags, TR_SUST_CON);
814 if (one_in_(2)) return;
820 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
822 add_flag(o_ptr->art_flags, TR_SUST_CHR);
823 if (one_in_(2)) return;
829 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
831 add_flag(o_ptr->art_flags, TR_TELEPORT);
832 if (one_in_(2)) return;
838 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
840 add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
846 switch (randint1(33))
849 add_flag(o_ptr->art_flags, TR_SUST_STR);
850 if (!o_ptr->artifact_bias)
851 o_ptr->artifact_bias = BIAS_STR;
854 add_flag(o_ptr->art_flags, TR_SUST_INT);
855 if (!o_ptr->artifact_bias)
856 o_ptr->artifact_bias = BIAS_INT;
859 add_flag(o_ptr->art_flags, TR_SUST_WIS);
860 if (!o_ptr->artifact_bias)
861 o_ptr->artifact_bias = BIAS_WIS;
864 add_flag(o_ptr->art_flags, TR_SUST_DEX);
865 if (!o_ptr->artifact_bias)
866 o_ptr->artifact_bias = BIAS_DEX;
869 add_flag(o_ptr->art_flags, TR_SUST_CON);
870 if (!o_ptr->artifact_bias)
871 o_ptr->artifact_bias = BIAS_CON;
874 add_flag(o_ptr->art_flags, TR_SUST_CHR);
875 if (!o_ptr->artifact_bias)
876 o_ptr->artifact_bias = BIAS_CHR;
881 add_flag(o_ptr->art_flags, TR_FREE_ACT);
884 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
885 if (!o_ptr->artifact_bias && one_in_(5))
886 o_ptr->artifact_bias = BIAS_PRIESTLY;
887 else if (!o_ptr->artifact_bias && one_in_(6))
888 o_ptr->artifact_bias = BIAS_NECROMANTIC;
892 add_flag(o_ptr->art_flags, TR_LITE_1);
896 add_flag(o_ptr->art_flags, TR_LEVITATION);
901 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
905 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
909 add_flag(o_ptr->art_flags, TR_REGEN);
912 add_flag(o_ptr->art_flags, TR_TELEPORT);
917 if (object_is_armour(o_ptr))
921 o_ptr->to_a = 4 + randint1(11);
931 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
932 bonus_h = 4 + (HIT_PROB)(randint1(11));
933 bonus_d = 4 + (HIT_POINT)(randint1(11));
934 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))
939 o_ptr->to_h += bonus_h;
940 o_ptr->to_d += bonus_d;
944 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
947 add_flag(o_ptr->art_flags, TR_NO_TELE);
950 add_flag(o_ptr->art_flags, TR_WARNING);
957 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
958 if (!o_ptr->artifact_bias && one_in_(3))
959 o_ptr->artifact_bias = BIAS_LAW;
962 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
963 if (!o_ptr->artifact_bias && one_in_(3))
964 o_ptr->artifact_bias = BIAS_MAGE;
967 add_flag(o_ptr->art_flags, TR_TELEPATHY);
968 if (!o_ptr->artifact_bias && one_in_(9))
969 o_ptr->artifact_bias = BIAS_MAGE;
980 idx[0] = randint1(10);
982 idx[1] = randint1(9);
983 if (idx[1] >= idx[0]) idx[1]++;
985 idx[2] = randint1(8);
986 if (idx[2] >= idx[0]) idx[2]++;
987 if (idx[2] >= idx[1]) idx[2]++;
994 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
995 if (!o_ptr->artifact_bias && one_in_(4))
996 o_ptr->artifact_bias = BIAS_RANGER;
999 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1000 if (!o_ptr->artifact_bias && one_in_(3))
1001 o_ptr->artifact_bias = BIAS_PRIESTLY;
1002 else if (!o_ptr->artifact_bias && one_in_(6))
1003 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1006 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1009 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1012 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1015 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1018 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1021 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1022 if (!o_ptr->artifact_bias && one_in_(6))
1023 o_ptr->artifact_bias = BIAS_ROGUE;
1026 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1027 if (!o_ptr->artifact_bias && one_in_(3))
1028 o_ptr->artifact_bias = BIAS_LAW;
1031 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1032 if (!o_ptr->artifact_bias && one_in_(3))
1033 o_ptr->artifact_bias = BIAS_LAW;
1045 * @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.
1046 * @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。
1047 * 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、
1048 * 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、
1049 * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1050 * @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。
1051 * @param o_ptr 対象のオブジェクト構造体ポインタ
1054 static void random_slay(object_type *o_ptr)
1056 if (o_ptr->tval == TV_BOW)
1058 switch (randint1(6))
1063 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1064 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1065 if (!o_ptr->artifact_bias && one_in_(9))
1066 o_ptr->artifact_bias = BIAS_RANGER;
1069 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1070 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1071 if (!o_ptr->artifact_bias && one_in_(9))
1072 o_ptr->artifact_bias = BIAS_RANGER;
1079 switch (o_ptr->artifact_bias)
1082 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1084 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1085 if (one_in_(2)) return;
1091 if ((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1092 !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1094 /* A free power for "priestly" random artifacts */
1095 add_flag(o_ptr->art_flags, TR_BLESSED);
1100 case BIAS_NECROMANTIC:
1101 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1103 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1104 if (one_in_(2)) return;
1107 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1109 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1110 if (one_in_(2)) return;
1116 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1118 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1119 if (one_in_(2)) return;
1125 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1126 ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1127 !(have_flag(o_ptr->art_flags, TR_THROW)))
1129 /* Free power for rogues... */
1130 add_flag(o_ptr->art_flags, TR_THROW);
1133 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1135 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1136 if (one_in_(2)) return;
1142 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1144 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1145 if (one_in_(2)) return;
1151 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1153 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1154 if (one_in_(2)) return;
1160 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1162 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1163 if (one_in_(2)) return;
1169 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1171 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1172 if (one_in_(2)) return;
1178 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1180 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1181 if (one_in_(2)) return;
1187 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1189 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1190 if (one_in_(2)) return;
1193 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1195 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1196 if (one_in_(2)) return;
1199 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1201 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1202 if (one_in_(2)) return;
1208 switch (randint1(36))
1214 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1218 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1225 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1229 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1231 if (!o_ptr->artifact_bias && one_in_(2))
1232 o_ptr->artifact_bias = BIAS_LAW;
1233 else if (!o_ptr->artifact_bias && one_in_(9))
1234 o_ptr->artifact_bias = BIAS_PRIESTLY;
1240 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1244 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1246 if (!o_ptr->artifact_bias && one_in_(9))
1247 o_ptr->artifact_bias = BIAS_PRIESTLY;
1253 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1257 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1259 if (!o_ptr->artifact_bias && one_in_(9))
1260 o_ptr->artifact_bias = BIAS_PRIESTLY;
1266 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1270 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1277 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1281 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1288 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1292 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1298 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1301 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1305 if (o_ptr->tval == TV_SWORD)
1307 add_flag(o_ptr->art_flags, TR_VORPAL);
1308 if (!o_ptr->artifact_bias && one_in_(9))
1309 o_ptr->artifact_bias = BIAS_WARRIOR;
1315 add_flag(o_ptr->art_flags, TR_IMPACT);
1319 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1320 if (!o_ptr->artifact_bias)
1321 o_ptr->artifact_bias = BIAS_FIRE;
1325 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1326 if (!o_ptr->artifact_bias)
1327 o_ptr->artifact_bias = BIAS_COLD;
1331 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1332 if (!o_ptr->artifact_bias)
1333 o_ptr->artifact_bias = BIAS_ELEC;
1337 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1338 if (!o_ptr->artifact_bias)
1339 o_ptr->artifact_bias = BIAS_ACID;
1343 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1344 if (!o_ptr->artifact_bias && !one_in_(3))
1345 o_ptr->artifact_bias = BIAS_POIS;
1346 else if (!o_ptr->artifact_bias && one_in_(6))
1347 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1348 else if (!o_ptr->artifact_bias)
1349 o_ptr->artifact_bias = BIAS_ROGUE;
1352 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1353 if (!o_ptr->artifact_bias)
1354 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1357 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1358 if (!o_ptr->artifact_bias)
1359 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1365 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1369 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1374 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1375 if (!o_ptr->artifact_bias)
1376 o_ptr->artifact_bias = BIAS_CHAOS;
1383 * @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.
1384 * @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。
1385 * @param o_ptr 対象のオブジェクト構造体ポインタ
1388 static void give_activation_power(object_type *o_ptr)
1390 int type = 0, chance = 0;
1392 switch (o_ptr->artifact_bias)
1397 type = ACT_BO_ELEC_1;
1399 else if (!one_in_(5))
1401 type = ACT_BA_ELEC_2;
1405 type = ACT_BA_ELEC_3;
1412 type = ACT_BA_POIS_1;
1419 type = ACT_BO_FIRE_1;
1421 else if (!one_in_(5))
1423 type = ACT_BA_FIRE_1;
1427 type = ACT_BA_FIRE_2;
1436 type = ACT_BO_COLD_1;
1437 else if (!one_in_(3))
1438 type = ACT_BA_COLD_1;
1439 else if (!one_in_(3))
1440 type = ACT_BA_COLD_2;
1442 type = ACT_BA_COLD_3;
1448 type = ACT_SUMMON_DEMON;
1450 type = ACT_CALL_CHAOS;
1457 type = ACT_CHARM_UNDEAD;
1458 else if (one_in_(12))
1459 type = ACT_BANISH_EVIL;
1460 else if (one_in_(11))
1461 type = ACT_DISP_EVIL;
1462 else if (one_in_(10))
1463 type = ACT_PROT_EVIL;
1464 else if (one_in_(9))
1465 type = ACT_CURE_1000;
1466 else if (one_in_(8))
1467 type = ACT_CURE_700;
1468 else if (one_in_(7))
1469 type = ACT_REST_ALL;
1470 else if (one_in_(6))
1471 type = ACT_REST_EXP;
1476 case BIAS_NECROMANTIC:
1480 else if (one_in_(13))
1481 type = ACT_DISP_GOOD;
1482 else if (one_in_(9))
1483 type = ACT_MASS_GENO;
1484 else if (one_in_(8))
1485 type = ACT_GENOCIDE;
1486 else if (one_in_(13))
1487 type = ACT_SUMMON_UNDEAD;
1488 else if (one_in_(9))
1490 else if (one_in_(6))
1491 type = ACT_CHARM_UNDEAD;
1499 type = ACT_BANISH_EVIL;
1500 else if (one_in_(4))
1501 type = ACT_DISP_EVIL;
1503 type = ACT_PROT_EVIL;
1510 else if (one_in_(4))
1512 else if (one_in_(3))
1513 type = ACT_DETECT_ALL;
1514 else if (one_in_(8))
1517 type = ACT_ID_PLAIN;
1523 type = ACT_SUMMON_ELEMENTAL;
1524 else if (one_in_(10))
1525 type = ACT_SUMMON_PHANTOM;
1526 else if (one_in_(5))
1527 type = ACT_RUNE_EXPLO;
1543 type = ACT_CHARM_ANIMALS;
1544 else if (one_in_(7))
1545 type = ACT_SUMMON_ANIMAL;
1546 else if (one_in_(6))
1547 type = ACT_CHARM_ANIMAL;
1548 else if (one_in_(4))
1549 type = ACT_RESIST_ALL;
1550 else if (one_in_(3))
1553 type = ACT_CURE_POISON;
1557 if (!type || (randint1(100) >= chance))
1559 one_activation(o_ptr);
1563 /* A type was chosen... */
1564 o_ptr->xtra2 = (byte)type;
1565 add_flag(o_ptr->art_flags, TR_ACTIVATE);
1571 * @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.
1572 * @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。
1573 * @param o_ptr 処理中のアイテム参照ポインタ
1574 * @param return_name 名前を返すための文字列参照ポインタ
1575 * @param armour 対象のオブジェクトが防具が否か
1576 * @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)
1579 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1581 PERCENTAGE prob = randint1(100);
1583 if (prob <= SINDARIN_NAME)
1585 get_table_sindarin(return_name);
1589 if (prob <= TABLE_NAME)
1591 get_table_name(return_name);
1602 filename = _("a_cursed_j.txt", "a_cursed.txt");
1605 filename = _("a_low_j.txt", "a_low.txt");
1608 filename = _("a_med_j.txt", "a_med.txt");
1611 filename = _("a_high_j.txt", "a_high.txt");
1618 filename = _("w_cursed_j.txt", "w_cursed.txt");
1621 filename = _("w_low_j.txt", "w_low.txt");
1624 filename = _("w_med_j.txt", "w_med.txt");
1627 filename = _("w_high_j.txt", "w_high.txt");
1631 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1633 if (return_name[0] == 0) get_table_name(return_name);
1639 * @brief ランダムアーティファクト生成のメインルーチン
1640 * @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。
1641 * @param player_ptr プレーヤーへの参照ポインタ
1642 * @param o_ptr 対象のオブジェクト構造体ポインタ
1643 * @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。
1644 * @return 常にTRUE(1)を返す
1646 bool become_random_artifact(player_type *player_ptr, object_type *o_ptr, bool a_scroll)
1648 /* Reset artifact bias */
1649 o_ptr->artifact_bias = 0;
1651 /* Nuke enchantments */
1655 for (int i = 0; i < TR_FLAG_SIZE; i++)
1656 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1658 bool has_pval = FALSE;
1659 if (o_ptr->pval) has_pval = TRUE;
1661 int warrior_artifact_bias = 0;
1662 if (a_scroll && one_in_(4))
1664 switch (player_ptr->pclass)
1667 case CLASS_BERSERKER:
1672 o_ptr->artifact_bias = BIAS_WARRIOR;
1675 case CLASS_HIGH_MAGE:
1676 case CLASS_SORCERER:
1677 case CLASS_MAGIC_EATER:
1678 case CLASS_BLUE_MAGE:
1679 o_ptr->artifact_bias = BIAS_MAGE;
1682 o_ptr->artifact_bias = BIAS_PRIESTLY;
1686 o_ptr->artifact_bias = BIAS_ROGUE;
1687 warrior_artifact_bias = 25;
1691 o_ptr->artifact_bias = BIAS_RANGER;
1692 warrior_artifact_bias = 30;
1695 o_ptr->artifact_bias = BIAS_PRIESTLY;
1696 warrior_artifact_bias = 40;
1698 case CLASS_WARRIOR_MAGE:
1699 case CLASS_RED_MAGE:
1700 o_ptr->artifact_bias = BIAS_MAGE;
1701 warrior_artifact_bias = 40;
1703 case CLASS_CHAOS_WARRIOR:
1704 o_ptr->artifact_bias = BIAS_CHAOS;
1705 warrior_artifact_bias = 40;
1708 case CLASS_FORCETRAINER:
1709 o_ptr->artifact_bias = BIAS_PRIESTLY;
1711 case CLASS_MINDCRAFTER:
1713 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1716 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1718 case CLASS_IMITATOR:
1719 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1721 case CLASS_BEASTMASTER:
1722 o_ptr->artifact_bias = BIAS_CHR;
1723 warrior_artifact_bias = 50;
1725 case CLASS_MIRROR_MASTER:
1726 if (randint1(4) > 1)
1728 o_ptr->artifact_bias = BIAS_MAGE;
1732 o_ptr->artifact_bias = BIAS_ROGUE;
1739 if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1740 o_ptr->artifact_bias = BIAS_WARRIOR;
1742 GAME_TEXT new_name[1024];
1743 strcpy(new_name, "");
1745 bool a_cursed = FALSE;
1746 if (!a_scroll && one_in_(A_CURSED))
1748 if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1751 int powers = randint1(5) + 1;
1752 while (one_in_(powers) || one_in_(7) || one_in_(10))
1755 if (!a_cursed && one_in_(WEIRD_LUCK))
1758 if (a_cursed) powers /= 2;
1760 int max_powers = powers;
1761 int max_type = object_is_weapon_ammo(o_ptr) ? 7 : 5;
1764 switch (randint1(max_type))
1771 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1773 if (a_cursed && !one_in_(13)) break;
1776 if (one_in_(o_ptr->ds + 4)) o_ptr->ds++;
1780 if (one_in_(o_ptr->dd + 1)) o_ptr->dd++;
1784 random_resistance(o_ptr);
1793 if (current_world_ptr->wizard) msg_print("Switch error in become_random_artifact!");
1800 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1802 o_ptr->pval = randint1(2);
1803 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1811 } while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1814 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1819 /* give it some plusses... */
1820 if (object_is_armour(o_ptr))
1821 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1822 else if (object_is_weapon_ammo(o_ptr))
1824 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1825 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1826 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1829 /* Just to be sure */
1830 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1831 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1832 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1833 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1835 s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
1837 if (a_cursed) curse_artifact(player_ptr, o_ptr);
1840 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1843 give_activation_power(o_ptr);
1846 if (object_is_armour(o_ptr))
1848 while ((o_ptr->to_d + o_ptr->to_h) > 20)
1850 if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1851 o_ptr->to_d -= (HIT_POINT)randint0(3);
1852 o_ptr->to_h -= (HIT_PROB)randint0(3);
1854 while ((o_ptr->to_d + o_ptr->to_h) > 10)
1856 if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1857 o_ptr->to_d -= (HIT_POINT)randint0(3);
1858 o_ptr->to_h -= (HIT_PROB)randint0(3);
1862 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);
1864 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1868 remove_flag(o_ptr->art_flags, TR_BLOWS);
1869 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1870 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1871 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1872 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1873 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1874 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1875 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1876 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1877 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1878 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1879 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1880 remove_flag(o_ptr->art_flags, TR_VORPAL);
1881 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1882 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1883 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1884 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1885 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1889 if (!object_is_weapon_ammo(o_ptr))
1892 if (a_cursed) power_level = 0;
1893 else if (total_flags < 15000) power_level = 1;
1894 else if (total_flags < 35000) power_level = 2;
1895 else power_level = 3;
1901 if (a_cursed) power_level = 0;
1902 else if (total_flags < 20000) power_level = 1;
1903 else if (total_flags < 45000) power_level = 2;
1904 else power_level = 3;
1908 while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1910 weakening_artifact(o_ptr);
1915 GAME_TEXT dummy_name[MAX_NLEN] = "";
1916 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? ");
1918 object_aware(player_ptr, o_ptr);
1919 object_known(o_ptr);
1921 /* Mark the item as fully known */
1922 o_ptr->ident |= (IDENT_FULL_KNOWN);
1924 /* For being treated as random artifact in screen_object() */
1925 o_ptr->art_name = quark_add("");
1927 (void)screen_object(player_ptr, o_ptr, 0L);
1929 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1935 get_table_sindarin_aux(dummy_name);
1939 get_table_name_aux(dummy_name);
1943 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1944 chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
1945 chg_virtue(player_ptr, V_ENCHANT, 5);
1949 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1952 /* Save the inscription */
1953 o_ptr->art_name = quark_add(new_name);
1955 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」",
1956 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1958 player_ptr->window |= (PW_INVEN | PW_EQUIP);
1965 * @brief オブジェクトから能力発動IDを取得する。
1966 * @details いくつかのケースで定義されている発動効果から、
1967 * 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。
1968 * @param o_ptr 対象のオブジェクト構造体ポインタ
1969 * @return 発動効果のIDを返す
1971 int activation_index(object_type *o_ptr)
1973 /* Give priority to weaponsmith's essential activations */
1974 if (object_is_smith(o_ptr))
1976 switch (o_ptr->xtra3 - 1)
1978 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1979 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1980 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1981 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1982 case TR_IMPACT: return ACT_QUAKE;
1986 if (object_is_fixed_artifact(o_ptr))
1988 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1990 return a_info[o_ptr->name1].act_idx;
1994 if (object_is_ego(o_ptr))
1996 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1998 return e_info[o_ptr->name2].act_idx;
2002 if (!object_is_random_artifact(o_ptr))
2004 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2006 return k_info[o_ptr->k_idx].act_idx;
2010 return o_ptr->xtra2;
2015 * @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。
2016 * @details activation_index() 関数の結果から参照する。
2017 * @param o_ptr 対象のオブジェクト構造体ポインタ
2018 * @return 発動効果構造体のポインタを返す
2020 const activation_type* find_activation_info(object_type *o_ptr)
2022 const int index = activation_index(o_ptr);
2023 const activation_type* p;
2024 for (p = activation_info; p->flag != NULL; ++p)
2026 if (p->index == index)
2037 * @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。.
2038 * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
2039 * 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、
2041 * @attention プレイヤーの各種ステータスに依存した処理がある。
2042 * @todo 折を見て関数名を変更すること。
2043 * @param player_ptr プレーヤーへの参照ポインタ
2044 * @param o_ptr 対象のオブジェクト構造体ポインタ
2045 * @param a_ptr 生成する固定アーティファクト構造体ポインタ
2048 void random_artifact_resistance(player_type *player_ptr, object_type *o_ptr, artifact_type *a_ptr)
2050 bool give_resistance = FALSE, give_power = FALSE;
2052 if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
2054 bool is_special_class = player_ptr->pclass == CLASS_WARRIOR;
2055 is_special_class |= player_ptr->pclass == CLASS_ARCHER;
2056 is_special_class |= player_ptr->pclass == CLASS_CAVALRY;
2057 is_special_class |= player_ptr->pclass == CLASS_BERSERKER;
2058 if (is_special_class)
2061 give_resistance = TRUE;
2065 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2066 add_flag(o_ptr->art_flags, TR_TY_CURSE);
2067 o_ptr->curse_flags |=
2068 (TRC_CURSED | TRC_HEAVY_CURSE);
2069 o_ptr->curse_flags |= get_curse(2, o_ptr);
2074 if (o_ptr->name1 == ART_MURAMASA)
2076 if (player_ptr->pclass != CLASS_SAMURAI)
2078 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2079 o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2083 if (o_ptr->name1 == ART_ROBINTON)
2085 if (player_ptr->pclass == CLASS_BARD)
2087 add_flag(o_ptr->art_flags, TR_DEC_MANA);
2091 if (o_ptr->name1 == ART_XIAOLONG)
2093 if (player_ptr->pclass == CLASS_MONK)
2094 add_flag(o_ptr->art_flags, TR_BLOWS);
2097 if (o_ptr->name1 == ART_BLOOD)
2099 get_bloody_moon_flags(o_ptr);
2102 if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
2104 if (player_ptr->psex != SEX_FEMALE)
2106 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2110 if (o_ptr->name1 == ART_MILIM)
2112 if (player_ptr->pseikaku == PERSONALITY_SEXY)
2115 add_flag(o_ptr->art_flags, TR_STR);
2116 add_flag(o_ptr->art_flags, TR_INT);
2117 add_flag(o_ptr->art_flags, TR_WIS);
2118 add_flag(o_ptr->art_flags, TR_DEX);
2119 add_flag(o_ptr->art_flags, TR_CON);
2120 add_flag(o_ptr->art_flags, TR_CHR);
2124 if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2125 if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2126 if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2128 /* Give a resistance OR a power */
2129 if (one_in_(2)) give_resistance = TRUE;
2130 else give_power = TRUE;
2138 if (give_resistance)
2140 one_high_resistance(o_ptr);
2146 * @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
2147 * @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。
2148 * @param player_ptr プレーヤーへの参照ポインタ
2149 * @param a_idx 生成する固定アーティファクト構造体のID
2150 * @param y アイテムを落とす地点のy座標
2151 * @param x アイテムを落とす地点のx座標
2152 * @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。
2153 * @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.
2154 * 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
2155 * drop_near()関数の返り値は信用できなくなる.
2157 bool create_named_art(player_type *player_ptr, ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2159 artifact_type *a_ptr = &a_info[a_idx];
2161 /* Ignore "empty" artifacts */
2162 if (!a_ptr->name) return FALSE;
2164 /* Acquire the "kind" index */
2165 KIND_OBJECT_IDX i = lookup_kind(a_ptr->tval, a_ptr->sval);
2166 if (i == 0) return FALSE;
2171 object_prep(q_ptr, i);
2174 q_ptr->name1 = a_idx;
2176 /* Extract the fields */
2177 q_ptr->pval = a_ptr->pval;
2178 q_ptr->ac = a_ptr->ac;
2179 q_ptr->dd = a_ptr->dd;
2180 q_ptr->ds = a_ptr->ds;
2181 q_ptr->to_a = a_ptr->to_a;
2182 q_ptr->to_h = a_ptr->to_h;
2183 q_ptr->to_d = a_ptr->to_d;
2184 q_ptr->weight = a_ptr->weight;
2186 /* Hack -- extract the "cursed" flag */
2187 if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2188 if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2189 if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2190 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2191 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2192 if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2194 random_artifact_resistance(player_ptr, q_ptr, a_ptr);
2196 /* Drop the artifact from heaven */
2197 return drop_near(player_ptr, q_ptr, -1, y, x) ? TRUE : FALSE;
2202 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2204 BIT_FLAGS flgs[TR_FLAG_SIZE];
2205 object_flags(o_ptr, flgs);
2207 HIT_POINT base, forced, vorpal;
2208 HIT_POINT s_evil = forced = vorpal = 0;
2209 HIT_POINT dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2211 if (have_flag(flgs, TR_KILL_EVIL))
2213 dam = s_evil = dam * 7 / 2;
2215 else if (!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2217 dam = s_evil = dam * 2;
2221 if (have_flag(flgs, TR_FORCE_WEAPON))
2223 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2227 if (have_flag(flgs, TR_VORPAL))
2229 dam = vorpal = dam * 11 / 9;
2233 dam = dam + o_ptr->to_d;
2235 msg_format_wizard(CHEAT_OBJECT, "素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2241 static bool has_extreme_damage_rate(object_type *o_ptr)
2243 BIT_FLAGS flgs[TR_FLAG_SIZE];
2244 object_flags(o_ptr, flgs);
2246 if (have_flag(flgs, TR_VAMPIRIC))
2248 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2253 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2258 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2263 if (calc_arm_avgdamage(o_ptr) > 63)
2271 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2276 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2281 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2286 if (calc_arm_avgdamage(o_ptr) > 75)
2295 static bool weakening_artifact(object_type *o_ptr)
2297 KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2298 object_kind *k_ptr = &k_info[k_idx];
2299 BIT_FLAGS flgs[TR_FLAG_SIZE];
2300 object_flags(o_ptr, flgs);
2302 if (have_flag(flgs, TR_KILL_EVIL))
2304 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2305 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2309 if (k_ptr->dd < o_ptr->dd)
2315 if (k_ptr->ds < o_ptr->ds)
2321 if (o_ptr->to_d > 10)
2323 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2324 if (o_ptr->to_d < 10)
2337 * @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。
2338 * Mega-Hack -- Attempt to create one of the "Special Objects"
2339 * @param player_ptr プレーヤーへの参照ポインタ
2340 * @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
2341 * @return 生成に成功したらTRUEを返す。
2343 * Attempt to change an object into an artifact\n
2344 * This routine should only be called by "apply_magic()"\n
2345 * Note -- see "make_artifact_special()" and "apply_magic()"\n
2347 bool make_artifact(player_type *player_ptr, object_type *o_ptr)
2349 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2350 if (floor_ptr->dun_level == 0) return FALSE;
2352 /* Paranoia -- no "plural" artifacts */
2353 if (o_ptr->number != 1) return FALSE;
2355 /* Check the artifact list (skip the "specials") */
2356 for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
2358 artifact_type *a_ptr = &a_info[i];
2360 /* Skip "empty" items */
2361 if (!a_ptr->name) continue;
2363 /* Cannot make an artifact twice */
2364 if (a_ptr->cur_num) continue;
2366 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2368 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2370 /* Must have the correct fields */
2371 if (a_ptr->tval != o_ptr->tval) continue;
2372 if (a_ptr->sval != o_ptr->sval) continue;
2374 /* XXX XXX Enforce minimum "depth" (loosely) */
2375 if (a_ptr->level > floor_ptr->dun_level)
2377 /* Acquire the "out-of-depth factor" */
2378 int d = (a_ptr->level - floor_ptr->dun_level) * 2;
2380 /* Roll for out-of-depth creation */
2381 if (!one_in_(d)) continue;
2384 /* We must make the "rarity roll" */
2385 if (!one_in_(a_ptr->rarity)) continue;
2387 /* Hack -- mark the item as an artifact */
2390 /* Hack: Some artifacts get random extra powers */
2391 random_artifact_resistance(player_ptr, o_ptr, a_ptr);
2400 * @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。
2401 * Mega-Hack -- Attempt to create one of the "Special Objects"
2402 * @param player_ptr プレーヤーへの参照ポインタ
2403 * @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
2404 * @return 生成に成功したらTRUEを返す。
2406 * We are only called from "make_object()", and we assume that\n
2407 * "apply_magic()" is called immediately after we return.\n
2409 * Note -- see "make_artifact()" and "apply_magic()"\n
2411 bool make_artifact_special(player_type *player_ptr, object_type *o_ptr)
2413 KIND_OBJECT_IDX k_idx = 0;
2415 /*! @note 地上ではキャンセルする / No artifacts in the town */
2416 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2417 if (floor_ptr->dun_level == 0) return FALSE;
2419 /*! @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 */
2420 if (get_obj_num_hook) return FALSE;
2422 /*! @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") */
2423 for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
2425 artifact_type *a_ptr = &a_info[i];
2427 /*! @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 */
2428 if (!a_ptr->name) continue;
2430 /*! @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 */
2431 if (a_ptr->cur_num) continue;
2432 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2433 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2435 /*! @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 /
2436 * XXX XXX Enforce minimum "depth" (loosely) */
2437 if (a_ptr->level > floor_ptr->object_level)
2439 /* @note / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2440 int d = (a_ptr->level - floor_ptr->object_level) * 2;
2441 if (!one_in_(d)) continue;
2444 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2445 if (!one_in_(a_ptr->rarity)) continue;
2447 /*! @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。 /
2448 * Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2449 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2450 if (k_info[k_idx].level > floor_ptr->object_level)
2452 int d = (k_info[k_idx].level - floor_ptr->object_level) * 5;
2453 if (!one_in_(d)) continue;
2456 /*! @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 /
2457 * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2458 object_prep(o_ptr, k_idx);
2461 random_artifact_resistance(player_ptr, o_ptr, a_ptr);
2465 /*! @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 */