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[Refactor] #37353 max_*_idx をいくつか整理.
[hengband/hengband.git] / src / artifact.c
1 /*!
2  * @file artifact.c
3  * @brief アーティファクトの生成と管理 / Artifact code
4  * @date 2013/12/11
5  * @author
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.
11  */
12
13 #include "angband.h"
14 #include "util.h"
15
16 #include "artifact.h"
17
18 #include "avatar.h"
19 #include "floor.h"
20 #include "cmd-activate.h"
21 #include "object.h"
22 #include "objectkind.h"
23 #include "object-boost.h"
24 #include "object-curse.h"
25 #include "object-ego.h"
26 #include "object-flavor.h"
27 #include "object-hook.h"
28 #include "spells-object.h"
29 #include "files.h"
30 #include "grid.h"
31 #include "monster.h"
32
33  /*
34   * The artifact arrays
35   */
36 artifact_type *a_info;
37 char *a_name;
38 char *a_text;
39
40 /*
41  * Maximum number of artifacts in a_info.txt
42  */
43 ARTIFACT_IDX max_a_idx;
44
45 static bool has_extreme_damage_rate(object_type *o_ptr);
46 static bool weakening_artifact(object_type *o_ptr);
47
48 #ifdef JP
49 /*!
50  * @brief ランダムアーティファクトのバイアス名称テーブル
51  */
52 const concptr artifact_bias_name[MAX_BIAS] =
53 {
54         "なし",
55         "電撃",
56         "毒",
57         "火炎",
58         "冷気",
59         "酸",
60         "腕力",
61         "知力",
62         "賢さ",
63         "器用さ",
64         "耐久",
65         "魅力",
66         "混沌",
67         "プリースト",
68         "死霊",
69         "法",
70         "盗賊",
71         "メイジ",
72         "戦士",
73         "レンジャー",
74 };
75 #else
76 const concptr artifact_bias_name[MAX_BIAS] =
77 {
78         "None",
79         "Elec",
80         "Poison",
81         "Fire",
82         "Cold",
83         "Acid",
84         "STR",
85         "INT",
86         "WIS",
87         "DEX",
88         "CON",
89         "CHA",
90         "Chaos",
91         "Pristly",
92         "Necromantic",
93         "Law",
94         "Rogue",
95         "Mage",
96         "Warrior",
97         "Ranger",
98 };
99 #endif
100
101
102 /*!
103  * @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.
104  * @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。
105  * 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、
106  * 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。
107  * @attention プレイヤーの職業依存処理あり。
108  * @param o_ptr 対象のオブジェクト構造体ポインタ
109  * @return なし
110  */
111 static void curse_artifact(object_type * o_ptr)
112 {
113         if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
114         if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
115         if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
116         if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
117
118         o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
119         remove_flag(o_ptr->art_flags, TR_BLESSED);
120
121         if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
122         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
123         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
124         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
125         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
126         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
127         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
128         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
129         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
130         else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
131
132         if ((p_ptr->pclass != CLASS_WARRIOR) && (p_ptr->pclass != CLASS_ARCHER) && (p_ptr->pclass != CLASS_CAVALRY) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH) && one_in_(3))
133                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
134 }
135
136 /*!
137  * @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.
138  * @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。
139  * 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。
140  * @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。
141  * @param o_ptr 対象のオブジェクト構造体ポインタ
142  * @return なし
143  */
144 static void random_plus(object_type * o_ptr)
145 {
146         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
147
148         switch (o_ptr->artifact_bias)
149         {
150         case BIAS_WARRIOR:
151                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
152                 {
153                         add_flag(o_ptr->art_flags, TR_STR);
154                         if (one_in_(2)) return;
155                 }
156
157                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
158                 {
159                         add_flag(o_ptr->art_flags, TR_CON);
160                         if (one_in_(2)) return;
161                 }
162
163                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
164                 {
165                         add_flag(o_ptr->art_flags, TR_DEX);
166                         if (one_in_(2)) return;
167                 }
168                 break;
169
170         case BIAS_MAGE:
171                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
172                 {
173                         add_flag(o_ptr->art_flags, TR_INT);
174                         if (one_in_(2)) return;
175                 }
176                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
177                 {
178                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
179                         if (one_in_(2)) return;
180                 }
181                 break;
182
183         case BIAS_PRIESTLY:
184                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
185                 {
186                         add_flag(o_ptr->art_flags, TR_WIS);
187                         if (one_in_(2)) return;
188                 }
189                 break;
190
191         case BIAS_RANGER:
192                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
193                 {
194                         add_flag(o_ptr->art_flags, TR_DEX);
195                         if (one_in_(2)) return;
196                 }
197
198                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
199                 {
200                         add_flag(o_ptr->art_flags, TR_CON);
201                         if (one_in_(2)) return;
202                 }
203
204                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
205                 {
206                         add_flag(o_ptr->art_flags, TR_STR);
207                         if (one_in_(2)) return;
208                 }
209                 break;
210
211         case BIAS_ROGUE:
212                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
213                 {
214                         add_flag(o_ptr->art_flags, TR_STEALTH);
215                         if (one_in_(2)) return;
216                 }
217                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
218                 {
219                         add_flag(o_ptr->art_flags, TR_SEARCH);
220                         if (one_in_(2)) return;
221                 }
222                 break;
223
224         case BIAS_STR:
225                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
226                 {
227                         add_flag(o_ptr->art_flags, TR_STR);
228                         if (one_in_(2)) return;
229                 }
230                 break;
231
232         case BIAS_WIS:
233                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
234                 {
235                         add_flag(o_ptr->art_flags, TR_WIS);
236                         if (one_in_(2)) return;
237                 }
238                 break;
239
240         case BIAS_INT:
241                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
242                 {
243                         add_flag(o_ptr->art_flags, TR_INT);
244                         if (one_in_(2)) return;
245                 }
246                 break;
247
248         case BIAS_DEX:
249                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
250                 {
251                         add_flag(o_ptr->art_flags, TR_DEX);
252                         if (one_in_(2)) return;
253                 }
254                 break;
255
256         case BIAS_CON:
257                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
258                 {
259                         add_flag(o_ptr->art_flags, TR_CON);
260                         if (one_in_(2)) return;
261                 }
262                 break;
263
264         case BIAS_CHR:
265                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
266                 {
267                         add_flag(o_ptr->art_flags, TR_CHR);
268                         if (one_in_(2)) return;
269                 }
270                 break;
271         }
272
273         if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
274         {
275                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
276                 {
277                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
278                         if (one_in_(2)) return;
279                 }
280         }
281
282         switch (randint1(this_type))
283         {
284         case 1: case 2:
285                 add_flag(o_ptr->art_flags, TR_STR);
286                 if (!o_ptr->artifact_bias && !one_in_(13))
287                         o_ptr->artifact_bias = BIAS_STR;
288                 else if (!o_ptr->artifact_bias && one_in_(7))
289                         o_ptr->artifact_bias = BIAS_WARRIOR;
290                 break;
291         case 3: case 4:
292                 add_flag(o_ptr->art_flags, TR_INT);
293                 if (!o_ptr->artifact_bias && !one_in_(13))
294                         o_ptr->artifact_bias = BIAS_INT;
295                 else if (!o_ptr->artifact_bias && one_in_(7))
296                         o_ptr->artifact_bias = BIAS_MAGE;
297                 break;
298         case 5: case 6:
299                 add_flag(o_ptr->art_flags, TR_WIS);
300                 if (!o_ptr->artifact_bias && !one_in_(13))
301                         o_ptr->artifact_bias = BIAS_WIS;
302                 else if (!o_ptr->artifact_bias && one_in_(7))
303                         o_ptr->artifact_bias = BIAS_PRIESTLY;
304                 break;
305         case 7: case 8:
306                 add_flag(o_ptr->art_flags, TR_DEX);
307                 if (!o_ptr->artifact_bias && !one_in_(13))
308                         o_ptr->artifact_bias = BIAS_DEX;
309                 else if (!o_ptr->artifact_bias && one_in_(7))
310                         o_ptr->artifact_bias = BIAS_ROGUE;
311                 break;
312         case 9: case 10:
313                 add_flag(o_ptr->art_flags, TR_CON);
314                 if (!o_ptr->artifact_bias && !one_in_(13))
315                         o_ptr->artifact_bias = BIAS_CON;
316                 else if (!o_ptr->artifact_bias && one_in_(9))
317                         o_ptr->artifact_bias = BIAS_RANGER;
318                 break;
319         case 11: case 12:
320                 add_flag(o_ptr->art_flags, TR_CHR);
321                 if (!o_ptr->artifact_bias && !one_in_(13))
322                         o_ptr->artifact_bias = BIAS_CHR;
323                 break;
324         case 13: case 14:
325                 add_flag(o_ptr->art_flags, TR_STEALTH);
326                 if (!o_ptr->artifact_bias && one_in_(3))
327                         o_ptr->artifact_bias = BIAS_ROGUE;
328                 break;
329         case 15: case 16:
330                 add_flag(o_ptr->art_flags, TR_SEARCH);
331                 if (!o_ptr->artifact_bias && one_in_(9))
332                         o_ptr->artifact_bias = BIAS_RANGER;
333                 break;
334         case 17: case 18:
335                 add_flag(o_ptr->art_flags, TR_INFRA);
336                 break;
337         case 19:
338                 add_flag(o_ptr->art_flags, TR_SPEED);
339                 if (!o_ptr->artifact_bias && one_in_(11))
340                         o_ptr->artifact_bias = BIAS_ROGUE;
341                 break;
342         case 20: case 21:
343                 add_flag(o_ptr->art_flags, TR_TUNNEL);
344                 break;
345         case 22: case 23:
346                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
347                 else
348                 {
349                         add_flag(o_ptr->art_flags, TR_BLOWS);
350                         if (!o_ptr->artifact_bias && one_in_(11))
351                                 o_ptr->artifact_bias = BIAS_WARRIOR;
352                 }
353                 break;
354         }
355 }
356
357 /*!
358  * @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.
359  * @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。
360  * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
361  * 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。
362  * 戦士系バイアスのみ反魔もつく。
363  * @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。
364  * @param o_ptr 対象のオブジェクト構造体ポインタ
365  * @return なし
366  */
367 static void random_resistance(object_type * o_ptr)
368 {
369         switch (o_ptr->artifact_bias)
370         {
371         case BIAS_ACID:
372                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
373                 {
374                         add_flag(o_ptr->art_flags, TR_RES_ACID);
375                         if (one_in_(2)) return;
376                 }
377                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
378                 {
379                         add_flag(o_ptr->art_flags, TR_IM_ACID);
380                         if (!one_in_(IM_LUCK))
381                         {
382                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
383                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
384                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
385                         }
386                         if (one_in_(2)) return;
387                 }
388                 break;
389
390         case BIAS_ELEC:
391                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
392                 {
393                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
394                         if (one_in_(2)) return;
395                 }
396                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
397                     !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
398                 {
399                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
400                         if (one_in_(2)) return;
401                 }
402                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
403                 {
404                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
405                         if (!one_in_(IM_LUCK))
406                         {
407                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
408                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
409                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
410                         }
411
412                         if (one_in_(2)) return;
413                 }
414                 break;
415
416         case BIAS_FIRE:
417                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
418                 {
419                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
420                         if (one_in_(2)) return;
421                 }
422                 if ((o_ptr->tval >= TV_CLOAK) &&
423                     (o_ptr->tval <= TV_HARD_ARMOR) &&
424                     !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
425                 {
426                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
427                         if (one_in_(2)) return;
428                 }
429                 if (one_in_(BIAS_LUCK) &&
430                     !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
431                 {
432                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
433                         if (!one_in_(IM_LUCK))
434                         {
435                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
436                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
437                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
438                         }
439                         if (one_in_(2)) return;
440                 }
441                 break;
442
443         case BIAS_COLD:
444                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
445                 {
446                         add_flag(o_ptr->art_flags, TR_RES_COLD);
447                         if (one_in_(2)) return;
448                 }
449                 if ((o_ptr->tval >= TV_CLOAK) &&
450                     (o_ptr->tval <= TV_HARD_ARMOR) &&
451                     !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
452                 {
453                         add_flag(o_ptr->art_flags, TR_SH_COLD);
454                         if (one_in_(2)) return;
455                 }
456                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
457                 {
458                         add_flag(o_ptr->art_flags, TR_IM_COLD);
459                         if (!one_in_(IM_LUCK))
460                         {
461                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
462                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
463                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
464                         }
465                         if (one_in_(2)) return;
466                 }
467                 break;
468
469         case BIAS_POIS:
470                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
471                 {
472                         add_flag(o_ptr->art_flags, TR_RES_POIS);
473                         if (one_in_(2)) return;
474                 }
475                 break;
476
477         case BIAS_WARRIOR:
478                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
479                 {
480                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
481                         if (one_in_(2)) return;
482                 }
483                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
484                 {
485                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
486                         if (one_in_(2)) return;
487                 }
488                 break;
489
490         case BIAS_NECROMANTIC:
491                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
492                 {
493                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
494                         if (one_in_(2)) return;
495                 }
496                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
497                 {
498                         add_flag(o_ptr->art_flags, TR_RES_POIS);
499                         if (one_in_(2)) return;
500                 }
501                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
502                 {
503                         add_flag(o_ptr->art_flags, TR_RES_DARK);
504                         if (one_in_(2)) return;
505                 }
506                 break;
507
508         case BIAS_CHAOS:
509                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
510                 {
511                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
512                         if (one_in_(2)) return;
513                 }
514                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
515                 {
516                         add_flag(o_ptr->art_flags, TR_RES_CONF);
517                         if (one_in_(2)) return;
518                 }
519                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
520                 {
521                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
522                         if (one_in_(2)) return;
523                 }
524                 break;
525         }
526
527         switch (randint1(42))
528         {
529                 case 1:
530                         if (!one_in_(WEIRD_LUCK))
531                                 random_resistance(o_ptr);
532                         else
533                         {
534                                 add_flag(o_ptr->art_flags, TR_IM_ACID);
535                                 if (!o_ptr->artifact_bias)
536                                         o_ptr->artifact_bias = BIAS_ACID;
537                         }
538                         break;
539                 case 2:
540                         if (!one_in_(WEIRD_LUCK))
541                                 random_resistance(o_ptr);
542                         else
543                         {
544                                 add_flag(o_ptr->art_flags, TR_IM_ELEC);
545                                 if (!o_ptr->artifact_bias)
546                                         o_ptr->artifact_bias = BIAS_ELEC;
547                         }
548                         break;
549                 case 3:
550                         if (!one_in_(WEIRD_LUCK))
551                                 random_resistance(o_ptr);
552                         else
553                         {
554                                 add_flag(o_ptr->art_flags, TR_IM_COLD);
555                                 if (!o_ptr->artifact_bias)
556                                         o_ptr->artifact_bias = BIAS_COLD;
557                         }
558                         break;
559                 case 4:
560                         if (!one_in_(WEIRD_LUCK))
561                                 random_resistance(o_ptr);
562                         else
563                         {
564                                 add_flag(o_ptr->art_flags, TR_IM_FIRE);
565                                 if (!o_ptr->artifact_bias)
566                                         o_ptr->artifact_bias = BIAS_FIRE;
567                         }
568                         break;
569                 case 5:
570                 case 6:
571                 case 13:
572                         add_flag(o_ptr->art_flags, TR_RES_ACID);
573                         if (!o_ptr->artifact_bias)
574                                 o_ptr->artifact_bias = BIAS_ACID;
575                         break;
576                 case 7:
577                 case 8:
578                 case 14:
579                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
580                         if (!o_ptr->artifact_bias)
581                                 o_ptr->artifact_bias = BIAS_ELEC;
582                         break;
583                 case 9:
584                 case 10:
585                 case 15:
586                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
587                         if (!o_ptr->artifact_bias)
588                                 o_ptr->artifact_bias = BIAS_FIRE;
589                         break;
590                 case 11:
591                 case 12:
592                 case 16:
593                         add_flag(o_ptr->art_flags, TR_RES_COLD);
594                         if (!o_ptr->artifact_bias)
595                                 o_ptr->artifact_bias = BIAS_COLD;
596                         break;
597                 case 17:
598                 case 18:
599                         add_flag(o_ptr->art_flags, TR_RES_POIS);
600                         if (!o_ptr->artifact_bias && !one_in_(4))
601                                 o_ptr->artifact_bias = BIAS_POIS;
602                         else if (!o_ptr->artifact_bias && one_in_(2))
603                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
604                         else if (!o_ptr->artifact_bias && one_in_(2))
605                                 o_ptr->artifact_bias = BIAS_ROGUE;
606                         break;
607                 case 19:
608                 case 20:
609                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
610                         if (!o_ptr->artifact_bias && one_in_(3))
611                                 o_ptr->artifact_bias = BIAS_WARRIOR;
612                         break;
613                 case 21:
614                         add_flag(o_ptr->art_flags, TR_RES_LITE);
615                         break;
616                 case 22:
617                         add_flag(o_ptr->art_flags, TR_RES_DARK);
618                         break;
619                 case 23:
620                 case 24:
621                         add_flag(o_ptr->art_flags, TR_RES_BLIND);
622                         break;
623                 case 25:
624                 case 26:
625                         add_flag(o_ptr->art_flags, TR_RES_CONF);
626                         if (!o_ptr->artifact_bias && one_in_(6))
627                                 o_ptr->artifact_bias = BIAS_CHAOS;
628                         break;
629                 case 27:
630                 case 28:
631                         add_flag(o_ptr->art_flags, TR_RES_SOUND);
632                         break;
633                 case 29:
634                 case 30:
635                         add_flag(o_ptr->art_flags, TR_RES_SHARDS);
636                         break;
637                 case 31:
638                 case 32:
639                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
640                         if (!o_ptr->artifact_bias && one_in_(3))
641                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
642                         break;
643                 case 33:
644                 case 34:
645                         add_flag(o_ptr->art_flags, TR_RES_NEXUS);
646                         break;
647                 case 35:
648                 case 36:
649                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
650                         if (!o_ptr->artifact_bias && one_in_(2))
651                                 o_ptr->artifact_bias = BIAS_CHAOS;
652                         break;
653                 case 37:
654                 case 38:
655                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
656                         break;
657                 case 39:
658                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
659                                 add_flag(o_ptr->art_flags, TR_SH_ELEC);
660                         else
661                                 random_resistance(o_ptr);
662                         if (!o_ptr->artifact_bias)
663                                 o_ptr->artifact_bias = BIAS_ELEC;
664                         break;
665                 case 40:
666                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
667                                 add_flag(o_ptr->art_flags, TR_SH_FIRE);
668                         else
669                                 random_resistance(o_ptr);
670                         if (!o_ptr->artifact_bias)
671                                 o_ptr->artifact_bias = BIAS_FIRE;
672                         break;
673                 case 41:
674                         if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
675                             o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
676                                 add_flag(o_ptr->art_flags, TR_REFLECT);
677                         else
678                                 random_resistance(o_ptr);
679                         break;
680                 case 42:
681                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
682                                 add_flag(o_ptr->art_flags, TR_SH_COLD);
683                         else
684                                 random_resistance(o_ptr);
685                         if (!o_ptr->artifact_bias)
686                                 o_ptr->artifact_bias = BIAS_COLD;
687                         break;
688         }
689 }
690
691
692 /*!
693  * @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.
694  * @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。
695  * 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、
696  * 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。
697  * @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。
698  * @param o_ptr 対象のオブジェクト構造体ポインタ
699  * @return なし
700  */
701 static void random_misc(object_type * o_ptr)
702 {
703         switch (o_ptr->artifact_bias)
704         {
705         case BIAS_RANGER:
706                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
707                 {
708                         add_flag(o_ptr->art_flags, TR_SUST_CON);
709                         if (one_in_(2)) return;
710                 }
711                 break;
712
713         case BIAS_STR:
714                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
715                 {
716                         add_flag(o_ptr->art_flags, TR_SUST_STR);
717                         if (one_in_(2)) return;
718                 }
719                 break;
720
721         case BIAS_WIS:
722                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
723                 {
724                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
725                         if (one_in_(2)) return;
726                 }
727                 break;
728
729         case BIAS_INT:
730                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
731                 {
732                         add_flag(o_ptr->art_flags, TR_SUST_INT);
733                         if (one_in_(2)) return;
734                 }
735                 break;
736
737         case BIAS_DEX:
738                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
739                 {
740                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
741                         if (one_in_(2)) return;
742                 }
743                 break;
744
745         case BIAS_CON:
746                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
747                 {
748                         add_flag(o_ptr->art_flags, TR_SUST_CON);
749                         if (one_in_(2)) return;
750                 }
751                 break;
752
753         case BIAS_CHR:
754                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
755                 {
756                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
757                         if (one_in_(2)) return;
758                 }
759                 break;
760
761         case BIAS_CHAOS:
762                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
763                 {
764                         add_flag(o_ptr->art_flags, TR_TELEPORT);
765                         if (one_in_(2)) return;
766                 }
767                 break;
768
769         case BIAS_FIRE:
770                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
771                 {
772                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
773                 }
774                 break;
775         }
776
777         switch (randint1(33))
778         {
779                 case 1:
780                         add_flag(o_ptr->art_flags, TR_SUST_STR);
781                         if (!o_ptr->artifact_bias)
782                                 o_ptr->artifact_bias = BIAS_STR;
783                         break;
784                 case 2:
785                         add_flag(o_ptr->art_flags, TR_SUST_INT);
786                         if (!o_ptr->artifact_bias)
787                                 o_ptr->artifact_bias = BIAS_INT;
788                         break;
789                 case 3:
790                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
791                         if (!o_ptr->artifact_bias)
792                                 o_ptr->artifact_bias = BIAS_WIS;
793                         break;
794                 case 4:
795                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
796                         if (!o_ptr->artifact_bias)
797                                 o_ptr->artifact_bias = BIAS_DEX;
798                         break;
799                 case 5:
800                         add_flag(o_ptr->art_flags, TR_SUST_CON);
801                         if (!o_ptr->artifact_bias)
802                                 o_ptr->artifact_bias = BIAS_CON;
803                         break;
804                 case 6:
805                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
806                         if (!o_ptr->artifact_bias)
807                                 o_ptr->artifact_bias = BIAS_CHR;
808                         break;
809                 case 7:
810                 case 8:
811                 case 14:
812                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
813                         break;
814                 case 9:
815                         add_flag(o_ptr->art_flags, TR_HOLD_EXP);
816                         if (!o_ptr->artifact_bias && one_in_(5))
817                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
818                         else if (!o_ptr->artifact_bias && one_in_(6))
819                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
820                         break;
821                 case 10:
822                 case 11:
823                         add_flag(o_ptr->art_flags, TR_LITE_1);
824                         break;
825                 case 12:
826                 case 13:
827                         add_flag(o_ptr->art_flags, TR_LEVITATION);
828                         break;
829                 case 15:
830                 case 16:
831                 case 17:
832                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
833                         break;
834                 case 19:
835                 case 20:
836                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
837                         break;
838                 case 21:
839                 case 22:
840                         add_flag(o_ptr->art_flags, TR_REGEN);
841                         break;
842                 case 23:
843                         add_flag(o_ptr->art_flags, TR_TELEPORT);
844                         break;
845                 case 24:
846                 case 25:
847                 case 26:
848                         if (object_is_armour(o_ptr))
849                                 random_misc(o_ptr);
850                         else
851                         {
852                                 o_ptr->to_a = 4 + randint1(11);
853                         }
854                         break;
855                 case 27:
856                 case 28:
857                 case 29:
858                 {
859                         HIT_PROB bonus_h;
860                         HIT_POINT bonus_d;
861                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
862                         bonus_h = 4 + (HIT_PROB)(randint1(11));
863                         bonus_d = 4 + (HIT_POINT)(randint1(11));
864                         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))
865                         {
866                                 bonus_h /= 2;
867                                 bonus_d /= 2;
868                         }
869                         o_ptr->to_h += bonus_h;
870                         o_ptr->to_d += bonus_d;
871                         break;
872                 }
873                 case 30:
874                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
875                         break;
876                 case 31:
877                         add_flag(o_ptr->art_flags, TR_NO_TELE);
878                         break;
879                 case 32:
880                         add_flag(o_ptr->art_flags, TR_WARNING);
881                         break;
882
883                 case 18:
884                         switch (randint1(3))
885                         {
886                         case 1:
887                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
888                                 if (!o_ptr->artifact_bias && one_in_(3))
889                                         o_ptr->artifact_bias = BIAS_LAW;
890                                 break;
891                         case 2:
892                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
893                                 if (!o_ptr->artifact_bias && one_in_(3))
894                                         o_ptr->artifact_bias = BIAS_MAGE;
895                                 break;
896                         case 3:
897                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
898                                 if (!o_ptr->artifact_bias && one_in_(9))
899                                         o_ptr->artifact_bias = BIAS_MAGE;
900                                 break;
901                         }
902                         break;
903
904                 case 33:
905                 {
906                         int idx[3];
907                         int n = randint1(3);
908
909                         idx[0] = randint1(10);
910
911                         idx[1] = randint1(9);
912                         if (idx[1] >= idx[0]) idx[1]++;
913
914                         idx[2] = randint1(8);
915                         if (idx[2] >= idx[0]) idx[2]++;
916                         if (idx[2] >= idx[1]) idx[2]++;
917
918                         while (n--) switch (idx[n])
919                         {
920                         case 1:
921                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
922                                 if (!o_ptr->artifact_bias && one_in_(4))
923                                         o_ptr->artifact_bias = BIAS_RANGER;
924                                 break;
925                         case 2:
926                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
927                                 if (!o_ptr->artifact_bias && one_in_(3))
928                                         o_ptr->artifact_bias = BIAS_PRIESTLY;
929                                 else if (!o_ptr->artifact_bias && one_in_(6))
930                                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
931                                 break;
932                         case 3:
933                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
934                                 break;
935                         case 4:
936                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
937                                 break;
938                         case 5:
939                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
940                                 break;
941                         case 6:
942                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
943                                 break;
944                         case 7:
945                                 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
946                                 break;
947                         case 8:
948                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
949                                 if (!o_ptr->artifact_bias && one_in_(6))
950                                         o_ptr->artifact_bias = BIAS_ROGUE;
951                                 break;
952                         case 9:
953                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
954                                 if (!o_ptr->artifact_bias && one_in_(3))
955                                         o_ptr->artifact_bias = BIAS_LAW;
956                                 break;
957                         case 10:
958                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
959                                 if (!o_ptr->artifact_bias && one_in_(3))
960                                         o_ptr->artifact_bias = BIAS_LAW;
961                                 break;
962                         }
963                         break;
964                 }
965         }
966 }
967
968 /*!
969  * @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.
970  * @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。
971  * 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、
972  * 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、
973  * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
974  * @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。
975  * @param o_ptr 対象のオブジェクト構造体ポインタ
976  * @return なし
977  */
978 static void random_slay(object_type *o_ptr)
979 {
980         if (o_ptr->tval == TV_BOW)
981         {
982                 switch (randint1(6))
983                 {
984                         case 1:
985                         case 2:
986                         case 3:
987                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
988                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
989                                 if (!o_ptr->artifact_bias && one_in_(9))
990                                         o_ptr->artifact_bias = BIAS_RANGER;
991                                 break;
992                         default:
993                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
994                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
995                                 if (!o_ptr->artifact_bias && one_in_(9))
996                                         o_ptr->artifact_bias = BIAS_RANGER;
997                         break;
998                 }
999
1000                 return;
1001         }
1002
1003         switch (o_ptr->artifact_bias)
1004         {
1005         case BIAS_CHAOS:
1006                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1007                 {
1008                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1009                         if (one_in_(2)) return;
1010                 }
1011                 break;
1012
1013         case BIAS_PRIESTLY:
1014                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1015                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1016                 {
1017                         /* A free power for "priestly" random artifacts */
1018                         add_flag(o_ptr->art_flags, TR_BLESSED);
1019                 }
1020                 break;
1021
1022         case BIAS_NECROMANTIC:
1023                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1024                 {
1025                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1026                         if (one_in_(2)) return;
1027                 }
1028                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1029                 {
1030                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1031                         if (one_in_(2)) return;
1032                 }
1033                 break;
1034
1035         case BIAS_RANGER:
1036                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1037                 {
1038                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1039                         if (one_in_(2)) return;
1040                 }
1041                 break;
1042
1043         case BIAS_ROGUE:
1044                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1045                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1046                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1047                 {
1048                         /* Free power for rogues... */
1049                         add_flag(o_ptr->art_flags, TR_THROW);
1050                 }
1051                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1052                 {
1053                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1054                         if (one_in_(2)) return;
1055                 }
1056                 break;
1057
1058         case BIAS_POIS:
1059                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1060                 {
1061                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1062                         if (one_in_(2)) return;
1063                 }
1064                 break;
1065
1066         case BIAS_FIRE:
1067                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1068                 {
1069                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1070                         if (one_in_(2)) return;
1071                 }
1072                 break;
1073
1074         case BIAS_COLD:
1075                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1076                 {
1077                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1078                         if (one_in_(2)) return;
1079                 }
1080                 break;
1081
1082         case BIAS_ELEC:
1083                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1084                 {
1085                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1086                         if (one_in_(2)) return;
1087                 }
1088                 break;
1089
1090         case BIAS_ACID:
1091                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1092                 {
1093                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1094                         if (one_in_(2)) return;
1095                 }
1096                 break;
1097
1098         case BIAS_LAW:
1099                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1100                 {
1101                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1102                         if (one_in_(2)) return;
1103                 }
1104                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1105                 {
1106                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1107                         if (one_in_(2)) return;
1108                 }
1109                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1110                 {
1111                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1112                         if (one_in_(2)) return;
1113                 }
1114                 break;
1115         }
1116
1117         switch (randint1(36))
1118         {
1119                 case 1:
1120                 case 2:
1121                         if (one_in_(4))
1122                         {
1123                                 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1124                         }
1125                         else
1126                         {
1127                                 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1128                         }
1129                         break;
1130                 case 3:
1131                 case 4:
1132                         if (one_in_(8))
1133                         {
1134                                 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1135                         }
1136                         else
1137                         {
1138                                 add_flag(o_ptr->art_flags, TR_SLAY_EVIL); 
1139                         }
1140                         if (!o_ptr->artifact_bias && one_in_(2))
1141                                 o_ptr->artifact_bias = BIAS_LAW;
1142                         else if (!o_ptr->artifact_bias && one_in_(9))
1143                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1144                         break;
1145                 case 5:
1146                 case 6:
1147                         if (one_in_(4))
1148                         {
1149                                 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1150                         }
1151                         else
1152                         {
1153                                 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1154                         }
1155                         if (!o_ptr->artifact_bias && one_in_(9))
1156                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1157                         break;
1158                 case 7:
1159                 case 8:
1160                         if (one_in_(4))
1161                         {
1162                                 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1163                         }
1164                         else
1165                         {
1166                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1167                         }
1168                         if (!o_ptr->artifact_bias && one_in_(9))
1169                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1170                         break;
1171                 case 9:
1172                 case 10:
1173                         if (one_in_(4))
1174                         {
1175                                 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1176                         }
1177                         else
1178                         {
1179                                 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1180                         }
1181                         break;
1182                 case 11:
1183                 case 12:
1184                         if (one_in_(4))
1185                         {
1186                                 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1187                         }
1188                         else
1189                         {
1190                                 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1191                         }
1192                         break;
1193                 case 13:
1194                 case 14:
1195                         if (one_in_(4))
1196                         {
1197                                 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1198                         }
1199                         else
1200                         {
1201                                 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1202                         }
1203                         break;
1204                 case 15:
1205                 case 16:
1206                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1207                         break;
1208                 case 17:
1209                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1210                         break;
1211                 case 18:
1212                 case 19:
1213                         if (o_ptr->tval == TV_SWORD)
1214                         {
1215                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1216                                 if (!o_ptr->artifact_bias && one_in_(9))
1217                                         o_ptr->artifact_bias = BIAS_WARRIOR;
1218                         }
1219                         else
1220                                 random_slay(o_ptr);
1221                         break;
1222                 case 20:
1223                         add_flag(o_ptr->art_flags, TR_IMPACT);
1224                         break;
1225                 case 21:
1226                 case 22:
1227                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1228                         if (!o_ptr->artifact_bias)
1229                                 o_ptr->artifact_bias = BIAS_FIRE;
1230                         break;
1231                 case 23:
1232                 case 24:
1233                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1234                         if (!o_ptr->artifact_bias)
1235                                 o_ptr->artifact_bias = BIAS_COLD;
1236                         break;
1237                 case 25:
1238                 case 26:
1239                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1240                         if (!o_ptr->artifact_bias)
1241                                 o_ptr->artifact_bias = BIAS_ELEC;
1242                         break;
1243                 case 27:
1244                 case 28:
1245                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1246                         if (!o_ptr->artifact_bias)
1247                                 o_ptr->artifact_bias = BIAS_ACID;
1248                         break;
1249                 case 29:
1250                 case 30:
1251                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1252                         if (!o_ptr->artifact_bias && !one_in_(3))
1253                                 o_ptr->artifact_bias = BIAS_POIS;
1254                         else if (!o_ptr->artifact_bias && one_in_(6))
1255                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1256                         else if (!o_ptr->artifact_bias)
1257                                 o_ptr->artifact_bias = BIAS_ROGUE;
1258                         break;
1259                 case 31:
1260                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1261                         if (!o_ptr->artifact_bias)
1262                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1263                         break;
1264                 case 32:
1265                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1266                         if (!o_ptr->artifact_bias)
1267                                 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1268                         break;
1269                 case 33:
1270                 case 34:
1271                         if (one_in_(4))
1272                         {
1273                                 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1274                         }
1275                         else
1276                         {
1277                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1278                         }
1279                         break;
1280                 default:
1281                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1282                         if (!o_ptr->artifact_bias)
1283                                 o_ptr->artifact_bias = BIAS_CHAOS;
1284                         break;
1285         }
1286 }
1287
1288 /*!
1289  * @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.
1290  * @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。
1291  * @param o_ptr 対象のオブジェクト構造体ポインタ
1292  * @return なし
1293  */
1294 static void give_activation_power(object_type *o_ptr)
1295 {
1296         int type = 0, chance = 0;
1297
1298         switch (o_ptr->artifact_bias)
1299         {
1300                 case BIAS_ELEC:
1301                         if (!one_in_(3))
1302                         {
1303                                 type = ACT_BO_ELEC_1;
1304                         }
1305                         else if (!one_in_(5))
1306                         {
1307                                 type = ACT_BA_ELEC_2;
1308                         }
1309                         else
1310                         {
1311                                 type = ACT_BA_ELEC_3;
1312                         }
1313                         chance = 101;
1314                         break;
1315
1316                 case BIAS_POIS:
1317                         type = ACT_BA_POIS_1;
1318                         chance = 101;
1319                         break;
1320
1321                 case BIAS_FIRE:
1322                         if (!one_in_(3))
1323                         {
1324                                 type = ACT_BO_FIRE_1;
1325                         }
1326                         else if (!one_in_(5))
1327                         {
1328                                 type = ACT_BA_FIRE_1;
1329                         }
1330                         else
1331                         {
1332                                 type = ACT_BA_FIRE_2;
1333                         }
1334                         chance = 101;
1335                         break;
1336
1337                 case BIAS_COLD:
1338                         chance = 101;
1339                         if (!one_in_(3))
1340                                 type = ACT_BO_COLD_1;
1341                         else if (!one_in_(3))
1342                                 type = ACT_BA_COLD_1;
1343                         else if (!one_in_(3))
1344                                 type = ACT_BA_COLD_2;
1345                         else
1346                                 type = ACT_BA_COLD_3;
1347                         break;
1348
1349                 case BIAS_CHAOS:
1350                         chance = 50;
1351                         if (one_in_(6))
1352                                 type = ACT_SUMMON_DEMON;
1353                         else
1354                                 type = ACT_CALL_CHAOS;
1355                         break;
1356
1357                 case BIAS_PRIESTLY:
1358                         chance = 101;
1359
1360                         if (one_in_(13))
1361                                 type = ACT_CHARM_UNDEAD;
1362                         else if (one_in_(12))
1363                                 type = ACT_BANISH_EVIL;
1364                         else if (one_in_(11))
1365                                 type = ACT_DISP_EVIL;
1366                         else if (one_in_(10))
1367                                 type = ACT_PROT_EVIL;
1368                         else if (one_in_(9))
1369                                 type = ACT_CURE_1000;
1370                         else if (one_in_(8))
1371                                 type = ACT_CURE_700;
1372                         else if (one_in_(7))
1373                                 type = ACT_REST_ALL;
1374                         else if (one_in_(6))
1375                                 type = ACT_REST_EXP;
1376                         else
1377                                 type = ACT_CURE_MW;
1378                         break;
1379
1380                 case BIAS_NECROMANTIC:
1381                         chance = 101;
1382                         if (one_in_(66))
1383                                 type = ACT_WRAITH;
1384                         else if (one_in_(13))
1385                                 type = ACT_DISP_GOOD;
1386                         else if (one_in_(9))
1387                                 type = ACT_MASS_GENO;
1388                         else if (one_in_(8))
1389                                 type = ACT_GENOCIDE;
1390                         else if (one_in_(13))
1391                                 type = ACT_SUMMON_UNDEAD;
1392                         else if (one_in_(9))
1393                                 type = ACT_DRAIN_2;
1394                         else if (one_in_(6))
1395                                 type = ACT_CHARM_UNDEAD;
1396                         else
1397                                 type = ACT_DRAIN_1;
1398                         break;
1399
1400                 case BIAS_LAW:
1401                         chance = 101;
1402                         if (one_in_(8))
1403                                 type = ACT_BANISH_EVIL;
1404                         else if (one_in_(4))
1405                                 type = ACT_DISP_EVIL;
1406                         else
1407                                 type = ACT_PROT_EVIL;
1408                         break;
1409
1410                 case BIAS_ROGUE:
1411                         chance = 101;
1412                         if (one_in_(50))
1413                                 type = ACT_SPEED;
1414                         else if (one_in_(4))
1415                                 type = ACT_SLEEP;
1416                         else if (one_in_(3))
1417                                 type = ACT_DETECT_ALL;
1418                         else if (one_in_(8))
1419                                 type = ACT_ID_FULL;
1420                         else
1421                                 type = ACT_ID_PLAIN;
1422                         break;
1423
1424                 case BIAS_MAGE:
1425                         chance = 66;
1426                         if (one_in_(20))
1427                                 type = ACT_SUMMON_ELEMENTAL;
1428                         else if (one_in_(10))
1429                                 type = ACT_SUMMON_PHANTOM;
1430                         else if (one_in_(5))
1431                                 type = ACT_RUNE_EXPLO;
1432                         else
1433                                 type = ACT_ESP;
1434                         break;
1435
1436                 case BIAS_WARRIOR:
1437                         chance = 80;
1438                         if (one_in_(100))
1439                                 type = ACT_INVULN;
1440                         else
1441                                 type = ACT_BERSERK;
1442                         break;
1443
1444                 case BIAS_RANGER:
1445                         chance = 101;
1446                         if (one_in_(20))
1447                                 type = ACT_CHARM_ANIMALS;
1448                         else if (one_in_(7))
1449                                 type = ACT_SUMMON_ANIMAL;
1450                         else if (one_in_(6))
1451                                 type = ACT_CHARM_ANIMAL;
1452                         else if (one_in_(4))
1453                                 type = ACT_RESIST_ALL;
1454                         else if (one_in_(3))
1455                                 type = ACT_SATIATE;
1456                         else
1457                                 type = ACT_CURE_POISON;
1458                         break;
1459         }
1460
1461         if (!type || (randint1(100) >= chance))
1462         {
1463                 one_activation(o_ptr);
1464                 return;
1465         }
1466
1467         /* A type was chosen... */
1468         o_ptr->xtra2 = (byte_hack)type;
1469         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1470         o_ptr->timeout = 0;
1471 }
1472
1473 /*!
1474  * @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.
1475  * @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。
1476  * @param o_ptr 処理中のアイテム参照ポインタ
1477  * @param return_name 名前を返すための文字列参照ポインタ
1478  * @param armour 対象のオブジェクトが防具が否か
1479  * @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)
1480  * @return なし
1481  */
1482 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1483 {
1484         PERCENTAGE prob = randint1(100);
1485
1486         if (prob <= SINDARIN_NAME)
1487         {
1488                 get_table_sindarin(return_name);
1489         }
1490         else if (prob <= TABLE_NAME)
1491         {
1492                 get_table_name(return_name);
1493         }
1494         else
1495         {
1496                 concptr filename;
1497
1498                 switch (armour)
1499                 {
1500                         case 1:
1501                                 switch (power)
1502                                 {
1503                                         case 0:
1504                                                 filename = _("a_cursed_j.txt", "a_cursed.txt");
1505                                                 break;
1506                                         case 1:
1507                                                 filename = _("a_low_j.txt", "a_low.txt");
1508                                                 break;
1509                                         case 2:
1510                                                 filename = _("a_med_j.txt", "a_med.txt");
1511                                                 break;
1512                                         default:
1513                                                 filename = _("a_high_j.txt", "a_high.txt");
1514                                 }
1515                                 break;
1516                         default:
1517                                 switch (power)
1518                                 {
1519                                         case 0:
1520                                                 filename = _("w_cursed_j.txt", "w_cursed.txt");
1521                                                 break;
1522                                         case 1:
1523                                                 filename = _("w_low_j.txt", "w_low.txt");
1524                                                 break;
1525                                         case 2:
1526                                                 filename = _("w_med_j.txt", "w_med.txt");
1527                                                 break;
1528                                         default:
1529                                                 filename = _("w_high_j.txt", "w_high.txt");
1530                                 }
1531                 }
1532
1533                 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1534 #ifdef JP
1535                  if (return_name[0] == 0) get_table_name(return_name);
1536 #endif
1537         }
1538 }
1539
1540 /*!
1541  * @brief ランダムアーティファクト生成のメインルーチン
1542  * @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。
1543  * @param o_ptr 対象のオブジェクト構造体ポインタ
1544  * @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。
1545  * @return 常にTRUE(1)を返す
1546  */
1547 bool create_artifact(object_type *o_ptr, bool a_scroll)
1548 {
1549         GAME_TEXT new_name[1024];
1550         PARAMETER_VALUE has_pval = 0;
1551         int     powers = randint1(5) + 1;
1552         int     max_powers;
1553         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1554         int     power_level;
1555         s32b    total_flags;
1556         bool    a_cursed = FALSE;
1557         int     warrior_artifact_bias = 0;
1558         int i;
1559
1560         /* Reset artifact bias */
1561         o_ptr->artifact_bias = 0;
1562
1563         /* Nuke enchantments */
1564         o_ptr->name1 = 0;
1565         o_ptr->name2 = 0;
1566
1567         for (i = 0; i < TR_FLAG_SIZE; i++)
1568                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1569
1570         if (o_ptr->pval) has_pval = TRUE;
1571
1572         if (a_scroll && one_in_(4))
1573         {
1574                 switch (p_ptr->pclass)
1575                 {
1576                         case CLASS_WARRIOR:
1577                         case CLASS_BERSERKER:
1578                         case CLASS_ARCHER:
1579                         case CLASS_SAMURAI:
1580                         case CLASS_CAVALRY:
1581                         case CLASS_SMITH:
1582                                 o_ptr->artifact_bias = BIAS_WARRIOR;
1583                                 break;
1584                         case CLASS_MAGE:
1585                         case CLASS_HIGH_MAGE:
1586                         case CLASS_SORCERER:
1587                         case CLASS_MAGIC_EATER:
1588                         case CLASS_BLUE_MAGE:
1589                                 o_ptr->artifact_bias = BIAS_MAGE;
1590                                 break;
1591                         case CLASS_PRIEST:
1592                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1593                                 break;
1594                         case CLASS_ROGUE:
1595                         case CLASS_NINJA:
1596                                 o_ptr->artifact_bias = BIAS_ROGUE;
1597                                 warrior_artifact_bias = 25;
1598                                 break;
1599                         case CLASS_RANGER:
1600                         case CLASS_SNIPER:
1601                                 o_ptr->artifact_bias = BIAS_RANGER;
1602                                 warrior_artifact_bias = 30;
1603                                 break;
1604                         case CLASS_PALADIN:
1605                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1606                                 warrior_artifact_bias = 40;
1607                                 break;
1608                         case CLASS_WARRIOR_MAGE:
1609                         case CLASS_RED_MAGE:
1610                                 o_ptr->artifact_bias = BIAS_MAGE;
1611                                 warrior_artifact_bias = 40;
1612                                 break;
1613                         case CLASS_CHAOS_WARRIOR:
1614                                 o_ptr->artifact_bias = BIAS_CHAOS;
1615                                 warrior_artifact_bias = 40;
1616                                 break;
1617                         case CLASS_MONK:
1618                         case CLASS_FORCETRAINER:
1619                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1620                                 break;
1621                         case CLASS_MINDCRAFTER:
1622                         case CLASS_BARD:
1623                                 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1624                                 break;
1625                         case CLASS_TOURIST:
1626                                 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1627                                 break;
1628                         case CLASS_IMITATOR:
1629                                 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1630                                 break;
1631                         case CLASS_BEASTMASTER:
1632                                 o_ptr->artifact_bias = BIAS_CHR;
1633                                 warrior_artifact_bias = 50;
1634                                 break;
1635                         case CLASS_MIRROR_MASTER:
1636                                 if (randint1(4) > 1) 
1637                                 {
1638                                     o_ptr->artifact_bias = BIAS_MAGE;
1639                                 }
1640                                 else
1641                                 {
1642                                     o_ptr->artifact_bias = BIAS_ROGUE;
1643                                 }
1644                                 break;
1645                 }
1646         }
1647
1648         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1649                 o_ptr->artifact_bias = BIAS_WARRIOR;
1650
1651         strcpy(new_name, "");
1652
1653         if (!a_scroll && one_in_(A_CURSED))
1654                 a_cursed = TRUE;
1655         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1656                 a_cursed = TRUE;
1657
1658         while (one_in_(powers) || one_in_(7) || one_in_(10))
1659                 powers++;
1660
1661         if (!a_cursed && one_in_(WEIRD_LUCK))
1662                 powers *= 2;
1663
1664         if (a_cursed) powers /= 2;
1665
1666         max_powers = powers;
1667         /* Main loop */
1668         while (powers--)
1669         {
1670                 switch (randint1(max_type))
1671                 {
1672                         case 1: case 2:
1673                                 random_plus(o_ptr);
1674                                 has_pval = TRUE;
1675                                 break;
1676                         case 3: case 4:
1677                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1678                                 {
1679                                         if (a_cursed && !one_in_(13)) break;
1680                                         if (one_in_(13))
1681                                         {
1682                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1683                                         }
1684                                         else
1685                                         {
1686                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1687                                         }
1688                                 }
1689                                 else
1690                                         random_resistance(o_ptr);
1691                                 break;
1692                         case 5:
1693                                 random_misc(o_ptr);
1694                                 break;
1695                         case 6: case 7:
1696                                 random_slay(o_ptr);
1697                                 break;
1698                         default:
1699                                 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1700                                 powers++;
1701                 }
1702         };
1703
1704         if (has_pval)
1705         {
1706                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1707                 {
1708                         o_ptr->pval = randint1(2);
1709                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1710                                 o_ptr->pval++;
1711                 }
1712                 else
1713                 {
1714                         do
1715                         {
1716                                 o_ptr->pval++;
1717                         }
1718                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1719                 }
1720
1721                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1722                         o_ptr->pval = 4;
1723         }
1724
1725
1726         /* give it some plusses... */
1727         if (object_is_armour(o_ptr))
1728                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1729         else if (object_is_weapon_ammo(o_ptr))
1730         {
1731                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1732                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1733                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1734         }
1735
1736         /* Just to be sure */
1737         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1738         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1739         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1740         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1741
1742         total_flags = flag_cost(o_ptr, o_ptr->pval);
1743
1744         if (a_cursed) curse_artifact(o_ptr);
1745
1746         if (!a_cursed &&
1747             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1748         {
1749                 o_ptr->xtra2 = 0;
1750                 give_activation_power(o_ptr);
1751         }
1752
1753         if (object_is_armour(o_ptr))
1754         {
1755                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1756                 {
1757                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1758                         o_ptr->to_d -= (HIT_POINT)randint0(3);
1759                         o_ptr->to_h -= (HIT_PROB)randint0(3);
1760                 }
1761                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1762                 {
1763                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1764                         o_ptr->to_d -= (HIT_POINT)randint0(3);
1765                         o_ptr->to_h -= (HIT_PROB)randint0(3);
1766                 }
1767         }
1768
1769         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);
1770
1771         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1772         {
1773                 o_ptr->to_h = 0;
1774                 o_ptr->to_d = 0;
1775                 remove_flag(o_ptr->art_flags, TR_BLOWS);
1776                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1777                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1778                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1779                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1780                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1781                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1782                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1783                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1784                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1785                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1786                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1787                 remove_flag(o_ptr->art_flags, TR_VORPAL);
1788                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1789                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1790                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1791                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1792                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1793         }
1794
1795         if (!object_is_weapon_ammo(o_ptr))
1796         {
1797                 /* For armors */
1798                 if (a_cursed) power_level = 0;
1799                 else if (total_flags < 15000) power_level = 1;
1800                 else if (total_flags < 35000) power_level = 2;
1801                 else power_level = 3;
1802         }
1803
1804         else
1805         {
1806                 /* For weapons */
1807                 if (a_cursed) power_level = 0;
1808                 else if (total_flags < 20000) power_level = 1;
1809                 else if (total_flags < 45000) power_level = 2;
1810                 else power_level = 3;
1811         }
1812
1813         /* ダメージ抑制処理を行う */
1814         while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1815         {
1816                 weakening_artifact(o_ptr);
1817         }
1818
1819         if (a_scroll)
1820         {
1821                 GAME_TEXT dummy_name[MAX_NLEN] = "";
1822                 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? ");
1823
1824                 object_aware(o_ptr);
1825                 object_known(o_ptr);
1826
1827                 /* Mark the item as fully known */
1828                 o_ptr->ident |= (IDENT_MENTAL);
1829
1830                 /* For being treated as random artifact in screen_object() */
1831                 o_ptr->art_name = quark_add("");
1832
1833                 (void)screen_object(o_ptr, 0L);
1834
1835                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1836                     || !dummy_name[0])
1837                 {
1838                         /* Cancelled */
1839                         if (one_in_(2))
1840                         {
1841                                 get_table_sindarin_aux(dummy_name);
1842                         }
1843                         else
1844                         {
1845                                 get_table_name_aux(dummy_name);
1846                         }
1847                 }
1848                 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1849                 chg_virtue(V_INDIVIDUALISM, 2);
1850                 chg_virtue(V_ENCHANT, 5);
1851         }
1852         else
1853         {
1854                 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1855         }
1856
1857         /* Save the inscription */
1858         o_ptr->art_name = quark_add(new_name);
1859
1860         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」",
1861                 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1862
1863         p_ptr->window |= (PW_INVEN | PW_EQUIP);
1864
1865         return TRUE;
1866 }
1867
1868 /*!
1869  * @brief オブジェクトから能力発動IDを取得する。
1870  * @details いくつかのケースで定義されている発動効果から、
1871  * 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。
1872  * @param o_ptr 対象のオブジェクト構造体ポインタ
1873  * @return 発動効果のIDを返す
1874  */
1875 int activation_index(object_type *o_ptr)
1876 {
1877         /* Give priority to weaponsmith's essential activations */
1878         if (object_is_smith(o_ptr))
1879         {
1880                 switch (o_ptr->xtra3 - 1)
1881                 {
1882                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1883                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1884                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1885                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1886                 case TR_IMPACT: return ACT_QUAKE;
1887                 }
1888         }
1889
1890         if (object_is_fixed_artifact(o_ptr))
1891         {
1892                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1893                 {
1894                         return a_info[o_ptr->name1].act_idx;
1895                 }
1896         }
1897         if (object_is_ego(o_ptr))
1898         {
1899                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1900                 {
1901                         return e_info[o_ptr->name2].act_idx;
1902                 }
1903         }
1904         if (!object_is_random_artifact(o_ptr))
1905         {
1906                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1907                 {
1908                         return k_info[o_ptr->k_idx].act_idx;
1909                 }
1910         }
1911
1912         return o_ptr->xtra2;
1913 }
1914
1915 /*!
1916  * @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。
1917  * @details activation_index() 関数の結果から参照する。
1918  * @param o_ptr 対象のオブジェクト構造体ポインタ
1919  * @return 発動効果構造体のポインタを返す
1920  */
1921 const activation_type* find_activation_info(object_type *o_ptr)
1922 {
1923         const int index = activation_index(o_ptr);
1924         const activation_type* p;
1925
1926         for (p = activation_info; p->flag != NULL; ++ p) {
1927                 if (p->index == index)
1928                 {
1929                         return p;
1930                 }
1931         }
1932
1933         return NULL;
1934 }
1935
1936 /*!
1937  * @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。.
1938  * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
1939  * 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、
1940  * その他追加耐性、特性追加処理。
1941  * @attention プレイヤーの各種ステータスに依存した処理がある。
1942  * @todo 折を見て関数名を変更すること。
1943  * @param o_ptr 対象のオブジェクト構造体ポインタ
1944  * @param a_ptr 生成する固定アーティファクト構造体ポインタ
1945  * @return なし
1946  */
1947 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
1948 {
1949         bool give_resistance = FALSE, give_power = FALSE;
1950
1951         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
1952         {
1953                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
1954                 {
1955                         give_power = TRUE;
1956                         give_resistance = TRUE;
1957                 }
1958                 else
1959                 {
1960                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1961                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
1962                         o_ptr->curse_flags |=
1963                             (TRC_CURSED | TRC_HEAVY_CURSE);
1964                         o_ptr->curse_flags |= get_curse(2, o_ptr);
1965                         return;
1966                 }
1967         }
1968
1969         if (o_ptr->name1 == ART_MURAMASA)
1970         {
1971                 if (p_ptr->pclass != CLASS_SAMURAI)
1972                 {
1973                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1974                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1975                 }
1976         }
1977
1978         if (o_ptr->name1 == ART_ROBINTON)
1979         {
1980                 if (p_ptr->pclass == CLASS_BARD)
1981                 {
1982                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
1983                 }
1984         }
1985
1986         if (o_ptr->name1 == ART_XIAOLONG)
1987         {
1988                 if (p_ptr->pclass == CLASS_MONK)
1989                         add_flag(o_ptr->art_flags, TR_BLOWS);
1990         }
1991
1992         if (o_ptr->name1 == ART_BLOOD)
1993         {
1994                 get_bloody_moon_flags(o_ptr);
1995         }
1996
1997         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
1998         {
1999                 if (p_ptr->psex != SEX_FEMALE)
2000                 {
2001                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2002                 }
2003         }
2004
2005         if (o_ptr->name1 == ART_MILIM)
2006         {
2007                 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2008                 {
2009                         o_ptr->pval = 3;
2010                         add_flag(o_ptr->art_flags, TR_STR);
2011                         add_flag(o_ptr->art_flags, TR_INT);
2012                         add_flag(o_ptr->art_flags, TR_WIS);
2013                         add_flag(o_ptr->art_flags, TR_DEX);
2014                         add_flag(o_ptr->art_flags, TR_CON);
2015                         add_flag(o_ptr->art_flags, TR_CHR);
2016                 }
2017         }
2018
2019         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2020         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2021         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2022         {
2023                 /* Give a resistance OR a power */
2024                 if (one_in_(2)) give_resistance = TRUE;
2025                 else give_power = TRUE;
2026         }
2027
2028         if (give_power)
2029         {
2030                 one_ability(o_ptr);
2031         }
2032
2033         if (give_resistance)
2034         {
2035                 one_high_resistance(o_ptr);
2036         }
2037 }
2038
2039
2040 /*!
2041  * @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
2042  * @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。
2043  * @param a_idx 生成する固定アーティファクト構造体のID
2044  * @param y アイテムを落とす地点のy座標
2045  * @param x アイテムを落とす地点のx座標
2046  * @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。
2047  * @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.
2048  * 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
2049  * drop_near()関数の返り値は信用できなくなる.
2050  */
2051 bool create_named_art(ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2052 {
2053         object_type forge;
2054         object_type *q_ptr;
2055         KIND_OBJECT_IDX i;
2056
2057         artifact_type *a_ptr = &a_info[a_idx];
2058         q_ptr = &forge;
2059
2060         /* Ignore "empty" artifacts */
2061         if (!a_ptr->name) return FALSE;
2062
2063         /* Acquire the "kind" index */
2064         i = lookup_kind(a_ptr->tval, a_ptr->sval);
2065
2066         if (!i) return FALSE;
2067
2068         object_prep(q_ptr, i);
2069
2070         /* Save the name */
2071         q_ptr->name1 = a_idx;
2072
2073         /* Extract the fields */
2074         q_ptr->pval = a_ptr->pval;
2075         q_ptr->ac = a_ptr->ac;
2076         q_ptr->dd = a_ptr->dd;
2077         q_ptr->ds = a_ptr->ds;
2078         q_ptr->to_a = a_ptr->to_a;
2079         q_ptr->to_h = a_ptr->to_h;
2080         q_ptr->to_d = a_ptr->to_d;
2081         q_ptr->weight = a_ptr->weight;
2082
2083         /* Hack -- extract the "cursed" flag */
2084         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2085         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2086         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2087         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2088         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2089         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2090
2091         random_artifact_resistance(q_ptr, a_ptr);
2092
2093         /* Drop the artifact from heaven */
2094         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
2095 }
2096
2097 /*対邪平均ダメージの計算処理*/
2098 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2099 {
2100         BIT_FLAGS flgs[TR_FLAG_SIZE];
2101         object_flags(o_ptr, flgs);
2102
2103         HIT_POINT dam, base, s_evil, forced, vorpal;
2104         s_evil = forced = vorpal = 0;
2105         dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2106
2107         if(have_flag(flgs, TR_KILL_EVIL))
2108         {
2109                 dam = s_evil = dam * 7 / 2;
2110         }
2111         else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2112         {       
2113                 dam = s_evil = dam * 2;
2114         }
2115         else s_evil = dam;
2116
2117         if (have_flag(flgs, TR_FORCE_WEAPON))
2118         {
2119                 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2120         }
2121         else forced = dam;
2122
2123         if(have_flag(flgs, TR_VORPAL))
2124         {
2125                 dam = vorpal = dam * 11 / 9;
2126         }
2127         else vorpal = dam;
2128
2129         dam = dam + o_ptr->to_d;
2130
2131         msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2132
2133         return dam;
2134 }
2135
2136 static bool has_extreme_damage_rate(object_type *o_ptr)
2137 {
2138         BIT_FLAGS flgs[TR_FLAG_SIZE];
2139         object_flags(o_ptr, flgs);
2140
2141         if (have_flag(flgs, TR_VAMPIRIC))
2142         {
2143                 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2144                 {
2145                         return TRUE;
2146                 }
2147                 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2148                 {
2149                         return TRUE;
2150                 }
2151                 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2152                 {
2153                         return TRUE;
2154                 }
2155                 else if (calc_arm_avgdamage(o_ptr) > 63)
2156                 {
2157                         return TRUE;
2158                 }
2159         }
2160         else
2161         {
2162                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2163                 {
2164                         return TRUE;
2165                 }
2166                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2167                 {
2168                         return TRUE;
2169                 }
2170                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2171                 {
2172                         return TRUE;
2173                 }
2174                 else if (calc_arm_avgdamage(o_ptr) > 75)
2175                 {
2176                         return TRUE;
2177                 }
2178         }
2179         return FALSE;
2180 }
2181
2182 static bool weakening_artifact(object_type *o_ptr)
2183 {
2184         KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2185         object_kind *k_ptr = &k_info[k_idx];
2186         BIT_FLAGS flgs[TR_FLAG_SIZE];
2187         object_flags(o_ptr, flgs);
2188
2189         if (have_flag(flgs, TR_KILL_EVIL))
2190         {
2191                 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2192                 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2193                 return TRUE;
2194         }
2195         else if (k_ptr->dd < o_ptr->dd)
2196         {
2197                 o_ptr->dd--;
2198                 return TRUE;
2199         }
2200         else if (k_ptr->ds < o_ptr->ds)
2201         {
2202                 o_ptr->ds--;
2203                 return TRUE;
2204         }
2205         else if (o_ptr->to_d > 10)
2206         {
2207                 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2208                 if (o_ptr->to_d < 10)
2209                 {
2210                         o_ptr->to_d = 10;
2211                 }
2212                 return TRUE;
2213         }
2214         return FALSE;
2215 }
2216
2217 /*!
2218  * @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。
2219  * Mega-Hack -- Attempt to create one of the "Special Objects"
2220  * @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
2221  * @return 生成に成功したらTRUEを返す。
2222  * @details
2223  * Attempt to change an object into an artifact\n
2224  * This routine should only be called by "apply_magic()"\n
2225  * Note -- see "make_artifact_special()" and "apply_magic()"\n
2226  */
2227 bool make_artifact(object_type *o_ptr)
2228 {
2229         ARTIFACT_IDX i;
2230
2231         /* No artifacts in the town */
2232         if (!current_floor_ptr->dun_level) return (FALSE);
2233
2234         /* Paranoia -- no "plural" artifacts */
2235         if (o_ptr->number != 1) return (FALSE);
2236
2237         /* Check the artifact list (skip the "specials") */
2238         for (i = 0; i < max_a_idx; i++)
2239         {
2240                 artifact_type *a_ptr = &a_info[i];
2241
2242                 /* Skip "empty" items */
2243                 if (!a_ptr->name) continue;
2244
2245                 /* Cannot make an artifact twice */
2246                 if (a_ptr->cur_num) continue;
2247
2248                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2249
2250                 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2251
2252                 /* Must have the correct fields */
2253                 if (a_ptr->tval != o_ptr->tval) continue;
2254                 if (a_ptr->sval != o_ptr->sval) continue;
2255
2256                 /* XXX XXX Enforce minimum "depth" (loosely) */
2257                 if (a_ptr->level > current_floor_ptr->dun_level)
2258                 {
2259                         /* Acquire the "out-of-depth factor" */
2260                         int d = (a_ptr->level - current_floor_ptr->dun_level) * 2;
2261
2262                         /* Roll for out-of-depth creation */
2263                         if (!one_in_(d)) continue;
2264                 }
2265
2266                 /* We must make the "rarity roll" */
2267                 if (!one_in_(a_ptr->rarity)) continue;
2268
2269                 /* Hack -- mark the item as an artifact */
2270                 o_ptr->name1 = i;
2271
2272                 /* Hack: Some artifacts get random extra powers */
2273                 random_artifact_resistance(o_ptr, a_ptr);
2274
2275                 /* Success */
2276                 return (TRUE);
2277         }
2278
2279         /* Failure */
2280         return (FALSE);
2281 }
2282
2283 /*!
2284  * @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。
2285  * Mega-Hack -- Attempt to create one of the "Special Objects"
2286  * @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
2287  * @return 生成に成功したらTRUEを返す。
2288  * @details
2289  * We are only called from "make_object()", and we assume that\n
2290  * "apply_magic()" is called immediately after we return.\n
2291  *\n
2292  * Note -- see "make_artifact()" and "apply_magic()"\n
2293  */
2294 bool make_artifact_special(object_type *o_ptr)
2295 {
2296         ARTIFACT_IDX i;
2297         KIND_OBJECT_IDX k_idx = 0;
2298
2299         /*! @note 地上ではキャンセルする / No artifacts in the town */
2300         if (!current_floor_ptr->dun_level) return (FALSE);
2301
2302         /*! @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 */
2303         if (get_obj_num_hook) return (FALSE);
2304
2305         /*! @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") */
2306         for (i = 0; i < max_a_idx; i++)
2307         {
2308                 artifact_type *a_ptr = &a_info[i];
2309
2310                 /*! @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 */
2311                 if (!a_ptr->name) continue;
2312
2313                 /*! @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 */
2314                 if (a_ptr->cur_num) continue;
2315                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2316                 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2317
2318                 /*! @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 /
2319                  *  XXX XXX Enforce minimum "depth" (loosely) */
2320                 if (a_ptr->level > current_floor_ptr->object_level)
2321                 {
2322                         /* @note  / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2323                         int d = (a_ptr->level - current_floor_ptr->object_level) * 2;
2324                         if (!one_in_(d)) continue;
2325                 }
2326
2327                 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2328                 if (!one_in_(a_ptr->rarity)) continue;
2329
2330                 /*! @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。 /
2331                  *  Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2332                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2333                 if (k_info[k_idx].level > current_floor_ptr->object_level)
2334                 {
2335                         int d = (k_info[k_idx].level - current_floor_ptr->object_level) * 5;
2336                         if (!one_in_(d)) continue;
2337                 }
2338
2339                 /*! @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 /
2340                  * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2341                 object_prep(o_ptr, k_idx);
2342
2343                 o_ptr->name1 = i;
2344                 random_artifact_resistance(o_ptr, a_ptr);
2345                 return (TRUE);
2346         }
2347
2348         /*! @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 */
2349         return (FALSE);
2350 }