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