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