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[Refactor] #40399 Adjusted inclusion relationship for object1.h
[hengband/hengband.git] / src / object-enchant / 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 "object-enchant/artifact.h"
14 #include "cmd-item/cmd-activate.h"
15 #include "cmd-item/cmd-smith.h"
16 #include "floor/floor-object.h"
17 #include "floor/floor.h"
18 #include "grid/grid.h"
19 #include "io/files-util.h"
20 #include "monster/monster.h"
21 #include "perception/identification.h"
22 #include "perception/object-perception.h"
23 #include "object-enchant/object-boost.h"
24 #include "object-enchant/object-curse.h"
25 #include "object-enchant/object-ego.h"
26 #include "object/object-flavor.h"
27 #include "object/object-generator.h"
28 #include "object/object-hook.h"
29 #include "object/object-kind-hook.h"
30 #include "object/object-kind.h"
31 #include "object/object-value-calc.h"
32 #include "object/object1.h" // 相互参照している.
33 #include "object-enchant/special-object-flags.h"
34 #include "sv-definition/sv-armor-types.h"
35 #include "sv-definition/sv-weapon-types.h"
36 #include "system/system-variables.h"
37 #include "object-enchant/tr-types.h"
38 #include "object-enchant/trc-types.h"
39 #include "player/avatar.h"
40 #include "player/player-class.h"
41 #include "player/player-personalities-table.h"
42 #include "spell/spells-object.h"
43 #include "util/util.h"
44 #include "view/display-main-window.h"
45 #include "world/world.h"
46
47  /*
48   * The artifact arrays
49   */
50 artifact_type *a_info;
51 char *a_name;
52 char *a_text;
53
54 /*
55  * Maximum number of artifacts in a_info.txt
56  */
57 ARTIFACT_IDX max_a_idx;
58
59 static bool has_extreme_damage_rate(object_type *o_ptr);
60 static bool weakening_artifact(object_type *o_ptr);
61
62 #ifdef JP
63 /*!
64  * @brief ランダムアーティファクトのバイアス名称テーブル
65  */
66 const concptr artifact_bias_name[MAX_BIAS] =
67 {
68         "なし",
69         "電撃",
70         "毒",
71         "火炎",
72         "冷気",
73         "酸",
74         "腕力",
75         "知力",
76         "賢さ",
77         "器用さ",
78         "耐久",
79         "魅力",
80         "混沌",
81         "プリースト",
82         "死霊",
83         "法",
84         "盗賊",
85         "メイジ",
86         "戦士",
87         "レンジャー",
88 };
89 #else
90 const concptr artifact_bias_name[MAX_BIAS] =
91 {
92         "None",
93         "Elec",
94         "Poison",
95         "Fire",
96         "Cold",
97         "Acid",
98         "STR",
99         "INT",
100         "WIS",
101         "DEX",
102         "CON",
103         "CHA",
104         "Chaos",
105         "Pristly",
106         "Necromantic",
107         "Law",
108         "Rogue",
109         "Mage",
110         "Warrior",
111         "Ranger",
112 };
113 #endif
114
115
116 /*!
117  * @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact.
118  * @details pval、AC、命中、ダメージが正の場合、符号反転の上1d4だけ悪化させ、重い呪い、呪いフラグを必ず付加。
119  * 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、
120  * MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。
121  * @attention プレイヤーの職業依存処理あり。
122  * @param player_ptr プレーヤーへの参照ポインタ
123  * @param o_ptr 対象のオブジェクト構造体ポインタ
124  * @return なし
125  */
126 static void curse_artifact(player_type *player_ptr, object_type *o_ptr)
127 {
128         if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
129         if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
130         if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
131         if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
132
133         o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
134         remove_flag(o_ptr->art_flags, TR_BLESSED);
135
136         if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
137         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
138         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
139         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
140         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
141         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
142         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
143         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
144         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
145         else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
146
147         if ((player_ptr->pclass != CLASS_WARRIOR) && (player_ptr->pclass != CLASS_ARCHER) && (player_ptr->pclass != CLASS_CAVALRY) && (player_ptr->pclass != CLASS_BERSERKER) && (player_ptr->pclass != CLASS_SMITH) && one_in_(3))
148                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
149 }
150
151
152 /*!
153  * @brief ランダムアーティファクト生成中、対象のオブジェクトにpval能力を付加する。/ Add one pval on generation of randam artifact.
154  * @details 優先的に付加されるpvalがランダムアーティファクトバイアスに依存して存在する。
155  * 原則的候補は腕力、知力、賢さ、器用さ、耐久、魅力、探索、隠密、赤外線視力、加速。武器のみ採掘、追加攻撃も候補に入る。
156  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
157  * @param o_ptr 対象のオブジェクト構造体ポインタ
158  * @return なし
159  */
160 static void random_plus(object_type *o_ptr)
161 {
162         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
163
164         switch (o_ptr->artifact_bias)
165         {
166         case BIAS_WARRIOR:
167                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
168                 {
169                         add_flag(o_ptr->art_flags, TR_STR);
170                         if (one_in_(2)) return;
171                 }
172
173                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
174                 {
175                         add_flag(o_ptr->art_flags, TR_CON);
176                         if (one_in_(2)) return;
177                 }
178
179                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
180                 {
181                         add_flag(o_ptr->art_flags, TR_DEX);
182                         if (one_in_(2)) return;
183                 }
184
185                 break;
186
187         case BIAS_MAGE:
188                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
189                 {
190                         add_flag(o_ptr->art_flags, TR_INT);
191                         if (one_in_(2)) return;
192                 }
193                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
194                 {
195                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
196                         if (one_in_(2)) return;
197                 }
198
199                 break;
200
201         case BIAS_PRIESTLY:
202                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
203                 {
204                         add_flag(o_ptr->art_flags, TR_WIS);
205                         if (one_in_(2)) return;
206                 }
207
208                 break;
209
210         case BIAS_RANGER:
211                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
212                 {
213                         add_flag(o_ptr->art_flags, TR_DEX);
214                         if (one_in_(2)) return;
215                 }
216
217                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
218                 {
219                         add_flag(o_ptr->art_flags, TR_CON);
220                         if (one_in_(2)) return;
221                 }
222
223                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
224                 {
225                         add_flag(o_ptr->art_flags, TR_STR);
226                         if (one_in_(2)) return;
227                 }
228
229                 break;
230
231         case BIAS_ROGUE:
232                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
233                 {
234                         add_flag(o_ptr->art_flags, TR_STEALTH);
235                         if (one_in_(2)) return;
236                 }
237                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
238                 {
239                         add_flag(o_ptr->art_flags, TR_SEARCH);
240                         if (one_in_(2)) return;
241                 }
242
243                 break;
244
245         case BIAS_STR:
246                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
247                 {
248                         add_flag(o_ptr->art_flags, TR_STR);
249                         if (one_in_(2)) return;
250                 }
251
252                 break;
253
254         case BIAS_WIS:
255                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
256                 {
257                         add_flag(o_ptr->art_flags, TR_WIS);
258                         if (one_in_(2)) return;
259                 }
260
261                 break;
262
263         case BIAS_INT:
264                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
265                 {
266                         add_flag(o_ptr->art_flags, TR_INT);
267                         if (one_in_(2)) return;
268                 }
269
270                 break;
271
272         case BIAS_DEX:
273                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
274                 {
275                         add_flag(o_ptr->art_flags, TR_DEX);
276                         if (one_in_(2)) return;
277                 }
278
279                 break;
280
281         case BIAS_CON:
282                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
283                 {
284                         add_flag(o_ptr->art_flags, TR_CON);
285                         if (one_in_(2)) return;
286                 }
287
288                 break;
289
290         case BIAS_CHR:
291                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
292                 {
293                         add_flag(o_ptr->art_flags, TR_CHR);
294                         if (one_in_(2)) return;
295                 }
296
297                 break;
298         }
299
300         if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
301         {
302                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
303                 {
304                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
305                         if (one_in_(2)) return;
306                 }
307         }
308
309         switch (randint1(this_type))
310         {
311         case 1: case 2:
312                 add_flag(o_ptr->art_flags, TR_STR);
313                 if (!o_ptr->artifact_bias && !one_in_(13))
314                         o_ptr->artifact_bias = BIAS_STR;
315                 else if (!o_ptr->artifact_bias && one_in_(7))
316                         o_ptr->artifact_bias = BIAS_WARRIOR;
317                 break;
318         case 3: case 4:
319                 add_flag(o_ptr->art_flags, TR_INT);
320                 if (!o_ptr->artifact_bias && !one_in_(13))
321                         o_ptr->artifact_bias = BIAS_INT;
322                 else if (!o_ptr->artifact_bias && one_in_(7))
323                         o_ptr->artifact_bias = BIAS_MAGE;
324                 break;
325         case 5: case 6:
326                 add_flag(o_ptr->art_flags, TR_WIS);
327                 if (!o_ptr->artifact_bias && !one_in_(13))
328                         o_ptr->artifact_bias = BIAS_WIS;
329                 else if (!o_ptr->artifact_bias && one_in_(7))
330                         o_ptr->artifact_bias = BIAS_PRIESTLY;
331                 break;
332         case 7: case 8:
333                 add_flag(o_ptr->art_flags, TR_DEX);
334                 if (!o_ptr->artifact_bias && !one_in_(13))
335                         o_ptr->artifact_bias = BIAS_DEX;
336                 else if (!o_ptr->artifact_bias && one_in_(7))
337                         o_ptr->artifact_bias = BIAS_ROGUE;
338                 break;
339         case 9: case 10:
340                 add_flag(o_ptr->art_flags, TR_CON);
341                 if (!o_ptr->artifact_bias && !one_in_(13))
342                         o_ptr->artifact_bias = BIAS_CON;
343                 else if (!o_ptr->artifact_bias && one_in_(9))
344                         o_ptr->artifact_bias = BIAS_RANGER;
345                 break;
346         case 11: case 12:
347                 add_flag(o_ptr->art_flags, TR_CHR);
348                 if (!o_ptr->artifact_bias && !one_in_(13))
349                         o_ptr->artifact_bias = BIAS_CHR;
350                 break;
351         case 13: case 14:
352                 add_flag(o_ptr->art_flags, TR_STEALTH);
353                 if (!o_ptr->artifact_bias && one_in_(3))
354                         o_ptr->artifact_bias = BIAS_ROGUE;
355                 break;
356         case 15: case 16:
357                 add_flag(o_ptr->art_flags, TR_SEARCH);
358                 if (!o_ptr->artifact_bias && one_in_(9))
359                         o_ptr->artifact_bias = BIAS_RANGER;
360                 break;
361         case 17: case 18:
362                 add_flag(o_ptr->art_flags, TR_INFRA);
363                 break;
364         case 19:
365                 add_flag(o_ptr->art_flags, TR_SPEED);
366                 if (!o_ptr->artifact_bias && one_in_(11))
367                         o_ptr->artifact_bias = BIAS_ROGUE;
368                 break;
369         case 20: case 21:
370                 add_flag(o_ptr->art_flags, TR_TUNNEL);
371                 break;
372         case 22: case 23:
373                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
374                 else
375                 {
376                         add_flag(o_ptr->art_flags, TR_BLOWS);
377                         if (!o_ptr->artifact_bias && one_in_(11))
378                                 o_ptr->artifact_bias = BIAS_WARRIOR;
379                 }
380
381                 break;
382         }
383 }
384
385
386 /*!
387  * @brief ランダムアーティファクト生成中、対象のオブジェクトに耐性を付加する。/ Add one resistance on generation of randam artifact.
388  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
389  * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
390  * 毒、閃光、暗黒、破片、轟音、盲目、混乱、地獄、カオス、劣化、恐怖、火オーラ、冷気オーラ、電撃オーラ、反射。
391  * 戦士系バイアスのみ反魔もつく。
392  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
393  * @param o_ptr 対象のオブジェクト構造体ポインタ
394  * @return なし
395  */
396 static void random_resistance(object_type *o_ptr)
397 {
398         switch (o_ptr->artifact_bias)
399         {
400         case BIAS_ACID:
401                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
402                 {
403                         add_flag(o_ptr->art_flags, TR_RES_ACID);
404                         if (one_in_(2)) return;
405                 }
406
407                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
408                 {
409                         add_flag(o_ptr->art_flags, TR_IM_ACID);
410                         if (!one_in_(IM_LUCK))
411                         {
412                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
413                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
414                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
415                         }
416                         if (one_in_(2)) return;
417                 }
418
419                 break;
420
421         case BIAS_ELEC:
422                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
423                 {
424                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
425                         if (one_in_(2)) return;
426                 }
427
428                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
429                         !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
430                 {
431                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
432                         if (one_in_(2)) return;
433                 }
434
435                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
436                 {
437                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
438                         if (!one_in_(IM_LUCK))
439                         {
440                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
441                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
442                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
443                         }
444
445                         if (one_in_(2)) return;
446                 }
447
448                 break;
449
450         case BIAS_FIRE:
451                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
452                 {
453                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
454                         if (one_in_(2)) return;
455                 }
456
457                 if ((o_ptr->tval >= TV_CLOAK) &&
458                         (o_ptr->tval <= TV_HARD_ARMOR) &&
459                         !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
460                 {
461                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
462                         if (one_in_(2)) return;
463                 }
464
465                 if (one_in_(BIAS_LUCK) &&
466                         !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
467                 {
468                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
469                         if (!one_in_(IM_LUCK))
470                         {
471                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
472                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
473                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
474                         }
475                         if (one_in_(2)) return;
476                 }
477
478                 break;
479
480         case BIAS_COLD:
481                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
482                 {
483                         add_flag(o_ptr->art_flags, TR_RES_COLD);
484                         if (one_in_(2)) return;
485                 }
486
487                 if ((o_ptr->tval >= TV_CLOAK) &&
488                         (o_ptr->tval <= TV_HARD_ARMOR) &&
489                         !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
490                 {
491                         add_flag(o_ptr->art_flags, TR_SH_COLD);
492                         if (one_in_(2)) return;
493                 }
494
495                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
496                 {
497                         add_flag(o_ptr->art_flags, TR_IM_COLD);
498                         if (!one_in_(IM_LUCK))
499                         {
500                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
501                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
502                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
503                         }
504                         if (one_in_(2)) return;
505                 }
506
507                 break;
508
509         case BIAS_POIS:
510                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
511                 {
512                         add_flag(o_ptr->art_flags, TR_RES_POIS);
513                         if (one_in_(2)) return;
514                 }
515
516                 break;
517
518         case BIAS_WARRIOR:
519                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
520                 {
521                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
522                         if (one_in_(2)) return;
523                 }
524
525                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
526                 {
527                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
528                         if (one_in_(2)) return;
529                 }
530
531                 break;
532
533         case BIAS_NECROMANTIC:
534                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
535                 {
536                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
537                         if (one_in_(2)) return;
538                 }
539
540                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
541                 {
542                         add_flag(o_ptr->art_flags, TR_RES_POIS);
543                         if (one_in_(2)) return;
544                 }
545
546                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
547                 {
548                         add_flag(o_ptr->art_flags, TR_RES_DARK);
549                         if (one_in_(2)) return;
550                 }
551
552                 break;
553
554         case BIAS_CHAOS:
555                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
556                 {
557                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
558                         if (one_in_(2)) return;
559                 }
560
561                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
562                 {
563                         add_flag(o_ptr->art_flags, TR_RES_CONF);
564                         if (one_in_(2)) return;
565                 }
566
567                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
568                 {
569                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
570                         if (one_in_(2)) return;
571                 }
572
573                 break;
574         }
575
576         switch (randint1(42))
577         {
578         case 1:
579                 if (!one_in_(WEIRD_LUCK))
580                         random_resistance(o_ptr);
581                 else
582                 {
583                         add_flag(o_ptr->art_flags, TR_IM_ACID);
584                         if (!o_ptr->artifact_bias)
585                                 o_ptr->artifact_bias = BIAS_ACID;
586                 }
587
588                 break;
589         case 2:
590                 if (!one_in_(WEIRD_LUCK))
591                         random_resistance(o_ptr);
592                 else
593                 {
594                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
595                         if (!o_ptr->artifact_bias)
596                                 o_ptr->artifact_bias = BIAS_ELEC;
597                 }
598
599                 break;
600         case 3:
601                 if (!one_in_(WEIRD_LUCK))
602                         random_resistance(o_ptr);
603                 else
604                 {
605                         add_flag(o_ptr->art_flags, TR_IM_COLD);
606                         if (!o_ptr->artifact_bias)
607                                 o_ptr->artifact_bias = BIAS_COLD;
608                 }
609
610                 break;
611         case 4:
612                 if (!one_in_(WEIRD_LUCK))
613                         random_resistance(o_ptr);
614                 else
615                 {
616                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
617                         if (!o_ptr->artifact_bias)
618                                 o_ptr->artifact_bias = BIAS_FIRE;
619                 }
620
621                 break;
622         case 5:
623         case 6:
624         case 13:
625                 add_flag(o_ptr->art_flags, TR_RES_ACID);
626                 if (!o_ptr->artifact_bias)
627                         o_ptr->artifact_bias = BIAS_ACID;
628                 break;
629         case 7:
630         case 8:
631         case 14:
632                 add_flag(o_ptr->art_flags, TR_RES_ELEC);
633                 if (!o_ptr->artifact_bias)
634                         o_ptr->artifact_bias = BIAS_ELEC;
635                 break;
636         case 9:
637         case 10:
638         case 15:
639                 add_flag(o_ptr->art_flags, TR_RES_FIRE);
640                 if (!o_ptr->artifact_bias)
641                         o_ptr->artifact_bias = BIAS_FIRE;
642                 break;
643         case 11:
644         case 12:
645         case 16:
646                 add_flag(o_ptr->art_flags, TR_RES_COLD);
647                 if (!o_ptr->artifact_bias)
648                         o_ptr->artifact_bias = BIAS_COLD;
649                 break;
650         case 17:
651         case 18:
652                 add_flag(o_ptr->art_flags, TR_RES_POIS);
653                 if (!o_ptr->artifact_bias && !one_in_(4))
654                         o_ptr->artifact_bias = BIAS_POIS;
655                 else if (!o_ptr->artifact_bias && one_in_(2))
656                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
657                 else if (!o_ptr->artifact_bias && one_in_(2))
658                         o_ptr->artifact_bias = BIAS_ROGUE;
659                 break;
660         case 19:
661         case 20:
662                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
663                 if (!o_ptr->artifact_bias && one_in_(3))
664                         o_ptr->artifact_bias = BIAS_WARRIOR;
665                 break;
666         case 21:
667                 add_flag(o_ptr->art_flags, TR_RES_LITE);
668                 break;
669         case 22:
670                 add_flag(o_ptr->art_flags, TR_RES_DARK);
671                 break;
672         case 23:
673         case 24:
674                 add_flag(o_ptr->art_flags, TR_RES_BLIND);
675                 break;
676         case 25:
677         case 26:
678                 add_flag(o_ptr->art_flags, TR_RES_CONF);
679                 if (!o_ptr->artifact_bias && one_in_(6))
680                         o_ptr->artifact_bias = BIAS_CHAOS;
681                 break;
682         case 27:
683         case 28:
684                 add_flag(o_ptr->art_flags, TR_RES_SOUND);
685                 break;
686         case 29:
687         case 30:
688                 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
689                 break;
690         case 31:
691         case 32:
692                 add_flag(o_ptr->art_flags, TR_RES_NETHER);
693                 if (!o_ptr->artifact_bias && one_in_(3))
694                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
695                 break;
696         case 33:
697         case 34:
698                 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
699                 break;
700         case 35:
701         case 36:
702                 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
703                 if (!o_ptr->artifact_bias && one_in_(2))
704                         o_ptr->artifact_bias = BIAS_CHAOS;
705                 break;
706         case 37:
707         case 38:
708                 add_flag(o_ptr->art_flags, TR_RES_DISEN);
709                 break;
710         case 39:
711                 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
712                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
713                 else
714                         random_resistance(o_ptr);
715                 if (!o_ptr->artifact_bias)
716                         o_ptr->artifact_bias = BIAS_ELEC;
717                 break;
718         case 40:
719                 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
720                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
721                 else
722                         random_resistance(o_ptr);
723                 if (!o_ptr->artifact_bias)
724                         o_ptr->artifact_bias = BIAS_FIRE;
725                 break;
726         case 41:
727                 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
728                         o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
729                         add_flag(o_ptr->art_flags, TR_REFLECT);
730                 else
731                         random_resistance(o_ptr);
732                 break;
733         case 42:
734                 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
735                         add_flag(o_ptr->art_flags, TR_SH_COLD);
736                 else
737                         random_resistance(o_ptr);
738                 if (!o_ptr->artifact_bias)
739                         o_ptr->artifact_bias = BIAS_COLD;
740                 break;
741         }
742 }
743
744
745 /*!
746  * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
747  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
748  * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
749  * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
750  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
751  * @param o_ptr 対象のオブジェクト構造体ポインタ
752  * @return なし
753  */
754 static void random_misc(object_type *o_ptr)
755 {
756         switch (o_ptr->artifact_bias)
757         {
758         case BIAS_RANGER:
759                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
760                 {
761                         add_flag(o_ptr->art_flags, TR_SUST_CON);
762                         if (one_in_(2)) return;
763                 }
764
765                 break;
766
767         case BIAS_STR:
768                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
769                 {
770                         add_flag(o_ptr->art_flags, TR_SUST_STR);
771                         if (one_in_(2)) return;
772                 }
773
774                 break;
775
776         case BIAS_WIS:
777                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
778                 {
779                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
780                         if (one_in_(2)) return;
781                 }
782
783                 break;
784
785         case BIAS_INT:
786                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
787                 {
788                         add_flag(o_ptr->art_flags, TR_SUST_INT);
789                         if (one_in_(2)) return;
790                 }
791
792                 break;
793
794         case BIAS_DEX:
795                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
796                 {
797                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
798                         if (one_in_(2)) return;
799                 }
800
801                 break;
802
803         case BIAS_CON:
804                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
805                 {
806                         add_flag(o_ptr->art_flags, TR_SUST_CON);
807                         if (one_in_(2)) return;
808                 }
809
810                 break;
811
812         case BIAS_CHR:
813                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
814                 {
815                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
816                         if (one_in_(2)) return;
817                 }
818
819                 break;
820
821         case BIAS_CHAOS:
822                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
823                 {
824                         add_flag(o_ptr->art_flags, TR_TELEPORT);
825                         if (one_in_(2)) return;
826                 }
827
828                 break;
829
830         case BIAS_FIRE:
831                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
832                 {
833                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
834                 }
835
836                 break;
837         }
838
839         switch (randint1(33))
840         {
841         case 1:
842                 add_flag(o_ptr->art_flags, TR_SUST_STR);
843                 if (!o_ptr->artifact_bias)
844                         o_ptr->artifact_bias = BIAS_STR;
845                 break;
846         case 2:
847                 add_flag(o_ptr->art_flags, TR_SUST_INT);
848                 if (!o_ptr->artifact_bias)
849                         o_ptr->artifact_bias = BIAS_INT;
850                 break;
851         case 3:
852                 add_flag(o_ptr->art_flags, TR_SUST_WIS);
853                 if (!o_ptr->artifact_bias)
854                         o_ptr->artifact_bias = BIAS_WIS;
855                 break;
856         case 4:
857                 add_flag(o_ptr->art_flags, TR_SUST_DEX);
858                 if (!o_ptr->artifact_bias)
859                         o_ptr->artifact_bias = BIAS_DEX;
860                 break;
861         case 5:
862                 add_flag(o_ptr->art_flags, TR_SUST_CON);
863                 if (!o_ptr->artifact_bias)
864                         o_ptr->artifact_bias = BIAS_CON;
865                 break;
866         case 6:
867                 add_flag(o_ptr->art_flags, TR_SUST_CHR);
868                 if (!o_ptr->artifact_bias)
869                         o_ptr->artifact_bias = BIAS_CHR;
870                 break;
871         case 7:
872         case 8:
873         case 14:
874                 add_flag(o_ptr->art_flags, TR_FREE_ACT);
875                 break;
876         case 9:
877                 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
878                 if (!o_ptr->artifact_bias && one_in_(5))
879                         o_ptr->artifact_bias = BIAS_PRIESTLY;
880                 else if (!o_ptr->artifact_bias && one_in_(6))
881                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
882                 break;
883         case 10:
884         case 11:
885                 add_flag(o_ptr->art_flags, TR_LITE_1);
886                 break;
887         case 12:
888         case 13:
889                 add_flag(o_ptr->art_flags, TR_LEVITATION);
890                 break;
891         case 15:
892         case 16:
893         case 17:
894                 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
895                 break;
896         case 19:
897         case 20:
898                 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
899                 break;
900         case 21:
901         case 22:
902                 add_flag(o_ptr->art_flags, TR_REGEN);
903                 break;
904         case 23:
905                 add_flag(o_ptr->art_flags, TR_TELEPORT);
906                 break;
907         case 24:
908         case 25:
909         case 26:
910                 if (object_is_armour(o_ptr))
911                         random_misc(o_ptr);
912                 else
913                 {
914                         o_ptr->to_a = 4 + randint1(11);
915                 }
916
917                 break;
918         case 27:
919         case 28:
920         case 29:
921         {
922                 HIT_PROB bonus_h;
923                 HIT_POINT bonus_d;
924                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
925                 bonus_h = 4 + (HIT_PROB)(randint1(11));
926                 bonus_d = 4 + (HIT_POINT)(randint1(11));
927                 if ((o_ptr->tval != TV_SWORD) && (o_ptr->tval != TV_POLEARM) && (o_ptr->tval != TV_HAFTED) && (o_ptr->tval != TV_DIGGING) && (o_ptr->tval != TV_GLOVES) && (o_ptr->tval != TV_RING))
928                 {
929                         bonus_h /= 2;
930                         bonus_d /= 2;
931                 }
932                 o_ptr->to_h += bonus_h;
933                 o_ptr->to_d += bonus_d;
934                 break;
935         }
936         case 30:
937                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
938                 break;
939         case 31:
940                 add_flag(o_ptr->art_flags, TR_NO_TELE);
941                 break;
942         case 32:
943                 add_flag(o_ptr->art_flags, TR_WARNING);
944                 break;
945
946         case 18:
947                 switch (randint1(3))
948                 {
949                 case 1:
950                         add_flag(o_ptr->art_flags, TR_ESP_EVIL);
951                         if (!o_ptr->artifact_bias && one_in_(3))
952                                 o_ptr->artifact_bias = BIAS_LAW;
953                         break;
954                 case 2:
955                         add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
956                         if (!o_ptr->artifact_bias && one_in_(3))
957                                 o_ptr->artifact_bias = BIAS_MAGE;
958                         break;
959                 case 3:
960                         add_flag(o_ptr->art_flags, TR_TELEPATHY);
961                         if (!o_ptr->artifact_bias && one_in_(9))
962                                 o_ptr->artifact_bias = BIAS_MAGE;
963                         break;
964                 }
965
966                 break;
967
968         case 33:
969         {
970                 int idx[3];
971                 int n = randint1(3);
972
973                 idx[0] = randint1(10);
974
975                 idx[1] = randint1(9);
976                 if (idx[1] >= idx[0]) idx[1]++;
977
978                 idx[2] = randint1(8);
979                 if (idx[2] >= idx[0]) idx[2]++;
980                 if (idx[2] >= idx[1]) idx[2]++;
981
982                 while (n--)
983                 {
984                         switch (idx[n])
985                         {
986                         case 1:
987                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
988                                 if (!o_ptr->artifact_bias && one_in_(4))
989                                         o_ptr->artifact_bias = BIAS_RANGER;
990                                 break;
991                         case 2:
992                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
993                                 if (!o_ptr->artifact_bias && one_in_(3))
994                                         o_ptr->artifact_bias = BIAS_PRIESTLY;
995                                 else if (!o_ptr->artifact_bias && one_in_(6))
996                                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
997                                 break;
998                         case 3:
999                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1000                                 break;
1001                         case 4:
1002                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1003                                 break;
1004                         case 5:
1005                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1006                                 break;
1007                         case 6:
1008                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1009                                 break;
1010                         case 7:
1011                                 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1012                                 break;
1013                         case 8:
1014                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1015                                 if (!o_ptr->artifact_bias && one_in_(6))
1016                                         o_ptr->artifact_bias = BIAS_ROGUE;
1017                                 break;
1018                         case 9:
1019                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1020                                 if (!o_ptr->artifact_bias && one_in_(3))
1021                                         o_ptr->artifact_bias = BIAS_LAW;
1022                                 break;
1023                         case 10:
1024                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1025                                 if (!o_ptr->artifact_bias && one_in_(3))
1026                                         o_ptr->artifact_bias = BIAS_LAW;
1027                                 break;
1028                         }
1029
1030                         break;
1031                 }
1032         }
1033         }
1034 }
1035
1036
1037 /*!
1038  * @brief ランダムアーティファクト生成中、対象のオブジェクトにスレイ効果を付加する。/ Add one slaying on generation of randam artifact.
1039  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
1040  * 原則的候補は強力射、高速射、混沌効果、吸血効果、祝福、投擲しやすい、焼棄、凍結、電撃、溶解、毒殺、
1041  * 動物スレイ、邪悪スレイ、悪魔スレイ、不死スレイ、オークスレイ、トロルスレイ、巨人スレイ、ドラゴンスレイ、
1042  * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1043  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
1044  * @param o_ptr 対象のオブジェクト構造体ポインタ
1045  * @return なし
1046  */
1047 static void random_slay(object_type *o_ptr)
1048 {
1049         if (o_ptr->tval == TV_BOW)
1050         {
1051                 switch (randint1(6))
1052                 {
1053                 case 1:
1054                 case 2:
1055                 case 3:
1056                         add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1057                         if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1058                         if (!o_ptr->artifact_bias && one_in_(9))
1059                                 o_ptr->artifact_bias = BIAS_RANGER;
1060                         break;
1061                 default:
1062                         add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1063                         if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1064                         if (!o_ptr->artifact_bias && one_in_(9))
1065                                 o_ptr->artifact_bias = BIAS_RANGER;
1066                         break;
1067                 }
1068
1069                 return;
1070         }
1071
1072         switch (o_ptr->artifact_bias)
1073         {
1074         case BIAS_CHAOS:
1075                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1076                 {
1077                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1078                         if (one_in_(2)) return;
1079                 }
1080
1081                 break;
1082
1083         case BIAS_PRIESTLY:
1084                 if ((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1085                         !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1086                 {
1087                         /* A free power for "priestly" random artifacts */
1088                         add_flag(o_ptr->art_flags, TR_BLESSED);
1089                 }
1090
1091                 break;
1092
1093         case BIAS_NECROMANTIC:
1094                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1095                 {
1096                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1097                         if (one_in_(2)) return;
1098                 }
1099
1100                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1101                 {
1102                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1103                         if (one_in_(2)) return;
1104                 }
1105
1106                 break;
1107
1108         case BIAS_RANGER:
1109                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1110                 {
1111                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1112                         if (one_in_(2)) return;
1113                 }
1114
1115                 break;
1116
1117         case BIAS_ROGUE:
1118                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1119                         ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1120                         !(have_flag(o_ptr->art_flags, TR_THROW)))
1121                 {
1122                         /* Free power for rogues... */
1123                         add_flag(o_ptr->art_flags, TR_THROW);
1124                 }
1125
1126                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1127                 {
1128                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1129                         if (one_in_(2)) return;
1130                 }
1131
1132                 break;
1133
1134         case BIAS_POIS:
1135                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1136                 {
1137                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1138                         if (one_in_(2)) return;
1139                 }
1140
1141                 break;
1142
1143         case BIAS_FIRE:
1144                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1145                 {
1146                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1147                         if (one_in_(2)) return;
1148                 }
1149
1150                 break;
1151
1152         case BIAS_COLD:
1153                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1154                 {
1155                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1156                         if (one_in_(2)) return;
1157                 }
1158
1159                 break;
1160
1161         case BIAS_ELEC:
1162                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1163                 {
1164                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1165                         if (one_in_(2)) return;
1166                 }
1167
1168                 break;
1169
1170         case BIAS_ACID:
1171                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1172                 {
1173                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1174                         if (one_in_(2)) return;
1175                 }
1176
1177                 break;
1178
1179         case BIAS_LAW:
1180                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1181                 {
1182                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1183                         if (one_in_(2)) return;
1184                 }
1185
1186                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1187                 {
1188                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1189                         if (one_in_(2)) return;
1190                 }
1191
1192                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1193                 {
1194                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1195                         if (one_in_(2)) return;
1196                 }
1197
1198                 break;
1199         }
1200
1201         switch (randint1(36))
1202         {
1203         case 1:
1204         case 2:
1205                 if (one_in_(4))
1206                 {
1207                         add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1208                 }
1209                 else
1210                 {
1211                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1212                 }
1213                 break;
1214         case 3:
1215         case 4:
1216                 if (one_in_(8))
1217                 {
1218                         add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1219                 }
1220                 else
1221                 {
1222                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1223                 }
1224                 if (!o_ptr->artifact_bias && one_in_(2))
1225                         o_ptr->artifact_bias = BIAS_LAW;
1226                 else if (!o_ptr->artifact_bias && one_in_(9))
1227                         o_ptr->artifact_bias = BIAS_PRIESTLY;
1228                 break;
1229         case 5:
1230         case 6:
1231                 if (one_in_(4))
1232                 {
1233                         add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1234                 }
1235                 else
1236                 {
1237                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1238                 }
1239                 if (!o_ptr->artifact_bias && one_in_(9))
1240                         o_ptr->artifact_bias = BIAS_PRIESTLY;
1241                 break;
1242         case 7:
1243         case 8:
1244                 if (one_in_(4))
1245                 {
1246                         add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1247                 }
1248                 else
1249                 {
1250                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1251                 }
1252                 if (!o_ptr->artifact_bias && one_in_(9))
1253                         o_ptr->artifact_bias = BIAS_PRIESTLY;
1254                 break;
1255         case 9:
1256         case 10:
1257                 if (one_in_(4))
1258                 {
1259                         add_flag(o_ptr->art_flags, TR_KILL_ORC);
1260                 }
1261                 else
1262                 {
1263                         add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1264                 }
1265                 break;
1266         case 11:
1267         case 12:
1268                 if (one_in_(4))
1269                 {
1270                         add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1271                 }
1272                 else
1273                 {
1274                         add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1275                 }
1276                 break;
1277         case 13:
1278         case 14:
1279                 if (one_in_(4))
1280                 {
1281                         add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1282                 }
1283                 else
1284                 {
1285                         add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1286                 }
1287
1288                 break;
1289         case 15:
1290         case 16:
1291                 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1292                 break;
1293         case 17:
1294                 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1295                 break;
1296         case 18:
1297         case 19:
1298                 if (o_ptr->tval == TV_SWORD)
1299                 {
1300                         add_flag(o_ptr->art_flags, TR_VORPAL);
1301                         if (!o_ptr->artifact_bias && one_in_(9))
1302                                 o_ptr->artifact_bias = BIAS_WARRIOR;
1303                 }
1304                 else
1305                         random_slay(o_ptr);
1306                 break;
1307         case 20:
1308                 add_flag(o_ptr->art_flags, TR_IMPACT);
1309                 break;
1310         case 21:
1311         case 22:
1312                 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1313                 if (!o_ptr->artifact_bias)
1314                         o_ptr->artifact_bias = BIAS_FIRE;
1315                 break;
1316         case 23:
1317         case 24:
1318                 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1319                 if (!o_ptr->artifact_bias)
1320                         o_ptr->artifact_bias = BIAS_COLD;
1321                 break;
1322         case 25:
1323         case 26:
1324                 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1325                 if (!o_ptr->artifact_bias)
1326                         o_ptr->artifact_bias = BIAS_ELEC;
1327                 break;
1328         case 27:
1329         case 28:
1330                 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1331                 if (!o_ptr->artifact_bias)
1332                         o_ptr->artifact_bias = BIAS_ACID;
1333                 break;
1334         case 29:
1335         case 30:
1336                 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1337                 if (!o_ptr->artifact_bias && !one_in_(3))
1338                         o_ptr->artifact_bias = BIAS_POIS;
1339                 else if (!o_ptr->artifact_bias && one_in_(6))
1340                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
1341                 else if (!o_ptr->artifact_bias)
1342                         o_ptr->artifact_bias = BIAS_ROGUE;
1343                 break;
1344         case 31:
1345                 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1346                 if (!o_ptr->artifact_bias)
1347                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
1348                 break;
1349         case 32:
1350                 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1351                 if (!o_ptr->artifact_bias)
1352                         o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1353                 break;
1354         case 33:
1355         case 34:
1356                 if (one_in_(4))
1357                 {
1358                         add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1359                 }
1360                 else
1361                 {
1362                         add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1363                 }
1364
1365                 break;
1366         default:
1367                 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1368                 if (!o_ptr->artifact_bias)
1369                         o_ptr->artifact_bias = BIAS_CHAOS;
1370                 break;
1371         }
1372 }
1373
1374
1375 /*!
1376  * @brief ランダムアーティファクト生成中、対象のオブジェクトにバイアスに依存した発動を与える。/ Add one activaton of randam artifact depend on bias.
1377  * @details バイアスが無い場合、一部のバイアスの確率によっては one_ability() に処理が移行する。
1378  * @param o_ptr 対象のオブジェクト構造体ポインタ
1379  * @return なし
1380  */
1381 static void give_activation_power(object_type *o_ptr)
1382 {
1383         int type = 0, chance = 0;
1384
1385         switch (o_ptr->artifact_bias)
1386         {
1387         case BIAS_ELEC:
1388                 if (!one_in_(3))
1389                 {
1390                         type = ACT_BO_ELEC_1;
1391                 }
1392                 else if (!one_in_(5))
1393                 {
1394                         type = ACT_BA_ELEC_2;
1395                 }
1396                 else
1397                 {
1398                         type = ACT_BA_ELEC_3;
1399                 }
1400
1401                 chance = 101;
1402                 break;
1403
1404         case BIAS_POIS:
1405                 type = ACT_BA_POIS_1;
1406                 chance = 101;
1407                 break;
1408
1409         case BIAS_FIRE:
1410                 if (!one_in_(3))
1411                 {
1412                         type = ACT_BO_FIRE_1;
1413                 }
1414                 else if (!one_in_(5))
1415                 {
1416                         type = ACT_BA_FIRE_1;
1417                 }
1418                 else
1419                 {
1420                         type = ACT_BA_FIRE_2;
1421                 }
1422
1423                 chance = 101;
1424                 break;
1425
1426         case BIAS_COLD:
1427                 chance = 101;
1428                 if (!one_in_(3))
1429                         type = ACT_BO_COLD_1;
1430                 else if (!one_in_(3))
1431                         type = ACT_BA_COLD_1;
1432                 else if (!one_in_(3))
1433                         type = ACT_BA_COLD_2;
1434                 else
1435                         type = ACT_BA_COLD_3;
1436                 break;
1437
1438         case BIAS_CHAOS:
1439                 chance = 50;
1440                 if (one_in_(6))
1441                         type = ACT_SUMMON_DEMON;
1442                 else
1443                         type = ACT_CALL_CHAOS;
1444                 break;
1445
1446         case BIAS_PRIESTLY:
1447                 chance = 101;
1448
1449                 if (one_in_(13))
1450                         type = ACT_CHARM_UNDEAD;
1451                 else if (one_in_(12))
1452                         type = ACT_BANISH_EVIL;
1453                 else if (one_in_(11))
1454                         type = ACT_DISP_EVIL;
1455                 else if (one_in_(10))
1456                         type = ACT_PROT_EVIL;
1457                 else if (one_in_(9))
1458                         type = ACT_CURE_1000;
1459                 else if (one_in_(8))
1460                         type = ACT_CURE_700;
1461                 else if (one_in_(7))
1462                         type = ACT_REST_ALL;
1463                 else if (one_in_(6))
1464                         type = ACT_REST_EXP;
1465                 else
1466                         type = ACT_CURE_MW;
1467                 break;
1468
1469         case BIAS_NECROMANTIC:
1470                 chance = 101;
1471                 if (one_in_(66))
1472                         type = ACT_WRAITH;
1473                 else if (one_in_(13))
1474                         type = ACT_DISP_GOOD;
1475                 else if (one_in_(9))
1476                         type = ACT_MASS_GENO;
1477                 else if (one_in_(8))
1478                         type = ACT_GENOCIDE;
1479                 else if (one_in_(13))
1480                         type = ACT_SUMMON_UNDEAD;
1481                 else if (one_in_(9))
1482                         type = ACT_DRAIN_2;
1483                 else if (one_in_(6))
1484                         type = ACT_CHARM_UNDEAD;
1485                 else
1486                         type = ACT_DRAIN_1;
1487                 break;
1488
1489         case BIAS_LAW:
1490                 chance = 101;
1491                 if (one_in_(8))
1492                         type = ACT_BANISH_EVIL;
1493                 else if (one_in_(4))
1494                         type = ACT_DISP_EVIL;
1495                 else
1496                         type = ACT_PROT_EVIL;
1497                 break;
1498
1499         case BIAS_ROGUE:
1500                 chance = 101;
1501                 if (one_in_(50))
1502                         type = ACT_SPEED;
1503                 else if (one_in_(4))
1504                         type = ACT_SLEEP;
1505                 else if (one_in_(3))
1506                         type = ACT_DETECT_ALL;
1507                 else if (one_in_(8))
1508                         type = ACT_ID_FULL;
1509                 else
1510                         type = ACT_ID_PLAIN;
1511                 break;
1512
1513         case BIAS_MAGE:
1514                 chance = 66;
1515                 if (one_in_(20))
1516                         type = ACT_SUMMON_ELEMENTAL;
1517                 else if (one_in_(10))
1518                         type = ACT_SUMMON_PHANTOM;
1519                 else if (one_in_(5))
1520                         type = ACT_RUNE_EXPLO;
1521                 else
1522                         type = ACT_ESP;
1523                 break;
1524
1525         case BIAS_WARRIOR:
1526                 chance = 80;
1527                 if (one_in_(100))
1528                         type = ACT_INVULN;
1529                 else
1530                         type = ACT_BERSERK;
1531                 break;
1532
1533         case BIAS_RANGER:
1534                 chance = 101;
1535                 if (one_in_(20))
1536                         type = ACT_CHARM_ANIMALS;
1537                 else if (one_in_(7))
1538                         type = ACT_SUMMON_ANIMAL;
1539                 else if (one_in_(6))
1540                         type = ACT_CHARM_ANIMAL;
1541                 else if (one_in_(4))
1542                         type = ACT_RESIST_ALL;
1543                 else if (one_in_(3))
1544                         type = ACT_SATIATE;
1545                 else
1546                         type = ACT_CURE_POISON;
1547                 break;
1548         }
1549
1550         if (!type || (randint1(100) >= chance))
1551         {
1552                 one_activation(o_ptr);
1553                 return;
1554         }
1555
1556         /* A type was chosen... */
1557         o_ptr->xtra2 = (byte)type;
1558         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1559         o_ptr->timeout = 0;
1560 }
1561
1562
1563 /*!
1564  * @brief ランダムアーティファクト生成中、対象のオブジェクトに名前を与える。/ Set name of randomartifact.
1565  * @details 確率によって、シンダリン銘、漢字銘、固定名のいずれか一つが与えられる。
1566  * @param o_ptr 処理中のアイテム参照ポインタ
1567  * @param return_name 名前を返すための文字列参照ポインタ
1568  * @param armour 対象のオブジェクトが防具が否か
1569  * @param power 銘の基準となるオブジェクトの価値レベル(0=呪い、1=低位、2=中位、3以上=高位)
1570  * @return なし
1571  */
1572 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1573 {
1574         PERCENTAGE prob = randint1(100);
1575
1576         if (prob <= SINDARIN_NAME)
1577         {
1578                 get_table_sindarin(return_name);
1579                 return;
1580         }
1581
1582         if (prob <= TABLE_NAME)
1583         {
1584                 get_table_name(return_name);
1585                 return;
1586         }
1587
1588         concptr filename;
1589         switch (armour)
1590         {
1591         case 1:
1592                 switch (power)
1593                 {
1594                 case 0:
1595                         filename = _("a_cursed_j.txt", "a_cursed.txt");
1596                         break;
1597                 case 1:
1598                         filename = _("a_low_j.txt", "a_low.txt");
1599                         break;
1600                 case 2:
1601                         filename = _("a_med_j.txt", "a_med.txt");
1602                         break;
1603                 default:
1604                         filename = _("a_high_j.txt", "a_high.txt");
1605                 }
1606                 break;
1607         default:
1608                 switch (power)
1609                 {
1610                 case 0:
1611                         filename = _("w_cursed_j.txt", "w_cursed.txt");
1612                         break;
1613                 case 1:
1614                         filename = _("w_low_j.txt", "w_low.txt");
1615                         break;
1616                 case 2:
1617                         filename = _("w_med_j.txt", "w_med.txt");
1618                         break;
1619                 default:
1620                         filename = _("w_high_j.txt", "w_high.txt");
1621                 }
1622         }
1623
1624         (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1625 #ifdef JP
1626         if (return_name[0] == 0) get_table_name(return_name);
1627 #endif
1628 }
1629
1630
1631 /*!
1632  * @brief ランダムアーティファクト生成のメインルーチン
1633  * @details 既に生成が済んでいるオブジェクトの構造体を、アーティファクトとして強化する。
1634  * @param player_ptr プレーヤーへの参照ポインタ
1635  * @param o_ptr 対象のオブジェクト構造体ポインタ
1636  * @param a_scroll アーティファクト生成の巻物上の処理。呪いのアーティファクトが生成対象外となる。
1637  * @return 常にTRUE(1)を返す
1638  */
1639 bool become_random_artifact(player_type *player_ptr, object_type *o_ptr, bool a_scroll)
1640 {
1641         /* Reset artifact bias */
1642         o_ptr->artifact_bias = 0;
1643
1644         /* Nuke enchantments */
1645         o_ptr->name1 = 0;
1646         o_ptr->name2 = 0;
1647
1648         for (int i = 0; i < TR_FLAG_SIZE; i++)
1649                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1650
1651         bool has_pval = FALSE;
1652         if (o_ptr->pval) has_pval = TRUE;
1653
1654         int warrior_artifact_bias = 0;
1655         if (a_scroll && one_in_(4))
1656         {
1657                 switch (player_ptr->pclass)
1658                 {
1659                 case CLASS_WARRIOR:
1660                 case CLASS_BERSERKER:
1661                 case CLASS_ARCHER:
1662                 case CLASS_SAMURAI:
1663                 case CLASS_CAVALRY:
1664                 case CLASS_SMITH:
1665                         o_ptr->artifact_bias = BIAS_WARRIOR;
1666                         break;
1667                 case CLASS_MAGE:
1668                 case CLASS_HIGH_MAGE:
1669                 case CLASS_SORCERER:
1670                 case CLASS_MAGIC_EATER:
1671                 case CLASS_BLUE_MAGE:
1672                         o_ptr->artifact_bias = BIAS_MAGE;
1673                         break;
1674                 case CLASS_PRIEST:
1675                         o_ptr->artifact_bias = BIAS_PRIESTLY;
1676                         break;
1677                 case CLASS_ROGUE:
1678                 case CLASS_NINJA:
1679                         o_ptr->artifact_bias = BIAS_ROGUE;
1680                         warrior_artifact_bias = 25;
1681                         break;
1682                 case CLASS_RANGER:
1683                 case CLASS_SNIPER:
1684                         o_ptr->artifact_bias = BIAS_RANGER;
1685                         warrior_artifact_bias = 30;
1686                         break;
1687                 case CLASS_PALADIN:
1688                         o_ptr->artifact_bias = BIAS_PRIESTLY;
1689                         warrior_artifact_bias = 40;
1690                         break;
1691                 case CLASS_WARRIOR_MAGE:
1692                 case CLASS_RED_MAGE:
1693                         o_ptr->artifact_bias = BIAS_MAGE;
1694                         warrior_artifact_bias = 40;
1695                         break;
1696                 case CLASS_CHAOS_WARRIOR:
1697                         o_ptr->artifact_bias = BIAS_CHAOS;
1698                         warrior_artifact_bias = 40;
1699                         break;
1700                 case CLASS_MONK:
1701                 case CLASS_FORCETRAINER:
1702                         o_ptr->artifact_bias = BIAS_PRIESTLY;
1703                         break;
1704                 case CLASS_MINDCRAFTER:
1705                 case CLASS_BARD:
1706                         if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1707                         break;
1708                 case CLASS_TOURIST:
1709                         if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1710                         break;
1711                 case CLASS_IMITATOR:
1712                         if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1713                         break;
1714                 case CLASS_BEASTMASTER:
1715                         o_ptr->artifact_bias = BIAS_CHR;
1716                         warrior_artifact_bias = 50;
1717                         break;
1718                 case CLASS_MIRROR_MASTER:
1719                         if (randint1(4) > 1)
1720                         {
1721                                 o_ptr->artifact_bias = BIAS_MAGE;
1722                         }
1723                         else
1724                         {
1725                                 o_ptr->artifact_bias = BIAS_ROGUE;
1726                         }
1727
1728                         break;
1729                 }
1730         }
1731
1732         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1733                 o_ptr->artifact_bias = BIAS_WARRIOR;
1734
1735         GAME_TEXT new_name[1024];
1736         strcpy(new_name, "");
1737
1738         bool a_cursed = FALSE;
1739         if (!a_scroll && one_in_(A_CURSED))
1740                 a_cursed = TRUE;
1741         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1742                 a_cursed = TRUE;
1743
1744         int powers = randint1(5) + 1;
1745         while (one_in_(powers) || one_in_(7) || one_in_(10))
1746                 powers++;
1747
1748         if (!a_cursed && one_in_(WEIRD_LUCK))
1749                 powers *= 2;
1750
1751         if (a_cursed) powers /= 2;
1752
1753         int max_powers = powers;
1754         int max_type = object_is_weapon_ammo(o_ptr) ? 7 : 5;
1755         while (powers--)
1756         {
1757                 switch (randint1(max_type))
1758                 {
1759                 case 1: case 2:
1760                         random_plus(o_ptr);
1761                         has_pval = TRUE;
1762                         break;
1763                 case 3: case 4:
1764                         if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1765                         {
1766                                 if (a_cursed && !one_in_(13)) break;
1767                                 if (one_in_(13))
1768                                 {
1769                                         if (one_in_(o_ptr->ds + 4)) o_ptr->ds++;
1770                                 }
1771                                 else
1772                                 {
1773                                         if (one_in_(o_ptr->dd + 1)) o_ptr->dd++;
1774                                 }
1775                         }
1776                         else
1777                                 random_resistance(o_ptr);
1778                         break;
1779                 case 5:
1780                         random_misc(o_ptr);
1781                         break;
1782                 case 6: case 7:
1783                         random_slay(o_ptr);
1784                         break;
1785                 default:
1786                         if (current_world_ptr->wizard) msg_print("Switch error in become_random_artifact!");
1787                         powers++;
1788                 }
1789         };
1790
1791         if (has_pval)
1792         {
1793                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1794                 {
1795                         o_ptr->pval = randint1(2);
1796                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1797                                 o_ptr->pval++;
1798                 }
1799                 else
1800                 {
1801                         do
1802                         {
1803                                 o_ptr->pval++;
1804                         } while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1805                 }
1806
1807                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1808                         o_ptr->pval = 4;
1809         }
1810
1811
1812         /* give it some plusses... */
1813         if (object_is_armour(o_ptr))
1814                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1815         else if (object_is_weapon_ammo(o_ptr))
1816         {
1817                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1818                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1819                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1820         }
1821
1822         /* Just to be sure */
1823         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1824         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1825         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1826         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1827
1828         s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
1829
1830         if (a_cursed) curse_artifact(player_ptr, o_ptr);
1831
1832         if (!a_cursed &&
1833                 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1834         {
1835                 o_ptr->xtra2 = 0;
1836                 give_activation_power(o_ptr);
1837         }
1838
1839         if (object_is_armour(o_ptr))
1840         {
1841                 while ((o_ptr->to_d + o_ptr->to_h) > 20)
1842                 {
1843                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1844                         o_ptr->to_d -= (HIT_POINT)randint0(3);
1845                         o_ptr->to_h -= (HIT_PROB)randint0(3);
1846                 }
1847                 while ((o_ptr->to_d + o_ptr->to_h) > 10)
1848                 {
1849                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1850                         o_ptr->to_d -= (HIT_POINT)randint0(3);
1851                         o_ptr->to_h -= (HIT_PROB)randint0(3);
1852                 }
1853         }
1854
1855         if (((o_ptr->artifact_bias == BIAS_MAGE) || (o_ptr->artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1856
1857         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1858         {
1859                 o_ptr->to_h = 0;
1860                 o_ptr->to_d = 0;
1861                 remove_flag(o_ptr->art_flags, TR_BLOWS);
1862                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1863                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1864                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1865                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1866                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1867                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1868                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1869                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1870                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1871                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1872                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1873                 remove_flag(o_ptr->art_flags, TR_VORPAL);
1874                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1875                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1876                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1877                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1878                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1879         }
1880
1881         int power_level;
1882         if (!object_is_weapon_ammo(o_ptr))
1883         {
1884                 /* For armors */
1885                 if (a_cursed) power_level = 0;
1886                 else if (total_flags < 15000) power_level = 1;
1887                 else if (total_flags < 35000) power_level = 2;
1888                 else power_level = 3;
1889         }
1890
1891         else
1892         {
1893                 /* For weapons */
1894                 if (a_cursed) power_level = 0;
1895                 else if (total_flags < 20000) power_level = 1;
1896                 else if (total_flags < 45000) power_level = 2;
1897                 else power_level = 3;
1898         }
1899
1900         /* ダメージ抑制処理を行う */
1901         while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1902         {
1903                 weakening_artifact(o_ptr);
1904         }
1905
1906         if (a_scroll)
1907         {
1908                 GAME_TEXT dummy_name[MAX_NLEN] = "";
1909                 concptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
1910
1911                 object_aware(player_ptr, o_ptr);
1912                 object_known(o_ptr);
1913
1914                 /* Mark the item as fully known */
1915                 o_ptr->ident |= (IDENT_FULL_KNOWN);
1916
1917                 /* For being treated as random artifact in screen_object() */
1918                 o_ptr->art_name = quark_add("");
1919
1920                 (void)screen_object(player_ptr, o_ptr, 0L);
1921
1922                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1923                         || !dummy_name[0])
1924                 {
1925                         /* Cancelled */
1926                         if (one_in_(2))
1927                         {
1928                                 get_table_sindarin_aux(dummy_name);
1929                         }
1930                         else
1931                         {
1932                                 get_table_name_aux(dummy_name);
1933                         }
1934                 }
1935
1936                 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1937                 chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
1938                 chg_virtue(player_ptr, V_ENCHANT, 5);
1939         }
1940         else
1941         {
1942                 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1943         }
1944
1945         /* Save the inscription */
1946         o_ptr->art_name = quark_add(new_name);
1947
1948         msg_format_wizard(CHEAT_OBJECT, _("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」",
1949                 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1950
1951         player_ptr->window |= (PW_INVEN | PW_EQUIP);
1952
1953         return TRUE;
1954 }
1955
1956
1957 /*!
1958  * @brief オブジェクトから能力発動IDを取得する。
1959  * @details いくつかのケースで定義されている発動効果から、
1960  * 鍛冶師による付与>固定アーティファクト>エゴ>ランダムアーティファクト>ベースアイテムの優先順位で走査していく。
1961  * @param o_ptr 対象のオブジェクト構造体ポインタ
1962  * @return 発動効果のIDを返す
1963  */
1964 int activation_index(object_type *o_ptr)
1965 {
1966         /* Give priority to weaponsmith's essential activations */
1967         if (object_is_smith(o_ptr))
1968         {
1969                 switch (o_ptr->xtra3 - 1)
1970                 {
1971                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1972                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1973                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1974                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1975                 case TR_IMPACT: return ACT_QUAKE;
1976                 }
1977         }
1978
1979         if (object_is_fixed_artifact(o_ptr))
1980         {
1981                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1982                 {
1983                         return a_info[o_ptr->name1].act_idx;
1984                 }
1985         }
1986
1987         if (object_is_ego(o_ptr))
1988         {
1989                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1990                 {
1991                         return e_info[o_ptr->name2].act_idx;
1992                 }
1993         }
1994
1995         if (!object_is_random_artifact(o_ptr))
1996         {
1997                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1998                 {
1999                         return k_info[o_ptr->k_idx].act_idx;
2000                 }
2001         }
2002
2003         return o_ptr->xtra2;
2004 }
2005
2006
2007 /*!
2008  * @brief オブジェクトから発動効果構造体のポインタを取得する。
2009  * @details activation_index() 関数の結果から参照する。
2010  * @param o_ptr 対象のオブジェクト構造体ポインタ
2011  * @return 発動効果構造体のポインタを返す
2012  */
2013 const activation_type* find_activation_info(object_type *o_ptr)
2014 {
2015         const int index = activation_index(o_ptr);
2016         const activation_type* p;
2017         for (p = activation_info; p->flag != NULL; ++p)
2018         {
2019                 if (p->index == index)
2020                 {
2021                         return p;
2022                 }
2023         }
2024
2025         return NULL;
2026 }
2027
2028
2029 /*!
2030  * @brief 固定アーティファクト生成時の特別なハードコーディング処理を行う。.
2031  * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
2032  * 対象は恐怖の仮面、村正、ロビントンのハープ、龍争虎鬪、ブラッディムーン、羽衣、天女の羽衣、ミリム、
2033  * その他追加耐性、特性追加処理。
2034  * @attention プレイヤーの各種ステータスに依存した処理がある。
2035  * @todo 折を見て関数名を変更すること。
2036  * @param player_ptr プレーヤーへの参照ポインタ
2037  * @param o_ptr 対象のオブジェクト構造体ポインタ
2038  * @param a_ptr 生成する固定アーティファクト構造体ポインタ
2039  * @return なし
2040  */
2041 void random_artifact_resistance(player_type *player_ptr, object_type *o_ptr, artifact_type *a_ptr)
2042 {
2043         bool give_resistance = FALSE, give_power = FALSE;
2044
2045         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
2046         {
2047                 bool is_special_class = player_ptr->pclass == CLASS_WARRIOR;
2048                 is_special_class |= player_ptr->pclass == CLASS_ARCHER;
2049                 is_special_class |= player_ptr->pclass == CLASS_CAVALRY;
2050                 is_special_class |= player_ptr->pclass == CLASS_BERSERKER;
2051                 if (is_special_class)
2052                 {
2053                         give_power = TRUE;
2054                         give_resistance = TRUE;
2055                 }
2056                 else
2057                 {
2058                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2059                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
2060                         o_ptr->curse_flags |=
2061                                 (TRC_CURSED | TRC_HEAVY_CURSE);
2062                         o_ptr->curse_flags |= get_curse(2, o_ptr);
2063                         return;
2064                 }
2065         }
2066
2067         if (o_ptr->name1 == ART_MURAMASA)
2068         {
2069                 if (player_ptr->pclass != CLASS_SAMURAI)
2070                 {
2071                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2072                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2073                 }
2074         }
2075
2076         if (o_ptr->name1 == ART_ROBINTON)
2077         {
2078                 if (player_ptr->pclass == CLASS_BARD)
2079                 {
2080                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
2081                 }
2082         }
2083
2084         if (o_ptr->name1 == ART_XIAOLONG)
2085         {
2086                 if (player_ptr->pclass == CLASS_MONK)
2087                         add_flag(o_ptr->art_flags, TR_BLOWS);
2088         }
2089
2090         if (o_ptr->name1 == ART_BLOOD)
2091         {
2092                 get_bloody_moon_flags(o_ptr);
2093         }
2094
2095         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
2096         {
2097                 if (player_ptr->psex != SEX_FEMALE)
2098                 {
2099                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2100                 }
2101         }
2102
2103         if (o_ptr->name1 == ART_MILIM)
2104         {
2105                 if (player_ptr->pseikaku == PERSONALITY_SEXY)
2106                 {
2107                         o_ptr->pval = 3;
2108                         add_flag(o_ptr->art_flags, TR_STR);
2109                         add_flag(o_ptr->art_flags, TR_INT);
2110                         add_flag(o_ptr->art_flags, TR_WIS);
2111                         add_flag(o_ptr->art_flags, TR_DEX);
2112                         add_flag(o_ptr->art_flags, TR_CON);
2113                         add_flag(o_ptr->art_flags, TR_CHR);
2114                 }
2115         }
2116
2117         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2118         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2119         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2120         {
2121                 /* Give a resistance OR a power */
2122                 if (one_in_(2)) give_resistance = TRUE;
2123                 else give_power = TRUE;
2124         }
2125
2126         if (give_power)
2127         {
2128                 one_ability(o_ptr);
2129         }
2130
2131         if (give_resistance)
2132         {
2133                 one_high_resistance(o_ptr);
2134         }
2135 }
2136
2137
2138 /*!
2139  * @brief フロアの指定された位置に固定アーティファクトを生成する。 / Create the artifact of the specified number
2140  * @details 固定アーティファクト構造体から基本ステータスをコピーした後、所定の座標でdrop_item()で落とす。
2141  * @param player_ptr プレーヤーへの参照ポインタ
2142  * @param a_idx 生成する固定アーティファクト構造体のID
2143  * @param y アイテムを落とす地点のy座標
2144  * @param x アイテムを落とす地点のx座標
2145  * @return 生成が成功したか否か、失敗はIDの不全、ベースアイテムの不全、drop_item()の失敗時に起こる。
2146  * @attention この処理はdrop_near()内で普通の固定アーティファクトが重ならない性質に依存する.
2147  * 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
2148  * drop_near()関数の返り値は信用できなくなる.
2149  */
2150 bool create_named_art(player_type *player_ptr, ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2151 {
2152         artifact_type *a_ptr = &a_info[a_idx];
2153
2154         /* Ignore "empty" artifacts */
2155         if (!a_ptr->name) return FALSE;
2156
2157         /* Acquire the "kind" index */
2158         KIND_OBJECT_IDX i = lookup_kind(a_ptr->tval, a_ptr->sval);
2159         if (i == 0) return FALSE;
2160
2161         object_type forge;
2162         object_type *q_ptr;
2163         q_ptr = &forge;
2164         object_prep(q_ptr, i);
2165
2166         /* Save the name */
2167         q_ptr->name1 = a_idx;
2168
2169         /* Extract the fields */
2170         q_ptr->pval = a_ptr->pval;
2171         q_ptr->ac = a_ptr->ac;
2172         q_ptr->dd = a_ptr->dd;
2173         q_ptr->ds = a_ptr->ds;
2174         q_ptr->to_a = a_ptr->to_a;
2175         q_ptr->to_h = a_ptr->to_h;
2176         q_ptr->to_d = a_ptr->to_d;
2177         q_ptr->weight = a_ptr->weight;
2178
2179         /* Hack -- extract the "cursed" flag */
2180         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2181         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2182         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2183         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2184         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2185         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2186
2187         random_artifact_resistance(player_ptr, q_ptr, a_ptr);
2188
2189         /* Drop the artifact from heaven */
2190         return drop_near(player_ptr, q_ptr, -1, y, x) ? TRUE : FALSE;
2191 }
2192
2193
2194 /*対邪平均ダメージの計算処理*/
2195 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2196 {
2197         BIT_FLAGS flgs[TR_FLAG_SIZE];
2198         object_flags(o_ptr, flgs);
2199
2200         HIT_POINT base, forced, vorpal;
2201         HIT_POINT s_evil = forced = vorpal = 0;
2202         HIT_POINT dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2203
2204         if (have_flag(flgs, TR_KILL_EVIL))
2205         {
2206                 dam = s_evil = dam * 7 / 2;
2207         }
2208         else if (!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2209         {
2210                 dam = s_evil = dam * 2;
2211         }
2212         else s_evil = dam;
2213
2214         if (have_flag(flgs, TR_FORCE_WEAPON))
2215         {
2216                 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2217         }
2218         else forced = dam;
2219
2220         if (have_flag(flgs, TR_VORPAL))
2221         {
2222                 dam = vorpal = dam * 11 / 9;
2223         }
2224         else vorpal = dam;
2225
2226         dam = dam + o_ptr->to_d;
2227
2228         msg_format_wizard(CHEAT_OBJECT, "素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2229
2230         return dam;
2231 }
2232
2233
2234 static bool has_extreme_damage_rate(object_type *o_ptr)
2235 {
2236         BIT_FLAGS flgs[TR_FLAG_SIZE];
2237         object_flags(o_ptr, flgs);
2238
2239         if (have_flag(flgs, TR_VAMPIRIC))
2240         {
2241                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2242                 {
2243                         return TRUE;
2244                 }
2245
2246                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2247                 {
2248                         return TRUE;
2249                 }
2250
2251                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2252                 {
2253                         return TRUE;
2254                 }
2255
2256                 if (calc_arm_avgdamage(o_ptr) > 63)
2257                 {
2258                         return TRUE;
2259                 }
2260
2261                 return FALSE;
2262         }
2263
2264         if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2265         {
2266                 return TRUE;
2267         }
2268
2269         if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2270         {
2271                 return TRUE;
2272         }
2273
2274         if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2275         {
2276                 return TRUE;
2277         }
2278
2279         if (calc_arm_avgdamage(o_ptr) > 75)
2280         {
2281                 return TRUE;
2282         }
2283
2284         return FALSE;
2285 }
2286
2287
2288 static bool weakening_artifact(object_type *o_ptr)
2289 {
2290         KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2291         object_kind *k_ptr = &k_info[k_idx];
2292         BIT_FLAGS flgs[TR_FLAG_SIZE];
2293         object_flags(o_ptr, flgs);
2294
2295         if (have_flag(flgs, TR_KILL_EVIL))
2296         {
2297                 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2298                 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2299                 return TRUE;
2300         }
2301
2302         if (k_ptr->dd < o_ptr->dd)
2303         {
2304                 o_ptr->dd--;
2305                 return TRUE;
2306         }
2307
2308         if (k_ptr->ds < o_ptr->ds)
2309         {
2310                 o_ptr->ds--;
2311                 return TRUE;
2312         }
2313
2314         if (o_ptr->to_d > 10)
2315         {
2316                 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2317                 if (o_ptr->to_d < 10)
2318                 {
2319                         o_ptr->to_d = 10;
2320                 }
2321
2322                 return TRUE;
2323         }
2324
2325         return FALSE;
2326 }
2327
2328
2329 /*!
2330  * @brief 非INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
2331  * Mega-Hack -- Attempt to create one of the "Special Objects"
2332  * @param player_ptr プレーヤーへの参照ポインタ
2333  * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2334  * @return 生成に成功したらTRUEを返す。
2335  * @details
2336  * Attempt to change an object into an artifact\n
2337  * This routine should only be called by "apply_magic()"\n
2338  * Note -- see "make_artifact_special()" and "apply_magic()"\n
2339  */
2340 bool make_artifact(player_type *player_ptr, object_type *o_ptr)
2341 {
2342         floor_type *floor_ptr = player_ptr->current_floor_ptr;
2343         if (floor_ptr->dun_level == 0) return FALSE;
2344
2345         /* Paranoia -- no "plural" artifacts */
2346         if (o_ptr->number != 1) return FALSE;
2347
2348         /* Check the artifact list (skip the "specials") */
2349         for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
2350         {
2351                 artifact_type *a_ptr = &a_info[i];
2352
2353                 /* Skip "empty" items */
2354                 if (!a_ptr->name) continue;
2355
2356                 /* Cannot make an artifact twice */
2357                 if (a_ptr->cur_num) continue;
2358
2359                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2360
2361                 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2362
2363                 /* Must have the correct fields */
2364                 if (a_ptr->tval != o_ptr->tval) continue;
2365                 if (a_ptr->sval != o_ptr->sval) continue;
2366
2367                 /* XXX XXX Enforce minimum "depth" (loosely) */
2368                 if (a_ptr->level > floor_ptr->dun_level)
2369                 {
2370                         /* Acquire the "out-of-depth factor" */
2371                         int d = (a_ptr->level - floor_ptr->dun_level) * 2;
2372
2373                         /* Roll for out-of-depth creation */
2374                         if (!one_in_(d)) continue;
2375                 }
2376
2377                 /* We must make the "rarity roll" */
2378                 if (!one_in_(a_ptr->rarity)) continue;
2379
2380                 /* Hack -- mark the item as an artifact */
2381                 o_ptr->name1 = i;
2382
2383                 /* Hack: Some artifacts get random extra powers */
2384                 random_artifact_resistance(player_ptr, o_ptr, a_ptr);
2385
2386                 return TRUE;
2387         }
2388
2389         return FALSE;
2390 }
2391
2392 /*!
2393  * @brief INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
2394  * Mega-Hack -- Attempt to create one of the "Special Objects"
2395  * @param player_ptr プレーヤーへの参照ポインタ
2396  * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
2397  * @return 生成に成功したらTRUEを返す。
2398  * @details
2399  * We are only called from "make_object()", and we assume that\n
2400  * "apply_magic()" is called immediately after we return.\n
2401  *\n
2402  * Note -- see "make_artifact()" and "apply_magic()"\n
2403  */
2404 bool make_artifact_special(player_type *player_ptr, object_type *o_ptr)
2405 {
2406         KIND_OBJECT_IDX k_idx = 0;
2407
2408         /*! @note 地上ではキャンセルする / No artifacts in the town */
2409         floor_type *floor_ptr = player_ptr->current_floor_ptr;
2410         if (floor_ptr->dun_level == 0) return FALSE;
2411
2412         /*! @note get_obj_num_hookによる指定がある場合は生成をキャンセルする / Themed object */
2413         if (get_obj_num_hook) return FALSE;
2414
2415         /*! @note 全固定アーティファクト中からIDの若い順に生成対象とその確率を走査する / Check the artifact list (just the "specials") */
2416         for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
2417         {
2418                 artifact_type *a_ptr = &a_info[i];
2419
2420                 /*! @note アーティファクト名が空の不正なデータは除外する / Skip "empty" artifacts */
2421                 if (!a_ptr->name) continue;
2422
2423                 /*! @note 既に生成回数がカウントされたアーティファクト、QUESTITEMと非INSTA_ARTは除外 / Cannot make an artifact twice */
2424                 if (a_ptr->cur_num) continue;
2425                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2426                 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2427
2428                 /*! @note アーティファクト生成階が現在に対して足りない場合は高確率で1/(不足階層*2)を満たさないと生成リストに加えられない /
2429                  *  XXX XXX Enforce minimum "depth" (loosely) */
2430                 if (a_ptr->level > floor_ptr->object_level)
2431                 {
2432                         /* @note  / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2433                         int d = (a_ptr->level - floor_ptr->object_level) * 2;
2434                         if (!one_in_(d)) continue;
2435                 }
2436
2437                 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2438                 if (!one_in_(a_ptr->rarity)) continue;
2439
2440                 /*! @note INSTA_ART型固定アーティファクトのベースアイテムもチェック対象とする。ベースアイテムの生成階層が足りない場合1/(不足階層*5) を満たさないと除外される。 /
2441                  *  Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2442                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2443                 if (k_info[k_idx].level > floor_ptr->object_level)
2444                 {
2445                         int d = (k_info[k_idx].level - floor_ptr->object_level) * 5;
2446                         if (!one_in_(d)) continue;
2447                 }
2448
2449                 /*! @note 前述の条件を満たしたら、後のIDのアーティファクトはチェックせずすぐ確定し生成処理に移す /
2450                  * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2451                 object_prep(o_ptr, k_idx);
2452
2453                 o_ptr->name1 = i;
2454                 random_artifact_resistance(player_ptr, o_ptr, a_ptr);
2455                 return TRUE;
2456         }
2457
2458         /*! @note 全INSTA_ART固定アーティファクトを試行しても決まらなかった場合 FALSEを返す / Failure */
2459         return FALSE;
2460 }