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[Refactor] #38862 Moved floor*.c to floor/
[hengband/hengband.git] / src / artifact.c
1 /*!
2  * @file artifact.c
3  * @brief アーティファクトの生成と管理 / Artifact code
4  * @date 2013/12/11
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2013 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14 #include "util.h"
15
16 #include "artifact.h"
17 #include "cmd-smith.h"
18
19 #include "avatar.h"
20 #include "floor/floor.h"
21 #include "cmd-activate.h"
22 #include "object.h"
23 #include "object/object-kind.h"
24 #include "object-boost.h"
25 #include "object-curse.h"
26 #include "object-ego.h"
27 #include "object-flavor.h"
28 #include "object-hook.h"
29 #include "spells-object.h"
30 #include "files.h"
31 #include "grid.h"
32 #include "monster.h"
33 #include "view/display-main-window.h"
34 #include "player-class.h"
35 #include "player-personality.h"
36 #include "world/world.h"
37
38  /*
39   * The artifact arrays
40   */
41 artifact_type *a_info;
42 char *a_name;
43 char *a_text;
44
45 /*
46  * Maximum number of artifacts in a_info.txt
47  */
48 ARTIFACT_IDX max_a_idx;
49
50 static bool has_extreme_damage_rate(object_type *o_ptr);
51 static bool weakening_artifact(object_type *o_ptr);
52
53 #ifdef JP
54 /*!
55  * @brief ランダムアーティファクトのバイアス名称テーブル
56  */
57 const concptr artifact_bias_name[MAX_BIAS] =
58 {
59         "なし",
60         "電撃",
61         "毒",
62         "火炎",
63         "冷気",
64         "酸",
65         "腕力",
66         "知力",
67         "賢さ",
68         "器用さ",
69         "耐久",
70         "魅力",
71         "混沌",
72         "プリースト",
73         "死霊",
74         "法",
75         "盗賊",
76         "メイジ",
77         "戦士",
78         "レンジャー",
79 };
80 #else
81 const concptr artifact_bias_name[MAX_BIAS] =
82 {
83         "None",
84         "Elec",
85         "Poison",
86         "Fire",
87         "Cold",
88         "Acid",
89         "STR",
90         "INT",
91         "WIS",
92         "DEX",
93         "CON",
94         "CHA",
95         "Chaos",
96         "Pristly",
97         "Necromantic",
98         "Law",
99         "Rogue",
100         "Mage",
101         "Warrior",
102         "Ranger",
103 };
104 #endif
105
106
107 /*!
108  * @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.
109  * @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。
110  * 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、
111  * 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。
112  * @attention プレイヤーの職業依存処理あり。
113  * @param player_ptr プレーヤーへの参照ポインタ
114  * @param o_ptr 対象のオブジェクト構造体ポインタ
115  * @return なし
116  */
117 static void curse_artifact(player_type *player_ptr, object_type *o_ptr)
118 {
119         if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
120         if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
121         if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
122         if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
123
124         o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
125         remove_flag(o_ptr->art_flags, TR_BLESSED);
126
127         if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
128         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
129         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
130         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
131         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
132         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
133         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
134         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
135         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
136         else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
137
138         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))
139                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
140 }
141
142
143 /*!
144  * @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.
145  * @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。
146  * 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。
147  * @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。
148  * @param o_ptr 対象のオブジェクト構造体ポインタ
149  * @return なし
150  */
151 static void random_plus(object_type *o_ptr)
152 {
153         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
154
155         switch (o_ptr->artifact_bias)
156         {
157         case BIAS_WARRIOR:
158                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
159                 {
160                         add_flag(o_ptr->art_flags, TR_STR);
161                         if (one_in_(2)) return;
162                 }
163
164                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
165                 {
166                         add_flag(o_ptr->art_flags, TR_CON);
167                         if (one_in_(2)) return;
168                 }
169
170                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
171                 {
172                         add_flag(o_ptr->art_flags, TR_DEX);
173                         if (one_in_(2)) return;
174                 }
175
176                 break;
177
178         case BIAS_MAGE:
179                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
180                 {
181                         add_flag(o_ptr->art_flags, TR_INT);
182                         if (one_in_(2)) return;
183                 }
184                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
185                 {
186                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
187                         if (one_in_(2)) return;
188                 }
189
190                 break;
191
192         case BIAS_PRIESTLY:
193                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
194                 {
195                         add_flag(o_ptr->art_flags, TR_WIS);
196                         if (one_in_(2)) return;
197                 }
198
199                 break;
200
201         case BIAS_RANGER:
202                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
203                 {
204                         add_flag(o_ptr->art_flags, TR_DEX);
205                         if (one_in_(2)) return;
206                 }
207
208                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
209                 {
210                         add_flag(o_ptr->art_flags, TR_CON);
211                         if (one_in_(2)) return;
212                 }
213
214                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
215                 {
216                         add_flag(o_ptr->art_flags, TR_STR);
217                         if (one_in_(2)) return;
218                 }
219
220                 break;
221
222         case BIAS_ROGUE:
223                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
224                 {
225                         add_flag(o_ptr->art_flags, TR_STEALTH);
226                         if (one_in_(2)) return;
227                 }
228                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
229                 {
230                         add_flag(o_ptr->art_flags, TR_SEARCH);
231                         if (one_in_(2)) return;
232                 }
233
234                 break;
235
236         case BIAS_STR:
237                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
238                 {
239                         add_flag(o_ptr->art_flags, TR_STR);
240                         if (one_in_(2)) return;
241                 }
242
243                 break;
244
245         case BIAS_WIS:
246                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
247                 {
248                         add_flag(o_ptr->art_flags, TR_WIS);
249                         if (one_in_(2)) return;
250                 }
251
252                 break;
253
254         case BIAS_INT:
255                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
256                 {
257                         add_flag(o_ptr->art_flags, TR_INT);
258                         if (one_in_(2)) return;
259                 }
260
261                 break;
262
263         case BIAS_DEX:
264                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
265                 {
266                         add_flag(o_ptr->art_flags, TR_DEX);
267                         if (one_in_(2)) return;
268                 }
269
270                 break;
271
272         case BIAS_CON:
273                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
274                 {
275                         add_flag(o_ptr->art_flags, TR_CON);
276                         if (one_in_(2)) return;
277                 }
278
279                 break;
280
281         case BIAS_CHR:
282                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
283                 {
284                         add_flag(o_ptr->art_flags, TR_CHR);
285                         if (one_in_(2)) return;
286                 }
287
288                 break;
289         }
290
291         if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
292         {
293                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
294                 {
295                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
296                         if (one_in_(2)) return;
297                 }
298         }
299
300         switch (randint1(this_type))
301         {
302         case 1: case 2:
303                 add_flag(o_ptr->art_flags, TR_STR);
304                 if (!o_ptr->artifact_bias && !one_in_(13))
305                         o_ptr->artifact_bias = BIAS_STR;
306                 else if (!o_ptr->artifact_bias && one_in_(7))
307                         o_ptr->artifact_bias = BIAS_WARRIOR;
308                 break;
309         case 3: case 4:
310                 add_flag(o_ptr->art_flags, TR_INT);
311                 if (!o_ptr->artifact_bias && !one_in_(13))
312                         o_ptr->artifact_bias = BIAS_INT;
313                 else if (!o_ptr->artifact_bias && one_in_(7))
314                         o_ptr->artifact_bias = BIAS_MAGE;
315                 break;
316         case 5: case 6:
317                 add_flag(o_ptr->art_flags, TR_WIS);
318                 if (!o_ptr->artifact_bias && !one_in_(13))
319                         o_ptr->artifact_bias = BIAS_WIS;
320                 else if (!o_ptr->artifact_bias && one_in_(7))
321                         o_ptr->artifact_bias = BIAS_PRIESTLY;
322                 break;
323         case 7: case 8:
324                 add_flag(o_ptr->art_flags, TR_DEX);
325                 if (!o_ptr->artifact_bias && !one_in_(13))
326                         o_ptr->artifact_bias = BIAS_DEX;
327                 else if (!o_ptr->artifact_bias && one_in_(7))
328                         o_ptr->artifact_bias = BIAS_ROGUE;
329                 break;
330         case 9: case 10:
331                 add_flag(o_ptr->art_flags, TR_CON);
332                 if (!o_ptr->artifact_bias && !one_in_(13))
333                         o_ptr->artifact_bias = BIAS_CON;
334                 else if (!o_ptr->artifact_bias && one_in_(9))
335                         o_ptr->artifact_bias = BIAS_RANGER;
336                 break;
337         case 11: case 12:
338                 add_flag(o_ptr->art_flags, TR_CHR);
339                 if (!o_ptr->artifact_bias && !one_in_(13))
340                         o_ptr->artifact_bias = BIAS_CHR;
341                 break;
342         case 13: case 14:
343                 add_flag(o_ptr->art_flags, TR_STEALTH);
344                 if (!o_ptr->artifact_bias && one_in_(3))
345                         o_ptr->artifact_bias = BIAS_ROGUE;
346                 break;
347         case 15: case 16:
348                 add_flag(o_ptr->art_flags, TR_SEARCH);
349                 if (!o_ptr->artifact_bias && one_in_(9))
350                         o_ptr->artifact_bias = BIAS_RANGER;
351                 break;
352         case 17: case 18:
353                 add_flag(o_ptr->art_flags, TR_INFRA);
354                 break;
355         case 19:
356                 add_flag(o_ptr->art_flags, TR_SPEED);
357                 if (!o_ptr->artifact_bias && one_in_(11))
358                         o_ptr->artifact_bias = BIAS_ROGUE;
359                 break;
360         case 20: case 21:
361                 add_flag(o_ptr->art_flags, TR_TUNNEL);
362                 break;
363         case 22: case 23:
364                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
365                 else
366                 {
367                         add_flag(o_ptr->art_flags, TR_BLOWS);
368                         if (!o_ptr->artifact_bias && one_in_(11))
369                                 o_ptr->artifact_bias = BIAS_WARRIOR;
370                 }
371
372                 break;
373         }
374 }
375
376
377 /*!
378  * @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.
379  * @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。
380  * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
381  * 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。
382  * 戦士系バイアスのみ反魔もつく。
383  * @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。
384  * @param o_ptr 対象のオブジェクト構造体ポインタ
385  * @return なし
386  */
387 static void random_resistance(object_type *o_ptr)
388 {
389         switch (o_ptr->artifact_bias)
390         {
391         case BIAS_ACID:
392                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
393                 {
394                         add_flag(o_ptr->art_flags, TR_RES_ACID);
395                         if (one_in_(2)) return;
396                 }
397
398                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
399                 {
400                         add_flag(o_ptr->art_flags, TR_IM_ACID);
401                         if (!one_in_(IM_LUCK))
402                         {
403                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
404                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
405                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
406                         }
407                         if (one_in_(2)) return;
408                 }
409
410                 break;
411
412         case BIAS_ELEC:
413                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
414                 {
415                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
416                         if (one_in_(2)) return;
417                 }
418
419                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
420                         !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
421                 {
422                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
423                         if (one_in_(2)) return;
424                 }
425
426                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
427                 {
428                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
429                         if (!one_in_(IM_LUCK))
430                         {
431                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
432                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
433                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
434                         }
435
436                         if (one_in_(2)) return;
437                 }
438
439                 break;
440
441         case BIAS_FIRE:
442                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
443                 {
444                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
445                         if (one_in_(2)) return;
446                 }
447
448                 if ((o_ptr->tval >= TV_CLOAK) &&
449                         (o_ptr->tval <= TV_HARD_ARMOR) &&
450                         !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
451                 {
452                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
453                         if (one_in_(2)) return;
454                 }
455
456                 if (one_in_(BIAS_LUCK) &&
457                         !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
458                 {
459                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
460                         if (!one_in_(IM_LUCK))
461                         {
462                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
463                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
464                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
465                         }
466                         if (one_in_(2)) return;
467                 }
468
469                 break;
470
471         case BIAS_COLD:
472                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
473                 {
474                         add_flag(o_ptr->art_flags, TR_RES_COLD);
475                         if (one_in_(2)) return;
476                 }
477
478                 if ((o_ptr->tval >= TV_CLOAK) &&
479                         (o_ptr->tval <= TV_HARD_ARMOR) &&
480                         !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
481                 {
482                         add_flag(o_ptr->art_flags, TR_SH_COLD);
483                         if (one_in_(2)) return;
484                 }
485
486                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
487                 {
488                         add_flag(o_ptr->art_flags, TR_IM_COLD);
489                         if (!one_in_(IM_LUCK))
490                         {
491                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
492                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
493                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
494                         }
495                         if (one_in_(2)) return;
496                 }
497
498                 break;
499
500         case BIAS_POIS:
501                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
502                 {
503                         add_flag(o_ptr->art_flags, TR_RES_POIS);
504                         if (one_in_(2)) return;
505                 }
506
507                 break;
508
509         case BIAS_WARRIOR:
510                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
511                 {
512                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
513                         if (one_in_(2)) return;
514                 }
515
516                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
517                 {
518                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
519                         if (one_in_(2)) return;
520                 }
521
522                 break;
523
524         case BIAS_NECROMANTIC:
525                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
526                 {
527                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
528                         if (one_in_(2)) return;
529                 }
530
531                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
532                 {
533                         add_flag(o_ptr->art_flags, TR_RES_POIS);
534                         if (one_in_(2)) return;
535                 }
536
537                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
538                 {
539                         add_flag(o_ptr->art_flags, TR_RES_DARK);
540                         if (one_in_(2)) return;
541                 }
542
543                 break;
544
545         case BIAS_CHAOS:
546                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
547                 {
548                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
549                         if (one_in_(2)) return;
550                 }
551
552                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
553                 {
554                         add_flag(o_ptr->art_flags, TR_RES_CONF);
555                         if (one_in_(2)) return;
556                 }
557
558                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
559                 {
560                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
561                         if (one_in_(2)) return;
562                 }
563
564                 break;
565         }
566
567         switch (randint1(42))
568         {
569         case 1:
570                 if (!one_in_(WEIRD_LUCK))
571                         random_resistance(o_ptr);
572                 else
573                 {
574                         add_flag(o_ptr->art_flags, TR_IM_ACID);
575                         if (!o_ptr->artifact_bias)
576                                 o_ptr->artifact_bias = BIAS_ACID;
577                 }
578
579                 break;
580         case 2:
581                 if (!one_in_(WEIRD_LUCK))
582                         random_resistance(o_ptr);
583                 else
584                 {
585                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
586                         if (!o_ptr->artifact_bias)
587                                 o_ptr->artifact_bias = BIAS_ELEC;
588                 }
589
590                 break;
591         case 3:
592                 if (!one_in_(WEIRD_LUCK))
593                         random_resistance(o_ptr);
594                 else
595                 {
596                         add_flag(o_ptr->art_flags, TR_IM_COLD);
597                         if (!o_ptr->artifact_bias)
598                                 o_ptr->artifact_bias = BIAS_COLD;
599                 }
600
601                 break;
602         case 4:
603                 if (!one_in_(WEIRD_LUCK))
604                         random_resistance(o_ptr);
605                 else
606                 {
607                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
608                         if (!o_ptr->artifact_bias)
609                                 o_ptr->artifact_bias = BIAS_FIRE;
610                 }
611
612                 break;
613         case 5:
614         case 6:
615         case 13:
616                 add_flag(o_ptr->art_flags, TR_RES_ACID);
617                 if (!o_ptr->artifact_bias)
618                         o_ptr->artifact_bias = BIAS_ACID;
619                 break;
620         case 7:
621         case 8:
622         case 14:
623                 add_flag(o_ptr->art_flags, TR_RES_ELEC);
624                 if (!o_ptr->artifact_bias)
625                         o_ptr->artifact_bias = BIAS_ELEC;
626                 break;
627         case 9:
628         case 10:
629         case 15:
630                 add_flag(o_ptr->art_flags, TR_RES_FIRE);
631                 if (!o_ptr->artifact_bias)
632                         o_ptr->artifact_bias = BIAS_FIRE;
633                 break;
634         case 11:
635         case 12:
636         case 16:
637                 add_flag(o_ptr->art_flags, TR_RES_COLD);
638                 if (!o_ptr->artifact_bias)
639                         o_ptr->artifact_bias = BIAS_COLD;
640                 break;
641         case 17:
642         case 18:
643                 add_flag(o_ptr->art_flags, TR_RES_POIS);
644                 if (!o_ptr->artifact_bias && !one_in_(4))
645                         o_ptr->artifact_bias = BIAS_POIS;
646                 else if (!o_ptr->artifact_bias && one_in_(2))
647                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
648                 else if (!o_ptr->artifact_bias && one_in_(2))
649                         o_ptr->artifact_bias = BIAS_ROGUE;
650                 break;
651         case 19:
652         case 20:
653                 add_flag(o_ptr->art_flags, TR_RES_FEAR);
654                 if (!o_ptr->artifact_bias && one_in_(3))
655                         o_ptr->artifact_bias = BIAS_WARRIOR;
656                 break;
657         case 21:
658                 add_flag(o_ptr->art_flags, TR_RES_LITE);
659                 break;
660         case 22:
661                 add_flag(o_ptr->art_flags, TR_RES_DARK);
662                 break;
663         case 23:
664         case 24:
665                 add_flag(o_ptr->art_flags, TR_RES_BLIND);
666                 break;
667         case 25:
668         case 26:
669                 add_flag(o_ptr->art_flags, TR_RES_CONF);
670                 if (!o_ptr->artifact_bias && one_in_(6))
671                         o_ptr->artifact_bias = BIAS_CHAOS;
672                 break;
673         case 27:
674         case 28:
675                 add_flag(o_ptr->art_flags, TR_RES_SOUND);
676                 break;
677         case 29:
678         case 30:
679                 add_flag(o_ptr->art_flags, TR_RES_SHARDS);
680                 break;
681         case 31:
682         case 32:
683                 add_flag(o_ptr->art_flags, TR_RES_NETHER);
684                 if (!o_ptr->artifact_bias && one_in_(3))
685                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
686                 break;
687         case 33:
688         case 34:
689                 add_flag(o_ptr->art_flags, TR_RES_NEXUS);
690                 break;
691         case 35:
692         case 36:
693                 add_flag(o_ptr->art_flags, TR_RES_CHAOS);
694                 if (!o_ptr->artifact_bias && one_in_(2))
695                         o_ptr->artifact_bias = BIAS_CHAOS;
696                 break;
697         case 37:
698         case 38:
699                 add_flag(o_ptr->art_flags, TR_RES_DISEN);
700                 break;
701         case 39:
702                 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
703                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
704                 else
705                         random_resistance(o_ptr);
706                 if (!o_ptr->artifact_bias)
707                         o_ptr->artifact_bias = BIAS_ELEC;
708                 break;
709         case 40:
710                 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
711                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
712                 else
713                         random_resistance(o_ptr);
714                 if (!o_ptr->artifact_bias)
715                         o_ptr->artifact_bias = BIAS_FIRE;
716                 break;
717         case 41:
718                 if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
719                         o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
720                         add_flag(o_ptr->art_flags, TR_REFLECT);
721                 else
722                         random_resistance(o_ptr);
723                 break;
724         case 42:
725                 if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
726                         add_flag(o_ptr->art_flags, TR_SH_COLD);
727                 else
728                         random_resistance(o_ptr);
729                 if (!o_ptr->artifact_bias)
730                         o_ptr->artifact_bias = BIAS_COLD;
731                 break;
732         }
733 }
734
735
736 /*!
737  * @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.
738  * @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。
739  * 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、
740  * 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。
741  * @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。
742  * @param o_ptr 対象のオブジェクト構造体ポインタ
743  * @return なし
744  */
745 static void random_misc(object_type *o_ptr)
746 {
747         switch (o_ptr->artifact_bias)
748         {
749         case BIAS_RANGER:
750                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
751                 {
752                         add_flag(o_ptr->art_flags, TR_SUST_CON);
753                         if (one_in_(2)) return;
754                 }
755
756                 break;
757
758         case BIAS_STR:
759                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
760                 {
761                         add_flag(o_ptr->art_flags, TR_SUST_STR);
762                         if (one_in_(2)) return;
763                 }
764
765                 break;
766
767         case BIAS_WIS:
768                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
769                 {
770                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
771                         if (one_in_(2)) return;
772                 }
773
774                 break;
775
776         case BIAS_INT:
777                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
778                 {
779                         add_flag(o_ptr->art_flags, TR_SUST_INT);
780                         if (one_in_(2)) return;
781                 }
782
783                 break;
784
785         case BIAS_DEX:
786                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
787                 {
788                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
789                         if (one_in_(2)) return;
790                 }
791
792                 break;
793
794         case BIAS_CON:
795                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
796                 {
797                         add_flag(o_ptr->art_flags, TR_SUST_CON);
798                         if (one_in_(2)) return;
799                 }
800
801                 break;
802
803         case BIAS_CHR:
804                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
805                 {
806                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
807                         if (one_in_(2)) return;
808                 }
809
810                 break;
811
812         case BIAS_CHAOS:
813                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
814                 {
815                         add_flag(o_ptr->art_flags, TR_TELEPORT);
816                         if (one_in_(2)) return;
817                 }
818
819                 break;
820
821         case BIAS_FIRE:
822                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
823                 {
824                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
825                 }
826
827                 break;
828         }
829
830         switch (randint1(33))
831         {
832         case 1:
833                 add_flag(o_ptr->art_flags, TR_SUST_STR);
834                 if (!o_ptr->artifact_bias)
835                         o_ptr->artifact_bias = BIAS_STR;
836                 break;
837         case 2:
838                 add_flag(o_ptr->art_flags, TR_SUST_INT);
839                 if (!o_ptr->artifact_bias)
840                         o_ptr->artifact_bias = BIAS_INT;
841                 break;
842         case 3:
843                 add_flag(o_ptr->art_flags, TR_SUST_WIS);
844                 if (!o_ptr->artifact_bias)
845                         o_ptr->artifact_bias = BIAS_WIS;
846                 break;
847         case 4:
848                 add_flag(o_ptr->art_flags, TR_SUST_DEX);
849                 if (!o_ptr->artifact_bias)
850                         o_ptr->artifact_bias = BIAS_DEX;
851                 break;
852         case 5:
853                 add_flag(o_ptr->art_flags, TR_SUST_CON);
854                 if (!o_ptr->artifact_bias)
855                         o_ptr->artifact_bias = BIAS_CON;
856                 break;
857         case 6:
858                 add_flag(o_ptr->art_flags, TR_SUST_CHR);
859                 if (!o_ptr->artifact_bias)
860                         o_ptr->artifact_bias = BIAS_CHR;
861                 break;
862         case 7:
863         case 8:
864         case 14:
865                 add_flag(o_ptr->art_flags, TR_FREE_ACT);
866                 break;
867         case 9:
868                 add_flag(o_ptr->art_flags, TR_HOLD_EXP);
869                 if (!o_ptr->artifact_bias && one_in_(5))
870                         o_ptr->artifact_bias = BIAS_PRIESTLY;
871                 else if (!o_ptr->artifact_bias && one_in_(6))
872                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
873                 break;
874         case 10:
875         case 11:
876                 add_flag(o_ptr->art_flags, TR_LITE_1);
877                 break;
878         case 12:
879         case 13:
880                 add_flag(o_ptr->art_flags, TR_LEVITATION);
881                 break;
882         case 15:
883         case 16:
884         case 17:
885                 add_flag(o_ptr->art_flags, TR_SEE_INVIS);
886                 break;
887         case 19:
888         case 20:
889                 add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
890                 break;
891         case 21:
892         case 22:
893                 add_flag(o_ptr->art_flags, TR_REGEN);
894                 break;
895         case 23:
896                 add_flag(o_ptr->art_flags, TR_TELEPORT);
897                 break;
898         case 24:
899         case 25:
900         case 26:
901                 if (object_is_armour(o_ptr))
902                         random_misc(o_ptr);
903                 else
904                 {
905                         o_ptr->to_a = 4 + randint1(11);
906                 }
907
908                 break;
909         case 27:
910         case 28:
911         case 29:
912         {
913                 HIT_PROB bonus_h;
914                 HIT_POINT bonus_d;
915                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
916                 bonus_h = 4 + (HIT_PROB)(randint1(11));
917                 bonus_d = 4 + (HIT_POINT)(randint1(11));
918                 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))
919                 {
920                         bonus_h /= 2;
921                         bonus_d /= 2;
922                 }
923                 o_ptr->to_h += bonus_h;
924                 o_ptr->to_d += bonus_d;
925                 break;
926         }
927         case 30:
928                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
929                 break;
930         case 31:
931                 add_flag(o_ptr->art_flags, TR_NO_TELE);
932                 break;
933         case 32:
934                 add_flag(o_ptr->art_flags, TR_WARNING);
935                 break;
936
937         case 18:
938                 switch (randint1(3))
939                 {
940                 case 1:
941                         add_flag(o_ptr->art_flags, TR_ESP_EVIL);
942                         if (!o_ptr->artifact_bias && one_in_(3))
943                                 o_ptr->artifact_bias = BIAS_LAW;
944                         break;
945                 case 2:
946                         add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
947                         if (!o_ptr->artifact_bias && one_in_(3))
948                                 o_ptr->artifact_bias = BIAS_MAGE;
949                         break;
950                 case 3:
951                         add_flag(o_ptr->art_flags, TR_TELEPATHY);
952                         if (!o_ptr->artifact_bias && one_in_(9))
953                                 o_ptr->artifact_bias = BIAS_MAGE;
954                         break;
955                 }
956
957                 break;
958
959         case 33:
960         {
961                 int idx[3];
962                 int n = randint1(3);
963
964                 idx[0] = randint1(10);
965
966                 idx[1] = randint1(9);
967                 if (idx[1] >= idx[0]) idx[1]++;
968
969                 idx[2] = randint1(8);
970                 if (idx[2] >= idx[0]) idx[2]++;
971                 if (idx[2] >= idx[1]) idx[2]++;
972
973                 while (n--)
974                 {
975                         switch (idx[n])
976                         {
977                         case 1:
978                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
979                                 if (!o_ptr->artifact_bias && one_in_(4))
980                                         o_ptr->artifact_bias = BIAS_RANGER;
981                                 break;
982                         case 2:
983                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
984                                 if (!o_ptr->artifact_bias && one_in_(3))
985                                         o_ptr->artifact_bias = BIAS_PRIESTLY;
986                                 else if (!o_ptr->artifact_bias && one_in_(6))
987                                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
988                                 break;
989                         case 3:
990                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
991                                 break;
992                         case 4:
993                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
994                                 break;
995                         case 5:
996                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
997                                 break;
998                         case 6:
999                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1000                                 break;
1001                         case 7:
1002                                 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1003                                 break;
1004                         case 8:
1005                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1006                                 if (!o_ptr->artifact_bias && one_in_(6))
1007                                         o_ptr->artifact_bias = BIAS_ROGUE;
1008                                 break;
1009                         case 9:
1010                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1011                                 if (!o_ptr->artifact_bias && one_in_(3))
1012                                         o_ptr->artifact_bias = BIAS_LAW;
1013                                 break;
1014                         case 10:
1015                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1016                                 if (!o_ptr->artifact_bias && one_in_(3))
1017                                         o_ptr->artifact_bias = BIAS_LAW;
1018                                 break;
1019                         }
1020
1021                         break;
1022                 }
1023         }
1024         }
1025 }
1026
1027
1028 /*!
1029  * @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.
1030  * @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。
1031  * 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、
1032  * 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、
1033  * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1034  * @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。
1035  * @param o_ptr 対象のオブジェクト構造体ポインタ
1036  * @return なし
1037  */
1038 static void random_slay(object_type *o_ptr)
1039 {
1040         if (o_ptr->tval == TV_BOW)
1041         {
1042                 switch (randint1(6))
1043                 {
1044                 case 1:
1045                 case 2:
1046                 case 3:
1047                         add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1048                         if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1049                         if (!o_ptr->artifact_bias && one_in_(9))
1050                                 o_ptr->artifact_bias = BIAS_RANGER;
1051                         break;
1052                 default:
1053                         add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1054                         if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1055                         if (!o_ptr->artifact_bias && one_in_(9))
1056                                 o_ptr->artifact_bias = BIAS_RANGER;
1057                         break;
1058                 }
1059
1060                 return;
1061         }
1062
1063         switch (o_ptr->artifact_bias)
1064         {
1065         case BIAS_CHAOS:
1066                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1067                 {
1068                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1069                         if (one_in_(2)) return;
1070                 }
1071
1072                 break;
1073
1074         case BIAS_PRIESTLY:
1075                 if ((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1076                         !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1077                 {
1078                         /* A free power for "priestly" random artifacts */
1079                         add_flag(o_ptr->art_flags, TR_BLESSED);
1080                 }
1081
1082                 break;
1083
1084         case BIAS_NECROMANTIC:
1085                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1086                 {
1087                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1088                         if (one_in_(2)) return;
1089                 }
1090
1091                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1092                 {
1093                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1094                         if (one_in_(2)) return;
1095                 }
1096
1097                 break;
1098
1099         case BIAS_RANGER:
1100                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1101                 {
1102                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1103                         if (one_in_(2)) return;
1104                 }
1105
1106                 break;
1107
1108         case BIAS_ROGUE:
1109                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1110                         ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1111                         !(have_flag(o_ptr->art_flags, TR_THROW)))
1112                 {
1113                         /* Free power for rogues... */
1114                         add_flag(o_ptr->art_flags, TR_THROW);
1115                 }
1116
1117                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1118                 {
1119                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1120                         if (one_in_(2)) return;
1121                 }
1122
1123                 break;
1124
1125         case BIAS_POIS:
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_FIRE:
1135                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1136                 {
1137                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1138                         if (one_in_(2)) return;
1139                 }
1140
1141                 break;
1142
1143         case BIAS_COLD:
1144                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1145                 {
1146                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1147                         if (one_in_(2)) return;
1148                 }
1149
1150                 break;
1151
1152         case BIAS_ELEC:
1153                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1154                 {
1155                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1156                         if (one_in_(2)) return;
1157                 }
1158
1159                 break;
1160
1161         case BIAS_ACID:
1162                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1163                 {
1164                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1165                         if (one_in_(2)) return;
1166                 }
1167
1168                 break;
1169
1170         case BIAS_LAW:
1171                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1172                 {
1173                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1174                         if (one_in_(2)) return;
1175                 }
1176
1177                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1178                 {
1179                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1180                         if (one_in_(2)) return;
1181                 }
1182
1183                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1184                 {
1185                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1186                         if (one_in_(2)) return;
1187                 }
1188
1189                 break;
1190         }
1191
1192         switch (randint1(36))
1193         {
1194         case 1:
1195         case 2:
1196                 if (one_in_(4))
1197                 {
1198                         add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1199                 }
1200                 else
1201                 {
1202                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1203                 }
1204                 break;
1205         case 3:
1206         case 4:
1207                 if (one_in_(8))
1208                 {
1209                         add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1210                 }
1211                 else
1212                 {
1213                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1214                 }
1215                 if (!o_ptr->artifact_bias && one_in_(2))
1216                         o_ptr->artifact_bias = BIAS_LAW;
1217                 else if (!o_ptr->artifact_bias && one_in_(9))
1218                         o_ptr->artifact_bias = BIAS_PRIESTLY;
1219                 break;
1220         case 5:
1221         case 6:
1222                 if (one_in_(4))
1223                 {
1224                         add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1225                 }
1226                 else
1227                 {
1228                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1229                 }
1230                 if (!o_ptr->artifact_bias && one_in_(9))
1231                         o_ptr->artifact_bias = BIAS_PRIESTLY;
1232                 break;
1233         case 7:
1234         case 8:
1235                 if (one_in_(4))
1236                 {
1237                         add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1238                 }
1239                 else
1240                 {
1241                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1242                 }
1243                 if (!o_ptr->artifact_bias && one_in_(9))
1244                         o_ptr->artifact_bias = BIAS_PRIESTLY;
1245                 break;
1246         case 9:
1247         case 10:
1248                 if (one_in_(4))
1249                 {
1250                         add_flag(o_ptr->art_flags, TR_KILL_ORC);
1251                 }
1252                 else
1253                 {
1254                         add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1255                 }
1256                 break;
1257         case 11:
1258         case 12:
1259                 if (one_in_(4))
1260                 {
1261                         add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1262                 }
1263                 else
1264                 {
1265                         add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1266                 }
1267                 break;
1268         case 13:
1269         case 14:
1270                 if (one_in_(4))
1271                 {
1272                         add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1273                 }
1274                 else
1275                 {
1276                         add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1277                 }
1278
1279                 break;
1280         case 15:
1281         case 16:
1282                 add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1283                 break;
1284         case 17:
1285                 add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1286                 break;
1287         case 18:
1288         case 19:
1289                 if (o_ptr->tval == TV_SWORD)
1290                 {
1291                         add_flag(o_ptr->art_flags, TR_VORPAL);
1292                         if (!o_ptr->artifact_bias && one_in_(9))
1293                                 o_ptr->artifact_bias = BIAS_WARRIOR;
1294                 }
1295                 else
1296                         random_slay(o_ptr);
1297                 break;
1298         case 20:
1299                 add_flag(o_ptr->art_flags, TR_IMPACT);
1300                 break;
1301         case 21:
1302         case 22:
1303                 add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1304                 if (!o_ptr->artifact_bias)
1305                         o_ptr->artifact_bias = BIAS_FIRE;
1306                 break;
1307         case 23:
1308         case 24:
1309                 add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1310                 if (!o_ptr->artifact_bias)
1311                         o_ptr->artifact_bias = BIAS_COLD;
1312                 break;
1313         case 25:
1314         case 26:
1315                 add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1316                 if (!o_ptr->artifact_bias)
1317                         o_ptr->artifact_bias = BIAS_ELEC;
1318                 break;
1319         case 27:
1320         case 28:
1321                 add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1322                 if (!o_ptr->artifact_bias)
1323                         o_ptr->artifact_bias = BIAS_ACID;
1324                 break;
1325         case 29:
1326         case 30:
1327                 add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1328                 if (!o_ptr->artifact_bias && !one_in_(3))
1329                         o_ptr->artifact_bias = BIAS_POIS;
1330                 else if (!o_ptr->artifact_bias && one_in_(6))
1331                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
1332                 else if (!o_ptr->artifact_bias)
1333                         o_ptr->artifact_bias = BIAS_ROGUE;
1334                 break;
1335         case 31:
1336                 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1337                 if (!o_ptr->artifact_bias)
1338                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
1339                 break;
1340         case 32:
1341                 add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1342                 if (!o_ptr->artifact_bias)
1343                         o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1344                 break;
1345         case 33:
1346         case 34:
1347                 if (one_in_(4))
1348                 {
1349                         add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1350                 }
1351                 else
1352                 {
1353                         add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1354                 }
1355
1356                 break;
1357         default:
1358                 add_flag(o_ptr->art_flags, TR_CHAOTIC);
1359                 if (!o_ptr->artifact_bias)
1360                         o_ptr->artifact_bias = BIAS_CHAOS;
1361                 break;
1362         }
1363 }
1364
1365
1366 /*!
1367  * @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.
1368  * @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。
1369  * @param o_ptr 対象のオブジェクト構造体ポインタ
1370  * @return なし
1371  */
1372 static void give_activation_power(object_type *o_ptr)
1373 {
1374         int type = 0, chance = 0;
1375
1376         switch (o_ptr->artifact_bias)
1377         {
1378         case BIAS_ELEC:
1379                 if (!one_in_(3))
1380                 {
1381                         type = ACT_BO_ELEC_1;
1382                 }
1383                 else if (!one_in_(5))
1384                 {
1385                         type = ACT_BA_ELEC_2;
1386                 }
1387                 else
1388                 {
1389                         type = ACT_BA_ELEC_3;
1390                 }
1391
1392                 chance = 101;
1393                 break;
1394
1395         case BIAS_POIS:
1396                 type = ACT_BA_POIS_1;
1397                 chance = 101;
1398                 break;
1399
1400         case BIAS_FIRE:
1401                 if (!one_in_(3))
1402                 {
1403                         type = ACT_BO_FIRE_1;
1404                 }
1405                 else if (!one_in_(5))
1406                 {
1407                         type = ACT_BA_FIRE_1;
1408                 }
1409                 else
1410                 {
1411                         type = ACT_BA_FIRE_2;
1412                 }
1413
1414                 chance = 101;
1415                 break;
1416
1417         case BIAS_COLD:
1418                 chance = 101;
1419                 if (!one_in_(3))
1420                         type = ACT_BO_COLD_1;
1421                 else if (!one_in_(3))
1422                         type = ACT_BA_COLD_1;
1423                 else if (!one_in_(3))
1424                         type = ACT_BA_COLD_2;
1425                 else
1426                         type = ACT_BA_COLD_3;
1427                 break;
1428
1429         case BIAS_CHAOS:
1430                 chance = 50;
1431                 if (one_in_(6))
1432                         type = ACT_SUMMON_DEMON;
1433                 else
1434                         type = ACT_CALL_CHAOS;
1435                 break;
1436
1437         case BIAS_PRIESTLY:
1438                 chance = 101;
1439
1440                 if (one_in_(13))
1441                         type = ACT_CHARM_UNDEAD;
1442                 else if (one_in_(12))
1443                         type = ACT_BANISH_EVIL;
1444                 else if (one_in_(11))
1445                         type = ACT_DISP_EVIL;
1446                 else if (one_in_(10))
1447                         type = ACT_PROT_EVIL;
1448                 else if (one_in_(9))
1449                         type = ACT_CURE_1000;
1450                 else if (one_in_(8))
1451                         type = ACT_CURE_700;
1452                 else if (one_in_(7))
1453                         type = ACT_REST_ALL;
1454                 else if (one_in_(6))
1455                         type = ACT_REST_EXP;
1456                 else
1457                         type = ACT_CURE_MW;
1458                 break;
1459
1460         case BIAS_NECROMANTIC:
1461                 chance = 101;
1462                 if (one_in_(66))
1463                         type = ACT_WRAITH;
1464                 else if (one_in_(13))
1465                         type = ACT_DISP_GOOD;
1466                 else if (one_in_(9))
1467                         type = ACT_MASS_GENO;
1468                 else if (one_in_(8))
1469                         type = ACT_GENOCIDE;
1470                 else if (one_in_(13))
1471                         type = ACT_SUMMON_UNDEAD;
1472                 else if (one_in_(9))
1473                         type = ACT_DRAIN_2;
1474                 else if (one_in_(6))
1475                         type = ACT_CHARM_UNDEAD;
1476                 else
1477                         type = ACT_DRAIN_1;
1478                 break;
1479
1480         case BIAS_LAW:
1481                 chance = 101;
1482                 if (one_in_(8))
1483                         type = ACT_BANISH_EVIL;
1484                 else if (one_in_(4))
1485                         type = ACT_DISP_EVIL;
1486                 else
1487                         type = ACT_PROT_EVIL;
1488                 break;
1489
1490         case BIAS_ROGUE:
1491                 chance = 101;
1492                 if (one_in_(50))
1493                         type = ACT_SPEED;
1494                 else if (one_in_(4))
1495                         type = ACT_SLEEP;
1496                 else if (one_in_(3))
1497                         type = ACT_DETECT_ALL;
1498                 else if (one_in_(8))
1499                         type = ACT_ID_FULL;
1500                 else
1501                         type = ACT_ID_PLAIN;
1502                 break;
1503
1504         case BIAS_MAGE:
1505                 chance = 66;
1506                 if (one_in_(20))
1507                         type = ACT_SUMMON_ELEMENTAL;
1508                 else if (one_in_(10))
1509                         type = ACT_SUMMON_PHANTOM;
1510                 else if (one_in_(5))
1511                         type = ACT_RUNE_EXPLO;
1512                 else
1513                         type = ACT_ESP;
1514                 break;
1515
1516         case BIAS_WARRIOR:
1517                 chance = 80;
1518                 if (one_in_(100))
1519                         type = ACT_INVULN;
1520                 else
1521                         type = ACT_BERSERK;
1522                 break;
1523
1524         case BIAS_RANGER:
1525                 chance = 101;
1526                 if (one_in_(20))
1527                         type = ACT_CHARM_ANIMALS;
1528                 else if (one_in_(7))
1529                         type = ACT_SUMMON_ANIMAL;
1530                 else if (one_in_(6))
1531                         type = ACT_CHARM_ANIMAL;
1532                 else if (one_in_(4))
1533                         type = ACT_RESIST_ALL;
1534                 else if (one_in_(3))
1535                         type = ACT_SATIATE;
1536                 else
1537                         type = ACT_CURE_POISON;
1538                 break;
1539         }
1540
1541         if (!type || (randint1(100) >= chance))
1542         {
1543                 one_activation(o_ptr);
1544                 return;
1545         }
1546
1547         /* A type was chosen... */
1548         o_ptr->xtra2 = (byte)type;
1549         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1550         o_ptr->timeout = 0;
1551 }
1552
1553
1554 /*!
1555  * @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.
1556  * @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。
1557  * @param o_ptr 処理中のアイテム参照ポインタ
1558  * @param return_name 名前を返すための文字列参照ポインタ
1559  * @param armour 対象のオブジェクトが防具が否か
1560  * @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)
1561  * @return なし
1562  */
1563 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1564 {
1565         PERCENTAGE prob = randint1(100);
1566
1567         if (prob <= SINDARIN_NAME)
1568         {
1569                 get_table_sindarin(return_name);
1570                 return;
1571         }
1572
1573         if (prob <= TABLE_NAME)
1574         {
1575                 get_table_name(return_name);
1576                 return;
1577         }
1578
1579         concptr filename;
1580         switch (armour)
1581         {
1582         case 1:
1583                 switch (power)
1584                 {
1585                 case 0:
1586                         filename = _("a_cursed_j.txt", "a_cursed.txt");
1587                         break;
1588                 case 1:
1589                         filename = _("a_low_j.txt", "a_low.txt");
1590                         break;
1591                 case 2:
1592                         filename = _("a_med_j.txt", "a_med.txt");
1593                         break;
1594                 default:
1595                         filename = _("a_high_j.txt", "a_high.txt");
1596                 }
1597                 break;
1598         default:
1599                 switch (power)
1600                 {
1601                 case 0:
1602                         filename = _("w_cursed_j.txt", "w_cursed.txt");
1603                         break;
1604                 case 1:
1605                         filename = _("w_low_j.txt", "w_low.txt");
1606                         break;
1607                 case 2:
1608                         filename = _("w_med_j.txt", "w_med.txt");
1609                         break;
1610                 default:
1611                         filename = _("w_high_j.txt", "w_high.txt");
1612                 }
1613         }
1614
1615         (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1616 #ifdef JP
1617         if (return_name[0] == 0) get_table_name(return_name);
1618 #endif
1619 }
1620
1621
1622 /*!
1623  * @brief ランダムアーティファクト生成のメインルーチン
1624  * @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。
1625  * @param player_ptr プレーヤーへの参照ポインタ
1626  * @param o_ptr 対象のオブジェクト構造体ポインタ
1627  * @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。
1628  * @return 常にTRUE(1)を返す
1629  */
1630 bool become_random_artifact(player_type *player_ptr, object_type *o_ptr, bool a_scroll)
1631 {
1632         /* Reset artifact bias */
1633         o_ptr->artifact_bias = 0;
1634
1635         /* Nuke enchantments */
1636         o_ptr->name1 = 0;
1637         o_ptr->name2 = 0;
1638
1639         for (int i = 0; i < TR_FLAG_SIZE; i++)
1640                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1641
1642         bool has_pval = FALSE;
1643         if (o_ptr->pval) has_pval = TRUE;
1644
1645         int warrior_artifact_bias = 0;
1646         if (a_scroll && one_in_(4))
1647         {
1648                 switch (player_ptr->pclass)
1649                 {
1650                 case CLASS_WARRIOR:
1651                 case CLASS_BERSERKER:
1652                 case CLASS_ARCHER:
1653                 case CLASS_SAMURAI:
1654                 case CLASS_CAVALRY:
1655                 case CLASS_SMITH:
1656                         o_ptr->artifact_bias = BIAS_WARRIOR;
1657                         break;
1658                 case CLASS_MAGE:
1659                 case CLASS_HIGH_MAGE:
1660                 case CLASS_SORCERER:
1661                 case CLASS_MAGIC_EATER:
1662                 case CLASS_BLUE_MAGE:
1663                         o_ptr->artifact_bias = BIAS_MAGE;
1664                         break;
1665                 case CLASS_PRIEST:
1666                         o_ptr->artifact_bias = BIAS_PRIESTLY;
1667                         break;
1668                 case CLASS_ROGUE:
1669                 case CLASS_NINJA:
1670                         o_ptr->artifact_bias = BIAS_ROGUE;
1671                         warrior_artifact_bias = 25;
1672                         break;
1673                 case CLASS_RANGER:
1674                 case CLASS_SNIPER:
1675                         o_ptr->artifact_bias = BIAS_RANGER;
1676                         warrior_artifact_bias = 30;
1677                         break;
1678                 case CLASS_PALADIN:
1679                         o_ptr->artifact_bias = BIAS_PRIESTLY;
1680                         warrior_artifact_bias = 40;
1681                         break;
1682                 case CLASS_WARRIOR_MAGE:
1683                 case CLASS_RED_MAGE:
1684                         o_ptr->artifact_bias = BIAS_MAGE;
1685                         warrior_artifact_bias = 40;
1686                         break;
1687                 case CLASS_CHAOS_WARRIOR:
1688                         o_ptr->artifact_bias = BIAS_CHAOS;
1689                         warrior_artifact_bias = 40;
1690                         break;
1691                 case CLASS_MONK:
1692                 case CLASS_FORCETRAINER:
1693                         o_ptr->artifact_bias = BIAS_PRIESTLY;
1694                         break;
1695                 case CLASS_MINDCRAFTER:
1696                 case CLASS_BARD:
1697                         if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1698                         break;
1699                 case CLASS_TOURIST:
1700                         if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1701                         break;
1702                 case CLASS_IMITATOR:
1703                         if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1704                         break;
1705                 case CLASS_BEASTMASTER:
1706                         o_ptr->artifact_bias = BIAS_CHR;
1707                         warrior_artifact_bias = 50;
1708                         break;
1709                 case CLASS_MIRROR_MASTER:
1710                         if (randint1(4) > 1)
1711                         {
1712                                 o_ptr->artifact_bias = BIAS_MAGE;
1713                         }
1714                         else
1715                         {
1716                                 o_ptr->artifact_bias = BIAS_ROGUE;
1717                         }
1718
1719                         break;
1720                 }
1721         }
1722
1723         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1724                 o_ptr->artifact_bias = BIAS_WARRIOR;
1725
1726         GAME_TEXT new_name[1024];
1727         strcpy(new_name, "");
1728
1729         bool a_cursed = FALSE;
1730         if (!a_scroll && one_in_(A_CURSED))
1731                 a_cursed = TRUE;
1732         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1733                 a_cursed = TRUE;
1734
1735         int powers = randint1(5) + 1;
1736         while (one_in_(powers) || one_in_(7) || one_in_(10))
1737                 powers++;
1738
1739         if (!a_cursed && one_in_(WEIRD_LUCK))
1740                 powers *= 2;
1741
1742         if (a_cursed) powers /= 2;
1743
1744         int max_powers = powers;
1745         int max_type = object_is_weapon_ammo(o_ptr) ? 7 : 5;
1746         while (powers--)
1747         {
1748                 switch (randint1(max_type))
1749                 {
1750                 case 1: case 2:
1751                         random_plus(o_ptr);
1752                         has_pval = TRUE;
1753                         break;
1754                 case 3: case 4:
1755                         if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1756                         {
1757                                 if (a_cursed && !one_in_(13)) break;
1758                                 if (one_in_(13))
1759                                 {
1760                                         if (one_in_(o_ptr->ds + 4)) o_ptr->ds++;
1761                                 }
1762                                 else
1763                                 {
1764                                         if (one_in_(o_ptr->dd + 1)) o_ptr->dd++;
1765                                 }
1766                         }
1767                         else
1768                                 random_resistance(o_ptr);
1769                         break;
1770                 case 5:
1771                         random_misc(o_ptr);
1772                         break;
1773                 case 6: case 7:
1774                         random_slay(o_ptr);
1775                         break;
1776                 default:
1777                         if (current_world_ptr->wizard) msg_print("Switch error in become_random_artifact!");
1778                         powers++;
1779                 }
1780         };
1781
1782         if (has_pval)
1783         {
1784                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1785                 {
1786                         o_ptr->pval = randint1(2);
1787                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1788                                 o_ptr->pval++;
1789                 }
1790                 else
1791                 {
1792                         do
1793                         {
1794                                 o_ptr->pval++;
1795                         } while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1796                 }
1797
1798                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1799                         o_ptr->pval = 4;
1800         }
1801
1802
1803         /* give it some plusses... */
1804         if (object_is_armour(o_ptr))
1805                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1806         else if (object_is_weapon_ammo(o_ptr))
1807         {
1808                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1809                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1810                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1811         }
1812
1813         /* Just to be sure */
1814         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1815         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1816         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1817         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1818
1819         s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
1820
1821         if (a_cursed) curse_artifact(player_ptr, o_ptr);
1822
1823         if (!a_cursed &&
1824                 one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1825         {
1826                 o_ptr->xtra2 = 0;
1827                 give_activation_power(o_ptr);
1828         }
1829
1830         if (object_is_armour(o_ptr))
1831         {
1832                 while ((o_ptr->to_d + o_ptr->to_h) > 20)
1833                 {
1834                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1835                         o_ptr->to_d -= (HIT_POINT)randint0(3);
1836                         o_ptr->to_h -= (HIT_PROB)randint0(3);
1837                 }
1838                 while ((o_ptr->to_d + o_ptr->to_h) > 10)
1839                 {
1840                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1841                         o_ptr->to_d -= (HIT_POINT)randint0(3);
1842                         o_ptr->to_h -= (HIT_PROB)randint0(3);
1843                 }
1844         }
1845
1846         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);
1847
1848         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1849         {
1850                 o_ptr->to_h = 0;
1851                 o_ptr->to_d = 0;
1852                 remove_flag(o_ptr->art_flags, TR_BLOWS);
1853                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1854                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1855                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1856                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1857                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1858                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1859                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1860                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1861                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1862                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1863                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1864                 remove_flag(o_ptr->art_flags, TR_VORPAL);
1865                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1866                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1867                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1868                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1869                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1870         }
1871
1872         int power_level;
1873         if (!object_is_weapon_ammo(o_ptr))
1874         {
1875                 /* For armors */
1876                 if (a_cursed) power_level = 0;
1877                 else if (total_flags < 15000) power_level = 1;
1878                 else if (total_flags < 35000) power_level = 2;
1879                 else power_level = 3;
1880         }
1881
1882         else
1883         {
1884                 /* For weapons */
1885                 if (a_cursed) power_level = 0;
1886                 else if (total_flags < 20000) power_level = 1;
1887                 else if (total_flags < 45000) power_level = 2;
1888                 else power_level = 3;
1889         }
1890
1891         /* ダメージ抑制処理を行う */
1892         while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1893         {
1894                 weakening_artifact(o_ptr);
1895         }
1896
1897         if (a_scroll)
1898         {
1899                 GAME_TEXT dummy_name[MAX_NLEN] = "";
1900                 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? ");
1901
1902                 object_aware(player_ptr, o_ptr);
1903                 object_known(o_ptr);
1904
1905                 /* Mark the item as fully known */
1906                 o_ptr->ident |= (IDENT_FULL_KNOWN);
1907
1908                 /* For being treated as random artifact in screen_object() */
1909                 o_ptr->art_name = quark_add("");
1910
1911                 (void)screen_object(player_ptr, o_ptr, 0L);
1912
1913                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1914                         || !dummy_name[0])
1915                 {
1916                         /* Cancelled */
1917                         if (one_in_(2))
1918                         {
1919                                 get_table_sindarin_aux(dummy_name);
1920                         }
1921                         else
1922                         {
1923                                 get_table_name_aux(dummy_name);
1924                         }
1925                 }
1926
1927                 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1928                 chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
1929                 chg_virtue(player_ptr, V_ENCHANT, 5);
1930         }
1931         else
1932         {
1933                 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1934         }
1935
1936         /* Save the inscription */
1937         o_ptr->art_name = quark_add(new_name);
1938
1939         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」",
1940                 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1941
1942         player_ptr->window |= (PW_INVEN | PW_EQUIP);
1943
1944         return TRUE;
1945 }
1946
1947
1948 /*!
1949  * @brief オブジェクトから能力発動IDを取得する。
1950  * @details いくつかのケースで定義されている発動効果から、
1951  * 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。
1952  * @param o_ptr 対象のオブジェクト構造体ポインタ
1953  * @return 発動効果のIDを返す
1954  */
1955 int activation_index(object_type *o_ptr)
1956 {
1957         /* Give priority to weaponsmith's essential activations */
1958         if (object_is_smith(o_ptr))
1959         {
1960                 switch (o_ptr->xtra3 - 1)
1961                 {
1962                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1963                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1964                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1965                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1966                 case TR_IMPACT: return ACT_QUAKE;
1967                 }
1968         }
1969
1970         if (object_is_fixed_artifact(o_ptr))
1971         {
1972                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1973                 {
1974                         return a_info[o_ptr->name1].act_idx;
1975                 }
1976         }
1977
1978         if (object_is_ego(o_ptr))
1979         {
1980                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1981                 {
1982                         return e_info[o_ptr->name2].act_idx;
1983                 }
1984         }
1985
1986         if (!object_is_random_artifact(o_ptr))
1987         {
1988                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1989                 {
1990                         return k_info[o_ptr->k_idx].act_idx;
1991                 }
1992         }
1993
1994         return o_ptr->xtra2;
1995 }
1996
1997
1998 /*!
1999  * @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。
2000  * @details activation_index() 関数の結果から参照する。
2001  * @param o_ptr 対象のオブジェクト構造体ポインタ
2002  * @return 発動効果構造体のポインタを返す
2003  */
2004 const activation_type* find_activation_info(object_type *o_ptr)
2005 {
2006         const int index = activation_index(o_ptr);
2007         const activation_type* p;
2008         for (p = activation_info; p->flag != NULL; ++p)
2009         {
2010                 if (p->index == index)
2011                 {
2012                         return p;
2013                 }
2014         }
2015
2016         return NULL;
2017 }
2018
2019
2020 /*!
2021  * @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。.
2022  * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
2023  * 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、
2024  * その他追加耐性、特性追加処理。
2025  * @attention プレイヤーの各種ステータスに依存した処理がある。
2026  * @todo 折を見て関数名を変更すること。
2027  * @param player_ptr プレーヤーへの参照ポインタ
2028  * @param o_ptr 対象のオブジェクト構造体ポインタ
2029  * @param a_ptr 生成する固定アーティファクト構造体ポインタ
2030  * @return なし
2031  */
2032 void random_artifact_resistance(player_type *player_ptr, object_type *o_ptr, artifact_type *a_ptr)
2033 {
2034         bool give_resistance = FALSE, give_power = FALSE;
2035
2036         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
2037         {
2038                 bool is_special_class = player_ptr->pclass == CLASS_WARRIOR;
2039                 is_special_class |= player_ptr->pclass == CLASS_ARCHER;
2040                 is_special_class |= player_ptr->pclass == CLASS_CAVALRY;
2041                 is_special_class |= player_ptr->pclass == CLASS_BERSERKER;
2042                 if (is_special_class)
2043                 {
2044                         give_power = TRUE;
2045                         give_resistance = TRUE;
2046                 }
2047                 else
2048                 {
2049                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2050                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
2051                         o_ptr->curse_flags |=
2052                                 (TRC_CURSED | TRC_HEAVY_CURSE);
2053                         o_ptr->curse_flags |= get_curse(2, o_ptr);
2054                         return;
2055                 }
2056         }
2057
2058         if (o_ptr->name1 == ART_MURAMASA)
2059         {
2060                 if (player_ptr->pclass != CLASS_SAMURAI)
2061                 {
2062                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
2063                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2064                 }
2065         }
2066
2067         if (o_ptr->name1 == ART_ROBINTON)
2068         {
2069                 if (player_ptr->pclass == CLASS_BARD)
2070                 {
2071                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
2072                 }
2073         }
2074
2075         if (o_ptr->name1 == ART_XIAOLONG)
2076         {
2077                 if (player_ptr->pclass == CLASS_MONK)
2078                         add_flag(o_ptr->art_flags, TR_BLOWS);
2079         }
2080
2081         if (o_ptr->name1 == ART_BLOOD)
2082         {
2083                 get_bloody_moon_flags(o_ptr);
2084         }
2085
2086         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
2087         {
2088                 if (player_ptr->psex != SEX_FEMALE)
2089                 {
2090                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2091                 }
2092         }
2093
2094         if (o_ptr->name1 == ART_MILIM)
2095         {
2096                 if (player_ptr->pseikaku == SEIKAKU_SEXY)
2097                 {
2098                         o_ptr->pval = 3;
2099                         add_flag(o_ptr->art_flags, TR_STR);
2100                         add_flag(o_ptr->art_flags, TR_INT);
2101                         add_flag(o_ptr->art_flags, TR_WIS);
2102                         add_flag(o_ptr->art_flags, TR_DEX);
2103                         add_flag(o_ptr->art_flags, TR_CON);
2104                         add_flag(o_ptr->art_flags, TR_CHR);
2105                 }
2106         }
2107
2108         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2109         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2110         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2111         {
2112                 /* Give a resistance OR a power */
2113                 if (one_in_(2)) give_resistance = TRUE;
2114                 else give_power = TRUE;
2115         }
2116
2117         if (give_power)
2118         {
2119                 one_ability(o_ptr);
2120         }
2121
2122         if (give_resistance)
2123         {
2124                 one_high_resistance(o_ptr);
2125         }
2126 }
2127
2128
2129 /*!
2130  * @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
2131  * @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。
2132  * @param player_ptr プレーヤーへの参照ポインタ
2133  * @param a_idx 生成する固定アーティファクト構造体のID
2134  * @param y アイテムを落とす地点のy座標
2135  * @param x アイテムを落とす地点のx座標
2136  * @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。
2137  * @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.
2138  * 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
2139  * drop_near()関数の返り値は信用できなくなる.
2140  */
2141 bool create_named_art(player_type *player_ptr, ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2142 {
2143         artifact_type *a_ptr = &a_info[a_idx];
2144
2145         /* Ignore "empty" artifacts */
2146         if (!a_ptr->name) return FALSE;
2147
2148         /* Acquire the "kind" index */
2149         KIND_OBJECT_IDX i = lookup_kind(a_ptr->tval, a_ptr->sval);
2150         if (i == 0) return FALSE;
2151
2152         object_type forge;
2153         object_type *q_ptr;
2154         q_ptr = &forge;
2155         object_prep(q_ptr, i);
2156
2157         /* Save the name */
2158         q_ptr->name1 = a_idx;
2159
2160         /* Extract the fields */
2161         q_ptr->pval = a_ptr->pval;
2162         q_ptr->ac = a_ptr->ac;
2163         q_ptr->dd = a_ptr->dd;
2164         q_ptr->ds = a_ptr->ds;
2165         q_ptr->to_a = a_ptr->to_a;
2166         q_ptr->to_h = a_ptr->to_h;
2167         q_ptr->to_d = a_ptr->to_d;
2168         q_ptr->weight = a_ptr->weight;
2169
2170         /* Hack -- extract the "cursed" flag */
2171         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2172         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2173         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2174         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2175         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2176         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2177
2178         random_artifact_resistance(player_ptr, q_ptr, a_ptr);
2179
2180         /* Drop the artifact from heaven */
2181         return drop_near(player_ptr, q_ptr, -1, y, x) ? TRUE : FALSE;
2182 }
2183
2184
2185 /*対邪平均ダメージの計算処理*/
2186 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2187 {
2188         BIT_FLAGS flgs[TR_FLAG_SIZE];
2189         object_flags(o_ptr, flgs);
2190
2191         HIT_POINT base, forced, vorpal;
2192         HIT_POINT s_evil = forced = vorpal = 0;
2193         HIT_POINT dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2194
2195         if (have_flag(flgs, TR_KILL_EVIL))
2196         {
2197                 dam = s_evil = dam * 7 / 2;
2198         }
2199         else if (!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2200         {
2201                 dam = s_evil = dam * 2;
2202         }
2203         else s_evil = dam;
2204
2205         if (have_flag(flgs, TR_FORCE_WEAPON))
2206         {
2207                 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2208         }
2209         else forced = dam;
2210
2211         if (have_flag(flgs, TR_VORPAL))
2212         {
2213                 dam = vorpal = dam * 11 / 9;
2214         }
2215         else vorpal = dam;
2216
2217         dam = dam + o_ptr->to_d;
2218
2219         msg_format_wizard(CHEAT_OBJECT, "素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2220
2221         return dam;
2222 }
2223
2224
2225 static bool has_extreme_damage_rate(object_type *o_ptr)
2226 {
2227         BIT_FLAGS flgs[TR_FLAG_SIZE];
2228         object_flags(o_ptr, flgs);
2229
2230         if (have_flag(flgs, TR_VAMPIRIC))
2231         {
2232                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2233                 {
2234                         return TRUE;
2235                 }
2236
2237                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2238                 {
2239                         return TRUE;
2240                 }
2241
2242                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2243                 {
2244                         return TRUE;
2245                 }
2246
2247                 if (calc_arm_avgdamage(o_ptr) > 63)
2248                 {
2249                         return TRUE;
2250                 }
2251
2252                 return FALSE;
2253         }
2254
2255         if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2256         {
2257                 return TRUE;
2258         }
2259
2260         if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2261         {
2262                 return TRUE;
2263         }
2264
2265         if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2266         {
2267                 return TRUE;
2268         }
2269
2270         if (calc_arm_avgdamage(o_ptr) > 75)
2271         {
2272                 return TRUE;
2273         }
2274
2275         return FALSE;
2276 }
2277
2278
2279 static bool weakening_artifact(object_type *o_ptr)
2280 {
2281         KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2282         object_kind *k_ptr = &k_info[k_idx];
2283         BIT_FLAGS flgs[TR_FLAG_SIZE];
2284         object_flags(o_ptr, flgs);
2285
2286         if (have_flag(flgs, TR_KILL_EVIL))
2287         {
2288                 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2289                 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2290                 return TRUE;
2291         }
2292
2293         if (k_ptr->dd < o_ptr->dd)
2294         {
2295                 o_ptr->dd--;
2296                 return TRUE;
2297         }
2298
2299         if (k_ptr->ds < o_ptr->ds)
2300         {
2301                 o_ptr->ds--;
2302                 return TRUE;
2303         }
2304
2305         if (o_ptr->to_d > 10)
2306         {
2307                 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2308                 if (o_ptr->to_d < 10)
2309                 {
2310                         o_ptr->to_d = 10;
2311                 }
2312
2313                 return TRUE;
2314         }
2315
2316         return FALSE;
2317 }
2318
2319
2320 /*!
2321  * @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。
2322  * Mega-Hack -- Attempt to create one of the "Special Objects"
2323  * @param player_ptr プレーヤーへの参照ポインタ
2324  * @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
2325  * @return 生成に成功したらTRUEを返す。
2326  * @details
2327  * Attempt to change an object into an artifact\n
2328  * This routine should only be called by "apply_magic()"\n
2329  * Note -- see "make_artifact_special()" and "apply_magic()"\n
2330  */
2331 bool make_artifact(player_type *player_ptr, object_type *o_ptr)
2332 {
2333         floor_type *floor_ptr = player_ptr->current_floor_ptr;
2334         if (floor_ptr->dun_level == 0) return FALSE;
2335
2336         /* Paranoia -- no "plural" artifacts */
2337         if (o_ptr->number != 1) return FALSE;
2338
2339         /* Check the artifact list (skip the "specials") */
2340         for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
2341         {
2342                 artifact_type *a_ptr = &a_info[i];
2343
2344                 /* Skip "empty" items */
2345                 if (!a_ptr->name) continue;
2346
2347                 /* Cannot make an artifact twice */
2348                 if (a_ptr->cur_num) continue;
2349
2350                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2351
2352                 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2353
2354                 /* Must have the correct fields */
2355                 if (a_ptr->tval != o_ptr->tval) continue;
2356                 if (a_ptr->sval != o_ptr->sval) continue;
2357
2358                 /* XXX XXX Enforce minimum "depth" (loosely) */
2359                 if (a_ptr->level > floor_ptr->dun_level)
2360                 {
2361                         /* Acquire the "out-of-depth factor" */
2362                         int d = (a_ptr->level - floor_ptr->dun_level) * 2;
2363
2364                         /* Roll for out-of-depth creation */
2365                         if (!one_in_(d)) continue;
2366                 }
2367
2368                 /* We must make the "rarity roll" */
2369                 if (!one_in_(a_ptr->rarity)) continue;
2370
2371                 /* Hack -- mark the item as an artifact */
2372                 o_ptr->name1 = i;
2373
2374                 /* Hack: Some artifacts get random extra powers */
2375                 random_artifact_resistance(player_ptr, o_ptr, a_ptr);
2376
2377                 return TRUE;
2378         }
2379
2380         return FALSE;
2381 }
2382
2383 /*!
2384  * @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。
2385  * Mega-Hack -- Attempt to create one of the "Special Objects"
2386  * @param player_ptr プレーヤーへの参照ポインタ
2387  * @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
2388  * @return 生成に成功したらTRUEを返す。
2389  * @details
2390  * We are only called from "make_object()", and we assume that\n
2391  * "apply_magic()" is called immediately after we return.\n
2392  *\n
2393  * Note -- see "make_artifact()" and "apply_magic()"\n
2394  */
2395 bool make_artifact_special(player_type *player_ptr, object_type *o_ptr)
2396 {
2397         KIND_OBJECT_IDX k_idx = 0;
2398
2399         /*! @note 地上ではキャンセルする / No artifacts in the town */
2400         floor_type *floor_ptr = player_ptr->current_floor_ptr;
2401         if (floor_ptr->dun_level == 0) return FALSE;
2402
2403         /*! @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 */
2404         if (get_obj_num_hook) return FALSE;
2405
2406         /*! @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") */
2407         for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
2408         {
2409                 artifact_type *a_ptr = &a_info[i];
2410
2411                 /*! @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 */
2412                 if (!a_ptr->name) continue;
2413
2414                 /*! @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 */
2415                 if (a_ptr->cur_num) continue;
2416                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2417                 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2418
2419                 /*! @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 /
2420                  *  XXX XXX Enforce minimum "depth" (loosely) */
2421                 if (a_ptr->level > floor_ptr->object_level)
2422                 {
2423                         /* @note  / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2424                         int d = (a_ptr->level - floor_ptr->object_level) * 2;
2425                         if (!one_in_(d)) continue;
2426                 }
2427
2428                 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2429                 if (!one_in_(a_ptr->rarity)) continue;
2430
2431                 /*! @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。 /
2432                  *  Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2433                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2434                 if (k_info[k_idx].level > floor_ptr->object_level)
2435                 {
2436                         int d = (k_info[k_idx].level - floor_ptr->object_level) * 5;
2437                         if (!one_in_(d)) continue;
2438                 }
2439
2440                 /*! @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 /
2441                  * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2442                 object_prep(o_ptr, k_idx);
2443
2444                 o_ptr->name1 = i;
2445                 random_artifact_resistance(player_ptr, o_ptr, a_ptr);
2446                 return TRUE;
2447         }
2448
2449         /*! @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 */
2450         return FALSE;
2451 }