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[Refactor] #38997 curse_artifact() にplayer_type * 引数を追加/ Added player_type * argument...
[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.h"
21 #include "cmd-activate.h"
22 #include "object.h"
23 #include "objectkind.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-mainwindow.h"
34 #include "player-class.h"
35 #include "player-personality.h"
36 #include "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  * @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.
144  * @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。
145  * 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。
146  * @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。
147  * @param o_ptr 対象のオブジェクト構造体ポインタ
148  * @return なし
149  */
150 static void random_plus(object_type *o_ptr)
151 {
152         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
153
154         switch (o_ptr->artifact_bias)
155         {
156         case BIAS_WARRIOR:
157                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
158                 {
159                         add_flag(o_ptr->art_flags, TR_STR);
160                         if (one_in_(2)) return;
161                 }
162
163                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
164                 {
165                         add_flag(o_ptr->art_flags, TR_CON);
166                         if (one_in_(2)) return;
167                 }
168
169                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
170                 {
171                         add_flag(o_ptr->art_flags, TR_DEX);
172                         if (one_in_(2)) return;
173                 }
174                 break;
175
176         case BIAS_MAGE:
177                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
178                 {
179                         add_flag(o_ptr->art_flags, TR_INT);
180                         if (one_in_(2)) return;
181                 }
182                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
183                 {
184                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
185                         if (one_in_(2)) return;
186                 }
187                 break;
188
189         case BIAS_PRIESTLY:
190                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
191                 {
192                         add_flag(o_ptr->art_flags, TR_WIS);
193                         if (one_in_(2)) return;
194                 }
195                 break;
196
197         case BIAS_RANGER:
198                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
199                 {
200                         add_flag(o_ptr->art_flags, TR_DEX);
201                         if (one_in_(2)) return;
202                 }
203
204                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
205                 {
206                         add_flag(o_ptr->art_flags, TR_CON);
207                         if (one_in_(2)) return;
208                 }
209
210                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
211                 {
212                         add_flag(o_ptr->art_flags, TR_STR);
213                         if (one_in_(2)) return;
214                 }
215                 break;
216
217         case BIAS_ROGUE:
218                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
219                 {
220                         add_flag(o_ptr->art_flags, TR_STEALTH);
221                         if (one_in_(2)) return;
222                 }
223                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
224                 {
225                         add_flag(o_ptr->art_flags, TR_SEARCH);
226                         if (one_in_(2)) return;
227                 }
228                 break;
229
230         case BIAS_STR:
231                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
232                 {
233                         add_flag(o_ptr->art_flags, TR_STR);
234                         if (one_in_(2)) return;
235                 }
236                 break;
237
238         case BIAS_WIS:
239                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
240                 {
241                         add_flag(o_ptr->art_flags, TR_WIS);
242                         if (one_in_(2)) return;
243                 }
244                 break;
245
246         case BIAS_INT:
247                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
248                 {
249                         add_flag(o_ptr->art_flags, TR_INT);
250                         if (one_in_(2)) return;
251                 }
252                 break;
253
254         case BIAS_DEX:
255                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
256                 {
257                         add_flag(o_ptr->art_flags, TR_DEX);
258                         if (one_in_(2)) return;
259                 }
260                 break;
261
262         case BIAS_CON:
263                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
264                 {
265                         add_flag(o_ptr->art_flags, TR_CON);
266                         if (one_in_(2)) return;
267                 }
268                 break;
269
270         case BIAS_CHR:
271                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
272                 {
273                         add_flag(o_ptr->art_flags, TR_CHR);
274                         if (one_in_(2)) return;
275                 }
276                 break;
277         }
278
279         if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
280         {
281                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
282                 {
283                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
284                         if (one_in_(2)) return;
285                 }
286         }
287
288         switch (randint1(this_type))
289         {
290         case 1: case 2:
291                 add_flag(o_ptr->art_flags, TR_STR);
292                 if (!o_ptr->artifact_bias && !one_in_(13))
293                         o_ptr->artifact_bias = BIAS_STR;
294                 else if (!o_ptr->artifact_bias && one_in_(7))
295                         o_ptr->artifact_bias = BIAS_WARRIOR;
296                 break;
297         case 3: case 4:
298                 add_flag(o_ptr->art_flags, TR_INT);
299                 if (!o_ptr->artifact_bias && !one_in_(13))
300                         o_ptr->artifact_bias = BIAS_INT;
301                 else if (!o_ptr->artifact_bias && one_in_(7))
302                         o_ptr->artifact_bias = BIAS_MAGE;
303                 break;
304         case 5: case 6:
305                 add_flag(o_ptr->art_flags, TR_WIS);
306                 if (!o_ptr->artifact_bias && !one_in_(13))
307                         o_ptr->artifact_bias = BIAS_WIS;
308                 else if (!o_ptr->artifact_bias && one_in_(7))
309                         o_ptr->artifact_bias = BIAS_PRIESTLY;
310                 break;
311         case 7: case 8:
312                 add_flag(o_ptr->art_flags, TR_DEX);
313                 if (!o_ptr->artifact_bias && !one_in_(13))
314                         o_ptr->artifact_bias = BIAS_DEX;
315                 else if (!o_ptr->artifact_bias && one_in_(7))
316                         o_ptr->artifact_bias = BIAS_ROGUE;
317                 break;
318         case 9: case 10:
319                 add_flag(o_ptr->art_flags, TR_CON);
320                 if (!o_ptr->artifact_bias && !one_in_(13))
321                         o_ptr->artifact_bias = BIAS_CON;
322                 else if (!o_ptr->artifact_bias && one_in_(9))
323                         o_ptr->artifact_bias = BIAS_RANGER;
324                 break;
325         case 11: case 12:
326                 add_flag(o_ptr->art_flags, TR_CHR);
327                 if (!o_ptr->artifact_bias && !one_in_(13))
328                         o_ptr->artifact_bias = BIAS_CHR;
329                 break;
330         case 13: case 14:
331                 add_flag(o_ptr->art_flags, TR_STEALTH);
332                 if (!o_ptr->artifact_bias && one_in_(3))
333                         o_ptr->artifact_bias = BIAS_ROGUE;
334                 break;
335         case 15: case 16:
336                 add_flag(o_ptr->art_flags, TR_SEARCH);
337                 if (!o_ptr->artifact_bias && one_in_(9))
338                         o_ptr->artifact_bias = BIAS_RANGER;
339                 break;
340         case 17: case 18:
341                 add_flag(o_ptr->art_flags, TR_INFRA);
342                 break;
343         case 19:
344                 add_flag(o_ptr->art_flags, TR_SPEED);
345                 if (!o_ptr->artifact_bias && one_in_(11))
346                         o_ptr->artifact_bias = BIAS_ROGUE;
347                 break;
348         case 20: case 21:
349                 add_flag(o_ptr->art_flags, TR_TUNNEL);
350                 break;
351         case 22: case 23:
352                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
353                 else
354                 {
355                         add_flag(o_ptr->art_flags, TR_BLOWS);
356                         if (!o_ptr->artifact_bias && one_in_(11))
357                                 o_ptr->artifact_bias = BIAS_WARRIOR;
358                 }
359                 break;
360         }
361 }
362
363 /*!
364  * @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.
365  * @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。
366  * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
367  * 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。
368  * 戦士系バイアスのみ反魔もつく。
369  * @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。
370  * @param o_ptr 対象のオブジェクト構造体ポインタ
371  * @return なし
372  */
373 static void random_resistance(object_type *o_ptr)
374 {
375         switch (o_ptr->artifact_bias)
376         {
377         case BIAS_ACID:
378                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
379                 {
380                         add_flag(o_ptr->art_flags, TR_RES_ACID);
381                         if (one_in_(2)) return;
382                 }
383                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
384                 {
385                         add_flag(o_ptr->art_flags, TR_IM_ACID);
386                         if (!one_in_(IM_LUCK))
387                         {
388                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
389                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
390                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
391                         }
392                         if (one_in_(2)) return;
393                 }
394                 break;
395
396         case BIAS_ELEC:
397                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
398                 {
399                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
400                         if (one_in_(2)) return;
401                 }
402                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
403                     !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
404                 {
405                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
406                         if (one_in_(2)) return;
407                 }
408                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
409                 {
410                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
411                         if (!one_in_(IM_LUCK))
412                         {
413                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
414                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
415                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
416                         }
417
418                         if (one_in_(2)) return;
419                 }
420                 break;
421
422         case BIAS_FIRE:
423                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
424                 {
425                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
426                         if (one_in_(2)) return;
427                 }
428                 if ((o_ptr->tval >= TV_CLOAK) &&
429                     (o_ptr->tval <= TV_HARD_ARMOR) &&
430                     !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
431                 {
432                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
433                         if (one_in_(2)) return;
434                 }
435                 if (one_in_(BIAS_LUCK) &&
436                     !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
437                 {
438                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
439                         if (!one_in_(IM_LUCK))
440                         {
441                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
442                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
443                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
444                         }
445                         if (one_in_(2)) return;
446                 }
447                 break;
448
449         case BIAS_COLD:
450                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
451                 {
452                         add_flag(o_ptr->art_flags, TR_RES_COLD);
453                         if (one_in_(2)) return;
454                 }
455                 if ((o_ptr->tval >= TV_CLOAK) &&
456                     (o_ptr->tval <= TV_HARD_ARMOR) &&
457                     !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
458                 {
459                         add_flag(o_ptr->art_flags, TR_SH_COLD);
460                         if (one_in_(2)) return;
461                 }
462                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
463                 {
464                         add_flag(o_ptr->art_flags, TR_IM_COLD);
465                         if (!one_in_(IM_LUCK))
466                         {
467                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
468                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
469                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
470                         }
471                         if (one_in_(2)) return;
472                 }
473                 break;
474
475         case BIAS_POIS:
476                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
477                 {
478                         add_flag(o_ptr->art_flags, TR_RES_POIS);
479                         if (one_in_(2)) return;
480                 }
481                 break;
482
483         case BIAS_WARRIOR:
484                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
485                 {
486                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
487                         if (one_in_(2)) return;
488                 }
489                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
490                 {
491                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
492                         if (one_in_(2)) return;
493                 }
494                 break;
495
496         case BIAS_NECROMANTIC:
497                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
498                 {
499                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
500                         if (one_in_(2)) return;
501                 }
502                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
503                 {
504                         add_flag(o_ptr->art_flags, TR_RES_POIS);
505                         if (one_in_(2)) return;
506                 }
507                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
508                 {
509                         add_flag(o_ptr->art_flags, TR_RES_DARK);
510                         if (one_in_(2)) return;
511                 }
512                 break;
513
514         case BIAS_CHAOS:
515                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
516                 {
517                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
518                         if (one_in_(2)) return;
519                 }
520                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
521                 {
522                         add_flag(o_ptr->art_flags, TR_RES_CONF);
523                         if (one_in_(2)) return;
524                 }
525                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
526                 {
527                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
528                         if (one_in_(2)) return;
529                 }
530                 break;
531         }
532
533         switch (randint1(42))
534         {
535                 case 1:
536                         if (!one_in_(WEIRD_LUCK))
537                                 random_resistance(o_ptr);
538                         else
539                         {
540                                 add_flag(o_ptr->art_flags, TR_IM_ACID);
541                                 if (!o_ptr->artifact_bias)
542                                         o_ptr->artifact_bias = BIAS_ACID;
543                         }
544                         break;
545                 case 2:
546                         if (!one_in_(WEIRD_LUCK))
547                                 random_resistance(o_ptr);
548                         else
549                         {
550                                 add_flag(o_ptr->art_flags, TR_IM_ELEC);
551                                 if (!o_ptr->artifact_bias)
552                                         o_ptr->artifact_bias = BIAS_ELEC;
553                         }
554                         break;
555                 case 3:
556                         if (!one_in_(WEIRD_LUCK))
557                                 random_resistance(o_ptr);
558                         else
559                         {
560                                 add_flag(o_ptr->art_flags, TR_IM_COLD);
561                                 if (!o_ptr->artifact_bias)
562                                         o_ptr->artifact_bias = BIAS_COLD;
563                         }
564                         break;
565                 case 4:
566                         if (!one_in_(WEIRD_LUCK))
567                                 random_resistance(o_ptr);
568                         else
569                         {
570                                 add_flag(o_ptr->art_flags, TR_IM_FIRE);
571                                 if (!o_ptr->artifact_bias)
572                                         o_ptr->artifact_bias = BIAS_FIRE;
573                         }
574                         break;
575                 case 5:
576                 case 6:
577                 case 13:
578                         add_flag(o_ptr->art_flags, TR_RES_ACID);
579                         if (!o_ptr->artifact_bias)
580                                 o_ptr->artifact_bias = BIAS_ACID;
581                         break;
582                 case 7:
583                 case 8:
584                 case 14:
585                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
586                         if (!o_ptr->artifact_bias)
587                                 o_ptr->artifact_bias = BIAS_ELEC;
588                         break;
589                 case 9:
590                 case 10:
591                 case 15:
592                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
593                         if (!o_ptr->artifact_bias)
594                                 o_ptr->artifact_bias = BIAS_FIRE;
595                         break;
596                 case 11:
597                 case 12:
598                 case 16:
599                         add_flag(o_ptr->art_flags, TR_RES_COLD);
600                         if (!o_ptr->artifact_bias)
601                                 o_ptr->artifact_bias = BIAS_COLD;
602                         break;
603                 case 17:
604                 case 18:
605                         add_flag(o_ptr->art_flags, TR_RES_POIS);
606                         if (!o_ptr->artifact_bias && !one_in_(4))
607                                 o_ptr->artifact_bias = BIAS_POIS;
608                         else if (!o_ptr->artifact_bias && one_in_(2))
609                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
610                         else if (!o_ptr->artifact_bias && one_in_(2))
611                                 o_ptr->artifact_bias = BIAS_ROGUE;
612                         break;
613                 case 19:
614                 case 20:
615                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
616                         if (!o_ptr->artifact_bias && one_in_(3))
617                                 o_ptr->artifact_bias = BIAS_WARRIOR;
618                         break;
619                 case 21:
620                         add_flag(o_ptr->art_flags, TR_RES_LITE);
621                         break;
622                 case 22:
623                         add_flag(o_ptr->art_flags, TR_RES_DARK);
624                         break;
625                 case 23:
626                 case 24:
627                         add_flag(o_ptr->art_flags, TR_RES_BLIND);
628                         break;
629                 case 25:
630                 case 26:
631                         add_flag(o_ptr->art_flags, TR_RES_CONF);
632                         if (!o_ptr->artifact_bias && one_in_(6))
633                                 o_ptr->artifact_bias = BIAS_CHAOS;
634                         break;
635                 case 27:
636                 case 28:
637                         add_flag(o_ptr->art_flags, TR_RES_SOUND);
638                         break;
639                 case 29:
640                 case 30:
641                         add_flag(o_ptr->art_flags, TR_RES_SHARDS);
642                         break;
643                 case 31:
644                 case 32:
645                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
646                         if (!o_ptr->artifact_bias && one_in_(3))
647                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
648                         break;
649                 case 33:
650                 case 34:
651                         add_flag(o_ptr->art_flags, TR_RES_NEXUS);
652                         break;
653                 case 35:
654                 case 36:
655                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
656                         if (!o_ptr->artifact_bias && one_in_(2))
657                                 o_ptr->artifact_bias = BIAS_CHAOS;
658                         break;
659                 case 37:
660                 case 38:
661                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
662                         break;
663                 case 39:
664                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
665                                 add_flag(o_ptr->art_flags, TR_SH_ELEC);
666                         else
667                                 random_resistance(o_ptr);
668                         if (!o_ptr->artifact_bias)
669                                 o_ptr->artifact_bias = BIAS_ELEC;
670                         break;
671                 case 40:
672                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
673                                 add_flag(o_ptr->art_flags, TR_SH_FIRE);
674                         else
675                                 random_resistance(o_ptr);
676                         if (!o_ptr->artifact_bias)
677                                 o_ptr->artifact_bias = BIAS_FIRE;
678                         break;
679                 case 41:
680                         if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
681                             o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
682                                 add_flag(o_ptr->art_flags, TR_REFLECT);
683                         else
684                                 random_resistance(o_ptr);
685                         break;
686                 case 42:
687                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
688                                 add_flag(o_ptr->art_flags, TR_SH_COLD);
689                         else
690                                 random_resistance(o_ptr);
691                         if (!o_ptr->artifact_bias)
692                                 o_ptr->artifact_bias = BIAS_COLD;
693                         break;
694         }
695 }
696
697
698 /*!
699  * @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.
700  * @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。
701  * 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、
702  * 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。
703  * @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。
704  * @param o_ptr 対象のオブジェクト構造体ポインタ
705  * @return なし
706  */
707 static void random_misc(object_type *o_ptr)
708 {
709         switch (o_ptr->artifact_bias)
710         {
711         case BIAS_RANGER:
712                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
713                 {
714                         add_flag(o_ptr->art_flags, TR_SUST_CON);
715                         if (one_in_(2)) return;
716                 }
717                 break;
718
719         case BIAS_STR:
720                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
721                 {
722                         add_flag(o_ptr->art_flags, TR_SUST_STR);
723                         if (one_in_(2)) return;
724                 }
725                 break;
726
727         case BIAS_WIS:
728                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
729                 {
730                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
731                         if (one_in_(2)) return;
732                 }
733                 break;
734
735         case BIAS_INT:
736                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
737                 {
738                         add_flag(o_ptr->art_flags, TR_SUST_INT);
739                         if (one_in_(2)) return;
740                 }
741                 break;
742
743         case BIAS_DEX:
744                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
745                 {
746                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
747                         if (one_in_(2)) return;
748                 }
749                 break;
750
751         case BIAS_CON:
752                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
753                 {
754                         add_flag(o_ptr->art_flags, TR_SUST_CON);
755                         if (one_in_(2)) return;
756                 }
757                 break;
758
759         case BIAS_CHR:
760                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
761                 {
762                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
763                         if (one_in_(2)) return;
764                 }
765                 break;
766
767         case BIAS_CHAOS:
768                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
769                 {
770                         add_flag(o_ptr->art_flags, TR_TELEPORT);
771                         if (one_in_(2)) return;
772                 }
773                 break;
774
775         case BIAS_FIRE:
776                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
777                 {
778                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
779                 }
780                 break;
781         }
782
783         switch (randint1(33))
784         {
785                 case 1:
786                         add_flag(o_ptr->art_flags, TR_SUST_STR);
787                         if (!o_ptr->artifact_bias)
788                                 o_ptr->artifact_bias = BIAS_STR;
789                         break;
790                 case 2:
791                         add_flag(o_ptr->art_flags, TR_SUST_INT);
792                         if (!o_ptr->artifact_bias)
793                                 o_ptr->artifact_bias = BIAS_INT;
794                         break;
795                 case 3:
796                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
797                         if (!o_ptr->artifact_bias)
798                                 o_ptr->artifact_bias = BIAS_WIS;
799                         break;
800                 case 4:
801                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
802                         if (!o_ptr->artifact_bias)
803                                 o_ptr->artifact_bias = BIAS_DEX;
804                         break;
805                 case 5:
806                         add_flag(o_ptr->art_flags, TR_SUST_CON);
807                         if (!o_ptr->artifact_bias)
808                                 o_ptr->artifact_bias = BIAS_CON;
809                         break;
810                 case 6:
811                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
812                         if (!o_ptr->artifact_bias)
813                                 o_ptr->artifact_bias = BIAS_CHR;
814                         break;
815                 case 7:
816                 case 8:
817                 case 14:
818                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
819                         break;
820                 case 9:
821                         add_flag(o_ptr->art_flags, TR_HOLD_EXP);
822                         if (!o_ptr->artifact_bias && one_in_(5))
823                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
824                         else if (!o_ptr->artifact_bias && one_in_(6))
825                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
826                         break;
827                 case 10:
828                 case 11:
829                         add_flag(o_ptr->art_flags, TR_LITE_1);
830                         break;
831                 case 12:
832                 case 13:
833                         add_flag(o_ptr->art_flags, TR_LEVITATION);
834                         break;
835                 case 15:
836                 case 16:
837                 case 17:
838                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
839                         break;
840                 case 19:
841                 case 20:
842                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
843                         break;
844                 case 21:
845                 case 22:
846                         add_flag(o_ptr->art_flags, TR_REGEN);
847                         break;
848                 case 23:
849                         add_flag(o_ptr->art_flags, TR_TELEPORT);
850                         break;
851                 case 24:
852                 case 25:
853                 case 26:
854                         if (object_is_armour(o_ptr))
855                                 random_misc(o_ptr);
856                         else
857                         {
858                                 o_ptr->to_a = 4 + randint1(11);
859                         }
860                         break;
861                 case 27:
862                 case 28:
863                 case 29:
864                 {
865                         HIT_PROB bonus_h;
866                         HIT_POINT bonus_d;
867                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
868                         bonus_h = 4 + (HIT_PROB)(randint1(11));
869                         bonus_d = 4 + (HIT_POINT)(randint1(11));
870                         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))
871                         {
872                                 bonus_h /= 2;
873                                 bonus_d /= 2;
874                         }
875                         o_ptr->to_h += bonus_h;
876                         o_ptr->to_d += bonus_d;
877                         break;
878                 }
879                 case 30:
880                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
881                         break;
882                 case 31:
883                         add_flag(o_ptr->art_flags, TR_NO_TELE);
884                         break;
885                 case 32:
886                         add_flag(o_ptr->art_flags, TR_WARNING);
887                         break;
888
889                 case 18:
890                         switch (randint1(3))
891                         {
892                         case 1:
893                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
894                                 if (!o_ptr->artifact_bias && one_in_(3))
895                                         o_ptr->artifact_bias = BIAS_LAW;
896                                 break;
897                         case 2:
898                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
899                                 if (!o_ptr->artifact_bias && one_in_(3))
900                                         o_ptr->artifact_bias = BIAS_MAGE;
901                                 break;
902                         case 3:
903                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
904                                 if (!o_ptr->artifact_bias && one_in_(9))
905                                         o_ptr->artifact_bias = BIAS_MAGE;
906                                 break;
907                         }
908                         break;
909
910                 case 33:
911                 {
912                         int idx[3];
913                         int n = randint1(3);
914
915                         idx[0] = randint1(10);
916
917                         idx[1] = randint1(9);
918                         if (idx[1] >= idx[0]) idx[1]++;
919
920                         idx[2] = randint1(8);
921                         if (idx[2] >= idx[0]) idx[2]++;
922                         if (idx[2] >= idx[1]) idx[2]++;
923
924                         while (n--) switch (idx[n])
925                         {
926                         case 1:
927                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
928                                 if (!o_ptr->artifact_bias && one_in_(4))
929                                         o_ptr->artifact_bias = BIAS_RANGER;
930                                 break;
931                         case 2:
932                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
933                                 if (!o_ptr->artifact_bias && one_in_(3))
934                                         o_ptr->artifact_bias = BIAS_PRIESTLY;
935                                 else if (!o_ptr->artifact_bias && one_in_(6))
936                                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
937                                 break;
938                         case 3:
939                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
940                                 break;
941                         case 4:
942                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
943                                 break;
944                         case 5:
945                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
946                                 break;
947                         case 6:
948                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
949                                 break;
950                         case 7:
951                                 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
952                                 break;
953                         case 8:
954                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
955                                 if (!o_ptr->artifact_bias && one_in_(6))
956                                         o_ptr->artifact_bias = BIAS_ROGUE;
957                                 break;
958                         case 9:
959                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
960                                 if (!o_ptr->artifact_bias && one_in_(3))
961                                         o_ptr->artifact_bias = BIAS_LAW;
962                                 break;
963                         case 10:
964                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
965                                 if (!o_ptr->artifact_bias && one_in_(3))
966                                         o_ptr->artifact_bias = BIAS_LAW;
967                                 break;
968                         }
969                         break;
970                 }
971         }
972 }
973
974 /*!
975  * @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.
976  * @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。
977  * 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、
978  * 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、
979  * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
980  * @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。
981  * @param o_ptr 対象のオブジェクト構造体ポインタ
982  * @return なし
983  */
984 static void random_slay(object_type *o_ptr)
985 {
986         if (o_ptr->tval == TV_BOW)
987         {
988                 switch (randint1(6))
989                 {
990                         case 1:
991                         case 2:
992                         case 3:
993                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
994                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
995                                 if (!o_ptr->artifact_bias && one_in_(9))
996                                         o_ptr->artifact_bias = BIAS_RANGER;
997                                 break;
998                         default:
999                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1000                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1001                                 if (!o_ptr->artifact_bias && one_in_(9))
1002                                         o_ptr->artifact_bias = BIAS_RANGER;
1003                         break;
1004                 }
1005
1006                 return;
1007         }
1008
1009         switch (o_ptr->artifact_bias)
1010         {
1011         case BIAS_CHAOS:
1012                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1013                 {
1014                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1015                         if (one_in_(2)) return;
1016                 }
1017                 break;
1018
1019         case BIAS_PRIESTLY:
1020                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1021                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1022                 {
1023                         /* A free power for "priestly" random artifacts */
1024                         add_flag(o_ptr->art_flags, TR_BLESSED);
1025                 }
1026                 break;
1027
1028         case BIAS_NECROMANTIC:
1029                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1030                 {
1031                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1032                         if (one_in_(2)) return;
1033                 }
1034                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1035                 {
1036                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1037                         if (one_in_(2)) return;
1038                 }
1039                 break;
1040
1041         case BIAS_RANGER:
1042                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1043                 {
1044                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1045                         if (one_in_(2)) return;
1046                 }
1047                 break;
1048
1049         case BIAS_ROGUE:
1050                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1051                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1052                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1053                 {
1054                         /* Free power for rogues... */
1055                         add_flag(o_ptr->art_flags, TR_THROW);
1056                 }
1057                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1058                 {
1059                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1060                         if (one_in_(2)) return;
1061                 }
1062                 break;
1063
1064         case BIAS_POIS:
1065                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1066                 {
1067                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1068                         if (one_in_(2)) return;
1069                 }
1070                 break;
1071
1072         case BIAS_FIRE:
1073                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1074                 {
1075                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1076                         if (one_in_(2)) return;
1077                 }
1078                 break;
1079
1080         case BIAS_COLD:
1081                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1082                 {
1083                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1084                         if (one_in_(2)) return;
1085                 }
1086                 break;
1087
1088         case BIAS_ELEC:
1089                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1090                 {
1091                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1092                         if (one_in_(2)) return;
1093                 }
1094                 break;
1095
1096         case BIAS_ACID:
1097                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1098                 {
1099                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1100                         if (one_in_(2)) return;
1101                 }
1102                 break;
1103
1104         case BIAS_LAW:
1105                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1106                 {
1107                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1108                         if (one_in_(2)) return;
1109                 }
1110                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1111                 {
1112                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1113                         if (one_in_(2)) return;
1114                 }
1115                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1116                 {
1117                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1118                         if (one_in_(2)) return;
1119                 }
1120                 break;
1121         }
1122
1123         switch (randint1(36))
1124         {
1125                 case 1:
1126                 case 2:
1127                         if (one_in_(4))
1128                         {
1129                                 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1130                         }
1131                         else
1132                         {
1133                                 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1134                         }
1135                         break;
1136                 case 3:
1137                 case 4:
1138                         if (one_in_(8))
1139                         {
1140                                 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1141                         }
1142                         else
1143                         {
1144                                 add_flag(o_ptr->art_flags, TR_SLAY_EVIL); 
1145                         }
1146                         if (!o_ptr->artifact_bias && one_in_(2))
1147                                 o_ptr->artifact_bias = BIAS_LAW;
1148                         else if (!o_ptr->artifact_bias && one_in_(9))
1149                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1150                         break;
1151                 case 5:
1152                 case 6:
1153                         if (one_in_(4))
1154                         {
1155                                 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1156                         }
1157                         else
1158                         {
1159                                 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1160                         }
1161                         if (!o_ptr->artifact_bias && one_in_(9))
1162                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1163                         break;
1164                 case 7:
1165                 case 8:
1166                         if (one_in_(4))
1167                         {
1168                                 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1169                         }
1170                         else
1171                         {
1172                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1173                         }
1174                         if (!o_ptr->artifact_bias && one_in_(9))
1175                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1176                         break;
1177                 case 9:
1178                 case 10:
1179                         if (one_in_(4))
1180                         {
1181                                 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1182                         }
1183                         else
1184                         {
1185                                 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1186                         }
1187                         break;
1188                 case 11:
1189                 case 12:
1190                         if (one_in_(4))
1191                         {
1192                                 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1193                         }
1194                         else
1195                         {
1196                                 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1197                         }
1198                         break;
1199                 case 13:
1200                 case 14:
1201                         if (one_in_(4))
1202                         {
1203                                 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1204                         }
1205                         else
1206                         {
1207                                 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1208                         }
1209                         break;
1210                 case 15:
1211                 case 16:
1212                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1213                         break;
1214                 case 17:
1215                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1216                         break;
1217                 case 18:
1218                 case 19:
1219                         if (o_ptr->tval == TV_SWORD)
1220                         {
1221                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1222                                 if (!o_ptr->artifact_bias && one_in_(9))
1223                                         o_ptr->artifact_bias = BIAS_WARRIOR;
1224                         }
1225                         else
1226                                 random_slay(o_ptr);
1227                         break;
1228                 case 20:
1229                         add_flag(o_ptr->art_flags, TR_IMPACT);
1230                         break;
1231                 case 21:
1232                 case 22:
1233                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1234                         if (!o_ptr->artifact_bias)
1235                                 o_ptr->artifact_bias = BIAS_FIRE;
1236                         break;
1237                 case 23:
1238                 case 24:
1239                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1240                         if (!o_ptr->artifact_bias)
1241                                 o_ptr->artifact_bias = BIAS_COLD;
1242                         break;
1243                 case 25:
1244                 case 26:
1245                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1246                         if (!o_ptr->artifact_bias)
1247                                 o_ptr->artifact_bias = BIAS_ELEC;
1248                         break;
1249                 case 27:
1250                 case 28:
1251                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1252                         if (!o_ptr->artifact_bias)
1253                                 o_ptr->artifact_bias = BIAS_ACID;
1254                         break;
1255                 case 29:
1256                 case 30:
1257                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1258                         if (!o_ptr->artifact_bias && !one_in_(3))
1259                                 o_ptr->artifact_bias = BIAS_POIS;
1260                         else if (!o_ptr->artifact_bias && one_in_(6))
1261                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1262                         else if (!o_ptr->artifact_bias)
1263                                 o_ptr->artifact_bias = BIAS_ROGUE;
1264                         break;
1265                 case 31:
1266                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1267                         if (!o_ptr->artifact_bias)
1268                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1269                         break;
1270                 case 32:
1271                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1272                         if (!o_ptr->artifact_bias)
1273                                 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1274                         break;
1275                 case 33:
1276                 case 34:
1277                         if (one_in_(4))
1278                         {
1279                                 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1280                         }
1281                         else
1282                         {
1283                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1284                         }
1285                         break;
1286                 default:
1287                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1288                         if (!o_ptr->artifact_bias)
1289                                 o_ptr->artifact_bias = BIAS_CHAOS;
1290                         break;
1291         }
1292 }
1293
1294 /*!
1295  * @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.
1296  * @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。
1297  * @param o_ptr 対象のオブジェクト構造体ポインタ
1298  * @return なし
1299  */
1300 static void give_activation_power(object_type *o_ptr)
1301 {
1302         int type = 0, chance = 0;
1303
1304         switch (o_ptr->artifact_bias)
1305         {
1306                 case BIAS_ELEC:
1307                         if (!one_in_(3))
1308                         {
1309                                 type = ACT_BO_ELEC_1;
1310                         }
1311                         else if (!one_in_(5))
1312                         {
1313                                 type = ACT_BA_ELEC_2;
1314                         }
1315                         else
1316                         {
1317                                 type = ACT_BA_ELEC_3;
1318                         }
1319                         chance = 101;
1320                         break;
1321
1322                 case BIAS_POIS:
1323                         type = ACT_BA_POIS_1;
1324                         chance = 101;
1325                         break;
1326
1327                 case BIAS_FIRE:
1328                         if (!one_in_(3))
1329                         {
1330                                 type = ACT_BO_FIRE_1;
1331                         }
1332                         else if (!one_in_(5))
1333                         {
1334                                 type = ACT_BA_FIRE_1;
1335                         }
1336                         else
1337                         {
1338                                 type = ACT_BA_FIRE_2;
1339                         }
1340                         chance = 101;
1341                         break;
1342
1343                 case BIAS_COLD:
1344                         chance = 101;
1345                         if (!one_in_(3))
1346                                 type = ACT_BO_COLD_1;
1347                         else if (!one_in_(3))
1348                                 type = ACT_BA_COLD_1;
1349                         else if (!one_in_(3))
1350                                 type = ACT_BA_COLD_2;
1351                         else
1352                                 type = ACT_BA_COLD_3;
1353                         break;
1354
1355                 case BIAS_CHAOS:
1356                         chance = 50;
1357                         if (one_in_(6))
1358                                 type = ACT_SUMMON_DEMON;
1359                         else
1360                                 type = ACT_CALL_CHAOS;
1361                         break;
1362
1363                 case BIAS_PRIESTLY:
1364                         chance = 101;
1365
1366                         if (one_in_(13))
1367                                 type = ACT_CHARM_UNDEAD;
1368                         else if (one_in_(12))
1369                                 type = ACT_BANISH_EVIL;
1370                         else if (one_in_(11))
1371                                 type = ACT_DISP_EVIL;
1372                         else if (one_in_(10))
1373                                 type = ACT_PROT_EVIL;
1374                         else if (one_in_(9))
1375                                 type = ACT_CURE_1000;
1376                         else if (one_in_(8))
1377                                 type = ACT_CURE_700;
1378                         else if (one_in_(7))
1379                                 type = ACT_REST_ALL;
1380                         else if (one_in_(6))
1381                                 type = ACT_REST_EXP;
1382                         else
1383                                 type = ACT_CURE_MW;
1384                         break;
1385
1386                 case BIAS_NECROMANTIC:
1387                         chance = 101;
1388                         if (one_in_(66))
1389                                 type = ACT_WRAITH;
1390                         else if (one_in_(13))
1391                                 type = ACT_DISP_GOOD;
1392                         else if (one_in_(9))
1393                                 type = ACT_MASS_GENO;
1394                         else if (one_in_(8))
1395                                 type = ACT_GENOCIDE;
1396                         else if (one_in_(13))
1397                                 type = ACT_SUMMON_UNDEAD;
1398                         else if (one_in_(9))
1399                                 type = ACT_DRAIN_2;
1400                         else if (one_in_(6))
1401                                 type = ACT_CHARM_UNDEAD;
1402                         else
1403                                 type = ACT_DRAIN_1;
1404                         break;
1405
1406                 case BIAS_LAW:
1407                         chance = 101;
1408                         if (one_in_(8))
1409                                 type = ACT_BANISH_EVIL;
1410                         else if (one_in_(4))
1411                                 type = ACT_DISP_EVIL;
1412                         else
1413                                 type = ACT_PROT_EVIL;
1414                         break;
1415
1416                 case BIAS_ROGUE:
1417                         chance = 101;
1418                         if (one_in_(50))
1419                                 type = ACT_SPEED;
1420                         else if (one_in_(4))
1421                                 type = ACT_SLEEP;
1422                         else if (one_in_(3))
1423                                 type = ACT_DETECT_ALL;
1424                         else if (one_in_(8))
1425                                 type = ACT_ID_FULL;
1426                         else
1427                                 type = ACT_ID_PLAIN;
1428                         break;
1429
1430                 case BIAS_MAGE:
1431                         chance = 66;
1432                         if (one_in_(20))
1433                                 type = ACT_SUMMON_ELEMENTAL;
1434                         else if (one_in_(10))
1435                                 type = ACT_SUMMON_PHANTOM;
1436                         else if (one_in_(5))
1437                                 type = ACT_RUNE_EXPLO;
1438                         else
1439                                 type = ACT_ESP;
1440                         break;
1441
1442                 case BIAS_WARRIOR:
1443                         chance = 80;
1444                         if (one_in_(100))
1445                                 type = ACT_INVULN;
1446                         else
1447                                 type = ACT_BERSERK;
1448                         break;
1449
1450                 case BIAS_RANGER:
1451                         chance = 101;
1452                         if (one_in_(20))
1453                                 type = ACT_CHARM_ANIMALS;
1454                         else if (one_in_(7))
1455                                 type = ACT_SUMMON_ANIMAL;
1456                         else if (one_in_(6))
1457                                 type = ACT_CHARM_ANIMAL;
1458                         else if (one_in_(4))
1459                                 type = ACT_RESIST_ALL;
1460                         else if (one_in_(3))
1461                                 type = ACT_SATIATE;
1462                         else
1463                                 type = ACT_CURE_POISON;
1464                         break;
1465         }
1466
1467         if (!type || (randint1(100) >= chance))
1468         {
1469                 one_activation(o_ptr);
1470                 return;
1471         }
1472
1473         /* A type was chosen... */
1474         o_ptr->xtra2 = (byte_hack)type;
1475         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1476         o_ptr->timeout = 0;
1477 }
1478
1479 /*!
1480  * @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.
1481  * @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。
1482  * @param o_ptr 処理中のアイテム参照ポインタ
1483  * @param return_name 名前を返すための文字列参照ポインタ
1484  * @param armour 対象のオブジェクトが防具が否か
1485  * @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)
1486  * @return なし
1487  */
1488 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1489 {
1490         PERCENTAGE prob = randint1(100);
1491
1492         if (prob <= SINDARIN_NAME)
1493         {
1494                 get_table_sindarin(return_name);
1495         }
1496         else if (prob <= TABLE_NAME)
1497         {
1498                 get_table_name(return_name);
1499         }
1500         else
1501         {
1502                 concptr filename;
1503
1504                 switch (armour)
1505                 {
1506                         case 1:
1507                                 switch (power)
1508                                 {
1509                                         case 0:
1510                                                 filename = _("a_cursed_j.txt", "a_cursed.txt");
1511                                                 break;
1512                                         case 1:
1513                                                 filename = _("a_low_j.txt", "a_low.txt");
1514                                                 break;
1515                                         case 2:
1516                                                 filename = _("a_med_j.txt", "a_med.txt");
1517                                                 break;
1518                                         default:
1519                                                 filename = _("a_high_j.txt", "a_high.txt");
1520                                 }
1521                                 break;
1522                         default:
1523                                 switch (power)
1524                                 {
1525                                         case 0:
1526                                                 filename = _("w_cursed_j.txt", "w_cursed.txt");
1527                                                 break;
1528                                         case 1:
1529                                                 filename = _("w_low_j.txt", "w_low.txt");
1530                                                 break;
1531                                         case 2:
1532                                                 filename = _("w_med_j.txt", "w_med.txt");
1533                                                 break;
1534                                         default:
1535                                                 filename = _("w_high_j.txt", "w_high.txt");
1536                                 }
1537                 }
1538
1539                 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1540 #ifdef JP
1541                  if (return_name[0] == 0) get_table_name(return_name);
1542 #endif
1543         }
1544 }
1545
1546 /*!
1547  * @brief ランダムアーティファクト生成のメインルーチン
1548  * @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。
1549  * @param player_ptr プレーヤーへの参照ポインタ
1550  * @param o_ptr 対象のオブジェクト構造体ポインタ
1551  * @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。
1552  * @return 常にTRUE(1)を返す
1553  */
1554 bool become_random_artifact(player_type *player_ptr, object_type *o_ptr, bool a_scroll)
1555 {
1556         GAME_TEXT new_name[1024];
1557         PARAMETER_VALUE has_pval = 0;
1558         int     powers = randint1(5) + 1;
1559         int     max_powers;
1560         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1561         int     power_level;
1562         s32b    total_flags;
1563         bool    a_cursed = FALSE;
1564         int     warrior_artifact_bias = 0;
1565         int i;
1566
1567         /* Reset artifact bias */
1568         o_ptr->artifact_bias = 0;
1569
1570         /* Nuke enchantments */
1571         o_ptr->name1 = 0;
1572         o_ptr->name2 = 0;
1573
1574         for (i = 0; i < TR_FLAG_SIZE; i++)
1575                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1576
1577         if (o_ptr->pval) has_pval = TRUE;
1578
1579         if (a_scroll && one_in_(4))
1580         {
1581                 switch (player_ptr->pclass)
1582                 {
1583                         case CLASS_WARRIOR:
1584                         case CLASS_BERSERKER:
1585                         case CLASS_ARCHER:
1586                         case CLASS_SAMURAI:
1587                         case CLASS_CAVALRY:
1588                         case CLASS_SMITH:
1589                                 o_ptr->artifact_bias = BIAS_WARRIOR;
1590                                 break;
1591                         case CLASS_MAGE:
1592                         case CLASS_HIGH_MAGE:
1593                         case CLASS_SORCERER:
1594                         case CLASS_MAGIC_EATER:
1595                         case CLASS_BLUE_MAGE:
1596                                 o_ptr->artifact_bias = BIAS_MAGE;
1597                                 break;
1598                         case CLASS_PRIEST:
1599                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1600                                 break;
1601                         case CLASS_ROGUE:
1602                         case CLASS_NINJA:
1603                                 o_ptr->artifact_bias = BIAS_ROGUE;
1604                                 warrior_artifact_bias = 25;
1605                                 break;
1606                         case CLASS_RANGER:
1607                         case CLASS_SNIPER:
1608                                 o_ptr->artifact_bias = BIAS_RANGER;
1609                                 warrior_artifact_bias = 30;
1610                                 break;
1611                         case CLASS_PALADIN:
1612                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1613                                 warrior_artifact_bias = 40;
1614                                 break;
1615                         case CLASS_WARRIOR_MAGE:
1616                         case CLASS_RED_MAGE:
1617                                 o_ptr->artifact_bias = BIAS_MAGE;
1618                                 warrior_artifact_bias = 40;
1619                                 break;
1620                         case CLASS_CHAOS_WARRIOR:
1621                                 o_ptr->artifact_bias = BIAS_CHAOS;
1622                                 warrior_artifact_bias = 40;
1623                                 break;
1624                         case CLASS_MONK:
1625                         case CLASS_FORCETRAINER:
1626                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1627                                 break;
1628                         case CLASS_MINDCRAFTER:
1629                         case CLASS_BARD:
1630                                 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1631                                 break;
1632                         case CLASS_TOURIST:
1633                                 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1634                                 break;
1635                         case CLASS_IMITATOR:
1636                                 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1637                                 break;
1638                         case CLASS_BEASTMASTER:
1639                                 o_ptr->artifact_bias = BIAS_CHR;
1640                                 warrior_artifact_bias = 50;
1641                                 break;
1642                         case CLASS_MIRROR_MASTER:
1643                                 if (randint1(4) > 1) 
1644                                 {
1645                                     o_ptr->artifact_bias = BIAS_MAGE;
1646                                 }
1647                                 else
1648                                 {
1649                                     o_ptr->artifact_bias = BIAS_ROGUE;
1650                                 }
1651                                 break;
1652                 }
1653         }
1654
1655         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1656                 o_ptr->artifact_bias = BIAS_WARRIOR;
1657
1658         strcpy(new_name, "");
1659
1660         if (!a_scroll && one_in_(A_CURSED))
1661                 a_cursed = TRUE;
1662         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1663                 a_cursed = TRUE;
1664
1665         while (one_in_(powers) || one_in_(7) || one_in_(10))
1666                 powers++;
1667
1668         if (!a_cursed && one_in_(WEIRD_LUCK))
1669                 powers *= 2;
1670
1671         if (a_cursed) powers /= 2;
1672
1673         max_powers = powers;
1674         /* Main loop */
1675         while (powers--)
1676         {
1677                 switch (randint1(max_type))
1678                 {
1679                         case 1: case 2:
1680                                 random_plus(o_ptr);
1681                                 has_pval = TRUE;
1682                                 break;
1683                         case 3: case 4:
1684                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1685                                 {
1686                                         if (a_cursed && !one_in_(13)) break;
1687                                         if (one_in_(13))
1688                                         {
1689                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1690                                         }
1691                                         else
1692                                         {
1693                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1694                                         }
1695                                 }
1696                                 else
1697                                         random_resistance(o_ptr);
1698                                 break;
1699                         case 5:
1700                                 random_misc(o_ptr);
1701                                 break;
1702                         case 6: case 7:
1703                                 random_slay(o_ptr);
1704                                 break;
1705                         default:
1706                                 if (current_world_ptr->wizard) msg_print("Switch error in become_random_artifact!");
1707                                 powers++;
1708                 }
1709         };
1710
1711         if (has_pval)
1712         {
1713                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1714                 {
1715                         o_ptr->pval = randint1(2);
1716                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1717                                 o_ptr->pval++;
1718                 }
1719                 else
1720                 {
1721                         do
1722                         {
1723                                 o_ptr->pval++;
1724                         }
1725                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1726                 }
1727
1728                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1729                         o_ptr->pval = 4;
1730         }
1731
1732
1733         /* give it some plusses... */
1734         if (object_is_armour(o_ptr))
1735                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1736         else if (object_is_weapon_ammo(o_ptr))
1737         {
1738                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1739                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1740                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1741         }
1742
1743         /* Just to be sure */
1744         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1745         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1746         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1747         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1748
1749         total_flags = flag_cost(o_ptr, o_ptr->pval);
1750
1751         if (a_cursed) curse_artifact(player_ptr, o_ptr);
1752
1753         if (!a_cursed &&
1754             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1755         {
1756                 o_ptr->xtra2 = 0;
1757                 give_activation_power(o_ptr);
1758         }
1759
1760         if (object_is_armour(o_ptr))
1761         {
1762                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1763                 {
1764                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1765                         o_ptr->to_d -= (HIT_POINT)randint0(3);
1766                         o_ptr->to_h -= (HIT_PROB)randint0(3);
1767                 }
1768                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1769                 {
1770                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1771                         o_ptr->to_d -= (HIT_POINT)randint0(3);
1772                         o_ptr->to_h -= (HIT_PROB)randint0(3);
1773                 }
1774         }
1775
1776         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);
1777
1778         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1779         {
1780                 o_ptr->to_h = 0;
1781                 o_ptr->to_d = 0;
1782                 remove_flag(o_ptr->art_flags, TR_BLOWS);
1783                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1784                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1785                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1786                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1787                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1788                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1789                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1790                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1791                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1792                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1793                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1794                 remove_flag(o_ptr->art_flags, TR_VORPAL);
1795                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1796                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1797                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1798                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1799                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1800         }
1801
1802         if (!object_is_weapon_ammo(o_ptr))
1803         {
1804                 /* For armors */
1805                 if (a_cursed) power_level = 0;
1806                 else if (total_flags < 15000) power_level = 1;
1807                 else if (total_flags < 35000) power_level = 2;
1808                 else power_level = 3;
1809         }
1810
1811         else
1812         {
1813                 /* For weapons */
1814                 if (a_cursed) power_level = 0;
1815                 else if (total_flags < 20000) power_level = 1;
1816                 else if (total_flags < 45000) power_level = 2;
1817                 else power_level = 3;
1818         }
1819
1820         /* ダメージ抑制処理を行う */
1821         while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
1822         {
1823                 weakening_artifact(o_ptr);
1824         }
1825
1826         if (a_scroll)
1827         {
1828                 GAME_TEXT dummy_name[MAX_NLEN] = "";
1829                 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? ");
1830
1831                 object_aware(player_ptr, o_ptr);
1832                 object_known(o_ptr);
1833
1834                 /* Mark the item as fully known */
1835                 o_ptr->ident |= (IDENT_MENTAL);
1836
1837                 /* For being treated as random artifact in screen_object() */
1838                 o_ptr->art_name = quark_add("");
1839
1840                 (void)screen_object(o_ptr, 0L);
1841
1842                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1843                     || !dummy_name[0])
1844                 {
1845                         /* Cancelled */
1846                         if (one_in_(2))
1847                         {
1848                                 get_table_sindarin_aux(dummy_name);
1849                         }
1850                         else
1851                         {
1852                                 get_table_name_aux(dummy_name);
1853                         }
1854                 }
1855                 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
1856                 chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
1857                 chg_virtue(player_ptr, V_ENCHANT, 5);
1858         }
1859         else
1860         {
1861                 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
1862         }
1863
1864         /* Save the inscription */
1865         o_ptr->art_name = quark_add(new_name);
1866
1867         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」",
1868                 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
1869
1870         player_ptr->window |= (PW_INVEN | PW_EQUIP);
1871
1872         return TRUE;
1873 }
1874
1875 /*!
1876  * @brief オブジェクトから能力発動IDを取得する。
1877  * @details いくつかのケースで定義されている発動効果から、
1878  * 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。
1879  * @param o_ptr 対象のオブジェクト構造体ポインタ
1880  * @return 発動効果のIDを返す
1881  */
1882 int activation_index(object_type *o_ptr)
1883 {
1884         /* Give priority to weaponsmith's essential activations */
1885         if (object_is_smith(o_ptr))
1886         {
1887                 switch (o_ptr->xtra3 - 1)
1888                 {
1889                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1890                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1891                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1892                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1893                 case TR_IMPACT: return ACT_QUAKE;
1894                 }
1895         }
1896
1897         if (object_is_fixed_artifact(o_ptr))
1898         {
1899                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
1900                 {
1901                         return a_info[o_ptr->name1].act_idx;
1902                 }
1903         }
1904         if (object_is_ego(o_ptr))
1905         {
1906                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
1907                 {
1908                         return e_info[o_ptr->name2].act_idx;
1909                 }
1910         }
1911         if (!object_is_random_artifact(o_ptr))
1912         {
1913                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
1914                 {
1915                         return k_info[o_ptr->k_idx].act_idx;
1916                 }
1917         }
1918
1919         return o_ptr->xtra2;
1920 }
1921
1922 /*!
1923  * @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。
1924  * @details activation_index() 関数の結果から参照する。
1925  * @param o_ptr 対象のオブジェクト構造体ポインタ
1926  * @return 発動効果構造体のポインタを返す
1927  */
1928 const activation_type* find_activation_info(object_type *o_ptr)
1929 {
1930         const int index = activation_index(o_ptr);
1931         const activation_type* p;
1932
1933         for (p = activation_info; p->flag != NULL; ++ p) {
1934                 if (p->index == index)
1935                 {
1936                         return p;
1937                 }
1938         }
1939
1940         return NULL;
1941 }
1942
1943 /*!
1944  * @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。.
1945  * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
1946  * 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、
1947  * その他追加耐性、特性追加処理。
1948  * @attention プレイヤーの各種ステータスに依存した処理がある。
1949  * @todo 折を見て関数名を変更すること。
1950  * @param o_ptr 対象のオブジェクト構造体ポインタ
1951  * @param a_ptr 生成する固定アーティファクト構造体ポインタ
1952  * @return なし
1953  */
1954 void random_artifact_resistance(object_type *o_ptr, artifact_type *a_ptr)
1955 {
1956         bool give_resistance = FALSE, give_power = FALSE;
1957
1958         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
1959         {
1960                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
1961                 {
1962                         give_power = TRUE;
1963                         give_resistance = TRUE;
1964                 }
1965                 else
1966                 {
1967                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
1968                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
1969                         o_ptr->curse_flags |=
1970                             (TRC_CURSED | TRC_HEAVY_CURSE);
1971                         o_ptr->curse_flags |= get_curse(2, o_ptr);
1972                         return;
1973                 }
1974         }
1975
1976         if (o_ptr->name1 == ART_MURAMASA)
1977         {
1978                 if (p_ptr->pclass != CLASS_SAMURAI)
1979                 {
1980                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1981                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
1982                 }
1983         }
1984
1985         if (o_ptr->name1 == ART_ROBINTON)
1986         {
1987                 if (p_ptr->pclass == CLASS_BARD)
1988                 {
1989                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
1990                 }
1991         }
1992
1993         if (o_ptr->name1 == ART_XIAOLONG)
1994         {
1995                 if (p_ptr->pclass == CLASS_MONK)
1996                         add_flag(o_ptr->art_flags, TR_BLOWS);
1997         }
1998
1999         if (o_ptr->name1 == ART_BLOOD)
2000         {
2001                 get_bloody_moon_flags(o_ptr);
2002         }
2003
2004         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
2005         {
2006                 if (p_ptr->psex != SEX_FEMALE)
2007                 {
2008                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
2009                 }
2010         }
2011
2012         if (o_ptr->name1 == ART_MILIM)
2013         {
2014                 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2015                 {
2016                         o_ptr->pval = 3;
2017                         add_flag(o_ptr->art_flags, TR_STR);
2018                         add_flag(o_ptr->art_flags, TR_INT);
2019                         add_flag(o_ptr->art_flags, TR_WIS);
2020                         add_flag(o_ptr->art_flags, TR_DEX);
2021                         add_flag(o_ptr->art_flags, TR_CON);
2022                         add_flag(o_ptr->art_flags, TR_CHR);
2023                 }
2024         }
2025
2026         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
2027         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
2028         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
2029         {
2030                 /* Give a resistance OR a power */
2031                 if (one_in_(2)) give_resistance = TRUE;
2032                 else give_power = TRUE;
2033         }
2034
2035         if (give_power)
2036         {
2037                 one_ability(o_ptr);
2038         }
2039
2040         if (give_resistance)
2041         {
2042                 one_high_resistance(o_ptr);
2043         }
2044 }
2045
2046
2047 /*!
2048  * @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
2049  * @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。
2050  * @param player_ptr プレーヤーへの参照ポインタ
2051  * @param a_idx 生成する固定アーティファクト構造体のID
2052  * @param y アイテムを落とす地点のy座標
2053  * @param x アイテムを落とす地点のx座標
2054  * @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。
2055  * @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.
2056  * 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
2057  * drop_near()関数の返り値は信用できなくなる.
2058  */
2059 bool create_named_art(player_type *player_ptr, ARTIFACT_IDX a_idx, POSITION y, POSITION x)
2060 {
2061         object_type forge;
2062         object_type *q_ptr;
2063         KIND_OBJECT_IDX i;
2064
2065         artifact_type *a_ptr = &a_info[a_idx];
2066         q_ptr = &forge;
2067
2068         /* Ignore "empty" artifacts */
2069         if (!a_ptr->name) return FALSE;
2070
2071         /* Acquire the "kind" index */
2072         i = lookup_kind(a_ptr->tval, a_ptr->sval);
2073
2074         if (!i) return FALSE;
2075
2076         object_prep(q_ptr, i);
2077
2078         /* Save the name */
2079         q_ptr->name1 = a_idx;
2080
2081         /* Extract the fields */
2082         q_ptr->pval = a_ptr->pval;
2083         q_ptr->ac = a_ptr->ac;
2084         q_ptr->dd = a_ptr->dd;
2085         q_ptr->ds = a_ptr->ds;
2086         q_ptr->to_a = a_ptr->to_a;
2087         q_ptr->to_h = a_ptr->to_h;
2088         q_ptr->to_d = a_ptr->to_d;
2089         q_ptr->weight = a_ptr->weight;
2090
2091         /* Hack -- extract the "cursed" flag */
2092         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
2093         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
2094         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
2095         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
2096         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
2097         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
2098
2099         random_artifact_resistance(q_ptr, a_ptr);
2100
2101         /* Drop the artifact from heaven */
2102         return drop_near(player_ptr, q_ptr, -1, y, x) ? TRUE : FALSE;
2103 }
2104
2105 /*対邪平均ダメージの計算処理*/
2106 HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
2107 {
2108         BIT_FLAGS flgs[TR_FLAG_SIZE];
2109         object_flags(o_ptr, flgs);
2110
2111         HIT_POINT dam, base, s_evil, forced, vorpal;
2112         s_evil = forced = vorpal = 0;
2113         dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
2114
2115         if(have_flag(flgs, TR_KILL_EVIL))
2116         {
2117                 dam = s_evil = dam * 7 / 2;
2118         }
2119         else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
2120         {       
2121                 dam = s_evil = dam * 2;
2122         }
2123         else s_evil = dam;
2124
2125         if (have_flag(flgs, TR_FORCE_WEAPON))
2126         {
2127                 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
2128         }
2129         else forced = dam;
2130
2131         if(have_flag(flgs, TR_VORPAL))
2132         {
2133                 dam = vorpal = dam * 11 / 9;
2134         }
2135         else vorpal = dam;
2136
2137         dam = dam + o_ptr->to_d;
2138
2139         msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
2140
2141         return dam;
2142 }
2143
2144 static bool has_extreme_damage_rate(object_type *o_ptr)
2145 {
2146         BIT_FLAGS flgs[TR_FLAG_SIZE];
2147         object_flags(o_ptr, flgs);
2148
2149         if (have_flag(flgs, TR_VAMPIRIC))
2150         {
2151                 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
2152                 {
2153                         return TRUE;
2154                 }
2155                 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
2156                 {
2157                         return TRUE;
2158                 }
2159                 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
2160                 {
2161                         return TRUE;
2162                 }
2163                 else if (calc_arm_avgdamage(o_ptr) > 63)
2164                 {
2165                         return TRUE;
2166                 }
2167         }
2168         else
2169         {
2170                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
2171                 {
2172                         return TRUE;
2173                 }
2174                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
2175                 {
2176                         return TRUE;
2177                 }
2178                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
2179                 {
2180                         return TRUE;
2181                 }
2182                 else if (calc_arm_avgdamage(o_ptr) > 75)
2183                 {
2184                         return TRUE;
2185                 }
2186         }
2187         return FALSE;
2188 }
2189
2190 static bool weakening_artifact(object_type *o_ptr)
2191 {
2192         KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
2193         object_kind *k_ptr = &k_info[k_idx];
2194         BIT_FLAGS flgs[TR_FLAG_SIZE];
2195         object_flags(o_ptr, flgs);
2196
2197         if (have_flag(flgs, TR_KILL_EVIL))
2198         {
2199                 remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
2200                 add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2201                 return TRUE;
2202         }
2203         else if (k_ptr->dd < o_ptr->dd)
2204         {
2205                 o_ptr->dd--;
2206                 return TRUE;
2207         }
2208         else if (k_ptr->ds < o_ptr->ds)
2209         {
2210                 o_ptr->ds--;
2211                 return TRUE;
2212         }
2213         else if (o_ptr->to_d > 10)
2214         {
2215                 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
2216                 if (o_ptr->to_d < 10)
2217                 {
2218                         o_ptr->to_d = 10;
2219                 }
2220                 return TRUE;
2221         }
2222         return FALSE;
2223 }
2224
2225 /*!
2226  * @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。
2227  * Mega-Hack -- Attempt to create one of the "Special Objects"
2228  * @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
2229  * @return 生成に成功したらTRUEを返す。
2230  * @details
2231  * Attempt to change an object into an artifact\n
2232  * This routine should only be called by "apply_magic()"\n
2233  * Note -- see "make_artifact_special()" and "apply_magic()"\n
2234  */
2235 bool make_artifact(object_type *o_ptr)
2236 {
2237         ARTIFACT_IDX i;
2238
2239         /* No artifacts in the town */
2240         if (!p_ptr->current_floor_ptr->dun_level) return FALSE;
2241
2242         /* Paranoia -- no "plural" artifacts */
2243         if (o_ptr->number != 1) return FALSE;
2244
2245         /* Check the artifact list (skip the "specials") */
2246         for (i = 0; i < max_a_idx; i++)
2247         {
2248                 artifact_type *a_ptr = &a_info[i];
2249
2250                 /* Skip "empty" items */
2251                 if (!a_ptr->name) continue;
2252
2253                 /* Cannot make an artifact twice */
2254                 if (a_ptr->cur_num) continue;
2255
2256                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2257
2258                 if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
2259
2260                 /* Must have the correct fields */
2261                 if (a_ptr->tval != o_ptr->tval) continue;
2262                 if (a_ptr->sval != o_ptr->sval) continue;
2263
2264                 /* XXX XXX Enforce minimum "depth" (loosely) */
2265                 if (a_ptr->level > p_ptr->current_floor_ptr->dun_level)
2266                 {
2267                         /* Acquire the "out-of-depth factor" */
2268                         int d = (a_ptr->level - p_ptr->current_floor_ptr->dun_level) * 2;
2269
2270                         /* Roll for out-of-depth creation */
2271                         if (!one_in_(d)) continue;
2272                 }
2273
2274                 /* We must make the "rarity roll" */
2275                 if (!one_in_(a_ptr->rarity)) continue;
2276
2277                 /* Hack -- mark the item as an artifact */
2278                 o_ptr->name1 = i;
2279
2280                 /* Hack: Some artifacts get random extra powers */
2281                 random_artifact_resistance(o_ptr, a_ptr);
2282
2283                 /* Success */
2284                 return TRUE;
2285         }
2286
2287         /* Failure */
2288         return FALSE;
2289 }
2290
2291 /*!
2292  * @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。
2293  * Mega-Hack -- Attempt to create one of the "Special Objects"
2294  * @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
2295  * @return 生成に成功したらTRUEを返す。
2296  * @details
2297  * We are only called from "make_object()", and we assume that\n
2298  * "apply_magic()" is called immediately after we return.\n
2299  *\n
2300  * Note -- see "make_artifact()" and "apply_magic()"\n
2301  */
2302 bool make_artifact_special(object_type *o_ptr)
2303 {
2304         ARTIFACT_IDX i;
2305         KIND_OBJECT_IDX k_idx = 0;
2306
2307         /*! @note 地上ではキャンセルする / No artifacts in the town */
2308         if (!p_ptr->current_floor_ptr->dun_level) return FALSE;
2309
2310         /*! @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 */
2311         if (get_obj_num_hook) return FALSE;
2312
2313         /*! @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") */
2314         for (i = 0; i < max_a_idx; i++)
2315         {
2316                 artifact_type *a_ptr = &a_info[i];
2317
2318                 /*! @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 */
2319                 if (!a_ptr->name) continue;
2320
2321                 /*! @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 */
2322                 if (a_ptr->cur_num) continue;
2323                 if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
2324                 if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
2325
2326                 /*! @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 /
2327                  *  XXX XXX Enforce minimum "depth" (loosely) */
2328                 if (a_ptr->level > p_ptr->current_floor_ptr->object_level)
2329                 {
2330                         /* @note  / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2331                         int d = (a_ptr->level - p_ptr->current_floor_ptr->object_level) * 2;
2332                         if (!one_in_(d)) continue;
2333                 }
2334
2335                 /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
2336                 if (!one_in_(a_ptr->rarity)) continue;
2337
2338                 /*! @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。 /
2339                  *  Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
2340                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
2341                 if (k_info[k_idx].level > p_ptr->current_floor_ptr->object_level)
2342                 {
2343                         int d = (k_info[k_idx].level - p_ptr->current_floor_ptr->object_level) * 5;
2344                         if (!one_in_(d)) continue;
2345                 }
2346
2347                 /*! @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 /
2348                  * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
2349                 object_prep(o_ptr, k_idx);
2350
2351                 o_ptr->name1 = i;
2352                 random_artifact_resistance(o_ptr, a_ptr);
2353                 return TRUE;
2354         }
2355
2356         /*! @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 */
2357         return FALSE;
2358 }