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[hengband/hengband.git] / src / artifact.c
diff --git a/src/artifact.c b/src/artifact.c
deleted file mode 100644 (file)
index fa1428c..0000000
+++ /dev/null
@@ -1,2451 +0,0 @@
-/*!
- * @file artifact.c
- * @brief アーティファクトの生成と管理 / Artifact code
- * @date 2013/12/11
- * @author
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
- * This software may be copied and distributed for educational, research, and\n
- * not for profit purposes provided that this copyright and statement are\n
- * included in all such copies.\n
- * 2013 Deskull rearranged comment for Doxygen.
- */
-
-#include "angband.h"
-#include "util.h"
-
-#include "artifact.h"
-#include "cmd-smith.h"
-
-#include "avatar.h"
-#include "floor.h"
-#include "cmd-activate.h"
-#include "object.h"
-#include "objectkind.h"
-#include "object-boost.h"
-#include "object-curse.h"
-#include "object-ego.h"
-#include "object-flavor.h"
-#include "object-hook.h"
-#include "spells-object.h"
-#include "files.h"
-#include "grid.h"
-#include "monster.h"
-#include "view-mainwindow.h"
-#include "player-class.h"
-#include "player-personality.h"
-#include "world.h"
-
- /*
-  * The artifact arrays
-  */
-artifact_type *a_info;
-char *a_name;
-char *a_text;
-
-/*
- * Maximum number of artifacts in a_info.txt
- */
-ARTIFACT_IDX max_a_idx;
-
-static bool has_extreme_damage_rate(object_type *o_ptr);
-static bool weakening_artifact(object_type *o_ptr);
-
-#ifdef JP
-/*!
- * @brief ランダムアーティファクトのバイアス名称テーブル
- */
-const concptr artifact_bias_name[MAX_BIAS] =
-{
-       "なし",
-       "電撃",
-       "毒",
-       "火炎",
-       "冷気",
-       "酸",
-       "腕力",
-       "知力",
-       "賢さ",
-       "器用さ",
-       "耐久",
-       "魅力",
-       "混沌",
-       "プリースト",
-       "死霊",
-       "法",
-       "盗賊",
-       "メイジ",
-       "戦士",
-       "レンジャー",
-};
-#else
-const concptr artifact_bias_name[MAX_BIAS] =
-{
-       "None",
-       "Elec",
-       "Poison",
-       "Fire",
-       "Cold",
-       "Acid",
-       "STR",
-       "INT",
-       "WIS",
-       "DEX",
-       "CON",
-       "CHA",
-       "Chaos",
-       "Pristly",
-       "Necromantic",
-       "Law",
-       "Rogue",
-       "Mage",
-       "Warrior",
-       "Ranger",
-};
-#endif
-
-
-/*!
- * @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.
- * @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。
- * 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、
- * 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。
- * @attention プレイヤーの職業依存処理あり。
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void curse_artifact(player_type *player_ptr, object_type *o_ptr)
-{
-       if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
-       if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
-       if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
-       if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
-
-       o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
-       remove_flag(o_ptr->art_flags, TR_BLESSED);
-
-       if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
-       if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
-       if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
-       if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
-       if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
-       if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
-       if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
-       if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
-       if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
-       else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
-
-       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))
-               add_flag(o_ptr->art_flags, TR_NO_MAGIC);
-}
-
-
-/*!
- * @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.
- * @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。
- * 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。
- * @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。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void random_plus(object_type *o_ptr)
-{
-       int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
-
-       switch (o_ptr->artifact_bias)
-       {
-       case BIAS_WARRIOR:
-               if (!(have_flag(o_ptr->art_flags, TR_STR)))
-               {
-                       add_flag(o_ptr->art_flags, TR_STR);
-                       if (one_in_(2)) return;
-               }
-
-               if (!(have_flag(o_ptr->art_flags, TR_CON)))
-               {
-                       add_flag(o_ptr->art_flags, TR_CON);
-                       if (one_in_(2)) return;
-               }
-
-               if (!(have_flag(o_ptr->art_flags, TR_DEX)))
-               {
-                       add_flag(o_ptr->art_flags, TR_DEX);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_MAGE:
-               if (!(have_flag(o_ptr->art_flags, TR_INT)))
-               {
-                       add_flag(o_ptr->art_flags, TR_INT);
-                       if (one_in_(2)) return;
-               }
-               if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
-               {
-                       add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_PRIESTLY:
-               if (!(have_flag(o_ptr->art_flags, TR_WIS)))
-               {
-                       add_flag(o_ptr->art_flags, TR_WIS);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_RANGER:
-               if (!(have_flag(o_ptr->art_flags, TR_DEX)))
-               {
-                       add_flag(o_ptr->art_flags, TR_DEX);
-                       if (one_in_(2)) return;
-               }
-
-               if (!(have_flag(o_ptr->art_flags, TR_CON)))
-               {
-                       add_flag(o_ptr->art_flags, TR_CON);
-                       if (one_in_(2)) return;
-               }
-
-               if (!(have_flag(o_ptr->art_flags, TR_STR)))
-               {
-                       add_flag(o_ptr->art_flags, TR_STR);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_ROGUE:
-               if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
-               {
-                       add_flag(o_ptr->art_flags, TR_STEALTH);
-                       if (one_in_(2)) return;
-               }
-               if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SEARCH);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_STR:
-               if (!(have_flag(o_ptr->art_flags, TR_STR)))
-               {
-                       add_flag(o_ptr->art_flags, TR_STR);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_WIS:
-               if (!(have_flag(o_ptr->art_flags, TR_WIS)))
-               {
-                       add_flag(o_ptr->art_flags, TR_WIS);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_INT:
-               if (!(have_flag(o_ptr->art_flags, TR_INT)))
-               {
-                       add_flag(o_ptr->art_flags, TR_INT);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_DEX:
-               if (!(have_flag(o_ptr->art_flags, TR_DEX)))
-               {
-                       add_flag(o_ptr->art_flags, TR_DEX);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_CON:
-               if (!(have_flag(o_ptr->art_flags, TR_CON)))
-               {
-                       add_flag(o_ptr->art_flags, TR_CON);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_CHR:
-               if (!(have_flag(o_ptr->art_flags, TR_CHR)))
-               {
-                       add_flag(o_ptr->art_flags, TR_CHR);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-       }
-
-       if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
-       {
-               if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
-               {
-                       add_flag(o_ptr->art_flags, TR_DEC_MANA);
-                       if (one_in_(2)) return;
-               }
-       }
-
-       switch (randint1(this_type))
-       {
-       case 1: case 2:
-               add_flag(o_ptr->art_flags, TR_STR);
-               if (!o_ptr->artifact_bias && !one_in_(13))
-                       o_ptr->artifact_bias = BIAS_STR;
-               else if (!o_ptr->artifact_bias && one_in_(7))
-                       o_ptr->artifact_bias = BIAS_WARRIOR;
-               break;
-       case 3: case 4:
-               add_flag(o_ptr->art_flags, TR_INT);
-               if (!o_ptr->artifact_bias && !one_in_(13))
-                       o_ptr->artifact_bias = BIAS_INT;
-               else if (!o_ptr->artifact_bias && one_in_(7))
-                       o_ptr->artifact_bias = BIAS_MAGE;
-               break;
-       case 5: case 6:
-               add_flag(o_ptr->art_flags, TR_WIS);
-               if (!o_ptr->artifact_bias && !one_in_(13))
-                       o_ptr->artifact_bias = BIAS_WIS;
-               else if (!o_ptr->artifact_bias && one_in_(7))
-                       o_ptr->artifact_bias = BIAS_PRIESTLY;
-               break;
-       case 7: case 8:
-               add_flag(o_ptr->art_flags, TR_DEX);
-               if (!o_ptr->artifact_bias && !one_in_(13))
-                       o_ptr->artifact_bias = BIAS_DEX;
-               else if (!o_ptr->artifact_bias && one_in_(7))
-                       o_ptr->artifact_bias = BIAS_ROGUE;
-               break;
-       case 9: case 10:
-               add_flag(o_ptr->art_flags, TR_CON);
-               if (!o_ptr->artifact_bias && !one_in_(13))
-                       o_ptr->artifact_bias = BIAS_CON;
-               else if (!o_ptr->artifact_bias && one_in_(9))
-                       o_ptr->artifact_bias = BIAS_RANGER;
-               break;
-       case 11: case 12:
-               add_flag(o_ptr->art_flags, TR_CHR);
-               if (!o_ptr->artifact_bias && !one_in_(13))
-                       o_ptr->artifact_bias = BIAS_CHR;
-               break;
-       case 13: case 14:
-               add_flag(o_ptr->art_flags, TR_STEALTH);
-               if (!o_ptr->artifact_bias && one_in_(3))
-                       o_ptr->artifact_bias = BIAS_ROGUE;
-               break;
-       case 15: case 16:
-               add_flag(o_ptr->art_flags, TR_SEARCH);
-               if (!o_ptr->artifact_bias && one_in_(9))
-                       o_ptr->artifact_bias = BIAS_RANGER;
-               break;
-       case 17: case 18:
-               add_flag(o_ptr->art_flags, TR_INFRA);
-               break;
-       case 19:
-               add_flag(o_ptr->art_flags, TR_SPEED);
-               if (!o_ptr->artifact_bias && one_in_(11))
-                       o_ptr->artifact_bias = BIAS_ROGUE;
-               break;
-       case 20: case 21:
-               add_flag(o_ptr->art_flags, TR_TUNNEL);
-               break;
-       case 22: case 23:
-               if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_BLOWS);
-                       if (!o_ptr->artifact_bias && one_in_(11))
-                               o_ptr->artifact_bias = BIAS_WARRIOR;
-               }
-
-               break;
-       }
-}
-
-
-/*!
- * @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.
- * @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。
- * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
- * 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。
- * 戦士系バイアスのみ反魔もつく。
- * @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。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void random_resistance(object_type *o_ptr)
-{
-       switch (o_ptr->artifact_bias)
-       {
-       case BIAS_ACID:
-               if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
-               {
-                       add_flag(o_ptr->art_flags, TR_RES_ACID);
-                       if (one_in_(2)) return;
-               }
-
-               if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
-               {
-                       add_flag(o_ptr->art_flags, TR_IM_ACID);
-                       if (!one_in_(IM_LUCK))
-                       {
-                               remove_flag(o_ptr->art_flags, TR_IM_ELEC);
-                               remove_flag(o_ptr->art_flags, TR_IM_COLD);
-                               remove_flag(o_ptr->art_flags, TR_IM_FIRE);
-                       }
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_ELEC:
-               if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
-               {
-                       add_flag(o_ptr->art_flags, TR_RES_ELEC);
-                       if (one_in_(2)) return;
-               }
-
-               if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
-                       !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SH_ELEC);
-                       if (one_in_(2)) return;
-               }
-
-               if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
-               {
-                       add_flag(o_ptr->art_flags, TR_IM_ELEC);
-                       if (!one_in_(IM_LUCK))
-                       {
-                               remove_flag(o_ptr->art_flags, TR_IM_ACID);
-                               remove_flag(o_ptr->art_flags, TR_IM_COLD);
-                               remove_flag(o_ptr->art_flags, TR_IM_FIRE);
-                       }
-
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_FIRE:
-               if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
-               {
-                       add_flag(o_ptr->art_flags, TR_RES_FIRE);
-                       if (one_in_(2)) return;
-               }
-
-               if ((o_ptr->tval >= TV_CLOAK) &&
-                       (o_ptr->tval <= TV_HARD_ARMOR) &&
-                       !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SH_FIRE);
-                       if (one_in_(2)) return;
-               }
-
-               if (one_in_(BIAS_LUCK) &&
-                       !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
-               {
-                       add_flag(o_ptr->art_flags, TR_IM_FIRE);
-                       if (!one_in_(IM_LUCK))
-                       {
-                               remove_flag(o_ptr->art_flags, TR_IM_ELEC);
-                               remove_flag(o_ptr->art_flags, TR_IM_COLD);
-                               remove_flag(o_ptr->art_flags, TR_IM_ACID);
-                       }
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_COLD:
-               if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
-               {
-                       add_flag(o_ptr->art_flags, TR_RES_COLD);
-                       if (one_in_(2)) return;
-               }
-
-               if ((o_ptr->tval >= TV_CLOAK) &&
-                       (o_ptr->tval <= TV_HARD_ARMOR) &&
-                       !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SH_COLD);
-                       if (one_in_(2)) return;
-               }
-
-               if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
-               {
-                       add_flag(o_ptr->art_flags, TR_IM_COLD);
-                       if (!one_in_(IM_LUCK))
-                       {
-                               remove_flag(o_ptr->art_flags, TR_IM_ELEC);
-                               remove_flag(o_ptr->art_flags, TR_IM_ACID);
-                               remove_flag(o_ptr->art_flags, TR_IM_FIRE);
-                       }
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_POIS:
-               if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
-               {
-                       add_flag(o_ptr->art_flags, TR_RES_POIS);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_WARRIOR:
-               if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
-               {
-                       add_flag(o_ptr->art_flags, TR_RES_FEAR);
-                       if (one_in_(2)) return;
-               }
-
-               if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
-               {
-                       add_flag(o_ptr->art_flags, TR_NO_MAGIC);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_NECROMANTIC:
-               if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
-               {
-                       add_flag(o_ptr->art_flags, TR_RES_NETHER);
-                       if (one_in_(2)) return;
-               }
-
-               if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
-               {
-                       add_flag(o_ptr->art_flags, TR_RES_POIS);
-                       if (one_in_(2)) return;
-               }
-
-               if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
-               {
-                       add_flag(o_ptr->art_flags, TR_RES_DARK);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_CHAOS:
-               if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
-               {
-                       add_flag(o_ptr->art_flags, TR_RES_CHAOS);
-                       if (one_in_(2)) return;
-               }
-
-               if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
-               {
-                       add_flag(o_ptr->art_flags, TR_RES_CONF);
-                       if (one_in_(2)) return;
-               }
-
-               if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
-               {
-                       add_flag(o_ptr->art_flags, TR_RES_DISEN);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-       }
-
-       switch (randint1(42))
-       {
-       case 1:
-               if (!one_in_(WEIRD_LUCK))
-                       random_resistance(o_ptr);
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_IM_ACID);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_ACID;
-               }
-
-               break;
-       case 2:
-               if (!one_in_(WEIRD_LUCK))
-                       random_resistance(o_ptr);
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_IM_ELEC);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_ELEC;
-               }
-
-               break;
-       case 3:
-               if (!one_in_(WEIRD_LUCK))
-                       random_resistance(o_ptr);
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_IM_COLD);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_COLD;
-               }
-
-               break;
-       case 4:
-               if (!one_in_(WEIRD_LUCK))
-                       random_resistance(o_ptr);
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_IM_FIRE);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_FIRE;
-               }
-
-               break;
-       case 5:
-       case 6:
-       case 13:
-               add_flag(o_ptr->art_flags, TR_RES_ACID);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_ACID;
-               break;
-       case 7:
-       case 8:
-       case 14:
-               add_flag(o_ptr->art_flags, TR_RES_ELEC);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_ELEC;
-               break;
-       case 9:
-       case 10:
-       case 15:
-               add_flag(o_ptr->art_flags, TR_RES_FIRE);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_FIRE;
-               break;
-       case 11:
-       case 12:
-       case 16:
-               add_flag(o_ptr->art_flags, TR_RES_COLD);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_COLD;
-               break;
-       case 17:
-       case 18:
-               add_flag(o_ptr->art_flags, TR_RES_POIS);
-               if (!o_ptr->artifact_bias && !one_in_(4))
-                       o_ptr->artifact_bias = BIAS_POIS;
-               else if (!o_ptr->artifact_bias && one_in_(2))
-                       o_ptr->artifact_bias = BIAS_NECROMANTIC;
-               else if (!o_ptr->artifact_bias && one_in_(2))
-                       o_ptr->artifact_bias = BIAS_ROGUE;
-               break;
-       case 19:
-       case 20:
-               add_flag(o_ptr->art_flags, TR_RES_FEAR);
-               if (!o_ptr->artifact_bias && one_in_(3))
-                       o_ptr->artifact_bias = BIAS_WARRIOR;
-               break;
-       case 21:
-               add_flag(o_ptr->art_flags, TR_RES_LITE);
-               break;
-       case 22:
-               add_flag(o_ptr->art_flags, TR_RES_DARK);
-               break;
-       case 23:
-       case 24:
-               add_flag(o_ptr->art_flags, TR_RES_BLIND);
-               break;
-       case 25:
-       case 26:
-               add_flag(o_ptr->art_flags, TR_RES_CONF);
-               if (!o_ptr->artifact_bias && one_in_(6))
-                       o_ptr->artifact_bias = BIAS_CHAOS;
-               break;
-       case 27:
-       case 28:
-               add_flag(o_ptr->art_flags, TR_RES_SOUND);
-               break;
-       case 29:
-       case 30:
-               add_flag(o_ptr->art_flags, TR_RES_SHARDS);
-               break;
-       case 31:
-       case 32:
-               add_flag(o_ptr->art_flags, TR_RES_NETHER);
-               if (!o_ptr->artifact_bias && one_in_(3))
-                       o_ptr->artifact_bias = BIAS_NECROMANTIC;
-               break;
-       case 33:
-       case 34:
-               add_flag(o_ptr->art_flags, TR_RES_NEXUS);
-               break;
-       case 35:
-       case 36:
-               add_flag(o_ptr->art_flags, TR_RES_CHAOS);
-               if (!o_ptr->artifact_bias && one_in_(2))
-                       o_ptr->artifact_bias = BIAS_CHAOS;
-               break;
-       case 37:
-       case 38:
-               add_flag(o_ptr->art_flags, TR_RES_DISEN);
-               break;
-       case 39:
-               if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
-                       add_flag(o_ptr->art_flags, TR_SH_ELEC);
-               else
-                       random_resistance(o_ptr);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_ELEC;
-               break;
-       case 40:
-               if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
-                       add_flag(o_ptr->art_flags, TR_SH_FIRE);
-               else
-                       random_resistance(o_ptr);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_FIRE;
-               break;
-       case 41:
-               if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
-                       o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
-                       add_flag(o_ptr->art_flags, TR_REFLECT);
-               else
-                       random_resistance(o_ptr);
-               break;
-       case 42:
-               if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
-                       add_flag(o_ptr->art_flags, TR_SH_COLD);
-               else
-                       random_resistance(o_ptr);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_COLD;
-               break;
-       }
-}
-
-
-/*!
- * @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.
- * @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。
- * 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、
- * 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。
- * @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。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void random_misc(object_type *o_ptr)
-{
-       switch (o_ptr->artifact_bias)
-       {
-       case BIAS_RANGER:
-               if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SUST_CON);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_STR:
-               if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SUST_STR);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_WIS:
-               if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SUST_WIS);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_INT:
-               if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SUST_INT);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_DEX:
-               if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SUST_DEX);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_CON:
-               if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SUST_CON);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_CHR:
-               if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SUST_CHR);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_CHAOS:
-               if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
-               {
-                       add_flag(o_ptr->art_flags, TR_TELEPORT);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_FIRE:
-               if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
-               {
-                       add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
-               }
-
-               break;
-       }
-
-       switch (randint1(33))
-       {
-       case 1:
-               add_flag(o_ptr->art_flags, TR_SUST_STR);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_STR;
-               break;
-       case 2:
-               add_flag(o_ptr->art_flags, TR_SUST_INT);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_INT;
-               break;
-       case 3:
-               add_flag(o_ptr->art_flags, TR_SUST_WIS);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_WIS;
-               break;
-       case 4:
-               add_flag(o_ptr->art_flags, TR_SUST_DEX);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_DEX;
-               break;
-       case 5:
-               add_flag(o_ptr->art_flags, TR_SUST_CON);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_CON;
-               break;
-       case 6:
-               add_flag(o_ptr->art_flags, TR_SUST_CHR);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_CHR;
-               break;
-       case 7:
-       case 8:
-       case 14:
-               add_flag(o_ptr->art_flags, TR_FREE_ACT);
-               break;
-       case 9:
-               add_flag(o_ptr->art_flags, TR_HOLD_EXP);
-               if (!o_ptr->artifact_bias && one_in_(5))
-                       o_ptr->artifact_bias = BIAS_PRIESTLY;
-               else if (!o_ptr->artifact_bias && one_in_(6))
-                       o_ptr->artifact_bias = BIAS_NECROMANTIC;
-               break;
-       case 10:
-       case 11:
-               add_flag(o_ptr->art_flags, TR_LITE_1);
-               break;
-       case 12:
-       case 13:
-               add_flag(o_ptr->art_flags, TR_LEVITATION);
-               break;
-       case 15:
-       case 16:
-       case 17:
-               add_flag(o_ptr->art_flags, TR_SEE_INVIS);
-               break;
-       case 19:
-       case 20:
-               add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
-               break;
-       case 21:
-       case 22:
-               add_flag(o_ptr->art_flags, TR_REGEN);
-               break;
-       case 23:
-               add_flag(o_ptr->art_flags, TR_TELEPORT);
-               break;
-       case 24:
-       case 25:
-       case 26:
-               if (object_is_armour(o_ptr))
-                       random_misc(o_ptr);
-               else
-               {
-                       o_ptr->to_a = 4 + randint1(11);
-               }
-
-               break;
-       case 27:
-       case 28:
-       case 29:
-       {
-               HIT_PROB bonus_h;
-               HIT_POINT bonus_d;
-               add_flag(o_ptr->art_flags, TR_SHOW_MODS);
-               bonus_h = 4 + (HIT_PROB)(randint1(11));
-               bonus_d = 4 + (HIT_POINT)(randint1(11));
-               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))
-               {
-                       bonus_h /= 2;
-                       bonus_d /= 2;
-               }
-               o_ptr->to_h += bonus_h;
-               o_ptr->to_d += bonus_d;
-               break;
-       }
-       case 30:
-               add_flag(o_ptr->art_flags, TR_NO_MAGIC);
-               break;
-       case 31:
-               add_flag(o_ptr->art_flags, TR_NO_TELE);
-               break;
-       case 32:
-               add_flag(o_ptr->art_flags, TR_WARNING);
-               break;
-
-       case 18:
-               switch (randint1(3))
-               {
-               case 1:
-                       add_flag(o_ptr->art_flags, TR_ESP_EVIL);
-                       if (!o_ptr->artifact_bias && one_in_(3))
-                               o_ptr->artifact_bias = BIAS_LAW;
-                       break;
-               case 2:
-                       add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
-                       if (!o_ptr->artifact_bias && one_in_(3))
-                               o_ptr->artifact_bias = BIAS_MAGE;
-                       break;
-               case 3:
-                       add_flag(o_ptr->art_flags, TR_TELEPATHY);
-                       if (!o_ptr->artifact_bias && one_in_(9))
-                               o_ptr->artifact_bias = BIAS_MAGE;
-                       break;
-               }
-
-               break;
-
-       case 33:
-       {
-               int idx[3];
-               int n = randint1(3);
-
-               idx[0] = randint1(10);
-
-               idx[1] = randint1(9);
-               if (idx[1] >= idx[0]) idx[1]++;
-
-               idx[2] = randint1(8);
-               if (idx[2] >= idx[0]) idx[2]++;
-               if (idx[2] >= idx[1]) idx[2]++;
-
-               while (n--)
-               {
-                       switch (idx[n])
-                       {
-                       case 1:
-                               add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
-                               if (!o_ptr->artifact_bias && one_in_(4))
-                                       o_ptr->artifact_bias = BIAS_RANGER;
-                               break;
-                       case 2:
-                               add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
-                               if (!o_ptr->artifact_bias && one_in_(3))
-                                       o_ptr->artifact_bias = BIAS_PRIESTLY;
-                               else if (!o_ptr->artifact_bias && one_in_(6))
-                                       o_ptr->artifact_bias = BIAS_NECROMANTIC;
-                               break;
-                       case 3:
-                               add_flag(o_ptr->art_flags, TR_ESP_DEMON);
-                               break;
-                       case 4:
-                               add_flag(o_ptr->art_flags, TR_ESP_ORC);
-                               break;
-                       case 5:
-                               add_flag(o_ptr->art_flags, TR_ESP_TROLL);
-                               break;
-                       case 6:
-                               add_flag(o_ptr->art_flags, TR_ESP_GIANT);
-                               break;
-                       case 7:
-                               add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
-                               break;
-                       case 8:
-                               add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
-                               if (!o_ptr->artifact_bias && one_in_(6))
-                                       o_ptr->artifact_bias = BIAS_ROGUE;
-                               break;
-                       case 9:
-                               add_flag(o_ptr->art_flags, TR_ESP_GOOD);
-                               if (!o_ptr->artifact_bias && one_in_(3))
-                                       o_ptr->artifact_bias = BIAS_LAW;
-                               break;
-                       case 10:
-                               add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
-                               if (!o_ptr->artifact_bias && one_in_(3))
-                                       o_ptr->artifact_bias = BIAS_LAW;
-                               break;
-                       }
-
-                       break;
-               }
-       }
-       }
-}
-
-
-/*!
- * @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.
- * @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。
- * 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、
- * 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、
- * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
- * @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。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void random_slay(object_type *o_ptr)
-{
-       if (o_ptr->tval == TV_BOW)
-       {
-               switch (randint1(6))
-               {
-               case 1:
-               case 2:
-               case 3:
-                       add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
-                       if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
-                       if (!o_ptr->artifact_bias && one_in_(9))
-                               o_ptr->artifact_bias = BIAS_RANGER;
-                       break;
-               default:
-                       add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
-                       if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
-                       if (!o_ptr->artifact_bias && one_in_(9))
-                               o_ptr->artifact_bias = BIAS_RANGER;
-                       break;
-               }
-
-               return;
-       }
-
-       switch (o_ptr->artifact_bias)
-       {
-       case BIAS_CHAOS:
-               if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
-               {
-                       add_flag(o_ptr->art_flags, TR_CHAOTIC);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_PRIESTLY:
-               if ((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
-                       !(have_flag(o_ptr->art_flags, TR_BLESSED)))
-               {
-                       /* A free power for "priestly" random artifacts */
-                       add_flag(o_ptr->art_flags, TR_BLESSED);
-               }
-
-               break;
-
-       case BIAS_NECROMANTIC:
-               if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
-               {
-                       add_flag(o_ptr->art_flags, TR_VAMPIRIC);
-                       if (one_in_(2)) return;
-               }
-
-               if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
-               {
-                       add_flag(o_ptr->art_flags, TR_BRAND_POIS);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_RANGER:
-               if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_ROGUE:
-               if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
-                       ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
-                       !(have_flag(o_ptr->art_flags, TR_THROW)))
-               {
-                       /* Free power for rogues... */
-                       add_flag(o_ptr->art_flags, TR_THROW);
-               }
-
-               if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
-               {
-                       add_flag(o_ptr->art_flags, TR_BRAND_POIS);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_POIS:
-               if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
-               {
-                       add_flag(o_ptr->art_flags, TR_BRAND_POIS);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_FIRE:
-               if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
-               {
-                       add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_COLD:
-               if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
-               {
-                       add_flag(o_ptr->art_flags, TR_BRAND_COLD);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_ELEC:
-               if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
-               {
-                       add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_ACID:
-               if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
-               {
-                       add_flag(o_ptr->art_flags, TR_BRAND_ACID);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-
-       case BIAS_LAW:
-               if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
-                       if (one_in_(2)) return;
-               }
-
-               if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
-                       if (one_in_(2)) return;
-               }
-
-               if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
-                       if (one_in_(2)) return;
-               }
-
-               break;
-       }
-
-       switch (randint1(36))
-       {
-       case 1:
-       case 2:
-               if (one_in_(4))
-               {
-                       add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
-               }
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
-               }
-               break;
-       case 3:
-       case 4:
-               if (one_in_(8))
-               {
-                       add_flag(o_ptr->art_flags, TR_KILL_EVIL);
-               }
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
-               }
-               if (!o_ptr->artifact_bias && one_in_(2))
-                       o_ptr->artifact_bias = BIAS_LAW;
-               else if (!o_ptr->artifact_bias && one_in_(9))
-                       o_ptr->artifact_bias = BIAS_PRIESTLY;
-               break;
-       case 5:
-       case 6:
-               if (one_in_(4))
-               {
-                       add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
-               }
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
-               }
-               if (!o_ptr->artifact_bias && one_in_(9))
-                       o_ptr->artifact_bias = BIAS_PRIESTLY;
-               break;
-       case 7:
-       case 8:
-               if (one_in_(4))
-               {
-                       add_flag(o_ptr->art_flags, TR_KILL_DEMON);
-               }
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
-               }
-               if (!o_ptr->artifact_bias && one_in_(9))
-                       o_ptr->artifact_bias = BIAS_PRIESTLY;
-               break;
-       case 9:
-       case 10:
-               if (one_in_(4))
-               {
-                       add_flag(o_ptr->art_flags, TR_KILL_ORC);
-               }
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_SLAY_ORC);
-               }
-               break;
-       case 11:
-       case 12:
-               if (one_in_(4))
-               {
-                       add_flag(o_ptr->art_flags, TR_KILL_TROLL);
-               }
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
-               }
-               break;
-       case 13:
-       case 14:
-               if (one_in_(4))
-               {
-                       add_flag(o_ptr->art_flags, TR_KILL_GIANT);
-               }
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
-               }
-
-               break;
-       case 15:
-       case 16:
-               add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
-               break;
-       case 17:
-               add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
-               break;
-       case 18:
-       case 19:
-               if (o_ptr->tval == TV_SWORD)
-               {
-                       add_flag(o_ptr->art_flags, TR_VORPAL);
-                       if (!o_ptr->artifact_bias && one_in_(9))
-                               o_ptr->artifact_bias = BIAS_WARRIOR;
-               }
-               else
-                       random_slay(o_ptr);
-               break;
-       case 20:
-               add_flag(o_ptr->art_flags, TR_IMPACT);
-               break;
-       case 21:
-       case 22:
-               add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_FIRE;
-               break;
-       case 23:
-       case 24:
-               add_flag(o_ptr->art_flags, TR_BRAND_COLD);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_COLD;
-               break;
-       case 25:
-       case 26:
-               add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_ELEC;
-               break;
-       case 27:
-       case 28:
-               add_flag(o_ptr->art_flags, TR_BRAND_ACID);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_ACID;
-               break;
-       case 29:
-       case 30:
-               add_flag(o_ptr->art_flags, TR_BRAND_POIS);
-               if (!o_ptr->artifact_bias && !one_in_(3))
-                       o_ptr->artifact_bias = BIAS_POIS;
-               else if (!o_ptr->artifact_bias && one_in_(6))
-                       o_ptr->artifact_bias = BIAS_NECROMANTIC;
-               else if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_ROGUE;
-               break;
-       case 31:
-               add_flag(o_ptr->art_flags, TR_VAMPIRIC);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_NECROMANTIC;
-               break;
-       case 32:
-               add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
-               break;
-       case 33:
-       case 34:
-               if (one_in_(4))
-               {
-                       add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
-               }
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
-               }
-
-               break;
-       default:
-               add_flag(o_ptr->art_flags, TR_CHAOTIC);
-               if (!o_ptr->artifact_bias)
-                       o_ptr->artifact_bias = BIAS_CHAOS;
-               break;
-       }
-}
-
-
-/*!
- * @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.
- * @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。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void give_activation_power(object_type *o_ptr)
-{
-       int type = 0, chance = 0;
-
-       switch (o_ptr->artifact_bias)
-       {
-       case BIAS_ELEC:
-               if (!one_in_(3))
-               {
-                       type = ACT_BO_ELEC_1;
-               }
-               else if (!one_in_(5))
-               {
-                       type = ACT_BA_ELEC_2;
-               }
-               else
-               {
-                       type = ACT_BA_ELEC_3;
-               }
-
-               chance = 101;
-               break;
-
-       case BIAS_POIS:
-               type = ACT_BA_POIS_1;
-               chance = 101;
-               break;
-
-       case BIAS_FIRE:
-               if (!one_in_(3))
-               {
-                       type = ACT_BO_FIRE_1;
-               }
-               else if (!one_in_(5))
-               {
-                       type = ACT_BA_FIRE_1;
-               }
-               else
-               {
-                       type = ACT_BA_FIRE_2;
-               }
-
-               chance = 101;
-               break;
-
-       case BIAS_COLD:
-               chance = 101;
-               if (!one_in_(3))
-                       type = ACT_BO_COLD_1;
-               else if (!one_in_(3))
-                       type = ACT_BA_COLD_1;
-               else if (!one_in_(3))
-                       type = ACT_BA_COLD_2;
-               else
-                       type = ACT_BA_COLD_3;
-               break;
-
-       case BIAS_CHAOS:
-               chance = 50;
-               if (one_in_(6))
-                       type = ACT_SUMMON_DEMON;
-               else
-                       type = ACT_CALL_CHAOS;
-               break;
-
-       case BIAS_PRIESTLY:
-               chance = 101;
-
-               if (one_in_(13))
-                       type = ACT_CHARM_UNDEAD;
-               else if (one_in_(12))
-                       type = ACT_BANISH_EVIL;
-               else if (one_in_(11))
-                       type = ACT_DISP_EVIL;
-               else if (one_in_(10))
-                       type = ACT_PROT_EVIL;
-               else if (one_in_(9))
-                       type = ACT_CURE_1000;
-               else if (one_in_(8))
-                       type = ACT_CURE_700;
-               else if (one_in_(7))
-                       type = ACT_REST_ALL;
-               else if (one_in_(6))
-                       type = ACT_REST_EXP;
-               else
-                       type = ACT_CURE_MW;
-               break;
-
-       case BIAS_NECROMANTIC:
-               chance = 101;
-               if (one_in_(66))
-                       type = ACT_WRAITH;
-               else if (one_in_(13))
-                       type = ACT_DISP_GOOD;
-               else if (one_in_(9))
-                       type = ACT_MASS_GENO;
-               else if (one_in_(8))
-                       type = ACT_GENOCIDE;
-               else if (one_in_(13))
-                       type = ACT_SUMMON_UNDEAD;
-               else if (one_in_(9))
-                       type = ACT_DRAIN_2;
-               else if (one_in_(6))
-                       type = ACT_CHARM_UNDEAD;
-               else
-                       type = ACT_DRAIN_1;
-               break;
-
-       case BIAS_LAW:
-               chance = 101;
-               if (one_in_(8))
-                       type = ACT_BANISH_EVIL;
-               else if (one_in_(4))
-                       type = ACT_DISP_EVIL;
-               else
-                       type = ACT_PROT_EVIL;
-               break;
-
-       case BIAS_ROGUE:
-               chance = 101;
-               if (one_in_(50))
-                       type = ACT_SPEED;
-               else if (one_in_(4))
-                       type = ACT_SLEEP;
-               else if (one_in_(3))
-                       type = ACT_DETECT_ALL;
-               else if (one_in_(8))
-                       type = ACT_ID_FULL;
-               else
-                       type = ACT_ID_PLAIN;
-               break;
-
-       case BIAS_MAGE:
-               chance = 66;
-               if (one_in_(20))
-                       type = ACT_SUMMON_ELEMENTAL;
-               else if (one_in_(10))
-                       type = ACT_SUMMON_PHANTOM;
-               else if (one_in_(5))
-                       type = ACT_RUNE_EXPLO;
-               else
-                       type = ACT_ESP;
-               break;
-
-       case BIAS_WARRIOR:
-               chance = 80;
-               if (one_in_(100))
-                       type = ACT_INVULN;
-               else
-                       type = ACT_BERSERK;
-               break;
-
-       case BIAS_RANGER:
-               chance = 101;
-               if (one_in_(20))
-                       type = ACT_CHARM_ANIMALS;
-               else if (one_in_(7))
-                       type = ACT_SUMMON_ANIMAL;
-               else if (one_in_(6))
-                       type = ACT_CHARM_ANIMAL;
-               else if (one_in_(4))
-                       type = ACT_RESIST_ALL;
-               else if (one_in_(3))
-                       type = ACT_SATIATE;
-               else
-                       type = ACT_CURE_POISON;
-               break;
-       }
-
-       if (!type || (randint1(100) >= chance))
-       {
-               one_activation(o_ptr);
-               return;
-       }
-
-       /* A type was chosen... */
-       o_ptr->xtra2 = (byte_hack)type;
-       add_flag(o_ptr->art_flags, TR_ACTIVATE);
-       o_ptr->timeout = 0;
-}
-
-
-/*!
- * @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.
- * @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。
- * @param o_ptr 処理中のアイテム参照ポインタ
- * @param return_name 名前を返すための文字列参照ポインタ
- * @param armour 対象のオブジェクトが防具が否か
- * @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)
- * @return なし
- */
-static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
-{
-       PERCENTAGE prob = randint1(100);
-
-       if (prob <= SINDARIN_NAME)
-       {
-               get_table_sindarin(return_name);
-               return;
-       }
-
-       if (prob <= TABLE_NAME)
-       {
-               get_table_name(return_name);
-               return;
-       }
-
-       concptr filename;
-       switch (armour)
-       {
-       case 1:
-               switch (power)
-               {
-               case 0:
-                       filename = _("a_cursed_j.txt", "a_cursed.txt");
-                       break;
-               case 1:
-                       filename = _("a_low_j.txt", "a_low.txt");
-                       break;
-               case 2:
-                       filename = _("a_med_j.txt", "a_med.txt");
-                       break;
-               default:
-                       filename = _("a_high_j.txt", "a_high.txt");
-               }
-               break;
-       default:
-               switch (power)
-               {
-               case 0:
-                       filename = _("w_cursed_j.txt", "w_cursed.txt");
-                       break;
-               case 1:
-                       filename = _("w_low_j.txt", "w_low.txt");
-                       break;
-               case 2:
-                       filename = _("w_med_j.txt", "w_med.txt");
-                       break;
-               default:
-                       filename = _("w_high_j.txt", "w_high.txt");
-               }
-       }
-
-       (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
-#ifdef JP
-       if (return_name[0] == 0) get_table_name(return_name);
-#endif
-}
-
-
-/*!
- * @brief ランダムアーティファクト生成のメインルーチン
- * @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。
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @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。
- * @return 常にTRUE(1)を返す
- */
-bool become_random_artifact(player_type *player_ptr, object_type *o_ptr, bool a_scroll)
-{
-       /* Reset artifact bias */
-       o_ptr->artifact_bias = 0;
-
-       /* Nuke enchantments */
-       o_ptr->name1 = 0;
-       o_ptr->name2 = 0;
-
-       for (int i = 0; i < TR_FLAG_SIZE; i++)
-               o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
-
-       bool has_pval = FALSE;
-       if (o_ptr->pval) has_pval = TRUE;
-
-       int warrior_artifact_bias = 0;
-       if (a_scroll && one_in_(4))
-       {
-               switch (player_ptr->pclass)
-               {
-               case CLASS_WARRIOR:
-               case CLASS_BERSERKER:
-               case CLASS_ARCHER:
-               case CLASS_SAMURAI:
-               case CLASS_CAVALRY:
-               case CLASS_SMITH:
-                       o_ptr->artifact_bias = BIAS_WARRIOR;
-                       break;
-               case CLASS_MAGE:
-               case CLASS_HIGH_MAGE:
-               case CLASS_SORCERER:
-               case CLASS_MAGIC_EATER:
-               case CLASS_BLUE_MAGE:
-                       o_ptr->artifact_bias = BIAS_MAGE;
-                       break;
-               case CLASS_PRIEST:
-                       o_ptr->artifact_bias = BIAS_PRIESTLY;
-                       break;
-               case CLASS_ROGUE:
-               case CLASS_NINJA:
-                       o_ptr->artifact_bias = BIAS_ROGUE;
-                       warrior_artifact_bias = 25;
-                       break;
-               case CLASS_RANGER:
-               case CLASS_SNIPER:
-                       o_ptr->artifact_bias = BIAS_RANGER;
-                       warrior_artifact_bias = 30;
-                       break;
-               case CLASS_PALADIN:
-                       o_ptr->artifact_bias = BIAS_PRIESTLY;
-                       warrior_artifact_bias = 40;
-                       break;
-               case CLASS_WARRIOR_MAGE:
-               case CLASS_RED_MAGE:
-                       o_ptr->artifact_bias = BIAS_MAGE;
-                       warrior_artifact_bias = 40;
-                       break;
-               case CLASS_CHAOS_WARRIOR:
-                       o_ptr->artifact_bias = BIAS_CHAOS;
-                       warrior_artifact_bias = 40;
-                       break;
-               case CLASS_MONK:
-               case CLASS_FORCETRAINER:
-                       o_ptr->artifact_bias = BIAS_PRIESTLY;
-                       break;
-               case CLASS_MINDCRAFTER:
-               case CLASS_BARD:
-                       if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
-                       break;
-               case CLASS_TOURIST:
-                       if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
-                       break;
-               case CLASS_IMITATOR:
-                       if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
-                       break;
-               case CLASS_BEASTMASTER:
-                       o_ptr->artifact_bias = BIAS_CHR;
-                       warrior_artifact_bias = 50;
-                       break;
-               case CLASS_MIRROR_MASTER:
-                       if (randint1(4) > 1)
-                       {
-                               o_ptr->artifact_bias = BIAS_MAGE;
-                       }
-                       else
-                       {
-                               o_ptr->artifact_bias = BIAS_ROGUE;
-                       }
-
-                       break;
-               }
-       }
-
-       if (a_scroll && (randint1(100) <= warrior_artifact_bias))
-               o_ptr->artifact_bias = BIAS_WARRIOR;
-
-       GAME_TEXT new_name[1024];
-       strcpy(new_name, "");
-
-       bool a_cursed = FALSE;
-       if (!a_scroll && one_in_(A_CURSED))
-               a_cursed = TRUE;
-       if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
-               a_cursed = TRUE;
-
-       int powers = randint1(5) + 1;
-       while (one_in_(powers) || one_in_(7) || one_in_(10))
-               powers++;
-
-       if (!a_cursed && one_in_(WEIRD_LUCK))
-               powers *= 2;
-
-       if (a_cursed) powers /= 2;
-
-       int max_powers = powers;
-       int max_type = object_is_weapon_ammo(o_ptr) ? 7 : 5;
-       while (powers--)
-       {
-               switch (randint1(max_type))
-               {
-               case 1: case 2:
-                       random_plus(o_ptr);
-                       has_pval = TRUE;
-                       break;
-               case 3: case 4:
-                       if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
-                       {
-                               if (a_cursed && !one_in_(13)) break;
-                               if (one_in_(13))
-                               {
-                                       if (one_in_(o_ptr->ds + 4)) o_ptr->ds++;
-                               }
-                               else
-                               {
-                                       if (one_in_(o_ptr->dd + 1)) o_ptr->dd++;
-                               }
-                       }
-                       else
-                               random_resistance(o_ptr);
-                       break;
-               case 5:
-                       random_misc(o_ptr);
-                       break;
-               case 6: case 7:
-                       random_slay(o_ptr);
-                       break;
-               default:
-                       if (current_world_ptr->wizard) msg_print("Switch error in become_random_artifact!");
-                       powers++;
-               }
-       };
-
-       if (has_pval)
-       {
-               if (have_flag(o_ptr->art_flags, TR_BLOWS))
-               {
-                       o_ptr->pval = randint1(2);
-                       if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
-                               o_ptr->pval++;
-               }
-               else
-               {
-                       do
-                       {
-                               o_ptr->pval++;
-                       } while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
-               }
-
-               if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
-                       o_ptr->pval = 4;
-       }
-
-
-       /* give it some plusses... */
-       if (object_is_armour(o_ptr))
-               o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
-       else if (object_is_weapon_ammo(o_ptr))
-       {
-               o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
-               o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
-               if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
-       }
-
-       /* Just to be sure */
-       add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
-       add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
-       add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
-       add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
-
-       s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
-
-       if (a_cursed) curse_artifact(player_ptr, o_ptr);
-
-       if (!a_cursed &&
-               one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
-       {
-               o_ptr->xtra2 = 0;
-               give_activation_power(o_ptr);
-       }
-
-       if (object_is_armour(o_ptr))
-       {
-               while ((o_ptr->to_d + o_ptr->to_h) > 20)
-               {
-                       if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
-                       o_ptr->to_d -= (HIT_POINT)randint0(3);
-                       o_ptr->to_h -= (HIT_PROB)randint0(3);
-               }
-               while ((o_ptr->to_d + o_ptr->to_h) > 10)
-               {
-                       if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
-                       o_ptr->to_d -= (HIT_POINT)randint0(3);
-                       o_ptr->to_h -= (HIT_PROB)randint0(3);
-               }
-       }
-
-       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);
-
-       if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
-       {
-               o_ptr->to_h = 0;
-               o_ptr->to_d = 0;
-               remove_flag(o_ptr->art_flags, TR_BLOWS);
-               remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
-               remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
-               remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
-               remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
-               remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
-               remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
-               remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
-               remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
-               remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
-               remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
-               remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
-               remove_flag(o_ptr->art_flags, TR_VORPAL);
-               remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
-               remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
-               remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
-               remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
-               remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
-       }
-
-       int power_level;
-       if (!object_is_weapon_ammo(o_ptr))
-       {
-               /* For armors */
-               if (a_cursed) power_level = 0;
-               else if (total_flags < 15000) power_level = 1;
-               else if (total_flags < 35000) power_level = 2;
-               else power_level = 3;
-       }
-
-       else
-       {
-               /* For weapons */
-               if (a_cursed) power_level = 0;
-               else if (total_flags < 20000) power_level = 1;
-               else if (total_flags < 45000) power_level = 2;
-               else power_level = 3;
-       }
-
-       /* ダメージ抑制処理を行う */
-       while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
-       {
-               weakening_artifact(o_ptr);
-       }
-
-       if (a_scroll)
-       {
-               GAME_TEXT dummy_name[MAX_NLEN] = "";
-               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? ");
-
-               object_aware(player_ptr, o_ptr);
-               object_known(o_ptr);
-
-               /* Mark the item as fully known */
-               o_ptr->ident |= (IDENT_FULL_KNOWN);
-
-               /* For being treated as random artifact in screen_object() */
-               o_ptr->art_name = quark_add("");
-
-               (void)screen_object(player_ptr, o_ptr, 0L);
-
-               if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
-                       || !dummy_name[0])
-               {
-                       /* Cancelled */
-                       if (one_in_(2))
-                       {
-                               get_table_sindarin_aux(dummy_name);
-                       }
-                       else
-                       {
-                               get_table_name_aux(dummy_name);
-                       }
-               }
-
-               sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
-               chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
-               chg_virtue(player_ptr, V_ENCHANT, 5);
-       }
-       else
-       {
-               get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
-       }
-
-       /* Save the inscription */
-       o_ptr->art_name = quark_add(new_name);
-
-       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」",
-               "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
-
-       player_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-       return TRUE;
-}
-
-
-/*!
- * @brief オブジェクトから能力発動IDを取得する。
- * @details いくつかのケースで定義されている発動効果から、
- * 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。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動効果のIDを返す
- */
-int activation_index(object_type *o_ptr)
-{
-       /* Give priority to weaponsmith's essential activations */
-       if (object_is_smith(o_ptr))
-       {
-               switch (o_ptr->xtra3 - 1)
-               {
-               case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
-               case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
-               case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
-               case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
-               case TR_IMPACT: return ACT_QUAKE;
-               }
-       }
-
-       if (object_is_fixed_artifact(o_ptr))
-       {
-               if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
-               {
-                       return a_info[o_ptr->name1].act_idx;
-               }
-       }
-
-       if (object_is_ego(o_ptr))
-       {
-               if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
-               {
-                       return e_info[o_ptr->name2].act_idx;
-               }
-       }
-
-       if (!object_is_random_artifact(o_ptr))
-       {
-               if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
-               {
-                       return k_info[o_ptr->k_idx].act_idx;
-               }
-       }
-
-       return o_ptr->xtra2;
-}
-
-
-/*!
- * @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。
- * @details activation_index() 関数の結果から参照する。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動効果構造体のポインタを返す
- */
-const activation_type* find_activation_info(object_type *o_ptr)
-{
-       const int index = activation_index(o_ptr);
-       const activation_type* p;
-       for (p = activation_info; p->flag != NULL; ++p)
-       {
-               if (p->index == index)
-               {
-                       return p;
-               }
-       }
-
-       return NULL;
-}
-
-
-/*!
- * @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。.
- * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
- * 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、
- * その他追加耐性、特性追加処理。
- * @attention プレイヤーの各種ステータスに依存した処理がある。
- * @todo 折を見て関数名を変更すること。
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @param a_ptr 生成する固定アーティファクト構造体ポインタ
- * @return なし
- */
-void random_artifact_resistance(player_type *player_ptr, object_type *o_ptr, artifact_type *a_ptr)
-{
-       bool give_resistance = FALSE, give_power = FALSE;
-
-       if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
-       {
-               bool is_special_class = player_ptr->pclass == CLASS_WARRIOR;
-               is_special_class |= player_ptr->pclass == CLASS_ARCHER;
-               is_special_class |= player_ptr->pclass == CLASS_CAVALRY;
-               is_special_class |= player_ptr->pclass == CLASS_BERSERKER;
-               if (is_special_class)
-               {
-                       give_power = TRUE;
-                       give_resistance = TRUE;
-               }
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_AGGRAVATE);
-                       add_flag(o_ptr->art_flags, TR_TY_CURSE);
-                       o_ptr->curse_flags |=
-                               (TRC_CURSED | TRC_HEAVY_CURSE);
-                       o_ptr->curse_flags |= get_curse(2, o_ptr);
-                       return;
-               }
-       }
-
-       if (o_ptr->name1 == ART_MURAMASA)
-       {
-               if (player_ptr->pclass != CLASS_SAMURAI)
-               {
-                       add_flag(o_ptr->art_flags, TR_NO_MAGIC);
-                       o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
-               }
-       }
-
-       if (o_ptr->name1 == ART_ROBINTON)
-       {
-               if (player_ptr->pclass == CLASS_BARD)
-               {
-                       add_flag(o_ptr->art_flags, TR_DEC_MANA);
-               }
-       }
-
-       if (o_ptr->name1 == ART_XIAOLONG)
-       {
-               if (player_ptr->pclass == CLASS_MONK)
-                       add_flag(o_ptr->art_flags, TR_BLOWS);
-       }
-
-       if (o_ptr->name1 == ART_BLOOD)
-       {
-               get_bloody_moon_flags(o_ptr);
-       }
-
-       if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
-       {
-               if (player_ptr->psex != SEX_FEMALE)
-               {
-                       add_flag(o_ptr->art_flags, TR_AGGRAVATE);
-               }
-       }
-
-       if (o_ptr->name1 == ART_MILIM)
-       {
-               if (player_ptr->pseikaku == SEIKAKU_SEXY)
-               {
-                       o_ptr->pval = 3;
-                       add_flag(o_ptr->art_flags, TR_STR);
-                       add_flag(o_ptr->art_flags, TR_INT);
-                       add_flag(o_ptr->art_flags, TR_WIS);
-                       add_flag(o_ptr->art_flags, TR_DEX);
-                       add_flag(o_ptr->art_flags, TR_CON);
-                       add_flag(o_ptr->art_flags, TR_CHR);
-               }
-       }
-
-       if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
-       if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
-       if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
-       {
-               /* Give a resistance OR a power */
-               if (one_in_(2)) give_resistance = TRUE;
-               else give_power = TRUE;
-       }
-
-       if (give_power)
-       {
-               one_ability(o_ptr);
-       }
-
-       if (give_resistance)
-       {
-               one_high_resistance(o_ptr);
-       }
-}
-
-
-/*!
- * @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
- * @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。
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param a_idx 生成する固定アーティファクト構造体のID
- * @param y アイテムを落とす地点のy座標
- * @param x アイテムを落とす地点のx座標
- * @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。
- * @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.
- * 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
- * drop_near()関数の返り値は信用できなくなる.
- */
-bool create_named_art(player_type *player_ptr, ARTIFACT_IDX a_idx, POSITION y, POSITION x)
-{
-       artifact_type *a_ptr = &a_info[a_idx];
-
-       /* Ignore "empty" artifacts */
-       if (!a_ptr->name) return FALSE;
-
-       /* Acquire the "kind" index */
-       KIND_OBJECT_IDX i = lookup_kind(a_ptr->tval, a_ptr->sval);
-       if (i == 0) return FALSE;
-
-       object_type forge;
-       object_type *q_ptr;
-       q_ptr = &forge;
-       object_prep(q_ptr, i);
-
-       /* Save the name */
-       q_ptr->name1 = a_idx;
-
-       /* Extract the fields */
-       q_ptr->pval = a_ptr->pval;
-       q_ptr->ac = a_ptr->ac;
-       q_ptr->dd = a_ptr->dd;
-       q_ptr->ds = a_ptr->ds;
-       q_ptr->to_a = a_ptr->to_a;
-       q_ptr->to_h = a_ptr->to_h;
-       q_ptr->to_d = a_ptr->to_d;
-       q_ptr->weight = a_ptr->weight;
-
-       /* Hack -- extract the "cursed" flag */
-       if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
-       if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
-       if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
-       if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
-       if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
-       if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
-
-       random_artifact_resistance(player_ptr, q_ptr, a_ptr);
-
-       /* Drop the artifact from heaven */
-       return drop_near(player_ptr, q_ptr, -1, y, x) ? TRUE : FALSE;
-}
-
-
-/*対邪平均ダメージの計算処理*/
-HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
-{
-       BIT_FLAGS flgs[TR_FLAG_SIZE];
-       object_flags(o_ptr, flgs);
-
-       HIT_POINT base, forced, vorpal;
-       HIT_POINT s_evil = forced = vorpal = 0;
-       HIT_POINT dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
-
-       if (have_flag(flgs, TR_KILL_EVIL))
-       {
-               dam = s_evil = dam * 7 / 2;
-       }
-       else if (!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
-       {
-               dam = s_evil = dam * 2;
-       }
-       else s_evil = dam;
-
-       if (have_flag(flgs, TR_FORCE_WEAPON))
-       {
-               dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
-       }
-       else forced = dam;
-
-       if (have_flag(flgs, TR_VORPAL))
-       {
-               dam = vorpal = dam * 11 / 9;
-       }
-       else vorpal = dam;
-
-       dam = dam + o_ptr->to_d;
-
-       msg_format_wizard(CHEAT_OBJECT, "素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
-
-       return dam;
-}
-
-
-static bool has_extreme_damage_rate(object_type *o_ptr)
-{
-       BIT_FLAGS flgs[TR_FLAG_SIZE];
-       object_flags(o_ptr, flgs);
-
-       if (have_flag(flgs, TR_VAMPIRIC))
-       {
-               if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
-               {
-                       return TRUE;
-               }
-
-               if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
-               {
-                       return TRUE;
-               }
-
-               if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
-               {
-                       return TRUE;
-               }
-
-               if (calc_arm_avgdamage(o_ptr) > 63)
-               {
-                       return TRUE;
-               }
-
-               return FALSE;
-       }
-
-       if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
-       {
-               return TRUE;
-       }
-
-       if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
-       {
-               return TRUE;
-       }
-
-       if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
-       {
-               return TRUE;
-       }
-
-       if (calc_arm_avgdamage(o_ptr) > 75)
-       {
-               return TRUE;
-       }
-
-       return FALSE;
-}
-
-
-static bool weakening_artifact(object_type *o_ptr)
-{
-       KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
-       object_kind *k_ptr = &k_info[k_idx];
-       BIT_FLAGS flgs[TR_FLAG_SIZE];
-       object_flags(o_ptr, flgs);
-
-       if (have_flag(flgs, TR_KILL_EVIL))
-       {
-               remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
-               add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
-               return TRUE;
-       }
-
-       if (k_ptr->dd < o_ptr->dd)
-       {
-               o_ptr->dd--;
-               return TRUE;
-       }
-
-       if (k_ptr->ds < o_ptr->ds)
-       {
-               o_ptr->ds--;
-               return TRUE;
-       }
-
-       if (o_ptr->to_d > 10)
-       {
-               o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
-               if (o_ptr->to_d < 10)
-               {
-                       o_ptr->to_d = 10;
-               }
-
-               return TRUE;
-       }
-
-       return FALSE;
-}
-
-
-/*!
- * @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。
- * Mega-Hack -- Attempt to create one of the "Special Objects"
- * @param player_ptr プレーヤーへの参照ポインタ
- * @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
- * @return 生成に成功したらTRUEを返す。
- * @details
- * Attempt to change an object into an artifact\n
- * This routine should only be called by "apply_magic()"\n
- * Note -- see "make_artifact_special()" and "apply_magic()"\n
- */
-bool make_artifact(player_type *player_ptr, object_type *o_ptr)
-{
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (floor_ptr->dun_level == 0) return FALSE;
-
-       /* Paranoia -- no "plural" artifacts */
-       if (o_ptr->number != 1) return FALSE;
-
-       /* Check the artifact list (skip the "specials") */
-       for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
-       {
-               artifact_type *a_ptr = &a_info[i];
-
-               /* Skip "empty" items */
-               if (!a_ptr->name) continue;
-
-               /* Cannot make an artifact twice */
-               if (a_ptr->cur_num) continue;
-
-               if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
-
-               if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
-
-               /* Must have the correct fields */
-               if (a_ptr->tval != o_ptr->tval) continue;
-               if (a_ptr->sval != o_ptr->sval) continue;
-
-               /* XXX XXX Enforce minimum "depth" (loosely) */
-               if (a_ptr->level > floor_ptr->dun_level)
-               {
-                       /* Acquire the "out-of-depth factor" */
-                       int d = (a_ptr->level - floor_ptr->dun_level) * 2;
-
-                       /* Roll for out-of-depth creation */
-                       if (!one_in_(d)) continue;
-               }
-
-               /* We must make the "rarity roll" */
-               if (!one_in_(a_ptr->rarity)) continue;
-
-               /* Hack -- mark the item as an artifact */
-               o_ptr->name1 = i;
-
-               /* Hack: Some artifacts get random extra powers */
-               random_artifact_resistance(player_ptr, o_ptr, a_ptr);
-
-               return TRUE;
-       }
-
-       return FALSE;
-}
-
-/*!
- * @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。
- * Mega-Hack -- Attempt to create one of the "Special Objects"
- * @param player_ptr プレーヤーへの参照ポインタ
- * @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
- * @return 生成に成功したらTRUEを返す。
- * @details
- * We are only called from "make_object()", and we assume that\n
- * "apply_magic()" is called immediately after we return.\n
- *\n
- * Note -- see "make_artifact()" and "apply_magic()"\n
- */
-bool make_artifact_special(player_type *player_ptr, object_type *o_ptr)
-{
-       KIND_OBJECT_IDX k_idx = 0;
-
-       /*! @note 地上ではキャンセルする / No artifacts in the town */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (floor_ptr->dun_level == 0) return FALSE;
-
-       /*! @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 */
-       if (get_obj_num_hook) return FALSE;
-
-       /*! @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") */
-       for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
-       {
-               artifact_type *a_ptr = &a_info[i];
-
-               /*! @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 */
-               if (!a_ptr->name) continue;
-
-               /*! @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 */
-               if (a_ptr->cur_num) continue;
-               if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
-               if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
-
-               /*! @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 /
-                *  XXX XXX Enforce minimum "depth" (loosely) */
-               if (a_ptr->level > floor_ptr->object_level)
-               {
-                       /* @note  / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
-                       int d = (a_ptr->level - floor_ptr->object_level) * 2;
-                       if (!one_in_(d)) continue;
-               }
-
-               /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
-               if (!one_in_(a_ptr->rarity)) continue;
-
-               /*! @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。 /
-                *  Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
-               k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
-               if (k_info[k_idx].level > floor_ptr->object_level)
-               {
-                       int d = (k_info[k_idx].level - floor_ptr->object_level) * 5;
-                       if (!one_in_(d)) continue;
-               }
-
-               /*! @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 /
-                * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
-               object_prep(o_ptr, k_idx);
-
-               o_ptr->name1 = i;
-               random_artifact_resistance(player_ptr, o_ptr, a_ptr);
-               return TRUE;
-       }
-
-       /*! @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 */
-       return FALSE;
-}