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[hengband/hengband.git] / src / artifact.c
1 /* Purpose: Artifact code */
2
3 /*
4  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research, and
7  * not for profit purposes provided that this copyright and statement are
8  * included in all such copies.
9  */
10
11 #include "angband.h"
12
13
14 /* Chance of using syllables to form the name instead of the "template" files */
15 #define SINDARIN_NAME   10
16 #define TABLE_NAME      20
17 #define A_CURSED        13
18 #define WEIRD_LUCK      12
19 #define BIAS_LUCK       20
20 #define IM_LUCK         7
21
22 /*
23  * Bias luck needs to be higher than weird luck,
24  * since it is usually tested several times...
25  */
26 #define ACTIVATION_CHANCE 3
27
28
29 /*
30  * Use for biased artifact creation
31  */
32 static int artifact_bias;
33
34
35 /*
36  * Choose one random sustain
37  */
38 void one_sustain(object_type *o_ptr)
39 {
40         switch (randint0(6))
41         {
42                 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
43                 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
44                 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
45                 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
46                 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
47                 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
48         }
49 }
50
51
52 /*
53  * Choose one random high resistance
54  */
55 void one_high_resistance(object_type *o_ptr)
56 {
57         switch (randint0(12))
58         {
59                 case  0: add_flag(o_ptr->art_flags, TR_RES_POIS);   break;
60                 case  1: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
61                 case  2: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
62                 case  3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
63                 case  4: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
64                 case  5: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
65                 case  6: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
66                 case  7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
67                 case  8: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
68                 case  9: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
69                 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN);  break;
70                 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
71         }
72 }
73
74
75 /*
76  * Choose one random high resistance ( except poison and disenchantment )
77  */
78 void one_lordly_high_resistance(object_type *o_ptr)
79 {
80         switch (randint0(10))
81         {
82                 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
83                 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
84                 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
85                 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
86                 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
87                 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
88                 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
89                 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
90                 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
91                 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
92         }
93 }
94
95
96 /*
97  * Choose one random element resistance
98  */
99 void one_ele_resistance(object_type *o_ptr)
100 {
101         switch (randint0(4))
102         {
103                 case  0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
104                 case  1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
105                 case  2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
106                 case  3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
107         }
108 }
109
110
111 /*
112  * Choose one random element or poison resistance
113  */
114 void one_dragon_ele_resistance(object_type *o_ptr)
115 {
116         if (one_in_(7))
117         {
118                 add_flag(o_ptr->art_flags, TR_RES_POIS);
119         }
120         else
121         {
122                 one_ele_resistance(o_ptr);
123         }
124 }
125
126
127 /*
128  * Choose one lower rank esp
129  */
130 void one_low_esp(object_type *o_ptr)
131 {
132         switch (randint1(10))
133         {
134         case 1:  add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);   break;
135         case 2:  add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);   break;
136         case 3:  add_flag(o_ptr->art_flags, TR_ESP_DEMON);   break;
137         case 4:  add_flag(o_ptr->art_flags, TR_ESP_ORC);   break;
138         case 5:  add_flag(o_ptr->art_flags, TR_ESP_TROLL);   break;
139         case 6:  add_flag(o_ptr->art_flags, TR_ESP_GIANT);   break;
140         case 7:  add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
141         case 8:  add_flag(o_ptr->art_flags, TR_ESP_HUMAN);   break;
142         case 9:  add_flag(o_ptr->art_flags, TR_ESP_GOOD);   break;
143         case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);   break;
144         }
145 }
146
147
148
149 /*
150  * Choose one random resistance
151  */
152 void one_resistance(object_type *o_ptr)
153 {
154         if (one_in_(3))
155         {
156                 one_ele_resistance(o_ptr);
157         }
158         else
159         {
160                 one_high_resistance(o_ptr);
161         }
162 }
163
164
165 /*
166  * Choose one random ability
167  */
168 void one_ability(object_type *o_ptr)
169 {
170         switch (randint0(10))
171         {
172         case 0: add_flag(o_ptr->art_flags, TR_LEVITATION);     break;
173         case 1: add_flag(o_ptr->art_flags, TR_LITE);        break;
174         case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS);   break;
175         case 3: add_flag(o_ptr->art_flags, TR_WARNING);     break;
176         case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
177         case 5: add_flag(o_ptr->art_flags, TR_REGEN);       break;
178         case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT);    break;
179         case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE);   break;
180         case 8:
181         case 9:
182                 one_low_esp(o_ptr);
183                 break;
184         }
185 }
186
187
188 static void curse_artifact(object_type * o_ptr)
189 {
190         if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
191         if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
192         if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
193         if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
194
195         o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
196         remove_flag(o_ptr->art_flags, TR_BLESSED);
197
198         if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
199         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
200         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
201         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
202         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
203         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
204         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
205         else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
206
207         if ((p_ptr->pclass != CLASS_WARRIOR) && (p_ptr->pclass != CLASS_ARCHER) && (p_ptr->pclass != CLASS_CAVALRY) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH) && one_in_(3))
208                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
209 }
210
211
212 static void random_plus(object_type * o_ptr)
213 {
214         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
215
216         switch (artifact_bias)
217         {
218         case BIAS_WARRIOR:
219                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
220                 {
221                         add_flag(o_ptr->art_flags, TR_STR);
222                         if (one_in_(2)) return;
223                 }
224
225                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
226                 {
227                         add_flag(o_ptr->art_flags, TR_CON);
228                         if (one_in_(2)) return;
229                 }
230
231                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
232                 {
233                         add_flag(o_ptr->art_flags, TR_DEX);
234                         if (one_in_(2)) return;
235                 }
236                 break;
237
238         case BIAS_MAGE:
239                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
240                 {
241                         add_flag(o_ptr->art_flags, TR_INT);
242                         if (one_in_(2)) return;
243                 }
244                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
245                 {
246                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
247                         if (one_in_(2)) return;
248                 }
249                 break;
250
251         case BIAS_PRIESTLY:
252                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
253                 {
254                         add_flag(o_ptr->art_flags, TR_WIS);
255                         if (one_in_(2)) return;
256                 }
257                 break;
258
259         case BIAS_RANGER:
260                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
261                 {
262                         add_flag(o_ptr->art_flags, TR_DEX);
263                         if (one_in_(2)) return;
264                 }
265
266                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
267                 {
268                         add_flag(o_ptr->art_flags, TR_CON);
269                         if (one_in_(2)) return;
270                 }
271
272                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
273                 {
274                         add_flag(o_ptr->art_flags, TR_STR);
275                         if (one_in_(2)) return;
276                 }
277                 break;
278
279         case BIAS_ROGUE:
280                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
281                 {
282                         add_flag(o_ptr->art_flags, TR_STEALTH);
283                         if (one_in_(2)) return;
284                 }
285                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
286                 {
287                         add_flag(o_ptr->art_flags, TR_SEARCH);
288                         if (one_in_(2)) return;
289                 }
290                 break;
291
292         case BIAS_STR:
293                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
294                 {
295                         add_flag(o_ptr->art_flags, TR_STR);
296                         if (one_in_(2)) return;
297                 }
298                 break;
299
300         case BIAS_WIS:
301                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
302                 {
303                         add_flag(o_ptr->art_flags, TR_WIS);
304                         if (one_in_(2)) return;
305                 }
306                 break;
307
308         case BIAS_INT:
309                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
310                 {
311                         add_flag(o_ptr->art_flags, TR_INT);
312                         if (one_in_(2)) return;
313                 }
314                 break;
315
316         case BIAS_DEX:
317                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
318                 {
319                         add_flag(o_ptr->art_flags, TR_DEX);
320                         if (one_in_(2)) return;
321                 }
322                 break;
323
324         case BIAS_CON:
325                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
326                 {
327                         add_flag(o_ptr->art_flags, TR_CON);
328                         if (one_in_(2)) return;
329                 }
330                 break;
331
332         case BIAS_CHR:
333                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
334                 {
335                         add_flag(o_ptr->art_flags, TR_CHR);
336                         if (one_in_(2)) return;
337                 }
338                 break;
339         }
340
341         if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
342         {
343                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
344                 {
345                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
346                         if (one_in_(2)) return;
347                 }
348         }
349
350         switch (randint1(this_type))
351         {
352         case 1: case 2:
353                 add_flag(o_ptr->art_flags, TR_STR);
354                 if (!artifact_bias && !one_in_(13))
355                         artifact_bias = BIAS_STR;
356                 else if (!artifact_bias && one_in_(7))
357                         artifact_bias = BIAS_WARRIOR;
358                 break;
359         case 3: case 4:
360                 add_flag(o_ptr->art_flags, TR_INT);
361                 if (!artifact_bias && !one_in_(13))
362                         artifact_bias = BIAS_INT;
363                 else if (!artifact_bias && one_in_(7))
364                         artifact_bias = BIAS_MAGE;
365                 break;
366         case 5: case 6:
367                 add_flag(o_ptr->art_flags, TR_WIS);
368                 if (!artifact_bias && !one_in_(13))
369                         artifact_bias = BIAS_WIS;
370                 else if (!artifact_bias && one_in_(7))
371                         artifact_bias = BIAS_PRIESTLY;
372                 break;
373         case 7: case 8:
374                 add_flag(o_ptr->art_flags, TR_DEX);
375                 if (!artifact_bias && !one_in_(13))
376                         artifact_bias = BIAS_DEX;
377                 else if (!artifact_bias && one_in_(7))
378                         artifact_bias = BIAS_ROGUE;
379                 break;
380         case 9: case 10:
381                 add_flag(o_ptr->art_flags, TR_CON);
382                 if (!artifact_bias && !one_in_(13))
383                         artifact_bias = BIAS_CON;
384                 else if (!artifact_bias && one_in_(9))
385                         artifact_bias = BIAS_RANGER;
386                 break;
387         case 11: case 12:
388                 add_flag(o_ptr->art_flags, TR_CHR);
389                 if (!artifact_bias && !one_in_(13))
390                         artifact_bias = BIAS_CHR;
391                 break;
392         case 13: case 14:
393                 add_flag(o_ptr->art_flags, TR_STEALTH);
394                 if (!artifact_bias && one_in_(3))
395                         artifact_bias = BIAS_ROGUE;
396                 break;
397         case 15: case 16:
398                 add_flag(o_ptr->art_flags, TR_SEARCH);
399                 if (!artifact_bias && one_in_(9))
400                         artifact_bias = BIAS_RANGER;
401                 break;
402         case 17: case 18:
403                 add_flag(o_ptr->art_flags, TR_INFRA);
404                 break;
405         case 19:
406                 add_flag(o_ptr->art_flags, TR_SPEED);
407                 if (!artifact_bias && one_in_(11))
408                         artifact_bias = BIAS_ROGUE;
409                 break;
410         case 20: case 21:
411                 add_flag(o_ptr->art_flags, TR_TUNNEL);
412                 break;
413         case 22: case 23:
414                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
415                 else
416                 {
417                         add_flag(o_ptr->art_flags, TR_BLOWS);
418                         if (!artifact_bias && one_in_(11))
419                                 artifact_bias = BIAS_WARRIOR;
420                 }
421                 break;
422         }
423 }
424
425
426 static void random_resistance(object_type * o_ptr)
427 {
428         switch (artifact_bias)
429         {
430         case BIAS_ACID:
431                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
432                 {
433                         add_flag(o_ptr->art_flags, TR_RES_ACID);
434                         if (one_in_(2)) return;
435                 }
436                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
437                 {
438                         add_flag(o_ptr->art_flags, TR_IM_ACID);
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_FIRE);
444                         }
445                         if (one_in_(2)) return;
446                 }
447                 break;
448
449         case BIAS_ELEC:
450                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
451                 {
452                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
453                         if (one_in_(2)) return;
454                 }
455                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
456                     !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
457                 {
458                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
459                         if (one_in_(2)) return;
460                 }
461                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
462                 {
463                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
464                         if (!one_in_(IM_LUCK))
465                         {
466                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
467                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
468                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
469                         }
470
471                         if (one_in_(2)) return;
472                 }
473                 break;
474
475         case BIAS_FIRE:
476                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
477                 {
478                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
479                         if (one_in_(2)) return;
480                 }
481                 if ((o_ptr->tval >= TV_CLOAK) &&
482                     (o_ptr->tval <= TV_HARD_ARMOR) &&
483                     !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
484                 {
485                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
486                         if (one_in_(2)) return;
487                 }
488                 if (one_in_(BIAS_LUCK) &&
489                     !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
490                 {
491                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
492                         if (!one_in_(IM_LUCK))
493                         {
494                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
495                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
496                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
497                         }
498                         if (one_in_(2)) return;
499                 }
500                 break;
501
502         case BIAS_COLD:
503                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
504                 {
505                         add_flag(o_ptr->art_flags, TR_RES_COLD);
506                         if (one_in_(2)) return;
507                 }
508                 if ((o_ptr->tval >= TV_CLOAK) &&
509                     (o_ptr->tval <= TV_HARD_ARMOR) &&
510                     !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
511                 {
512                         add_flag(o_ptr->art_flags, TR_SH_COLD);
513                         if (one_in_(2)) return;
514                 }
515                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
516                 {
517                         add_flag(o_ptr->art_flags, TR_IM_COLD);
518                         if (!one_in_(IM_LUCK))
519                         {
520                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
521                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
522                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
523                         }
524                         if (one_in_(2)) return;
525                 }
526                 break;
527
528         case BIAS_POIS:
529                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
530                 {
531                         add_flag(o_ptr->art_flags, TR_RES_POIS);
532                         if (one_in_(2)) return;
533                 }
534                 break;
535
536         case BIAS_WARRIOR:
537                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
538                 {
539                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
540                         if (one_in_(2)) return;
541                 }
542                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
543                 {
544                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
545                         if (one_in_(2)) return;
546                 }
547                 break;
548
549         case BIAS_NECROMANTIC:
550                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
551                 {
552                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
553                         if (one_in_(2)) return;
554                 }
555                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
556                 {
557                         add_flag(o_ptr->art_flags, TR_RES_POIS);
558                         if (one_in_(2)) return;
559                 }
560                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
561                 {
562                         add_flag(o_ptr->art_flags, TR_RES_DARK);
563                         if (one_in_(2)) return;
564                 }
565                 break;
566
567         case BIAS_CHAOS:
568                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
569                 {
570                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
571                         if (one_in_(2)) return;
572                 }
573                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
574                 {
575                         add_flag(o_ptr->art_flags, TR_RES_CONF);
576                         if (one_in_(2)) return;
577                 }
578                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
579                 {
580                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
581                         if (one_in_(2)) return;
582                 }
583                 break;
584         }
585
586         switch (randint1(42))
587         {
588                 case 1:
589                         if (!one_in_(WEIRD_LUCK))
590                                 random_resistance(o_ptr);
591                         else
592                         {
593                                 add_flag(o_ptr->art_flags, TR_IM_ACID);
594                                 if (!artifact_bias)
595                                         artifact_bias = BIAS_ACID;
596                         }
597                         break;
598                 case 2:
599                         if (!one_in_(WEIRD_LUCK))
600                                 random_resistance(o_ptr);
601                         else
602                         {
603                                 add_flag(o_ptr->art_flags, TR_IM_ELEC);
604                                 if (!artifact_bias)
605                                         artifact_bias = BIAS_ELEC;
606                         }
607                         break;
608                 case 3:
609                         if (!one_in_(WEIRD_LUCK))
610                                 random_resistance(o_ptr);
611                         else
612                         {
613                                 add_flag(o_ptr->art_flags, TR_IM_COLD);
614                                 if (!artifact_bias)
615                                         artifact_bias = BIAS_COLD;
616                         }
617                         break;
618                 case 4:
619                         if (!one_in_(WEIRD_LUCK))
620                                 random_resistance(o_ptr);
621                         else
622                         {
623                                 add_flag(o_ptr->art_flags, TR_IM_FIRE);
624                                 if (!artifact_bias)
625                                         artifact_bias = BIAS_FIRE;
626                         }
627                         break;
628                 case 5:
629                 case 6:
630                 case 13:
631                         add_flag(o_ptr->art_flags, TR_RES_ACID);
632                         if (!artifact_bias)
633                                 artifact_bias = BIAS_ACID;
634                         break;
635                 case 7:
636                 case 8:
637                 case 14:
638                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
639                         if (!artifact_bias)
640                                 artifact_bias = BIAS_ELEC;
641                         break;
642                 case 9:
643                 case 10:
644                 case 15:
645                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
646                         if (!artifact_bias)
647                                 artifact_bias = BIAS_FIRE;
648                         break;
649                 case 11:
650                 case 12:
651                 case 16:
652                         add_flag(o_ptr->art_flags, TR_RES_COLD);
653                         if (!artifact_bias)
654                                 artifact_bias = BIAS_COLD;
655                         break;
656                 case 17:
657                 case 18:
658                         add_flag(o_ptr->art_flags, TR_RES_POIS);
659                         if (!artifact_bias && !one_in_(4))
660                                 artifact_bias = BIAS_POIS;
661                         else if (!artifact_bias && one_in_(2))
662                                 artifact_bias = BIAS_NECROMANTIC;
663                         else if (!artifact_bias && one_in_(2))
664                                 artifact_bias = BIAS_ROGUE;
665                         break;
666                 case 19:
667                 case 20:
668                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
669                         if (!artifact_bias && one_in_(3))
670                                 artifact_bias = BIAS_WARRIOR;
671                         break;
672                 case 21:
673                         add_flag(o_ptr->art_flags, TR_RES_LITE);
674                         break;
675                 case 22:
676                         add_flag(o_ptr->art_flags, TR_RES_DARK);
677                         break;
678                 case 23:
679                 case 24:
680                         add_flag(o_ptr->art_flags, TR_RES_BLIND);
681                         break;
682                 case 25:
683                 case 26:
684                         add_flag(o_ptr->art_flags, TR_RES_CONF);
685                         if (!artifact_bias && one_in_(6))
686                                 artifact_bias = BIAS_CHAOS;
687                         break;
688                 case 27:
689                 case 28:
690                         add_flag(o_ptr->art_flags, TR_RES_SOUND);
691                         break;
692                 case 29:
693                 case 30:
694                         add_flag(o_ptr->art_flags, TR_RES_SHARDS);
695                         break;
696                 case 31:
697                 case 32:
698                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
699                         if (!artifact_bias && one_in_(3))
700                                 artifact_bias = BIAS_NECROMANTIC;
701                         break;
702                 case 33:
703                 case 34:
704                         add_flag(o_ptr->art_flags, TR_RES_NEXUS);
705                         break;
706                 case 35:
707                 case 36:
708                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
709                         if (!artifact_bias && one_in_(2))
710                                 artifact_bias = BIAS_CHAOS;
711                         break;
712                 case 37:
713                 case 38:
714                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
715                         break;
716                 case 39:
717                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
718                                 add_flag(o_ptr->art_flags, TR_SH_ELEC);
719                         else
720                                 random_resistance(o_ptr);
721                         if (!artifact_bias)
722                                 artifact_bias = BIAS_ELEC;
723                         break;
724                 case 40:
725                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
726                                 add_flag(o_ptr->art_flags, TR_SH_FIRE);
727                         else
728                                 random_resistance(o_ptr);
729                         if (!artifact_bias)
730                                 artifact_bias = BIAS_FIRE;
731                         break;
732                 case 41:
733                         if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
734                             o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
735                                 add_flag(o_ptr->art_flags, TR_REFLECT);
736                         else
737                                 random_resistance(o_ptr);
738                         break;
739                 case 42:
740                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
741                                 add_flag(o_ptr->art_flags, TR_SH_COLD);
742                         else
743                                 random_resistance(o_ptr);
744                         if (!artifact_bias)
745                                 artifact_bias = BIAS_COLD;
746                         break;
747         }
748 }
749
750
751
752 static void random_misc(object_type * o_ptr)
753 {
754         switch (artifact_bias)
755         {
756         case BIAS_RANGER:
757                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
758                 {
759                         add_flag(o_ptr->art_flags, TR_SUST_CON);
760                         if (one_in_(2)) return;
761                 }
762                 break;
763
764         case BIAS_STR:
765                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
766                 {
767                         add_flag(o_ptr->art_flags, TR_SUST_STR);
768                         if (one_in_(2)) return;
769                 }
770                 break;
771
772         case BIAS_WIS:
773                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
774                 {
775                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
776                         if (one_in_(2)) return;
777                 }
778                 break;
779
780         case BIAS_INT:
781                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
782                 {
783                         add_flag(o_ptr->art_flags, TR_SUST_INT);
784                         if (one_in_(2)) return;
785                 }
786                 break;
787
788         case BIAS_DEX:
789                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
790                 {
791                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
792                         if (one_in_(2)) return;
793                 }
794                 break;
795
796         case BIAS_CON:
797                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
798                 {
799                         add_flag(o_ptr->art_flags, TR_SUST_CON);
800                         if (one_in_(2)) return;
801                 }
802                 break;
803
804         case BIAS_CHR:
805                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
806                 {
807                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
808                         if (one_in_(2)) return;
809                 }
810                 break;
811
812         case BIAS_CHAOS:
813                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
814                 {
815                         add_flag(o_ptr->art_flags, TR_TELEPORT);
816                         if (one_in_(2)) return;
817                 }
818                 break;
819
820         case BIAS_FIRE:
821                 if (!(have_flag(o_ptr->art_flags, TR_LITE)))
822                 {
823                         add_flag(o_ptr->art_flags, TR_LITE); /* Freebie */
824                 }
825                 break;
826         }
827
828         switch (randint1(33))
829         {
830                 case 1:
831                         add_flag(o_ptr->art_flags, TR_SUST_STR);
832                         if (!artifact_bias)
833                                 artifact_bias = BIAS_STR;
834                         break;
835                 case 2:
836                         add_flag(o_ptr->art_flags, TR_SUST_INT);
837                         if (!artifact_bias)
838                                 artifact_bias = BIAS_INT;
839                         break;
840                 case 3:
841                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
842                         if (!artifact_bias)
843                                 artifact_bias = BIAS_WIS;
844                         break;
845                 case 4:
846                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
847                         if (!artifact_bias)
848                                 artifact_bias = BIAS_DEX;
849                         break;
850                 case 5:
851                         add_flag(o_ptr->art_flags, TR_SUST_CON);
852                         if (!artifact_bias)
853                                 artifact_bias = BIAS_CON;
854                         break;
855                 case 6:
856                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
857                         if (!artifact_bias)
858                                 artifact_bias = BIAS_CHR;
859                         break;
860                 case 7:
861                 case 8:
862                 case 14:
863                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
864                         break;
865                 case 9:
866                         add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
867                         if (!artifact_bias && one_in_(5))
868                                 artifact_bias = BIAS_PRIESTLY;
869                         else if (!artifact_bias && one_in_(6))
870                                 artifact_bias = BIAS_NECROMANTIC;
871                         break;
872                 case 10:
873                 case 11:
874                         add_flag(o_ptr->art_flags, TR_LITE);
875                         break;
876                 case 12:
877                 case 13:
878                         add_flag(o_ptr->art_flags, TR_LEVITATION);
879                         break;
880                 case 15:
881                 case 16:
882                 case 17:
883                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
884                         break;
885                 case 19:
886                 case 20:
887                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
888                         break;
889                 case 21:
890                 case 22:
891                         add_flag(o_ptr->art_flags, TR_REGEN);
892                         break;
893                 case 23:
894                         add_flag(o_ptr->art_flags, TR_TELEPORT);
895                         break;
896                 case 24:
897                 case 25:
898                 case 26:
899                         if (object_is_armour(o_ptr))
900                                 random_misc(o_ptr);
901                         else
902                         {
903                                 o_ptr->to_a = 4 + randint1(11);
904                         }
905                         break;
906                 case 27:
907                 case 28:
908                 case 29:
909                 {
910                         int bonus_h, bonus_d;
911                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
912                         bonus_h = 4 + (randint1(11));
913                         bonus_d = 4 + (randint1(11));
914                         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))
915                         {
916                                 bonus_h /= 2;
917                                 bonus_d /= 2;
918                         }
919                         o_ptr->to_h += bonus_h;
920                         o_ptr->to_d += bonus_d;
921                         break;
922                 }
923                 case 30:
924                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
925                         break;
926                 case 31:
927                         add_flag(o_ptr->art_flags, TR_NO_TELE);
928                         break;
929                 case 32:
930                         add_flag(o_ptr->art_flags, TR_WARNING);
931                         break;
932
933                 case 18:
934                         switch (randint1(3))
935                         {
936                         case 1:
937                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
938                                 if (!artifact_bias && one_in_(3))
939                                         artifact_bias = BIAS_LAW;
940                                 break;
941                         case 2:
942                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
943                                 if (!artifact_bias && one_in_(3))
944                                         artifact_bias = BIAS_MAGE;
945                                 break;
946                         case 3:
947                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
948                                 if (!artifact_bias && one_in_(9))
949                                         artifact_bias = BIAS_MAGE;
950                                 break;
951                         }
952                         break;
953
954                 case 33:
955                 {
956                         int idx[3];
957                         int n = randint1(3);
958
959                         idx[0] = randint1(8);
960
961                         idx[1] = randint1(7);
962                         if (idx[1] >= idx[0]) idx[1]++;
963
964                         idx[2] = randint1(6);
965                         if (idx[2] >= idx[0]) idx[2]++;
966                         if (idx[2] >= idx[1]) idx[2]++;
967
968                         while (n--) switch (idx[n])
969                         {
970                         case 1:
971                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
972                                 if (!artifact_bias && one_in_(4))
973                                         artifact_bias = BIAS_RANGER;
974                                 break;
975                         case 2:
976                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
977                                 if (!artifact_bias && one_in_(3))
978                                         artifact_bias = BIAS_PRIESTLY;
979                                 else if (!artifact_bias && one_in_(6))
980                                         artifact_bias = BIAS_NECROMANTIC;
981                                 break;
982                         case 3:
983                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
984                                 break;
985                         case 4:
986                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
987                                 break;
988                         case 5:
989                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
990                                 break;
991                         case 6:
992                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
993                                 break;
994                         case 7:
995                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
996                                 if (!artifact_bias && one_in_(6))
997                                         artifact_bias = BIAS_ROGUE;
998                                 break;
999                         case 8:
1000                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1001                                 if (!artifact_bias && one_in_(3))
1002                                         artifact_bias = BIAS_LAW;
1003                                 break;
1004                         case 9:
1005                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1006                                 if (!artifact_bias && one_in_(3))
1007                                         artifact_bias = BIAS_LAW;
1008                                 break;
1009                         }
1010                         break;
1011                 }
1012         }
1013 }
1014
1015
1016 static void random_slay(object_type *o_ptr)
1017 {
1018         if (o_ptr->tval == TV_BOW)
1019         {
1020                 switch (randint1(6))
1021                 {
1022                         case 1:
1023                         case 2:
1024                         case 3:
1025                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1026                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1027                                 if (!artifact_bias && one_in_(9))
1028                                         artifact_bias = BIAS_RANGER;
1029                                 break;
1030                         default:
1031                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1032                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1033                                 if (!artifact_bias && one_in_(9))
1034                                         artifact_bias = BIAS_RANGER;
1035                         break;
1036                 }
1037
1038                 return;
1039         }
1040
1041         switch (artifact_bias)
1042         {
1043         case BIAS_CHAOS:
1044                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1045                 {
1046                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1047                         if (one_in_(2)) return;
1048                 }
1049                 break;
1050
1051         case BIAS_PRIESTLY:
1052                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1053                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1054                 {
1055                         /* A free power for "priestly" random artifacts */
1056                         add_flag(o_ptr->art_flags, TR_BLESSED);
1057                 }
1058                 break;
1059
1060         case BIAS_NECROMANTIC:
1061                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1062                 {
1063                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1064                         if (one_in_(2)) return;
1065                 }
1066                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1067                 {
1068                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1069                         if (one_in_(2)) return;
1070                 }
1071                 break;
1072
1073         case BIAS_RANGER:
1074                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1075                 {
1076                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1077                         if (one_in_(2)) return;
1078                 }
1079                 break;
1080
1081         case BIAS_ROGUE:
1082                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1083                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1084                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1085                 {
1086                         /* Free power for rogues... */
1087                         add_flag(o_ptr->art_flags, TR_THROW);
1088                 }
1089                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1090                 {
1091                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1092                         if (one_in_(2)) return;
1093                 }
1094                 break;
1095
1096         case BIAS_POIS:
1097                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1098                 {
1099                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1100                         if (one_in_(2)) return;
1101                 }
1102                 break;
1103
1104         case BIAS_FIRE:
1105                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1106                 {
1107                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1108                         if (one_in_(2)) return;
1109                 }
1110                 break;
1111
1112         case BIAS_COLD:
1113                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1114                 {
1115                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1116                         if (one_in_(2)) return;
1117                 }
1118                 break;
1119
1120         case BIAS_ELEC:
1121                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1122                 {
1123                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1124                         if (one_in_(2)) return;
1125                 }
1126                 break;
1127
1128         case BIAS_ACID:
1129                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1130                 {
1131                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1132                         if (one_in_(2)) return;
1133                 }
1134                 break;
1135
1136         case BIAS_LAW:
1137                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1138                 {
1139                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1140                         if (one_in_(2)) return;
1141                 }
1142                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1143                 {
1144                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1145                         if (one_in_(2)) return;
1146                 }
1147                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1148                 {
1149                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1150                         if (one_in_(2)) return;
1151                 }
1152                 break;
1153         }
1154
1155         switch (randint1(36))
1156         {
1157                 case 1:
1158                 case 2:
1159                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1160                         break;
1161                 case 3:
1162                 case 4:
1163                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1164                         if (!artifact_bias && one_in_(2))
1165                                 artifact_bias = BIAS_LAW;
1166                         else if (!artifact_bias && one_in_(9))
1167                                 artifact_bias = BIAS_PRIESTLY;
1168                         break;
1169                 case 5:
1170                 case 6:
1171                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1172                         if (!artifact_bias && one_in_(9))
1173                                 artifact_bias = BIAS_PRIESTLY;
1174                         break;
1175                 case 7:
1176                 case 8:
1177                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1178                         if (!artifact_bias && one_in_(9))
1179                                 artifact_bias = BIAS_PRIESTLY;
1180                         break;
1181                 case 9:
1182                 case 10:
1183                         add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1184                         break;
1185                 case 11:
1186                 case 12:
1187                         add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1188                         break;
1189                 case 13:
1190                 case 14:
1191                         add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1192                         break;
1193                 case 15:
1194                 case 16:
1195                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1196                         break;
1197                 case 17:
1198                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1199                         break;
1200                 case 18:
1201                 case 19:
1202                         if (o_ptr->tval == TV_SWORD)
1203                         {
1204                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1205                                 if (!artifact_bias && one_in_(9))
1206                                         artifact_bias = BIAS_WARRIOR;
1207                         }
1208                         else
1209                                 random_slay(o_ptr);
1210                         break;
1211                 case 20:
1212                         add_flag(o_ptr->art_flags, TR_IMPACT);
1213                         break;
1214                 case 21:
1215                 case 22:
1216                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1217                         if (!artifact_bias)
1218                                 artifact_bias = BIAS_FIRE;
1219                         break;
1220                 case 23:
1221                 case 24:
1222                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1223                         if (!artifact_bias)
1224                                 artifact_bias = BIAS_COLD;
1225                         break;
1226                 case 25:
1227                 case 26:
1228                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1229                         if (!artifact_bias)
1230                                 artifact_bias = BIAS_ELEC;
1231                         break;
1232                 case 27:
1233                 case 28:
1234                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1235                         if (!artifact_bias)
1236                                 artifact_bias = BIAS_ACID;
1237                         break;
1238                 case 29:
1239                 case 30:
1240                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1241                         if (!artifact_bias && !one_in_(3))
1242                                 artifact_bias = BIAS_POIS;
1243                         else if (!artifact_bias && one_in_(6))
1244                                 artifact_bias = BIAS_NECROMANTIC;
1245                         else if (!artifact_bias)
1246                                 artifact_bias = BIAS_ROGUE;
1247                         break;
1248                 case 31:
1249                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1250                         if (!artifact_bias)
1251                                 artifact_bias = BIAS_NECROMANTIC;
1252                         break;
1253                 case 32:
1254                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1255                         if (!artifact_bias)
1256                                 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1257                         break;
1258                 case 33:
1259                 case 34:
1260                         add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1261                         break;
1262                 default:
1263                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1264                         if (!artifact_bias)
1265                                 artifact_bias = BIAS_CHAOS;
1266                         break;
1267         }
1268 }
1269
1270
1271 static void give_activation_power(object_type *o_ptr)
1272 {
1273         int type = 0, chance = 0;
1274
1275         switch (artifact_bias)
1276         {
1277                 case BIAS_ELEC:
1278                         if (!one_in_(3))
1279                         {
1280                                 type = ACT_BO_ELEC_1;
1281                         }
1282                         else if (!one_in_(5))
1283                         {
1284                                 type = ACT_BA_ELEC_2;
1285                         }
1286                         else
1287                         {
1288                                 type = ACT_BA_ELEC_3;
1289                         }
1290                         chance = 101;
1291                         break;
1292
1293                 case BIAS_POIS:
1294                         type = ACT_BA_POIS_1;
1295                         chance = 101;
1296                         break;
1297
1298                 case BIAS_FIRE:
1299                         if (!one_in_(3))
1300                         {
1301                                 type = ACT_BO_FIRE_1;
1302                         }
1303                         else if (!one_in_(5))
1304                         {
1305                                 type = ACT_BA_FIRE_1;
1306                         }
1307                         else
1308                         {
1309                                 type = ACT_BA_FIRE_2;
1310                         }
1311                         chance = 101;
1312                         break;
1313
1314                 case BIAS_COLD:
1315                         chance = 101;
1316                         if (!one_in_(3))
1317                                 type = ACT_BO_COLD_1;
1318                         else if (!one_in_(3))
1319                                 type = ACT_BA_COLD_1;
1320                         else if (!one_in_(3))
1321                                 type = ACT_BA_COLD_2;
1322                         else
1323                                 type = ACT_BA_COLD_3;
1324                         break;
1325
1326                 case BIAS_CHAOS:
1327                         chance = 50;
1328                         if (one_in_(6))
1329                                 type = ACT_SUMMON_DEMON;
1330                         else
1331                                 type = ACT_CALL_CHAOS;
1332                         break;
1333
1334                 case BIAS_PRIESTLY:
1335                         chance = 101;
1336
1337                         if (one_in_(13))
1338                                 type = ACT_CHARM_UNDEAD;
1339                         else if (one_in_(12))
1340                                 type = ACT_BANISH_EVIL;
1341                         else if (one_in_(11))
1342                                 type = ACT_DISP_EVIL;
1343                         else if (one_in_(10))
1344                                 type = ACT_PROT_EVIL;
1345                         else if (one_in_(9))
1346                                 type = ACT_CURE_1000;
1347                         else if (one_in_(8))
1348                                 type = ACT_CURE_700;
1349                         else if (one_in_(7))
1350                                 type = ACT_REST_ALL;
1351                         else if (one_in_(6))
1352                                 type = ACT_REST_LIFE;
1353                         else
1354                                 type = ACT_CURE_MW;
1355                         break;
1356
1357                 case BIAS_NECROMANTIC:
1358                         chance = 101;
1359                         if (one_in_(66))
1360                                 type = ACT_WRAITH;
1361                         else if (one_in_(13))
1362                                 type = ACT_DISP_GOOD;
1363                         else if (one_in_(9))
1364                                 type = ACT_MASS_GENO;
1365                         else if (one_in_(8))
1366                                 type = ACT_GENOCIDE;
1367                         else if (one_in_(13))
1368                                 type = ACT_SUMMON_UNDEAD;
1369                         else if (one_in_(9))
1370                                 type = ACT_VAMPIRE_2;
1371                         else if (one_in_(6))
1372                                 type = ACT_CHARM_UNDEAD;
1373                         else
1374                                 type = ACT_VAMPIRE_1;
1375                         break;
1376
1377                 case BIAS_LAW:
1378                         chance = 101;
1379                         if (one_in_(8))
1380                                 type = ACT_BANISH_EVIL;
1381                         else if (one_in_(4))
1382                                 type = ACT_DISP_EVIL;
1383                         else
1384                                 type = ACT_PROT_EVIL;
1385                         break;
1386
1387                 case BIAS_ROGUE:
1388                         chance = 101;
1389                         if (one_in_(50))
1390                                 type = ACT_SPEED;
1391                         else if (one_in_(4))
1392                                 type = ACT_SLEEP;
1393                         else if (one_in_(3))
1394                                 type = ACT_DETECT_ALL;
1395                         else if (one_in_(8))
1396                                 type = ACT_ID_FULL;
1397                         else
1398                                 type = ACT_ID_PLAIN;
1399                         break;
1400
1401                 case BIAS_MAGE:
1402                         chance = 66;
1403                         if (one_in_(20))
1404                                 type = ACT_SUMMON_ELEMENTAL;
1405                         else if (one_in_(10))
1406                                 type = ACT_SUMMON_PHANTOM;
1407                         else if (one_in_(5))
1408                                 type = ACT_RUNE_EXPLO;
1409                         else
1410                                 type = ACT_ESP;
1411                         break;
1412
1413                 case BIAS_WARRIOR:
1414                         chance = 80;
1415                         if (one_in_(100))
1416                                 type = ACT_INVULN;
1417                         else
1418                                 type = ACT_BERSERK;
1419                         break;
1420
1421                 case BIAS_RANGER:
1422                         chance = 101;
1423                         if (one_in_(20))
1424                                 type = ACT_CHARM_ANIMALS;
1425                         else if (one_in_(7))
1426                                 type = ACT_SUMMON_ANIMAL;
1427                         else if (one_in_(6))
1428                                 type = ACT_CHARM_ANIMAL;
1429                         else if (one_in_(4))
1430                                 type = ACT_RESIST_ALL;
1431                         else if (one_in_(3))
1432                                 type = ACT_SATIATE;
1433                         else
1434                                 type = ACT_CURE_POISON;
1435                         break;
1436         }
1437
1438         while (!type || (randint1(100) >= chance))
1439         {
1440                 type = randint1(255);
1441                 switch (type)
1442                 {
1443                         case ACT_SUNLIGHT:
1444                         case ACT_BO_MISS_1:
1445                         case ACT_BA_POIS_1:
1446                         case ACT_BO_ELEC_1:
1447                         case ACT_BO_ACID_1:
1448                         case ACT_BO_COLD_1:
1449                         case ACT_BO_FIRE_1:
1450                         case ACT_CONFUSE:
1451                         case ACT_SLEEP:
1452                         case ACT_QUAKE:
1453                         case ACT_CURE_LW:
1454                         case ACT_CURE_MW:
1455                         case ACT_CURE_POISON:
1456                         case ACT_BERSERK:
1457                         case ACT_LIGHT:
1458                         case ACT_MAP_LIGHT:
1459                         case ACT_DEST_DOOR:
1460                         case ACT_STONE_MUD:
1461                         case ACT_TELEPORT:
1462                                 chance = 101;
1463                                 break;
1464                         case ACT_BA_COLD_1:
1465                         case ACT_BA_FIRE_1:
1466                         case ACT_DRAIN_1:
1467                         case ACT_TELE_AWAY:
1468                         case ACT_ESP:
1469                         case ACT_RESIST_ALL:
1470                         case ACT_DETECT_ALL:
1471                         case ACT_RECALL:
1472                         case ACT_SATIATE:
1473                         case ACT_RECHARGE:
1474                                 chance = 85;
1475                                 break;
1476                         case ACT_TERROR:
1477                         case ACT_PROT_EVIL:
1478                         case ACT_ID_PLAIN:
1479                                 chance = 75;
1480                                 break;
1481                         case ACT_DRAIN_2:
1482                         case ACT_VAMPIRE_1:
1483                         case ACT_BO_MISS_2:
1484                         case ACT_BA_FIRE_2:
1485                         case ACT_REST_LIFE:
1486                                 chance = 66;
1487                                 break;
1488                         case ACT_BA_FIRE_3:
1489                         case ACT_BA_COLD_3:
1490                         case ACT_BA_ELEC_3:
1491                         case ACT_WHIRLWIND:
1492                         case ACT_VAMPIRE_2:
1493                         case ACT_CHARM_ANIMAL:
1494                                 chance = 50;
1495                                 break;
1496                         case ACT_SUMMON_ANIMAL:
1497                                 chance = 40;
1498                                 break;
1499                         case ACT_DISP_EVIL:
1500                         case ACT_BA_MISS_3:
1501                         case ACT_DISP_GOOD:
1502                         case ACT_BANISH_EVIL:
1503                         case ACT_GENOCIDE:
1504                         case ACT_MASS_GENO:
1505                         case ACT_CHARM_UNDEAD:
1506                         case ACT_CHARM_OTHER:
1507                         case ACT_SUMMON_PHANTOM:
1508                         case ACT_REST_ALL:
1509                         case ACT_RUNE_EXPLO:
1510                                 chance = 33;
1511                                 break;
1512                         case ACT_CALL_CHAOS:
1513                         case ACT_ROCKET:
1514                         case ACT_CHARM_ANIMALS:
1515                         case ACT_CHARM_OTHERS:
1516                         case ACT_SUMMON_ELEMENTAL:
1517                         case ACT_CURE_700:
1518                         case ACT_SPEED:
1519                         case ACT_ID_FULL:
1520                         case ACT_RUNE_PROT:
1521                                 chance = 25;
1522                                 break;
1523                         case ACT_CURE_1000:
1524                         case ACT_XTRA_SPEED:
1525                         case ACT_DETECT_XTRA:
1526                         case ACT_DIM_DOOR:
1527                                 chance = 10;
1528                                 break;
1529                         case ACT_SUMMON_UNDEAD:
1530                         case ACT_SUMMON_DEMON:
1531                         case ACT_WRAITH:
1532                         case ACT_INVULN:
1533                         case ACT_ALCHEMY:
1534                                 chance = 5;
1535                                 break;
1536                         default:
1537                                 chance = 0;
1538                 }
1539         }
1540
1541         /* A type was chosen... */
1542         o_ptr->xtra2 = type;
1543         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1544         o_ptr->timeout = 0;
1545 }
1546
1547
1548 static void get_random_name(char *return_name, bool armour, int power)
1549 {
1550         int prob = randint1(100);
1551
1552         if (prob <= SINDARIN_NAME)
1553         {
1554                 get_table_sindarin(return_name);
1555         }
1556         else if (prob <= TABLE_NAME)
1557         {
1558                 get_table_name(return_name);
1559         }
1560         else
1561         {
1562                 cptr filename;
1563
1564                 switch (armour)
1565                 {
1566                         case 1:
1567                                 switch (power)
1568                                 {
1569                                         case 0:
1570 #ifdef JP
1571                                                 filename = "a_cursed_j.txt";
1572 #else
1573                                                 filename = "a_cursed.txt";
1574 #endif
1575                                                 break;
1576                                         case 1:
1577 #ifdef JP
1578                                                 filename = "a_low_j.txt";
1579 #else
1580                                                 filename = "a_low.txt";
1581 #endif
1582                                                 break;
1583                                         case 2:
1584 #ifdef JP
1585                                                 filename = "a_med_j.txt";
1586 #else
1587                                                 filename = "a_med.txt";
1588 #endif
1589                                                 break;
1590                                         default:
1591 #ifdef JP
1592                                                 filename = "a_high_j.txt";
1593 #else
1594                                                 filename = "a_high.txt";
1595 #endif
1596                                 }
1597                                 break;
1598                         default:
1599                                 switch (power)
1600                                 {
1601                                         case 0:
1602 #ifdef JP
1603                                                 filename = "w_cursed_j.txt";
1604 #else
1605                                                 filename = "w_cursed.txt";
1606 #endif
1607                                                 break;
1608                                         case 1:
1609 #ifdef JP
1610                                                 filename = "w_low_j.txt";
1611 #else
1612                                                 filename = "w_low.txt";
1613 #endif
1614                                                 break;
1615                                         case 2:
1616 #ifdef JP
1617                                                 filename = "w_med_j.txt";
1618 #else
1619                                                 filename = "w_med.txt";
1620 #endif
1621                                                 break;
1622                                         default:
1623 #ifdef JP
1624                                                 filename = "w_high_j.txt";
1625 #else
1626                                                 filename = "w_high.txt";
1627 #endif
1628                                 }
1629                 }
1630
1631                 (void)get_rnd_line(filename, artifact_bias, return_name);
1632 #ifdef JP
1633                  if (return_name[0] == 0) get_table_name(return_name);
1634 #endif
1635         }
1636 }
1637
1638
1639 bool create_artifact(object_type *o_ptr, bool a_scroll)
1640 {
1641         char    new_name[1024];
1642         int     has_pval = 0;
1643         int     powers = randint1(5) + 1;
1644         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1645         int     power_level;
1646         s32b    total_flags;
1647         bool    a_cursed = FALSE;
1648         int     warrior_artifact_bias = 0;
1649         int i;
1650
1651         /* Reset artifact bias */
1652         artifact_bias = 0;
1653
1654         /* Nuke enchantments */
1655         o_ptr->name1 = 0;
1656         o_ptr->name2 = 0;
1657
1658         for (i = 0; i < TR_FLAG_SIZE; i++)
1659                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1660
1661         if (o_ptr->pval) has_pval = TRUE;
1662
1663         if (a_scroll && one_in_(4))
1664         {
1665                 switch (p_ptr->pclass)
1666                 {
1667                         case CLASS_WARRIOR:
1668                         case CLASS_BERSERKER:
1669                         case CLASS_ARCHER:
1670                         case CLASS_SAMURAI:
1671                         case CLASS_CAVALRY:
1672                         case CLASS_SMITH:
1673                                 artifact_bias = BIAS_WARRIOR;
1674                                 break;
1675                         case CLASS_MAGE:
1676                         case CLASS_HIGH_MAGE:
1677                         case CLASS_SORCERER:
1678                         case CLASS_MAGIC_EATER:
1679                         case CLASS_BLUE_MAGE:
1680                                 artifact_bias = BIAS_MAGE;
1681                                 break;
1682                         case CLASS_PRIEST:
1683                                 artifact_bias = BIAS_PRIESTLY;
1684                                 break;
1685                         case CLASS_ROGUE:
1686                         case CLASS_NINJA:
1687                                 artifact_bias = BIAS_ROGUE;
1688                                 warrior_artifact_bias = 25;
1689                                 break;
1690                         case CLASS_RANGER:
1691                         case CLASS_SNIPER:
1692                                 artifact_bias = BIAS_RANGER;
1693                                 warrior_artifact_bias = 30;
1694                                 break;
1695                         case CLASS_PALADIN:
1696                                 artifact_bias = BIAS_PRIESTLY;
1697                                 warrior_artifact_bias = 40;
1698                                 break;
1699                         case CLASS_WARRIOR_MAGE:
1700                         case CLASS_RED_MAGE:
1701                                 artifact_bias = BIAS_MAGE;
1702                                 warrior_artifact_bias = 40;
1703                                 break;
1704                         case CLASS_CHAOS_WARRIOR:
1705                                 artifact_bias = BIAS_CHAOS;
1706                                 warrior_artifact_bias = 40;
1707                                 break;
1708                         case CLASS_MONK:
1709                         case CLASS_FORCETRAINER:
1710                                 artifact_bias = BIAS_PRIESTLY;
1711                                 break;
1712                         case CLASS_MINDCRAFTER:
1713                         case CLASS_BARD:
1714                                 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1715                                 break;
1716                         case CLASS_TOURIST:
1717                                 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1718                                 break;
1719                         case CLASS_IMITATOR:
1720                                 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1721                                 break;
1722                         case CLASS_BEASTMASTER:
1723                                 artifact_bias = BIAS_CHR;
1724                                 warrior_artifact_bias = 50;
1725                                 break;
1726                         case CLASS_MIRROR_MASTER:
1727                                 if (randint1(4) > 1) 
1728                                 {
1729                                     artifact_bias = BIAS_MAGE;
1730                                 }
1731                                 else
1732                                 {
1733                                     artifact_bias = BIAS_ROGUE;
1734                                 }
1735                                 break;
1736                 }
1737         }
1738
1739         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1740                 artifact_bias = BIAS_WARRIOR;
1741
1742         strcpy(new_name, "");
1743
1744         if (!a_scroll && one_in_(A_CURSED))
1745                 a_cursed = TRUE;
1746         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1747                 a_cursed = TRUE;
1748
1749         while (one_in_(powers) || one_in_(7) || one_in_(10))
1750                 powers++;
1751
1752         if (!a_cursed && one_in_(WEIRD_LUCK))
1753                 powers *= 2;
1754
1755         if (a_cursed) powers /= 2;
1756
1757         /* Main loop */
1758         while (powers--)
1759         {
1760                 switch (randint1(max_type))
1761                 {
1762                         case 1: case 2:
1763                                 random_plus(o_ptr);
1764                                 has_pval = TRUE;
1765                                 break;
1766                         case 3: case 4:
1767                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1768                                 {
1769                                         if (a_cursed && !one_in_(13)) break;
1770                                         if (one_in_(13))
1771                                         {
1772                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1773                                         }
1774                                         else
1775                                         {
1776                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1777                                         }
1778                                 }
1779                                 else
1780                                         random_resistance(o_ptr);
1781                                 break;
1782                         case 5:
1783                                 random_misc(o_ptr);
1784                                 break;
1785                         case 6: case 7:
1786                                 random_slay(o_ptr);
1787                                 break;
1788                         default:
1789                                 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1790                                 powers++;
1791                 }
1792         };
1793
1794         if (has_pval)
1795         {
1796 #if 0
1797                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1798
1799                 /* This one commented out by gw's request... */
1800                 if (!a_scroll)
1801                         add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1802 #endif
1803
1804                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1805                 {
1806                         o_ptr->pval = randint1(2);
1807                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1808                                 o_ptr->pval++;
1809                 }
1810                 else
1811                 {
1812                         do
1813                         {
1814                                 o_ptr->pval++;
1815                         }
1816                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1817                 }
1818
1819                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1820                         o_ptr->pval = 4;
1821         }
1822
1823         /* give it some plusses... */
1824         if (object_is_armour(o_ptr))
1825                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1826         else if (object_is_weapon_ammo(o_ptr))
1827         {
1828                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1829                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1830                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1831         }
1832
1833         /* Just to be sure */
1834         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1835         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1836         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1837         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1838
1839         total_flags = flag_cost(o_ptr, o_ptr->pval);
1840         if (cheat_peek) msg_format("%ld", total_flags);
1841
1842         if (a_cursed) curse_artifact(o_ptr);
1843
1844         if (!a_cursed &&
1845             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1846         {
1847                 o_ptr->xtra2 = 0;
1848                 give_activation_power(o_ptr);
1849         }
1850
1851         if (object_is_armour(o_ptr))
1852         {
1853                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1854                 {
1855                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1856                         o_ptr->to_d -= (s16b)randint0(3);
1857                         o_ptr->to_h -= (s16b)randint0(3);
1858                 }
1859                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1860                 {
1861                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1862                         o_ptr->to_d -= (s16b)randint0(3);
1863                         o_ptr->to_h -= (s16b)randint0(3);
1864                 }
1865         }
1866
1867         if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1868
1869         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1870         {
1871                 o_ptr->to_h = 0;
1872                 o_ptr->to_d = 0;
1873                 remove_flag(o_ptr->art_flags, TR_BLOWS);
1874                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1875                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1876                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1877                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1878                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1879                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1880                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1881                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1882                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1883                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1884                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1885                 remove_flag(o_ptr->art_flags, TR_VORPAL);
1886                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1887                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1888                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1889                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1890                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1891         }
1892
1893         if (!object_is_weapon_ammo(o_ptr))
1894         {
1895                 /* For armors */
1896                 if (a_cursed) power_level = 0;
1897                 else if (total_flags < 15000) power_level = 1;
1898                 else if (total_flags < 35000) power_level = 2;
1899                 else power_level = 3;
1900         }
1901
1902         else
1903         {
1904                 /* For weapons */
1905                 if (a_cursed) power_level = 0;
1906                 else if (total_flags < 20000) power_level = 1;
1907                 else if (total_flags < 45000) power_level = 2;
1908                 else power_level = 3;
1909         }
1910
1911         if (a_scroll)
1912         {
1913                 char dummy_name[80] = "";
1914 #ifdef JP
1915                 cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
1916 #else
1917                 cptr ask_msg = "What do you want to call the artifact? ";
1918 #endif
1919
1920                 /* Identify it fully */
1921                 object_aware(o_ptr);
1922                 object_known(o_ptr);
1923
1924                 /* Mark the item as fully known */
1925                 o_ptr->ident |= (IDENT_MENTAL);
1926
1927                 /* For being treated as random artifact in screen_object() */
1928                 o_ptr->art_name = quark_add("");
1929
1930                 (void)screen_object(o_ptr, 0L);
1931
1932                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1933                     || !dummy_name[0])
1934                 {
1935                         /* Cancelled */
1936                         if (one_in_(2))
1937                         {
1938                                 get_table_sindarin_aux(dummy_name);
1939                         }
1940                         else
1941                         {
1942                                 get_table_name_aux(dummy_name);
1943                         }
1944                 }
1945
1946 #ifdef JP
1947                 sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
1948 #else
1949                 sprintf(new_name, "'%s'", dummy_name);
1950 #endif
1951
1952                 chg_virtue(V_INDIVIDUALISM, 2);
1953                 chg_virtue(V_ENCHANT, 5);
1954         }
1955         else
1956         {
1957                 get_random_name(new_name, object_is_armour(o_ptr), power_level);
1958         }
1959
1960         if (cheat_xtra)
1961         {
1962 #ifdef JP
1963                 if (artifact_bias) msg_format("±¿¤ÎÊФä¿¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È: %d¡£", artifact_bias);
1964                 else msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£");
1965 #else
1966                 if (artifact_bias) msg_format("Biased artifact: %d.", artifact_bias);
1967                 else msg_print("No bias in artifact.");
1968 #endif
1969         }
1970
1971         /* Save the inscription */
1972         o_ptr->art_name = quark_add(new_name);
1973
1974         /* Window stuff */
1975         p_ptr->window |= (PW_INVEN | PW_EQUIP);
1976
1977         return TRUE;
1978 }
1979
1980
1981 int activation_index(object_type *o_ptr)
1982 {
1983         /* Give priority to weaponsmith's essential activations */
1984         if (object_is_smith(o_ptr))
1985         {
1986                 switch (o_ptr->xtra3-1)
1987                 {
1988                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
1989                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
1990                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
1991                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
1992                 case TR_IMPACT: return ACT_QUAKE;
1993                 }
1994         }
1995
1996         if (object_is_fixed_artifact(o_ptr))
1997         {
1998                 return a_info[o_ptr->name1].act_idx;
1999         }
2000         if (object_is_ego(o_ptr))
2001         {
2002                 return e_info[o_ptr->name2].act_idx;
2003         }
2004         if (!object_is_random_artifact(o_ptr))
2005         {
2006                 return k_info[o_ptr->k_idx].act_idx;
2007         }
2008
2009         return o_ptr->xtra2;
2010 }
2011
2012 const activation_type* find_activation_info(object_type *o_ptr)
2013 {
2014         const int index = activation_index(o_ptr);
2015         const activation_type* p;
2016
2017         for (p = activation_info; p->flag != NULL; ++ p) {
2018                 if (p->index == index)
2019                 {
2020                         return p;
2021                 }
2022         }
2023
2024         return NULL;
2025 }
2026
2027
2028 /* Dragon breath activation */
2029 static bool activate_dragon_breath(object_type *o_ptr)
2030 {
2031         u32b flgs[4]; /* for resistance flags */
2032         int type[20];
2033         cptr name[20];
2034         int i, dir, t, n = 0;
2035
2036         if (!get_aim_dir(&dir)) return FALSE;
2037
2038         object_flags(o_ptr, flgs);
2039
2040         for (i = 0; dragonbreath_info[i].flag != 0; i++)
2041         {
2042                 if (have_flag(flgs, dragonbreath_info[i].flag))
2043                 {
2044                         type[n] = dragonbreath_info[i].type;
2045                         name[n] = dragonbreath_info[i].name;
2046                         n++;
2047                 }
2048         }
2049
2050         /* Paranoia */
2051         if (n == 0) return FALSE;
2052
2053         /* Stop speaking */
2054         if (music_singing_any()) stop_singing();
2055         if (hex_spelling_any()) stop_hex_spell_all();
2056
2057         t = randint0(n);
2058         msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
2059         fire_ball(type[t], dir, 250, -4);
2060
2061         return TRUE;
2062 }
2063
2064
2065 bool activate_random_artifact(object_type *o_ptr)
2066 {
2067         int plev = p_ptr->lev;
2068         int k, dir, dummy = 0;
2069         cptr name = k_name + k_info[o_ptr->k_idx].name;
2070         const activation_type* const act_ptr = find_activation_info(o_ptr);
2071
2072         /* Paranoia */
2073         if (!act_ptr) {
2074                 /* Maybe forgot adding information to activation_info table ? */
2075                 msg_print("Activation information is not found.");
2076                 return FALSE;
2077         }
2078
2079         /* Activate for attack */
2080         switch (act_ptr->index)
2081         {
2082                 case ACT_SUNLIGHT:
2083                 {
2084                         if (!get_aim_dir(&dir)) return FALSE;
2085 #ifdef JP
2086                         msg_print("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
2087 #else
2088                         msg_print("A line of sunlight appears.");
2089 #endif
2090                         (void)lite_line(dir, damroll(6, 8));
2091                         break;
2092                 }
2093
2094                 case ACT_BO_MISS_1:
2095                 {
2096 #ifdef JP
2097                         msg_print("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
2098 #else
2099                         msg_print("It glows extremely brightly...");
2100 #endif
2101                         if (!get_aim_dir(&dir)) return FALSE;
2102                         fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2103                         break;
2104                 }
2105
2106                 case ACT_BA_POIS_1:
2107                 {
2108 #ifdef JP
2109                         msg_print("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...");
2110 #else
2111                         msg_print("It throbs deep green...");
2112 #endif
2113                         if (!get_aim_dir(&dir)) return FALSE;
2114                         fire_ball(GF_POIS, dir, 12, 3);
2115                         break;
2116                 }
2117
2118                 case ACT_BO_ELEC_1:
2119                 {
2120 #ifdef JP
2121                         msg_print("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
2122 #else
2123                         msg_print("It is covered in sparks...");
2124 #endif
2125                         if (!get_aim_dir(&dir)) return FALSE;
2126                         fire_bolt(GF_ELEC, dir, damroll(4, 8));
2127                         break;
2128                 }
2129
2130                 case ACT_BO_ACID_1:
2131                 {
2132 #ifdef JP
2133                         msg_print("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...");
2134 #else
2135                         msg_print("It is covered in acid...");
2136 #endif
2137                         if (!get_aim_dir(&dir)) return FALSE;
2138                         fire_bolt(GF_ACID, dir, damroll(5, 8));
2139                         break;
2140                 }
2141
2142                 case ACT_BO_COLD_1:
2143                 {
2144 #ifdef JP
2145                         msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
2146 #else
2147                         msg_print("It is covered in frost...");
2148 #endif
2149                         if (!get_aim_dir(&dir)) return FALSE;
2150                         fire_bolt(GF_COLD, dir, damroll(6, 8));
2151                         break;
2152                 }
2153
2154                 case ACT_BO_FIRE_1:
2155                 {
2156 #ifdef JP
2157                         msg_print("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...");
2158 #else
2159                         msg_print("It is covered in fire...");
2160 #endif
2161                         if (!get_aim_dir(&dir)) return FALSE;
2162                         fire_bolt(GF_FIRE, dir, damroll(9, 8));
2163                         break;
2164                 }
2165
2166                 case ACT_BA_COLD_1:
2167                 {
2168 #ifdef JP
2169                         msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
2170 #else
2171                         msg_print("It is covered in frost...");
2172 #endif
2173                         if (!get_aim_dir(&dir)) return FALSE;
2174                         fire_ball(GF_COLD, dir, 48, 2);
2175                         break;
2176                 }
2177
2178                 case ACT_BA_FIRE_1:
2179                 {
2180 #ifdef JP
2181                         msg_print("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
2182 #else
2183                         msg_print("It glows an intense red...");
2184 #endif
2185                         if (!get_aim_dir(&dir)) return FALSE;
2186                         fire_ball(GF_FIRE, dir, 72, 2);
2187                         break;
2188                 }
2189
2190                 case ACT_DRAIN_1:
2191                 {
2192 #ifdef JP
2193                         msg_format("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", name);
2194 #else
2195                         msg_format("You order the %s to strangle your opponent.", name);
2196 #endif
2197                         if (!get_aim_dir(&dir)) return FALSE;
2198                         if (drain_life(dir, 100))
2199                         break;
2200                 }
2201
2202                 case ACT_BA_COLD_2:
2203                 {
2204 #ifdef JP
2205                         msg_print("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
2206 #else
2207                         msg_print("It glows an intense blue...");
2208 #endif
2209                         if (!get_aim_dir(&dir)) return FALSE;
2210                         fire_ball(GF_COLD, dir, 100, 2);
2211                         break;
2212                 }
2213
2214                 case ACT_BA_ELEC_2:
2215                 {
2216 #ifdef JP
2217                         msg_print("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...");
2218 #else
2219                         msg_print("It crackles with electricity...");
2220 #endif
2221                         if (!get_aim_dir(&dir)) return FALSE;
2222                         fire_ball(GF_ELEC, dir, 100, 3);
2223                         break;
2224                 }
2225
2226                 case ACT_BA_FIRE_2:
2227                 {
2228 #ifdef JP
2229                         msg_format("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", name);
2230 #else
2231                         msg_format("The %s rages in fire...", name);
2232 #endif
2233                         if (!get_aim_dir(&dir)) return FALSE;
2234                         fire_ball(GF_FIRE, dir, 120, 3);
2235                         break;
2236                 }
2237
2238                 case ACT_DRAIN_2:
2239                 {
2240 #ifdef JP
2241                         msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...");
2242 #else
2243                         msg_print("It glows black...");
2244 #endif
2245                         if (!get_aim_dir(&dir)) return FALSE;
2246                         drain_life(dir, 120);
2247                         break;
2248                 }
2249
2250                 case ACT_VAMPIRE_1:
2251                 {
2252                         if (!get_aim_dir(&dir)) return FALSE;
2253                         for (dummy = 0; dummy < 3; dummy++)
2254                         {
2255                                 if (drain_life(dir, 50))
2256                                 hp_player(50);
2257                         }
2258                         break;
2259                 }
2260
2261                 case ACT_BO_MISS_2:
2262                 {
2263 #ifdef JP
2264                         msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
2265 #else
2266                         msg_print("It grows magical spikes...");
2267 #endif
2268                         if (!get_aim_dir(&dir)) return FALSE;
2269                         fire_bolt(GF_ARROW, dir, 150);
2270                         break;
2271                 }
2272
2273                 case ACT_BA_FIRE_3:
2274                 {
2275 #ifdef JP
2276                         msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2277 #else
2278                         msg_print("It glows deep red...");
2279 #endif
2280                         if (!get_aim_dir(&dir)) return FALSE;
2281                         fire_ball(GF_FIRE, dir, 300, 3);
2282                         break;
2283                 }
2284
2285                 case ACT_BA_COLD_3:
2286                 {
2287 #ifdef JP
2288                         msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2289 #else
2290                         msg_print("It glows bright white...");
2291 #endif
2292                         if (!get_aim_dir(&dir)) return FALSE;
2293                         fire_ball(GF_COLD, dir, 400, 3);
2294                         break;
2295                 }
2296
2297                 case ACT_BA_ELEC_3:
2298                 {
2299 #ifdef JP
2300                         msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2301 #else
2302                         msg_print("It glows deep blue...");
2303 #endif
2304                         if (!get_aim_dir(&dir)) return FALSE;
2305                         fire_ball(GF_ELEC, dir, 500, 3);
2306                         break;
2307                 }
2308
2309                 case ACT_WHIRLWIND:
2310                 {
2311                         {
2312                                 int y = 0, x = 0;
2313                                 cave_type       *c_ptr;
2314                                 monster_type    *m_ptr;
2315
2316                                 for (dir = 0; dir <= 9; dir++)
2317                                 {
2318                                         y = py + ddy[dir];
2319                                         x = px + ddx[dir];
2320                                         c_ptr = &cave[y][x];
2321
2322                                         /* Get the monster */
2323                                         m_ptr = &m_list[c_ptr->m_idx];
2324
2325                                         /* Hack -- attack monsters */
2326                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2327                                                 py_attack(y, x, 0);
2328                                 }
2329                         }
2330                         break;
2331                 }
2332
2333                 case ACT_VAMPIRE_2:
2334                 {
2335                         if (!get_aim_dir(&dir)) return FALSE;
2336                         for (dummy = 0; dummy < 3; dummy++)
2337                         {
2338                                 if (drain_life(dir, 100))
2339                                 hp_player(100);
2340                         }
2341                         break;
2342                 }
2343
2344
2345                 case ACT_CALL_CHAOS:
2346                 {
2347 #ifdef JP
2348                         msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
2349 #else
2350                         msg_print("It glows in scintillating colours...");
2351 #endif
2352                         call_chaos();
2353                         break;
2354                 }
2355
2356                 case ACT_ROCKET:
2357                 {
2358                         if (!get_aim_dir(&dir)) return FALSE;
2359 #ifdef JP
2360                         msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
2361 #else
2362                         msg_print("You launch a rocket!");
2363 #endif
2364                         fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2365                         break;
2366                 }
2367
2368                 case ACT_DISP_EVIL:
2369                 {
2370 #ifdef JP
2371                         msg_print("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
2372 #else
2373                         msg_print("It floods the area with goodness...");
2374 #endif
2375                         dispel_evil(p_ptr->lev * 5);
2376                         break;
2377                 }
2378
2379                 case ACT_BA_MISS_3:
2380                 {
2381                         if (!get_aim_dir(&dir)) return FALSE;
2382 #ifdef JP
2383                         msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
2384 #else
2385                         msg_print("You breathe the elements.");
2386 #endif
2387                         fire_ball(GF_MISSILE, dir, 300, -4);
2388                         break;
2389                 }
2390
2391                 case ACT_DISP_GOOD:
2392                 {
2393 #ifdef JP
2394                         msg_print("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
2395 #else
2396                         msg_print("It floods the area with evil...");
2397 #endif
2398                         dispel_good(p_ptr->lev * 5);
2399                         break;
2400                 }
2401
2402                 case ACT_BO_MANA:
2403                 {
2404 #ifdef JP
2405                         msg_format("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", name);
2406 #else
2407                         msg_format("The %s grows magical spikes...", name);
2408 #endif
2409                         if (!get_aim_dir(&dir)) return FALSE;
2410                         fire_bolt(GF_ARROW, dir, 150);
2411                         break;
2412                 }
2413
2414                 case ACT_BA_WATER:
2415                 {
2416 #ifdef JP
2417                         msg_format("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", name);
2418 #else
2419                         msg_format("The %s throbs deep blue...", name);
2420 #endif
2421                         if (!get_aim_dir(&dir)) return FALSE;
2422                         fire_ball(GF_WATER, dir, 200, 3);
2423                         break;
2424                 }
2425
2426                 case ACT_BA_DARK:
2427                 {
2428 #ifdef JP
2429                         msg_format("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...", name);
2430 #else
2431                         msg_format("The %s is coverd in pitch-darkness...", name);
2432 #endif
2433                         if (!get_aim_dir(&dir)) return FALSE;
2434                         fire_ball(GF_DARK, dir, 250, 4);
2435                         break;
2436                 }
2437
2438                 case ACT_BA_MANA:
2439                 {
2440 #ifdef JP
2441                         msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
2442 #else
2443                         msg_format("The %s glows pale...", name);
2444 #endif
2445                         if (!get_aim_dir(&dir)) return FALSE;
2446                         fire_ball(GF_MANA, dir, 250, 4);
2447                         break;
2448                 }
2449
2450                 case ACT_PESTICIDE:
2451                 {
2452 #ifdef JP
2453                         msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
2454 #else
2455                         msg_print("You exterminate small life.");
2456 #endif
2457                         (void)dispel_monsters(4);
2458                         break;
2459                 }
2460
2461                 case ACT_BLINDING_LIGHT:
2462                 {
2463 #ifdef JP
2464                         msg_format("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", name);
2465 #else
2466                         msg_format("The %s gleams with blinding light...", name);
2467 #endif
2468                         fire_ball(GF_LITE, 0, 300, 6);
2469                         confuse_monsters(3 * p_ptr->lev / 2);
2470                         break;
2471                 }
2472
2473                 case ACT_BIZARRE:
2474                 {
2475 #ifdef JP
2476                         msg_format("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", name);
2477 #else
2478                         msg_format("The %s glows intensely black...", name);
2479 #endif
2480                         if (!get_aim_dir(&dir)) return FALSE;
2481                         ring_of_power(dir);
2482                         break;
2483                 }
2484
2485                 case ACT_CAST_BA_STAR:
2486                 {
2487                         int num = damroll(5, 3);
2488                         int y, x;
2489                         int attempts;
2490 #ifdef JP
2491                         msg_format("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...", name);
2492 #else
2493                         msg_format("The %s is surrounded by lightning...", name);
2494 #endif
2495                         for (k = 0; k < num; k++)
2496                         {
2497                                 attempts = 1000;
2498
2499                                 while (attempts--)
2500                                 {
2501                                         scatter(&y, &x, py, px, 4, 0);
2502
2503                                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2504
2505                                         if (!player_bold(y, x)) break;
2506                                 }
2507
2508                                 project(0, 3, y, x, 150, GF_ELEC,
2509                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2510                         }
2511
2512                         break;
2513                 }
2514
2515                 case ACT_BLADETURNER:
2516                 {
2517                         if (!get_aim_dir(&dir)) return FALSE;
2518 #ifdef JP
2519                         msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
2520 #else
2521                         msg_print("You breathe the elements.");
2522 #endif
2523                         fire_ball(GF_MISSILE, dir, 300, -4);
2524 #ifdef JP
2525                         msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
2526 #else
2527                         msg_print("Your armor glows many colours...");
2528 #endif
2529                         (void)set_afraid(0);
2530                         (void)set_hero(randint1(50) + 50, FALSE);
2531                         (void)hp_player(10);
2532                         (void)set_blessed(randint1(50) + 50, FALSE);
2533                         (void)set_oppose_acid(randint1(50) + 50, FALSE);
2534                         (void)set_oppose_elec(randint1(50) + 50, FALSE);
2535                         (void)set_oppose_fire(randint1(50) + 50, FALSE);
2536                         (void)set_oppose_cold(randint1(50) + 50, FALSE);
2537                         (void)set_oppose_pois(randint1(50) + 50, FALSE);
2538                         break;
2539                 }
2540                 case ACT_BA_ACID_1:
2541                 {
2542                         if (!get_aim_dir(&dir)) return FALSE;
2543                         fire_ball(GF_ACID, dir, 100, 2);
2544                         break;
2545                 }
2546
2547                 case ACT_BR_FIRE:
2548                 {
2549                         if (!get_aim_dir(&dir)) return FALSE;
2550                         fire_ball(GF_FIRE, dir, 200, -2);
2551                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2552                         {
2553                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2554                         }
2555                         break;
2556                 }
2557                 case ACT_BR_COLD:
2558                 {
2559                         if (!get_aim_dir(&dir)) return FALSE;
2560                         fire_ball(GF_COLD, dir, 200, -2);
2561                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2562                         {
2563                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2564                         }
2565                         break;
2566                 }
2567                 case ACT_BR_DRAGON:
2568                 {
2569                         if (!activate_dragon_breath(o_ptr)) return FALSE;
2570                         break;
2571                 }
2572
2573                 /* Activate for other offensive action */
2574
2575                 case ACT_CONFUSE:
2576                 {
2577 #ifdef JP
2578                         msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
2579 #else
2580                         msg_print("It glows in scintillating colours...");
2581 #endif
2582                         if (!get_aim_dir(&dir)) return FALSE;
2583                         confuse_monster(dir, 20);
2584                         break;
2585                 }
2586
2587                 case ACT_SLEEP:
2588                 {
2589 #ifdef JP
2590                         msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2591 #else
2592                         msg_print("It glows deep blue...");
2593 #endif
2594                         sleep_monsters_touch();
2595                         break;
2596                 }
2597
2598                 case ACT_QUAKE:
2599                 {
2600                         earthquake(py, px, 5);
2601                         break;
2602                 }
2603
2604                 case ACT_TERROR:
2605                 {
2606                         turn_monsters(40 + p_ptr->lev);
2607                         break;
2608                 }
2609
2610                 case ACT_TELE_AWAY:
2611                 {
2612                         if (!get_aim_dir(&dir)) return FALSE;
2613                         (void)fire_beam(GF_AWAY_ALL, dir, plev);
2614                         break;
2615                 }
2616
2617                 case ACT_BANISH_EVIL:
2618                 {
2619                         if (banish_evil(100))
2620                         {
2621 #ifdef JP
2622                                 msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª");
2623 #else
2624                                 msg_print("The power of the artifact banishes evil!");
2625 #endif
2626                         }
2627                         break;
2628                 }
2629
2630                 case ACT_GENOCIDE:
2631                 {
2632 #ifdef JP
2633                         msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2634 #else
2635                         msg_print("It glows deep blue...");
2636 #endif
2637                         (void)symbol_genocide(200, TRUE);
2638                         break;
2639                 }
2640
2641                 case ACT_MASS_GENO:
2642                 {
2643 #ifdef JP
2644                         msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
2645 #else
2646                         msg_print("It lets out a long, shrill note...");
2647 #endif
2648                         (void)mass_genocide(200, TRUE);
2649                         break;
2650                 }
2651
2652                 case ACT_SCARE_AREA:
2653                 {
2654                         if (music_singing_any()) stop_singing();
2655                         if (hex_spelling_any()) stop_hex_spell_all();
2656 #ifdef JP
2657                         msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!");
2658 #else
2659                         msg_print("You wind a mighty blast; your enemies tremble!");
2660 #endif
2661                         (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2662                         break;
2663                 }
2664
2665                 case ACT_AGGRAVATE:
2666                 {
2667                         if (o_ptr->name1 == ART_HYOUSIGI)
2668                         {
2669 #ifdef JP
2670                                 msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
2671 #else
2672                                 msg_print("You beat Your wooden clappers.");
2673 #endif
2674                         }
2675                         else
2676                         {
2677 #ifdef JP
2678                                 msg_format("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£", name);
2679 #else
2680                                 msg_format("The %s sounds an unpleasant noise.", name);
2681 #endif
2682                         }
2683                         aggravate_monsters(0);
2684                         break;
2685                 }
2686
2687                 /* Activate for summoning / charming */
2688
2689                 case ACT_CHARM_ANIMAL:
2690                 {
2691                         if (!get_aim_dir(&dir)) return FALSE;
2692                         (void)charm_animal(dir, plev * 2);
2693                         break;
2694                 }
2695
2696                 case ACT_CHARM_UNDEAD:
2697                 {
2698                         if (!get_aim_dir(&dir)) return FALSE;
2699                         (void)control_one_undead(dir, plev * 2);
2700                         break;
2701                 }
2702
2703                 case ACT_CHARM_OTHER:
2704                 {
2705                         if (!get_aim_dir(&dir)) return FALSE;
2706                         (void)charm_monster(dir, plev * 2);
2707                         break;
2708                 }
2709
2710                 case ACT_CHARM_ANIMALS:
2711                 {
2712                         (void)charm_animals(plev * 2);
2713                         break;
2714                 }
2715
2716                 case ACT_CHARM_OTHERS:
2717                 {
2718                         charm_monsters(plev * 2);
2719                         break;
2720                 }
2721
2722                 case ACT_SUMMON_ANIMAL:
2723                 {
2724                         (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2725                         break;
2726                 }
2727
2728                 case ACT_SUMMON_PHANTOM:
2729                 {
2730 #ifdef JP
2731                         msg_print("¸¸Îî¤ò¾¤´­¤·¤¿¡£");
2732 #else
2733                         msg_print("You summon a phantasmal servant.");
2734 #endif
2735                         (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2736                         break;
2737                 }
2738
2739                 case ACT_SUMMON_ELEMENTAL:
2740                 {
2741                         bool pet = one_in_(3);
2742                         u32b mode = 0L;
2743
2744                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2745                         if (pet) mode |= PM_FORCE_PET;
2746                         else mode |= PM_NO_PET;
2747
2748                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2749                         {
2750 #ifdef JP
2751                                 msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...");
2752 #else
2753                                 msg_print("An elemental materializes...");
2754 #endif
2755                                 if (pet)
2756 #ifdef JP
2757                                         msg_print("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£");
2758 #else
2759                                         msg_print("It seems obedient to you.");
2760 #endif
2761                                 else
2762 #ifdef JP
2763                                         msg_print("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª");
2764 #else
2765                                         msg_print("You fail to control it!");
2766 #endif
2767                         }
2768
2769                         break;
2770                 }
2771
2772                 case ACT_SUMMON_DEMON:
2773                 {
2774                         bool pet = one_in_(3);
2775                         u32b mode = 0L;
2776
2777                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2778                         if (pet) mode |= PM_FORCE_PET;
2779                         else mode |= PM_NO_PET;
2780
2781                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
2782                         {
2783 #ifdef JP
2784                                 msg_print("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£");
2785 #else
2786                                 msg_print("The area fills with a stench of sulphur and brimstone.");
2787 #endif
2788                                 if (pet)
2789 #ifdef JP
2790                                         msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
2791 #else
2792                                         msg_print("'What is thy bidding... Master?'");
2793 #endif
2794                                 else
2795 #ifdef JP
2796                                         msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
2797 #else
2798                                         msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
2799 #endif
2800                         }
2801
2802                         break;
2803                 }
2804
2805                 case ACT_SUMMON_UNDEAD:
2806                 {
2807                         bool pet = one_in_(3);
2808                         int type;
2809                         u32b mode = 0L;
2810
2811                         type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2812
2813                         if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2814                         if (pet) mode |= PM_FORCE_PET;
2815                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2816
2817                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
2818                         {
2819 #ifdef JP
2820                                 msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë...");
2821 #else
2822                                 msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
2823 #endif
2824                                 if (pet)
2825 #ifdef JP
2826                                         msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª");
2827 #else
2828                                         msg_print("Ancient, long-dead forms arise from the ground to serve you!");
2829 #endif
2830                                 else
2831 #ifdef JP
2832                                         msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª");
2833 #else
2834                                         msg_print("'The dead arise... to punish you for disturbing them!'");
2835 #endif
2836                         }
2837
2838                         break;
2839                 }
2840
2841                 case ACT_SUMMON_HOUND:
2842                 {
2843                         u32b mode = PM_ALLOW_GROUP;
2844                         bool pet = !one_in_(5);
2845                         if (pet) mode |= PM_FORCE_PET;
2846                         else mode |= PM_NO_PET;
2847
2848                         if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2849                         {
2850
2851                                 if (pet)
2852 #ifdef JP
2853                                         msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
2854 #else
2855                                 msg_print("A group of hounds appear as your servant.");
2856 #endif
2857
2858                                 else
2859 #ifdef JP
2860                                         msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
2861 #else
2862                                         msg_print("A group of hounds appear as your enemy!");
2863 #endif
2864
2865                         }
2866
2867                         break;
2868                 }
2869
2870                 case ACT_SUMMON_DAWN:
2871                 {
2872 #ifdef JP
2873                         msg_print("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£");
2874 #else
2875                         msg_print("You summon the Legion of the Dawn.");
2876 #endif
2877                         (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2878                         break;
2879                 }
2880
2881                 case ACT_SUMMON_OCTOPUS:
2882                 {
2883                         u32b mode = PM_ALLOW_GROUP;
2884                         bool pet = !one_in_(5);
2885                         if (pet) mode |= PM_FORCE_PET;
2886
2887                         if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
2888                         {
2889                                 if (pet)
2890 #ifdef JP
2891                                         msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
2892 #else
2893                                         msg_print("A group of octopuses appear as your servant.");
2894 #endif
2895                                 else
2896 #ifdef JP
2897                                         msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
2898 #else
2899                                         msg_print("A group of octopuses appear as your enemy!");
2900 #endif
2901                         }
2902
2903                         break;
2904                 }
2905
2906                 /* Activate for healing */
2907
2908                 case ACT_CHOIR_SINGS:
2909                 {
2910 #ifdef JP
2911                         msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
2912 #else
2913                         msg_print("A heavenly choir sings...");
2914 #endif
2915                         (void)set_poisoned(0);
2916                         (void)set_cut(0);
2917                         (void)set_stun(0);
2918                         (void)set_confused(0);
2919                         (void)set_blind(0);
2920                         (void)set_afraid(0);
2921                         (void)set_hero(randint1(25) + 25, FALSE);
2922                         (void)hp_player(777);
2923                         break;
2924                 }
2925
2926                 case ACT_CURE_LW:
2927                 {
2928                         (void)set_afraid(0);
2929                         (void)hp_player(30);
2930                         break;
2931                 }
2932
2933                 case ACT_CURE_MW:
2934                 {
2935 #ifdef JP
2936                         msg_print("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...");
2937 #else
2938                         msg_print("It radiates deep purple...");
2939 #endif
2940                         hp_player(damroll(4, 8));
2941                         (void)set_cut((p_ptr->cut / 2) - 50);
2942                         break;
2943                 }
2944
2945                 case ACT_CURE_POISON:
2946                 {
2947 #ifdef JP
2948                         msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2949 #else
2950                         msg_print("It glows deep blue...");
2951 #endif
2952                         (void)set_afraid(0);
2953                         (void)set_poisoned(0);
2954                         break;
2955                 }
2956
2957                 case ACT_REST_LIFE:
2958                 {
2959 #ifdef JP
2960                         msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...");
2961 #else
2962                         msg_print("It glows a deep red...");
2963 #endif
2964                         restore_level();
2965                         break;
2966                 }
2967
2968                 case ACT_REST_ALL:
2969                 {
2970 #ifdef JP
2971                         msg_print("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2972 #else
2973                         msg_print("It glows a deep green...");
2974 #endif
2975                         (void)do_res_stat(A_STR);
2976                         (void)do_res_stat(A_INT);
2977                         (void)do_res_stat(A_WIS);
2978                         (void)do_res_stat(A_DEX);
2979                         (void)do_res_stat(A_CON);
2980                         (void)do_res_stat(A_CHR);
2981                         (void)restore_level();
2982                         break;
2983                 }
2984
2985                 case ACT_CURE_700:
2986                 {
2987 #ifdef JP
2988                         msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2989                         msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
2990 #else
2991                         msg_print("It glows deep blue...");
2992                         msg_print("You feel a warm tingling inside...");
2993 #endif
2994                         (void)hp_player(700);
2995                         (void)set_cut(0);
2996                         break;
2997                 }
2998
2999                 case ACT_CURE_1000:
3000                 {
3001 #ifdef JP
3002                         msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3003                         msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
3004 #else
3005                         msg_print("It glows a bright white...");
3006                         msg_print("You feel much better...");
3007 #endif
3008                         (void)hp_player(1000);
3009                         (void)set_cut(0);
3010                         break;
3011                 }
3012
3013                 case ACT_CURING:
3014                 {
3015 #ifdef JP
3016                         msg_format("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", name);
3017 #else
3018                         msg_format("the %s cures you affectionately ...", name);
3019 #endif
3020                         (void)set_poisoned(0);
3021                         (void)set_confused(0);
3022                         (void)set_blind(0);
3023                         (void)set_stun(0);
3024                         (void)set_cut(0);
3025                         (void)set_image(0);
3026
3027                         break;
3028                 }
3029
3030                 case ACT_CURE_MANA_FULL:
3031                 {
3032 #ifdef JP
3033                         msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
3034 #else
3035                         msg_format("The %s glows pale...", name);
3036 #endif
3037                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
3038                         {
3039                                 int i;
3040                                 for (i = 0; i < EATER_EXT*2; i++)
3041                                 {
3042                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
3043                                         if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
3044                                 }
3045                                 for (; i < EATER_EXT*3; i++)
3046                                 {
3047                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
3048                                         p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
3049                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
3050                                 }
3051 #ifdef JP
3052                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
3053 #else
3054                                 msg_print("You feel your head clear.");
3055 #endif
3056                                 p_ptr->window |= (PW_PLAYER);
3057                         }
3058                         else if (p_ptr->csp < p_ptr->msp)
3059                         {
3060                                 p_ptr->csp = p_ptr->msp;
3061                                 p_ptr->csp_frac = 0;
3062 #ifdef JP
3063                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
3064 #else
3065                                 msg_print("You feel your head clear.");
3066 #endif
3067                                 p_ptr->redraw |= (PR_MANA);
3068                                 p_ptr->window |= (PW_PLAYER);
3069                                 p_ptr->window |= (PW_SPELL);
3070                         }
3071                         break;
3072                 }
3073
3074                 /* Activate for timed effect */
3075
3076                 case ACT_ESP:
3077                 {
3078                         (void)set_tim_esp(randint1(30) + 25, FALSE);
3079                         break;
3080                 }
3081
3082                 case ACT_BERSERK:
3083                 {
3084                         (void)set_afraid(0);
3085                         (void)set_shero(randint1(25) + 25, FALSE);
3086                         /* (void)set_afraid(0);
3087                         (void)set_hero(randint1(50) + 50, FALSE);
3088                         (void)set_blessed(randint1(50) + 50, FALSE);
3089                         o_ptr->timeout = 100 + randint1(100); */
3090                         break;
3091                 }
3092
3093                 case ACT_PROT_EVIL:
3094                 {
3095 #ifdef JP
3096                         msg_format("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", name);
3097 #else
3098                         msg_format("The %s lets out a shrill wail...", name);
3099 #endif
3100                         k = 3 * p_ptr->lev;
3101                         (void)set_protevil(randint1(25) + k, FALSE);
3102                         break;
3103                 }
3104
3105                 case ACT_RESIST_ALL:
3106                 {
3107 #ifdef JP
3108                         msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3109 #else
3110                         msg_print("It glows many colours...");
3111 #endif
3112                         (void)set_oppose_acid(randint1(40) + 40, FALSE);
3113                         (void)set_oppose_elec(randint1(40) + 40, FALSE);
3114                         (void)set_oppose_fire(randint1(40) + 40, FALSE);
3115                         (void)set_oppose_cold(randint1(40) + 40, FALSE);
3116                         (void)set_oppose_pois(randint1(40) + 40, FALSE);
3117                         break;
3118                 }
3119
3120                 case ACT_SPEED:
3121                 {
3122 #ifdef JP
3123                         msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3124 #else
3125                         msg_print("It glows bright green...");
3126 #endif
3127                         (void)set_fast(randint1(20) + 20, FALSE);
3128                         break;
3129                 }
3130
3131                 case ACT_XTRA_SPEED:
3132                 {
3133 #ifdef JP
3134                         msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3135 #else
3136                         msg_print("It glows brightly...");
3137 #endif
3138                         (void)set_fast(randint1(75) + 75, FALSE);
3139                         break;
3140                 }
3141
3142                 case ACT_WRAITH:
3143                 {
3144                         set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3145                         break;
3146                 }
3147
3148                 case ACT_INVULN:
3149                 {
3150                         (void)set_invuln(randint1(8) + 8, FALSE);
3151                         break;
3152                 }
3153
3154                 case ACT_HELO:
3155                 {
3156                         (void)set_afraid(0);
3157                         set_hero(randint1(25)+25, FALSE);
3158                         hp_player(10);
3159                         break;
3160                 }
3161
3162                 case ACT_HELO_SPEED:
3163                 {
3164                         (void)set_fast(randint1(50) + 50, FALSE);
3165                         hp_player(10);
3166                         set_afraid(0);
3167                         set_hero(randint1(50) + 50, FALSE);
3168                         break;
3169                 }
3170
3171                 case ACT_RESIST_ACID:
3172                 {
3173 #ifdef JP
3174                         msg_format("%s¤¬¹õ¤¯µ±¤¤¤¿...", name);
3175 #else
3176                         msg_format("The %s grows black.", name);
3177 #endif
3178                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3179                         {
3180                                 if (!get_aim_dir(&dir)) return FALSE;
3181                                 fire_ball(GF_ACID, dir, 100, 2);
3182                         }
3183                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
3184                         break;
3185                 }
3186
3187                 case ACT_RESIST_FIRE:
3188                 {
3189 #ifdef JP
3190                         msg_format("%s¤¬ÀÖ¤¯µ±¤¤¤¿...", name);
3191 #else
3192                         msg_format("The %s grows red.", name);
3193 #endif
3194                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3195                         {
3196                                 if (!get_aim_dir(&dir)) return FALSE;
3197                                 fire_ball(GF_FIRE, dir, 100, 2);
3198                         }
3199                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
3200                         break;
3201                 }
3202
3203                 case ACT_RESIST_COLD:
3204                 {
3205 #ifdef JP
3206                         msg_format("%s¤¬Çò¤¯µ±¤¤¤¿...", name);
3207 #else
3208                         msg_format("The %s grows white.", name);
3209 #endif
3210                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3211                         {
3212                                 if (!get_aim_dir(&dir)) return FALSE;
3213                                 fire_ball(GF_COLD, dir, 100, 2);
3214                         }
3215                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
3216                         break;
3217                 }
3218
3219                 case ACT_RESIST_ELEC:
3220                 {
3221 #ifdef JP
3222                         msg_format("%s¤¬ÀĤ¯µ±¤¤¤¿...", name);
3223 #else
3224                         msg_format("The %s grows blue.", name);
3225 #endif
3226                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3227                         {
3228                                 if (!get_aim_dir(&dir)) return FALSE;
3229                                 fire_ball(GF_ELEC, dir, 100, 2);
3230                         }
3231                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
3232                         break;
3233                 }
3234
3235                 case ACT_RESIST_POIS:
3236                 {
3237 #ifdef JP
3238                         msg_format("%s¤¬ÎФ˵±¤¤¤¿...", name);
3239 #else
3240                         msg_format("The %s grows green.", name);
3241 #endif
3242                         (void)set_oppose_pois(randint1(20) + 20, FALSE);
3243                         break;
3244                 }
3245
3246                 /* Activate for general purpose effect (detection etc.) */
3247
3248                 case ACT_LIGHT:
3249                 {
3250 #ifdef JP
3251                         msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
3252 #else
3253                         msg_format("The %s wells with clear light...", name);
3254 #endif
3255                         lite_area(damroll(2, 15), 3);
3256                         break;
3257                 }
3258
3259                 case ACT_MAP_LIGHT:
3260                 {
3261 #ifdef JP
3262                         msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
3263 #else
3264                         msg_print("It shines brightly...");
3265 #endif
3266                         map_area(DETECT_RAD_MAP);
3267                         lite_area(damroll(2, 15), 3);
3268                         break;
3269                 }
3270
3271                 case ACT_DETECT_ALL:
3272                 {
3273 #ifdef JP
3274                         msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3275                         msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿...");
3276 #else
3277                         msg_print("It glows bright white...");
3278                         msg_print("An image forms in your mind...");
3279 #endif
3280                         detect_all(DETECT_RAD_DEFAULT);
3281                         break;
3282                 }
3283
3284                 case ACT_DETECT_XTRA:
3285                 {
3286 #ifdef JP
3287                         msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3288 #else
3289                         msg_print("It glows brightly...");
3290 #endif
3291                         detect_all(DETECT_RAD_DEFAULT);
3292                         probing();
3293                         identify_fully(FALSE);
3294                         break;
3295                 }
3296
3297                 case ACT_ID_FULL:
3298                 {
3299 #ifdef JP
3300                         msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
3301 #else
3302                         msg_print("It glows yellow...");
3303 #endif
3304                         identify_fully(FALSE);
3305                         break;
3306                 }
3307
3308                 case ACT_ID_PLAIN:
3309                 {
3310                         if (!ident_spell(FALSE)) return FALSE;
3311                         break;
3312                 }
3313
3314                 case ACT_RUNE_EXPLO:
3315                 {
3316 #ifdef JP
3317                         msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3318 #else
3319                         msg_print("It glows bright red...");
3320 #endif
3321                         explosive_rune();
3322                         break;
3323                 }
3324
3325                 case ACT_RUNE_PROT:
3326                 {
3327 #ifdef JP
3328                         msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3329 #else
3330                         msg_print("It glows light blue...");
3331 #endif
3332                         warding_glyph();
3333                         break;
3334                 }
3335
3336                 case ACT_SATIATE:
3337                 {
3338                         (void)set_food(PY_FOOD_MAX - 1);
3339                         break;
3340                 }
3341
3342                 case ACT_DEST_DOOR:
3343                 {
3344 #ifdef JP
3345                         msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3346 #else
3347                         msg_print("It glows bright red...");
3348 #endif
3349                         destroy_doors_touch();
3350                         break;
3351                 }
3352
3353                 case ACT_STONE_MUD:
3354                 {
3355 #ifdef JP
3356                         msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
3357 #else
3358                         msg_print("It pulsates...");
3359 #endif
3360                         if (!get_aim_dir(&dir)) return FALSE;
3361                         wall_to_mud(dir, 20 + randint1(30));
3362                         break;
3363                 }
3364
3365                 case ACT_RECHARGE:
3366                 {
3367                         recharge(130);
3368                         break;
3369                 }
3370
3371                 case ACT_ALCHEMY:
3372                 {
3373 #ifdef JP
3374                         msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3375 #else
3376                         msg_print("It glows bright yellow...");
3377 #endif
3378                         (void)alchemy();
3379                         break;
3380                 }
3381
3382                 case ACT_DIM_DOOR:
3383                 {
3384 #ifdef JP
3385                         msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
3386 #else
3387                         msg_print("You open a dimensional gate. Choose a destination.");
3388 #endif
3389                         if (!dimension_door()) return FALSE;
3390                         break;
3391                 }
3392
3393
3394                 case ACT_TELEPORT:
3395                 {
3396 #ifdef JP
3397                         msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
3398 #else
3399                         msg_print("It twists space around you...");
3400 #endif
3401                         teleport_player(100, 0L);
3402                         break;
3403                 }
3404
3405                 case ACT_RECALL:
3406                 {
3407 #ifdef JP
3408                         msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3409 #else
3410                         msg_print("It glows soft white...");
3411 #endif
3412                         if (!word_of_recall()) return FALSE;
3413                         break;
3414                 }
3415
3416                 case ACT_JUDGE:
3417                 {
3418 #ifdef JP
3419                         msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
3420 #else
3421                         msg_format("The %s flashes bright red!", name);
3422 #endif
3423                         chg_virtue(V_KNOWLEDGE, 1);
3424                         chg_virtue(V_ENLIGHTEN, 1);
3425                         wiz_lite(FALSE);
3426 #ifdef JP
3427                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3428                         take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
3429 #else
3430                         msg_format("The %s drains your vitality...", name);
3431                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
3432 #endif
3433                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3434                         (void)detect_doors(DETECT_RAD_DEFAULT);
3435                         (void)detect_stairs(DETECT_RAD_DEFAULT);
3436 #ifdef JP
3437                         if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
3438 #else
3439                         if (get_check("Activate recall? "))
3440 #endif
3441                         {
3442                                 (void)word_of_recall();
3443                         }
3444
3445                         break;
3446                 }
3447
3448                 case ACT_TELEKINESIS:
3449                 {
3450                         if (!get_aim_dir(&dir)) return FALSE;
3451 #ifdef JP
3452                         msg_format("%s¤ò¿­¤Ð¤·¤¿¡£", name);
3453 #else
3454                         msg_format("You stretched your %s.", name);
3455 #endif
3456                         fetch(dir, 500, TRUE);
3457                         break;
3458                 }
3459
3460                 case ACT_DETECT_UNIQUE:
3461                 {
3462                         int i;
3463                         monster_type *m_ptr;
3464                         monster_race *r_ptr;
3465 #ifdef JP
3466                         msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
3467 #else
3468                         msg_print("Some strange places show up in your mind. And you see ...");
3469 #endif
3470                         /* Process the monsters (backwards) */
3471                         for (i = m_max - 1; i >= 1; i--)
3472                         {
3473                                 /* Access the monster */
3474                                 m_ptr = &m_list[i];
3475
3476                                 /* Ignore "dead" monsters */
3477                                 if (!m_ptr->r_idx) continue;
3478
3479                                 r_ptr = &r_info[m_ptr->r_idx];
3480
3481                                 if(r_ptr->flags1 & RF1_UNIQUE)
3482                                 {
3483 #ifdef JP
3484                                         msg_format("%s¡¥ ",r_name + r_ptr->name);
3485 #else
3486                                         msg_format("%s. ",r_name + r_ptr->name);
3487 #endif
3488                                 }
3489                         }
3490                         break;
3491                 }
3492
3493                 case ACT_ESCAPE:
3494                 {
3495                         switch (randint1(13))
3496                         {
3497                         case 1: case 2: case 3: case 4: case 5:
3498                                 teleport_player(10, 0L);
3499                                 break;
3500                         case 6: case 7: case 8: case 9: case 10:
3501                                 teleport_player(222, 0L);
3502                                 break;
3503                         case 11: case 12:
3504                                 (void)stair_creation();
3505                                 break;
3506                         default:
3507 #ifdef JP
3508                                 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
3509 #else
3510                                 if (get_check("Leave this level? "))
3511 #endif
3512                                 {
3513                                         if (autosave_l) do_cmd_save_game(TRUE);
3514
3515                                         /* Leaving */
3516                                         p_ptr->leaving = TRUE;
3517                                 }
3518                         }
3519                         break;
3520                 }
3521
3522                 case ACT_DISP_CURSE_XTRA:
3523                 {
3524 #ifdef JP
3525                         msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
3526 #else
3527                         msg_format("The %s exhibits the truth...", name);
3528 #endif
3529                         if (remove_all_curse())
3530                         {
3531 #ifdef JP
3532                                 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
3533 #else
3534                                 msg_print("You feel as if someone is watching over you.");
3535 #endif
3536                         }
3537                         (void)probing();
3538                         break;
3539                 }
3540
3541                 case ACT_BRAND_FIRE_BOLTS:
3542                 {
3543 #ifdef JP
3544                         msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
3545 #else
3546                         msg_format("Your %s glows deep red...", name);
3547 #endif
3548                         (void)brand_bolts();
3549                         break;
3550                 }
3551
3552                 case ACT_RECHARGE_XTRA:
3553                 {
3554 #ifdef JP
3555                         msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
3556 #else
3557                         msg_format("The %s gleams with blinding light...", name);
3558 #endif
3559                         if (!recharge(1000)) return FALSE;
3560                         break;
3561                 }
3562
3563                 case ACT_LORE:
3564                 {
3565 #ifdef JP
3566                         msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
3567 #else
3568                         msg_print("The stone reveals hidden mysteries...");
3569 #endif
3570                         if (!ident_spell(FALSE)) return FALSE;
3571
3572                         if (mp_ptr->spell_book)
3573                         {
3574                                 /* Sufficient mana */
3575                                 if (20 <= p_ptr->csp)
3576                                 {
3577                                         /* Use some mana */
3578                                         p_ptr->csp -= 20;
3579                                 }
3580
3581                                 /* Over-exert the player */
3582                                 else
3583                                 {
3584                                         int oops = 20 - p_ptr->csp;
3585
3586                                         /* No mana left */
3587                                         p_ptr->csp = 0;
3588                                         p_ptr->csp_frac = 0;
3589
3590                                         /* Message */
3591 #ifdef JP
3592                                         msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
3593 #else
3594                                         msg_print("You are too weak to control the stone!");
3595 #endif
3596                                         /* Hack -- Bypass free action */
3597                                         (void)set_paralyzed(p_ptr->paralyzed +
3598                                                 randint1(5 * oops + 1));
3599
3600                                         /* Confusing. */
3601                                         (void)set_confused(p_ptr->confused +
3602                                                 randint1(5 * oops + 1));
3603                                 }
3604
3605                                 /* Redraw mana */
3606                                 p_ptr->redraw |= (PR_MANA);
3607                         }
3608 #ifdef JP
3609                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
3610 #else
3611                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
3612 #endif
3613                         /* Confusing. */
3614                         if (one_in_(5)) (void)set_confused(p_ptr->confused +
3615                                 randint1(10));
3616
3617                         /* Exercise a little care... */
3618                         if (one_in_(20))
3619 #ifdef JP
3620                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
3621 #else
3622                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
3623 #endif
3624                         break;
3625                 }
3626
3627                 case ACT_SHIKOFUMI:
3628                 {
3629 #ifdef JP
3630                         msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
3631 #else
3632                         msg_print("You stamp. (as if you are in a ring.)");
3633 #endif
3634                         (void)set_afraid(0);
3635                         (void)set_hero(randint1(20) + 20, FALSE);
3636                         dispel_evil(p_ptr->lev * 3);
3637                         break;
3638                 }
3639
3640                 case ACT_PHASE_DOOR:
3641                 {
3642                         teleport_player(10, 0L);
3643                         break;
3644                 }
3645
3646                 case ACT_DETECT_ALL_MONS:
3647                 {
3648                         (void)detect_monsters_invis(255);
3649                         (void)detect_monsters_normal(255);
3650                         break;
3651                 }
3652
3653                 case ACT_ULTIMATE_RESIST:
3654                 {
3655                         int v = randint1(25)+25;
3656                         (void)set_afraid(0);
3657                         (void)set_hero(v, FALSE);
3658                         (void)hp_player(10);
3659                         (void)set_blessed(v, FALSE);
3660                         (void)set_oppose_acid(v, FALSE);
3661                         (void)set_oppose_elec(v, FALSE);
3662                         (void)set_oppose_fire(v, FALSE);
3663                         (void)set_oppose_cold(v, FALSE);
3664                         (void)set_oppose_pois(v, FALSE);
3665                         (void)set_ultimate_res(v, FALSE);
3666                         break;
3667                 }
3668
3669
3670                 /* Unique activation */
3671                 case ACT_CAST_OFF:
3672                 {
3673                         int inv, o_idx, t;
3674                         char o_name[MAX_NLEN];
3675                         object_type forge;
3676
3677                         /* Cast off activated item */
3678                         for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3679                         {
3680                                 if (o_ptr == &inventory[inv]) break;
3681                         }
3682
3683                         /* Paranoia */
3684                         if (inv > INVEN_FEET) return FALSE;
3685
3686                         object_copy(&forge, o_ptr);
3687                         inven_item_increase(inv, (0 - o_ptr->number));
3688                         inven_item_optimize(inv);
3689                         o_idx = drop_near(&forge, 0, py, px);
3690                         o_ptr = &o_list[o_idx];
3691
3692                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3693                         msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
3694
3695                         /* Get effects */
3696                         msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
3697                         t = 20 + randint1(20);
3698                         (void)set_blind(p_ptr->blind + t);
3699                         (void)set_afraid(0);
3700                         (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3701                         (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3702                         (void)set_hero(p_ptr->hero + t, FALSE);
3703                         (void)set_blessed(p_ptr->blessed + t, FALSE);
3704                         (void)set_fast(p_ptr->fast + t, FALSE);
3705                         (void)set_shero(p_ptr->shero + t, FALSE);
3706                         if (p_ptr->pclass == CLASS_FORCETRAINER)
3707                         {
3708                                 p_ptr->magic_num1[0] = plev * 5 + 190;
3709                                 msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
3710                         }
3711
3712                         break;
3713                 }
3714
3715                 case ACT_FISHING:
3716                 {
3717                         int x, y;
3718
3719                         if (!get_rep_dir2(&dir)) return FALSE;
3720                         y = py+ddy[dir];
3721                         x = px+ddx[dir];
3722                         tsuri_dir = dir;
3723                         if (!cave_have_flag_bold(y, x, FF_WATER))
3724                         {
3725 #ifdef JP
3726                                 msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
3727 #else
3728                                 msg_print("There is no fishing place.");
3729 #endif
3730                                 return FALSE;
3731                         }
3732                         else if (cave[y][x].m_idx)
3733                         {
3734                                 char m_name[80];
3735                                 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3736 #ifdef JP
3737                                 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
3738 #else
3739                                 msg_format("%^s is stand in your way.", m_name);
3740 #endif
3741                                 energy_use = 0;
3742                                 return FALSE;
3743                         }
3744                         set_action(ACTION_FISH);
3745                         p_ptr->redraw |= (PR_STATE);
3746                         break;
3747                 }
3748
3749                 case ACT_INROU:
3750                 {
3751                         int count = 0, i;
3752                         monster_type *m_ptr;
3753 #ifndef JP
3754                         cptr kakusan = "";
3755 #endif
3756                         if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
3757                         {
3758 #ifdef JP
3759                                 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3760 #else
3761                                 msg_print("Suke-san apperars.");
3762                                 kakusan = "Suke-san";
3763 #endif
3764                                 count++;
3765                         }
3766                         if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
3767                         {
3768 #ifdef JP
3769                                 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3770 #else
3771                                 msg_print("Kaku-san appears.");
3772                                 kakusan = "Kaku-san";
3773 #endif
3774                                 count++;
3775                         }
3776                         if (!count)
3777                         {
3778                                 for (i = m_max - 1; i > 0; i--)
3779                                 {
3780                                         m_ptr = &m_list[i];
3781                                         if (!m_ptr->r_idx) continue;
3782                                         if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3783                                         if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
3784                                         if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
3785                                         count++;
3786                                         break;
3787                                 }
3788                         }
3789
3790                         if (count)
3791                         {
3792 #ifdef JP
3793                                 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
3794 #else
3795                                 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
3796 #endif
3797                                 sukekaku = TRUE;
3798                                 stun_monsters(120);
3799                                 confuse_monsters(120);
3800                                 turn_monsters(120);
3801                                 stasis_monsters(120);
3802                                 sukekaku = FALSE;
3803                         }
3804                         else
3805                         {
3806 #ifdef JP
3807                                 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£");
3808 #else
3809                                 msg_print("Nothing happen.");
3810 #endif
3811                         }
3812                         break;
3813                 }
3814
3815                 case ACT_MURAMASA:
3816                 {
3817                         /* Only for Muramasa */
3818                         if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3819 #ifdef JP
3820                         if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
3821 #else
3822                         if (get_check("Are you sure?!"))
3823 #endif
3824                         {
3825 #ifdef JP
3826                                 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
3827 #else
3828                                 msg_print("The Muramasa pulsates...");
3829 #endif
3830                                 do_inc_stat(A_STR);
3831                                 if (one_in_(2))
3832                                 {
3833 #ifdef JP
3834                                         msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
3835 #else
3836                                         msg_print("The Muramasa is destroyed!");
3837 #endif
3838                                         curse_weapon_object(TRUE, o_ptr);
3839                                 }
3840                         }
3841                         break;
3842                 }
3843
3844                 case ACT_BLOODY_MOON:
3845                 {
3846                         /* Only for Bloody Moon */
3847                         if (o_ptr->name1 != ART_BLOOD) return FALSE;
3848 #ifdef JP
3849                         msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
3850 #else
3851                         msg_print("Your scythe glows brightly!");
3852 #endif
3853                         get_bloody_moon_flags(o_ptr);
3854                         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3855                         p_ptr->update |= (PU_BONUS | PU_HP);
3856                         break;
3857                 }
3858
3859                 case ACT_CRIMSON:
3860                 {
3861                         int num = 1;
3862                         int i;
3863                         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3864                         int tx, ty;
3865
3866                         /* Only for Crimson */
3867                         if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3868
3869 #ifdef JP
3870                         msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
3871 #else
3872                         msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
3873 #endif
3874
3875                         if (!get_aim_dir(&dir)) return FALSE;
3876
3877                         /* Use the given direction */
3878                         tx = px + 99 * ddx[dir];
3879                         ty = py + 99 * ddy[dir];
3880
3881                         /* Hack -- Use an actual "target" */
3882                         if ((dir == 5) && target_okay())
3883                         {
3884                                 tx = target_col;
3885                                 ty = target_row;
3886                         }
3887
3888                         if (p_ptr->pclass == CLASS_ARCHER)
3889                         {
3890                                 /* Extra shot at level 10 */
3891                                 if (p_ptr->lev >= 10) num++;
3892
3893                                 /* Extra shot at level 30 */
3894                                 if (p_ptr->lev >= 30) num++;
3895
3896                                 /* Extra shot at level 45 */
3897                                 if (p_ptr->lev >= 45) num++;
3898                         }
3899
3900                         for (i = 0; i < num; i++)
3901                                 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3902                         break;
3903                 }
3904
3905                 default:
3906                 {
3907 #ifdef JP
3908                         msg_format("Unknown activation effect: %d.", act_ptr->index);
3909 #else
3910                         msg_format("Unknown activation effect: %d.", act_ptr->index);
3911 #endif
3912                         return FALSE;
3913                 }
3914         }
3915
3916         /* Set activation timeout */
3917         if (act_ptr->timeout.constant >= 0) {
3918                 o_ptr->timeout = act_ptr->timeout.constant;
3919                 if (act_ptr->timeout.dice > 0) {
3920                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
3921                 }
3922         } else {
3923                 /* Activations that have special timeout */
3924                 switch (act_ptr->index) {
3925                 case ACT_BR_FIRE:
3926                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3927                         break;
3928                 case ACT_BR_COLD:
3929                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3930                         break;
3931                 case ACT_TERROR:
3932                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
3933                         break;
3934                 case ACT_MURAMASA:
3935                         /* Nothing to do */
3936                         break;
3937                 default:
3938                         msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3939                         return FALSE;
3940                 }
3941         }
3942
3943         return TRUE;
3944 }
3945
3946
3947 void get_bloody_moon_flags(object_type *o_ptr)
3948 {
3949         int dummy, i;
3950
3951         for (i = 0; i < TR_FLAG_SIZE; i++)
3952                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3953
3954         dummy = randint1(2) + randint1(2);
3955         for (i = 0; i < dummy; i++)
3956         {
3957                 int flag = randint0(26);
3958                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3959                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3960                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3961                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3962         }
3963
3964         dummy = randint1(2);
3965         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3966
3967         for (i = 0; i < 2; i++)
3968         {
3969                 int tmp = randint0(11);
3970                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3971                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3972         }
3973 }
3974
3975
3976 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3977 {
3978         bool give_resistance = FALSE, give_power = FALSE;
3979
3980         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3981         {
3982                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3983                 {
3984                         give_power = TRUE;
3985                         give_resistance = TRUE;
3986                 }
3987                 else
3988                 {
3989                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3990                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
3991                         o_ptr->curse_flags |=
3992                             (TRC_CURSED | TRC_HEAVY_CURSE);
3993                         o_ptr->curse_flags |= get_curse(2, o_ptr);
3994                         return;
3995                 }
3996         }
3997
3998         if (o_ptr->name1 == ART_MURAMASA)
3999         {
4000                 if (p_ptr->pclass != CLASS_SAMURAI)
4001                 {
4002                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
4003                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4004                 }
4005         }
4006
4007         if (o_ptr->name1 == ART_XIAOLONG)
4008         {
4009                 if (p_ptr->pclass == CLASS_MONK)
4010                         add_flag(o_ptr->art_flags, TR_BLOWS);
4011         }
4012
4013         if (o_ptr->name1 == ART_BLOOD)
4014         {
4015                 get_bloody_moon_flags(o_ptr);
4016         }
4017
4018         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
4019         {
4020                 if (p_ptr->psex != SEX_FEMALE)
4021                 {
4022                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
4023                 }
4024         }
4025
4026         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
4027         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
4028         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
4029         {
4030                 /* Give a resistance OR a power */
4031                 if (one_in_(2)) give_resistance = TRUE;
4032                 else give_power = TRUE;
4033         }
4034
4035         if (give_power)
4036         {
4037                 one_ability(o_ptr);
4038         }
4039
4040         if (give_resistance)
4041         {
4042                 one_high_resistance(o_ptr);
4043         }
4044 }
4045
4046
4047 /*
4048  * Create the artifact of the specified number
4049  */
4050 bool create_named_art(int a_idx, int y, int x)
4051 {
4052         object_type forge;
4053         object_type *q_ptr;
4054         int i;
4055
4056         artifact_type *a_ptr = &a_info[a_idx];
4057
4058         /* Get local object */
4059         q_ptr = &forge;
4060
4061         /* Ignore "empty" artifacts */
4062         if (!a_ptr->name) return FALSE;
4063
4064         /* Acquire the "kind" index */
4065         i = lookup_kind(a_ptr->tval, a_ptr->sval);
4066
4067         /* Oops */
4068         if (!i) return FALSE;
4069
4070         /* Create the artifact */
4071         object_prep(q_ptr, i);
4072
4073         /* Save the name */
4074         q_ptr->name1 = a_idx;
4075
4076         /* Extract the fields */
4077         q_ptr->pval = a_ptr->pval;
4078         q_ptr->ac = a_ptr->ac;
4079         q_ptr->dd = a_ptr->dd;
4080         q_ptr->ds = a_ptr->ds;
4081         q_ptr->to_a = a_ptr->to_a;
4082         q_ptr->to_h = a_ptr->to_h;
4083         q_ptr->to_d = a_ptr->to_d;
4084         q_ptr->weight = a_ptr->weight;
4085
4086         /* Hack -- extract the "cursed" flag */
4087         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
4088         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4089         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
4090         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
4091         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
4092         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
4093
4094         random_artifact_resistance(q_ptr, a_ptr);
4095
4096         /*
4097          * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À­¼Á¤Ë°Í¸¤¹¤ë.
4098          * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
4099          * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ­¤Ê¤¯¤Ê¤ë.
4100          */
4101
4102         /* Drop the artifact from heaven */
4103         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
4104 }