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#37359 (2.2.0.72) ランダムアーティファクトの弱いESP付与にドラゴンとユニーク感知が加わっていなかった不具合を修正。 / Fix that weak...
[hengband/hengband.git] / src / artifact.c
1 /*!
2  * @file artifact.c
3  * @brief アーティファクトの生成と管理 / Artifact code
4  * @date 2013/12/11
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2013 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14
15
16 /* Chance of using syllables to form the name instead of the "template" files */
17 #define SINDARIN_NAME   10 /*!< ランダムアーティファクトにシンダリン銘をつける確率 */
18 #define TABLE_NAME      20 /*!< ランダムアーティファクトに漢字銘をつける確率(正確には TABLE_NAME - SINDARIN_NAME %)となる */
19 #define A_CURSED        13 /*!< 1/nの確率で生成の巻物以外のランダムアーティファクトが呪いつきになる。 */
20 #define WEIRD_LUCK      12 /*!< 1/nの確率でrandom_resistance()の処理中バイアス外の耐性がつき、create_artifactで4を超えるpvalが許可される。*/
21 #define BIAS_LUCK       20 /*!< 1/nの確率でrandom_resistance()で付加する元素耐性が免疫になる */
22 #define IM_LUCK         7 /*!< 1/nの確率でrandom_resistance()で複数免疫の除去処理が免除される */
23
24 /*! @note
25  * Bias luck needs to be higher than weird luck,
26  * since it is usually tested several times...
27  */
28
29 #define ACTIVATION_CHANCE 3 /*!< 1/nの確率でランダムアーティファクトに発動が付加される。ただし防具はさらに1/2 */
30
31
32 /*!
33  * アーティファクトのバイアスIDを保管する。 / Use for biased artifact creation
34  */
35 static int artifact_bias;
36
37
38 /*!
39  * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
40  * @details 重複の抑止はない。
41  * @param o_ptr 対象のオブジェクト構造体ポインタ
42  * @return なし
43  */
44 void one_sustain(object_type *o_ptr)
45 {
46         switch (randint0(6))
47         {
48                 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
49                 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
50                 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
51                 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
52                 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
53                 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
54         }
55 }
56
57
58 /*!
59  * @brief 対象のオブジェクトにランダムな上位耐性を一つ付加する。/ Choose one random high resistance
60  * @details 重複の抑止はない。候補は毒、閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、劣化、恐怖のいずれか。
61  * @param o_ptr 対象のオブジェクト構造体ポインタ
62  * @return なし
63  */
64 void one_high_resistance(object_type *o_ptr)
65 {
66         switch (randint0(12))
67         {
68                 case  0: add_flag(o_ptr->art_flags, TR_RES_POIS);   break;
69                 case  1: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
70                 case  2: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
71                 case  3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
72                 case  4: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
73                 case  5: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
74                 case  6: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
75                 case  7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
76                 case  8: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
77                 case  9: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
78                 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN);  break;
79                 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
80         }
81 }
82
83 /*!
84  * @brief 対象のオブジェクトに王者の指輪向けの上位耐性を一つ付加する。/ Choose one random high resistance
85  * @details 候補は閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、恐怖であり
86  * 王者の指輪にあらかじめついている耐性をone_high_resistance()から除外したものである。
87  * ランダム付加そのものに重複の抑止はない。
88  * @param o_ptr 対象のオブジェクト構造体ポインタ
89  * @return なし
90  */
91 void one_lordly_high_resistance(object_type *o_ptr)
92 {
93         switch (randint0(10))
94         {
95                 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
96                 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
97                 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
98                 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
99                 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
100                 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
101                 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
102                 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
103                 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
104                 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
105         }
106 }
107
108 /*!
109  * @brief 対象のオブジェクトに元素耐性を一つ付加する。/ Choose one random element resistance
110  * @details 候補は火炎、冷気、電撃、酸のいずれかであり、重複の抑止はない。
111  * @param o_ptr 対象のオブジェクト構造体ポインタ
112  * @return なし
113  */
114 void one_ele_resistance(object_type *o_ptr)
115 {
116         switch (randint0(4))
117         {
118                 case  0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
119                 case  1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
120                 case  2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
121                 case  3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
122         }
123 }
124
125 /*!
126  * @brief 対象のオブジェクトにドラゴン装備向け元素耐性を一つ付加する。/ Choose one random element or poison resistance
127  * @details 候補は1/7の確率で毒、6/7の確率で火炎、冷気、電撃、酸のいずれか(one_ele_resistance()のコール)であり、重複の抑止はない。
128  * @param o_ptr 対象のオブジェクト構造体ポインタ
129  * @return なし
130  */
131 void one_dragon_ele_resistance(object_type *o_ptr)
132 {
133         if (one_in_(7))
134         {
135                 add_flag(o_ptr->art_flags, TR_RES_POIS);
136         }
137         else
138         {
139                 one_ele_resistance(o_ptr);
140         }
141 }
142
143 /*!
144  * @brief 対象のオブジェクトに弱いESPを一つ付加する。/ Choose one lower rank esp
145  * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
146  * ドラゴン、人間、善良、ユニークESPのいずれかであり、重複の抑止はない。
147  * @param o_ptr 対象のオブジェクト構造体ポインタ
148  * @return なし
149  */
150 void one_low_esp(object_type *o_ptr)
151 {
152         switch (randint1(10))
153         {
154                 case 1:  add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);   break;
155                 case 2:  add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);   break;
156                 case 3:  add_flag(o_ptr->art_flags, TR_ESP_DEMON);   break;
157                 case 4:  add_flag(o_ptr->art_flags, TR_ESP_ORC);   break;
158                 case 5:  add_flag(o_ptr->art_flags, TR_ESP_TROLL);   break;
159                 case 6:  add_flag(o_ptr->art_flags, TR_ESP_GIANT);   break;
160                 case 7:  add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
161                 case 8:  add_flag(o_ptr->art_flags, TR_ESP_HUMAN);   break;
162                 case 9:  add_flag(o_ptr->art_flags, TR_ESP_GOOD);   break;
163                 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);   break;
164         }
165 }
166
167
168 /*!
169  * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
170  * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
171  * をコールする。重複の抑止はない。
172  * @param o_ptr 対象のオブジェクト構造体ポインタ
173  * @return なし
174  */
175 void one_resistance(object_type *o_ptr)
176 {
177         if (one_in_(3))
178         {
179                 one_ele_resistance(o_ptr);
180         }
181         else
182         {
183                 one_high_resistance(o_ptr);
184         }
185 }
186
187
188 /*!
189  * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
190  * @details 候補は浮遊、永久光源+1、透明視、警告、遅消化、急回復、麻痺知らず、経験値維持のいずれか。
191  * 重複の抑止はない。
192  * @param o_ptr 対象のオブジェクト構造体ポインタ
193  * @return なし
194  */
195 void one_ability(object_type *o_ptr)
196 {
197         switch (randint0(10))
198         {
199         case 0: add_flag(o_ptr->art_flags, TR_LEVITATION);  break;
200         case 1: add_flag(o_ptr->art_flags, TR_LITE_1);      break;
201         case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS);   break;
202         case 3: add_flag(o_ptr->art_flags, TR_WARNING);     break;
203         case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
204         case 5: add_flag(o_ptr->art_flags, TR_REGEN);       break;
205         case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT);    break;
206         case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP);   break;
207         case 8:
208         case 9:
209                 one_low_esp(o_ptr);
210                 break;
211         }
212 }
213
214 /*!
215  * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
216  * @details 候補多数。ランダムアーティファクトのバイアスには一切依存せず、
217  * whileループによる構造で能力的に強力なものほど確率を落としている。
218  * @param o_ptr 対象のオブジェクト構造体ポインタ
219  * @return なし
220  */
221 void one_activation(object_type *o_ptr)
222 {
223         int type = 0;
224         int chance = 0;
225
226         while (randint1(100) >= chance)
227         {
228                 type = randint1(255);
229                 switch (type)
230                 {
231                         case ACT_SUNLIGHT:
232                         case ACT_BO_MISS_1:
233                         case ACT_BA_POIS_1:
234                         case ACT_BO_ELEC_1:
235                         case ACT_BO_ACID_1:
236                         case ACT_BO_COLD_1:
237                         case ACT_BO_FIRE_1:
238                         case ACT_CONFUSE:
239                         case ACT_SLEEP:
240                         case ACT_QUAKE:
241                         case ACT_CURE_LW:
242                         case ACT_CURE_MW:
243                         case ACT_CURE_POISON:
244                         case ACT_BERSERK:
245                         case ACT_LIGHT:
246                         case ACT_MAP_LIGHT:
247                         case ACT_DEST_DOOR:
248                         case ACT_STONE_MUD:
249                         case ACT_TELEPORT:
250                                 chance = 101;
251                                 break;
252                         case ACT_BA_COLD_1:
253                         case ACT_BA_FIRE_1:
254                         case ACT_DRAIN_1:
255                         case ACT_TELE_AWAY:
256                         case ACT_ESP:
257                         case ACT_RESIST_ALL:
258                         case ACT_DETECT_ALL:
259                         case ACT_RECALL:
260                         case ACT_SATIATE:
261                         case ACT_RECHARGE:
262                                 chance = 85;
263                                 break;
264                         case ACT_TERROR:
265                         case ACT_PROT_EVIL:
266                         case ACT_ID_PLAIN:
267                                 chance = 75;
268                                 break;
269                         case ACT_DRAIN_2:
270                         case ACT_VAMPIRE_1:
271                         case ACT_BO_MISS_2:
272                         case ACT_BA_FIRE_2:
273                         case ACT_REST_EXP:
274                                 chance = 66;
275                                 break;
276                         case ACT_BA_FIRE_3:
277                         case ACT_BA_COLD_3:
278                         case ACT_BA_ELEC_3:
279                         case ACT_WHIRLWIND:
280                         case ACT_VAMPIRE_2:
281                         case ACT_CHARM_ANIMAL:
282                                 chance = 50;
283                                 break;
284                         case ACT_SUMMON_ANIMAL:
285                                 chance = 40;
286                                 break;
287                         case ACT_DISP_EVIL:
288                         case ACT_BA_MISS_3:
289                         case ACT_DISP_GOOD:
290                         case ACT_BANISH_EVIL:
291                         case ACT_GENOCIDE:
292                         case ACT_MASS_GENO:
293                         case ACT_CHARM_UNDEAD:
294                         case ACT_CHARM_OTHER:
295                         case ACT_SUMMON_PHANTOM:
296                         case ACT_REST_ALL:
297                         case ACT_RUNE_EXPLO:
298                                 chance = 33;
299                                 break;
300                         case ACT_CALL_CHAOS:
301                         case ACT_ROCKET:
302                         case ACT_CHARM_ANIMALS:
303                         case ACT_CHARM_OTHERS:
304                         case ACT_SUMMON_ELEMENTAL:
305                         case ACT_CURE_700:
306                         case ACT_SPEED:
307                         case ACT_ID_FULL:
308                         case ACT_RUNE_PROT:
309                                 chance = 25;
310                                 break;
311                         case ACT_CURE_1000:
312                         case ACT_XTRA_SPEED:
313                         case ACT_DETECT_XTRA:
314                         case ACT_DIM_DOOR:
315                                 chance = 10;
316                                 break;
317                         case ACT_SUMMON_UNDEAD:
318                         case ACT_SUMMON_DEMON:
319                         case ACT_WRAITH:
320                         case ACT_INVULN:
321                         case ACT_ALCHEMY:
322                                 chance = 5;
323                                 break;
324                         default:
325                                 chance = 0;
326                 }
327         }
328
329         /* A type was chosen... */
330         o_ptr->xtra2 = type;
331         add_flag(o_ptr->art_flags, TR_ACTIVATE);
332         o_ptr->timeout = 0;
333 }
334
335 /*!
336  * @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact.
337  * @details pval、AC、命中、ダメージが正の場合、符号反転の上1d4だけ悪化させ、重い呪い、呪いフラグを必ず付加。
338  * 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、
339  * MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。
340  * @attention プレイヤーの職業依存処理あり。
341  * @param o_ptr 対象のオブジェクト構造体ポインタ
342  * @return なし
343  */
344 static void curse_artifact(object_type * o_ptr)
345 {
346         if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
347         if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
348         if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
349         if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
350
351         o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
352         remove_flag(o_ptr->art_flags, TR_BLESSED);
353
354         if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
355         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
356         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
357         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
358         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
359         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
360         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
361         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
362         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
363         else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
364
365         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))
366                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
367 }
368
369 /*!
370  * @brief ランダムアーティファクト生成中、対象のオブジェクトにpval能力を付加する。/ Add one pval on generation of randam artifact.
371  * @details 優先的に付加されるpvalがランダムアーティファクトバイアスに依存して存在する。
372  * 原則的候補は腕力、知力、賢さ、器用さ、耐久、魅力、探索、隠密、赤外線視力、加速。武器のみ採掘、追加攻撃も候補に入る。
373  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
374  * @param o_ptr 対象のオブジェクト構造体ポインタ
375  * @return なし
376  */
377 static void random_plus(object_type * o_ptr)
378 {
379         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
380
381         switch (artifact_bias)
382         {
383         case BIAS_WARRIOR:
384                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
385                 {
386                         add_flag(o_ptr->art_flags, TR_STR);
387                         if (one_in_(2)) return;
388                 }
389
390                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
391                 {
392                         add_flag(o_ptr->art_flags, TR_CON);
393                         if (one_in_(2)) return;
394                 }
395
396                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
397                 {
398                         add_flag(o_ptr->art_flags, TR_DEX);
399                         if (one_in_(2)) return;
400                 }
401                 break;
402
403         case BIAS_MAGE:
404                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
405                 {
406                         add_flag(o_ptr->art_flags, TR_INT);
407                         if (one_in_(2)) return;
408                 }
409                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
410                 {
411                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
412                         if (one_in_(2)) return;
413                 }
414                 break;
415
416         case BIAS_PRIESTLY:
417                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
418                 {
419                         add_flag(o_ptr->art_flags, TR_WIS);
420                         if (one_in_(2)) return;
421                 }
422                 break;
423
424         case BIAS_RANGER:
425                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
426                 {
427                         add_flag(o_ptr->art_flags, TR_DEX);
428                         if (one_in_(2)) return;
429                 }
430
431                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
432                 {
433                         add_flag(o_ptr->art_flags, TR_CON);
434                         if (one_in_(2)) return;
435                 }
436
437                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
438                 {
439                         add_flag(o_ptr->art_flags, TR_STR);
440                         if (one_in_(2)) return;
441                 }
442                 break;
443
444         case BIAS_ROGUE:
445                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
446                 {
447                         add_flag(o_ptr->art_flags, TR_STEALTH);
448                         if (one_in_(2)) return;
449                 }
450                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
451                 {
452                         add_flag(o_ptr->art_flags, TR_SEARCH);
453                         if (one_in_(2)) return;
454                 }
455                 break;
456
457         case BIAS_STR:
458                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
459                 {
460                         add_flag(o_ptr->art_flags, TR_STR);
461                         if (one_in_(2)) return;
462                 }
463                 break;
464
465         case BIAS_WIS:
466                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
467                 {
468                         add_flag(o_ptr->art_flags, TR_WIS);
469                         if (one_in_(2)) return;
470                 }
471                 break;
472
473         case BIAS_INT:
474                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
475                 {
476                         add_flag(o_ptr->art_flags, TR_INT);
477                         if (one_in_(2)) return;
478                 }
479                 break;
480
481         case BIAS_DEX:
482                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
483                 {
484                         add_flag(o_ptr->art_flags, TR_DEX);
485                         if (one_in_(2)) return;
486                 }
487                 break;
488
489         case BIAS_CON:
490                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
491                 {
492                         add_flag(o_ptr->art_flags, TR_CON);
493                         if (one_in_(2)) return;
494                 }
495                 break;
496
497         case BIAS_CHR:
498                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
499                 {
500                         add_flag(o_ptr->art_flags, TR_CHR);
501                         if (one_in_(2)) return;
502                 }
503                 break;
504         }
505
506         if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
507         {
508                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
509                 {
510                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
511                         if (one_in_(2)) return;
512                 }
513         }
514
515         switch (randint1(this_type))
516         {
517         case 1: case 2:
518                 add_flag(o_ptr->art_flags, TR_STR);
519                 if (!artifact_bias && !one_in_(13))
520                         artifact_bias = BIAS_STR;
521                 else if (!artifact_bias && one_in_(7))
522                         artifact_bias = BIAS_WARRIOR;
523                 break;
524         case 3: case 4:
525                 add_flag(o_ptr->art_flags, TR_INT);
526                 if (!artifact_bias && !one_in_(13))
527                         artifact_bias = BIAS_INT;
528                 else if (!artifact_bias && one_in_(7))
529                         artifact_bias = BIAS_MAGE;
530                 break;
531         case 5: case 6:
532                 add_flag(o_ptr->art_flags, TR_WIS);
533                 if (!artifact_bias && !one_in_(13))
534                         artifact_bias = BIAS_WIS;
535                 else if (!artifact_bias && one_in_(7))
536                         artifact_bias = BIAS_PRIESTLY;
537                 break;
538         case 7: case 8:
539                 add_flag(o_ptr->art_flags, TR_DEX);
540                 if (!artifact_bias && !one_in_(13))
541                         artifact_bias = BIAS_DEX;
542                 else if (!artifact_bias && one_in_(7))
543                         artifact_bias = BIAS_ROGUE;
544                 break;
545         case 9: case 10:
546                 add_flag(o_ptr->art_flags, TR_CON);
547                 if (!artifact_bias && !one_in_(13))
548                         artifact_bias = BIAS_CON;
549                 else if (!artifact_bias && one_in_(9))
550                         artifact_bias = BIAS_RANGER;
551                 break;
552         case 11: case 12:
553                 add_flag(o_ptr->art_flags, TR_CHR);
554                 if (!artifact_bias && !one_in_(13))
555                         artifact_bias = BIAS_CHR;
556                 break;
557         case 13: case 14:
558                 add_flag(o_ptr->art_flags, TR_STEALTH);
559                 if (!artifact_bias && one_in_(3))
560                         artifact_bias = BIAS_ROGUE;
561                 break;
562         case 15: case 16:
563                 add_flag(o_ptr->art_flags, TR_SEARCH);
564                 if (!artifact_bias && one_in_(9))
565                         artifact_bias = BIAS_RANGER;
566                 break;
567         case 17: case 18:
568                 add_flag(o_ptr->art_flags, TR_INFRA);
569                 break;
570         case 19:
571                 add_flag(o_ptr->art_flags, TR_SPEED);
572                 if (!artifact_bias && one_in_(11))
573                         artifact_bias = BIAS_ROGUE;
574                 break;
575         case 20: case 21:
576                 add_flag(o_ptr->art_flags, TR_TUNNEL);
577                 break;
578         case 22: case 23:
579                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
580                 else
581                 {
582                         add_flag(o_ptr->art_flags, TR_BLOWS);
583                         if (!artifact_bias && one_in_(11))
584                                 artifact_bias = BIAS_WARRIOR;
585                 }
586                 break;
587         }
588 }
589
590 /*!
591  * @brief ランダムアーティファクト生成中、対象のオブジェクトに耐性を付加する。/ Add one resistance on generation of randam artifact.
592  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
593  * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
594  * 毒、閃光、暗黒、破片、轟音、盲目、混乱、地獄、カオス、劣化、恐怖、火オーラ、冷気オーラ、電撃オーラ、反射。
595  * 戦士系バイアスのみ反魔もつく。
596  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
597  * @param o_ptr 対象のオブジェクト構造体ポインタ
598  * @return なし
599  */
600 static void random_resistance(object_type * o_ptr)
601 {
602         switch (artifact_bias)
603         {
604         case BIAS_ACID:
605                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
606                 {
607                         add_flag(o_ptr->art_flags, TR_RES_ACID);
608                         if (one_in_(2)) return;
609                 }
610                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
611                 {
612                         add_flag(o_ptr->art_flags, TR_IM_ACID);
613                         if (!one_in_(IM_LUCK))
614                         {
615                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
616                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
617                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
618                         }
619                         if (one_in_(2)) return;
620                 }
621                 break;
622
623         case BIAS_ELEC:
624                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
625                 {
626                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
627                         if (one_in_(2)) return;
628                 }
629                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
630                     !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
631                 {
632                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
633                         if (one_in_(2)) return;
634                 }
635                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
636                 {
637                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
638                         if (!one_in_(IM_LUCK))
639                         {
640                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
641                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
642                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
643                         }
644
645                         if (one_in_(2)) return;
646                 }
647                 break;
648
649         case BIAS_FIRE:
650                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
651                 {
652                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
653                         if (one_in_(2)) return;
654                 }
655                 if ((o_ptr->tval >= TV_CLOAK) &&
656                     (o_ptr->tval <= TV_HARD_ARMOR) &&
657                     !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
658                 {
659                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
660                         if (one_in_(2)) return;
661                 }
662                 if (one_in_(BIAS_LUCK) &&
663                     !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
664                 {
665                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
666                         if (!one_in_(IM_LUCK))
667                         {
668                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
669                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
670                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
671                         }
672                         if (one_in_(2)) return;
673                 }
674                 break;
675
676         case BIAS_COLD:
677                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
678                 {
679                         add_flag(o_ptr->art_flags, TR_RES_COLD);
680                         if (one_in_(2)) return;
681                 }
682                 if ((o_ptr->tval >= TV_CLOAK) &&
683                     (o_ptr->tval <= TV_HARD_ARMOR) &&
684                     !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
685                 {
686                         add_flag(o_ptr->art_flags, TR_SH_COLD);
687                         if (one_in_(2)) return;
688                 }
689                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
690                 {
691                         add_flag(o_ptr->art_flags, TR_IM_COLD);
692                         if (!one_in_(IM_LUCK))
693                         {
694                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
695                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
696                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
697                         }
698                         if (one_in_(2)) return;
699                 }
700                 break;
701
702         case BIAS_POIS:
703                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
704                 {
705                         add_flag(o_ptr->art_flags, TR_RES_POIS);
706                         if (one_in_(2)) return;
707                 }
708                 break;
709
710         case BIAS_WARRIOR:
711                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
712                 {
713                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
714                         if (one_in_(2)) return;
715                 }
716                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
717                 {
718                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
719                         if (one_in_(2)) return;
720                 }
721                 break;
722
723         case BIAS_NECROMANTIC:
724                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
725                 {
726                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
727                         if (one_in_(2)) return;
728                 }
729                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
730                 {
731                         add_flag(o_ptr->art_flags, TR_RES_POIS);
732                         if (one_in_(2)) return;
733                 }
734                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
735                 {
736                         add_flag(o_ptr->art_flags, TR_RES_DARK);
737                         if (one_in_(2)) return;
738                 }
739                 break;
740
741         case BIAS_CHAOS:
742                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
743                 {
744                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
745                         if (one_in_(2)) return;
746                 }
747                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
748                 {
749                         add_flag(o_ptr->art_flags, TR_RES_CONF);
750                         if (one_in_(2)) return;
751                 }
752                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
753                 {
754                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
755                         if (one_in_(2)) return;
756                 }
757                 break;
758         }
759
760         switch (randint1(42))
761         {
762                 case 1:
763                         if (!one_in_(WEIRD_LUCK))
764                                 random_resistance(o_ptr);
765                         else
766                         {
767                                 add_flag(o_ptr->art_flags, TR_IM_ACID);
768                                 if (!artifact_bias)
769                                         artifact_bias = BIAS_ACID;
770                         }
771                         break;
772                 case 2:
773                         if (!one_in_(WEIRD_LUCK))
774                                 random_resistance(o_ptr);
775                         else
776                         {
777                                 add_flag(o_ptr->art_flags, TR_IM_ELEC);
778                                 if (!artifact_bias)
779                                         artifact_bias = BIAS_ELEC;
780                         }
781                         break;
782                 case 3:
783                         if (!one_in_(WEIRD_LUCK))
784                                 random_resistance(o_ptr);
785                         else
786                         {
787                                 add_flag(o_ptr->art_flags, TR_IM_COLD);
788                                 if (!artifact_bias)
789                                         artifact_bias = BIAS_COLD;
790                         }
791                         break;
792                 case 4:
793                         if (!one_in_(WEIRD_LUCK))
794                                 random_resistance(o_ptr);
795                         else
796                         {
797                                 add_flag(o_ptr->art_flags, TR_IM_FIRE);
798                                 if (!artifact_bias)
799                                         artifact_bias = BIAS_FIRE;
800                         }
801                         break;
802                 case 5:
803                 case 6:
804                 case 13:
805                         add_flag(o_ptr->art_flags, TR_RES_ACID);
806                         if (!artifact_bias)
807                                 artifact_bias = BIAS_ACID;
808                         break;
809                 case 7:
810                 case 8:
811                 case 14:
812                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
813                         if (!artifact_bias)
814                                 artifact_bias = BIAS_ELEC;
815                         break;
816                 case 9:
817                 case 10:
818                 case 15:
819                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
820                         if (!artifact_bias)
821                                 artifact_bias = BIAS_FIRE;
822                         break;
823                 case 11:
824                 case 12:
825                 case 16:
826                         add_flag(o_ptr->art_flags, TR_RES_COLD);
827                         if (!artifact_bias)
828                                 artifact_bias = BIAS_COLD;
829                         break;
830                 case 17:
831                 case 18:
832                         add_flag(o_ptr->art_flags, TR_RES_POIS);
833                         if (!artifact_bias && !one_in_(4))
834                                 artifact_bias = BIAS_POIS;
835                         else if (!artifact_bias && one_in_(2))
836                                 artifact_bias = BIAS_NECROMANTIC;
837                         else if (!artifact_bias && one_in_(2))
838                                 artifact_bias = BIAS_ROGUE;
839                         break;
840                 case 19:
841                 case 20:
842                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
843                         if (!artifact_bias && one_in_(3))
844                                 artifact_bias = BIAS_WARRIOR;
845                         break;
846                 case 21:
847                         add_flag(o_ptr->art_flags, TR_RES_LITE);
848                         break;
849                 case 22:
850                         add_flag(o_ptr->art_flags, TR_RES_DARK);
851                         break;
852                 case 23:
853                 case 24:
854                         add_flag(o_ptr->art_flags, TR_RES_BLIND);
855                         break;
856                 case 25:
857                 case 26:
858                         add_flag(o_ptr->art_flags, TR_RES_CONF);
859                         if (!artifact_bias && one_in_(6))
860                                 artifact_bias = BIAS_CHAOS;
861                         break;
862                 case 27:
863                 case 28:
864                         add_flag(o_ptr->art_flags, TR_RES_SOUND);
865                         break;
866                 case 29:
867                 case 30:
868                         add_flag(o_ptr->art_flags, TR_RES_SHARDS);
869                         break;
870                 case 31:
871                 case 32:
872                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
873                         if (!artifact_bias && one_in_(3))
874                                 artifact_bias = BIAS_NECROMANTIC;
875                         break;
876                 case 33:
877                 case 34:
878                         add_flag(o_ptr->art_flags, TR_RES_NEXUS);
879                         break;
880                 case 35:
881                 case 36:
882                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
883                         if (!artifact_bias && one_in_(2))
884                                 artifact_bias = BIAS_CHAOS;
885                         break;
886                 case 37:
887                 case 38:
888                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
889                         break;
890                 case 39:
891                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
892                                 add_flag(o_ptr->art_flags, TR_SH_ELEC);
893                         else
894                                 random_resistance(o_ptr);
895                         if (!artifact_bias)
896                                 artifact_bias = BIAS_ELEC;
897                         break;
898                 case 40:
899                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
900                                 add_flag(o_ptr->art_flags, TR_SH_FIRE);
901                         else
902                                 random_resistance(o_ptr);
903                         if (!artifact_bias)
904                                 artifact_bias = BIAS_FIRE;
905                         break;
906                 case 41:
907                         if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
908                             o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
909                                 add_flag(o_ptr->art_flags, TR_REFLECT);
910                         else
911                                 random_resistance(o_ptr);
912                         break;
913                 case 42:
914                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
915                                 add_flag(o_ptr->art_flags, TR_SH_COLD);
916                         else
917                                 random_resistance(o_ptr);
918                         if (!artifact_bias)
919                                 artifact_bias = BIAS_COLD;
920                         break;
921         }
922 }
923
924
925 /*!
926  * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
927  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
928  * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
929  * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
930  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
931  * @param o_ptr 対象のオブジェクト構造体ポインタ
932  * @return なし
933  */
934 static void random_misc(object_type * o_ptr)
935 {
936         switch (artifact_bias)
937         {
938         case BIAS_RANGER:
939                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
940                 {
941                         add_flag(o_ptr->art_flags, TR_SUST_CON);
942                         if (one_in_(2)) return;
943                 }
944                 break;
945
946         case BIAS_STR:
947                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
948                 {
949                         add_flag(o_ptr->art_flags, TR_SUST_STR);
950                         if (one_in_(2)) return;
951                 }
952                 break;
953
954         case BIAS_WIS:
955                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
956                 {
957                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
958                         if (one_in_(2)) return;
959                 }
960                 break;
961
962         case BIAS_INT:
963                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
964                 {
965                         add_flag(o_ptr->art_flags, TR_SUST_INT);
966                         if (one_in_(2)) return;
967                 }
968                 break;
969
970         case BIAS_DEX:
971                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
972                 {
973                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
974                         if (one_in_(2)) return;
975                 }
976                 break;
977
978         case BIAS_CON:
979                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
980                 {
981                         add_flag(o_ptr->art_flags, TR_SUST_CON);
982                         if (one_in_(2)) return;
983                 }
984                 break;
985
986         case BIAS_CHR:
987                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
988                 {
989                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
990                         if (one_in_(2)) return;
991                 }
992                 break;
993
994         case BIAS_CHAOS:
995                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
996                 {
997                         add_flag(o_ptr->art_flags, TR_TELEPORT);
998                         if (one_in_(2)) return;
999                 }
1000                 break;
1001
1002         case BIAS_FIRE:
1003                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
1004                 {
1005                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
1006                 }
1007                 break;
1008         }
1009
1010         switch (randint1(33))
1011         {
1012                 case 1:
1013                         add_flag(o_ptr->art_flags, TR_SUST_STR);
1014                         if (!artifact_bias)
1015                                 artifact_bias = BIAS_STR;
1016                         break;
1017                 case 2:
1018                         add_flag(o_ptr->art_flags, TR_SUST_INT);
1019                         if (!artifact_bias)
1020                                 artifact_bias = BIAS_INT;
1021                         break;
1022                 case 3:
1023                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
1024                         if (!artifact_bias)
1025                                 artifact_bias = BIAS_WIS;
1026                         break;
1027                 case 4:
1028                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
1029                         if (!artifact_bias)
1030                                 artifact_bias = BIAS_DEX;
1031                         break;
1032                 case 5:
1033                         add_flag(o_ptr->art_flags, TR_SUST_CON);
1034                         if (!artifact_bias)
1035                                 artifact_bias = BIAS_CON;
1036                         break;
1037                 case 6:
1038                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
1039                         if (!artifact_bias)
1040                                 artifact_bias = BIAS_CHR;
1041                         break;
1042                 case 7:
1043                 case 8:
1044                 case 14:
1045                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
1046                         break;
1047                 case 9:
1048                         add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1049                         if (!artifact_bias && one_in_(5))
1050                                 artifact_bias = BIAS_PRIESTLY;
1051                         else if (!artifact_bias && one_in_(6))
1052                                 artifact_bias = BIAS_NECROMANTIC;
1053                         break;
1054                 case 10:
1055                 case 11:
1056                         add_flag(o_ptr->art_flags, TR_LITE_1);
1057                         break;
1058                 case 12:
1059                 case 13:
1060                         add_flag(o_ptr->art_flags, TR_LEVITATION);
1061                         break;
1062                 case 15:
1063                 case 16:
1064                 case 17:
1065                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1066                         break;
1067                 case 19:
1068                 case 20:
1069                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1070                         break;
1071                 case 21:
1072                 case 22:
1073                         add_flag(o_ptr->art_flags, TR_REGEN);
1074                         break;
1075                 case 23:
1076                         add_flag(o_ptr->art_flags, TR_TELEPORT);
1077                         break;
1078                 case 24:
1079                 case 25:
1080                 case 26:
1081                         if (object_is_armour(o_ptr))
1082                                 random_misc(o_ptr);
1083                         else
1084                         {
1085                                 o_ptr->to_a = 4 + randint1(11);
1086                         }
1087                         break;
1088                 case 27:
1089                 case 28:
1090                 case 29:
1091                 {
1092                         int bonus_h, bonus_d;
1093                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1094                         bonus_h = 4 + (randint1(11));
1095                         bonus_d = 4 + (randint1(11));
1096                         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))
1097                         {
1098                                 bonus_h /= 2;
1099                                 bonus_d /= 2;
1100                         }
1101                         o_ptr->to_h += bonus_h;
1102                         o_ptr->to_d += bonus_d;
1103                         break;
1104                 }
1105                 case 30:
1106                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1107                         break;
1108                 case 31:
1109                         add_flag(o_ptr->art_flags, TR_NO_TELE);
1110                         break;
1111                 case 32:
1112                         add_flag(o_ptr->art_flags, TR_WARNING);
1113                         break;
1114
1115                 case 18:
1116                         switch (randint1(3))
1117                         {
1118                         case 1:
1119                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1120                                 if (!artifact_bias && one_in_(3))
1121                                         artifact_bias = BIAS_LAW;
1122                                 break;
1123                         case 2:
1124                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1125                                 if (!artifact_bias && one_in_(3))
1126                                         artifact_bias = BIAS_MAGE;
1127                                 break;
1128                         case 3:
1129                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1130                                 if (!artifact_bias && one_in_(9))
1131                                         artifact_bias = BIAS_MAGE;
1132                                 break;
1133                         }
1134                         break;
1135
1136                 case 33:
1137                 {
1138                         int idx[3];
1139                         int n = randint1(3);
1140
1141                         idx[0] = randint1(10);
1142
1143                         idx[1] = randint1(9);
1144                         if (idx[1] >= idx[0]) idx[1]++;
1145
1146                         idx[2] = randint1(8);
1147                         if (idx[2] >= idx[0]) idx[2]++;
1148                         if (idx[2] >= idx[1]) idx[2]++;
1149
1150                         while (n--) switch (idx[n])
1151                         {
1152                         case 1:
1153                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1154                                 if (!artifact_bias && one_in_(4))
1155                                         artifact_bias = BIAS_RANGER;
1156                                 break;
1157                         case 2:
1158                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1159                                 if (!artifact_bias && one_in_(3))
1160                                         artifact_bias = BIAS_PRIESTLY;
1161                                 else if (!artifact_bias && one_in_(6))
1162                                         artifact_bias = BIAS_NECROMANTIC;
1163                                 break;
1164                         case 3:
1165                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1166                                 break;
1167                         case 4:
1168                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1169                                 break;
1170                         case 5:
1171                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1172                                 break;
1173                         case 6:
1174                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1175                                 break;
1176                         case 7:
1177                                 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1178                                 break;
1179                         case 8:
1180                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1181                                 if (!artifact_bias && one_in_(6))
1182                                         artifact_bias = BIAS_ROGUE;
1183                                 break;
1184                         case 9:
1185                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1186                                 if (!artifact_bias && one_in_(3))
1187                                         artifact_bias = BIAS_LAW;
1188                                 break;
1189                         case 10:
1190                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1191                                 if (!artifact_bias && one_in_(3))
1192                                         artifact_bias = BIAS_LAW;
1193                                 break;
1194                         }
1195                         break;
1196                 }
1197         }
1198 }
1199
1200 /*!
1201  * @brief ランダムアーティファクト生成中、対象のオブジェクトにスレイ効果を付加する。/ Add one slaying on generation of randam artifact.
1202  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
1203  * 原則的候補は強力射、高速射、混沌効果、吸血効果、祝福、投擲しやすい、焼棄、凍結、電撃、溶解、毒殺、
1204  * 動物スレイ、邪悪スレイ、悪魔スレイ、不死スレイ、オークスレイ、トロルスレイ、巨人スレイ、ドラゴンスレイ、
1205  * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1206  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
1207  * @param o_ptr 対象のオブジェクト構造体ポインタ
1208  * @return なし
1209  */
1210 static void random_slay(object_type *o_ptr)
1211 {
1212         if (o_ptr->tval == TV_BOW)
1213         {
1214                 switch (randint1(6))
1215                 {
1216                         case 1:
1217                         case 2:
1218                         case 3:
1219                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1220                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1221                                 if (!artifact_bias && one_in_(9))
1222                                         artifact_bias = BIAS_RANGER;
1223                                 break;
1224                         default:
1225                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1226                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1227                                 if (!artifact_bias && one_in_(9))
1228                                         artifact_bias = BIAS_RANGER;
1229                         break;
1230                 }
1231
1232                 return;
1233         }
1234
1235         switch (artifact_bias)
1236         {
1237         case BIAS_CHAOS:
1238                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1239                 {
1240                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1241                         if (one_in_(2)) return;
1242                 }
1243                 break;
1244
1245         case BIAS_PRIESTLY:
1246                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1247                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1248                 {
1249                         /* A free power for "priestly" random artifacts */
1250                         add_flag(o_ptr->art_flags, TR_BLESSED);
1251                 }
1252                 break;
1253
1254         case BIAS_NECROMANTIC:
1255                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1256                 {
1257                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1258                         if (one_in_(2)) return;
1259                 }
1260                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1261                 {
1262                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1263                         if (one_in_(2)) return;
1264                 }
1265                 break;
1266
1267         case BIAS_RANGER:
1268                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1269                 {
1270                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1271                         if (one_in_(2)) return;
1272                 }
1273                 break;
1274
1275         case BIAS_ROGUE:
1276                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1277                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1278                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1279                 {
1280                         /* Free power for rogues... */
1281                         add_flag(o_ptr->art_flags, TR_THROW);
1282                 }
1283                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1284                 {
1285                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1286                         if (one_in_(2)) return;
1287                 }
1288                 break;
1289
1290         case BIAS_POIS:
1291                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1292                 {
1293                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1294                         if (one_in_(2)) return;
1295                 }
1296                 break;
1297
1298         case BIAS_FIRE:
1299                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1300                 {
1301                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1302                         if (one_in_(2)) return;
1303                 }
1304                 break;
1305
1306         case BIAS_COLD:
1307                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1308                 {
1309                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1310                         if (one_in_(2)) return;
1311                 }
1312                 break;
1313
1314         case BIAS_ELEC:
1315                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1316                 {
1317                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1318                         if (one_in_(2)) return;
1319                 }
1320                 break;
1321
1322         case BIAS_ACID:
1323                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1324                 {
1325                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1326                         if (one_in_(2)) return;
1327                 }
1328                 break;
1329
1330         case BIAS_LAW:
1331                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1332                 {
1333                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1334                         if (one_in_(2)) return;
1335                 }
1336                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1337                 {
1338                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1339                         if (one_in_(2)) return;
1340                 }
1341                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1342                 {
1343                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1344                         if (one_in_(2)) return;
1345                 }
1346                 break;
1347         }
1348
1349         switch (randint1(36))
1350         {
1351                 case 1:
1352                 case 2:
1353                         if (one_in_(4))
1354                         {
1355                                 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1356                         }
1357                         else
1358                         {
1359                                 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1360                         }
1361                         break;
1362                 case 3:
1363                 case 4:
1364                         if (one_in_(4))
1365                         {
1366                                 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1367                         }
1368                         else
1369                         {
1370                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL); 
1371                         }
1372                         if (!artifact_bias && one_in_(2))
1373                                 artifact_bias = BIAS_LAW;
1374                         else if (!artifact_bias && one_in_(9))
1375                                 artifact_bias = BIAS_PRIESTLY;
1376                         break;
1377                 case 5:
1378                 case 6:
1379                         if (one_in_(4))
1380                         {
1381                                 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1382                         }
1383                         else
1384                         {
1385                                 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1386                         }
1387                         if (!artifact_bias && one_in_(9))
1388                                 artifact_bias = BIAS_PRIESTLY;
1389                         break;
1390                 case 7:
1391                 case 8:
1392                         if (one_in_(4))
1393                         {
1394                                 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1395                         }
1396                         else
1397                         {
1398                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1399                         }
1400                         if (!artifact_bias && one_in_(9))
1401                                 artifact_bias = BIAS_PRIESTLY;
1402                         break;
1403                 case 9:
1404                 case 10:
1405                         if (one_in_(4))
1406                         {
1407                                 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1408                         }
1409                         else
1410                         {
1411                                 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1412                         }
1413                         break;
1414                 case 11:
1415                 case 12:
1416                         if (one_in_(4))
1417                         {
1418                                 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1419                         }
1420                         else
1421                         {
1422                                 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1423                         }
1424                         break;
1425                 case 13:
1426                 case 14:
1427                         if (one_in_(4))
1428                         {
1429                                 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1430                         }
1431                         else
1432                         {
1433                                 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1434                         }
1435                         break;
1436                 case 15:
1437                 case 16:
1438                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1439                         break;
1440                 case 17:
1441                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1442                         break;
1443                 case 18:
1444                 case 19:
1445                         if (o_ptr->tval == TV_SWORD)
1446                         {
1447                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1448                                 if (!artifact_bias && one_in_(9))
1449                                         artifact_bias = BIAS_WARRIOR;
1450                         }
1451                         else
1452                                 random_slay(o_ptr);
1453                         break;
1454                 case 20:
1455                         add_flag(o_ptr->art_flags, TR_IMPACT);
1456                         break;
1457                 case 21:
1458                 case 22:
1459                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1460                         if (!artifact_bias)
1461                                 artifact_bias = BIAS_FIRE;
1462                         break;
1463                 case 23:
1464                 case 24:
1465                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1466                         if (!artifact_bias)
1467                                 artifact_bias = BIAS_COLD;
1468                         break;
1469                 case 25:
1470                 case 26:
1471                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1472                         if (!artifact_bias)
1473                                 artifact_bias = BIAS_ELEC;
1474                         break;
1475                 case 27:
1476                 case 28:
1477                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1478                         if (!artifact_bias)
1479                                 artifact_bias = BIAS_ACID;
1480                         break;
1481                 case 29:
1482                 case 30:
1483                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1484                         if (!artifact_bias && !one_in_(3))
1485                                 artifact_bias = BIAS_POIS;
1486                         else if (!artifact_bias && one_in_(6))
1487                                 artifact_bias = BIAS_NECROMANTIC;
1488                         else if (!artifact_bias)
1489                                 artifact_bias = BIAS_ROGUE;
1490                         break;
1491                 case 31:
1492                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1493                         if (!artifact_bias)
1494                                 artifact_bias = BIAS_NECROMANTIC;
1495                         break;
1496                 case 32:
1497                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1498                         if (!artifact_bias)
1499                                 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1500                         break;
1501                 case 33:
1502                 case 34:
1503                         if (one_in_(4))
1504                         {
1505                                 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1506                         }
1507                         else
1508                         {
1509                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1510                         }
1511                         break;
1512                 default:
1513                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1514                         if (!artifact_bias)
1515                                 artifact_bias = BIAS_CHAOS;
1516                         break;
1517         }
1518 }
1519
1520 /*!
1521  * @brief ランダムアーティファクト生成中、対象のオブジェクトにバイアスに依存した発動を与える。/ Add one activaton of randam artifact depend on bias.
1522  * @details バイアスが無い場合、一部のバイアスの確率によっては one_ability() に処理が移行する。
1523  * @param o_ptr 対象のオブジェクト構造体ポインタ
1524  * @return なし
1525  */
1526 static void give_activation_power(object_type *o_ptr)
1527 {
1528         int type = 0, chance = 0;
1529
1530         switch (artifact_bias)
1531         {
1532                 case BIAS_ELEC:
1533                         if (!one_in_(3))
1534                         {
1535                                 type = ACT_BO_ELEC_1;
1536                         }
1537                         else if (!one_in_(5))
1538                         {
1539                                 type = ACT_BA_ELEC_2;
1540                         }
1541                         else
1542                         {
1543                                 type = ACT_BA_ELEC_3;
1544                         }
1545                         chance = 101;
1546                         break;
1547
1548                 case BIAS_POIS:
1549                         type = ACT_BA_POIS_1;
1550                         chance = 101;
1551                         break;
1552
1553                 case BIAS_FIRE:
1554                         if (!one_in_(3))
1555                         {
1556                                 type = ACT_BO_FIRE_1;
1557                         }
1558                         else if (!one_in_(5))
1559                         {
1560                                 type = ACT_BA_FIRE_1;
1561                         }
1562                         else
1563                         {
1564                                 type = ACT_BA_FIRE_2;
1565                         }
1566                         chance = 101;
1567                         break;
1568
1569                 case BIAS_COLD:
1570                         chance = 101;
1571                         if (!one_in_(3))
1572                                 type = ACT_BO_COLD_1;
1573                         else if (!one_in_(3))
1574                                 type = ACT_BA_COLD_1;
1575                         else if (!one_in_(3))
1576                                 type = ACT_BA_COLD_2;
1577                         else
1578                                 type = ACT_BA_COLD_3;
1579                         break;
1580
1581                 case BIAS_CHAOS:
1582                         chance = 50;
1583                         if (one_in_(6))
1584                                 type = ACT_SUMMON_DEMON;
1585                         else
1586                                 type = ACT_CALL_CHAOS;
1587                         break;
1588
1589                 case BIAS_PRIESTLY:
1590                         chance = 101;
1591
1592                         if (one_in_(13))
1593                                 type = ACT_CHARM_UNDEAD;
1594                         else if (one_in_(12))
1595                                 type = ACT_BANISH_EVIL;
1596                         else if (one_in_(11))
1597                                 type = ACT_DISP_EVIL;
1598                         else if (one_in_(10))
1599                                 type = ACT_PROT_EVIL;
1600                         else if (one_in_(9))
1601                                 type = ACT_CURE_1000;
1602                         else if (one_in_(8))
1603                                 type = ACT_CURE_700;
1604                         else if (one_in_(7))
1605                                 type = ACT_REST_ALL;
1606                         else if (one_in_(6))
1607                                 type = ACT_REST_EXP;
1608                         else
1609                                 type = ACT_CURE_MW;
1610                         break;
1611
1612                 case BIAS_NECROMANTIC:
1613                         chance = 101;
1614                         if (one_in_(66))
1615                                 type = ACT_WRAITH;
1616                         else if (one_in_(13))
1617                                 type = ACT_DISP_GOOD;
1618                         else if (one_in_(9))
1619                                 type = ACT_MASS_GENO;
1620                         else if (one_in_(8))
1621                                 type = ACT_GENOCIDE;
1622                         else if (one_in_(13))
1623                                 type = ACT_SUMMON_UNDEAD;
1624                         else if (one_in_(9))
1625                                 type = ACT_VAMPIRE_2;
1626                         else if (one_in_(6))
1627                                 type = ACT_CHARM_UNDEAD;
1628                         else
1629                                 type = ACT_VAMPIRE_1;
1630                         break;
1631
1632                 case BIAS_LAW:
1633                         chance = 101;
1634                         if (one_in_(8))
1635                                 type = ACT_BANISH_EVIL;
1636                         else if (one_in_(4))
1637                                 type = ACT_DISP_EVIL;
1638                         else
1639                                 type = ACT_PROT_EVIL;
1640                         break;
1641
1642                 case BIAS_ROGUE:
1643                         chance = 101;
1644                         if (one_in_(50))
1645                                 type = ACT_SPEED;
1646                         else if (one_in_(4))
1647                                 type = ACT_SLEEP;
1648                         else if (one_in_(3))
1649                                 type = ACT_DETECT_ALL;
1650                         else if (one_in_(8))
1651                                 type = ACT_ID_FULL;
1652                         else
1653                                 type = ACT_ID_PLAIN;
1654                         break;
1655
1656                 case BIAS_MAGE:
1657                         chance = 66;
1658                         if (one_in_(20))
1659                                 type = ACT_SUMMON_ELEMENTAL;
1660                         else if (one_in_(10))
1661                                 type = ACT_SUMMON_PHANTOM;
1662                         else if (one_in_(5))
1663                                 type = ACT_RUNE_EXPLO;
1664                         else
1665                                 type = ACT_ESP;
1666                         break;
1667
1668                 case BIAS_WARRIOR:
1669                         chance = 80;
1670                         if (one_in_(100))
1671                                 type = ACT_INVULN;
1672                         else
1673                                 type = ACT_BERSERK;
1674                         break;
1675
1676                 case BIAS_RANGER:
1677                         chance = 101;
1678                         if (one_in_(20))
1679                                 type = ACT_CHARM_ANIMALS;
1680                         else if (one_in_(7))
1681                                 type = ACT_SUMMON_ANIMAL;
1682                         else if (one_in_(6))
1683                                 type = ACT_CHARM_ANIMAL;
1684                         else if (one_in_(4))
1685                                 type = ACT_RESIST_ALL;
1686                         else if (one_in_(3))
1687                                 type = ACT_SATIATE;
1688                         else
1689                                 type = ACT_CURE_POISON;
1690                         break;
1691         }
1692
1693         if (!type || (randint1(100) >= chance))
1694         {
1695                 one_activation(o_ptr);
1696                 return;
1697         }
1698
1699         /* A type was chosen... */
1700         o_ptr->xtra2 = type;
1701         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1702         o_ptr->timeout = 0;
1703 }
1704
1705 /*!
1706  * @brief ランダムアーティファクト生成中、対象のオブジェクトに名前を与える。/ Set name of randomartifact.
1707  * @details 確率によって、シンダリン銘、漢字銘、固定名のいずれか一つが与えられる。
1708  * @param return_name 名前を返すための文字列参照ポインタ
1709  * @param armour 対象のオブジェクトが防具が否か
1710  * @param power 銘の基準となるオブジェクトの価値レベル(0=呪い、1=低位、2=中位、3以上=高位)
1711  * @return なし
1712  */
1713 static void get_random_name(char *return_name, bool armour, int power)
1714 {
1715         int prob = randint1(100);
1716
1717         if (prob <= SINDARIN_NAME)
1718         {
1719                 get_table_sindarin(return_name);
1720         }
1721         else if (prob <= TABLE_NAME)
1722         {
1723                 get_table_name(return_name);
1724         }
1725         else
1726         {
1727                 cptr filename;
1728
1729                 switch (armour)
1730                 {
1731                         case 1:
1732                                 switch (power)
1733                                 {
1734                                         case 0:
1735                                                 filename = _("a_cursed_j.txt", "a_cursed.txt");
1736                                                 break;
1737                                         case 1:
1738                                                 filename = _("a_low_j.txt", "a_low.txt");
1739                                                 break;
1740                                         case 2:
1741                                                 filename = _("a_med_j.txt", "a_med.txt");
1742                                                 break;
1743                                         default:
1744                                                 filename = _("a_high_j.txt", "a_high.txt");
1745                                 }
1746                                 break;
1747                         default:
1748                                 switch (power)
1749                                 {
1750                                         case 0:
1751                                                 filename = _("w_cursed_j.txt", "w_cursed.txt");
1752                                                 break;
1753                                         case 1:
1754                                                 filename = _("w_low_j.txt", "w_low.txt");
1755                                                 break;
1756                                         case 2:
1757                                                 filename = _("w_med_j.txt", "w_med.txt");
1758                                                 break;
1759                                         default:
1760                                                 filename = _("w_high_j.txt", "w_high.txt");
1761                                 }
1762                 }
1763
1764                 (void)get_rnd_line(filename, artifact_bias, return_name);
1765 #ifdef JP
1766                  if (return_name[0] == 0) get_table_name(return_name);
1767 #endif
1768         }
1769 }
1770
1771 /*!
1772  * @brief ランダムアーティファクト生成のメインルーチン
1773  * @details 既に生成が済んでいるオブジェクトの構造体を、アーティファクトとして強化する。
1774  * @param o_ptr 対象のオブジェクト構造体ポインタ
1775  * @param a_scroll アーティファクト生成の巻物上の処理。呪いのアーティファクトが生成対象外となる。
1776  * @return 常にTRUE(1)を返す
1777  */
1778 bool create_artifact(object_type *o_ptr, bool a_scroll)
1779 {
1780         char    new_name[1024];
1781         int     has_pval = 0;
1782         int     powers = randint1(5) + 1;
1783         int     max_powers;
1784         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1785         int     power_level;
1786         s32b    total_flags;
1787         bool    a_cursed = FALSE;
1788         int     warrior_artifact_bias = 0;
1789         int i;
1790
1791         /* Reset artifact bias */
1792         artifact_bias = 0;
1793
1794         /* Nuke enchantments */
1795         o_ptr->name1 = 0;
1796         o_ptr->name2 = 0;
1797
1798         for (i = 0; i < TR_FLAG_SIZE; i++)
1799                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1800
1801         if (o_ptr->pval) has_pval = TRUE;
1802
1803         if (a_scroll && one_in_(4))
1804         {
1805                 switch (p_ptr->pclass)
1806                 {
1807                         case CLASS_WARRIOR:
1808                         case CLASS_BERSERKER:
1809                         case CLASS_ARCHER:
1810                         case CLASS_SAMURAI:
1811                         case CLASS_CAVALRY:
1812                         case CLASS_SMITH:
1813                                 artifact_bias = BIAS_WARRIOR;
1814                                 break;
1815                         case CLASS_MAGE:
1816                         case CLASS_HIGH_MAGE:
1817                         case CLASS_SORCERER:
1818                         case CLASS_MAGIC_EATER:
1819                         case CLASS_BLUE_MAGE:
1820                                 artifact_bias = BIAS_MAGE;
1821                                 break;
1822                         case CLASS_PRIEST:
1823                                 artifact_bias = BIAS_PRIESTLY;
1824                                 break;
1825                         case CLASS_ROGUE:
1826                         case CLASS_NINJA:
1827                                 artifact_bias = BIAS_ROGUE;
1828                                 warrior_artifact_bias = 25;
1829                                 break;
1830                         case CLASS_RANGER:
1831                         case CLASS_SNIPER:
1832                                 artifact_bias = BIAS_RANGER;
1833                                 warrior_artifact_bias = 30;
1834                                 break;
1835                         case CLASS_PALADIN:
1836                                 artifact_bias = BIAS_PRIESTLY;
1837                                 warrior_artifact_bias = 40;
1838                                 break;
1839                         case CLASS_WARRIOR_MAGE:
1840                         case CLASS_RED_MAGE:
1841                                 artifact_bias = BIAS_MAGE;
1842                                 warrior_artifact_bias = 40;
1843                                 break;
1844                         case CLASS_CHAOS_WARRIOR:
1845                                 artifact_bias = BIAS_CHAOS;
1846                                 warrior_artifact_bias = 40;
1847                                 break;
1848                         case CLASS_MONK:
1849                         case CLASS_FORCETRAINER:
1850                                 artifact_bias = BIAS_PRIESTLY;
1851                                 break;
1852                         case CLASS_MINDCRAFTER:
1853                         case CLASS_BARD:
1854                                 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1855                                 break;
1856                         case CLASS_TOURIST:
1857                                 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1858                                 break;
1859                         case CLASS_IMITATOR:
1860                                 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1861                                 break;
1862                         case CLASS_BEASTMASTER:
1863                                 artifact_bias = BIAS_CHR;
1864                                 warrior_artifact_bias = 50;
1865                                 break;
1866                         case CLASS_MIRROR_MASTER:
1867                                 if (randint1(4) > 1) 
1868                                 {
1869                                     artifact_bias = BIAS_MAGE;
1870                                 }
1871                                 else
1872                                 {
1873                                     artifact_bias = BIAS_ROGUE;
1874                                 }
1875                                 break;
1876                 }
1877         }
1878
1879         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1880                 artifact_bias = BIAS_WARRIOR;
1881
1882         strcpy(new_name, "");
1883
1884         if (!a_scroll && one_in_(A_CURSED))
1885                 a_cursed = TRUE;
1886         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1887                 a_cursed = TRUE;
1888
1889         while (one_in_(powers) || one_in_(7) || one_in_(10))
1890                 powers++;
1891
1892         if (!a_cursed && one_in_(WEIRD_LUCK))
1893                 powers *= 2;
1894
1895         if (a_cursed) powers /= 2;
1896
1897         max_powers = powers;
1898         /* Main loop */
1899         while (powers--)
1900         {
1901                 switch (randint1(max_type))
1902                 {
1903                         case 1: case 2:
1904                                 random_plus(o_ptr);
1905                                 has_pval = TRUE;
1906                                 break;
1907                         case 3: case 4:
1908                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1909                                 {
1910                                         if (a_cursed && !one_in_(13)) break;
1911                                         if (one_in_(13))
1912                                         {
1913                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1914                                         }
1915                                         else
1916                                         {
1917                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1918                                         }
1919                                 }
1920                                 else
1921                                         random_resistance(o_ptr);
1922                                 break;
1923                         case 5:
1924                                 random_misc(o_ptr);
1925                                 break;
1926                         case 6: case 7:
1927                                 random_slay(o_ptr);
1928                                 break;
1929                         default:
1930                                 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1931                                 powers++;
1932                 }
1933         };
1934
1935         if (has_pval)
1936         {
1937 #if 0
1938                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1939
1940                 /* This one commented out by gw's request... */
1941                 if (!a_scroll)
1942                         add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1943 #endif
1944
1945                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1946                 {
1947                         o_ptr->pval = randint1(2);
1948                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1949                                 o_ptr->pval++;
1950                 }
1951                 else
1952                 {
1953                         do
1954                         {
1955                                 o_ptr->pval++;
1956                         }
1957                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1958                 }
1959
1960                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1961                         o_ptr->pval = 4;
1962         }
1963
1964
1965         /* give it some plusses... */
1966         if (object_is_armour(o_ptr))
1967                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1968         else if (object_is_weapon_ammo(o_ptr))
1969         {
1970                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1971                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1972                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1973         }
1974
1975         /* Just to be sure */
1976         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1977         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1978         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1979         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1980
1981         total_flags = flag_cost(o_ptr, o_ptr->pval);
1982
1983         if (a_cursed) curse_artifact(o_ptr);
1984
1985         if (!a_cursed &&
1986             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1987         {
1988                 o_ptr->xtra2 = 0;
1989                 give_activation_power(o_ptr);
1990         }
1991
1992         if (object_is_armour(o_ptr))
1993         {
1994                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1995                 {
1996                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1997                         o_ptr->to_d -= (s16b)randint0(3);
1998                         o_ptr->to_h -= (s16b)randint0(3);
1999                 }
2000                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
2001                 {
2002                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
2003                         o_ptr->to_d -= (s16b)randint0(3);
2004                         o_ptr->to_h -= (s16b)randint0(3);
2005                 }
2006         }
2007
2008         if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
2009
2010         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
2011         {
2012                 o_ptr->to_h = 0;
2013                 o_ptr->to_d = 0;
2014                 remove_flag(o_ptr->art_flags, TR_BLOWS);
2015                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
2016                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
2017                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2018                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
2019                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2020                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
2021                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
2022                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
2023                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
2024                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
2025                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2026                 remove_flag(o_ptr->art_flags, TR_VORPAL);
2027                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
2028                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
2029                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
2030                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
2031                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
2032         }
2033
2034         if (!object_is_weapon_ammo(o_ptr))
2035         {
2036                 /* For armors */
2037                 if (a_cursed) power_level = 0;
2038                 else if (total_flags < 15000) power_level = 1;
2039                 else if (total_flags < 35000) power_level = 2;
2040                 else power_level = 3;
2041         }
2042
2043         else
2044         {
2045                 /* For weapons */
2046                 if (a_cursed) power_level = 0;
2047                 else if (total_flags < 20000) power_level = 1;
2048                 else if (total_flags < 45000) power_level = 2;
2049                 else power_level = 3;
2050         }
2051
2052         /* 平均対邪ダメージが一定以上なら11/12(WEIRD_LUCK)でダメージ抑制処理を行う */
2053         if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
2054         {
2055                 msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
2056                 do
2057                 {
2058                         if (weakening_artifact(o_ptr) == 0) break;
2059                 } while (suppression_evil_dam(o_ptr));
2060         }
2061
2062         if (a_scroll)
2063         {
2064                 char dummy_name[80] = "";
2065                 cptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
2066
2067                 /* Identify it fully */
2068                 object_aware(o_ptr);
2069                 object_known(o_ptr);
2070
2071                 /* Mark the item as fully known */
2072                 o_ptr->ident |= (IDENT_MENTAL);
2073
2074                 /* For being treated as random artifact in screen_object() */
2075                 o_ptr->art_name = quark_add("");
2076
2077                 (void)screen_object(o_ptr, 0L);
2078
2079                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2080                     || !dummy_name[0])
2081                 {
2082                         /* Cancelled */
2083                         if (one_in_(2))
2084                         {
2085                                 get_table_sindarin_aux(dummy_name);
2086                         }
2087                         else
2088                         {
2089                                 get_table_name_aux(dummy_name);
2090                         }
2091                 }
2092                 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
2093                 chg_virtue(V_INDIVIDUALISM, 2);
2094                 chg_virtue(V_ENCHANT, 5);
2095         }
2096         else
2097         {
2098                 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2099         }
2100
2101         /* Save the inscription */
2102         o_ptr->art_name = quark_add(new_name);
2103
2104         msg_format_wizard(CHEAT_OBJECT, _("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」",
2105                 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[artifact_bias]);
2106
2107         /* Window stuff */
2108         p_ptr->window |= (PW_INVEN | PW_EQUIP);
2109
2110         return TRUE;
2111 }
2112
2113 /*!
2114  * @brief オブジェクトから能力発動IDを取得する。
2115  * @details いくつかのケースで定義されている発動効果から、
2116  * 鍛冶師による付与>固定アーティファクト>エゴ>ランダムアーティファクト>ベースアイテムの優先順位で走査していく。
2117  * @param o_ptr 対象のオブジェクト構造体ポインタ
2118  * @return 発動効果のIDを返す
2119  */
2120 int activation_index(object_type *o_ptr)
2121 {
2122         /* Give priority to weaponsmith's essential activations */
2123         if (object_is_smith(o_ptr))
2124         {
2125                 switch (o_ptr->xtra3 - 1)
2126                 {
2127                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2128                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2129                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2130                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2131                 case TR_IMPACT: return ACT_QUAKE;
2132                 }
2133         }
2134
2135         if (object_is_fixed_artifact(o_ptr))
2136         {
2137                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2138                 {
2139                         return a_info[o_ptr->name1].act_idx;
2140                 }
2141         }
2142         if (object_is_ego(o_ptr))
2143         {
2144                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2145                 {
2146                         return e_info[o_ptr->name2].act_idx;
2147                 }
2148         }
2149         if (!object_is_random_artifact(o_ptr))
2150         {
2151                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2152                 {
2153                         return k_info[o_ptr->k_idx].act_idx;
2154                 }
2155         }
2156
2157         return o_ptr->xtra2;
2158 }
2159
2160 /*!
2161  * @brief オブジェクトから発動効果構造体のポインタを取得する。
2162  * @details activation_index() 関数の結果から参照する。
2163  * @param o_ptr 対象のオブジェクト構造体ポインタ
2164  * @return 発動効果構造体のポインタを返す
2165  */
2166 const activation_type* find_activation_info(object_type *o_ptr)
2167 {
2168         const int index = activation_index(o_ptr);
2169         const activation_type* p;
2170
2171         for (p = activation_info; p->flag != NULL; ++ p) {
2172                 if (p->index == index)
2173                 {
2174                         return p;
2175                 }
2176         }
2177
2178         return NULL;
2179 }
2180
2181 /*!
2182  * @brief 発動によるブレスの属性をアイテムの耐性から選択し、実行を処理する。/ Dragon breath activation
2183  * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
2184  * @param o_ptr 対象のオブジェクト構造体ポインタ
2185  * @return 発動実行の是非を返す。
2186  */
2187 static bool activate_dragon_breath(object_type *o_ptr)
2188 {
2189         u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2190         int type[20];
2191         cptr name[20];
2192         int i, dir, t, n = 0;
2193
2194         if (!get_aim_dir(&dir)) return FALSE;
2195
2196         object_flags(o_ptr, flgs);
2197
2198         for (i = 0; dragonbreath_info[i].flag != 0; i++)
2199         {
2200                 if (have_flag(flgs, dragonbreath_info[i].flag))
2201                 {
2202                         type[n] = dragonbreath_info[i].type;
2203                         name[n] = dragonbreath_info[i].name;
2204                         n++;
2205                 }
2206         }
2207
2208         /* Paranoia */
2209         if (n == 0) return FALSE;
2210
2211         /* Stop speaking */
2212         if (music_singing_any()) stop_singing();
2213         if (hex_spelling_any()) stop_hex_spell_all();
2214
2215         t = randint0(n);
2216         msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
2217         fire_ball(type[t], dir, 250, -4);
2218
2219         return TRUE;
2220 }
2221
2222 /*!
2223  * @brief アイテムの発動効果を処理する。
2224  * @details activate_random_artifact()とされているが、実際は全発動が統合された。
2225  * @todo 折を見て関数名を修正すること。
2226  * @param o_ptr 対象のオブジェクト構造体ポインタ
2227  * @return 発動実行の是非を返す。
2228  */
2229 bool activate_random_artifact(object_type *o_ptr)
2230 {
2231         int plev = p_ptr->lev;
2232         int k, dir, dummy = 0;
2233         cptr name = k_name + k_info[o_ptr->k_idx].name;
2234         const activation_type* const act_ptr = find_activation_info(o_ptr);
2235
2236         /* Paranoia */
2237         if (!act_ptr) {
2238                 /* Maybe forgot adding information to activation_info table ? */
2239                 msg_print("Activation information is not found.");
2240                 return FALSE;
2241         }
2242
2243         /* Activate for attack */
2244         switch (act_ptr->index)
2245         {
2246                 case ACT_SUNLIGHT:
2247                 {
2248                         if (!get_aim_dir(&dir)) return FALSE;
2249                         msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
2250                         (void)lite_line(dir, damroll(6, 8));
2251                         break;
2252                 }
2253
2254                 case ACT_BO_MISS_1:
2255                 {
2256                         msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
2257                         if (!get_aim_dir(&dir)) return FALSE;
2258                         fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2259                         break;
2260                 }
2261
2262                 case ACT_BA_POIS_1:
2263                 {
2264                         msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
2265                         if (!get_aim_dir(&dir)) return FALSE;
2266                         fire_ball(GF_POIS, dir, 12, 3);
2267                         break;
2268                 }
2269
2270                 case ACT_BO_ELEC_1:
2271                 {
2272                         msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
2273                         if (!get_aim_dir(&dir)) return FALSE;
2274                         fire_bolt(GF_ELEC, dir, damroll(4, 8));
2275                         break;
2276                 }
2277
2278                 case ACT_BO_ACID_1:
2279                 {
2280                         msg_print(_("それは酸に覆われた...","It is covered in acid..."));
2281                         if (!get_aim_dir(&dir)) return FALSE;
2282                         fire_bolt(GF_ACID, dir, damroll(5, 8));
2283                         break;
2284                 }
2285
2286                 case ACT_BO_COLD_1:
2287                 {
2288                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2289                         if (!get_aim_dir(&dir)) return FALSE;
2290                         fire_bolt(GF_COLD, dir, damroll(6, 8));
2291                         break;
2292                 }
2293
2294                 case ACT_BO_FIRE_1:
2295                 {
2296                         msg_print(_("それは炎に覆われた...","It is covered in fire..."));
2297                         if (!get_aim_dir(&dir)) return FALSE;
2298                         fire_bolt(GF_FIRE, dir, damroll(9, 8));
2299                         break;
2300                 }
2301
2302                 case ACT_BA_COLD_1:
2303                 {
2304                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2305                         if (!get_aim_dir(&dir)) return FALSE;
2306                         fire_ball(GF_COLD, dir, 48, 2);
2307                         break;
2308                 }
2309                 
2310                 case ACT_BA_COLD_2:
2311                 {
2312                         msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
2313                         if (!get_aim_dir(&dir)) return FALSE;
2314                         fire_ball(GF_COLD, dir, 100, 2);
2315                         break;
2316                 }
2317                 
2318                 case ACT_BA_COLD_3:
2319                 {
2320                         msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
2321                         if (!get_aim_dir(&dir)) return FALSE;
2322                         fire_ball(GF_COLD, dir, 400, 3);
2323                         break;
2324                 }
2325
2326                 case ACT_BA_FIRE_1:
2327                 {
2328                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2329                         if (!get_aim_dir(&dir)) return FALSE;
2330                         fire_ball(GF_FIRE, dir, 72, 2);
2331                         break;
2332                 }
2333                 
2334                 case ACT_BA_FIRE_2:
2335                 {
2336                         msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
2337                         if (!get_aim_dir(&dir)) return FALSE;
2338                         fire_ball(GF_FIRE, dir, 120, 3);
2339                         break;
2340                 }
2341                 
2342                 case ACT_BA_FIRE_3:
2343                 {
2344                         msg_print(_("深赤色に輝いている...", "It glows deep red..."));
2345                         if (!get_aim_dir(&dir)) return FALSE;
2346                         fire_ball(GF_FIRE, dir, 300, 3);
2347                         break;
2348                 }
2349                 
2350                 case ACT_BA_FIRE_4:
2351                 {
2352                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2353                         if (!get_aim_dir(&dir)) return FALSE;
2354                         fire_ball(GF_FIRE, dir, 100, 2);
2355                         break;
2356                 }
2357                 
2358                 case ACT_BA_ELEC_2:
2359                 {
2360                         msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
2361                         if (!get_aim_dir(&dir)) return FALSE;
2362                         fire_ball(GF_ELEC, dir, 100, 3);
2363                         break;
2364                 }
2365                 
2366                 case ACT_BA_ELEC_3:
2367                 {
2368                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2369                         if (!get_aim_dir(&dir)) return FALSE;
2370                         fire_ball(GF_ELEC, dir, 500, 3);
2371                         break;
2372                 }
2373                 
2374                 case ACT_BA_ACID_1:
2375                 {
2376                         msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
2377                         if (!get_aim_dir(&dir)) return FALSE;
2378                         fire_ball(GF_ACID, dir, 100, 2);
2379                         break;
2380                 }
2381                 
2382                 case ACT_BA_NUKE_1:
2383                 {
2384                         msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
2385                         if (!get_aim_dir(&dir)) return FALSE;
2386                         fire_ball(GF_NUKE, dir, 100, 2);
2387                         break;
2388                 }
2389                 
2390                 case ACT_DRAIN_1:
2391                 {
2392                         msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
2393                         if (!get_aim_dir(&dir)) return FALSE;
2394                         if (drain_life(dir, 100))
2395                         break;
2396                 }
2397
2398                 case ACT_DRAIN_2:
2399                 {
2400                         msg_print(_("黒く輝いている...", "It glows black..."));
2401                         if (!get_aim_dir(&dir)) return FALSE;
2402                         drain_life(dir, 120);
2403                         break;
2404                 }
2405
2406                 case ACT_VAMPIRE_1:
2407                 {
2408                         if (!get_aim_dir(&dir)) return FALSE;
2409                         for (dummy = 0; dummy < 3; dummy++)
2410                         {
2411                                 if (drain_life(dir, 50))
2412                                 hp_player(50);
2413                         }
2414                         break;
2415                 }
2416
2417                 case ACT_BO_MISS_2:
2418                 {
2419                         msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
2420                         if (!get_aim_dir(&dir)) return FALSE;
2421                         fire_bolt(GF_ARROW, dir, 150);
2422                         break;
2423                 }
2424
2425                 case ACT_WHIRLWIND:
2426                 {
2427                         {
2428                                 int y = 0, x = 0;
2429                                 cave_type       *c_ptr;
2430                                 monster_type    *m_ptr;
2431
2432                                 for (dir = 0; dir <= 9; dir++)
2433                                 {
2434                                         y = p_ptr->y + ddy[dir];
2435                                         x = p_ptr->x + ddx[dir];
2436                                         c_ptr = &cave[y][x];
2437
2438                                         /* Get the monster */
2439                                         m_ptr = &m_list[c_ptr->m_idx];
2440
2441                                         /* Hack -- attack monsters */
2442                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2443                                                 py_attack(y, x, 0);
2444                                 }
2445                         }
2446                         break;
2447                 }
2448
2449                 case ACT_VAMPIRE_2:
2450                 {
2451                         if (!get_aim_dir(&dir)) return FALSE;
2452                         for (dummy = 0; dummy < 3; dummy++)
2453                         {
2454                                 if (drain_life(dir, 100))
2455                                 hp_player(100);
2456                         }
2457                         break;
2458                 }
2459
2460
2461                 case ACT_CALL_CHAOS:
2462                 {
2463                         msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
2464                         call_chaos();
2465                         break;
2466                 }
2467
2468                 case ACT_ROCKET:
2469                 {
2470                         if (!get_aim_dir(&dir)) return FALSE;
2471                         msg_print(_("ロケットを発射した!", "You launch a rocket!"));
2472                         fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2473                         break;
2474                 }
2475
2476                 case ACT_DISP_EVIL:
2477                 {
2478                         msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
2479                         dispel_evil(p_ptr->lev * 5);
2480                         break;
2481                 }
2482
2483                 case ACT_BA_MISS_3:
2484                 {
2485                         if (!get_aim_dir(&dir)) return FALSE;
2486                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2487                         fire_ball(GF_MISSILE, dir, 300, -4);
2488                         break;
2489                 }
2490
2491                 case ACT_DISP_GOOD:
2492                 {
2493                         msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
2494                         dispel_good(p_ptr->lev * 5);
2495                         break;
2496                 }
2497
2498                 case ACT_BO_MANA:
2499                 {
2500                         msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
2501                         if (!get_aim_dir(&dir)) return FALSE;
2502                         fire_bolt(GF_ARROW, dir, 150);
2503                         break;
2504                 }
2505
2506                 case ACT_BA_WATER:
2507                 {
2508                         msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
2509                         if (!get_aim_dir(&dir)) return FALSE;
2510                         fire_ball(GF_WATER, dir, 200, 3);
2511                         break;
2512                 }
2513
2514                 case ACT_BA_DARK:
2515                 {
2516                         msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
2517                         if (!get_aim_dir(&dir)) return FALSE;
2518                         fire_ball(GF_DARK, dir, 250, 4);
2519                         break;
2520                 }
2521
2522                 case ACT_BA_MANA:
2523                 {
2524                         msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
2525                         if (!get_aim_dir(&dir)) return FALSE;
2526                         fire_ball(GF_MANA, dir, 250, 4);
2527                         break;
2528                 }
2529
2530                 case ACT_PESTICIDE:
2531                 {
2532                         msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
2533                         (void)dispel_monsters(4);
2534                         break;
2535                 }
2536
2537                 case ACT_BLINDING_LIGHT:
2538                 {
2539                         msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
2540                         fire_ball(GF_LITE, 0, 300, 6);
2541                         confuse_monsters(3 * p_ptr->lev / 2);
2542                         break;
2543                 }
2544
2545                 case ACT_BIZARRE:
2546                 {
2547                         msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
2548                         if (!get_aim_dir(&dir)) return FALSE;
2549                         ring_of_power(dir);
2550                         break;
2551                 }
2552
2553                 case ACT_CAST_BA_STAR:
2554                 {
2555                         int num = damroll(5, 3);
2556                         int y = 0, x = 0;
2557                         int attempts;
2558                         msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
2559                         for (k = 0; k < num; k++)
2560                         {
2561                                 attempts = 1000;
2562
2563                                 while (attempts--)
2564                                 {
2565                                         scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
2566
2567                                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2568
2569                                         if (!player_bold(y, x)) break;
2570                                 }
2571
2572                                 project(0, 3, y, x, 150, GF_ELEC,
2573                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2574                         }
2575
2576                         break;
2577                 }
2578
2579                 case ACT_BLADETURNER:
2580                 {
2581                         if (!get_aim_dir(&dir)) return FALSE;
2582                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2583                         fire_ball(GF_MISSILE, dir, 300, -4);
2584                         msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
2585                         (void)set_afraid(0);
2586                         (void)set_hero(randint1(50) + 50, FALSE);
2587                         (void)hp_player(10);
2588                         (void)set_blessed(randint1(50) + 50, FALSE);
2589                         (void)set_oppose_acid(randint1(50) + 50, FALSE);
2590                         (void)set_oppose_elec(randint1(50) + 50, FALSE);
2591                         (void)set_oppose_fire(randint1(50) + 50, FALSE);
2592                         (void)set_oppose_cold(randint1(50) + 50, FALSE);
2593                         (void)set_oppose_pois(randint1(50) + 50, FALSE);
2594                         break;
2595                 }
2596
2597                 case ACT_BR_FIRE:
2598                 {
2599                         if (!get_aim_dir(&dir)) return FALSE;
2600                         fire_ball(GF_FIRE, dir, 200, -2);
2601                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2602                         {
2603                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2604                         }
2605                         break;
2606                 }
2607                 case ACT_BR_COLD:
2608                 {
2609                         if (!get_aim_dir(&dir)) return FALSE;
2610                         fire_ball(GF_COLD, dir, 200, -2);
2611                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2612                         {
2613                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2614                         }
2615                         break;
2616                 }
2617                 case ACT_BR_DRAGON:
2618                 {
2619                         if (!activate_dragon_breath(o_ptr)) return FALSE;
2620                         break;
2621                 }
2622
2623                 /* Activate for other offensive action */
2624
2625                 case ACT_CONFUSE:
2626                 {
2627                         msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
2628                         if (!get_aim_dir(&dir)) return FALSE;
2629                         confuse_monster(dir, 20);
2630                         break;
2631                 }
2632
2633                 case ACT_SLEEP:
2634                 {
2635                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2636                         sleep_monsters_touch();
2637                         break;
2638                 }
2639
2640                 case ACT_QUAKE:
2641                 {
2642                         earthquake(p_ptr->y, p_ptr->x, 5);
2643                         break;
2644                 }
2645
2646                 case ACT_TERROR:
2647                 {
2648                         turn_monsters(40 + p_ptr->lev);
2649                         break;
2650                 }
2651
2652                 case ACT_TELE_AWAY:
2653                 {
2654                         if (!get_aim_dir(&dir)) return FALSE;
2655                         (void)fire_beam(GF_AWAY_ALL, dir, plev);
2656                         break;
2657                 }
2658
2659                 case ACT_BANISH_EVIL:
2660                 {
2661                         if (banish_evil(100))
2662                         {
2663                                 msg_print(_("アーティファクトの力が邪悪を打ち払った!", "The power of the artifact banishes evil!"));
2664                         }
2665                         break;
2666                 }
2667
2668                 case ACT_GENOCIDE:
2669                 {
2670                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2671                         (void)symbol_genocide(200, TRUE);
2672                         break;
2673                 }
2674
2675                 case ACT_MASS_GENO:
2676                 {
2677                         msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
2678                         (void)mass_genocide(200, TRUE);
2679                         break;
2680                 }
2681
2682                 case ACT_SCARE_AREA:
2683                 {
2684                         if (music_singing_any()) stop_singing();
2685                         if (hex_spelling_any()) stop_hex_spell_all();
2686                         msg_print(_("あなたは力強い突風を吹き鳴らした。周囲の敵が震え上っている!",
2687                                         "You wind a mighty blast; your enemies tremble!"));
2688                         (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2689                         break;
2690                 }
2691
2692                 case ACT_AGGRAVATE:
2693                 {
2694                         if (o_ptr->name1 == ART_HYOUSIGI)
2695                         {
2696                                 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
2697                         }
2698                         else
2699                         {
2700                                 msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
2701                         }
2702                         aggravate_monsters(0);
2703                         break;
2704                 }
2705
2706                 /* Activate for summoning / charming */
2707
2708                 case ACT_CHARM_ANIMAL:
2709                 {
2710                         if (!get_aim_dir(&dir)) return FALSE;
2711                         (void)charm_animal(dir, plev * 2);
2712                         break;
2713                 }
2714
2715                 case ACT_CHARM_UNDEAD:
2716                 {
2717                         if (!get_aim_dir(&dir)) return FALSE;
2718                         (void)control_one_undead(dir, plev * 2);
2719                         break;
2720                 }
2721
2722                 case ACT_CHARM_OTHER:
2723                 {
2724                         if (!get_aim_dir(&dir)) return FALSE;
2725                         (void)charm_monster(dir, plev * 2);
2726                         break;
2727                 }
2728
2729                 case ACT_CHARM_ANIMALS:
2730                 {
2731                         (void)charm_animals(plev * 2);
2732                         break;
2733                 }
2734
2735                 case ACT_CHARM_OTHERS:
2736                 {
2737                         charm_monsters(plev * 2);
2738                         break;
2739                 }
2740
2741                 case ACT_SUMMON_ANIMAL:
2742                 {
2743                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2744                         break;
2745                 }
2746
2747                 case ACT_SUMMON_PHANTOM:
2748                 {
2749                         msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
2750                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2751                         break;
2752                 }
2753
2754                 case ACT_SUMMON_ELEMENTAL:
2755                 {
2756                         bool pet = one_in_(3);
2757                         u32b mode = 0L;
2758
2759                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2760                         if (pet) mode |= PM_FORCE_PET;
2761                         else mode |= PM_NO_PET;
2762
2763                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2764                         {
2765                                 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
2766                                 if (pet)
2767                                         msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
2768                                 else
2769                                         msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
2770                         }
2771
2772                         break;
2773                 }
2774
2775                 case ACT_SUMMON_DEMON:
2776                 {
2777                         bool pet = one_in_(3);
2778                         u32b mode = 0L;
2779
2780                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2781                         if (pet) mode |= PM_FORCE_PET;
2782                         else mode |= PM_NO_PET;
2783
2784                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
2785                         {
2786                                 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
2787                                 if (pet)
2788                                         msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
2789                                 else
2790                                         msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2791                         }
2792
2793                         break;
2794                 }
2795
2796                 case ACT_SUMMON_UNDEAD:
2797                 {
2798                         bool pet = one_in_(3);
2799                         int type;
2800                         u32b mode = 0L;
2801
2802                         type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2803
2804                         if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2805                         if (pet) mode |= PM_FORCE_PET;
2806                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2807
2808                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
2809                         {
2810                                 msg_print(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
2811                                                 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2812                                 if (pet)
2813                                 msg_print(_("古えの死せる者共があなたに仕えるため土から甦った!",
2814                                                 "Ancient, long-dead forms arise from the ground to serve you!"));
2815                                 else
2816                                 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
2817                                                 "'The dead arise... to punish you for disturbing them!'"));
2818                         }
2819
2820                         break;
2821                 }
2822
2823                 case ACT_SUMMON_HOUND:
2824                 {
2825                         u32b mode = PM_ALLOW_GROUP;
2826                         bool pet = !one_in_(5);
2827                         if (pet) mode |= PM_FORCE_PET;
2828                         else mode |= PM_NO_PET;
2829
2830                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2831                         {
2832
2833                                 if (pet)
2834                                         msg_print(_("ハウンドがあなたの下僕として出現した。",
2835                                                 "A group of hounds appear as your servant."));
2836                                 else
2837                                         msg_print(_("ハウンドはあなたに牙を向けている!",
2838                                                 "A group of hounds appear as your enemy!"));
2839                         }
2840
2841                         break;
2842                 }
2843
2844                 case ACT_SUMMON_DAWN:
2845                 {
2846                         msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
2847                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2848                         break;
2849                 }
2850
2851                 case ACT_SUMMON_OCTOPUS:
2852                 {
2853                         u32b mode = PM_ALLOW_GROUP;
2854                         bool pet = !one_in_(5);
2855                         if (pet) mode |= PM_FORCE_PET;
2856
2857                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
2858                         {
2859                                 if (pet)
2860                                         msg_print(_("蛸があなたの下僕として出現した。", "A group of octopuses appear as your servant."));
2861                                 else
2862                                         msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
2863                         }
2864
2865                         break;
2866                 }
2867
2868                 /* Activate for healing */
2869
2870                 case ACT_CHOIR_SINGS:
2871                 {
2872                         msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
2873                         (void)set_poisoned(0);
2874                         (void)set_cut(0);
2875                         (void)set_stun(0);
2876                         (void)set_confused(0);
2877                         (void)set_blind(0);
2878                         (void)set_afraid(0);
2879                         (void)set_hero(randint1(25) + 25, FALSE);
2880                         (void)hp_player(777);
2881                         break;
2882                 }
2883
2884                 case ACT_CURE_LW:
2885                 {
2886                         (void)set_afraid(0);
2887                         (void)hp_player(30);
2888                         break;
2889                 }
2890
2891                 case ACT_CURE_MW:
2892                 {
2893                         msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
2894                         hp_player(damroll(4, 8));
2895                         (void)set_cut((p_ptr->cut / 2) - 50);
2896                         break;
2897                 }
2898
2899                 case ACT_CURE_POISON:
2900                 {
2901                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2902                         (void)set_afraid(0);
2903                         (void)set_poisoned(0);
2904                         break;
2905                 }
2906
2907                 case ACT_REST_EXP:
2908                 {
2909                         msg_print(_("深紅に輝いている...", "It glows a deep red..."));
2910                         restore_level();
2911                         break;
2912                 }
2913
2914                 case ACT_REST_ALL:
2915                 {
2916                         msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
2917                         (void)do_res_stat(A_STR);
2918                         (void)do_res_stat(A_INT);
2919                         (void)do_res_stat(A_WIS);
2920                         (void)do_res_stat(A_DEX);
2921                         (void)do_res_stat(A_CON);
2922                         (void)do_res_stat(A_CHR);
2923                         (void)restore_level();
2924                         break;
2925                 }
2926
2927                 case ACT_CURE_700:
2928                 {
2929                         msg_print(_("深青色に輝いている...","It glows deep blue..."));
2930                         msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
2931                         (void)hp_player(700);
2932                         (void)set_cut(0);
2933                         break;
2934                 }
2935
2936                 case ACT_CURE_1000:
2937                 {
2938                         msg_print(_("白く明るく輝いている...","It glows a bright white..."));
2939                         msg_print(_("ひじょうに気分がよい...","You feel much better..."));
2940                         (void)hp_player(1000);
2941                         (void)set_cut(0);
2942                         break;
2943                 }
2944
2945                 case ACT_CURING:
2946                 {
2947                         msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
2948                         (void)set_poisoned(0);
2949                         (void)set_confused(0);
2950                         (void)set_blind(0);
2951                         (void)set_stun(0);
2952                         (void)set_cut(0);
2953                         (void)set_image(0);
2954
2955                         break;
2956                 }
2957
2958                 case ACT_CURE_MANA_FULL:
2959                 {
2960                         msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
2961                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2962                         {
2963                                 int i;
2964                                 for (i = 0; i < EATER_EXT*2; i++)
2965                                 {
2966                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2967                                         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;
2968                                 }
2969                                 for (; i < EATER_EXT*3; i++)
2970                                 {
2971                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2972                                         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;
2973                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2974                                 }
2975                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2976                                 p_ptr->window |= (PW_PLAYER);
2977                         }
2978                         else if (p_ptr->csp < p_ptr->msp)
2979                         {
2980                                 p_ptr->csp = p_ptr->msp;
2981                                 p_ptr->csp_frac = 0;
2982                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2983                                 p_ptr->redraw |= (PR_MANA);
2984                                 p_ptr->window |= (PW_PLAYER);
2985                                 p_ptr->window |= (PW_SPELL);
2986                         }
2987                         break;
2988                 }
2989
2990                 /* Activate for timed effect */
2991
2992                 case ACT_ESP:
2993                 {
2994                         (void)set_tim_esp(randint1(30) + 25, FALSE);
2995                         break;
2996                 }
2997
2998                 case ACT_BERSERK:
2999                 {
3000                         (void)set_afraid(0);
3001                         (void)set_shero(randint1(25) + 25, FALSE);
3002                         /* (void)set_afraid(0);
3003                         (void)set_hero(randint1(50) + 50, FALSE);
3004                         (void)set_blessed(randint1(50) + 50, FALSE);
3005                         o_ptr->timeout = 100 + randint1(100); */
3006                         break;
3007                 }
3008
3009                 case ACT_PROT_EVIL:
3010                 {
3011                         msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
3012                         k = 3 * p_ptr->lev;
3013                         (void)set_protevil(randint1(25) + k, FALSE);
3014                         break;
3015                 }
3016
3017                 case ACT_RESIST_ALL:
3018                 {
3019                         msg_print(_("様々な色に輝いている...", "It glows many colours..."));
3020                         (void)set_oppose_acid(randint1(40) + 40, FALSE);
3021                         (void)set_oppose_elec(randint1(40) + 40, FALSE);
3022                         (void)set_oppose_fire(randint1(40) + 40, FALSE);
3023                         (void)set_oppose_cold(randint1(40) + 40, FALSE);
3024                         (void)set_oppose_pois(randint1(40) + 40, FALSE);
3025                         break;
3026                 }
3027
3028                 case ACT_SPEED:
3029                 {
3030                         msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
3031                         (void)set_fast(randint1(20) + 20, FALSE);
3032                         break;
3033                 }
3034
3035                 case ACT_XTRA_SPEED:
3036                 {
3037                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3038                         (void)set_fast(randint1(75) + 75, FALSE);
3039                         break;
3040                 }
3041
3042                 case ACT_WRAITH:
3043                 {
3044                         set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3045                         break;
3046                 }
3047
3048                 case ACT_INVULN:
3049                 {
3050                         (void)set_invuln(randint1(8) + 8, FALSE);
3051                         break;
3052                 }
3053
3054                 case ACT_HELO:
3055                 {
3056                         (void)set_afraid(0);
3057                         set_hero(randint1(25)+25, FALSE);
3058                         hp_player(10);
3059                         break;
3060                 }
3061
3062                 case ACT_HELO_SPEED:
3063                 {
3064                         (void)set_fast(randint1(50) + 50, FALSE);
3065                         hp_player(10);
3066                         set_afraid(0);
3067                         set_hero(randint1(50) + 50, FALSE);
3068                         break;
3069                 }
3070
3071                 case ACT_RESIST_ACID:
3072                 {
3073                         msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
3074                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3075                         {
3076                                 if (!get_aim_dir(&dir)) return FALSE;
3077                                 fire_ball(GF_ACID, dir, 100, 2);
3078                         }
3079                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
3080                         break;
3081                 }
3082
3083                 case ACT_RESIST_FIRE:
3084                 {
3085                         msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
3086                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3087                         {
3088                                 if (!get_aim_dir(&dir)) return FALSE;
3089                                 fire_ball(GF_FIRE, dir, 100, 2);
3090                         }
3091                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
3092                         break;
3093                 }
3094
3095                 case ACT_RESIST_COLD:
3096                 {
3097                         msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
3098                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3099                         {
3100                                 if (!get_aim_dir(&dir)) return FALSE;
3101                                 fire_ball(GF_COLD, dir, 100, 2);
3102                         }
3103                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
3104                         break;
3105                 }
3106
3107                 case ACT_RESIST_ELEC:
3108                 {
3109                         msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
3110                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3111                         {
3112                                 if (!get_aim_dir(&dir)) return FALSE;
3113                                 fire_ball(GF_ELEC, dir, 100, 2);
3114                         }
3115                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
3116                         break;
3117                 }
3118
3119                 case ACT_RESIST_POIS:
3120                 {
3121                         msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
3122                         (void)set_oppose_pois(randint1(20) + 20, FALSE);
3123                         break;
3124                 }
3125
3126                 /* Activate for general purpose effect (detection etc.) */
3127
3128                 case ACT_LIGHT:
3129                 {
3130                         msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
3131                         lite_area(damroll(2, 15), 3);
3132                         break;
3133                 }
3134
3135                 case ACT_MAP_LIGHT:
3136                 {
3137                         msg_print(_("眩しく輝いた...", "It shines brightly..."));
3138                         map_area(DETECT_RAD_MAP);
3139                         lite_area(damroll(2, 15), 3);
3140                         break;
3141                 }
3142
3143                 case ACT_DETECT_ALL:
3144                 {
3145                         msg_print(_("白く明るく輝いている...", "It glows bright white..."));
3146                         msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
3147                         detect_all(DETECT_RAD_DEFAULT);
3148                         break;
3149                 }
3150
3151                 case ACT_DETECT_XTRA:
3152                 {
3153                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3154                         detect_all(DETECT_RAD_DEFAULT);
3155                         probing();
3156                         identify_fully(FALSE);
3157                         break;
3158                 }
3159
3160                 case ACT_ID_FULL:
3161                 {
3162                         msg_print(_("黄色く輝いている...", "It glows yellow..."));
3163                         identify_fully(FALSE);
3164                         break;
3165                 }
3166
3167                 case ACT_ID_PLAIN:
3168                 {
3169                         if (!ident_spell(FALSE)) return FALSE;
3170                         break;
3171                 }
3172
3173                 case ACT_RUNE_EXPLO:
3174                 {
3175                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3176                         explosive_rune();
3177                         break;
3178                 }
3179
3180                 case ACT_RUNE_PROT:
3181                 {
3182                         msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
3183                         warding_glyph();
3184                         break;
3185                 }
3186
3187                 case ACT_SATIATE:
3188                 {
3189                         (void)set_food(PY_FOOD_MAX - 1);
3190                         break;
3191                 }
3192
3193                 case ACT_DEST_DOOR:
3194                 {
3195                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3196                         destroy_doors_touch();
3197                         break;
3198                 }
3199
3200                 case ACT_STONE_MUD:
3201                 {
3202                         msg_print(_("鼓動している...", "It pulsates..."));
3203                         if (!get_aim_dir(&dir)) return FALSE;
3204                         wall_to_mud(dir, 20 + randint1(30));
3205                         break;
3206                 }
3207
3208                 case ACT_RECHARGE:
3209                 {
3210                         recharge(130);
3211                         break;
3212                 }
3213
3214                 case ACT_ALCHEMY:
3215                 {
3216                         msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
3217                         (void)alchemy();
3218                         break;
3219                 }
3220
3221                 case ACT_DIM_DOOR:
3222                 {
3223                         msg_print(_("次元の扉が開いた。目的地を選んで下さい。", "You open a dimensional gate. Choose a destination."));
3224                         if (!dimension_door()) return FALSE;
3225                         break;
3226                 }
3227
3228
3229                 case ACT_TELEPORT:
3230                 {
3231                         msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
3232                         teleport_player(100, 0L);
3233                         break;
3234                 }
3235
3236                 case ACT_RECALL:
3237                 {
3238                         msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
3239                         if (!word_of_recall()) return FALSE;
3240                         break;
3241                 }
3242
3243                 case ACT_JUDGE:
3244                 {
3245                         msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
3246                         chg_virtue(V_KNOWLEDGE, 1);
3247                         chg_virtue(V_ENLIGHTEN, 1);
3248                         wiz_lite(FALSE);
3249                         
3250                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3251                         take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
3252                         
3253                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3254                         (void)detect_doors(DETECT_RAD_DEFAULT);
3255                         (void)detect_stairs(DETECT_RAD_DEFAULT);
3256                         
3257                         if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
3258                         {
3259                                 (void)word_of_recall();
3260                         }
3261
3262                         break;
3263                 }
3264
3265                 case ACT_TELEKINESIS:
3266                 {
3267                         if (!get_aim_dir(&dir)) return FALSE;
3268                         msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
3269                         fetch(dir, 500, TRUE);
3270                         break;
3271                 }
3272
3273                 case ACT_DETECT_UNIQUE:
3274                 {
3275                         int i;
3276                         monster_type *m_ptr;
3277                         monster_race *r_ptr;
3278                         msg_print(_("奇妙な場所が頭の中に浮かんだ...", "Some strange places show up in your mind. And you see ..."));
3279                         /* Process the monsters (backwards) */
3280                         for (i = m_max - 1; i >= 1; i--)
3281                         {
3282                                 /* Access the monster */
3283                                 m_ptr = &m_list[i];
3284
3285                                 /* Ignore "dead" monsters */
3286                                 if (!m_ptr->r_idx) continue;
3287
3288                                 r_ptr = &r_info[m_ptr->r_idx];
3289
3290                                 if(r_ptr->flags1 & RF1_UNIQUE)
3291                                 {
3292                                         msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
3293                                 }
3294                         }
3295                         break;
3296                 }
3297
3298                 case ACT_ESCAPE:
3299                 {
3300                         switch (randint1(13))
3301                         {
3302                         case 1: case 2: case 3: case 4: case 5:
3303                                 teleport_player(10, 0L);
3304                                 break;
3305                         case 6: case 7: case 8: case 9: case 10:
3306                                 teleport_player(222, 0L);
3307                                 break;
3308                         case 11: case 12:
3309                                 (void)stair_creation();
3310                                 break;
3311                         default:
3312                                 if (get_check(_("この階を去りますか?", "Leave this level? ")))
3313                                 {
3314                                         if (autosave_l) do_cmd_save_game(TRUE);
3315
3316                                         /* Leaving */
3317                                         p_ptr->leaving = TRUE;
3318                                 }
3319                         }
3320                         break;
3321                 }
3322
3323                 case ACT_DISP_CURSE_XTRA:
3324                 {
3325                         msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
3326                         if (remove_all_curse())
3327                         {
3328                                 msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
3329                         }
3330                         (void)probing();
3331                         break;
3332                 }
3333
3334                 case ACT_BRAND_FIRE_BOLTS:
3335                 {
3336                         msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
3337                         (void)brand_bolts();
3338                         break;
3339                 }
3340
3341                 case ACT_RECHARGE_XTRA:
3342                 {
3343                         msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
3344                         if (!recharge(1000)) return FALSE;
3345                         break;
3346                 }
3347
3348                 case ACT_LORE:
3349                 {
3350                         msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
3351                         if (!ident_spell(FALSE)) return FALSE;
3352
3353                         if (mp_ptr->spell_book)
3354                         {
3355                                 /* Sufficient mana */
3356                                 if (20 <= p_ptr->csp)
3357                                 {
3358                                         /* Use some mana */
3359                                         p_ptr->csp -= 20;
3360                                 }
3361
3362                                 /* Over-exert the player */
3363                                 else
3364                                 {
3365                                         int oops = 20 - p_ptr->csp;
3366
3367                                         /* No mana left */
3368                                         p_ptr->csp = 0;
3369                                         p_ptr->csp_frac = 0;
3370
3371                                         /* Message */
3372                                         msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
3373                                         /* Hack -- Bypass free action */
3374                                         (void)set_paralyzed(p_ptr->paralyzed +
3375                                                 randint1(5 * oops + 1));
3376
3377                                         /* Confusing. */
3378                                         (void)set_confused(p_ptr->confused +
3379                                                 randint1(5 * oops + 1));
3380                                 }
3381
3382                                 /* Redraw mana */
3383                                 p_ptr->redraw |= (PR_MANA);
3384                         }
3385                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
3386                         /* Confusing. */
3387                         if (one_in_(5)) (void)set_confused(p_ptr->confused +
3388                                 randint1(10));
3389
3390                         /* Exercise a little care... */
3391                         if (one_in_(20))
3392                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
3393                         break;
3394                 }
3395
3396                 case ACT_SHIKOFUMI:
3397                 {
3398                         msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
3399                         (void)set_afraid(0);
3400                         (void)set_hero(randint1(20) + 20, FALSE);
3401                         dispel_evil(p_ptr->lev * 3);
3402                         break;
3403                 }
3404
3405                 case ACT_PHASE_DOOR:
3406                 {
3407                         teleport_player(10, 0L);
3408                         break;
3409                 }
3410
3411                 case ACT_DETECT_ALL_MONS:
3412                 {
3413                         (void)detect_monsters_invis(255);
3414                         (void)detect_monsters_normal(255);
3415                         break;
3416                 }
3417
3418                 case ACT_ULTIMATE_RESIST:
3419                 {
3420                         int v = randint1(25)+25;
3421                         (void)set_afraid(0);
3422                         (void)set_hero(v, FALSE);
3423                         (void)hp_player(10);
3424                         (void)set_blessed(v, FALSE);
3425                         (void)set_oppose_acid(v, FALSE);
3426                         (void)set_oppose_elec(v, FALSE);
3427                         (void)set_oppose_fire(v, FALSE);
3428                         (void)set_oppose_cold(v, FALSE);
3429                         (void)set_oppose_pois(v, FALSE);
3430                         (void)set_ultimate_res(v, FALSE);
3431                         break;
3432                 }
3433
3434
3435                 /* Unique activation */
3436                 case ACT_CAST_OFF:
3437                 {
3438                         int inv, o_idx, t;
3439                         char o_name[MAX_NLEN];
3440                         object_type forge;
3441
3442                         /* Cast off activated item */
3443                         for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3444                         {
3445                                 if (o_ptr == &inventory[inv]) break;
3446                         }
3447
3448                         /* Paranoia */
3449                         if (inv > INVEN_FEET) return FALSE;
3450
3451                         object_copy(&forge, o_ptr);
3452                         inven_item_increase(inv, (0 - o_ptr->number));
3453                         inven_item_optimize(inv);
3454                         o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
3455                         o_ptr = &o_list[o_idx];
3456
3457                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3458                         msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
3459
3460                         /* Get effects */
3461                         msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
3462                         t = 20 + randint1(20);
3463                         (void)set_blind(p_ptr->blind + t);
3464                         (void)set_afraid(0);
3465                         (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3466                         (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3467                         (void)set_hero(p_ptr->hero + t, FALSE);
3468                         (void)set_blessed(p_ptr->blessed + t, FALSE);
3469                         (void)set_fast(p_ptr->fast + t, FALSE);
3470                         (void)set_shero(p_ptr->shero + t, FALSE);
3471                         if (p_ptr->pclass == CLASS_FORCETRAINER)
3472                         {
3473                                 p_ptr->magic_num1[0] = plev * 5 + 190;
3474                                 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
3475                         }
3476
3477                         break;
3478                 }
3479
3480                 case ACT_FALLING_STAR:
3481                 {
3482                         msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
3483                         msg_print(_("「狂ほしく 血のごとき 月はのぼれり 秘めおきし 魔剣 いずこぞや」", "'Behold the blade arts.'"));
3484                         massacre();
3485                         break;
3486                 }
3487
3488                 case ACT_GRAND_CROSS:
3489                 {
3490                         msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
3491                         project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3492                         break;
3493                 }
3494
3495                 case ACT_TELEPORT_LEVEL:
3496                 {
3497                         if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)"))) return FALSE;
3498                         teleport_level(0);
3499                         break;
3500                 }
3501
3502                 case ACT_STRAIN_HASTE:
3503                 {
3504                         int t;
3505                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3506                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
3507                         t = 25 + randint1(25);
3508                         (void)set_fast(p_ptr->fast + t, FALSE);
3509                         break;
3510                 }
3511
3512                 case ACT_FISHING:
3513                 {
3514                         int x, y;
3515
3516                         if (!get_rep_dir2(&dir)) return FALSE;
3517                         y = p_ptr->y+ddy[dir];
3518                         x = p_ptr->x+ddx[dir];
3519                         tsuri_dir = dir;
3520                         if (!cave_have_flag_bold(y, x, FF_WATER))
3521                         {
3522                                 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
3523                                 return FALSE;
3524                         }
3525                         else if (cave[y][x].m_idx)
3526                         {
3527                                 char m_name[80];
3528                                 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3529                                 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
3530                                 p_ptr->energy_use = 0;
3531                                 return FALSE;
3532                         }
3533                         set_action(ACTION_FISH);
3534                         p_ptr->redraw |= (PR_STATE);
3535                         break;
3536                 }
3537
3538                 case ACT_INROU:
3539                 {
3540                         int count = 0, i;
3541                         monster_type *m_ptr;
3542                         cptr kakusan = "";
3543                         
3544                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
3545                         {
3546                                 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
3547                                 kakusan = "Suke-san";
3548                                 count++;
3549                         }
3550                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
3551                         {
3552                                 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
3553                                 kakusan = "Kaku-san";
3554                                 count++;
3555                         }
3556                         if (!count)
3557                         {
3558                                 for (i = m_max - 1; i > 0; i--)
3559                                 {
3560                                         m_ptr = &m_list[i];
3561                                         if (!m_ptr->r_idx) continue;
3562                                         if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3563                                         if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3564                                         if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3565                                         count++;
3566                                         break;
3567                                 }
3568                         }
3569
3570                         if (count)
3571                         {
3572                                 msg_format(_("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」", 
3573                                                         "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
3574                                 sukekaku = TRUE;
3575                                 stun_monsters(120);
3576                                 confuse_monsters(120);
3577                                 turn_monsters(120);
3578                                 stasis_monsters(120);
3579                                 sukekaku = FALSE;
3580                         }
3581                         else
3582                         {
3583                                 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
3584                         }
3585                         break;
3586                 }
3587
3588                 case ACT_MURAMASA:
3589                 {
3590                         /* Only for Muramasa */
3591                         if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3592                         if (get_check(_("本当に使いますか?", "Are you sure?!")))
3593                         {
3594                                 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
3595                                 do_inc_stat(A_STR);
3596                                 if (one_in_(2))
3597                                 {
3598                                         msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
3599                                         curse_weapon_object(TRUE, o_ptr);
3600                                 }
3601                         }
3602                         break;
3603                 }
3604
3605                 case ACT_BLOODY_MOON:
3606                 {
3607                         /* Only for Bloody Moon */
3608                         if (o_ptr->name1 != ART_BLOOD) return FALSE;
3609                         msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
3610                         get_bloody_moon_flags(o_ptr);
3611                         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3612                         p_ptr->update |= (PU_BONUS | PU_HP);
3613                         break;
3614                 }
3615
3616                 case ACT_CRIMSON:
3617                 {
3618                         int num = 1;
3619                         int i;
3620                         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3621                         int tx, ty;
3622
3623                         /* Only for Crimson */
3624                         if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3625
3626                         msg_print(_("せっかくだから『クリムゾン』をぶっぱなすぜ!", "I'll fire CRIMSON! SEKKAKUDAKARA!"));
3627
3628                         if (!get_aim_dir(&dir)) return FALSE;
3629
3630                         /* Use the given direction */
3631                         tx = p_ptr->x + 99 * ddx[dir];
3632                         ty = p_ptr->y + 99 * ddy[dir];
3633
3634                         /* Hack -- Use an actual "target" */
3635                         if ((dir == 5) && target_okay())
3636                         {
3637                                 tx = target_col;
3638                                 ty = target_row;
3639                         }
3640
3641                         if (p_ptr->pclass == CLASS_ARCHER)
3642                         {
3643                                 /* Extra shot at level 10 */
3644                                 if (p_ptr->lev >= 10) num++;
3645
3646                                 /* Extra shot at level 30 */
3647                                 if (p_ptr->lev >= 30) num++;
3648
3649                                 /* Extra shot at level 45 */
3650                                 if (p_ptr->lev >= 45) num++;
3651                         }
3652
3653                         for (i = 0; i < num; i++)
3654                                 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3655                         break;
3656                 }
3657
3658                 default:
3659                 {
3660                         msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
3661                         return FALSE;
3662                 }
3663         }
3664
3665         /* Set activation timeout */
3666         if (act_ptr->timeout.constant >= 0) {
3667                 o_ptr->timeout = act_ptr->timeout.constant;
3668                 if (act_ptr->timeout.dice > 0) {
3669                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
3670                 }
3671         } else {
3672                 /* Activations that have special timeout */
3673                 switch (act_ptr->index) {
3674                 case ACT_BR_FIRE:
3675                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3676                         break;
3677                 case ACT_BR_COLD:
3678                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3679                         break;
3680                 case ACT_TERROR:
3681                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
3682                         break;
3683                 case ACT_MURAMASA:
3684                         /* Nothing to do */
3685                         break;
3686                 default:
3687                         msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3688                         return FALSE;
3689                 }
3690         }
3691
3692         return TRUE;
3693 }
3694
3695 /*!
3696  * @brief 固定アーティファクト『ブラッディムーン』の特性を変更する。
3697  * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
3698  * @param o_ptr 対象のオブジェクト構造体(ブラッディムーン)のポインタ
3699  * @return なし
3700  */
3701 void get_bloody_moon_flags(object_type *o_ptr)
3702 {
3703         int dummy, i;
3704
3705         for (i = 0; i < TR_FLAG_SIZE; i++)
3706                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3707
3708         dummy = randint1(2) + randint1(2);
3709         for (i = 0; i < dummy; i++)
3710         {
3711                 int flag = randint0(26);
3712                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3713                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3714                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3715                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3716         }
3717
3718         dummy = randint1(2);
3719         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3720
3721         for (i = 0; i < 2; i++)
3722         {
3723                 int tmp = randint0(11);
3724                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3725                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3726         }
3727 }
3728
3729 /*!
3730  * @brief 固定アーティファクト生成時の特別なハードコーディング処理を行う。.
3731  * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
3732  * 対象は恐怖の仮面、村正、ロビントンのハープ、龍争虎鬪、ブラッディムーン、羽衣、天女の羽衣、ミリム、
3733  * その他追加耐性、特性追加処理。
3734  * @attention プレイヤーの各種ステータスに依存した処理がある。
3735  * @todo 折を見て関数名を変更すること。
3736  * @param o_ptr 対象のオブジェクト構造体ポインタ
3737  * @param a_ptr 生成する固定アーティファクト構造体ポインタ
3738  * @return なし
3739  */
3740 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3741 {
3742         bool give_resistance = FALSE, give_power = FALSE;
3743
3744         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3745         {
3746                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3747                 {
3748                         give_power = TRUE;
3749                         give_resistance = TRUE;
3750                 }
3751                 else
3752                 {
3753                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3754                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
3755                         o_ptr->curse_flags |=
3756                             (TRC_CURSED | TRC_HEAVY_CURSE);
3757                         o_ptr->curse_flags |= get_curse(2, o_ptr);
3758                         return;
3759                 }
3760         }
3761
3762         if (o_ptr->name1 == ART_MURAMASA)
3763         {
3764                 if (p_ptr->pclass != CLASS_SAMURAI)
3765                 {
3766                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3767                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3768                 }
3769         }
3770
3771         if (o_ptr->name1 == ART_ROBINTON)
3772         {
3773                 if (p_ptr->pclass == CLASS_BARD)
3774                 {
3775                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
3776                 }
3777         }
3778
3779         if (o_ptr->name1 == ART_XIAOLONG)
3780         {
3781                 if (p_ptr->pclass == CLASS_MONK)
3782                         add_flag(o_ptr->art_flags, TR_BLOWS);
3783         }
3784
3785         if (o_ptr->name1 == ART_BLOOD)
3786         {
3787                 get_bloody_moon_flags(o_ptr);
3788         }
3789
3790         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3791         {
3792                 if (p_ptr->psex != SEX_FEMALE)
3793                 {
3794                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3795                 }
3796         }
3797
3798         if (o_ptr->name1 == ART_MILIM)
3799         {
3800                 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3801                 {
3802                         o_ptr->pval = 3;
3803                         add_flag(o_ptr->art_flags, TR_STR);
3804                         add_flag(o_ptr->art_flags, TR_INT);
3805                         add_flag(o_ptr->art_flags, TR_WIS);
3806                         add_flag(o_ptr->art_flags, TR_DEX);
3807                         add_flag(o_ptr->art_flags, TR_CON);
3808                         add_flag(o_ptr->art_flags, TR_CHR);
3809                 }
3810         }
3811
3812         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3813         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3814         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3815         {
3816                 /* Give a resistance OR a power */
3817                 if (one_in_(2)) give_resistance = TRUE;
3818                 else give_power = TRUE;
3819         }
3820
3821         if (give_power)
3822         {
3823                 one_ability(o_ptr);
3824         }
3825
3826         if (give_resistance)
3827         {
3828                 one_high_resistance(o_ptr);
3829         }
3830 }
3831
3832
3833 /*!
3834  * @brief フロアの指定された位置に固定アーティファクトを生成する。 / Create the artifact of the specified number
3835  * @details 固定アーティファクト構造体から基本ステータスをコピーした後、所定の座標でdrop_item()で落とす。
3836  * @param a_idx 生成する固定アーティファクト構造体のID
3837  * @param y アイテムを落とす地点のy座標
3838  * @param x アイテムを落とす地点のx座標
3839  * @return 生成が成功したか否か、失敗はIDの不全、ベースアイテムの不全、drop_item()の失敗時に起こる。
3840  * @attention この処理はdrop_near()内で普通の固定アーティファクトが重ならない性質に依存する.
3841  * 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
3842  * drop_near()関数の返り値は信用できなくなる.
3843  */
3844 bool create_named_art(int a_idx, int y, int x)
3845 {
3846         object_type forge;
3847         object_type *q_ptr;
3848         int i;
3849
3850         artifact_type *a_ptr = &a_info[a_idx];
3851
3852         /* Get local object */
3853         q_ptr = &forge;
3854
3855         /* Ignore "empty" artifacts */
3856         if (!a_ptr->name) return FALSE;
3857
3858         /* Acquire the "kind" index */
3859         i = lookup_kind(a_ptr->tval, a_ptr->sval);
3860
3861         /* Oops */
3862         if (!i) return FALSE;
3863
3864         /* Create the artifact */
3865         object_prep(q_ptr, i);
3866
3867         /* Save the name */
3868         q_ptr->name1 = a_idx;
3869
3870         /* Extract the fields */
3871         q_ptr->pval = a_ptr->pval;
3872         q_ptr->ac = a_ptr->ac;
3873         q_ptr->dd = a_ptr->dd;
3874         q_ptr->ds = a_ptr->ds;
3875         q_ptr->to_a = a_ptr->to_a;
3876         q_ptr->to_h = a_ptr->to_h;
3877         q_ptr->to_d = a_ptr->to_d;
3878         q_ptr->weight = a_ptr->weight;
3879
3880         /* Hack -- extract the "cursed" flag */
3881         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3882         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3883         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3884         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3885         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3886         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3887
3888         random_artifact_resistance(q_ptr, a_ptr);
3889
3890         /* Drop the artifact from heaven */
3891         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3892 }
3893 /*対邪平均ダメージの計算処理*/
3894 int calc_arm_avgdamage(object_type *o_ptr)
3895 {
3896         u32b flgs[TR_FLAG_SIZE];
3897         object_flags(o_ptr, flgs);
3898
3899         int dam, base, s_evil, forced, vorpal;
3900         dam = base = s_evil = forced = vorpal = 0;
3901
3902         dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
3903
3904         if(have_flag(flgs, TR_KILL_EVIL))
3905         {
3906                 dam = s_evil = dam * 7 / 2;
3907         }
3908         else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
3909         {       
3910                 dam = s_evil = dam * 2;
3911         }
3912
3913         if (have_flag(flgs, TR_FORCE_WEAPON))
3914         {
3915                 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
3916         }
3917
3918         if(have_flag(flgs, TR_VORPAL))
3919         {
3920                 dam = vorpal = dam * 11 / 9;
3921         }
3922
3923         dam = dam + o_ptr->to_d;
3924
3925         if (cheat_xtra) msg_format("素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
3926                 base, s_evil, forced, vorpal, dam);
3927
3928         return(dam);
3929 }
3930
3931 int suppression_evil_dam(object_type *o_ptr)
3932 {
3933         int num = 0;
3934         u32b flgs[TR_FLAG_SIZE];
3935         object_flags(o_ptr, flgs);
3936
3937         if (o_ptr->art_flags, TR_VAMPIRIC)
3938         {
3939                 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
3940                 {
3941                         num = 1;
3942                 }
3943                 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
3944                 {
3945                         num = 1;
3946                 }
3947                 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
3948                 {
3949                         num = 1;
3950                 }
3951                 else if (calc_arm_avgdamage(o_ptr) > 63)
3952                 {
3953                         num = 1;
3954                 }
3955         }
3956         else
3957         {
3958                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
3959                 {
3960                         num = 1;
3961                 }
3962                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
3963                 {
3964                 num = 1;
3965                 }
3966                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
3967                 {
3968                 num = 1;
3969                 }
3970                 else if (calc_arm_avgdamage(o_ptr) > 75)
3971                 {
3972                 num = 1;
3973                 }
3974         }
3975         return(num);
3976 }
3977
3978 int weakening_artifact(object_type *o_ptr)
3979 {
3980          int k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
3981          object_kind *k_ptr = &k_info[k_idx];
3982
3983          if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
3984          {
3985                 int pre_dd = o_ptr->dd;
3986                 int pre_ds = o_ptr->ds;
3987
3988                 if (o_ptr->dd > o_ptr->ds)
3989                 {
3990                         o_ptr->dd--;
3991                 }
3992                 else
3993                 {
3994                         o_ptr->ds--;
3995                 }
3996
3997                 if (cheat_xtra)
3998                 {
3999                         msg_format("Dice Supress %dd%d -> %dd%d",
4000                                 pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
4001                 }
4002                 return 1;
4003         }
4004         
4005         if (o_ptr->to_d > 10)
4006         {
4007                 int pre_damage = o_ptr->to_d;
4008
4009                 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
4010                 if (o_ptr->to_d < 10)
4011                 {
4012                         o_ptr->to_d = 10;
4013                 }
4014
4015                 if (cheat_xtra)
4016                 {
4017                         msg_format("Plus-Damage Supress %d -> %d",
4018                                 pre_damage, o_ptr->to_d);
4019                 }
4020
4021                 return 1;
4022          }
4023          return 0;
4024 }