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Fix Japanese sentences.
[hengband/hengband.git] / src / artifact.c
1 /*!
2     @file artifact.c
3     @brief ¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÀ¸À®¤È´ÉÍý / 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 /*!< ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë¥·¥ó¥À¥ê¥óÌäò¤Ä¤±¤ë¾ò·ïʬ´ô */
18 #define TABLE_NAME      20 /*!< ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë´Á»úÌäò¤Ä¤±¤ë¾ò·ïʬ´ô */
19 #define A_CURSED        13 /*!< 1/n¤Î³ÎΨ¤ÇÀ¸À®¤Î´¬Êª°Ê³°¤Î¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬¼ö¤¤¤Ä¤­¤Ë¤Ê¤ë¡£ */
20 #define WEIRD_LUCK      12 /*!< 1/n¤Î³ÎΨ¤Çrandom_resistance()¤Î½èÍýÃæ¥Ð¥¤¥¢¥¹³°¤ÎÂÑÀ­¤¬¤Ä¤­¡¢create_artifact¤Ç4¤òĶ¤¨¤ëpval¤¬µö²Ä¤µ¤ì¤ë¡£*/
21 #define BIAS_LUCK       20 /*!< 1/n¤Î³ÎΨ¤Çrandom_resistance()¤ÇÉղ乤븵ÁÇÂÑÀ­¤¬Ìȱ֤ˤʤë */
22 #define IM_LUCK         7 /*!< 1/n¤Î³ÎΨ¤Çrandom_resistance()¤ÇÊ£¿ôÌȱ֤νüµî½èÍý¤¬ÌȽü¤µ¤ì¤ë */
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¤Î³ÎΨ¤Ç¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ëȯư¤¬Éղ䵤ì¤ë¡£¤¿¤À¤·Ëɶñ¤Ï¤µ¤é¤Ë1/2 */
30
31
32 /*!
33  * ¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î¥Ð¥¤¥¢¥¹ID¤òÊݴɤ¹¤ë¡£ / Use for biased artifact creation
34  */
35 static int artifact_bias;
36
37
38 /*!
39  * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥é¥ó¥À¥à¤ÊǽÎÏ°Ý»ý¤ò°ì¤ÄÉղ乤롣/ Choose one random sustain
40  * @details ½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
41  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
42  * @return ¤Ê¤·
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 ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥é¥ó¥À¥à¤Ê¾å°ÌÂÑÀ­¤ò°ì¤ÄÉղ乤롣/ Choose one random high resistance
60  * @details ½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£¸õÊä¤ÏÆÇ¡¢Á®¸÷¡¢°Å¹õ¡¢ÇËÊÒ¡¢ÌÕÌÜ¡¢º®Íð¡¢ÃϹö¡¢°ø²Ìº®Íð¡¢¥«¥ª¥¹¡¢Îô²½¡¢¶²ÉݤΤ¤¤º¤ì¤«¡£
61  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
62  * @return ¤Ê¤·
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 ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë²¦¼Ô¤Î»ØÎظþ¤±¤Î¾å°ÌÂÑÀ­¤ò°ì¤ÄÉղ乤롣/ Choose one random high resistance
85  * @details ¸õÊä¤ÏÁ®¸÷¡¢°Å¹õ¡¢ÇËÊÒ¡¢ÌÕÌÜ¡¢º®Íð¡¢ÃϹö¡¢°ø²Ìº®Íð¡¢¥«¥ª¥¹¡¢¶²ÉݤǤ¢¤ê
86  * ²¦¼Ô¤Î»ØÎؤˤ¢¤é¤«¤¸¤á¤Ä¤¤¤Æ¤¤¤ëÂÑÀ­¤òone_high_resistance()¤«¤é½ü³°¤·¤¿¤â¤Î¤Ç¤¢¤ë¡£
87  * ¥é¥ó¥À¥àÉղ佤Τâ¤Î¤Ë½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
88  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
89  * @return ¤Ê¤·
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 ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¸µÁÇÂÑÀ­¤ò°ì¤ÄÉղ乤롣/ Choose one random element resistance
110  * @details ¸õÊä¤Ï²Ð±ê¡¢Î䵤¡¢ÅÅ·â¡¢»À¤Î¤¤¤º¤ì¤«¤Ç¤¢¤ê¡¢½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
111  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
112  * @return ¤Ê¤·
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 ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥É¥é¥´¥óÁõÈ÷¸þ¤±¸µÁÇÂÑÀ­¤ò°ì¤ÄÉղ乤롣/ Choose one random element or poison resistance
127  * @details ¸õÊä¤Ï1/7¤Î³ÎΨ¤ÇÆÇ¡¢6/7¤Î³ÎΨ¤Ç²Ð±ê¡¢Î䵤¡¢ÅÅ·â¡¢»À¤Î¤¤¤º¤ì¤«(one_ele_resistance()¤Î¥³¡¼¥ë)¤Ç¤¢¤ê¡¢½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
128  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
129  * @return ¤Ê¤·
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 ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¼å¤¤ESP¤ò°ì¤ÄÉղ乤롣/ Choose one lower rank esp
145  * @details ¸õÊä¤Ïưʪ¡¢¥¢¥ó¥Ç¥Ã¥É¡¢°­Ëâ¡¢¥ª¡¼¥¯¡¢¥È¥í¥ë¡¢µð¿Í¡¢
146  * ¥É¥é¥´¥ó¡¢¿Í´Ö¡¢Á±ÎÉ¡¢¥æ¥Ë¡¼¥¯ESP¤Î¤¤¤º¤ì¤«¤Ç¤¢¤ê¡¢½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
147  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
148  * @return ¤Ê¤·
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 ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ËÂÑÀ­¤ò°ì¤ÄÉղ乤롣/ Choose one random resistance
170  * @details 1/3¤Ç¸µÁÇÂÑÀ­(one_ele_resistance())¡¢2/3¤Ç¾å°ÌÂÑÀ­(one_high_resistance)
171  * ¤ò¥³¡¼¥ë¤¹¤ë¡£½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
172  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
173  * @return ¤Ê¤·
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 ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ËǽÎϤò°ì¤ÄÉղ乤롣/ Choose one random ability
190  * @details ¸õÊä¤ÏÉâÍ·¡¢±Êµ×¸÷¸»+1¡¢Æ©ÌÀ»ë¡¢·Ù¹ð¡¢Ãپò½¡¢µÞ²óÉü¡¢ËãáãÃΤ餺¡¢À¸Ì¿ÎÏ°Ý»ý¤Î¤¤¤º¤ì¤«¡£
191  * ½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
192  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
193  * @return ¤Ê¤·
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_LIFE);   break;
207         case 8:
208         case 9:
209                 one_low_esp(o_ptr);
210                 break;
211         }
212 }
213
214 /*!
215  * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ëȯư¤ò°ì¤ÄÉղ乤롣/ Choose one random activation
216  * @details ¸õÊä¿¿ô¡£¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î¥Ð¥¤¥¢¥¹¤Ë¤Ï°ìÀڰ͸¤»¤º¡¢
217  * while¥ë¡¼¥×¤Ë¤è¤ë¹½Â¤¤ÇǽÎÏŪ¤Ë¶¯ÎϤʤâ¤Î¤Û¤É³ÎΨ¤òÍî¤È¤·¤Æ¤¤¤ë¡£
218  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
219  * @return ¤Ê¤·
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_LIFE:
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 ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®Ãæ¡¢ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ò¼ö¤¤¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë¤¹¤ë·Ð²á½èÍý¡£/ generation process of cursed artifact.
337  * @details pval¡¢AC¡¢Ì¿Ãæ¡¢¥À¥á¡¼¥¸¤¬Àµ¤Î¾ì¹ç¡¢Éä¹æȿž¤Î¾å1d4¤À¤±°­²½¤µ¤»¡¢½Å¤¤¼ö¤¤¡¢¼ö¤¤¥Õ¥é¥°¤òɬ¤ºÉղá£
338  * ½ËÊ¡¤ò̵¸ú¡£³ÎΨ¤Ë±þ¤¸¤Æ¡¢±Ê±ó¤Î¼ö¤¤¡¢ÂÀ¸Å¤Î±åÇ°¡¢·Ð¸³Ã͵ۼý¡¢¼å¤¤¼ö¤¤¤Î·Ñ³ŪÉղᢶ¯¤¤¼ö¤¤¤Î·Ñ³ŪÉղá¢HPµÛ¼ý¤Î¼ö¤¤¡¢
339  * MPµÛ¼ý¤Î¼ö¤¤¡¢Íð¥Æ¥ì¥Ý¡¼¥È¡¢È¿¥Æ¥ì¥Ý¡¼¥È¡¢È¿ËâË¡¤ò¤Ä¤±¤ë¡£
340  * @attention ¥×¥ì¥¤¥ä¡¼¤Î¿¦¶È°Í¸½èÍý¤¢¤ê¡£
341  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
342  * @return ¤Ê¤·
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 static void random_plus(object_type * o_ptr)
371 {
372         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
373
374         switch (artifact_bias)
375         {
376         case BIAS_WARRIOR:
377                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
378                 {
379                         add_flag(o_ptr->art_flags, TR_STR);
380                         if (one_in_(2)) return;
381                 }
382
383                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
384                 {
385                         add_flag(o_ptr->art_flags, TR_CON);
386                         if (one_in_(2)) return;
387                 }
388
389                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
390                 {
391                         add_flag(o_ptr->art_flags, TR_DEX);
392                         if (one_in_(2)) return;
393                 }
394                 break;
395
396         case BIAS_MAGE:
397                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
398                 {
399                         add_flag(o_ptr->art_flags, TR_INT);
400                         if (one_in_(2)) return;
401                 }
402                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
403                 {
404                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
405                         if (one_in_(2)) return;
406                 }
407                 break;
408
409         case BIAS_PRIESTLY:
410                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
411                 {
412                         add_flag(o_ptr->art_flags, TR_WIS);
413                         if (one_in_(2)) return;
414                 }
415                 break;
416
417         case BIAS_RANGER:
418                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
419                 {
420                         add_flag(o_ptr->art_flags, TR_DEX);
421                         if (one_in_(2)) return;
422                 }
423
424                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
425                 {
426                         add_flag(o_ptr->art_flags, TR_CON);
427                         if (one_in_(2)) return;
428                 }
429
430                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
431                 {
432                         add_flag(o_ptr->art_flags, TR_STR);
433                         if (one_in_(2)) return;
434                 }
435                 break;
436
437         case BIAS_ROGUE:
438                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
439                 {
440                         add_flag(o_ptr->art_flags, TR_STEALTH);
441                         if (one_in_(2)) return;
442                 }
443                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
444                 {
445                         add_flag(o_ptr->art_flags, TR_SEARCH);
446                         if (one_in_(2)) return;
447                 }
448                 break;
449
450         case BIAS_STR:
451                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
452                 {
453                         add_flag(o_ptr->art_flags, TR_STR);
454                         if (one_in_(2)) return;
455                 }
456                 break;
457
458         case BIAS_WIS:
459                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
460                 {
461                         add_flag(o_ptr->art_flags, TR_WIS);
462                         if (one_in_(2)) return;
463                 }
464                 break;
465
466         case BIAS_INT:
467                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
468                 {
469                         add_flag(o_ptr->art_flags, TR_INT);
470                         if (one_in_(2)) return;
471                 }
472                 break;
473
474         case BIAS_DEX:
475                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
476                 {
477                         add_flag(o_ptr->art_flags, TR_DEX);
478                         if (one_in_(2)) return;
479                 }
480                 break;
481
482         case BIAS_CON:
483                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
484                 {
485                         add_flag(o_ptr->art_flags, TR_CON);
486                         if (one_in_(2)) return;
487                 }
488                 break;
489
490         case BIAS_CHR:
491                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
492                 {
493                         add_flag(o_ptr->art_flags, TR_CHR);
494                         if (one_in_(2)) return;
495                 }
496                 break;
497         }
498
499         if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
500         {
501                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
502                 {
503                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
504                         if (one_in_(2)) return;
505                 }
506         }
507
508         switch (randint1(this_type))
509         {
510         case 1: case 2:
511                 add_flag(o_ptr->art_flags, TR_STR);
512                 if (!artifact_bias && !one_in_(13))
513                         artifact_bias = BIAS_STR;
514                 else if (!artifact_bias && one_in_(7))
515                         artifact_bias = BIAS_WARRIOR;
516                 break;
517         case 3: case 4:
518                 add_flag(o_ptr->art_flags, TR_INT);
519                 if (!artifact_bias && !one_in_(13))
520                         artifact_bias = BIAS_INT;
521                 else if (!artifact_bias && one_in_(7))
522                         artifact_bias = BIAS_MAGE;
523                 break;
524         case 5: case 6:
525                 add_flag(o_ptr->art_flags, TR_WIS);
526                 if (!artifact_bias && !one_in_(13))
527                         artifact_bias = BIAS_WIS;
528                 else if (!artifact_bias && one_in_(7))
529                         artifact_bias = BIAS_PRIESTLY;
530                 break;
531         case 7: case 8:
532                 add_flag(o_ptr->art_flags, TR_DEX);
533                 if (!artifact_bias && !one_in_(13))
534                         artifact_bias = BIAS_DEX;
535                 else if (!artifact_bias && one_in_(7))
536                         artifact_bias = BIAS_ROGUE;
537                 break;
538         case 9: case 10:
539                 add_flag(o_ptr->art_flags, TR_CON);
540                 if (!artifact_bias && !one_in_(13))
541                         artifact_bias = BIAS_CON;
542                 else if (!artifact_bias && one_in_(9))
543                         artifact_bias = BIAS_RANGER;
544                 break;
545         case 11: case 12:
546                 add_flag(o_ptr->art_flags, TR_CHR);
547                 if (!artifact_bias && !one_in_(13))
548                         artifact_bias = BIAS_CHR;
549                 break;
550         case 13: case 14:
551                 add_flag(o_ptr->art_flags, TR_STEALTH);
552                 if (!artifact_bias && one_in_(3))
553                         artifact_bias = BIAS_ROGUE;
554                 break;
555         case 15: case 16:
556                 add_flag(o_ptr->art_flags, TR_SEARCH);
557                 if (!artifact_bias && one_in_(9))
558                         artifact_bias = BIAS_RANGER;
559                 break;
560         case 17: case 18:
561                 add_flag(o_ptr->art_flags, TR_INFRA);
562                 break;
563         case 19:
564                 add_flag(o_ptr->art_flags, TR_SPEED);
565                 if (!artifact_bias && one_in_(11))
566                         artifact_bias = BIAS_ROGUE;
567                 break;
568         case 20: case 21:
569                 add_flag(o_ptr->art_flags, TR_TUNNEL);
570                 break;
571         case 22: case 23:
572                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
573                 else
574                 {
575                         add_flag(o_ptr->art_flags, TR_BLOWS);
576                         if (!artifact_bias && one_in_(11))
577                                 artifact_bias = BIAS_WARRIOR;
578                 }
579                 break;
580         }
581 }
582
583
584 static void random_resistance(object_type * o_ptr)
585 {
586         switch (artifact_bias)
587         {
588         case BIAS_ACID:
589                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
590                 {
591                         add_flag(o_ptr->art_flags, TR_RES_ACID);
592                         if (one_in_(2)) return;
593                 }
594                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
595                 {
596                         add_flag(o_ptr->art_flags, TR_IM_ACID);
597                         if (!one_in_(IM_LUCK))
598                         {
599                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
600                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
601                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
602                         }
603                         if (one_in_(2)) return;
604                 }
605                 break;
606
607         case BIAS_ELEC:
608                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
609                 {
610                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
611                         if (one_in_(2)) return;
612                 }
613                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
614                     !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
615                 {
616                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
617                         if (one_in_(2)) return;
618                 }
619                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
620                 {
621                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
622                         if (!one_in_(IM_LUCK))
623                         {
624                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
625                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
626                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
627                         }
628
629                         if (one_in_(2)) return;
630                 }
631                 break;
632
633         case BIAS_FIRE:
634                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
635                 {
636                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
637                         if (one_in_(2)) return;
638                 }
639                 if ((o_ptr->tval >= TV_CLOAK) &&
640                     (o_ptr->tval <= TV_HARD_ARMOR) &&
641                     !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
642                 {
643                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
644                         if (one_in_(2)) return;
645                 }
646                 if (one_in_(BIAS_LUCK) &&
647                     !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
648                 {
649                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
650                         if (!one_in_(IM_LUCK))
651                         {
652                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
653                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
654                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
655                         }
656                         if (one_in_(2)) return;
657                 }
658                 break;
659
660         case BIAS_COLD:
661                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
662                 {
663                         add_flag(o_ptr->art_flags, TR_RES_COLD);
664                         if (one_in_(2)) return;
665                 }
666                 if ((o_ptr->tval >= TV_CLOAK) &&
667                     (o_ptr->tval <= TV_HARD_ARMOR) &&
668                     !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
669                 {
670                         add_flag(o_ptr->art_flags, TR_SH_COLD);
671                         if (one_in_(2)) return;
672                 }
673                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
674                 {
675                         add_flag(o_ptr->art_flags, TR_IM_COLD);
676                         if (!one_in_(IM_LUCK))
677                         {
678                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
679                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
680                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
681                         }
682                         if (one_in_(2)) return;
683                 }
684                 break;
685
686         case BIAS_POIS:
687                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
688                 {
689                         add_flag(o_ptr->art_flags, TR_RES_POIS);
690                         if (one_in_(2)) return;
691                 }
692                 break;
693
694         case BIAS_WARRIOR:
695                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
696                 {
697                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
698                         if (one_in_(2)) return;
699                 }
700                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
701                 {
702                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
703                         if (one_in_(2)) return;
704                 }
705                 break;
706
707         case BIAS_NECROMANTIC:
708                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
709                 {
710                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
711                         if (one_in_(2)) return;
712                 }
713                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
714                 {
715                         add_flag(o_ptr->art_flags, TR_RES_POIS);
716                         if (one_in_(2)) return;
717                 }
718                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
719                 {
720                         add_flag(o_ptr->art_flags, TR_RES_DARK);
721                         if (one_in_(2)) return;
722                 }
723                 break;
724
725         case BIAS_CHAOS:
726                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
727                 {
728                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
729                         if (one_in_(2)) return;
730                 }
731                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
732                 {
733                         add_flag(o_ptr->art_flags, TR_RES_CONF);
734                         if (one_in_(2)) return;
735                 }
736                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
737                 {
738                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
739                         if (one_in_(2)) return;
740                 }
741                 break;
742         }
743
744         switch (randint1(42))
745         {
746                 case 1:
747                         if (!one_in_(WEIRD_LUCK))
748                                 random_resistance(o_ptr);
749                         else
750                         {
751                                 add_flag(o_ptr->art_flags, TR_IM_ACID);
752                                 if (!artifact_bias)
753                                         artifact_bias = BIAS_ACID;
754                         }
755                         break;
756                 case 2:
757                         if (!one_in_(WEIRD_LUCK))
758                                 random_resistance(o_ptr);
759                         else
760                         {
761                                 add_flag(o_ptr->art_flags, TR_IM_ELEC);
762                                 if (!artifact_bias)
763                                         artifact_bias = BIAS_ELEC;
764                         }
765                         break;
766                 case 3:
767                         if (!one_in_(WEIRD_LUCK))
768                                 random_resistance(o_ptr);
769                         else
770                         {
771                                 add_flag(o_ptr->art_flags, TR_IM_COLD);
772                                 if (!artifact_bias)
773                                         artifact_bias = BIAS_COLD;
774                         }
775                         break;
776                 case 4:
777                         if (!one_in_(WEIRD_LUCK))
778                                 random_resistance(o_ptr);
779                         else
780                         {
781                                 add_flag(o_ptr->art_flags, TR_IM_FIRE);
782                                 if (!artifact_bias)
783                                         artifact_bias = BIAS_FIRE;
784                         }
785                         break;
786                 case 5:
787                 case 6:
788                 case 13:
789                         add_flag(o_ptr->art_flags, TR_RES_ACID);
790                         if (!artifact_bias)
791                                 artifact_bias = BIAS_ACID;
792                         break;
793                 case 7:
794                 case 8:
795                 case 14:
796                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
797                         if (!artifact_bias)
798                                 artifact_bias = BIAS_ELEC;
799                         break;
800                 case 9:
801                 case 10:
802                 case 15:
803                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
804                         if (!artifact_bias)
805                                 artifact_bias = BIAS_FIRE;
806                         break;
807                 case 11:
808                 case 12:
809                 case 16:
810                         add_flag(o_ptr->art_flags, TR_RES_COLD);
811                         if (!artifact_bias)
812                                 artifact_bias = BIAS_COLD;
813                         break;
814                 case 17:
815                 case 18:
816                         add_flag(o_ptr->art_flags, TR_RES_POIS);
817                         if (!artifact_bias && !one_in_(4))
818                                 artifact_bias = BIAS_POIS;
819                         else if (!artifact_bias && one_in_(2))
820                                 artifact_bias = BIAS_NECROMANTIC;
821                         else if (!artifact_bias && one_in_(2))
822                                 artifact_bias = BIAS_ROGUE;
823                         break;
824                 case 19:
825                 case 20:
826                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
827                         if (!artifact_bias && one_in_(3))
828                                 artifact_bias = BIAS_WARRIOR;
829                         break;
830                 case 21:
831                         add_flag(o_ptr->art_flags, TR_RES_LITE);
832                         break;
833                 case 22:
834                         add_flag(o_ptr->art_flags, TR_RES_DARK);
835                         break;
836                 case 23:
837                 case 24:
838                         add_flag(o_ptr->art_flags, TR_RES_BLIND);
839                         break;
840                 case 25:
841                 case 26:
842                         add_flag(o_ptr->art_flags, TR_RES_CONF);
843                         if (!artifact_bias && one_in_(6))
844                                 artifact_bias = BIAS_CHAOS;
845                         break;
846                 case 27:
847                 case 28:
848                         add_flag(o_ptr->art_flags, TR_RES_SOUND);
849                         break;
850                 case 29:
851                 case 30:
852                         add_flag(o_ptr->art_flags, TR_RES_SHARDS);
853                         break;
854                 case 31:
855                 case 32:
856                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
857                         if (!artifact_bias && one_in_(3))
858                                 artifact_bias = BIAS_NECROMANTIC;
859                         break;
860                 case 33:
861                 case 34:
862                         add_flag(o_ptr->art_flags, TR_RES_NEXUS);
863                         break;
864                 case 35:
865                 case 36:
866                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
867                         if (!artifact_bias && one_in_(2))
868                                 artifact_bias = BIAS_CHAOS;
869                         break;
870                 case 37:
871                 case 38:
872                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
873                         break;
874                 case 39:
875                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
876                                 add_flag(o_ptr->art_flags, TR_SH_ELEC);
877                         else
878                                 random_resistance(o_ptr);
879                         if (!artifact_bias)
880                                 artifact_bias = BIAS_ELEC;
881                         break;
882                 case 40:
883                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
884                                 add_flag(o_ptr->art_flags, TR_SH_FIRE);
885                         else
886                                 random_resistance(o_ptr);
887                         if (!artifact_bias)
888                                 artifact_bias = BIAS_FIRE;
889                         break;
890                 case 41:
891                         if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
892                             o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
893                                 add_flag(o_ptr->art_flags, TR_REFLECT);
894                         else
895                                 random_resistance(o_ptr);
896                         break;
897                 case 42:
898                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
899                                 add_flag(o_ptr->art_flags, TR_SH_COLD);
900                         else
901                                 random_resistance(o_ptr);
902                         if (!artifact_bias)
903                                 artifact_bias = BIAS_COLD;
904                         break;
905         }
906 }
907
908
909
910 static void random_misc(object_type * o_ptr)
911 {
912         switch (artifact_bias)
913         {
914         case BIAS_RANGER:
915                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
916                 {
917                         add_flag(o_ptr->art_flags, TR_SUST_CON);
918                         if (one_in_(2)) return;
919                 }
920                 break;
921
922         case BIAS_STR:
923                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
924                 {
925                         add_flag(o_ptr->art_flags, TR_SUST_STR);
926                         if (one_in_(2)) return;
927                 }
928                 break;
929
930         case BIAS_WIS:
931                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
932                 {
933                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
934                         if (one_in_(2)) return;
935                 }
936                 break;
937
938         case BIAS_INT:
939                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
940                 {
941                         add_flag(o_ptr->art_flags, TR_SUST_INT);
942                         if (one_in_(2)) return;
943                 }
944                 break;
945
946         case BIAS_DEX:
947                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
948                 {
949                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
950                         if (one_in_(2)) return;
951                 }
952                 break;
953
954         case BIAS_CON:
955                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
956                 {
957                         add_flag(o_ptr->art_flags, TR_SUST_CON);
958                         if (one_in_(2)) return;
959                 }
960                 break;
961
962         case BIAS_CHR:
963                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
964                 {
965                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
966                         if (one_in_(2)) return;
967                 }
968                 break;
969
970         case BIAS_CHAOS:
971                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
972                 {
973                         add_flag(o_ptr->art_flags, TR_TELEPORT);
974                         if (one_in_(2)) return;
975                 }
976                 break;
977
978         case BIAS_FIRE:
979                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
980                 {
981                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
982                 }
983                 break;
984         }
985
986         switch (randint1(33))
987         {
988                 case 1:
989                         add_flag(o_ptr->art_flags, TR_SUST_STR);
990                         if (!artifact_bias)
991                                 artifact_bias = BIAS_STR;
992                         break;
993                 case 2:
994                         add_flag(o_ptr->art_flags, TR_SUST_INT);
995                         if (!artifact_bias)
996                                 artifact_bias = BIAS_INT;
997                         break;
998                 case 3:
999                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
1000                         if (!artifact_bias)
1001                                 artifact_bias = BIAS_WIS;
1002                         break;
1003                 case 4:
1004                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
1005                         if (!artifact_bias)
1006                                 artifact_bias = BIAS_DEX;
1007                         break;
1008                 case 5:
1009                         add_flag(o_ptr->art_flags, TR_SUST_CON);
1010                         if (!artifact_bias)
1011                                 artifact_bias = BIAS_CON;
1012                         break;
1013                 case 6:
1014                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
1015                         if (!artifact_bias)
1016                                 artifact_bias = BIAS_CHR;
1017                         break;
1018                 case 7:
1019                 case 8:
1020                 case 14:
1021                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
1022                         break;
1023                 case 9:
1024                         add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
1025                         if (!artifact_bias && one_in_(5))
1026                                 artifact_bias = BIAS_PRIESTLY;
1027                         else if (!artifact_bias && one_in_(6))
1028                                 artifact_bias = BIAS_NECROMANTIC;
1029                         break;
1030                 case 10:
1031                 case 11:
1032                         add_flag(o_ptr->art_flags, TR_LITE_1);
1033                         break;
1034                 case 12:
1035                 case 13:
1036                         add_flag(o_ptr->art_flags, TR_LEVITATION);
1037                         break;
1038                 case 15:
1039                 case 16:
1040                 case 17:
1041                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1042                         break;
1043                 case 19:
1044                 case 20:
1045                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1046                         break;
1047                 case 21:
1048                 case 22:
1049                         add_flag(o_ptr->art_flags, TR_REGEN);
1050                         break;
1051                 case 23:
1052                         add_flag(o_ptr->art_flags, TR_TELEPORT);
1053                         break;
1054                 case 24:
1055                 case 25:
1056                 case 26:
1057                         if (object_is_armour(o_ptr))
1058                                 random_misc(o_ptr);
1059                         else
1060                         {
1061                                 o_ptr->to_a = 4 + randint1(11);
1062                         }
1063                         break;
1064                 case 27:
1065                 case 28:
1066                 case 29:
1067                 {
1068                         int bonus_h, bonus_d;
1069                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1070                         bonus_h = 4 + (randint1(11));
1071                         bonus_d = 4 + (randint1(11));
1072                         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))
1073                         {
1074                                 bonus_h /= 2;
1075                                 bonus_d /= 2;
1076                         }
1077                         o_ptr->to_h += bonus_h;
1078                         o_ptr->to_d += bonus_d;
1079                         break;
1080                 }
1081                 case 30:
1082                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1083                         break;
1084                 case 31:
1085                         add_flag(o_ptr->art_flags, TR_NO_TELE);
1086                         break;
1087                 case 32:
1088                         add_flag(o_ptr->art_flags, TR_WARNING);
1089                         break;
1090
1091                 case 18:
1092                         switch (randint1(3))
1093                         {
1094                         case 1:
1095                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1096                                 if (!artifact_bias && one_in_(3))
1097                                         artifact_bias = BIAS_LAW;
1098                                 break;
1099                         case 2:
1100                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1101                                 if (!artifact_bias && one_in_(3))
1102                                         artifact_bias = BIAS_MAGE;
1103                                 break;
1104                         case 3:
1105                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1106                                 if (!artifact_bias && one_in_(9))
1107                                         artifact_bias = BIAS_MAGE;
1108                                 break;
1109                         }
1110                         break;
1111
1112                 case 33:
1113                 {
1114                         int idx[3];
1115                         int n = randint1(3);
1116
1117                         idx[0] = randint1(8);
1118
1119                         idx[1] = randint1(7);
1120                         if (idx[1] >= idx[0]) idx[1]++;
1121
1122                         idx[2] = randint1(6);
1123                         if (idx[2] >= idx[0]) idx[2]++;
1124                         if (idx[2] >= idx[1]) idx[2]++;
1125
1126                         while (n--) switch (idx[n])
1127                         {
1128                         case 1:
1129                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1130                                 if (!artifact_bias && one_in_(4))
1131                                         artifact_bias = BIAS_RANGER;
1132                                 break;
1133                         case 2:
1134                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1135                                 if (!artifact_bias && one_in_(3))
1136                                         artifact_bias = BIAS_PRIESTLY;
1137                                 else if (!artifact_bias && one_in_(6))
1138                                         artifact_bias = BIAS_NECROMANTIC;
1139                                 break;
1140                         case 3:
1141                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1142                                 break;
1143                         case 4:
1144                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1145                                 break;
1146                         case 5:
1147                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1148                                 break;
1149                         case 6:
1150                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1151                                 break;
1152                         case 7:
1153                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1154                                 if (!artifact_bias && one_in_(6))
1155                                         artifact_bias = BIAS_ROGUE;
1156                                 break;
1157                         case 8:
1158                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1159                                 if (!artifact_bias && one_in_(3))
1160                                         artifact_bias = BIAS_LAW;
1161                                 break;
1162                         case 9:
1163                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1164                                 if (!artifact_bias && one_in_(3))
1165                                         artifact_bias = BIAS_LAW;
1166                                 break;
1167                         }
1168                         break;
1169                 }
1170         }
1171 }
1172
1173
1174 static void random_slay(object_type *o_ptr)
1175 {
1176         if (o_ptr->tval == TV_BOW)
1177         {
1178                 switch (randint1(6))
1179                 {
1180                         case 1:
1181                         case 2:
1182                         case 3:
1183                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1184                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1185                                 if (!artifact_bias && one_in_(9))
1186                                         artifact_bias = BIAS_RANGER;
1187                                 break;
1188                         default:
1189                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1190                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1191                                 if (!artifact_bias && one_in_(9))
1192                                         artifact_bias = BIAS_RANGER;
1193                         break;
1194                 }
1195
1196                 return;
1197         }
1198
1199         switch (artifact_bias)
1200         {
1201         case BIAS_CHAOS:
1202                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1203                 {
1204                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1205                         if (one_in_(2)) return;
1206                 }
1207                 break;
1208
1209         case BIAS_PRIESTLY:
1210                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1211                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1212                 {
1213                         /* A free power for "priestly" random artifacts */
1214                         add_flag(o_ptr->art_flags, TR_BLESSED);
1215                 }
1216                 break;
1217
1218         case BIAS_NECROMANTIC:
1219                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1220                 {
1221                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1222                         if (one_in_(2)) return;
1223                 }
1224                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1225                 {
1226                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1227                         if (one_in_(2)) return;
1228                 }
1229                 break;
1230
1231         case BIAS_RANGER:
1232                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1233                 {
1234                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1235                         if (one_in_(2)) return;
1236                 }
1237                 break;
1238
1239         case BIAS_ROGUE:
1240                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1241                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1242                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1243                 {
1244                         /* Free power for rogues... */
1245                         add_flag(o_ptr->art_flags, TR_THROW);
1246                 }
1247                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1248                 {
1249                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1250                         if (one_in_(2)) return;
1251                 }
1252                 break;
1253
1254         case BIAS_POIS:
1255                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1256                 {
1257                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1258                         if (one_in_(2)) return;
1259                 }
1260                 break;
1261
1262         case BIAS_FIRE:
1263                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1264                 {
1265                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1266                         if (one_in_(2)) return;
1267                 }
1268                 break;
1269
1270         case BIAS_COLD:
1271                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1272                 {
1273                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1274                         if (one_in_(2)) return;
1275                 }
1276                 break;
1277
1278         case BIAS_ELEC:
1279                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1280                 {
1281                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1282                         if (one_in_(2)) return;
1283                 }
1284                 break;
1285
1286         case BIAS_ACID:
1287                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1288                 {
1289                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1290                         if (one_in_(2)) return;
1291                 }
1292                 break;
1293
1294         case BIAS_LAW:
1295                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1296                 {
1297                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1298                         if (one_in_(2)) return;
1299                 }
1300                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1301                 {
1302                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1303                         if (one_in_(2)) return;
1304                 }
1305                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1306                 {
1307                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1308                         if (one_in_(2)) return;
1309                 }
1310                 break;
1311         }
1312
1313         switch (randint1(36))
1314         {
1315                 case 1:
1316                 case 2:
1317                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1318                         break;
1319                 case 3:
1320                 case 4:
1321                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1322                         if (!artifact_bias && one_in_(2))
1323                                 artifact_bias = BIAS_LAW;
1324                         else if (!artifact_bias && one_in_(9))
1325                                 artifact_bias = BIAS_PRIESTLY;
1326                         break;
1327                 case 5:
1328                 case 6:
1329                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1330                         if (!artifact_bias && one_in_(9))
1331                                 artifact_bias = BIAS_PRIESTLY;
1332                         break;
1333                 case 7:
1334                 case 8:
1335                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1336                         if (!artifact_bias && one_in_(9))
1337                                 artifact_bias = BIAS_PRIESTLY;
1338                         break;
1339                 case 9:
1340                 case 10:
1341                         add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1342                         break;
1343                 case 11:
1344                 case 12:
1345                         add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1346                         break;
1347                 case 13:
1348                 case 14:
1349                         add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1350                         break;
1351                 case 15:
1352                 case 16:
1353                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1354                         break;
1355                 case 17:
1356                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1357                         break;
1358                 case 18:
1359                 case 19:
1360                         if (o_ptr->tval == TV_SWORD)
1361                         {
1362                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1363                                 if (!artifact_bias && one_in_(9))
1364                                         artifact_bias = BIAS_WARRIOR;
1365                         }
1366                         else
1367                                 random_slay(o_ptr);
1368                         break;
1369                 case 20:
1370                         add_flag(o_ptr->art_flags, TR_IMPACT);
1371                         break;
1372                 case 21:
1373                 case 22:
1374                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1375                         if (!artifact_bias)
1376                                 artifact_bias = BIAS_FIRE;
1377                         break;
1378                 case 23:
1379                 case 24:
1380                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1381                         if (!artifact_bias)
1382                                 artifact_bias = BIAS_COLD;
1383                         break;
1384                 case 25:
1385                 case 26:
1386                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1387                         if (!artifact_bias)
1388                                 artifact_bias = BIAS_ELEC;
1389                         break;
1390                 case 27:
1391                 case 28:
1392                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1393                         if (!artifact_bias)
1394                                 artifact_bias = BIAS_ACID;
1395                         break;
1396                 case 29:
1397                 case 30:
1398                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1399                         if (!artifact_bias && !one_in_(3))
1400                                 artifact_bias = BIAS_POIS;
1401                         else if (!artifact_bias && one_in_(6))
1402                                 artifact_bias = BIAS_NECROMANTIC;
1403                         else if (!artifact_bias)
1404                                 artifact_bias = BIAS_ROGUE;
1405                         break;
1406                 case 31:
1407                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1408                         if (!artifact_bias)
1409                                 artifact_bias = BIAS_NECROMANTIC;
1410                         break;
1411                 case 32:
1412                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1413                         if (!artifact_bias)
1414                                 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1415                         break;
1416                 case 33:
1417                 case 34:
1418                         add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1419                         break;
1420                 default:
1421                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1422                         if (!artifact_bias)
1423                                 artifact_bias = BIAS_CHAOS;
1424                         break;
1425         }
1426 }
1427
1428
1429 static void give_activation_power(object_type *o_ptr)
1430 {
1431         int type = 0, chance = 0;
1432
1433         switch (artifact_bias)
1434         {
1435                 case BIAS_ELEC:
1436                         if (!one_in_(3))
1437                         {
1438                                 type = ACT_BO_ELEC_1;
1439                         }
1440                         else if (!one_in_(5))
1441                         {
1442                                 type = ACT_BA_ELEC_2;
1443                         }
1444                         else
1445                         {
1446                                 type = ACT_BA_ELEC_3;
1447                         }
1448                         chance = 101;
1449                         break;
1450
1451                 case BIAS_POIS:
1452                         type = ACT_BA_POIS_1;
1453                         chance = 101;
1454                         break;
1455
1456                 case BIAS_FIRE:
1457                         if (!one_in_(3))
1458                         {
1459                                 type = ACT_BO_FIRE_1;
1460                         }
1461                         else if (!one_in_(5))
1462                         {
1463                                 type = ACT_BA_FIRE_1;
1464                         }
1465                         else
1466                         {
1467                                 type = ACT_BA_FIRE_2;
1468                         }
1469                         chance = 101;
1470                         break;
1471
1472                 case BIAS_COLD:
1473                         chance = 101;
1474                         if (!one_in_(3))
1475                                 type = ACT_BO_COLD_1;
1476                         else if (!one_in_(3))
1477                                 type = ACT_BA_COLD_1;
1478                         else if (!one_in_(3))
1479                                 type = ACT_BA_COLD_2;
1480                         else
1481                                 type = ACT_BA_COLD_3;
1482                         break;
1483
1484                 case BIAS_CHAOS:
1485                         chance = 50;
1486                         if (one_in_(6))
1487                                 type = ACT_SUMMON_DEMON;
1488                         else
1489                                 type = ACT_CALL_CHAOS;
1490                         break;
1491
1492                 case BIAS_PRIESTLY:
1493                         chance = 101;
1494
1495                         if (one_in_(13))
1496                                 type = ACT_CHARM_UNDEAD;
1497                         else if (one_in_(12))
1498                                 type = ACT_BANISH_EVIL;
1499                         else if (one_in_(11))
1500                                 type = ACT_DISP_EVIL;
1501                         else if (one_in_(10))
1502                                 type = ACT_PROT_EVIL;
1503                         else if (one_in_(9))
1504                                 type = ACT_CURE_1000;
1505                         else if (one_in_(8))
1506                                 type = ACT_CURE_700;
1507                         else if (one_in_(7))
1508                                 type = ACT_REST_ALL;
1509                         else if (one_in_(6))
1510                                 type = ACT_REST_LIFE;
1511                         else
1512                                 type = ACT_CURE_MW;
1513                         break;
1514
1515                 case BIAS_NECROMANTIC:
1516                         chance = 101;
1517                         if (one_in_(66))
1518                                 type = ACT_WRAITH;
1519                         else if (one_in_(13))
1520                                 type = ACT_DISP_GOOD;
1521                         else if (one_in_(9))
1522                                 type = ACT_MASS_GENO;
1523                         else if (one_in_(8))
1524                                 type = ACT_GENOCIDE;
1525                         else if (one_in_(13))
1526                                 type = ACT_SUMMON_UNDEAD;
1527                         else if (one_in_(9))
1528                                 type = ACT_VAMPIRE_2;
1529                         else if (one_in_(6))
1530                                 type = ACT_CHARM_UNDEAD;
1531                         else
1532                                 type = ACT_VAMPIRE_1;
1533                         break;
1534
1535                 case BIAS_LAW:
1536                         chance = 101;
1537                         if (one_in_(8))
1538                                 type = ACT_BANISH_EVIL;
1539                         else if (one_in_(4))
1540                                 type = ACT_DISP_EVIL;
1541                         else
1542                                 type = ACT_PROT_EVIL;
1543                         break;
1544
1545                 case BIAS_ROGUE:
1546                         chance = 101;
1547                         if (one_in_(50))
1548                                 type = ACT_SPEED;
1549                         else if (one_in_(4))
1550                                 type = ACT_SLEEP;
1551                         else if (one_in_(3))
1552                                 type = ACT_DETECT_ALL;
1553                         else if (one_in_(8))
1554                                 type = ACT_ID_FULL;
1555                         else
1556                                 type = ACT_ID_PLAIN;
1557                         break;
1558
1559                 case BIAS_MAGE:
1560                         chance = 66;
1561                         if (one_in_(20))
1562                                 type = ACT_SUMMON_ELEMENTAL;
1563                         else if (one_in_(10))
1564                                 type = ACT_SUMMON_PHANTOM;
1565                         else if (one_in_(5))
1566                                 type = ACT_RUNE_EXPLO;
1567                         else
1568                                 type = ACT_ESP;
1569                         break;
1570
1571                 case BIAS_WARRIOR:
1572                         chance = 80;
1573                         if (one_in_(100))
1574                                 type = ACT_INVULN;
1575                         else
1576                                 type = ACT_BERSERK;
1577                         break;
1578
1579                 case BIAS_RANGER:
1580                         chance = 101;
1581                         if (one_in_(20))
1582                                 type = ACT_CHARM_ANIMALS;
1583                         else if (one_in_(7))
1584                                 type = ACT_SUMMON_ANIMAL;
1585                         else if (one_in_(6))
1586                                 type = ACT_CHARM_ANIMAL;
1587                         else if (one_in_(4))
1588                                 type = ACT_RESIST_ALL;
1589                         else if (one_in_(3))
1590                                 type = ACT_SATIATE;
1591                         else
1592                                 type = ACT_CURE_POISON;
1593                         break;
1594         }
1595
1596         if (!type || (randint1(100) >= chance))
1597         {
1598                 one_activation(o_ptr);
1599                 return;
1600         }
1601
1602         /* A type was chosen... */
1603         o_ptr->xtra2 = type;
1604         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1605         o_ptr->timeout = 0;
1606 }
1607
1608
1609 static void get_random_name(char *return_name, bool armour, int power)
1610 {
1611         int prob = randint1(100);
1612
1613         if (prob <= SINDARIN_NAME)
1614         {
1615                 get_table_sindarin(return_name);
1616         }
1617         else if (prob <= TABLE_NAME)
1618         {
1619                 get_table_name(return_name);
1620         }
1621         else
1622         {
1623                 cptr filename;
1624
1625                 switch (armour)
1626                 {
1627                         case 1:
1628                                 switch (power)
1629                                 {
1630                                         case 0:
1631 #ifdef JP
1632                                                 filename = "a_cursed_j.txt";
1633 #else
1634                                                 filename = "a_cursed.txt";
1635 #endif
1636                                                 break;
1637                                         case 1:
1638 #ifdef JP
1639                                                 filename = "a_low_j.txt";
1640 #else
1641                                                 filename = "a_low.txt";
1642 #endif
1643                                                 break;
1644                                         case 2:
1645 #ifdef JP
1646                                                 filename = "a_med_j.txt";
1647 #else
1648                                                 filename = "a_med.txt";
1649 #endif
1650                                                 break;
1651                                         default:
1652 #ifdef JP
1653                                                 filename = "a_high_j.txt";
1654 #else
1655                                                 filename = "a_high.txt";
1656 #endif
1657                                 }
1658                                 break;
1659                         default:
1660                                 switch (power)
1661                                 {
1662                                         case 0:
1663 #ifdef JP
1664                                                 filename = "w_cursed_j.txt";
1665 #else
1666                                                 filename = "w_cursed.txt";
1667 #endif
1668                                                 break;
1669                                         case 1:
1670 #ifdef JP
1671                                                 filename = "w_low_j.txt";
1672 #else
1673                                                 filename = "w_low.txt";
1674 #endif
1675                                                 break;
1676                                         case 2:
1677 #ifdef JP
1678                                                 filename = "w_med_j.txt";
1679 #else
1680                                                 filename = "w_med.txt";
1681 #endif
1682                                                 break;
1683                                         default:
1684 #ifdef JP
1685                                                 filename = "w_high_j.txt";
1686 #else
1687                                                 filename = "w_high.txt";
1688 #endif
1689                                 }
1690                 }
1691
1692                 (void)get_rnd_line(filename, artifact_bias, return_name);
1693 #ifdef JP
1694                  if (return_name[0] == 0) get_table_name(return_name);
1695 #endif
1696         }
1697 }
1698
1699
1700 bool create_artifact(object_type *o_ptr, bool a_scroll)
1701 {
1702         char    new_name[1024];
1703         int     has_pval = 0;
1704         int     powers = randint1(5) + 1;
1705         int     max_powers;
1706         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1707         int     power_level;
1708         s32b    total_flags;
1709         bool    a_cursed = FALSE;
1710         int     warrior_artifact_bias = 0;
1711         int i;
1712
1713         /* Reset artifact bias */
1714         artifact_bias = 0;
1715
1716         /* Nuke enchantments */
1717         o_ptr->name1 = 0;
1718         o_ptr->name2 = 0;
1719
1720         for (i = 0; i < TR_FLAG_SIZE; i++)
1721                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1722
1723         if (o_ptr->pval) has_pval = TRUE;
1724
1725         if (a_scroll && one_in_(4))
1726         {
1727                 switch (p_ptr->pclass)
1728                 {
1729                         case CLASS_WARRIOR:
1730                         case CLASS_BERSERKER:
1731                         case CLASS_ARCHER:
1732                         case CLASS_SAMURAI:
1733                         case CLASS_CAVALRY:
1734                         case CLASS_SMITH:
1735                                 artifact_bias = BIAS_WARRIOR;
1736                                 break;
1737                         case CLASS_MAGE:
1738                         case CLASS_HIGH_MAGE:
1739                         case CLASS_SORCERER:
1740                         case CLASS_MAGIC_EATER:
1741                         case CLASS_BLUE_MAGE:
1742                                 artifact_bias = BIAS_MAGE;
1743                                 break;
1744                         case CLASS_PRIEST:
1745                                 artifact_bias = BIAS_PRIESTLY;
1746                                 break;
1747                         case CLASS_ROGUE:
1748                         case CLASS_NINJA:
1749                                 artifact_bias = BIAS_ROGUE;
1750                                 warrior_artifact_bias = 25;
1751                                 break;
1752                         case CLASS_RANGER:
1753                         case CLASS_SNIPER:
1754                                 artifact_bias = BIAS_RANGER;
1755                                 warrior_artifact_bias = 30;
1756                                 break;
1757                         case CLASS_PALADIN:
1758                                 artifact_bias = BIAS_PRIESTLY;
1759                                 warrior_artifact_bias = 40;
1760                                 break;
1761                         case CLASS_WARRIOR_MAGE:
1762                         case CLASS_RED_MAGE:
1763                                 artifact_bias = BIAS_MAGE;
1764                                 warrior_artifact_bias = 40;
1765                                 break;
1766                         case CLASS_CHAOS_WARRIOR:
1767                                 artifact_bias = BIAS_CHAOS;
1768                                 warrior_artifact_bias = 40;
1769                                 break;
1770                         case CLASS_MONK:
1771                         case CLASS_FORCETRAINER:
1772                                 artifact_bias = BIAS_PRIESTLY;
1773                                 break;
1774                         case CLASS_MINDCRAFTER:
1775                         case CLASS_BARD:
1776                                 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1777                                 break;
1778                         case CLASS_TOURIST:
1779                                 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1780                                 break;
1781                         case CLASS_IMITATOR:
1782                                 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1783                                 break;
1784                         case CLASS_BEASTMASTER:
1785                                 artifact_bias = BIAS_CHR;
1786                                 warrior_artifact_bias = 50;
1787                                 break;
1788                         case CLASS_MIRROR_MASTER:
1789                                 if (randint1(4) > 1) 
1790                                 {
1791                                     artifact_bias = BIAS_MAGE;
1792                                 }
1793                                 else
1794                                 {
1795                                     artifact_bias = BIAS_ROGUE;
1796                                 }
1797                                 break;
1798                 }
1799         }
1800
1801         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1802                 artifact_bias = BIAS_WARRIOR;
1803
1804         strcpy(new_name, "");
1805
1806         if (!a_scroll && one_in_(A_CURSED))
1807                 a_cursed = TRUE;
1808         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1809                 a_cursed = TRUE;
1810
1811         while (one_in_(powers) || one_in_(7) || one_in_(10))
1812                 powers++;
1813
1814         if (!a_cursed && one_in_(WEIRD_LUCK))
1815                 powers *= 2;
1816
1817         if (a_cursed) powers /= 2;
1818
1819         max_powers = powers;
1820         /* Main loop */
1821         while (powers--)
1822         {
1823                 switch (randint1(max_type))
1824                 {
1825                         case 1: case 2:
1826                                 random_plus(o_ptr);
1827                                 has_pval = TRUE;
1828                                 break;
1829                         case 3: case 4:
1830                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1831                                 {
1832                                         if (a_cursed && !one_in_(13)) break;
1833                                         if (one_in_(13))
1834                                         {
1835                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1836                                         }
1837                                         else
1838                                         {
1839                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1840                                         }
1841                                 }
1842                                 else
1843                                         random_resistance(o_ptr);
1844                                 break;
1845                         case 5:
1846                                 random_misc(o_ptr);
1847                                 break;
1848                         case 6: case 7:
1849                                 random_slay(o_ptr);
1850                                 break;
1851                         default:
1852                                 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1853                                 powers++;
1854                 }
1855         };
1856
1857         if (has_pval)
1858         {
1859 #if 0
1860                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1861
1862                 /* This one commented out by gw's request... */
1863                 if (!a_scroll)
1864                         add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1865 #endif
1866
1867                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1868                 {
1869                         o_ptr->pval = randint1(2);
1870                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1871                                 o_ptr->pval++;
1872                 }
1873                 else
1874                 {
1875                         do
1876                         {
1877                                 o_ptr->pval++;
1878                         }
1879                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1880                 }
1881
1882                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1883                         o_ptr->pval = 4;
1884         }
1885
1886         /* give it some plusses... */
1887         if (object_is_armour(o_ptr))
1888                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1889         else if (object_is_weapon_ammo(o_ptr))
1890         {
1891                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1892                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1893                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1894         }
1895
1896         /* Just to be sure */
1897         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1898         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1899         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1900         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1901
1902         total_flags = flag_cost(o_ptr, o_ptr->pval);
1903
1904         if (a_cursed) curse_artifact(o_ptr);
1905
1906         if (!a_cursed &&
1907             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1908         {
1909                 o_ptr->xtra2 = 0;
1910                 give_activation_power(o_ptr);
1911         }
1912
1913         if (object_is_armour(o_ptr))
1914         {
1915                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1916                 {
1917                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1918                         o_ptr->to_d -= (s16b)randint0(3);
1919                         o_ptr->to_h -= (s16b)randint0(3);
1920                 }
1921                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1922                 {
1923                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1924                         o_ptr->to_d -= (s16b)randint0(3);
1925                         o_ptr->to_h -= (s16b)randint0(3);
1926                 }
1927         }
1928
1929         if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1930
1931         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1932         {
1933                 o_ptr->to_h = 0;
1934                 o_ptr->to_d = 0;
1935                 remove_flag(o_ptr->art_flags, TR_BLOWS);
1936                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1937                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1938                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1939                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1940                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1941                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1942                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1943                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1944                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1945                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1946                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1947                 remove_flag(o_ptr->art_flags, TR_VORPAL);
1948                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1949                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1950                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1951                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1952                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1953         }
1954
1955         if (!object_is_weapon_ammo(o_ptr))
1956         {
1957                 /* For armors */
1958                 if (a_cursed) power_level = 0;
1959                 else if (total_flags < 15000) power_level = 1;
1960                 else if (total_flags < 35000) power_level = 2;
1961                 else power_level = 3;
1962         }
1963
1964         else
1965         {
1966                 /* For weapons */
1967                 if (a_cursed) power_level = 0;
1968                 else if (total_flags < 20000) power_level = 1;
1969                 else if (total_flags < 45000) power_level = 2;
1970                 else power_level = 3;
1971         }
1972
1973         if (a_scroll)
1974         {
1975                 char dummy_name[80] = "";
1976 #ifdef JP
1977                 cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
1978 #else
1979                 cptr ask_msg = "What do you want to call the artifact? ";
1980 #endif
1981
1982                 /* Identify it fully */
1983                 object_aware(o_ptr);
1984                 object_known(o_ptr);
1985
1986                 /* Mark the item as fully known */
1987                 o_ptr->ident |= (IDENT_MENTAL);
1988
1989                 /* For being treated as random artifact in screen_object() */
1990                 o_ptr->art_name = quark_add("");
1991
1992                 (void)screen_object(o_ptr, 0L);
1993
1994                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1995                     || !dummy_name[0])
1996                 {
1997                         /* Cancelled */
1998                         if (one_in_(2))
1999                         {
2000                                 get_table_sindarin_aux(dummy_name);
2001                         }
2002                         else
2003                         {
2004                                 get_table_name_aux(dummy_name);
2005                         }
2006                 }
2007
2008 #ifdef JP
2009                 sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
2010 #else
2011                 sprintf(new_name, "'%s'", dummy_name);
2012 #endif
2013
2014                 chg_virtue(V_INDIVIDUALISM, 2);
2015                 chg_virtue(V_ENCHANT, 5);
2016         }
2017         else
2018         {
2019                 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2020         }
2021
2022         /* Save the inscription */
2023         o_ptr->art_name = quark_add(new_name);
2024
2025         if (cheat_xtra)
2026         {
2027                 char o_name[MAX_NLEN];
2028
2029                 object_aware(o_ptr);
2030                 object_known(o_ptr);
2031
2032                 /* Mark the item as fully known */
2033                 o_ptr->ident |= (IDENT_MENTAL);
2034
2035                 /* Description */
2036                 object_desc(o_name, o_ptr, 0);
2037
2038 #ifdef JP
2039                 msg_format("¥Ñ¥ï¡¼ %d ¤Ç ²ÁÃÍ%ld ¤Î¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À® ¥Ð¥¤¥¢¥¹¤Ï¡Ö%s¡×:", max_powers, total_flags, artifact_bias_name[artifact_bias]);
2040 #else
2041                 msg_format("Random artifact generated '%s'. (Power:%d, Value:%ld) :", artifact_bias_name[artifact_bias], max_powers, total_flags);
2042 #endif
2043                 msg_format("%s", o_name);
2044         }
2045
2046         /* Window stuff */
2047         p_ptr->window |= (PW_INVEN | PW_EQUIP);
2048
2049         return TRUE;
2050 }
2051
2052
2053 int activation_index(object_type *o_ptr)
2054 {
2055         /* Give priority to weaponsmith's essential activations */
2056         if (object_is_smith(o_ptr))
2057         {
2058                 switch (o_ptr->xtra3-1)
2059                 {
2060                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2061                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2062                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2063                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2064                 case TR_IMPACT: return ACT_QUAKE;
2065                 }
2066         }
2067
2068         if (object_is_fixed_artifact(o_ptr))
2069         {
2070                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2071                 {
2072                         return a_info[o_ptr->name1].act_idx;
2073                 }
2074         }
2075         if (object_is_ego(o_ptr))
2076         {
2077                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2078                 {
2079                         return e_info[o_ptr->name2].act_idx;
2080                 }
2081         }
2082         if (!object_is_random_artifact(o_ptr))
2083         {
2084                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2085                 {
2086                         return k_info[o_ptr->k_idx].act_idx;
2087                 }
2088         }
2089
2090         return o_ptr->xtra2;
2091 }
2092
2093 const activation_type* find_activation_info(object_type *o_ptr)
2094 {
2095         const int index = activation_index(o_ptr);
2096         const activation_type* p;
2097
2098         for (p = activation_info; p->flag != NULL; ++ p) {
2099                 if (p->index == index)
2100                 {
2101                         return p;
2102                 }
2103         }
2104
2105         return NULL;
2106 }
2107
2108
2109 /* Dragon breath activation */
2110 static bool activate_dragon_breath(object_type *o_ptr)
2111 {
2112         u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2113         int type[20];
2114         cptr name[20];
2115         int i, dir, t, n = 0;
2116
2117         if (!get_aim_dir(&dir)) return FALSE;
2118
2119         object_flags(o_ptr, flgs);
2120
2121         for (i = 0; dragonbreath_info[i].flag != 0; i++)
2122         {
2123                 if (have_flag(flgs, dragonbreath_info[i].flag))
2124                 {
2125                         type[n] = dragonbreath_info[i].type;
2126                         name[n] = dragonbreath_info[i].name;
2127                         n++;
2128                 }
2129         }
2130
2131         /* Paranoia */
2132         if (n == 0) return FALSE;
2133
2134         /* Stop speaking */
2135         if (music_singing_any()) stop_singing();
2136         if (hex_spelling_any()) stop_hex_spell_all();
2137
2138         t = randint0(n);
2139         msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
2140         fire_ball(type[t], dir, 250, -4);
2141
2142         return TRUE;
2143 }
2144
2145
2146 bool activate_random_artifact(object_type *o_ptr)
2147 {
2148         int plev = p_ptr->lev;
2149         int k, dir, dummy = 0;
2150         cptr name = k_name + k_info[o_ptr->k_idx].name;
2151         const activation_type* const act_ptr = find_activation_info(o_ptr);
2152
2153         /* Paranoia */
2154         if (!act_ptr) {
2155                 /* Maybe forgot adding information to activation_info table ? */
2156                 msg_print("Activation information is not found.");
2157                 return FALSE;
2158         }
2159
2160         /* Activate for attack */
2161         switch (act_ptr->index)
2162         {
2163                 case ACT_SUNLIGHT:
2164                 {
2165                         if (!get_aim_dir(&dir)) return FALSE;
2166                         msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears."));
2167                         (void)lite_line(dir, damroll(6, 8));
2168                         break;
2169                 }
2170
2171                 case ACT_BO_MISS_1:
2172                 {
2173                         msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly..."));
2174                         if (!get_aim_dir(&dir)) return FALSE;
2175                         fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2176                         break;
2177                 }
2178
2179                 case ACT_BA_POIS_1:
2180                 {
2181                         msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green..."));
2182                         if (!get_aim_dir(&dir)) return FALSE;
2183                         fire_ball(GF_POIS, dir, 12, 3);
2184                         break;
2185                 }
2186
2187                 case ACT_BO_ELEC_1:
2188                 {
2189                         msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks..."));
2190                         if (!get_aim_dir(&dir)) return FALSE;
2191                         fire_bolt(GF_ELEC, dir, damroll(4, 8));
2192                         break;
2193                 }
2194
2195                 case ACT_BO_ACID_1:
2196                 {
2197                         msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid..."));
2198                         if (!get_aim_dir(&dir)) return FALSE;
2199                         fire_bolt(GF_ACID, dir, damroll(5, 8));
2200                         break;
2201                 }
2202
2203                 case ACT_BO_COLD_1:
2204                 {
2205                         msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2206                         if (!get_aim_dir(&dir)) return FALSE;
2207                         fire_bolt(GF_COLD, dir, damroll(6, 8));
2208                         break;
2209                 }
2210
2211                 case ACT_BO_FIRE_1:
2212                 {
2213                         msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire..."));
2214                         if (!get_aim_dir(&dir)) return FALSE;
2215                         fire_bolt(GF_FIRE, dir, damroll(9, 8));
2216                         break;
2217                 }
2218
2219                 case ACT_BA_COLD_1:
2220                 {
2221                         msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2222                         if (!get_aim_dir(&dir)) return FALSE;
2223                         fire_ball(GF_COLD, dir, 48, 2);
2224                         break;
2225                 }
2226                 
2227                 case ACT_BA_COLD_2:
2228                 {
2229                         msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue..."));
2230                         if (!get_aim_dir(&dir)) return FALSE;
2231                         fire_ball(GF_COLD, dir, 100, 2);
2232                         break;
2233                 }
2234                 
2235                 case ACT_BA_COLD_3:
2236                 {
2237                         msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white..."));
2238                         if (!get_aim_dir(&dir)) return FALSE;
2239                         fire_ball(GF_COLD, dir, 400, 3);
2240                         break;
2241                 }
2242
2243                 case ACT_BA_FIRE_1:
2244                 {
2245                         msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2246                         if (!get_aim_dir(&dir)) return FALSE;
2247                         fire_ball(GF_FIRE, dir, 72, 2);
2248                         break;
2249                 }
2250                 
2251                 case ACT_BA_FIRE_2:
2252                 {
2253                         msg_format(_("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", "The %s rages in fire..."), name);
2254                         if (!get_aim_dir(&dir)) return FALSE;
2255                         fire_ball(GF_FIRE, dir, 120, 3);
2256                         break;
2257                 }
2258                 
2259                 case ACT_BA_FIRE_3:
2260                 {
2261                         msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red..."));
2262                         if (!get_aim_dir(&dir)) return FALSE;
2263                         fire_ball(GF_FIRE, dir, 300, 3);
2264                         break;
2265                 }
2266                 
2267                 case ACT_BA_FIRE_4:
2268                 {
2269                         msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2270                         if (!get_aim_dir(&dir)) return FALSE;
2271                         fire_ball(GF_FIRE, dir, 100, 2);
2272                         break;
2273                 }
2274                 
2275                 case ACT_BA_ELEC_2:
2276                 {
2277                         msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity..."));
2278                         if (!get_aim_dir(&dir)) return FALSE;
2279                         fire_ball(GF_ELEC, dir, 100, 3);
2280                         break;
2281                 }
2282                 
2283                 case ACT_BA_ELEC_3:
2284                 {
2285                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2286                         if (!get_aim_dir(&dir)) return FALSE;
2287                         fire_ball(GF_ELEC, dir, 500, 3);
2288                         break;
2289                 }
2290                 
2291                 case ACT_BA_ACID_1:
2292                 {
2293                         msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black..."));
2294                         if (!get_aim_dir(&dir)) return FALSE;
2295                         fire_ball(GF_ACID, dir, 100, 2);
2296                         break;
2297                 }
2298                 
2299                 case ACT_BA_NUKE_1:
2300                 {
2301                         msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green..."));
2302                         if (!get_aim_dir(&dir)) return FALSE;
2303                         fire_ball(GF_NUKE, dir, 100, 2);
2304                         break;
2305                 }
2306                 
2307                 case ACT_DRAIN_1:
2308                 {
2309                         msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name);
2310                         if (!get_aim_dir(&dir)) return FALSE;
2311                         if (drain_life(dir, 100))
2312                         break;
2313                 }
2314
2315                 case ACT_DRAIN_2:
2316                 {
2317                         msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black..."));
2318                         if (!get_aim_dir(&dir)) return FALSE;
2319                         drain_life(dir, 120);
2320                         break;
2321                 }
2322
2323                 case ACT_VAMPIRE_1:
2324                 {
2325                         if (!get_aim_dir(&dir)) return FALSE;
2326                         for (dummy = 0; dummy < 3; dummy++)
2327                         {
2328                                 if (drain_life(dir, 50))
2329                                 hp_player(50);
2330                         }
2331                         break;
2332                 }
2333
2334                 case ACT_BO_MISS_2:
2335                 {
2336                         msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes..."));
2337                         if (!get_aim_dir(&dir)) return FALSE;
2338                         fire_bolt(GF_ARROW, dir, 150);
2339                         break;
2340                 }
2341
2342                 case ACT_WHIRLWIND:
2343                 {
2344                         {
2345                                 int y = 0, x = 0;
2346                                 cave_type       *c_ptr;
2347                                 monster_type    *m_ptr;
2348
2349                                 for (dir = 0; dir <= 9; dir++)
2350                                 {
2351                                         y = py + ddy[dir];
2352                                         x = px + ddx[dir];
2353                                         c_ptr = &cave[y][x];
2354
2355                                         /* Get the monster */
2356                                         m_ptr = &m_list[c_ptr->m_idx];
2357
2358                                         /* Hack -- attack monsters */
2359                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2360                                                 py_attack(y, x, 0);
2361                                 }
2362                         }
2363                         break;
2364                 }
2365
2366                 case ACT_VAMPIRE_2:
2367                 {
2368                         if (!get_aim_dir(&dir)) return FALSE;
2369                         for (dummy = 0; dummy < 3; dummy++)
2370                         {
2371                                 if (drain_life(dir, 100))
2372                                 hp_player(100);
2373                         }
2374                         break;
2375                 }
2376
2377
2378                 case ACT_CALL_CHAOS:
2379                 {
2380                         msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours..."));
2381                         call_chaos();
2382                         break;
2383                 }
2384
2385                 case ACT_ROCKET:
2386                 {
2387                         if (!get_aim_dir(&dir)) return FALSE;
2388                         msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!"));
2389                         fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2390                         break;
2391                 }
2392
2393                 case ACT_DISP_EVIL:
2394                 {
2395                         msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness..."));
2396                         dispel_evil(p_ptr->lev * 5);
2397                         break;
2398                 }
2399
2400                 case ACT_BA_MISS_3:
2401                 {
2402                         if (!get_aim_dir(&dir)) return FALSE;
2403                         msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2404                         fire_ball(GF_MISSILE, dir, 300, -4);
2405                         break;
2406                 }
2407
2408                 case ACT_DISP_GOOD:
2409                 {
2410                         msg_print(_("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil..."));
2411                         dispel_good(p_ptr->lev * 5);
2412                         break;
2413                 }
2414
2415                 case ACT_BO_MANA:
2416                 {
2417                         msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name);
2418                         if (!get_aim_dir(&dir)) return FALSE;
2419                         fire_bolt(GF_ARROW, dir, 150);
2420                         break;
2421                 }
2422
2423                 case ACT_BA_WATER:
2424                 {
2425                         msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name);
2426                         if (!get_aim_dir(&dir)) return FALSE;
2427                         fire_ball(GF_WATER, dir, 200, 3);
2428                         break;
2429                 }
2430
2431                 case ACT_BA_DARK:
2432                 {
2433                         msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name);
2434                         if (!get_aim_dir(&dir)) return FALSE;
2435                         fire_ball(GF_DARK, dir, 250, 4);
2436                         break;
2437                 }
2438
2439                 case ACT_BA_MANA:
2440                 {
2441                         msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name);
2442                         if (!get_aim_dir(&dir)) return FALSE;
2443                         fire_ball(GF_MANA, dir, 250, 4);
2444                         break;
2445                 }
2446
2447                 case ACT_PESTICIDE:
2448                 {
2449                         msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life."));
2450                         (void)dispel_monsters(4);
2451                         break;
2452                 }
2453
2454                 case ACT_BLINDING_LIGHT:
2455                 {
2456                         msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name);
2457                         fire_ball(GF_LITE, 0, 300, 6);
2458                         confuse_monsters(3 * p_ptr->lev / 2);
2459                         break;
2460                 }
2461
2462                 case ACT_BIZARRE:
2463                 {
2464                         msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name);
2465                         if (!get_aim_dir(&dir)) return FALSE;
2466                         ring_of_power(dir);
2467                         break;
2468                 }
2469
2470                 case ACT_CAST_BA_STAR:
2471                 {
2472                         int num = damroll(5, 3);
2473                         int y, x;
2474                         int attempts;
2475                         msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name);
2476                         for (k = 0; k < num; k++)
2477                         {
2478                                 attempts = 1000;
2479
2480                                 while (attempts--)
2481                                 {
2482                                         scatter(&y, &x, py, px, 4, 0);
2483
2484                                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2485
2486                                         if (!player_bold(y, x)) break;
2487                                 }
2488
2489                                 project(0, 3, y, x, 150, GF_ELEC,
2490                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2491                         }
2492
2493                         break;
2494                 }
2495
2496                 case ACT_BLADETURNER:
2497                 {
2498                         if (!get_aim_dir(&dir)) return FALSE;
2499                         msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2500                         fire_ball(GF_MISSILE, dir, 300, -4);
2501                         msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours..."));
2502                         (void)set_afraid(0);
2503                         (void)set_hero(randint1(50) + 50, FALSE);
2504                         (void)hp_player(10);
2505                         (void)set_blessed(randint1(50) + 50, FALSE);
2506                         (void)set_oppose_acid(randint1(50) + 50, FALSE);
2507                         (void)set_oppose_elec(randint1(50) + 50, FALSE);
2508                         (void)set_oppose_fire(randint1(50) + 50, FALSE);
2509                         (void)set_oppose_cold(randint1(50) + 50, FALSE);
2510                         (void)set_oppose_pois(randint1(50) + 50, FALSE);
2511                         break;
2512                 }
2513
2514                 case ACT_BR_FIRE:
2515                 {
2516                         if (!get_aim_dir(&dir)) return FALSE;
2517                         fire_ball(GF_FIRE, dir, 200, -2);
2518                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2519                         {
2520                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2521                         }
2522                         break;
2523                 }
2524                 case ACT_BR_COLD:
2525                 {
2526                         if (!get_aim_dir(&dir)) return FALSE;
2527                         fire_ball(GF_COLD, dir, 200, -2);
2528                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2529                         {
2530                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2531                         }
2532                         break;
2533                 }
2534                 case ACT_BR_DRAGON:
2535                 {
2536                         if (!activate_dragon_breath(o_ptr)) return FALSE;
2537                         break;
2538                 }
2539
2540                 /* Activate for other offensive action */
2541
2542                 case ACT_CONFUSE:
2543                 {
2544                         msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours..."));
2545                         if (!get_aim_dir(&dir)) return FALSE;
2546                         confuse_monster(dir, 20);
2547                         break;
2548                 }
2549
2550                 case ACT_SLEEP:
2551                 {
2552                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2553                         sleep_monsters_touch();
2554                         break;
2555                 }
2556
2557                 case ACT_QUAKE:
2558                 {
2559                         earthquake(py, px, 5);
2560                         break;
2561                 }
2562
2563                 case ACT_TERROR:
2564                 {
2565                         turn_monsters(40 + p_ptr->lev);
2566                         break;
2567                 }
2568
2569                 case ACT_TELE_AWAY:
2570                 {
2571                         if (!get_aim_dir(&dir)) return FALSE;
2572                         (void)fire_beam(GF_AWAY_ALL, dir, plev);
2573                         break;
2574                 }
2575
2576                 case ACT_BANISH_EVIL:
2577                 {
2578                         if (banish_evil(100))
2579                         {
2580                                 msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!"));
2581                         }
2582                         break;
2583                 }
2584
2585                 case ACT_GENOCIDE:
2586                 {
2587                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2588                         (void)symbol_genocide(200, TRUE);
2589                         break;
2590                 }
2591
2592                 case ACT_MASS_GENO:
2593                 {
2594                         msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note..."));
2595                         (void)mass_genocide(200, TRUE);
2596                         break;
2597                 }
2598
2599                 case ACT_SCARE_AREA:
2600                 {
2601                         if (music_singing_any()) stop_singing();
2602                         if (hex_spelling_any()) stop_hex_spell_all();
2603                         msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!",
2604                                         "You wind a mighty blast; your enemies tremble!"));
2605                         (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2606                         break;
2607                 }
2608
2609                 case ACT_AGGRAVATE:
2610                 {
2611                         if (o_ptr->name1 == ART_HYOUSIGI)
2612                         {
2613                                 msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers."));
2614                         }
2615                         else
2616                         {
2617                                 msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name);
2618                         }
2619                         aggravate_monsters(0);
2620                         break;
2621                 }
2622
2623                 /* Activate for summoning / charming */
2624
2625                 case ACT_CHARM_ANIMAL:
2626                 {
2627                         if (!get_aim_dir(&dir)) return FALSE;
2628                         (void)charm_animal(dir, plev * 2);
2629                         break;
2630                 }
2631
2632                 case ACT_CHARM_UNDEAD:
2633                 {
2634                         if (!get_aim_dir(&dir)) return FALSE;
2635                         (void)control_one_undead(dir, plev * 2);
2636                         break;
2637                 }
2638
2639                 case ACT_CHARM_OTHER:
2640                 {
2641                         if (!get_aim_dir(&dir)) return FALSE;
2642                         (void)charm_monster(dir, plev * 2);
2643                         break;
2644                 }
2645
2646                 case ACT_CHARM_ANIMALS:
2647                 {
2648                         (void)charm_animals(plev * 2);
2649                         break;
2650                 }
2651
2652                 case ACT_CHARM_OTHERS:
2653                 {
2654                         charm_monsters(plev * 2);
2655                         break;
2656                 }
2657
2658                 case ACT_SUMMON_ANIMAL:
2659                 {
2660                         (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2661                         break;
2662                 }
2663
2664                 case ACT_SUMMON_PHANTOM:
2665                 {
2666                         msg_print(_("¸¸Îî¤ò¾¤´­¤·¤¿¡£", "You summon a phantasmal servant."));
2667                         (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2668                         break;
2669                 }
2670
2671                 case ACT_SUMMON_ELEMENTAL:
2672                 {
2673                         bool pet = one_in_(3);
2674                         u32b mode = 0L;
2675
2676                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2677                         if (pet) mode |= PM_FORCE_PET;
2678                         else mode |= PM_NO_PET;
2679
2680                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2681                         {
2682                                 msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes..."));
2683                                 if (pet)
2684                                         msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you."));
2685                                 else
2686                                         msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!"));
2687                         }
2688
2689                         break;
2690                 }
2691
2692                 case ACT_SUMMON_DEMON:
2693                 {
2694                         bool pet = one_in_(3);
2695                         u32b mode = 0L;
2696
2697                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2698                         if (pet) mode |= PM_FORCE_PET;
2699                         else mode |= PM_NO_PET;
2700
2701                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
2702                         {
2703                                 msg_print(_("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone."));
2704                                 if (pet)
2705                                         msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'"));
2706                                 else
2707                                         msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2708                         }
2709
2710                         break;
2711                 }
2712
2713                 case ACT_SUMMON_UNDEAD:
2714                 {
2715                         bool pet = one_in_(3);
2716                         int type;
2717                         u32b mode = 0L;
2718
2719                         type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2720
2721                         if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2722                         if (pet) mode |= PM_FORCE_PET;
2723                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2724
2725                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
2726                         {
2727                                 msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë...",
2728                                                 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2729                                 if (pet)
2730                                 msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª",
2731                                                 "Ancient, long-dead forms arise from the ground to serve you!"));
2732                                 else
2733                                 msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª",
2734                                                 "'The dead arise... to punish you for disturbing them!'"));
2735                         }
2736
2737                         break;
2738                 }
2739
2740                 case ACT_SUMMON_HOUND:
2741                 {
2742                         u32b mode = PM_ALLOW_GROUP;
2743                         bool pet = !one_in_(5);
2744                         if (pet) mode |= PM_FORCE_PET;
2745                         else mode |= PM_NO_PET;
2746
2747                         if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2748                         {
2749
2750                                 if (pet)
2751                                         msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£",
2752                                                 "A group of hounds appear as your servant."));
2753                                 else
2754                                         msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª",
2755                                                 "A group of hounds appear as your enemy!"));
2756                         }
2757
2758                         break;
2759                 }
2760
2761                 case ACT_SUMMON_DAWN:
2762                 {
2763                         msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£","You summon the Legion of the Dawn."));
2764                         (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2765                         break;
2766                 }
2767
2768                 case ACT_SUMMON_OCTOPUS:
2769                 {
2770                         u32b mode = PM_ALLOW_GROUP;
2771                         bool pet = !one_in_(5);
2772                         if (pet) mode |= PM_FORCE_PET;
2773
2774                         if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
2775                         {
2776                                 if (pet)
2777                                         msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant."));
2778                                 else
2779                                         msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!"));
2780                         }
2781
2782                         break;
2783                 }
2784
2785                 /* Activate for healing */
2786
2787                 case ACT_CHOIR_SINGS:
2788                 {
2789                         msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings..."));
2790                         (void)set_poisoned(0);
2791                         (void)set_cut(0);
2792                         (void)set_stun(0);
2793                         (void)set_confused(0);
2794                         (void)set_blind(0);
2795                         (void)set_afraid(0);
2796                         (void)set_hero(randint1(25) + 25, FALSE);
2797                         (void)hp_player(777);
2798                         break;
2799                 }
2800
2801                 case ACT_CURE_LW:
2802                 {
2803                         (void)set_afraid(0);
2804                         (void)hp_player(30);
2805                         break;
2806                 }
2807
2808                 case ACT_CURE_MW:
2809                 {
2810                         msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple..."));
2811                         hp_player(damroll(4, 8));
2812                         (void)set_cut((p_ptr->cut / 2) - 50);
2813                         break;
2814                 }
2815
2816                 case ACT_CURE_POISON:
2817                 {
2818                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2819                         (void)set_afraid(0);
2820                         (void)set_poisoned(0);
2821                         break;
2822                 }
2823
2824                 case ACT_REST_LIFE:
2825                 {
2826                         msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red..."));
2827                         restore_level();
2828                         break;
2829                 }
2830
2831                 case ACT_REST_ALL:
2832                 {
2833                         msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green..."));
2834                         (void)do_res_stat(A_STR);
2835                         (void)do_res_stat(A_INT);
2836                         (void)do_res_stat(A_WIS);
2837                         (void)do_res_stat(A_DEX);
2838                         (void)do_res_stat(A_CON);
2839                         (void)do_res_stat(A_CHR);
2840                         (void)restore_level();
2841                         break;
2842                 }
2843
2844                 case ACT_CURE_700:
2845                 {
2846                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue..."));
2847                         msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside..."));
2848                         (void)hp_player(700);
2849                         (void)set_cut(0);
2850                         break;
2851                 }
2852
2853                 case ACT_CURE_1000:
2854                 {
2855                         msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white..."));
2856                         msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better..."));
2857                         (void)hp_player(1000);
2858                         (void)set_cut(0);
2859                         break;
2860                 }
2861
2862                 case ACT_CURING:
2863                 {
2864                         msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name);
2865                         (void)set_poisoned(0);
2866                         (void)set_confused(0);
2867                         (void)set_blind(0);
2868                         (void)set_stun(0);
2869                         (void)set_cut(0);
2870                         (void)set_image(0);
2871
2872                         break;
2873                 }
2874
2875                 case ACT_CURE_MANA_FULL:
2876                 {
2877                         msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name);
2878                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2879                         {
2880                                 int i;
2881                                 for (i = 0; i < EATER_EXT*2; i++)
2882                                 {
2883                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2884                                         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;
2885                                 }
2886                                 for (; i < EATER_EXT*3; i++)
2887                                 {
2888                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2889                                         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;
2890                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2891                                 }
2892                                 msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2893                                 p_ptr->window |= (PW_PLAYER);
2894                         }
2895                         else if (p_ptr->csp < p_ptr->msp)
2896                         {
2897                                 p_ptr->csp = p_ptr->msp;
2898                                 p_ptr->csp_frac = 0;
2899                                 msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2900                                 p_ptr->redraw |= (PR_MANA);
2901                                 p_ptr->window |= (PW_PLAYER);
2902                                 p_ptr->window |= (PW_SPELL);
2903                         }
2904                         break;
2905                 }
2906
2907                 /* Activate for timed effect */
2908
2909                 case ACT_ESP:
2910                 {
2911                         (void)set_tim_esp(randint1(30) + 25, FALSE);
2912                         break;
2913                 }
2914
2915                 case ACT_BERSERK:
2916                 {
2917                         (void)set_afraid(0);
2918                         (void)set_shero(randint1(25) + 25, FALSE);
2919                         /* (void)set_afraid(0);
2920                         (void)set_hero(randint1(50) + 50, FALSE);
2921                         (void)set_blessed(randint1(50) + 50, FALSE);
2922                         o_ptr->timeout = 100 + randint1(100); */
2923                         break;
2924                 }
2925
2926                 case ACT_PROT_EVIL:
2927                 {
2928                         msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name);
2929                         k = 3 * p_ptr->lev;
2930                         (void)set_protevil(randint1(25) + k, FALSE);
2931                         break;
2932                 }
2933
2934                 case ACT_RESIST_ALL:
2935                 {
2936                         msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours..."));
2937                         (void)set_oppose_acid(randint1(40) + 40, FALSE);
2938                         (void)set_oppose_elec(randint1(40) + 40, FALSE);
2939                         (void)set_oppose_fire(randint1(40) + 40, FALSE);
2940                         (void)set_oppose_cold(randint1(40) + 40, FALSE);
2941                         (void)set_oppose_pois(randint1(40) + 40, FALSE);
2942                         break;
2943                 }
2944
2945                 case ACT_SPEED:
2946                 {
2947                         msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green..."));
2948                         (void)set_fast(randint1(20) + 20, FALSE);
2949                         break;
2950                 }
2951
2952                 case ACT_XTRA_SPEED:
2953                 {
2954                         msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly..."));
2955                         (void)set_fast(randint1(75) + 75, FALSE);
2956                         break;
2957                 }
2958
2959                 case ACT_WRAITH:
2960                 {
2961                         set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
2962                         break;
2963                 }
2964
2965                 case ACT_INVULN:
2966                 {
2967                         (void)set_invuln(randint1(8) + 8, FALSE);
2968                         break;
2969                 }
2970
2971                 case ACT_HELO:
2972                 {
2973                         (void)set_afraid(0);
2974                         set_hero(randint1(25)+25, FALSE);
2975                         hp_player(10);
2976                         break;
2977                 }
2978
2979                 case ACT_HELO_SPEED:
2980                 {
2981                         (void)set_fast(randint1(50) + 50, FALSE);
2982                         hp_player(10);
2983                         set_afraid(0);
2984                         set_hero(randint1(50) + 50, FALSE);
2985                         break;
2986                 }
2987
2988                 case ACT_RESIST_ACID:
2989                 {
2990                         msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name);
2991                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
2992                         {
2993                                 if (!get_aim_dir(&dir)) return FALSE;
2994                                 fire_ball(GF_ACID, dir, 100, 2);
2995                         }
2996                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
2997                         break;
2998                 }
2999
3000                 case ACT_RESIST_FIRE:
3001                 {
3002                         msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name);
3003                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3004                         {
3005                                 if (!get_aim_dir(&dir)) return FALSE;
3006                                 fire_ball(GF_FIRE, dir, 100, 2);
3007                         }
3008                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
3009                         break;
3010                 }
3011
3012                 case ACT_RESIST_COLD:
3013                 {
3014                         msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name);
3015                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3016                         {
3017                                 if (!get_aim_dir(&dir)) return FALSE;
3018                                 fire_ball(GF_COLD, dir, 100, 2);
3019                         }
3020                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
3021                         break;
3022                 }
3023
3024                 case ACT_RESIST_ELEC:
3025                 {
3026                         msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name);
3027                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3028                         {
3029                                 if (!get_aim_dir(&dir)) return FALSE;
3030                                 fire_ball(GF_ELEC, dir, 100, 2);
3031                         }
3032                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
3033                         break;
3034                 }
3035
3036                 case ACT_RESIST_POIS:
3037                 {
3038                         msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name);
3039                         (void)set_oppose_pois(randint1(20) + 20, FALSE);
3040                         break;
3041                 }
3042
3043                 /* Activate for general purpose effect (detection etc.) */
3044
3045                 case ACT_LIGHT:
3046                 {
3047 #ifdef JP
3048                         msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
3049 #else
3050                         msg_format("The %s wells with clear light...", name);
3051 #endif
3052                         lite_area(damroll(2, 15), 3);
3053                         break;
3054                 }
3055
3056                 case ACT_MAP_LIGHT:
3057                 {
3058 #ifdef JP
3059                         msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
3060 #else
3061                         msg_print("It shines brightly...");
3062 #endif
3063                         map_area(DETECT_RAD_MAP);
3064                         lite_area(damroll(2, 15), 3);
3065                         break;
3066                 }
3067
3068                 case ACT_DETECT_ALL:
3069                 {
3070 #ifdef JP
3071                         msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3072                         msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿...");
3073 #else
3074                         msg_print("It glows bright white...");
3075                         msg_print("An image forms in your mind...");
3076 #endif
3077                         detect_all(DETECT_RAD_DEFAULT);
3078                         break;
3079                 }
3080
3081                 case ACT_DETECT_XTRA:
3082                 {
3083 #ifdef JP
3084                         msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3085 #else
3086                         msg_print("It glows brightly...");
3087 #endif
3088                         detect_all(DETECT_RAD_DEFAULT);
3089                         probing();
3090                         identify_fully(FALSE);
3091                         break;
3092                 }
3093
3094                 case ACT_ID_FULL:
3095                 {
3096 #ifdef JP
3097                         msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
3098 #else
3099                         msg_print("It glows yellow...");
3100 #endif
3101                         identify_fully(FALSE);
3102                         break;
3103                 }
3104
3105                 case ACT_ID_PLAIN:
3106                 {
3107                         if (!ident_spell(FALSE)) return FALSE;
3108                         break;
3109                 }
3110
3111                 case ACT_RUNE_EXPLO:
3112                 {
3113 #ifdef JP
3114                         msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3115 #else
3116                         msg_print("It glows bright red...");
3117 #endif
3118                         explosive_rune();
3119                         break;
3120                 }
3121
3122                 case ACT_RUNE_PROT:
3123                 {
3124 #ifdef JP
3125                         msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3126 #else
3127                         msg_print("It glows light blue...");
3128 #endif
3129                         warding_glyph();
3130                         break;
3131                 }
3132
3133                 case ACT_SATIATE:
3134                 {
3135                         (void)set_food(PY_FOOD_MAX - 1);
3136                         break;
3137                 }
3138
3139                 case ACT_DEST_DOOR:
3140                 {
3141 #ifdef JP
3142                         msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3143 #else
3144                         msg_print("It glows bright red...");
3145 #endif
3146                         destroy_doors_touch();
3147                         break;
3148                 }
3149
3150                 case ACT_STONE_MUD:
3151                 {
3152 #ifdef JP
3153                         msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
3154 #else
3155                         msg_print("It pulsates...");
3156 #endif
3157                         if (!get_aim_dir(&dir)) return FALSE;
3158                         wall_to_mud(dir, 20 + randint1(30));
3159                         break;
3160                 }
3161
3162                 case ACT_RECHARGE:
3163                 {
3164                         recharge(130);
3165                         break;
3166                 }
3167
3168                 case ACT_ALCHEMY:
3169                 {
3170 #ifdef JP
3171                         msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3172 #else
3173                         msg_print("It glows bright yellow...");
3174 #endif
3175                         (void)alchemy();
3176                         break;
3177                 }
3178
3179                 case ACT_DIM_DOOR:
3180                 {
3181 #ifdef JP
3182                         msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
3183 #else
3184                         msg_print("You open a dimensional gate. Choose a destination.");
3185 #endif
3186                         if (!dimension_door()) return FALSE;
3187                         break;
3188                 }
3189
3190
3191                 case ACT_TELEPORT:
3192                 {
3193 #ifdef JP
3194                         msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
3195 #else
3196                         msg_print("It twists space around you...");
3197 #endif
3198                         teleport_player(100, 0L);
3199                         break;
3200                 }
3201
3202                 case ACT_RECALL:
3203                 {
3204 #ifdef JP
3205                         msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3206 #else
3207                         msg_print("It glows soft white...");
3208 #endif
3209                         if (!word_of_recall()) return FALSE;
3210                         break;
3211                 }
3212
3213                 case ACT_JUDGE:
3214                 {
3215 #ifdef JP
3216                         msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
3217 #else
3218                         msg_format("The %s flashes bright red!", name);
3219 #endif
3220                         chg_virtue(V_KNOWLEDGE, 1);
3221                         chg_virtue(V_ENLIGHTEN, 1);
3222                         wiz_lite(FALSE);
3223 #ifdef JP
3224                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3225                         take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
3226 #else
3227                         msg_format("The %s drains your vitality...", name);
3228                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
3229 #endif
3230                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3231                         (void)detect_doors(DETECT_RAD_DEFAULT);
3232                         (void)detect_stairs(DETECT_RAD_DEFAULT);
3233 #ifdef JP
3234                         if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
3235 #else
3236                         if (get_check("Activate recall? "))
3237 #endif
3238                         {
3239                                 (void)word_of_recall();
3240                         }
3241
3242                         break;
3243                 }
3244
3245                 case ACT_TELEKINESIS:
3246                 {
3247                         if (!get_aim_dir(&dir)) return FALSE;
3248 #ifdef JP
3249                         msg_format("%s¤ò¿­¤Ð¤·¤¿¡£", name);
3250 #else
3251                         msg_format("You stretched your %s.", name);
3252 #endif
3253                         fetch(dir, 500, TRUE);
3254                         break;
3255                 }
3256
3257                 case ACT_DETECT_UNIQUE:
3258                 {
3259                         int i;
3260                         monster_type *m_ptr;
3261                         monster_race *r_ptr;
3262 #ifdef JP
3263                         msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
3264 #else
3265                         msg_print("Some strange places show up in your mind. And you see ...");
3266 #endif
3267                         /* Process the monsters (backwards) */
3268                         for (i = m_max - 1; i >= 1; i--)
3269                         {
3270                                 /* Access the monster */
3271                                 m_ptr = &m_list[i];
3272
3273                                 /* Ignore "dead" monsters */
3274                                 if (!m_ptr->r_idx) continue;
3275
3276                                 r_ptr = &r_info[m_ptr->r_idx];
3277
3278                                 if(r_ptr->flags1 & RF1_UNIQUE)
3279                                 {
3280 #ifdef JP
3281                                         msg_format("%s¡¥ ",r_name + r_ptr->name);
3282 #else
3283                                         msg_format("%s. ",r_name + r_ptr->name);
3284 #endif
3285                                 }
3286                         }
3287                         break;
3288                 }
3289
3290                 case ACT_ESCAPE:
3291                 {
3292                         switch (randint1(13))
3293                         {
3294                         case 1: case 2: case 3: case 4: case 5:
3295                                 teleport_player(10, 0L);
3296                                 break;
3297                         case 6: case 7: case 8: case 9: case 10:
3298                                 teleport_player(222, 0L);
3299                                 break;
3300                         case 11: case 12:
3301                                 (void)stair_creation();
3302                                 break;
3303                         default:
3304 #ifdef JP
3305                                 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
3306 #else
3307                                 if (get_check("Leave this level? "))
3308 #endif
3309                                 {
3310                                         if (autosave_l) do_cmd_save_game(TRUE);
3311
3312                                         /* Leaving */
3313                                         p_ptr->leaving = TRUE;
3314                                 }
3315                         }
3316                         break;
3317                 }
3318
3319                 case ACT_DISP_CURSE_XTRA:
3320                 {
3321 #ifdef JP
3322                         msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
3323 #else
3324                         msg_format("The %s exhibits the truth...", name);
3325 #endif
3326                         if (remove_all_curse())
3327                         {
3328 #ifdef JP
3329                                 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
3330 #else
3331                                 msg_print("You feel as if someone is watching over you.");
3332 #endif
3333                         }
3334                         (void)probing();
3335                         break;
3336                 }
3337
3338                 case ACT_BRAND_FIRE_BOLTS:
3339                 {
3340 #ifdef JP
3341                         msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
3342 #else
3343                         msg_format("Your %s glows deep red...", name);
3344 #endif
3345                         (void)brand_bolts();
3346                         break;
3347                 }
3348
3349                 case ACT_RECHARGE_XTRA:
3350                 {
3351 #ifdef JP
3352                         msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
3353 #else
3354                         msg_format("The %s gleams with blinding light...", name);
3355 #endif
3356                         if (!recharge(1000)) return FALSE;
3357                         break;
3358                 }
3359
3360                 case ACT_LORE:
3361                 {
3362 #ifdef JP
3363                         msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
3364 #else
3365                         msg_print("The stone reveals hidden mysteries...");
3366 #endif
3367                         if (!ident_spell(FALSE)) return FALSE;
3368
3369                         if (mp_ptr->spell_book)
3370                         {
3371                                 /* Sufficient mana */
3372                                 if (20 <= p_ptr->csp)
3373                                 {
3374                                         /* Use some mana */
3375                                         p_ptr->csp -= 20;
3376                                 }
3377
3378                                 /* Over-exert the player */
3379                                 else
3380                                 {
3381                                         int oops = 20 - p_ptr->csp;
3382
3383                                         /* No mana left */
3384                                         p_ptr->csp = 0;
3385                                         p_ptr->csp_frac = 0;
3386
3387                                         /* Message */
3388 #ifdef JP
3389                                         msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
3390 #else
3391                                         msg_print("You are too weak to control the stone!");
3392 #endif
3393                                         /* Hack -- Bypass free action */
3394                                         (void)set_paralyzed(p_ptr->paralyzed +
3395                                                 randint1(5 * oops + 1));
3396
3397                                         /* Confusing. */
3398                                         (void)set_confused(p_ptr->confused +
3399                                                 randint1(5 * oops + 1));
3400                                 }
3401
3402                                 /* Redraw mana */
3403                                 p_ptr->redraw |= (PR_MANA);
3404                         }
3405 #ifdef JP
3406                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
3407 #else
3408                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
3409 #endif
3410                         /* Confusing. */
3411                         if (one_in_(5)) (void)set_confused(p_ptr->confused +
3412                                 randint1(10));
3413
3414                         /* Exercise a little care... */
3415                         if (one_in_(20))
3416 #ifdef JP
3417                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
3418 #else
3419                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
3420 #endif
3421                         break;
3422                 }
3423
3424                 case ACT_SHIKOFUMI:
3425                 {
3426 #ifdef JP
3427                         msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
3428 #else
3429                         msg_print("You stamp. (as if you are in a ring.)");
3430 #endif
3431                         (void)set_afraid(0);
3432                         (void)set_hero(randint1(20) + 20, FALSE);
3433                         dispel_evil(p_ptr->lev * 3);
3434                         break;
3435                 }
3436
3437                 case ACT_PHASE_DOOR:
3438                 {
3439                         teleport_player(10, 0L);
3440                         break;
3441                 }
3442
3443                 case ACT_DETECT_ALL_MONS:
3444                 {
3445                         (void)detect_monsters_invis(255);
3446                         (void)detect_monsters_normal(255);
3447                         break;
3448                 }
3449
3450                 case ACT_ULTIMATE_RESIST:
3451                 {
3452                         int v = randint1(25)+25;
3453                         (void)set_afraid(0);
3454                         (void)set_hero(v, FALSE);
3455                         (void)hp_player(10);
3456                         (void)set_blessed(v, FALSE);
3457                         (void)set_oppose_acid(v, FALSE);
3458                         (void)set_oppose_elec(v, FALSE);
3459                         (void)set_oppose_fire(v, FALSE);
3460                         (void)set_oppose_cold(v, FALSE);
3461                         (void)set_oppose_pois(v, FALSE);
3462                         (void)set_ultimate_res(v, FALSE);
3463                         break;
3464                 }
3465
3466
3467                 /* Unique activation */
3468                 case ACT_CAST_OFF:
3469                 {
3470                         int inv, o_idx, t;
3471                         char o_name[MAX_NLEN];
3472                         object_type forge;
3473
3474                         /* Cast off activated item */
3475                         for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3476                         {
3477                                 if (o_ptr == &inventory[inv]) break;
3478                         }
3479
3480                         /* Paranoia */
3481                         if (inv > INVEN_FEET) return FALSE;
3482
3483                         object_copy(&forge, o_ptr);
3484                         inven_item_increase(inv, (0 - o_ptr->number));
3485                         inven_item_optimize(inv);
3486                         o_idx = drop_near(&forge, 0, py, px);
3487                         o_ptr = &o_list[o_idx];
3488
3489                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3490                         msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
3491
3492                         /* Get effects */
3493                         msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
3494                         t = 20 + randint1(20);
3495                         (void)set_blind(p_ptr->blind + t);
3496                         (void)set_afraid(0);
3497                         (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3498                         (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3499                         (void)set_hero(p_ptr->hero + t, FALSE);
3500                         (void)set_blessed(p_ptr->blessed + t, FALSE);
3501                         (void)set_fast(p_ptr->fast + t, FALSE);
3502                         (void)set_shero(p_ptr->shero + t, FALSE);
3503                         if (p_ptr->pclass == CLASS_FORCETRAINER)
3504                         {
3505                                 p_ptr->magic_num1[0] = plev * 5 + 190;
3506                                 msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
3507                         }
3508
3509                         break;
3510                 }
3511
3512                 case ACT_FALLING_STAR:
3513                 {
3514                         msg_print(_("¤¢¤Ê¤¿¤ÏÍÅÅá¤ËÌ¥Æþ¤é¤ì¤¿¡Ä", "You are enchanted by cursed blade..."));
3515                         msg_print(_("¡Ö¶¸¤Û¤·¤¯ ·ì¤Î¤´¤È¤­ ·î¤Ï¤Î¤Ü¤ì¤ê Èë¤á¤ª¤­¤· Ëâ·õ ¤¤¤º¤³¤¾¤ä¡×", "'Behold the blade arts.'"));
3516                         massacre(py, px);
3517                         break;
3518                 }
3519
3520                 case ACT_GRAND_CROSS:
3521                 {
3522                         msg_print(_("¡Ö°Ç¤Ë´Ô¤ì¡ª¡×", "You say, 'Return to darkness!'"));
3523                         project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3524                         break;
3525                 }
3526
3527                 case ACT_TELEPORT_LEVEL:
3528                 {
3529 #ifdef JP
3530                         if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
3531 #else
3532                         if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
3533 #endif
3534                         teleport_level(0);
3535                         break;
3536                 }
3537
3538                 case ACT_STRAIN_HASTE:
3539                 {
3540                         int t;
3541 #ifdef JP
3542                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3543                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "²Ã®¤·¤¿ÈèÏ«", -1);
3544 #else
3545                         msg_format("The %s drains your vitality...", name);
3546                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1);
3547 #endif
3548                         t = 25 + randint1(25);
3549                         (void)set_fast(p_ptr->fast + t, FALSE);
3550                         break;
3551                 }
3552
3553                 case ACT_FISHING:
3554                 {
3555                         int x, y;
3556
3557                         if (!get_rep_dir2(&dir)) return FALSE;
3558                         y = py+ddy[dir];
3559                         x = px+ddx[dir];
3560                         tsuri_dir = dir;
3561                         if (!cave_have_flag_bold(y, x, FF_WATER))
3562                         {
3563 #ifdef JP
3564                                 msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
3565 #else
3566                                 msg_print("There is no fishing place.");
3567 #endif
3568                                 return FALSE;
3569                         }
3570                         else if (cave[y][x].m_idx)
3571                         {
3572                                 char m_name[80];
3573                                 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3574 #ifdef JP
3575                                 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
3576 #else
3577                                 msg_format("%^s is stand in your way.", m_name);
3578 #endif
3579                                 energy_use = 0;
3580                                 return FALSE;
3581                         }
3582                         set_action(ACTION_FISH);
3583                         p_ptr->redraw |= (PR_STATE);
3584                         break;
3585                 }
3586
3587                 case ACT_INROU:
3588                 {
3589                         int count = 0, i;
3590                         monster_type *m_ptr;
3591 #ifndef JP
3592                         cptr kakusan = "";
3593 #endif
3594                         if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
3595                         {
3596 #ifdef JP
3597                                 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3598 #else
3599                                 msg_print("Suke-san apperars.");
3600                                 kakusan = "Suke-san";
3601 #endif
3602                                 count++;
3603                         }
3604                         if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
3605                         {
3606 #ifdef JP
3607                                 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3608 #else
3609                                 msg_print("Kaku-san appears.");
3610                                 kakusan = "Kaku-san";
3611 #endif
3612                                 count++;
3613                         }
3614                         if (!count)
3615                         {
3616                                 for (i = m_max - 1; i > 0; i--)
3617                                 {
3618                                         m_ptr = &m_list[i];
3619                                         if (!m_ptr->r_idx) continue;
3620                                         if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3621                                         if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
3622                                         if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
3623                                         count++;
3624                                         break;
3625                                 }
3626                         }
3627
3628                         if (count)
3629                         {
3630 #ifdef JP
3631                                 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
3632 #else
3633                                 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
3634 #endif
3635                                 sukekaku = TRUE;
3636                                 stun_monsters(120);
3637                                 confuse_monsters(120);
3638                                 turn_monsters(120);
3639                                 stasis_monsters(120);
3640                                 sukekaku = FALSE;
3641                         }
3642                         else
3643                         {
3644 #ifdef JP
3645                                 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£");
3646 #else
3647                                 msg_print("Nothing happen.");
3648 #endif
3649                         }
3650                         break;
3651                 }
3652
3653                 case ACT_MURAMASA:
3654                 {
3655                         /* Only for Muramasa */
3656                         if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3657 #ifdef JP
3658                         if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
3659 #else
3660                         if (get_check("Are you sure?!"))
3661 #endif
3662                         {
3663 #ifdef JP
3664                                 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
3665 #else
3666                                 msg_print("The Muramasa pulsates...");
3667 #endif
3668                                 do_inc_stat(A_STR);
3669                                 if (one_in_(2))
3670                                 {
3671 #ifdef JP
3672                                         msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
3673 #else
3674                                         msg_print("The Muramasa is destroyed!");
3675 #endif
3676                                         curse_weapon_object(TRUE, o_ptr);
3677                                 }
3678                         }
3679                         break;
3680                 }
3681
3682                 case ACT_BLOODY_MOON:
3683                 {
3684                         /* Only for Bloody Moon */
3685                         if (o_ptr->name1 != ART_BLOOD) return FALSE;
3686 #ifdef JP
3687                         msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
3688 #else
3689                         msg_print("Your scythe glows brightly!");
3690 #endif
3691                         get_bloody_moon_flags(o_ptr);
3692                         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3693                         p_ptr->update |= (PU_BONUS | PU_HP);
3694                         break;
3695                 }
3696
3697                 case ACT_CRIMSON:
3698                 {
3699                         int num = 1;
3700                         int i;
3701                         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3702                         int tx, ty;
3703
3704                         /* Only for Crimson */
3705                         if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3706
3707 #ifdef JP
3708                         msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
3709 #else
3710                         msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
3711 #endif
3712
3713                         if (!get_aim_dir(&dir)) return FALSE;
3714
3715                         /* Use the given direction */
3716                         tx = px + 99 * ddx[dir];
3717                         ty = py + 99 * ddy[dir];
3718
3719                         /* Hack -- Use an actual "target" */
3720                         if ((dir == 5) && target_okay())
3721                         {
3722                                 tx = target_col;
3723                                 ty = target_row;
3724                         }
3725
3726                         if (p_ptr->pclass == CLASS_ARCHER)
3727                         {
3728                                 /* Extra shot at level 10 */
3729                                 if (p_ptr->lev >= 10) num++;
3730
3731                                 /* Extra shot at level 30 */
3732                                 if (p_ptr->lev >= 30) num++;
3733
3734                                 /* Extra shot at level 45 */
3735                                 if (p_ptr->lev >= 45) num++;
3736                         }
3737
3738                         for (i = 0; i < num; i++)
3739                                 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3740                         break;
3741                 }
3742
3743                 default:
3744                 {
3745 #ifdef JP
3746                         msg_format("Unknown activation effect: %d.", act_ptr->index);
3747 #else
3748                         msg_format("Unknown activation effect: %d.", act_ptr->index);
3749 #endif
3750                         return FALSE;
3751                 }
3752         }
3753
3754         /* Set activation timeout */
3755         if (act_ptr->timeout.constant >= 0) {
3756                 o_ptr->timeout = act_ptr->timeout.constant;
3757                 if (act_ptr->timeout.dice > 0) {
3758                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
3759                 }
3760         } else {
3761                 /* Activations that have special timeout */
3762                 switch (act_ptr->index) {
3763                 case ACT_BR_FIRE:
3764                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3765                         break;
3766                 case ACT_BR_COLD:
3767                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3768                         break;
3769                 case ACT_TERROR:
3770                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
3771                         break;
3772                 case ACT_MURAMASA:
3773                         /* Nothing to do */
3774                         break;
3775                 default:
3776                         msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3777                         return FALSE;
3778                 }
3779         }
3780
3781         return TRUE;
3782 }
3783
3784
3785 void get_bloody_moon_flags(object_type *o_ptr)
3786 {
3787         int dummy, i;
3788
3789         for (i = 0; i < TR_FLAG_SIZE; i++)
3790                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3791
3792         dummy = randint1(2) + randint1(2);
3793         for (i = 0; i < dummy; i++)
3794         {
3795                 int flag = randint0(26);
3796                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3797                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3798                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3799                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3800         }
3801
3802         dummy = randint1(2);
3803         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3804
3805         for (i = 0; i < 2; i++)
3806         {
3807                 int tmp = randint0(11);
3808                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3809                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3810         }
3811 }
3812
3813
3814 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3815 {
3816         bool give_resistance = FALSE, give_power = FALSE;
3817
3818         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3819         {
3820                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3821                 {
3822                         give_power = TRUE;
3823                         give_resistance = TRUE;
3824                 }
3825                 else
3826                 {
3827                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3828                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
3829                         o_ptr->curse_flags |=
3830                             (TRC_CURSED | TRC_HEAVY_CURSE);
3831                         o_ptr->curse_flags |= get_curse(2, o_ptr);
3832                         return;
3833                 }
3834         }
3835
3836         if (o_ptr->name1 == ART_MURAMASA)
3837         {
3838                 if (p_ptr->pclass != CLASS_SAMURAI)
3839                 {
3840                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3841                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3842                 }
3843         }
3844
3845         if (o_ptr->name1 == ART_ROBINTON)
3846         {
3847                 if (p_ptr->pclass == CLASS_BARD)
3848                 {
3849                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
3850                 }
3851         }
3852
3853         if (o_ptr->name1 == ART_XIAOLONG)
3854         {
3855                 if (p_ptr->pclass == CLASS_MONK)
3856                         add_flag(o_ptr->art_flags, TR_BLOWS);
3857         }
3858
3859         if (o_ptr->name1 == ART_BLOOD)
3860         {
3861                 get_bloody_moon_flags(o_ptr);
3862         }
3863
3864         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3865         {
3866                 if (p_ptr->psex != SEX_FEMALE)
3867                 {
3868                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3869                 }
3870         }
3871
3872         if (o_ptr->name1 == ART_MILIM)
3873         {
3874                 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3875                 {
3876                         o_ptr->pval = 3;
3877                         add_flag(o_ptr->art_flags, TR_STR);
3878                         add_flag(o_ptr->art_flags, TR_INT);
3879                         add_flag(o_ptr->art_flags, TR_WIS);
3880                         add_flag(o_ptr->art_flags, TR_DEX);
3881                         add_flag(o_ptr->art_flags, TR_CON);
3882                         add_flag(o_ptr->art_flags, TR_CHR);
3883                 }
3884         }
3885
3886         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3887         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3888         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3889         {
3890                 /* Give a resistance OR a power */
3891                 if (one_in_(2)) give_resistance = TRUE;
3892                 else give_power = TRUE;
3893         }
3894
3895         if (give_power)
3896         {
3897                 one_ability(o_ptr);
3898         }
3899
3900         if (give_resistance)
3901         {
3902                 one_high_resistance(o_ptr);
3903         }
3904 }
3905
3906
3907 /*
3908  * Create the artifact of the specified number
3909  */
3910 bool create_named_art(int a_idx, int y, int x)
3911 {
3912         object_type forge;
3913         object_type *q_ptr;
3914         int i;
3915
3916         artifact_type *a_ptr = &a_info[a_idx];
3917
3918         /* Get local object */
3919         q_ptr = &forge;
3920
3921         /* Ignore "empty" artifacts */
3922         if (!a_ptr->name) return FALSE;
3923
3924         /* Acquire the "kind" index */
3925         i = lookup_kind(a_ptr->tval, a_ptr->sval);
3926
3927         /* Oops */
3928         if (!i) return FALSE;
3929
3930         /* Create the artifact */
3931         object_prep(q_ptr, i);
3932
3933         /* Save the name */
3934         q_ptr->name1 = a_idx;
3935
3936         /* Extract the fields */
3937         q_ptr->pval = a_ptr->pval;
3938         q_ptr->ac = a_ptr->ac;
3939         q_ptr->dd = a_ptr->dd;
3940         q_ptr->ds = a_ptr->ds;
3941         q_ptr->to_a = a_ptr->to_a;
3942         q_ptr->to_h = a_ptr->to_h;
3943         q_ptr->to_d = a_ptr->to_d;
3944         q_ptr->weight = a_ptr->weight;
3945
3946         /* Hack -- extract the "cursed" flag */
3947         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3948         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3949         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3950         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3951         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3952         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3953
3954         random_artifact_resistance(q_ptr, a_ptr);
3955
3956         /*
3957          * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À­¼Á¤Ë°Í¸¤¹¤ë.
3958          * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
3959          * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ­¤Ê¤¯¤Ê¤ë.
3960          */
3961
3962         /* Drop the artifact from heaven */
3963         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3964 }