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[Refactor] #39970 Moved world.c/h to world/
[hengband/hengband.git] / src / artifact.c
index 776cfe5..134f31b 100644 (file)
  */
 
 #include "angband.h"
-
-static int suppression_evil_dam(object_type *o_ptr);
-static int weakening_artifact(object_type *o_ptr);
-
-
-/* Chance of using syllables to form the name instead of the "template" files */
-#define SINDARIN_NAME   10 /*!< ランダムアーティファクトにシンダリン銘をつける確率 */
-#define TABLE_NAME      20 /*!< ランダムアーティファクトに漢字銘をつける確率(正確には TABLE_NAME - SINDARIN_NAME %)となる */
-#define A_CURSED        13 /*!< 1/nの確率で生成の巻物以外のランダムアーティファクトが呪いつきになる。 */
-#define WEIRD_LUCK      12 /*!< 1/nの確率でrandom_resistance()の処理中バイアス外の耐性がつき、create_artifactで4を超えるpvalが許可される。*/
-#define BIAS_LUCK       20 /*!< 1/nの確率でrandom_resistance()で付加する元素耐性が免疫になる */
-#define IM_LUCK         7 /*!< 1/nの確率でrandom_resistance()で複数免疫の除去処理が免除される */
-
-/*! @note
- * Bias luck needs to be higher than weird luck,
- * since it is usually tested several times...
- */
-
-#define ACTIVATION_CHANCE 3 /*!< 1/nの確率でランダムアーティファクトに発動が付加される。ただし防具はさらに1/2 */
-
-
-/*!
- * @brief 対象のオブジェクトにランダムな上位耐性を一つ付加する。/ Choose one random high resistance
- * @details 重複の抑止はない。候補は毒、閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、劣化、恐怖のいずれか。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-void one_high_resistance(object_type *o_ptr)
-{
-       switch (randint0(12))
-       {
-               case  0: add_flag(o_ptr->art_flags, TR_RES_POIS);   break;
-               case  1: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
-               case  2: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
-               case  3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
-               case  4: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
-               case  5: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
-               case  6: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
-               case  7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
-               case  8: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
-               case  9: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
-               case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN);  break;
-               case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
-       }
-}
-
-/*!
- * @brief 対象のオブジェクトに王者の指輪向けの上位耐性を一つ付加する。/ Choose one random high resistance
- * @details 候補は閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、恐怖であり
- * 王者の指輪にあらかじめついている耐性をone_high_resistance()から除外したものである。
- * ランダム付加そのものに重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-void one_lordly_high_resistance(object_type *o_ptr)
-{
-       switch (randint0(10))
-       {
-               case 0: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
-               case 1: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
-               case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
-               case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
-               case 4: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
-               case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
-               case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
-               case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
-               case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
-               case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
-       }
-}
-
-/*!
- * @brief 対象のオブジェクトに元素耐性を一つ付加する。/ Choose one random element resistance
- * @details 候補は火炎、冷気、電撃、酸のいずれかであり、重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-void one_ele_resistance(object_type *o_ptr)
-{
-       switch (randint0(4))
-       {
-               case  0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
-               case  1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
-               case  2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
-               case  3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
-       }
-}
-
-/*!
- * @brief 対象のオブジェクトにドラゴン装備向け元素耐性を一つ付加する。/ Choose one random element or poison resistance
- * @details 候補は1/7の確率で毒、6/7の確率で火炎、冷気、電撃、酸のいずれか(one_ele_resistance()のコール)であり、重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-void one_dragon_ele_resistance(object_type *o_ptr)
-{
-       if (one_in_(7))
-       {
-               add_flag(o_ptr->art_flags, TR_RES_POIS);
-       }
-       else
-       {
-               one_ele_resistance(o_ptr);
-       }
-}
-
-/*!
- * @brief 対象のオブジェクトに弱いESPを一つ付加する。/ Choose one lower rank esp
- * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
- * ドラゴン、人間、善良、ユニークESPのいずれかであり、重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-void one_low_esp(object_type *o_ptr)
-{
-       switch (randint1(10))
-       {
-               case 1:  add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);   break;
-               case 2:  add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);   break;
-               case 3:  add_flag(o_ptr->art_flags, TR_ESP_DEMON);   break;
-               case 4:  add_flag(o_ptr->art_flags, TR_ESP_ORC);   break;
-               case 5:  add_flag(o_ptr->art_flags, TR_ESP_TROLL);   break;
-               case 6:  add_flag(o_ptr->art_flags, TR_ESP_GIANT);   break;
-               case 7:  add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
-               case 8:  add_flag(o_ptr->art_flags, TR_ESP_HUMAN);   break;
-               case 9:  add_flag(o_ptr->art_flags, TR_ESP_GOOD);   break;
-               case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);   break;
-       }
-}
-
-
-/*!
- * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
- * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
- * をコールする。重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
+#include "util.h"
+
+#include "artifact.h"
+#include "cmd-smith.h"
+
+#include "avatar.h"
+#include "floor.h"
+#include "cmd-activate.h"
+#include "object.h"
+#include "object/object-kind.h"
+#include "object-boost.h"
+#include "object-curse.h"
+#include "object-ego.h"
+#include "object-flavor.h"
+#include "object-hook.h"
+#include "spells-object.h"
+#include "files.h"
+#include "grid.h"
+#include "monster.h"
+#include "view/display-main-window.h"
+#include "player-class.h"
+#include "player-personality.h"
+#include "world/world.h"
+
+ /*
+  * The artifact arrays
+  */
+artifact_type *a_info;
+char *a_name;
+char *a_text;
+
+/*
+ * Maximum number of artifacts in a_info.txt
  */
-void one_resistance(object_type *o_ptr)
-{
-       if (one_in_(3))
-       {
-               one_ele_resistance(o_ptr);
-       }
-       else
-       {
-               one_high_resistance(o_ptr);
-       }
-}
+ARTIFACT_IDX max_a_idx;
 
+static bool has_extreme_damage_rate(object_type *o_ptr);
+static bool weakening_artifact(object_type *o_ptr);
 
+#ifdef JP
 /*!
- * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
- * @details 候補は浮遊、永久光源+1、透明視、警告、遅消化、急回復、麻痺知らず、経験値維持のいずれか。
- * 重複の抑止はない。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
+ * @brief ランダムアーティファクトのバイアス名称テーブル
  */
-void one_ability(object_type *o_ptr)
+const concptr artifact_bias_name[MAX_BIAS] =
 {
-       switch (randint0(10))
-       {
-       case 0: add_flag(o_ptr->art_flags, TR_LEVITATION);  break;
-       case 1: add_flag(o_ptr->art_flags, TR_LITE_1);      break;
-       case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS);   break;
-       case 3: add_flag(o_ptr->art_flags, TR_WARNING);     break;
-       case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
-       case 5: add_flag(o_ptr->art_flags, TR_REGEN);       break;
-       case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT);    break;
-       case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP);   break;
-       case 8:
-       case 9:
-               one_low_esp(o_ptr);
-               break;
-       }
-}
-
-/*!
- * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
- * @details 候補多数。ランダムアーティファクトのバイアスには一切依存せず、
- * whileループによる構造で能力的に強力なものほど確率を落としている。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-void one_activation(object_type *o_ptr)
+       "なし",
+       "電撃",
+       "毒",
+       "火炎",
+       "冷気",
+       "酸",
+       "腕力",
+       "知力",
+       "賢さ",
+       "器用さ",
+       "耐久",
+       "魅力",
+       "混沌",
+       "プリースト",
+       "死霊",
+       "法",
+       "盗賊",
+       "メイジ",
+       "戦士",
+       "レンジャー",
+};
+#else
+const concptr artifact_bias_name[MAX_BIAS] =
 {
-       int type = 0;
-       int chance = 0;
-
-       while (randint1(100) >= chance)
-       {
-               type = randint1(255);
-               switch (type)
-               {
-                       case ACT_SUNLIGHT:
-                       case ACT_BO_MISS_1:
-                       case ACT_BA_POIS_1:
-                       case ACT_BO_ELEC_1:
-                       case ACT_BO_ACID_1:
-                       case ACT_BO_COLD_1:
-                       case ACT_BO_FIRE_1:
-                       case ACT_CONFUSE:
-                       case ACT_SLEEP:
-                       case ACT_QUAKE:
-                       case ACT_CURE_LW:
-                       case ACT_CURE_MW:
-                       case ACT_CURE_POISON:
-                       case ACT_BERSERK:
-                       case ACT_LIGHT:
-                       case ACT_MAP_LIGHT:
-                       case ACT_DEST_DOOR:
-                       case ACT_STONE_MUD:
-                       case ACT_TELEPORT:
-                               chance = 101;
-                               break;
-                       case ACT_BA_COLD_1:
-                       case ACT_BA_FIRE_1:
-                       case ACT_DRAIN_1:
-                       case ACT_TELE_AWAY:
-                       case ACT_ESP:
-                       case ACT_RESIST_ALL:
-                       case ACT_DETECT_ALL:
-                       case ACT_RECALL:
-                       case ACT_SATIATE:
-                       case ACT_RECHARGE:
-                               chance = 85;
-                               break;
-                       case ACT_TERROR:
-                       case ACT_PROT_EVIL:
-                       case ACT_ID_PLAIN:
-                               chance = 75;
-                               break;
-                       case ACT_DRAIN_2:
-                       case ACT_VAMPIRE_1:
-                       case ACT_BO_MISS_2:
-                       case ACT_BA_FIRE_2:
-                       case ACT_REST_EXP:
-                               chance = 66;
-                               break;
-                       case ACT_BA_FIRE_3:
-                       case ACT_BA_COLD_3:
-                       case ACT_BA_ELEC_3:
-                       case ACT_WHIRLWIND:
-                       case ACT_VAMPIRE_2:
-                       case ACT_CHARM_ANIMAL:
-                               chance = 50;
-                               break;
-                       case ACT_SUMMON_ANIMAL:
-                               chance = 40;
-                               break;
-                       case ACT_DISP_EVIL:
-                       case ACT_BA_MISS_3:
-                       case ACT_DISP_GOOD:
-                       case ACT_BANISH_EVIL:
-                       case ACT_GENOCIDE:
-                       case ACT_MASS_GENO:
-                       case ACT_CHARM_UNDEAD:
-                       case ACT_CHARM_OTHER:
-                       case ACT_SUMMON_PHANTOM:
-                       case ACT_REST_ALL:
-                       case ACT_RUNE_EXPLO:
-                               chance = 33;
-                               break;
-                       case ACT_CALL_CHAOS:
-                       case ACT_ROCKET:
-                       case ACT_CHARM_ANIMALS:
-                       case ACT_CHARM_OTHERS:
-                       case ACT_SUMMON_ELEMENTAL:
-                       case ACT_CURE_700:
-                       case ACT_SPEED:
-                       case ACT_ID_FULL:
-                       case ACT_RUNE_PROT:
-                               chance = 25;
-                               break;
-                       case ACT_CURE_1000:
-                       case ACT_XTRA_SPEED:
-                       case ACT_DETECT_XTRA:
-                       case ACT_DIM_DOOR:
-                               chance = 10;
-                               break;
-                       case ACT_SUMMON_UNDEAD:
-                       case ACT_SUMMON_DEMON:
-                       case ACT_WRAITH:
-                       case ACT_INVULN:
-                       case ACT_ALCHEMY:
-                               chance = 5;
-                               break;
-                       default:
-                               chance = 0;
-               }
-       }
+       "None",
+       "Elec",
+       "Poison",
+       "Fire",
+       "Cold",
+       "Acid",
+       "STR",
+       "INT",
+       "WIS",
+       "DEX",
+       "CON",
+       "CHA",
+       "Chaos",
+       "Pristly",
+       "Necromantic",
+       "Law",
+       "Rogue",
+       "Mage",
+       "Warrior",
+       "Ranger",
+};
+#endif
 
-       /* A type was chosen... */
-       o_ptr->xtra2 = (byte_hack)type;
-       add_flag(o_ptr->art_flags, TR_ACTIVATE);
-       o_ptr->timeout = 0;
-}
 
 /*!
  * @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact.
@@ -315,10 +110,11 @@ void one_activation(object_type *o_ptr)
  * 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、
  * MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。
  * @attention プレイヤーの職業依存処理あり。
+ * @param player_ptr プレーヤーへの参照ポインタ
  * @param o_ptr 対象のオブジェクト構造体ポインタ
  * @return なし
  */
-static void curse_artifact(object_type * o_ptr)
+static void curse_artifact(player_type *player_ptr, object_type *o_ptr)
 {
        if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
        if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
@@ -339,10 +135,11 @@ static void curse_artifact(object_type * o_ptr)
        if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
        else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
 
-       if ((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))
+       if ((player_ptr->pclass != CLASS_WARRIOR) && (player_ptr->pclass != CLASS_ARCHER) && (player_ptr->pclass != CLASS_CAVALRY) && (player_ptr->pclass != CLASS_BERSERKER) && (player_ptr->pclass != CLASS_SMITH) && one_in_(3))
                add_flag(o_ptr->art_flags, TR_NO_MAGIC);
 }
 
+
 /*!
  * @brief ランダムアーティファクト生成中、対象のオブジェクトにpval能力を付加する。/ Add one pval on generation of randam artifact.
  * @details 優先的に付加されるpvalがランダムアーティファクトバイアスに依存して存在する。
@@ -351,7 +148,7 @@ static void curse_artifact(object_type * o_ptr)
  * @param o_ptr 対象のオブジェクト構造体ポインタ
  * @return なし
  */
-static void random_plus(object_type * o_ptr)
+static void random_plus(object_type *o_ptr)
 {
        int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
 
@@ -375,6 +172,7 @@ static void random_plus(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_DEX);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_MAGE:
@@ -388,6 +186,7 @@ static void random_plus(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_PRIESTLY:
@@ -396,6 +195,7 @@ static void random_plus(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_WIS);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_RANGER:
@@ -416,6 +216,7 @@ static void random_plus(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_STR);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_ROGUE:
@@ -429,6 +230,7 @@ static void random_plus(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_SEARCH);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_STR:
@@ -437,6 +239,7 @@ static void random_plus(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_STR);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_WIS:
@@ -445,6 +248,7 @@ static void random_plus(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_WIS);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_INT:
@@ -453,6 +257,7 @@ static void random_plus(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_INT);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_DEX:
@@ -461,6 +266,7 @@ static void random_plus(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_DEX);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_CON:
@@ -469,6 +275,7 @@ static void random_plus(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_CON);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_CHR:
@@ -477,6 +284,7 @@ static void random_plus(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_CHR);
                        if (one_in_(2)) return;
                }
+
                break;
        }
 
@@ -560,10 +368,12 @@ static void random_plus(object_type * o_ptr)
                        if (!o_ptr->artifact_bias && one_in_(11))
                                o_ptr->artifact_bias = BIAS_WARRIOR;
                }
+
                break;
        }
 }
 
+
 /*!
  * @brief ランダムアーティファクト生成中、対象のオブジェクトに耐性を付加する。/ Add one resistance on generation of randam artifact.
  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
@@ -574,7 +384,7 @@ static void random_plus(object_type * o_ptr)
  * @param o_ptr 対象のオブジェクト構造体ポインタ
  * @return なし
  */
-static void random_resistance(object_type * o_ptr)
+static void random_resistance(object_type *o_ptr)
 {
        switch (o_ptr->artifact_bias)
        {
@@ -584,6 +394,7 @@ static void random_resistance(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_RES_ACID);
                        if (one_in_(2)) return;
                }
+
                if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
                {
                        add_flag(o_ptr->art_flags, TR_IM_ACID);
@@ -595,6 +406,7 @@ static void random_resistance(object_type * o_ptr)
                        }
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_ELEC:
@@ -603,12 +415,14 @@ static void random_resistance(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_RES_ELEC);
                        if (one_in_(2)) return;
                }
+
                if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
-                   !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
+                       !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
                {
                        add_flag(o_ptr->art_flags, TR_SH_ELEC);
                        if (one_in_(2)) return;
                }
+
                if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
                {
                        add_flag(o_ptr->art_flags, TR_IM_ELEC);
@@ -621,6 +435,7 @@ static void random_resistance(object_type * o_ptr)
 
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_FIRE:
@@ -629,15 +444,17 @@ static void random_resistance(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_RES_FIRE);
                        if (one_in_(2)) return;
                }
+
                if ((o_ptr->tval >= TV_CLOAK) &&
-                   (o_ptr->tval <= TV_HARD_ARMOR) &&
-                   !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
+                       (o_ptr->tval <= TV_HARD_ARMOR) &&
+                       !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
                {
                        add_flag(o_ptr->art_flags, TR_SH_FIRE);
                        if (one_in_(2)) return;
                }
+
                if (one_in_(BIAS_LUCK) &&
-                   !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
+                       !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
                {
                        add_flag(o_ptr->art_flags, TR_IM_FIRE);
                        if (!one_in_(IM_LUCK))
@@ -648,6 +465,7 @@ static void random_resistance(object_type * o_ptr)
                        }
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_COLD:
@@ -656,13 +474,15 @@ static void random_resistance(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_RES_COLD);
                        if (one_in_(2)) return;
                }
+
                if ((o_ptr->tval >= TV_CLOAK) &&
-                   (o_ptr->tval <= TV_HARD_ARMOR) &&
-                   !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
+                       (o_ptr->tval <= TV_HARD_ARMOR) &&
+                       !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
                {
                        add_flag(o_ptr->art_flags, TR_SH_COLD);
                        if (one_in_(2)) return;
                }
+
                if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
                {
                        add_flag(o_ptr->art_flags, TR_IM_COLD);
@@ -674,6 +494,7 @@ static void random_resistance(object_type * o_ptr)
                        }
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_POIS:
@@ -682,6 +503,7 @@ static void random_resistance(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_RES_POIS);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_WARRIOR:
@@ -690,11 +512,13 @@ static void random_resistance(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_RES_FEAR);
                        if (one_in_(2)) return;
                }
+
                if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
                {
                        add_flag(o_ptr->art_flags, TR_NO_MAGIC);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_NECROMANTIC:
@@ -703,16 +527,19 @@ static void random_resistance(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_RES_NETHER);
                        if (one_in_(2)) return;
                }
+
                if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
                {
                        add_flag(o_ptr->art_flags, TR_RES_POIS);
                        if (one_in_(2)) return;
                }
+
                if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
                {
                        add_flag(o_ptr->art_flags, TR_RES_DARK);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_CHAOS:
@@ -721,211 +548,220 @@ static void random_resistance(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_RES_CHAOS);
                        if (one_in_(2)) return;
                }
+
                if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
                {
                        add_flag(o_ptr->art_flags, TR_RES_CONF);
                        if (one_in_(2)) return;
                }
+
                if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
                {
                        add_flag(o_ptr->art_flags, TR_RES_DISEN);
                        if (one_in_(2)) return;
                }
+
                break;
        }
 
        switch (randint1(42))
        {
-               case 1:
-                       if (!one_in_(WEIRD_LUCK))
-                               random_resistance(o_ptr);
-                       else
-                       {
-                               add_flag(o_ptr->art_flags, TR_IM_ACID);
-                               if (!o_ptr->artifact_bias)
-                                       o_ptr->artifact_bias = BIAS_ACID;
-                       }
-                       break;
-               case 2:
-                       if (!one_in_(WEIRD_LUCK))
-                               random_resistance(o_ptr);
-                       else
-                       {
-                               add_flag(o_ptr->art_flags, TR_IM_ELEC);
-                               if (!o_ptr->artifact_bias)
-                                       o_ptr->artifact_bias = BIAS_ELEC;
-                       }
-                       break;
-               case 3:
-                       if (!one_in_(WEIRD_LUCK))
-                               random_resistance(o_ptr);
-                       else
-                       {
-                               add_flag(o_ptr->art_flags, TR_IM_COLD);
-                               if (!o_ptr->artifact_bias)
-                                       o_ptr->artifact_bias = BIAS_COLD;
-                       }
-                       break;
-               case 4:
-                       if (!one_in_(WEIRD_LUCK))
-                               random_resistance(o_ptr);
-                       else
-                       {
-                               add_flag(o_ptr->art_flags, TR_IM_FIRE);
-                               if (!o_ptr->artifact_bias)
-                                       o_ptr->artifact_bias = BIAS_FIRE;
-                       }
-                       break;
-               case 5:
-               case 6:
-               case 13:
-                       add_flag(o_ptr->art_flags, TR_RES_ACID);
+       case 1:
+               if (!one_in_(WEIRD_LUCK))
+                       random_resistance(o_ptr);
+               else
+               {
+                       add_flag(o_ptr->art_flags, TR_IM_ACID);
                        if (!o_ptr->artifact_bias)
                                o_ptr->artifact_bias = BIAS_ACID;
-                       break;
-               case 7:
-               case 8:
-               case 14:
-                       add_flag(o_ptr->art_flags, TR_RES_ELEC);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_ELEC;
-                       break;
-               case 9:
-               case 10:
-               case 15:
-                       add_flag(o_ptr->art_flags, TR_RES_FIRE);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_FIRE;
-                       break;
-               case 11:
-               case 12:
-               case 16:
-                       add_flag(o_ptr->art_flags, TR_RES_COLD);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_COLD;
-                       break;
-               case 17:
-               case 18:
-                       add_flag(o_ptr->art_flags, TR_RES_POIS);
-                       if (!o_ptr->artifact_bias && !one_in_(4))
-                               o_ptr->artifact_bias = BIAS_POIS;
-                       else if (!o_ptr->artifact_bias && one_in_(2))
-                               o_ptr->artifact_bias = BIAS_NECROMANTIC;
-                       else if (!o_ptr->artifact_bias && one_in_(2))
-                               o_ptr->artifact_bias = BIAS_ROGUE;
-                       break;
-               case 19:
-               case 20:
-                       add_flag(o_ptr->art_flags, TR_RES_FEAR);
-                       if (!o_ptr->artifact_bias && one_in_(3))
-                               o_ptr->artifact_bias = BIAS_WARRIOR;
-                       break;
-               case 21:
-                       add_flag(o_ptr->art_flags, TR_RES_LITE);
-                       break;
-               case 22:
-                       add_flag(o_ptr->art_flags, TR_RES_DARK);
-                       break;
-               case 23:
-               case 24:
-                       add_flag(o_ptr->art_flags, TR_RES_BLIND);
-                       break;
-               case 25:
-               case 26:
-                       add_flag(o_ptr->art_flags, TR_RES_CONF);
-                       if (!o_ptr->artifact_bias && one_in_(6))
-                               o_ptr->artifact_bias = BIAS_CHAOS;
-                       break;
-               case 27:
-               case 28:
-                       add_flag(o_ptr->art_flags, TR_RES_SOUND);
-                       break;
-               case 29:
-               case 30:
-                       add_flag(o_ptr->art_flags, TR_RES_SHARDS);
-                       break;
-               case 31:
-               case 32:
-                       add_flag(o_ptr->art_flags, TR_RES_NETHER);
-                       if (!o_ptr->artifact_bias && one_in_(3))
-                               o_ptr->artifact_bias = BIAS_NECROMANTIC;
-                       break;
-               case 33:
-               case 34:
-                       add_flag(o_ptr->art_flags, TR_RES_NEXUS);
-                       break;
-               case 35:
-               case 36:
-                       add_flag(o_ptr->art_flags, TR_RES_CHAOS);
-                       if (!o_ptr->artifact_bias && one_in_(2))
-                               o_ptr->artifact_bias = BIAS_CHAOS;
-                       break;
-               case 37:
-               case 38:
-                       add_flag(o_ptr->art_flags, TR_RES_DISEN);
-                       break;
-               case 39:
-                       if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
-                               add_flag(o_ptr->art_flags, TR_SH_ELEC);
-                       else
-                               random_resistance(o_ptr);
+               }
+
+               break;
+       case 2:
+               if (!one_in_(WEIRD_LUCK))
+                       random_resistance(o_ptr);
+               else
+               {
+                       add_flag(o_ptr->art_flags, TR_IM_ELEC);
                        if (!o_ptr->artifact_bias)
                                o_ptr->artifact_bias = BIAS_ELEC;
-                       break;
-               case 40:
-                       if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
-                               add_flag(o_ptr->art_flags, TR_SH_FIRE);
-                       else
-                               random_resistance(o_ptr);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_FIRE;
-                       break;
-               case 41:
-                       if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
-                           o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
-                               add_flag(o_ptr->art_flags, TR_REFLECT);
-                       else
-                               random_resistance(o_ptr);
-                       break;
-               case 42:
-                       if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
-                               add_flag(o_ptr->art_flags, TR_SH_COLD);
-                       else
-                               random_resistance(o_ptr);
+               }
+
+               break;
+       case 3:
+               if (!one_in_(WEIRD_LUCK))
+                       random_resistance(o_ptr);
+               else
+               {
+                       add_flag(o_ptr->art_flags, TR_IM_COLD);
                        if (!o_ptr->artifact_bias)
                                o_ptr->artifact_bias = BIAS_COLD;
-                       break;
-       }
-}
-
+               }
 
-/*!
- * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
- * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
- * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
- * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
- * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return なし
- */
-static void random_misc(object_type * o_ptr)
-{
-       switch (o_ptr->artifact_bias)
-       {
-       case BIAS_RANGER:
-               if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
+               break;
+       case 4:
+               if (!one_in_(WEIRD_LUCK))
+                       random_resistance(o_ptr);
+               else
                {
-                       add_flag(o_ptr->art_flags, TR_SUST_CON);
-                       if (one_in_(2)) return;
+                       add_flag(o_ptr->art_flags, TR_IM_FIRE);
+                       if (!o_ptr->artifact_bias)
+                               o_ptr->artifact_bias = BIAS_FIRE;
                }
-               break;
 
-       case BIAS_STR:
-               if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
-               {
-                       add_flag(o_ptr->art_flags, TR_SUST_STR);
+               break;
+       case 5:
+       case 6:
+       case 13:
+               add_flag(o_ptr->art_flags, TR_RES_ACID);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_ACID;
+               break;
+       case 7:
+       case 8:
+       case 14:
+               add_flag(o_ptr->art_flags, TR_RES_ELEC);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_ELEC;
+               break;
+       case 9:
+       case 10:
+       case 15:
+               add_flag(o_ptr->art_flags, TR_RES_FIRE);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_FIRE;
+               break;
+       case 11:
+       case 12:
+       case 16:
+               add_flag(o_ptr->art_flags, TR_RES_COLD);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_COLD;
+               break;
+       case 17:
+       case 18:
+               add_flag(o_ptr->art_flags, TR_RES_POIS);
+               if (!o_ptr->artifact_bias && !one_in_(4))
+                       o_ptr->artifact_bias = BIAS_POIS;
+               else if (!o_ptr->artifact_bias && one_in_(2))
+                       o_ptr->artifact_bias = BIAS_NECROMANTIC;
+               else if (!o_ptr->artifact_bias && one_in_(2))
+                       o_ptr->artifact_bias = BIAS_ROGUE;
+               break;
+       case 19:
+       case 20:
+               add_flag(o_ptr->art_flags, TR_RES_FEAR);
+               if (!o_ptr->artifact_bias && one_in_(3))
+                       o_ptr->artifact_bias = BIAS_WARRIOR;
+               break;
+       case 21:
+               add_flag(o_ptr->art_flags, TR_RES_LITE);
+               break;
+       case 22:
+               add_flag(o_ptr->art_flags, TR_RES_DARK);
+               break;
+       case 23:
+       case 24:
+               add_flag(o_ptr->art_flags, TR_RES_BLIND);
+               break;
+       case 25:
+       case 26:
+               add_flag(o_ptr->art_flags, TR_RES_CONF);
+               if (!o_ptr->artifact_bias && one_in_(6))
+                       o_ptr->artifact_bias = BIAS_CHAOS;
+               break;
+       case 27:
+       case 28:
+               add_flag(o_ptr->art_flags, TR_RES_SOUND);
+               break;
+       case 29:
+       case 30:
+               add_flag(o_ptr->art_flags, TR_RES_SHARDS);
+               break;
+       case 31:
+       case 32:
+               add_flag(o_ptr->art_flags, TR_RES_NETHER);
+               if (!o_ptr->artifact_bias && one_in_(3))
+                       o_ptr->artifact_bias = BIAS_NECROMANTIC;
+               break;
+       case 33:
+       case 34:
+               add_flag(o_ptr->art_flags, TR_RES_NEXUS);
+               break;
+       case 35:
+       case 36:
+               add_flag(o_ptr->art_flags, TR_RES_CHAOS);
+               if (!o_ptr->artifact_bias && one_in_(2))
+                       o_ptr->artifact_bias = BIAS_CHAOS;
+               break;
+       case 37:
+       case 38:
+               add_flag(o_ptr->art_flags, TR_RES_DISEN);
+               break;
+       case 39:
+               if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
+                       add_flag(o_ptr->art_flags, TR_SH_ELEC);
+               else
+                       random_resistance(o_ptr);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_ELEC;
+               break;
+       case 40:
+               if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
+                       add_flag(o_ptr->art_flags, TR_SH_FIRE);
+               else
+                       random_resistance(o_ptr);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_FIRE;
+               break;
+       case 41:
+               if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
+                       o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
+                       add_flag(o_ptr->art_flags, TR_REFLECT);
+               else
+                       random_resistance(o_ptr);
+               break;
+       case 42:
+               if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
+                       add_flag(o_ptr->art_flags, TR_SH_COLD);
+               else
+                       random_resistance(o_ptr);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_COLD;
+               break;
+       }
+}
+
+
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
+ * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
+ * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
+ * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
+ * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
+static void random_misc(object_type *o_ptr)
+{
+       switch (o_ptr->artifact_bias)
+       {
+       case BIAS_RANGER:
+               if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
+               {
+                       add_flag(o_ptr->art_flags, TR_SUST_CON);
+                       if (one_in_(2)) return;
+               }
+
+               break;
+
+       case BIAS_STR:
+               if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
+               {
+                       add_flag(o_ptr->art_flags, TR_SUST_STR);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_WIS:
@@ -934,6 +770,7 @@ static void random_misc(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_SUST_WIS);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_INT:
@@ -942,6 +779,7 @@ static void random_misc(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_SUST_INT);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_DEX:
@@ -950,6 +788,7 @@ static void random_misc(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_SUST_DEX);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_CON:
@@ -958,6 +797,7 @@ static void random_misc(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_SUST_CON);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_CHR:
@@ -966,6 +806,7 @@ static void random_misc(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_SUST_CHR);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_CHAOS:
@@ -974,6 +815,7 @@ static void random_misc(object_type * o_ptr)
                        add_flag(o_ptr->art_flags, TR_TELEPORT);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_FIRE:
@@ -981,151 +823,156 @@ static void random_misc(object_type * o_ptr)
                {
                        add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
                }
+
                break;
        }
 
        switch (randint1(33))
        {
+       case 1:
+               add_flag(o_ptr->art_flags, TR_SUST_STR);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_STR;
+               break;
+       case 2:
+               add_flag(o_ptr->art_flags, TR_SUST_INT);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_INT;
+               break;
+       case 3:
+               add_flag(o_ptr->art_flags, TR_SUST_WIS);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_WIS;
+               break;
+       case 4:
+               add_flag(o_ptr->art_flags, TR_SUST_DEX);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_DEX;
+               break;
+       case 5:
+               add_flag(o_ptr->art_flags, TR_SUST_CON);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_CON;
+               break;
+       case 6:
+               add_flag(o_ptr->art_flags, TR_SUST_CHR);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_CHR;
+               break;
+       case 7:
+       case 8:
+       case 14:
+               add_flag(o_ptr->art_flags, TR_FREE_ACT);
+               break;
+       case 9:
+               add_flag(o_ptr->art_flags, TR_HOLD_EXP);
+               if (!o_ptr->artifact_bias && one_in_(5))
+                       o_ptr->artifact_bias = BIAS_PRIESTLY;
+               else if (!o_ptr->artifact_bias && one_in_(6))
+                       o_ptr->artifact_bias = BIAS_NECROMANTIC;
+               break;
+       case 10:
+       case 11:
+               add_flag(o_ptr->art_flags, TR_LITE_1);
+               break;
+       case 12:
+       case 13:
+               add_flag(o_ptr->art_flags, TR_LEVITATION);
+               break;
+       case 15:
+       case 16:
+       case 17:
+               add_flag(o_ptr->art_flags, TR_SEE_INVIS);
+               break;
+       case 19:
+       case 20:
+               add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
+               break;
+       case 21:
+       case 22:
+               add_flag(o_ptr->art_flags, TR_REGEN);
+               break;
+       case 23:
+               add_flag(o_ptr->art_flags, TR_TELEPORT);
+               break;
+       case 24:
+       case 25:
+       case 26:
+               if (object_is_armour(o_ptr))
+                       random_misc(o_ptr);
+               else
+               {
+                       o_ptr->to_a = 4 + randint1(11);
+               }
+
+               break;
+       case 27:
+       case 28:
+       case 29:
+       {
+               HIT_PROB bonus_h;
+               HIT_POINT bonus_d;
+               add_flag(o_ptr->art_flags, TR_SHOW_MODS);
+               bonus_h = 4 + (HIT_PROB)(randint1(11));
+               bonus_d = 4 + (HIT_POINT)(randint1(11));
+               if ((o_ptr->tval != TV_SWORD) && (o_ptr->tval != TV_POLEARM) && (o_ptr->tval != TV_HAFTED) && (o_ptr->tval != TV_DIGGING) && (o_ptr->tval != TV_GLOVES) && (o_ptr->tval != TV_RING))
+               {
+                       bonus_h /= 2;
+                       bonus_d /= 2;
+               }
+               o_ptr->to_h += bonus_h;
+               o_ptr->to_d += bonus_d;
+               break;
+       }
+       case 30:
+               add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+               break;
+       case 31:
+               add_flag(o_ptr->art_flags, TR_NO_TELE);
+               break;
+       case 32:
+               add_flag(o_ptr->art_flags, TR_WARNING);
+               break;
+
+       case 18:
+               switch (randint1(3))
+               {
                case 1:
-                       add_flag(o_ptr->art_flags, TR_SUST_STR);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_STR;
+                       add_flag(o_ptr->art_flags, TR_ESP_EVIL);
+                       if (!o_ptr->artifact_bias && one_in_(3))
+                               o_ptr->artifact_bias = BIAS_LAW;
                        break;
                case 2:
-                       add_flag(o_ptr->art_flags, TR_SUST_INT);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_INT;
+                       add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
+                       if (!o_ptr->artifact_bias && one_in_(3))
+                               o_ptr->artifact_bias = BIAS_MAGE;
                        break;
                case 3:
-                       add_flag(o_ptr->art_flags, TR_SUST_WIS);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_WIS;
-                       break;
-               case 4:
-                       add_flag(o_ptr->art_flags, TR_SUST_DEX);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_DEX;
-                       break;
-               case 5:
-                       add_flag(o_ptr->art_flags, TR_SUST_CON);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_CON;
-                       break;
-               case 6:
-                       add_flag(o_ptr->art_flags, TR_SUST_CHR);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_CHR;
-                       break;
-               case 7:
-               case 8:
-               case 14:
-                       add_flag(o_ptr->art_flags, TR_FREE_ACT);
-                       break;
-               case 9:
-                       add_flag(o_ptr->art_flags, TR_HOLD_EXP);
-                       if (!o_ptr->artifact_bias && one_in_(5))
-                               o_ptr->artifact_bias = BIAS_PRIESTLY;
-                       else if (!o_ptr->artifact_bias && one_in_(6))
-                               o_ptr->artifact_bias = BIAS_NECROMANTIC;
-                       break;
-               case 10:
-               case 11:
-                       add_flag(o_ptr->art_flags, TR_LITE_1);
-                       break;
-               case 12:
-               case 13:
-                       add_flag(o_ptr->art_flags, TR_LEVITATION);
-                       break;
-               case 15:
-               case 16:
-               case 17:
-                       add_flag(o_ptr->art_flags, TR_SEE_INVIS);
-                       break;
-               case 19:
-               case 20:
-                       add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
-                       break;
-               case 21:
-               case 22:
-                       add_flag(o_ptr->art_flags, TR_REGEN);
-                       break;
-               case 23:
-                       add_flag(o_ptr->art_flags, TR_TELEPORT);
-                       break;
-               case 24:
-               case 25:
-               case 26:
-                       if (object_is_armour(o_ptr))
-                               random_misc(o_ptr);
-                       else
-                       {
-                               o_ptr->to_a = 4 + randint1(11);
-                       }
-                       break;
-               case 27:
-               case 28:
-               case 29:
-               {
-                       HIT_PROB bonus_h;
-                       HIT_POINT bonus_d;
-                       add_flag(o_ptr->art_flags, TR_SHOW_MODS);
-                       bonus_h = 4 + (HIT_PROB)(randint1(11));
-                       bonus_d = 4 + (HIT_POINT)(randint1(11));
-                       if ((o_ptr->tval != TV_SWORD) && (o_ptr->tval != TV_POLEARM) && (o_ptr->tval != TV_HAFTED) && (o_ptr->tval != TV_DIGGING) && (o_ptr->tval != TV_GLOVES) && (o_ptr->tval != TV_RING))
-                       {
-                               bonus_h /= 2;
-                               bonus_d /= 2;
-                       }
-                       o_ptr->to_h += bonus_h;
-                       o_ptr->to_d += bonus_d;
+                       add_flag(o_ptr->art_flags, TR_TELEPATHY);
+                       if (!o_ptr->artifact_bias && one_in_(9))
+                               o_ptr->artifact_bias = BIAS_MAGE;
                        break;
                }
-               case 30:
-                       add_flag(o_ptr->art_flags, TR_NO_MAGIC);
-                       break;
-               case 31:
-                       add_flag(o_ptr->art_flags, TR_NO_TELE);
-                       break;
-               case 32:
-                       add_flag(o_ptr->art_flags, TR_WARNING);
-                       break;
 
-               case 18:
-                       switch (randint1(3))
-                       {
-                       case 1:
-                               add_flag(o_ptr->art_flags, TR_ESP_EVIL);
-                               if (!o_ptr->artifact_bias && one_in_(3))
-                                       o_ptr->artifact_bias = BIAS_LAW;
-                               break;
-                       case 2:
-                               add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
-                               if (!o_ptr->artifact_bias && one_in_(3))
-                                       o_ptr->artifact_bias = BIAS_MAGE;
-                               break;
-                       case 3:
-                               add_flag(o_ptr->art_flags, TR_TELEPATHY);
-                               if (!o_ptr->artifact_bias && one_in_(9))
-                                       o_ptr->artifact_bias = BIAS_MAGE;
-                               break;
-                       }
-                       break;
+               break;
 
-               case 33:
-               {
-                       int idx[3];
-                       int n = randint1(3);
+       case 33:
+       {
+               int idx[3];
+               int n = randint1(3);
 
-                       idx[0] = randint1(10);
+               idx[0] = randint1(10);
 
-                       idx[1] = randint1(9);
-                       if (idx[1] >= idx[0]) idx[1]++;
+               idx[1] = randint1(9);
+               if (idx[1] >= idx[0]) idx[1]++;
 
-                       idx[2] = randint1(8);
-                       if (idx[2] >= idx[0]) idx[2]++;
-                       if (idx[2] >= idx[1]) idx[2]++;
+               idx[2] = randint1(8);
+               if (idx[2] >= idx[0]) idx[2]++;
+               if (idx[2] >= idx[1]) idx[2]++;
 
-                       while (n--) switch (idx[n])
+               while (n--)
+               {
+                       switch (idx[n])
                        {
                        case 1:
                                add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
@@ -1170,11 +1017,14 @@ static void random_misc(object_type * o_ptr)
                                        o_ptr->artifact_bias = BIAS_LAW;
                                break;
                        }
+
                        break;
                }
        }
+       }
 }
 
+
 /*!
  * @brief ランダムアーティファクト生成中、対象のオブジェクトにスレイ効果を付加する。/ Add one slaying on generation of randam artifact.
  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
@@ -1191,19 +1041,19 @@ static void random_slay(object_type *o_ptr)
        {
                switch (randint1(6))
                {
-                       case 1:
-                       case 2:
-                       case 3:
-                               add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
-                               if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
-                               if (!o_ptr->artifact_bias && one_in_(9))
-                                       o_ptr->artifact_bias = BIAS_RANGER;
-                               break;
-                       default:
-                               add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
-                               if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
-                               if (!o_ptr->artifact_bias && one_in_(9))
-                                       o_ptr->artifact_bias = BIAS_RANGER;
+               case 1:
+               case 2:
+               case 3:
+                       add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
+                       if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
+                       if (!o_ptr->artifact_bias && one_in_(9))
+                               o_ptr->artifact_bias = BIAS_RANGER;
+                       break;
+               default:
+                       add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
+                       if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
+                       if (!o_ptr->artifact_bias && one_in_(9))
+                               o_ptr->artifact_bias = BIAS_RANGER;
                        break;
                }
 
@@ -1218,15 +1068,17 @@ static void random_slay(object_type *o_ptr)
                        add_flag(o_ptr->art_flags, TR_CHAOTIC);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_PRIESTLY:
-               if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
-                  !(have_flag(o_ptr->art_flags, TR_BLESSED)))
+               if ((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
+                       !(have_flag(o_ptr->art_flags, TR_BLESSED)))
                {
                        /* A free power for "priestly" random artifacts */
                        add_flag(o_ptr->art_flags, TR_BLESSED);
                }
+
                break;
 
        case BIAS_NECROMANTIC:
@@ -1235,11 +1087,13 @@ static void random_slay(object_type *o_ptr)
                        add_flag(o_ptr->art_flags, TR_VAMPIRIC);
                        if (one_in_(2)) return;
                }
+
                if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
                {
                        add_flag(o_ptr->art_flags, TR_BRAND_POIS);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_RANGER:
@@ -1248,21 +1102,24 @@ static void random_slay(object_type *o_ptr)
                        add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_ROGUE:
                if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
-                    ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
-                        !(have_flag(o_ptr->art_flags, TR_THROW)))
+                       ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
+                       !(have_flag(o_ptr->art_flags, TR_THROW)))
                {
                        /* Free power for rogues... */
                        add_flag(o_ptr->art_flags, TR_THROW);
                }
+
                if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
                {
                        add_flag(o_ptr->art_flags, TR_BRAND_POIS);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_POIS:
@@ -1271,6 +1128,7 @@ static void random_slay(object_type *o_ptr)
                        add_flag(o_ptr->art_flags, TR_BRAND_POIS);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_FIRE:
@@ -1279,6 +1137,7 @@ static void random_slay(object_type *o_ptr)
                        add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_COLD:
@@ -1287,6 +1146,7 @@ static void random_slay(object_type *o_ptr)
                        add_flag(o_ptr->art_flags, TR_BRAND_COLD);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_ELEC:
@@ -1295,6 +1155,7 @@ static void random_slay(object_type *o_ptr)
                        add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_ACID:
@@ -1303,6 +1164,7 @@ static void random_slay(object_type *o_ptr)
                        add_flag(o_ptr->art_flags, TR_BRAND_ACID);
                        if (one_in_(2)) return;
                }
+
                break;
 
        case BIAS_LAW:
@@ -1311,190 +1173,196 @@ static void random_slay(object_type *o_ptr)
                        add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
                        if (one_in_(2)) return;
                }
+
                if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
                {
                        add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
                        if (one_in_(2)) return;
                }
+
                if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
                {
                        add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
                        if (one_in_(2)) return;
                }
+
                break;
        }
 
        switch (randint1(36))
        {
-               case 1:
-               case 2:
-                       if (one_in_(4))
-                       {
-                               add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
-                       }
-                       else
-                       {
-                               add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
-                       }
-                       break;
-               case 3:
-               case 4:
-                       if (one_in_(4))
-                       {
-                               add_flag(o_ptr->art_flags, TR_KILL_EVIL);
-                       }
-                       else
-                       {
-                       add_flag(o_ptr->art_flags, TR_SLAY_EVIL); 
-                       }
-                       if (!o_ptr->artifact_bias && one_in_(2))
-                               o_ptr->artifact_bias = BIAS_LAW;
-                       else if (!o_ptr->artifact_bias && one_in_(9))
-                               o_ptr->artifact_bias = BIAS_PRIESTLY;
-                       break;
-               case 5:
-               case 6:
-                       if (one_in_(4))
-                       {
-                               add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
-                       }
-                       else
-                       {
-                               add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
-                       }
-                       if (!o_ptr->artifact_bias && one_in_(9))
-                               o_ptr->artifact_bias = BIAS_PRIESTLY;
-                       break;
-               case 7:
-               case 8:
-                       if (one_in_(4))
-                       {
-                               add_flag(o_ptr->art_flags, TR_KILL_DEMON);
-                       }
-                       else
-                       {
-                               add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
-                       }
-                       if (!o_ptr->artifact_bias && one_in_(9))
-                               o_ptr->artifact_bias = BIAS_PRIESTLY;
-                       break;
-               case 9:
-               case 10:
-                       if (one_in_(4))
-                       {
-                               add_flag(o_ptr->art_flags, TR_KILL_ORC);
-                       }
-                       else
-                       {
-                               add_flag(o_ptr->art_flags, TR_SLAY_ORC);
-                       }
-                       break;
-               case 11:
-               case 12:
-                       if (one_in_(4))
-                       {
-                               add_flag(o_ptr->art_flags, TR_KILL_TROLL);
-                       }
-                       else
-                       {
-                               add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
-                       }
-                       break;
-               case 13:
-               case 14:
-                       if (one_in_(4))
-                       {
-                               add_flag(o_ptr->art_flags, TR_KILL_GIANT);
-                       }
-                       else
-                       {
-                               add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
-                       }
-                       break;
-               case 15:
-               case 16:
-                       add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
-                       break;
-               case 17:
-                       add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
-                       break;
-               case 18:
-               case 19:
-                       if (o_ptr->tval == TV_SWORD)
-                       {
-                               add_flag(o_ptr->art_flags, TR_VORPAL);
-                               if (!o_ptr->artifact_bias && one_in_(9))
-                                       o_ptr->artifact_bias = BIAS_WARRIOR;
-                       }
-                       else
-                               random_slay(o_ptr);
-                       break;
-               case 20:
-                       add_flag(o_ptr->art_flags, TR_IMPACT);
-                       break;
-               case 21:
-               case 22:
-                       add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_FIRE;
-                       break;
-               case 23:
-               case 24:
-                       add_flag(o_ptr->art_flags, TR_BRAND_COLD);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_COLD;
-                       break;
-               case 25:
-               case 26:
-                       add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_ELEC;
-                       break;
-               case 27:
-               case 28:
-                       add_flag(o_ptr->art_flags, TR_BRAND_ACID);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_ACID;
-                       break;
-               case 29:
-               case 30:
-                       add_flag(o_ptr->art_flags, TR_BRAND_POIS);
-                       if (!o_ptr->artifact_bias && !one_in_(3))
-                               o_ptr->artifact_bias = BIAS_POIS;
-                       else if (!o_ptr->artifact_bias && one_in_(6))
-                               o_ptr->artifact_bias = BIAS_NECROMANTIC;
-                       else if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_ROGUE;
-                       break;
-               case 31:
-                       add_flag(o_ptr->art_flags, TR_VAMPIRIC);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_NECROMANTIC;
-                       break;
-               case 32:
-                       add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
-                       break;
-               case 33:
-               case 34:
-                       if (one_in_(4))
-                       {
-                               add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
-                       }
-                       else
-                       {
-                               add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
-                       }
-                       break;
-               default:
-                       add_flag(o_ptr->art_flags, TR_CHAOTIC);
-                       if (!o_ptr->artifact_bias)
-                               o_ptr->artifact_bias = BIAS_CHAOS;
-                       break;
+       case 1:
+       case 2:
+               if (one_in_(4))
+               {
+                       add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
+               }
+               else
+               {
+                       add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+               }
+               break;
+       case 3:
+       case 4:
+               if (one_in_(8))
+               {
+                       add_flag(o_ptr->art_flags, TR_KILL_EVIL);
+               }
+               else
+               {
+                       add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+               }
+               if (!o_ptr->artifact_bias && one_in_(2))
+                       o_ptr->artifact_bias = BIAS_LAW;
+               else if (!o_ptr->artifact_bias && one_in_(9))
+                       o_ptr->artifact_bias = BIAS_PRIESTLY;
+               break;
+       case 5:
+       case 6:
+               if (one_in_(4))
+               {
+                       add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
+               }
+               else
+               {
+                       add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+               }
+               if (!o_ptr->artifact_bias && one_in_(9))
+                       o_ptr->artifact_bias = BIAS_PRIESTLY;
+               break;
+       case 7:
+       case 8:
+               if (one_in_(4))
+               {
+                       add_flag(o_ptr->art_flags, TR_KILL_DEMON);
+               }
+               else
+               {
+                       add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+               }
+               if (!o_ptr->artifact_bias && one_in_(9))
+                       o_ptr->artifact_bias = BIAS_PRIESTLY;
+               break;
+       case 9:
+       case 10:
+               if (one_in_(4))
+               {
+                       add_flag(o_ptr->art_flags, TR_KILL_ORC);
+               }
+               else
+               {
+                       add_flag(o_ptr->art_flags, TR_SLAY_ORC);
+               }
+               break;
+       case 11:
+       case 12:
+               if (one_in_(4))
+               {
+                       add_flag(o_ptr->art_flags, TR_KILL_TROLL);
+               }
+               else
+               {
+                       add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+               }
+               break;
+       case 13:
+       case 14:
+               if (one_in_(4))
+               {
+                       add_flag(o_ptr->art_flags, TR_KILL_GIANT);
+               }
+               else
+               {
+                       add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
+               }
+
+               break;
+       case 15:
+       case 16:
+               add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
+               break;
+       case 17:
+               add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
+               break;
+       case 18:
+       case 19:
+               if (o_ptr->tval == TV_SWORD)
+               {
+                       add_flag(o_ptr->art_flags, TR_VORPAL);
+                       if (!o_ptr->artifact_bias && one_in_(9))
+                               o_ptr->artifact_bias = BIAS_WARRIOR;
+               }
+               else
+                       random_slay(o_ptr);
+               break;
+       case 20:
+               add_flag(o_ptr->art_flags, TR_IMPACT);
+               break;
+       case 21:
+       case 22:
+               add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_FIRE;
+               break;
+       case 23:
+       case 24:
+               add_flag(o_ptr->art_flags, TR_BRAND_COLD);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_COLD;
+               break;
+       case 25:
+       case 26:
+               add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_ELEC;
+               break;
+       case 27:
+       case 28:
+               add_flag(o_ptr->art_flags, TR_BRAND_ACID);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_ACID;
+               break;
+       case 29:
+       case 30:
+               add_flag(o_ptr->art_flags, TR_BRAND_POIS);
+               if (!o_ptr->artifact_bias && !one_in_(3))
+                       o_ptr->artifact_bias = BIAS_POIS;
+               else if (!o_ptr->artifact_bias && one_in_(6))
+                       o_ptr->artifact_bias = BIAS_NECROMANTIC;
+               else if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_ROGUE;
+               break;
+       case 31:
+               add_flag(o_ptr->art_flags, TR_VAMPIRIC);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_NECROMANTIC;
+               break;
+       case 32:
+               add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
+               break;
+       case 33:
+       case 34:
+               if (one_in_(4))
+               {
+                       add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
+               }
+               else
+               {
+                       add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+               }
+
+               break;
+       default:
+               add_flag(o_ptr->art_flags, TR_CHAOTIC);
+               if (!o_ptr->artifact_bias)
+                       o_ptr->artifact_bias = BIAS_CHAOS;
+               break;
        }
 }
 
+
 /*!
  * @brief ランダムアーティファクト生成中、対象のオブジェクトにバイアスに依存した発動を与える。/ Add one activaton of randam artifact depend on bias.
  * @details バイアスが無い場合、一部のバイアスの確率によっては one_ability() に処理が移行する。
@@ -1507,165 +1375,167 @@ static void give_activation_power(object_type *o_ptr)
 
        switch (o_ptr->artifact_bias)
        {
-               case BIAS_ELEC:
-                       if (!one_in_(3))
-                       {
-                               type = ACT_BO_ELEC_1;
-                       }
-                       else if (!one_in_(5))
-                       {
-                               type = ACT_BA_ELEC_2;
-                       }
-                       else
-                       {
-                               type = ACT_BA_ELEC_3;
-                       }
-                       chance = 101;
-                       break;
+       case BIAS_ELEC:
+               if (!one_in_(3))
+               {
+                       type = ACT_BO_ELEC_1;
+               }
+               else if (!one_in_(5))
+               {
+                       type = ACT_BA_ELEC_2;
+               }
+               else
+               {
+                       type = ACT_BA_ELEC_3;
+               }
 
-               case BIAS_POIS:
-                       type = ACT_BA_POIS_1;
-                       chance = 101;
-                       break;
+               chance = 101;
+               break;
 
-               case BIAS_FIRE:
-                       if (!one_in_(3))
-                       {
-                               type = ACT_BO_FIRE_1;
-                       }
-                       else if (!one_in_(5))
-                       {
-                               type = ACT_BA_FIRE_1;
-                       }
-                       else
-                       {
-                               type = ACT_BA_FIRE_2;
-                       }
-                       chance = 101;
-                       break;
+       case BIAS_POIS:
+               type = ACT_BA_POIS_1;
+               chance = 101;
+               break;
 
-               case BIAS_COLD:
-                       chance = 101;
-                       if (!one_in_(3))
-                               type = ACT_BO_COLD_1;
-                       else if (!one_in_(3))
-                               type = ACT_BA_COLD_1;
-                       else if (!one_in_(3))
-                               type = ACT_BA_COLD_2;
-                       else
-                               type = ACT_BA_COLD_3;
-                       break;
+       case BIAS_FIRE:
+               if (!one_in_(3))
+               {
+                       type = ACT_BO_FIRE_1;
+               }
+               else if (!one_in_(5))
+               {
+                       type = ACT_BA_FIRE_1;
+               }
+               else
+               {
+                       type = ACT_BA_FIRE_2;
+               }
 
-               case BIAS_CHAOS:
-                       chance = 50;
-                       if (one_in_(6))
-                               type = ACT_SUMMON_DEMON;
-                       else
-                               type = ACT_CALL_CHAOS;
-                       break;
+               chance = 101;
+               break;
 
-               case BIAS_PRIESTLY:
-                       chance = 101;
-
-                       if (one_in_(13))
-                               type = ACT_CHARM_UNDEAD;
-                       else if (one_in_(12))
-                               type = ACT_BANISH_EVIL;
-                       else if (one_in_(11))
-                               type = ACT_DISP_EVIL;
-                       else if (one_in_(10))
-                               type = ACT_PROT_EVIL;
-                       else if (one_in_(9))
-                               type = ACT_CURE_1000;
-                       else if (one_in_(8))
-                               type = ACT_CURE_700;
-                       else if (one_in_(7))
-                               type = ACT_REST_ALL;
-                       else if (one_in_(6))
-                               type = ACT_REST_EXP;
-                       else
-                               type = ACT_CURE_MW;
-                       break;
+       case BIAS_COLD:
+               chance = 101;
+               if (!one_in_(3))
+                       type = ACT_BO_COLD_1;
+               else if (!one_in_(3))
+                       type = ACT_BA_COLD_1;
+               else if (!one_in_(3))
+                       type = ACT_BA_COLD_2;
+               else
+                       type = ACT_BA_COLD_3;
+               break;
 
-               case BIAS_NECROMANTIC:
-                       chance = 101;
-                       if (one_in_(66))
-                               type = ACT_WRAITH;
-                       else if (one_in_(13))
-                               type = ACT_DISP_GOOD;
-                       else if (one_in_(9))
-                               type = ACT_MASS_GENO;
-                       else if (one_in_(8))
-                               type = ACT_GENOCIDE;
-                       else if (one_in_(13))
-                               type = ACT_SUMMON_UNDEAD;
-                       else if (one_in_(9))
-                               type = ACT_VAMPIRE_2;
-                       else if (one_in_(6))
-                               type = ACT_CHARM_UNDEAD;
-                       else
-                               type = ACT_VAMPIRE_1;
-                       break;
+       case BIAS_CHAOS:
+               chance = 50;
+               if (one_in_(6))
+                       type = ACT_SUMMON_DEMON;
+               else
+                       type = ACT_CALL_CHAOS;
+               break;
 
-               case BIAS_LAW:
-                       chance = 101;
-                       if (one_in_(8))
-                               type = ACT_BANISH_EVIL;
-                       else if (one_in_(4))
-                               type = ACT_DISP_EVIL;
-                       else
-                               type = ACT_PROT_EVIL;
-                       break;
+       case BIAS_PRIESTLY:
+               chance = 101;
+
+               if (one_in_(13))
+                       type = ACT_CHARM_UNDEAD;
+               else if (one_in_(12))
+                       type = ACT_BANISH_EVIL;
+               else if (one_in_(11))
+                       type = ACT_DISP_EVIL;
+               else if (one_in_(10))
+                       type = ACT_PROT_EVIL;
+               else if (one_in_(9))
+                       type = ACT_CURE_1000;
+               else if (one_in_(8))
+                       type = ACT_CURE_700;
+               else if (one_in_(7))
+                       type = ACT_REST_ALL;
+               else if (one_in_(6))
+                       type = ACT_REST_EXP;
+               else
+                       type = ACT_CURE_MW;
+               break;
 
-               case BIAS_ROGUE:
-                       chance = 101;
-                       if (one_in_(50))
-                               type = ACT_SPEED;
-                       else if (one_in_(4))
-                               type = ACT_SLEEP;
-                       else if (one_in_(3))
-                               type = ACT_DETECT_ALL;
-                       else if (one_in_(8))
-                               type = ACT_ID_FULL;
-                       else
-                               type = ACT_ID_PLAIN;
-                       break;
+       case BIAS_NECROMANTIC:
+               chance = 101;
+               if (one_in_(66))
+                       type = ACT_WRAITH;
+               else if (one_in_(13))
+                       type = ACT_DISP_GOOD;
+               else if (one_in_(9))
+                       type = ACT_MASS_GENO;
+               else if (one_in_(8))
+                       type = ACT_GENOCIDE;
+               else if (one_in_(13))
+                       type = ACT_SUMMON_UNDEAD;
+               else if (one_in_(9))
+                       type = ACT_DRAIN_2;
+               else if (one_in_(6))
+                       type = ACT_CHARM_UNDEAD;
+               else
+                       type = ACT_DRAIN_1;
+               break;
 
-               case BIAS_MAGE:
-                       chance = 66;
-                       if (one_in_(20))
-                               type = ACT_SUMMON_ELEMENTAL;
-                       else if (one_in_(10))
-                               type = ACT_SUMMON_PHANTOM;
-                       else if (one_in_(5))
-                               type = ACT_RUNE_EXPLO;
-                       else
-                               type = ACT_ESP;
-                       break;
+       case BIAS_LAW:
+               chance = 101;
+               if (one_in_(8))
+                       type = ACT_BANISH_EVIL;
+               else if (one_in_(4))
+                       type = ACT_DISP_EVIL;
+               else
+                       type = ACT_PROT_EVIL;
+               break;
 
-               case BIAS_WARRIOR:
-                       chance = 80;
-                       if (one_in_(100))
-                               type = ACT_INVULN;
-                       else
-                               type = ACT_BERSERK;
-                       break;
+       case BIAS_ROGUE:
+               chance = 101;
+               if (one_in_(50))
+                       type = ACT_SPEED;
+               else if (one_in_(4))
+                       type = ACT_SLEEP;
+               else if (one_in_(3))
+                       type = ACT_DETECT_ALL;
+               else if (one_in_(8))
+                       type = ACT_ID_FULL;
+               else
+                       type = ACT_ID_PLAIN;
+               break;
 
-               case BIAS_RANGER:
-                       chance = 101;
-                       if (one_in_(20))
-                               type = ACT_CHARM_ANIMALS;
-                       else if (one_in_(7))
-                               type = ACT_SUMMON_ANIMAL;
-                       else if (one_in_(6))
-                               type = ACT_CHARM_ANIMAL;
-                       else if (one_in_(4))
-                               type = ACT_RESIST_ALL;
-                       else if (one_in_(3))
-                               type = ACT_SATIATE;
-                       else
-                               type = ACT_CURE_POISON;
-                       break;
+       case BIAS_MAGE:
+               chance = 66;
+               if (one_in_(20))
+                       type = ACT_SUMMON_ELEMENTAL;
+               else if (one_in_(10))
+                       type = ACT_SUMMON_PHANTOM;
+               else if (one_in_(5))
+                       type = ACT_RUNE_EXPLO;
+               else
+                       type = ACT_ESP;
+               break;
+
+       case BIAS_WARRIOR:
+               chance = 80;
+               if (one_in_(100))
+                       type = ACT_INVULN;
+               else
+                       type = ACT_BERSERK;
+               break;
+
+       case BIAS_RANGER:
+               chance = 101;
+               if (one_in_(20))
+                       type = ACT_CHARM_ANIMALS;
+               else if (one_in_(7))
+                       type = ACT_SUMMON_ANIMAL;
+               else if (one_in_(6))
+                       type = ACT_CHARM_ANIMAL;
+               else if (one_in_(4))
+                       type = ACT_RESIST_ALL;
+               else if (one_in_(3))
+                       type = ACT_SATIATE;
+               else
+                       type = ACT_CURE_POISON;
+               break;
        }
 
        if (!type || (randint1(100) >= chance))
@@ -1675,11 +1545,12 @@ static void give_activation_power(object_type *o_ptr)
        }
 
        /* A type was chosen... */
-       o_ptr->xtra2 = (byte_hack)type;
+       o_ptr->xtra2 = (byte)type;
        add_flag(o_ptr->art_flags, TR_ACTIVATE);
        o_ptr->timeout = 0;
 }
 
+
 /*!
  * @brief ランダムアーティファクト生成中、対象のオブジェクトに名前を与える。/ Set name of randomartifact.
  * @details 確率によって、シンダリン銘、漢字銘、固定名のいずれか一つが与えられる。
@@ -1691,82 +1562,73 @@ static void give_activation_power(object_type *o_ptr)
  */
 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
 {
-       int prob = randint1(100);
+       PERCENTAGE prob = randint1(100);
 
        if (prob <= SINDARIN_NAME)
        {
                get_table_sindarin(return_name);
+               return;
        }
-       else if (prob <= TABLE_NAME)
+
+       if (prob <= TABLE_NAME)
        {
                get_table_name(return_name);
+               return;
        }
-       else
-       {
-               cptr filename;
 
-               switch (armour)
+       concptr filename;
+       switch (armour)
+       {
+       case 1:
+               switch (power)
                {
-                       case 1:
-                               switch (power)
-                               {
-                                       case 0:
-                                               filename = _("a_cursed_j.txt", "a_cursed.txt");
-                                               break;
-                                       case 1:
-                                               filename = _("a_low_j.txt", "a_low.txt");
-                                               break;
-                                       case 2:
-                                               filename = _("a_med_j.txt", "a_med.txt");
-                                               break;
-                                       default:
-                                               filename = _("a_high_j.txt", "a_high.txt");
-                               }
-                               break;
-                       default:
-                               switch (power)
-                               {
-                                       case 0:
-                                               filename = _("w_cursed_j.txt", "w_cursed.txt");
-                                               break;
-                                       case 1:
-                                               filename = _("w_low_j.txt", "w_low.txt");
-                                               break;
-                                       case 2:
-                                               filename = _("w_med_j.txt", "w_med.txt");
-                                               break;
-                                       default:
-                                               filename = _("w_high_j.txt", "w_high.txt");
-                               }
+               case 0:
+                       filename = _("a_cursed_j.txt", "a_cursed.txt");
+                       break;
+               case 1:
+                       filename = _("a_low_j.txt", "a_low.txt");
+                       break;
+               case 2:
+                       filename = _("a_med_j.txt", "a_med.txt");
+                       break;
+               default:
+                       filename = _("a_high_j.txt", "a_high.txt");
                }
+               break;
+       default:
+               switch (power)
+               {
+               case 0:
+                       filename = _("w_cursed_j.txt", "w_cursed.txt");
+                       break;
+               case 1:
+                       filename = _("w_low_j.txt", "w_low.txt");
+                       break;
+               case 2:
+                       filename = _("w_med_j.txt", "w_med.txt");
+                       break;
+               default:
+                       filename = _("w_high_j.txt", "w_high.txt");
+               }
+       }
 
-               (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
+       (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
 #ifdef JP
-                if (return_name[0] == 0) get_table_name(return_name);
+       if (return_name[0] == 0) get_table_name(return_name);
 #endif
-       }
 }
 
+
 /*!
  * @brief ランダムアーティファクト生成のメインルーチン
  * @details 既に生成が済んでいるオブジェクトの構造体を、アーティファクトとして強化する。
+ * @param player_ptr プレーヤーへの参照ポインタ
  * @param o_ptr 対象のオブジェクト構造体ポインタ
  * @param a_scroll アーティファクト生成の巻物上の処理。呪いのアーティファクトが生成対象外となる。
  * @return 常にTRUE(1)を返す
  */
-bool create_artifact(object_type *o_ptr, bool a_scroll)
+bool become_random_artifact(player_type *player_ptr, object_type *o_ptr, bool a_scroll)
 {
-       char    new_name[1024];
-       int     has_pval = 0;
-       int     powers = randint1(5) + 1;
-       int     max_powers;
-       int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
-       int     power_level;
-       s32b    total_flags;
-       bool    a_cursed = FALSE;
-       int     warrior_artifact_bias = 0;
-       int i;
-
        /* Reset artifact bias */
        o_ptr->artifact_bias = 0;
 
@@ -1774,97 +1636,103 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
        o_ptr->name1 = 0;
        o_ptr->name2 = 0;
 
-       for (i = 0; i < TR_FLAG_SIZE; i++)
+       for (int i = 0; i < TR_FLAG_SIZE; i++)
                o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
 
+       bool has_pval = FALSE;
        if (o_ptr->pval) has_pval = TRUE;
 
+       int warrior_artifact_bias = 0;
        if (a_scroll && one_in_(4))
        {
-               switch (p_ptr->pclass)
-               {
-                       case CLASS_WARRIOR:
-                       case CLASS_BERSERKER:
-                       case CLASS_ARCHER:
-                       case CLASS_SAMURAI:
-                       case CLASS_CAVALRY:
-                       case CLASS_SMITH:
-                               o_ptr->artifact_bias = BIAS_WARRIOR;
-                               break;
-                       case CLASS_MAGE:
-                       case CLASS_HIGH_MAGE:
-                       case CLASS_SORCERER:
-                       case CLASS_MAGIC_EATER:
-                       case CLASS_BLUE_MAGE:
-                               o_ptr->artifact_bias = BIAS_MAGE;
-                               break;
-                       case CLASS_PRIEST:
-                               o_ptr->artifact_bias = BIAS_PRIESTLY;
-                               break;
-                       case CLASS_ROGUE:
-                       case CLASS_NINJA:
-                               o_ptr->artifact_bias = BIAS_ROGUE;
-                               warrior_artifact_bias = 25;
-                               break;
-                       case CLASS_RANGER:
-                       case CLASS_SNIPER:
-                               o_ptr->artifact_bias = BIAS_RANGER;
-                               warrior_artifact_bias = 30;
-                               break;
-                       case CLASS_PALADIN:
-                               o_ptr->artifact_bias = BIAS_PRIESTLY;
-                               warrior_artifact_bias = 40;
-                               break;
-                       case CLASS_WARRIOR_MAGE:
-                       case CLASS_RED_MAGE:
-                               o_ptr->artifact_bias = BIAS_MAGE;
-                               warrior_artifact_bias = 40;
-                               break;
-                       case CLASS_CHAOS_WARRIOR:
-                               o_ptr->artifact_bias = BIAS_CHAOS;
-                               warrior_artifact_bias = 40;
-                               break;
-                       case CLASS_MONK:
-                       case CLASS_FORCETRAINER:
-                               o_ptr->artifact_bias = BIAS_PRIESTLY;
-                               break;
-                       case CLASS_MINDCRAFTER:
-                       case CLASS_BARD:
-                               if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
-                               break;
-                       case CLASS_TOURIST:
-                               if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
-                               break;
-                       case CLASS_IMITATOR:
-                               if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
-                               break;
-                       case CLASS_BEASTMASTER:
-                               o_ptr->artifact_bias = BIAS_CHR;
-                               warrior_artifact_bias = 50;
-                               break;
-                       case CLASS_MIRROR_MASTER:
-                               if (randint1(4) > 1) 
-                               {
-                                   o_ptr->artifact_bias = BIAS_MAGE;
-                               }
-                               else
-                               {
-                                   o_ptr->artifact_bias = BIAS_ROGUE;
-                               }
-                               break;
+               switch (player_ptr->pclass)
+               {
+               case CLASS_WARRIOR:
+               case CLASS_BERSERKER:
+               case CLASS_ARCHER:
+               case CLASS_SAMURAI:
+               case CLASS_CAVALRY:
+               case CLASS_SMITH:
+                       o_ptr->artifact_bias = BIAS_WARRIOR;
+                       break;
+               case CLASS_MAGE:
+               case CLASS_HIGH_MAGE:
+               case CLASS_SORCERER:
+               case CLASS_MAGIC_EATER:
+               case CLASS_BLUE_MAGE:
+                       o_ptr->artifact_bias = BIAS_MAGE;
+                       break;
+               case CLASS_PRIEST:
+                       o_ptr->artifact_bias = BIAS_PRIESTLY;
+                       break;
+               case CLASS_ROGUE:
+               case CLASS_NINJA:
+                       o_ptr->artifact_bias = BIAS_ROGUE;
+                       warrior_artifact_bias = 25;
+                       break;
+               case CLASS_RANGER:
+               case CLASS_SNIPER:
+                       o_ptr->artifact_bias = BIAS_RANGER;
+                       warrior_artifact_bias = 30;
+                       break;
+               case CLASS_PALADIN:
+                       o_ptr->artifact_bias = BIAS_PRIESTLY;
+                       warrior_artifact_bias = 40;
+                       break;
+               case CLASS_WARRIOR_MAGE:
+               case CLASS_RED_MAGE:
+                       o_ptr->artifact_bias = BIAS_MAGE;
+                       warrior_artifact_bias = 40;
+                       break;
+               case CLASS_CHAOS_WARRIOR:
+                       o_ptr->artifact_bias = BIAS_CHAOS;
+                       warrior_artifact_bias = 40;
+                       break;
+               case CLASS_MONK:
+               case CLASS_FORCETRAINER:
+                       o_ptr->artifact_bias = BIAS_PRIESTLY;
+                       break;
+               case CLASS_MINDCRAFTER:
+               case CLASS_BARD:
+                       if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
+                       break;
+               case CLASS_TOURIST:
+                       if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
+                       break;
+               case CLASS_IMITATOR:
+                       if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
+                       break;
+               case CLASS_BEASTMASTER:
+                       o_ptr->artifact_bias = BIAS_CHR;
+                       warrior_artifact_bias = 50;
+                       break;
+               case CLASS_MIRROR_MASTER:
+                       if (randint1(4) > 1)
+                       {
+                               o_ptr->artifact_bias = BIAS_MAGE;
+                       }
+                       else
+                       {
+                               o_ptr->artifact_bias = BIAS_ROGUE;
+                       }
+
+                       break;
                }
        }
 
        if (a_scroll && (randint1(100) <= warrior_artifact_bias))
                o_ptr->artifact_bias = BIAS_WARRIOR;
 
+       GAME_TEXT new_name[1024];
        strcpy(new_name, "");
 
+       bool a_cursed = FALSE;
        if (!a_scroll && one_in_(A_CURSED))
                a_cursed = TRUE;
        if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
                a_cursed = TRUE;
 
+       int powers = randint1(5) + 1;
        while (one_in_(powers) || one_in_(7) || one_in_(10))
                powers++;
 
@@ -1873,54 +1741,46 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
 
        if (a_cursed) powers /= 2;
 
-       max_powers = powers;
-       /* Main loop */
+       int max_powers = powers;
+       int max_type = object_is_weapon_ammo(o_ptr) ? 7 : 5;
        while (powers--)
        {
                switch (randint1(max_type))
                {
-                       case 1: case 2:
-                               random_plus(o_ptr);
-                               has_pval = TRUE;
-                               break;
-                       case 3: case 4:
-                               if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
+               case 1: case 2:
+                       random_plus(o_ptr);
+                       has_pval = TRUE;
+                       break;
+               case 3: case 4:
+                       if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
+                       {
+                               if (a_cursed && !one_in_(13)) break;
+                               if (one_in_(13))
                                {
-                                       if (a_cursed && !one_in_(13)) break;
-                                       if (one_in_(13))
-                                       {
-                                               if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
-                                       }
-                                       else
-                                       {
-                                               if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
-                                       }
+                                       if (one_in_(o_ptr->ds + 4)) o_ptr->ds++;
                                }
                                else
-                                       random_resistance(o_ptr);
-                               break;
-                       case 5:
-                               random_misc(o_ptr);
-                               break;
-                       case 6: case 7:
-                               random_slay(o_ptr);
-                               break;
-                       default:
-                               if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
-                               powers++;
+                               {
+                                       if (one_in_(o_ptr->dd + 1)) o_ptr->dd++;
+                               }
+                       }
+                       else
+                               random_resistance(o_ptr);
+                       break;
+               case 5:
+                       random_misc(o_ptr);
+                       break;
+               case 6: case 7:
+                       random_slay(o_ptr);
+                       break;
+               default:
+                       if (current_world_ptr->wizard) msg_print("Switch error in become_random_artifact!");
+                       powers++;
                }
        };
 
        if (has_pval)
        {
-#if 0
-               add_flag(o_ptr->art_flags, TR_SHOW_MODS);
-
-               /* This one commented out by gw's request... */
-               if (!a_scroll)
-                       add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
-#endif
-
                if (have_flag(o_ptr->art_flags, TR_BLOWS))
                {
                        o_ptr->pval = randint1(2);
@@ -1932,8 +1792,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                        do
                        {
                                o_ptr->pval++;
-                       }
-                       while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
+                       } while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
                }
 
                if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
@@ -1957,12 +1816,12 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
        add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
        add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
 
-       total_flags = flag_cost(o_ptr, o_ptr->pval);
+       s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
 
-       if (a_cursed) curse_artifact(o_ptr);
+       if (a_cursed) curse_artifact(player_ptr, o_ptr);
 
        if (!a_cursed &&
-           one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
+               one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
        {
                o_ptr->xtra2 = 0;
                give_activation_power(o_ptr);
@@ -1970,23 +1829,23 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
 
        if (object_is_armour(o_ptr))
        {
-               while ((o_ptr->to_d+o_ptr->to_h) > 20)
+               while ((o_ptr->to_d + o_ptr->to_h) > 20)
                {
                        if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
-                       o_ptr->to_d -= (s16b)randint0(3);
-                       o_ptr->to_h -= (s16b)randint0(3);
+                       o_ptr->to_d -= (HIT_POINT)randint0(3);
+                       o_ptr->to_h -= (HIT_PROB)randint0(3);
                }
-               while ((o_ptr->to_d+o_ptr->to_h) > 10)
+               while ((o_ptr->to_d + o_ptr->to_h) > 10)
                {
                        if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
-                       o_ptr->to_d -= (s16b)randint0(3);
-                       o_ptr->to_h -= (s16b)randint0(3);
+                       o_ptr->to_d -= (HIT_POINT)randint0(3);
+                       o_ptr->to_h -= (HIT_PROB)randint0(3);
                }
        }
 
        if (((o_ptr->artifact_bias == BIAS_MAGE) || (o_ptr->artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
 
-       if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
+       if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
        {
                o_ptr->to_h = 0;
                o_ptr->to_d = 0;
@@ -2010,1703 +1869,154 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
        }
 
-       if (!object_is_weapon_ammo(o_ptr))
-       {
-               /* For armors */
-               if (a_cursed) power_level = 0;
-               else if (total_flags < 15000) power_level = 1;
-               else if (total_flags < 35000) power_level = 2;
-               else power_level = 3;
-       }
-
-       else
-       {
-               /* For weapons */
-               if (a_cursed) power_level = 0;
-               else if (total_flags < 20000) power_level = 1;
-               else if (total_flags < 45000) power_level = 2;
-               else power_level = 3;
-       }
-
-       /* 平均対邪ダメージが一定以上なら11/12(WEIRD_LUCK)でダメージ抑制処理を行う */
-       if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
-       {
-               msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
-               do
-               {
-                       if (weakening_artifact(o_ptr) == 0) break;
-               } while (suppression_evil_dam(o_ptr));
-       }
-
-       if (a_scroll)
-       {
-               char dummy_name[80] = "";
-               cptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
-
-               /* Identify it fully */
-               object_aware(o_ptr);
-               object_known(o_ptr);
-
-               /* Mark the item as fully known */
-               o_ptr->ident |= (IDENT_MENTAL);
-
-               /* For being treated as random artifact in screen_object() */
-               o_ptr->art_name = quark_add("");
-
-               (void)screen_object(o_ptr, 0L);
-
-               if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
-                   || !dummy_name[0])
-               {
-                       /* Cancelled */
-                       if (one_in_(2))
-                       {
-                               get_table_sindarin_aux(dummy_name);
-                       }
-                       else
-                       {
-                               get_table_name_aux(dummy_name);
-                       }
-               }
-               sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
-               chg_virtue(V_INDIVIDUALISM, 2);
-               chg_virtue(V_ENCHANT, 5);
-       }
-       else
-       {
-               get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
-       }
-
-       /* Save the inscription */
-       o_ptr->art_name = quark_add(new_name);
-
-       msg_format_wizard(CHEAT_OBJECT, _("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」",
-               "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
-
-       /* Window stuff */
-       p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
-       return TRUE;
-}
-
-/*!
- * @brief オブジェクトから能力発動IDを取得する。
- * @details いくつかのケースで定義されている発動効果から、
- * 鍛冶師による付与>固定アーティファクト>エゴ>ランダムアーティファクト>ベースアイテムの優先順位で走査していく。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動効果のIDを返す
- */
-int activation_index(object_type *o_ptr)
-{
-       /* Give priority to weaponsmith's essential activations */
-       if (object_is_smith(o_ptr))
-       {
-               switch (o_ptr->xtra3 - 1)
-               {
-               case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
-               case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
-               case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
-               case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
-               case TR_IMPACT: return ACT_QUAKE;
-               }
-       }
-
-       if (object_is_fixed_artifact(o_ptr))
-       {
-               if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
-               {
-                       return a_info[o_ptr->name1].act_idx;
-               }
-       }
-       if (object_is_ego(o_ptr))
-       {
-               if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
-               {
-                       return e_info[o_ptr->name2].act_idx;
-               }
-       }
-       if (!object_is_random_artifact(o_ptr))
-       {
-               if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
-               {
-                       return k_info[o_ptr->k_idx].act_idx;
-               }
-       }
-
-       return o_ptr->xtra2;
-}
-
-/*!
- * @brief オブジェクトから発動効果構造体のポインタを取得する。
- * @details activation_index() 関数の結果から参照する。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動効果構造体のポインタを返す
- */
-const activation_type* find_activation_info(object_type *o_ptr)
-{
-       const int index = activation_index(o_ptr);
-       const activation_type* p;
-
-       for (p = activation_info; p->flag != NULL; ++ p) {
-               if (p->index == index)
-               {
-                       return p;
-               }
-       }
-
-       return NULL;
-}
-
-/*!
- * @brief 発動によるブレスの属性をアイテムの耐性から選択し、実行を処理する。/ Dragon breath activation
- * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動実行の是非を返す。
- */
-static bool activate_dragon_breath(object_type *o_ptr)
-{
-       u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
-       int type[20];
-       cptr name[20];
-       int i, dir, t, n = 0;
-
-       if (!get_aim_dir(&dir)) return FALSE;
-
-       object_flags(o_ptr, flgs);
-
-       for (i = 0; dragonbreath_info[i].flag != 0; i++)
-       {
-               if (have_flag(flgs, dragonbreath_info[i].flag))
-               {
-                       type[n] = dragonbreath_info[i].type;
-                       name[n] = dragonbreath_info[i].name;
-                       n++;
-               }
-       }
-
-       /* Paranoia */
-       if (n == 0) return FALSE;
-
-       /* Stop speaking */
-       if (music_singing_any()) stop_singing();
-       if (hex_spelling_any()) stop_hex_spell_all();
-
-       t = randint0(n);
-       msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
-       fire_ball(type[t], dir, 250, -4);
-
-       return TRUE;
-}
-
-/*!
- * @brief アイテムの発動効果を処理する。
- * @details activate_random_artifact()とされているが、実際は全発動が統合された。
- * @todo 折を見て関数名を修正すること。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動実行の是非を返す。
- */
-bool activate_random_artifact(object_type *o_ptr)
-{
-       PLAYER_LEVEL plev = p_ptr->lev;
-       int k, dummy = 0;
-       DIRECTION dir;
-       cptr name = k_name + k_info[o_ptr->k_idx].name;
-       const activation_type* const act_ptr = find_activation_info(o_ptr);
-
-       /* Paranoia */
-       if (!act_ptr) {
-               /* Maybe forgot adding information to activation_info table ? */
-               msg_print("Activation information is not found.");
-               return FALSE;
-       }
-
-       /* Activate for attack */
-       switch (act_ptr->index)
-       {
-               case ACT_SUNLIGHT:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
-                       (void)lite_line(dir, damroll(6, 8));
-                       break;
-               }
-
-               case ACT_BO_MISS_1:
-               {
-                       msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_MISSILE, dir, damroll(2, 6));
-                       break;
-               }
-
-               case ACT_BA_POIS_1:
-               {
-                       msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_POIS, dir, 12, 3);
-                       break;
-               }
-
-               case ACT_BO_ELEC_1:
-               {
-                       msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_ELEC, dir, damroll(4, 8));
-                       break;
-               }
-
-               case ACT_BO_ACID_1:
-               {
-                       msg_print(_("それは酸に覆われた...","It is covered in acid..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_ACID, dir, damroll(5, 8));
-                       break;
-               }
-
-               case ACT_BO_COLD_1:
-               {
-                       msg_print(_("それは霜に覆われた...","It is covered in frost..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_COLD, dir, damroll(6, 8));
-                       break;
-               }
-
-               case ACT_BO_FIRE_1:
-               {
-                       msg_print(_("それは炎に覆われた...","It is covered in fire..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_FIRE, dir, damroll(9, 8));
-                       break;
-               }
-
-               case ACT_BA_COLD_1:
-               {
-                       msg_print(_("それは霜に覆われた...","It is covered in frost..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_COLD, dir, 48, 2);
-                       break;
-               }
-               
-               case ACT_BA_COLD_2:
-               {
-                       msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_COLD, dir, 100, 2);
-                       break;
-               }
-               
-               case ACT_BA_COLD_3:
-               {
-                       msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_COLD, dir, 400, 3);
-                       break;
-               }
-
-               case ACT_BA_FIRE_1:
-               {
-                       msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 72, 2);
-                       break;
-               }
-               
-               case ACT_BA_FIRE_2:
-               {
-                       msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 120, 3);
-                       break;
-               }
-               
-               case ACT_BA_FIRE_3:
-               {
-                       msg_print(_("深赤色に輝いている...", "It glows deep red..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 300, 3);
-                       break;
-               }
-               
-               case ACT_BA_FIRE_4:
-               {
-                       msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 100, 2);
-                       break;
-               }
-               
-               case ACT_BA_ELEC_2:
-               {
-                       msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_ELEC, dir, 100, 3);
-                       break;
-               }
-               
-               case ACT_BA_ELEC_3:
-               {
-                       msg_print(_("深青色に輝いている...", "It glows deep blue..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_ELEC, dir, 500, 3);
-                       break;
-               }
-               
-               case ACT_BA_ACID_1:
-               {
-                       msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_ACID, dir, 100, 2);
-                       break;
-               }
-               
-               case ACT_BA_NUKE_1:
-               {
-                       msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_NUKE, dir, 100, 2);
-                       break;
-               }
-               
-               case ACT_DRAIN_1:
-               {
-                       msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       if (drain_life(dir, 100))
-                       break;
-               }
-
-               case ACT_DRAIN_2:
-               {
-                       msg_print(_("黒く輝いている...", "It glows black..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       drain_life(dir, 120);
-                       break;
-               }
-
-               case ACT_VAMPIRE_1:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       for (dummy = 0; dummy < 3; dummy++)
-                       {
-                               if (drain_life(dir, 50))
-                               hp_player(50);
-                       }
-                       break;
-               }
-
-               case ACT_BO_MISS_2:
-               {
-                       msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_ARROW, dir, 150);
-                       break;
-               }
-
-               case ACT_WHIRLWIND:
-               {
-                       {
-                               int y = 0, x = 0;
-                               cave_type       *c_ptr;
-                               monster_type    *m_ptr;
-
-                               for (dir = 0; dir <= 9; dir++)
-                               {
-                                       y = p_ptr->y + ddy[dir];
-                                       x = p_ptr->x + ddx[dir];
-                                       c_ptr = &cave[y][x];
-
-                                       /* Get the monster */
-                                       m_ptr = &m_list[c_ptr->m_idx];
-
-                                       /* Hack -- attack monsters */
-                                       if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
-                                               py_attack(y, x, 0);
-                               }
-                       }
-                       break;
-               }
-
-               case ACT_VAMPIRE_2:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       for (dummy = 0; dummy < 3; dummy++)
-                       {
-                               if (drain_life(dir, 100))
-                               hp_player(100);
-                       }
-                       break;
-               }
-
-
-               case ACT_CALL_CHAOS:
-               {
-                       msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
-                       call_chaos();
-                       break;
-               }
-
-               case ACT_ROCKET:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       msg_print(_("ロケットを発射した!", "You launch a rocket!"));
-                       fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
-                       break;
-               }
-
-               case ACT_DISP_EVIL:
-               {
-                       msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
-                       dispel_evil(p_ptr->lev * 5);
-                       break;
-               }
-
-               case ACT_BA_MISS_3:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
-                       fire_ball(GF_MISSILE, dir, 300, -4);
-                       break;
-               }
-
-               case ACT_DISP_GOOD:
-               {
-                       msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
-                       dispel_good(p_ptr->lev * 5);
-                       break;
-               }
-
-               case ACT_BO_MANA:
-               {
-                       msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_ARROW, dir, 150);
-                       break;
-               }
-
-               case ACT_BA_WATER:
-               {
-                       msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_WATER, dir, 200, 3);
-                       break;
-               }
-
-               case ACT_BA_DARK:
-               {
-                       msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_DARK, dir, 250, 4);
-                       break;
-               }
-
-               case ACT_BA_MANA:
-               {
-                       msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_MANA, dir, 250, 4);
-                       break;
-               }
-
-               case ACT_PESTICIDE:
-               {
-                       msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
-                       (void)dispel_monsters(4);
-                       break;
-               }
-
-               case ACT_BLINDING_LIGHT:
-               {
-                       msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
-                       fire_ball(GF_LITE, 0, 300, 6);
-                       confuse_monsters(3 * p_ptr->lev / 2);
-                       break;
-               }
-
-               case ACT_BIZARRE:
-               {
-                       msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       ring_of_power(dir);
-                       break;
-               }
-
-               case ACT_CAST_BA_STAR:
-               {
-                       HIT_POINT num = damroll(5, 3);
-                       POSITION y = 0, x = 0;
-                       int attempts;
-                       msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
-                       for (k = 0; k < num; k++)
-                       {
-                               attempts = 1000;
-
-                               while (attempts--)
-                               {
-                                       scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
-
-                                       if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
-
-                                       if (!player_bold(y, x)) break;
-                               }
-
-                               project(0, 3, y, x, 150, GF_ELEC,
-                                                       (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
-                       }
-
-                       break;
-               }
-
-               case ACT_BLADETURNER:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
-                       fire_ball(GF_MISSILE, dir, 300, -4);
-                       msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
-                       (void)set_afraid(0);
-                       (void)set_hero(randint1(50) + 50, FALSE);
-                       (void)hp_player(10);
-                       (void)set_blessed(randint1(50) + 50, FALSE);
-                       (void)set_oppose_acid(randint1(50) + 50, FALSE);
-                       (void)set_oppose_elec(randint1(50) + 50, FALSE);
-                       (void)set_oppose_fire(randint1(50) + 50, FALSE);
-                       (void)set_oppose_cold(randint1(50) + 50, FALSE);
-                       (void)set_oppose_pois(randint1(50) + 50, FALSE);
-                       break;
-               }
-
-               case ACT_BR_FIRE:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 200, -2);
-                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
-                       {
-                               (void)set_oppose_fire(randint1(20) + 20, FALSE);
-                       }
-                       break;
-               }
-               case ACT_BR_COLD:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_COLD, dir, 200, -2);
-                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
-                       {
-                               (void)set_oppose_cold(randint1(20) + 20, FALSE);
-                       }
-                       break;
-               }
-               case ACT_BR_DRAGON:
-               {
-                       if (!activate_dragon_breath(o_ptr)) return FALSE;
-                       break;
-               }
-
-               /* Activate for other offensive action */
-
-               case ACT_CONFUSE:
-               {
-                       msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       confuse_monster(dir, 20);
-                       break;
-               }
-
-               case ACT_SLEEP:
-               {
-                       msg_print(_("深青色に輝いている...", "It glows deep blue..."));
-                       sleep_monsters_touch();
-                       break;
-               }
-
-               case ACT_QUAKE:
-               {
-                       earthquake(p_ptr->y, p_ptr->x, 5);
-                       break;
-               }
-
-               case ACT_TERROR:
-               {
-                       turn_monsters(40 + p_ptr->lev);
-                       break;
-               }
-
-               case ACT_TELE_AWAY:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       (void)fire_beam(GF_AWAY_ALL, dir, plev);
-                       break;
-               }
-
-               case ACT_BANISH_EVIL:
-               {
-                       if (banish_evil(100))
-                       {
-                               msg_print(_("アーティファクトの力が邪悪を打ち払った!", "The power of the artifact banishes evil!"));
-                       }
-                       break;
-               }
-
-               case ACT_GENOCIDE:
-               {
-                       msg_print(_("深青色に輝いている...", "It glows deep blue..."));
-                       (void)symbol_genocide(200, TRUE);
-                       break;
-               }
-
-               case ACT_MASS_GENO:
-               {
-                       msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
-                       (void)mass_genocide(200, TRUE);
-                       break;
-               }
-
-               case ACT_SCARE_AREA:
-               {
-                       if (music_singing_any()) stop_singing();
-                       if (hex_spelling_any()) stop_hex_spell_all();
-                       msg_print(_("あなたは力強い突風を吹き鳴らした。周囲の敵が震え上っている!",
-                                       "You wind a mighty blast; your enemies tremble!"));
-                       (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
-                       break;
-               }
-
-               case ACT_AGGRAVATE:
-               {
-                       if (o_ptr->name1 == ART_HYOUSIGI)
-                       {
-                               msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
-                       }
-                       else
-                       {
-                               msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
-                       }
-                       aggravate_monsters(0);
-                       break;
-               }
-
-               /* Activate for summoning / charming */
-
-               case ACT_CHARM_ANIMAL:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       (void)charm_animal(dir, plev * 2);
-                       break;
-               }
-
-               case ACT_CHARM_UNDEAD:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       (void)control_one_undead(dir, plev * 2);
-                       break;
-               }
-
-               case ACT_CHARM_OTHER:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       (void)charm_monster(dir, plev * 2);
-                       break;
-               }
-
-               case ACT_CHARM_ANIMALS:
-               {
-                       (void)charm_animals(plev * 2);
-                       break;
-               }
-
-               case ACT_CHARM_OTHERS:
-               {
-                       charm_monsters(plev * 2);
-                       break;
-               }
-
-               case ACT_SUMMON_ANIMAL:
-               {
-                       (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
-                       break;
-               }
-
-               case ACT_SUMMON_PHANTOM:
-               {
-                       msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
-                       (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
-                       break;
-               }
-
-               case ACT_SUMMON_ELEMENTAL:
-               {
-                       bool pet = one_in_(3);
-                       u32b mode = 0L;
-
-                       if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
-                       if (pet) mode |= PM_FORCE_PET;
-                       else mode |= PM_NO_PET;
-
-                       if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
-                       {
-                               msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
-                               if (pet)
-                                       msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
-                               else
-                                       msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
-                       }
-
-                       break;
-               }
-
-               case ACT_SUMMON_DEMON:
-               {
-                       bool pet = one_in_(3);
-                       u32b mode = 0L;
-
-                       if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
-                       if (pet) mode |= PM_FORCE_PET;
-                       else mode |= PM_NO_PET;
-
-                       if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
-                       {
-                               msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
-                               if (pet)
-                                       msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
-                               else
-                                       msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
-                       }
-
-                       break;
-               }
-
-               case ACT_SUMMON_UNDEAD:
-               {
-                       bool pet = one_in_(3);
-                       int type;
-                       u32b mode = 0L;
-
-                       type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
-
-                       if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
-                       if (pet) mode |= PM_FORCE_PET;
-                       else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
-
-                       if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
-                       {
-                               msg_print(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
-                                               "Cold winds begin to blow around you, carrying with them the stench of decay..."));
-                               if (pet)
-                               msg_print(_("古えの死せる者共があなたに仕えるため土から甦った!",
-                                               "Ancient, long-dead forms arise from the ground to serve you!"));
-                               else
-                               msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
-                                               "'The dead arise... to punish you for disturbing them!'"));
-                       }
-
-                       break;
-               }
-
-               case ACT_SUMMON_HOUND:
-               {
-                       u32b mode = PM_ALLOW_GROUP;
-                       bool pet = !one_in_(5);
-                       if (pet) mode |= PM_FORCE_PET;
-                       else mode |= PM_NO_PET;
-
-                       if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
-                       {
-
-                               if (pet)
-                                       msg_print(_("ハウンドがあなたの下僕として出現した。",
-                                               "A group of hounds appear as your servant."));
-                               else
-                                       msg_print(_("ハウンドはあなたに牙を向けている!",
-                                               "A group of hounds appear as your enemy!"));
-                       }
-
-                       break;
-               }
-
-               case ACT_SUMMON_DAWN:
-               {
-                       msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
-                       (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
-                       break;
-               }
-
-               case ACT_SUMMON_OCTOPUS:
-               {
-                       u32b mode = PM_ALLOW_GROUP;
-                       bool pet = !one_in_(5);
-                       if (pet) mode |= PM_FORCE_PET;
-
-                       if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
-                       {
-                               if (pet)
-                                       msg_print(_("蛸があなたの下僕として出現した。", "A group of octopuses appear as your servant."));
-                               else
-                                       msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
-                       }
-
-                       break;
-               }
-
-               /* Activate for healing */
-
-               case ACT_CHOIR_SINGS:
-               {
-                       msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
-                       (void)set_poisoned(0);
-                       (void)set_cut(0);
-                       (void)set_stun(0);
-                       (void)set_confused(0);
-                       (void)set_blind(0);
-                       (void)set_afraid(0);
-                       (void)set_hero(randint1(25) + 25, FALSE);
-                       (void)hp_player(777);
-                       break;
-               }
-
-               case ACT_CURE_LW:
-               {
-                       (void)set_afraid(0);
-                       (void)hp_player(30);
-                       break;
-               }
-
-               case ACT_CURE_MW:
-               {
-                       msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
-                       hp_player(damroll(4, 8));
-                       (void)set_cut((p_ptr->cut / 2) - 50);
-                       break;
-               }
-
-               case ACT_CURE_POISON:
-               {
-                       msg_print(_("深青色に輝いている...", "It glows deep blue..."));
-                       (void)set_afraid(0);
-                       (void)set_poisoned(0);
-                       break;
-               }
-
-               case ACT_REST_EXP:
-               {
-                       msg_print(_("深紅に輝いている...", "It glows a deep red..."));
-                       restore_level();
-                       break;
-               }
-
-               case ACT_REST_ALL:
-               {
-                       msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
-                       (void)do_res_stat(A_STR);
-                       (void)do_res_stat(A_INT);
-                       (void)do_res_stat(A_WIS);
-                       (void)do_res_stat(A_DEX);
-                       (void)do_res_stat(A_CON);
-                       (void)do_res_stat(A_CHR);
-                       (void)restore_level();
-                       break;
-               }
-
-               case ACT_CURE_700:
-               {
-                       msg_print(_("深青色に輝いている...","It glows deep blue..."));
-                       msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
-                       (void)hp_player(700);
-                       (void)set_cut(0);
-                       break;
-               }
-
-               case ACT_CURE_1000:
-               {
-                       msg_print(_("白く明るく輝いている...","It glows a bright white..."));
-                       msg_print(_("ひじょうに気分がよい...","You feel much better..."));
-                       (void)hp_player(1000);
-                       (void)set_cut(0);
-                       break;
-               }
-
-               case ACT_CURING:
-               {
-                       msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
-                       (void)set_poisoned(0);
-                       (void)set_confused(0);
-                       (void)set_blind(0);
-                       (void)set_stun(0);
-                       (void)set_cut(0);
-                       (void)set_image(0);
-
-                       break;
-               }
-
-               case ACT_CURE_MANA_FULL:
-               {
-                       msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
-                       if (p_ptr->pclass == CLASS_MAGIC_EATER)
-                       {
-                               int i;
-                               for (i = 0; i < EATER_EXT*2; i++)
-                               {
-                                       p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
-                                       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;
-                               }
-                               for (; i < EATER_EXT*3; i++)
-                               {
-                                       KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
-                                       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;
-                                       if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
-                               }
-                               msg_print(_("頭がハッキリとした。", "You feel your head clear."));
-                               p_ptr->window |= (PW_PLAYER);
-                       }
-                       else if (p_ptr->csp < p_ptr->msp)
-                       {
-                               p_ptr->csp = p_ptr->msp;
-                               p_ptr->csp_frac = 0;
-                               msg_print(_("頭がハッキリとした。", "You feel your head clear."));
-                               p_ptr->redraw |= (PR_MANA);
-                               p_ptr->window |= (PW_PLAYER);
-                               p_ptr->window |= (PW_SPELL);
-                       }
-                       break;
-               }
-
-               /* Activate for timed effect */
-
-               case ACT_ESP:
-               {
-                       (void)set_tim_esp(randint1(30) + 25, FALSE);
-                       break;
-               }
-
-               case ACT_BERSERK:
-               {
-                       (void)set_afraid(0);
-                       (void)set_shero(randint1(25) + 25, FALSE);
-                       /* (void)set_afraid(0);
-                       (void)set_hero(randint1(50) + 50, FALSE);
-                       (void)set_blessed(randint1(50) + 50, FALSE);
-                       o_ptr->timeout = 100 + randint1(100); */
-                       break;
-               }
-
-               case ACT_PROT_EVIL:
-               {
-                       msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
-                       k = 3 * p_ptr->lev;
-                       (void)set_protevil(randint1(25) + k, FALSE);
-                       break;
-               }
-
-               case ACT_RESIST_ALL:
-               {
-                       msg_print(_("様々な色に輝いている...", "It glows many colours..."));
-                       (void)set_oppose_acid(randint1(40) + 40, FALSE);
-                       (void)set_oppose_elec(randint1(40) + 40, FALSE);
-                       (void)set_oppose_fire(randint1(40) + 40, FALSE);
-                       (void)set_oppose_cold(randint1(40) + 40, FALSE);
-                       (void)set_oppose_pois(randint1(40) + 40, FALSE);
-                       break;
-               }
-
-               case ACT_SPEED:
-               {
-                       msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
-                       (void)set_fast(randint1(20) + 20, FALSE);
-                       break;
-               }
-
-               case ACT_XTRA_SPEED:
-               {
-                       msg_print(_("明るく輝いている...", "It glows brightly..."));
-                       (void)set_fast(randint1(75) + 75, FALSE);
-                       break;
-               }
-
-               case ACT_WRAITH:
-               {
-                       set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
-                       break;
-               }
-
-               case ACT_INVULN:
-               {
-                       (void)set_invuln(randint1(8) + 8, FALSE);
-                       break;
-               }
-
-               case ACT_HELO:
-               {
-                       (void)set_afraid(0);
-                       set_hero(randint1(25)+25, FALSE);
-                       hp_player(10);
-                       break;
-               }
-
-               case ACT_HELO_SPEED:
-               {
-                       (void)set_fast(randint1(50) + 50, FALSE);
-                       hp_player(10);
-                       set_afraid(0);
-                       set_hero(randint1(50) + 50, FALSE);
-                       break;
-               }
-
-               case ACT_RESIST_ACID:
-               {
-                       msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
-                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
-                       {
-                               if (!get_aim_dir(&dir)) return FALSE;
-                               fire_ball(GF_ACID, dir, 100, 2);
-                       }
-                       (void)set_oppose_acid(randint1(20) + 20, FALSE);
-                       break;
-               }
-
-               case ACT_RESIST_FIRE:
-               {
-                       msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
-                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
-                       {
-                               if (!get_aim_dir(&dir)) return FALSE;
-                               fire_ball(GF_FIRE, dir, 100, 2);
-                       }
-                       (void)set_oppose_fire(randint1(20) + 20, FALSE);
-                       break;
-               }
-
-               case ACT_RESIST_COLD:
-               {
-                       msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
-                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
-                       {
-                               if (!get_aim_dir(&dir)) return FALSE;
-                               fire_ball(GF_COLD, dir, 100, 2);
-                       }
-                       (void)set_oppose_cold(randint1(20) + 20, FALSE);
-                       break;
-               }
-
-               case ACT_RESIST_ELEC:
-               {
-                       msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
-                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
-                       {
-                               if (!get_aim_dir(&dir)) return FALSE;
-                               fire_ball(GF_ELEC, dir, 100, 2);
-                       }
-                       (void)set_oppose_elec(randint1(20) + 20, FALSE);
-                       break;
-               }
-
-               case ACT_RESIST_POIS:
-               {
-                       msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
-                       (void)set_oppose_pois(randint1(20) + 20, FALSE);
-                       break;
-               }
-
-               /* Activate for general purpose effect (detection etc.) */
-
-               case ACT_LIGHT:
-               {
-                       msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
-                       lite_area(damroll(2, 15), 3);
-                       break;
-               }
-
-               case ACT_MAP_LIGHT:
-               {
-                       msg_print(_("眩しく輝いた...", "It shines brightly..."));
-                       map_area(DETECT_RAD_MAP);
-                       lite_area(damroll(2, 15), 3);
-                       break;
-               }
-
-               case ACT_DETECT_ALL:
-               {
-                       msg_print(_("白く明るく輝いている...", "It glows bright white..."));
-                       msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
-                       detect_all(DETECT_RAD_DEFAULT);
-                       break;
-               }
-
-               case ACT_DETECT_XTRA:
-               {
-                       msg_print(_("明るく輝いている...", "It glows brightly..."));
-                       detect_all(DETECT_RAD_DEFAULT);
-                       probing();
-                       identify_fully(FALSE);
-                       break;
-               }
-
-               case ACT_ID_FULL:
-               {
-                       msg_print(_("黄色く輝いている...", "It glows yellow..."));
-                       identify_fully(FALSE);
-                       break;
-               }
-
-               case ACT_ID_PLAIN:
-               {
-                       if (!ident_spell(FALSE)) return FALSE;
-                       break;
-               }
-
-               case ACT_RUNE_EXPLO:
-               {
-                       msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
-                       explosive_rune();
-                       break;
-               }
-
-               case ACT_RUNE_PROT:
-               {
-                       msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
-                       warding_glyph();
-                       break;
-               }
-
-               case ACT_SATIATE:
-               {
-                       (void)set_food(PY_FOOD_MAX - 1);
-                       break;
-               }
-
-               case ACT_DEST_DOOR:
-               {
-                       msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
-                       destroy_doors_touch();
-                       break;
-               }
-
-               case ACT_STONE_MUD:
-               {
-                       msg_print(_("鼓動している...", "It pulsates..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       wall_to_mud(dir, 20 + randint1(30));
-                       break;
-               }
-
-               case ACT_RECHARGE:
-               {
-                       recharge(130);
-                       break;
-               }
-
-               case ACT_ALCHEMY:
-               {
-                       msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
-                       (void)alchemy();
-                       break;
-               }
-
-               case ACT_DIM_DOOR:
-               {
-                       msg_print(_("次元の扉が開いた。目的地を選んで下さい。", "You open a dimensional gate. Choose a destination."));
-                       if (!dimension_door()) return FALSE;
-                       break;
-               }
-
-
-               case ACT_TELEPORT:
-               {
-                       msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
-                       teleport_player(100, 0L);
-                       break;
-               }
-
-               case ACT_RECALL:
-               {
-                       msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
-                       if (!word_of_recall()) return FALSE;
-                       break;
-               }
-
-               case ACT_JUDGE:
-               {
-                       msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
-                       chg_virtue(V_KNOWLEDGE, 1);
-                       chg_virtue(V_ENLIGHTEN, 1);
-                       wiz_lite(FALSE);
-                       
-                       msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
-                       take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
-                       
-                       (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
-                       (void)detect_doors(DETECT_RAD_DEFAULT);
-                       (void)detect_stairs(DETECT_RAD_DEFAULT);
-                       
-                       if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
-                       {
-                               (void)word_of_recall();
-                       }
-
-                       break;
-               }
-
-               case ACT_TELEKINESIS:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
-                       fetch(dir, 500, TRUE);
-                       break;
-               }
-
-               case ACT_DETECT_UNIQUE:
-               {
-                       int i;
-                       monster_type *m_ptr;
-                       monster_race *r_ptr;
-                       msg_print(_("奇妙な場所が頭の中に浮かんだ...", "Some strange places show up in your mind. And you see ..."));
-                       /* Process the monsters (backwards) */
-                       for (i = m_max - 1; i >= 1; i--)
-                       {
-                               /* Access the monster */
-                               m_ptr = &m_list[i];
-
-                               /* Ignore "dead" monsters */
-                               if (!m_ptr->r_idx) continue;
-
-                               r_ptr = &r_info[m_ptr->r_idx];
-
-                               if(r_ptr->flags1 & RF1_UNIQUE)
-                               {
-                                       msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
-                               }
-                       }
-                       break;
-               }
-
-               case ACT_ESCAPE:
-               {
-                       switch (randint1(13))
-                       {
-                       case 1: case 2: case 3: case 4: case 5:
-                               teleport_player(10, 0L);
-                               break;
-                       case 6: case 7: case 8: case 9: case 10:
-                               teleport_player(222, 0L);
-                               break;
-                       case 11: case 12:
-                               (void)stair_creation();
-                               break;
-                       default:
-                               if (get_check(_("この階を去りますか?", "Leave this level? ")))
-                               {
-                                       if (autosave_l) do_cmd_save_game(TRUE);
-
-                                       /* Leaving */
-                                       p_ptr->leaving = TRUE;
-                               }
-                       }
-                       break;
-               }
-
-               case ACT_DISP_CURSE_XTRA:
-               {
-                       msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
-                       if (remove_all_curse())
-                       {
-                               msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
-                       }
-                       (void)probing();
-                       break;
-               }
-
-               case ACT_BRAND_FIRE_BOLTS:
-               {
-                       msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
-                       (void)brand_bolts();
-                       break;
-               }
-
-               case ACT_RECHARGE_XTRA:
-               {
-                       msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
-                       if (!recharge(1000)) return FALSE;
-                       break;
-               }
-
-               case ACT_LORE:
-               {
-                       msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
-                       if (!ident_spell(FALSE)) return FALSE;
-
-                       if (mp_ptr->spell_book)
-                       {
-                               /* Sufficient mana */
-                               if (20 <= p_ptr->csp)
-                               {
-                                       /* Use some mana */
-                                       p_ptr->csp -= 20;
-                               }
-
-                               /* Over-exert the player */
-                               else
-                               {
-                                       int oops = 20 - p_ptr->csp;
-
-                                       /* No mana left */
-                                       p_ptr->csp = 0;
-                                       p_ptr->csp_frac = 0;
-
-                                       /* Message */
-                                       msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
-                                       /* Hack -- Bypass free action */
-                                       (void)set_paralyzed(p_ptr->paralyzed +
-                                               randint1(5 * oops + 1));
-
-                                       /* Confusing. */
-                                       (void)set_confused(p_ptr->confused +
-                                               randint1(5 * oops + 1));
-                               }
-
-                               /* Redraw mana */
-                               p_ptr->redraw |= (PR_MANA);
-                       }
-                       take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
-                       /* Confusing. */
-                       if (one_in_(5)) (void)set_confused(p_ptr->confused +
-                               randint1(10));
-
-                       /* Exercise a little care... */
-                       if (one_in_(20))
-                               take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
-                       break;
-               }
-
-               case ACT_SHIKOFUMI:
-               {
-                       msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
-                       (void)set_afraid(0);
-                       (void)set_hero(randint1(20) + 20, FALSE);
-                       dispel_evil(p_ptr->lev * 3);
-                       break;
-               }
-
-               case ACT_PHASE_DOOR:
-               {
-                       teleport_player(10, 0L);
-                       break;
-               }
-
-               case ACT_DETECT_ALL_MONS:
-               {
-                       (void)detect_monsters_invis(255);
-                       (void)detect_monsters_normal(255);
-                       break;
-               }
-
-               case ACT_ULTIMATE_RESIST:
-               {
-                       TIME_EFFECT v = randint1(25)+25;
-                       (void)set_afraid(0);
-                       (void)set_hero(v, FALSE);
-                       (void)hp_player(10);
-                       (void)set_blessed(v, FALSE);
-                       (void)set_oppose_acid(v, FALSE);
-                       (void)set_oppose_elec(v, FALSE);
-                       (void)set_oppose_fire(v, FALSE);
-                       (void)set_oppose_cold(v, FALSE);
-                       (void)set_oppose_pois(v, FALSE);
-                       (void)set_ultimate_res(v, FALSE);
-                       break;
-               }
-
-
-               /* Unique activation */
-               case ACT_CAST_OFF:
-               {
-                       int inv, t;
-                       OBJECT_IDX o_idx;
-                       char o_name[MAX_NLEN];
-                       object_type forge;
-
-                       /* Cast off activated item */
-                       for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
-                       {
-                               if (o_ptr == &inventory[inv]) break;
-                       }
-
-                       /* Paranoia */
-                       if (inv > INVEN_FEET) return FALSE;
-
-                       object_copy(&forge, o_ptr);
-                       inven_item_increase(inv, (0 - o_ptr->number));
-                       inven_item_optimize(inv);
-                       o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
-                       o_ptr = &o_list[o_idx];
-
-                       object_desc(o_name, o_ptr, OD_NAME_ONLY);
-                       msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
-
-                       /* Get effects */
-                       msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
-                       t = 20 + randint1(20);
-                       (void)set_blind(p_ptr->blind + t);
-                       (void)set_afraid(0);
-                       (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
-                       (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
-                       (void)set_hero(p_ptr->hero + t, FALSE);
-                       (void)set_blessed(p_ptr->blessed + t, FALSE);
-                       (void)set_fast(p_ptr->fast + t, FALSE);
-                       (void)set_shero(p_ptr->shero + t, FALSE);
-                       if (p_ptr->pclass == CLASS_FORCETRAINER)
-                       {
-                               P_PTR_KI = plev * 5 + 190;
-                               msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
-                       }
-
-                       break;
-               }
+       int power_level;
+       if (!object_is_weapon_ammo(o_ptr))
+       {
+               /* For armors */
+               if (a_cursed) power_level = 0;
+               else if (total_flags < 15000) power_level = 1;
+               else if (total_flags < 35000) power_level = 2;
+               else power_level = 3;
+       }
 
-               case ACT_FALLING_STAR:
-               {
-                       msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
-                       msg_print(_("「狂ほしく 血のごとき 月はのぼれり 秘めおきし 魔剣 いずこぞや」", "'Behold the blade arts.'"));
-                       massacre();
-                       break;
-               }
+       else
+       {
+               /* For weapons */
+               if (a_cursed) power_level = 0;
+               else if (total_flags < 20000) power_level = 1;
+               else if (total_flags < 45000) power_level = 2;
+               else power_level = 3;
+       }
 
-               case ACT_GRAND_CROSS:
-               {
-                       msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
-                       project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
-                       break;
-               }
+       /* ダメージ抑制処理を行う */
+       while (has_extreme_damage_rate(o_ptr) && !one_in_(SWORDFISH_LUCK))
+       {
+               weakening_artifact(o_ptr);
+       }
 
-               case ACT_TELEPORT_LEVEL:
-               {
-                       if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)"))) return FALSE;
-                       teleport_level(0);
-                       break;
-               }
+       if (a_scroll)
+       {
+               GAME_TEXT dummy_name[MAX_NLEN] = "";
+               concptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
 
-               case ACT_STRAIN_HASTE:
-               {
-                       int t;
-                       msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
-                       take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
-                       t = 25 + randint1(25);
-                       (void)set_fast(p_ptr->fast + t, FALSE);
-                       break;
-               }
+               object_aware(player_ptr, o_ptr);
+               object_known(o_ptr);
 
-               case ACT_FISHING:
-               {
-                       int x, y;
+               /* Mark the item as fully known */
+               o_ptr->ident |= (IDENT_FULL_KNOWN);
 
-                       if (!get_rep_dir2(&dir)) return FALSE;
-                       y = p_ptr->y+ddy[dir];
-                       x = p_ptr->x+ddx[dir];
-                       tsuri_dir = dir;
-                       if (!cave_have_flag_bold(y, x, FF_WATER))
-                       {
-                               msg_print(_("そこは水辺ではない。", "There is no fishing place."));
-                               return FALSE;
-                       }
-                       else if (cave[y][x].m_idx)
-                       {
-                               char m_name[80];
-                               monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
-                               msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
-                               p_ptr->energy_use = 0;
-                               return FALSE;
-                       }
-                       set_action(ACTION_FISH);
-                       p_ptr->redraw |= (PR_STATE);
-                       break;
-               }
+               /* For being treated as random artifact in screen_object() */
+               o_ptr->art_name = quark_add("");
 
-               case ACT_INROU:
-               {
-                       int count = 0, i;
-                       monster_type *m_ptr;
-                       cptr kakusan = "";
-                       
-                       if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
-                       {
-                               msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
-                               kakusan = "Suke-san";
-                               count++;
-                       }
-                       if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
-                       {
-                               msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
-                               kakusan = "Kaku-san";
-                               count++;
-                       }
-                       if (!count)
-                       {
-                               for (i = m_max - 1; i > 0; i--)
-                               {
-                                       m_ptr = &m_list[i];
-                                       if (!m_ptr->r_idx) continue;
-                                       if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
-                                       if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
-                                       if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
-                                       count++;
-                                       break;
-                               }
-                       }
+               (void)screen_object(player_ptr, o_ptr, 0L);
 
-                       if (count)
+               if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
+                       || !dummy_name[0])
+               {
+                       /* Cancelled */
+                       if (one_in_(2))
                        {
-                               msg_format(_("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」", 
-                                                       "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
-                               sukekaku = TRUE;
-                               stun_monsters(120);
-                               confuse_monsters(120);
-                               turn_monsters(120);
-                               stasis_monsters(120);
-                               sukekaku = FALSE;
+                               get_table_sindarin_aux(dummy_name);
                        }
                        else
                        {
-                               msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
-                       }
-                       break;
-               }
-
-               case ACT_MURAMASA:
-               {
-                       /* Only for Muramasa */
-                       if (o_ptr->name1 != ART_MURAMASA) return FALSE;
-                       if (get_check(_("本当に使いますか?", "Are you sure?!")))
-                       {
-                               msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
-                               do_inc_stat(A_STR);
-                               if (one_in_(2))
-                               {
-                                       msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
-                                       curse_weapon_object(TRUE, o_ptr);
-                               }
+                               get_table_name_aux(dummy_name);
                        }
-                       break;
-               }
-
-               case ACT_BLOODY_MOON:
-               {
-                       /* Only for Bloody Moon */
-                       if (o_ptr->name1 != ART_BLOOD) return FALSE;
-                       msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
-                       get_bloody_moon_flags(o_ptr);
-                       if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
-                       p_ptr->update |= (PU_BONUS | PU_HP);
-                       break;
                }
 
-               case ACT_CRIMSON:
-               {
-                       int num = 1;
-                       int i;
-                       int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       int tx, ty;
-
-                       /* Only for Crimson */
-                       if (o_ptr->name1 != ART_CRIMSON) return FALSE;
-
-                       msg_print(_("せっかくだから『クリムゾン』をぶっぱなすぜ!", "I'll fire CRIMSON! SEKKAKUDAKARA!"));
+               sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
+               chg_virtue(player_ptr, V_INDIVIDUALISM, 2);
+               chg_virtue(player_ptr, V_ENCHANT, 5);
+       }
+       else
+       {
+               get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
+       }
 
-                       if (!get_aim_dir(&dir)) return FALSE;
+       /* Save the inscription */
+       o_ptr->art_name = quark_add(new_name);
 
-                       /* Use the given direction */
-                       tx = p_ptr->x + 99 * ddx[dir];
-                       ty = p_ptr->y + 99 * ddy[dir];
+       msg_format_wizard(CHEAT_OBJECT, _("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」",
+               "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
 
-                       /* Hack -- Use an actual "target" */
-                       if ((dir == 5) && target_okay())
-                       {
-                               tx = target_col;
-                               ty = target_row;
-                       }
+       player_ptr->window |= (PW_INVEN | PW_EQUIP);
 
-                       if (p_ptr->pclass == CLASS_ARCHER)
-                       {
-                               /* Extra shot at level 10 */
-                               if (p_ptr->lev >= 10) num++;
+       return TRUE;
+}
 
-                               /* Extra shot at level 30 */
-                               if (p_ptr->lev >= 30) num++;
 
-                               /* Extra shot at level 45 */
-                               if (p_ptr->lev >= 45) num++;
-                       }
+/*!
+ * @brief オブジェクトから能力発動IDを取得する。
+ * @details いくつかのケースで定義されている発動効果から、
+ * 鍛冶師による付与>固定アーティファクト>エゴ>ランダムアーティファクト>ベースアイテムの優先順位で走査していく。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return 発動効果のIDを返す
+ */
+int activation_index(object_type *o_ptr)
+{
+       /* Give priority to weaponsmith's essential activations */
+       if (object_is_smith(o_ptr))
+       {
+               switch (o_ptr->xtra3 - 1)
+               {
+               case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
+               case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
+               case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
+               case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
+               case TR_IMPACT: return ACT_QUAKE;
+               }
+       }
 
-                       for (i = 0; i < num; i++)
-                               project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
-                       break;
+       if (object_is_fixed_artifact(o_ptr))
+       {
+               if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
+               {
+                       return a_info[o_ptr->name1].act_idx;
                }
+       }
 
-               default:
+       if (object_is_ego(o_ptr))
+       {
+               if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
                {
-                       msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
-                       return FALSE;
+                       return e_info[o_ptr->name2].act_idx;
                }
        }
 
-       /* Set activation timeout */
-       if (act_ptr->timeout.constant >= 0) {
-               o_ptr->timeout = (s16b)act_ptr->timeout.constant;
-               if (act_ptr->timeout.dice > 0) {
-                       o_ptr->timeout += randint1(act_ptr->timeout.dice);
-               }
-       } else {
-               /* Activations that have special timeout */
-               switch (act_ptr->index) {
-               case ACT_BR_FIRE:
-                       o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
-                       break;
-               case ACT_BR_COLD:
-                       o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
-                       break;
-               case ACT_TERROR:
-                       o_ptr->timeout = 3 * (p_ptr->lev + 10);
-                       break;
-               case ACT_MURAMASA:
-                       /* Nothing to do */
-                       break;
-               default:
-                       msg_format("Special timeout is not implemented: %d.", act_ptr->index);
-                       return FALSE;
+       if (!object_is_random_artifact(o_ptr))
+       {
+               if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
+               {
+                       return k_info[o_ptr->k_idx].act_idx;
                }
        }
 
-       return TRUE;
+       return o_ptr->xtra2;
 }
 
+
 /*!
- * @brief 固定アーティファクト『ブラッディムーン』の特性を変更する。
- * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
- * @param o_ptr 対象のオブジェクト構造体(ブラッディムーン)のポインタ
- * @return なし
+ * @brief オブジェクトから発動効果構造体のポインタを取得する。
+ * @details activation_index() 関数の結果から参照する。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return 発動効果構造体のポインタを返す
  */
-void get_bloody_moon_flags(object_type *o_ptr)
+const activation_type* find_activation_info(object_type *o_ptr)
 {
-       int dummy, i;
-
-       for (i = 0; i < TR_FLAG_SIZE; i++)
-               o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
-
-       dummy = randint1(2) + randint1(2);
-       for (i = 0; i < dummy; i++)
+       const int index = activation_index(o_ptr);
+       const activation_type* p;
+       for (p = activation_info; p->flag != NULL; ++p)
        {
-               int flag = randint0(26);
-               if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
-               else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
-               else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
-               else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
+               if (p->index == index)
+               {
+                       return p;
+               }
        }
 
-       dummy = randint1(2);
-       for (i = 0; i < dummy; i++) one_resistance(o_ptr);
-
-       for (i = 0; i < 2; i++)
-       {
-               int tmp = randint0(11);
-               if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
-               else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
-       }
+       return NULL;
 }
 
+
 /*!
  * @brief 固定アーティファクト生成時の特別なハードコーディング処理を行う。.
  * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
@@ -3714,17 +2024,22 @@ void get_bloody_moon_flags(object_type *o_ptr)
  * その他追加耐性、特性追加処理。
  * @attention プレイヤーの各種ステータスに依存した処理がある。
  * @todo 折を見て関数名を変更すること。
+ * @param player_ptr プレーヤーへの参照ポインタ
  * @param o_ptr 対象のオブジェクト構造体ポインタ
  * @param a_ptr 生成する固定アーティファクト構造体ポインタ
  * @return なし
  */
-void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
+void random_artifact_resistance(player_type *player_ptr, object_type *o_ptr, artifact_type *a_ptr)
 {
        bool give_resistance = FALSE, give_power = FALSE;
 
        if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
        {
-               if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
+               bool is_special_class = player_ptr->pclass == CLASS_WARRIOR;
+               is_special_class |= player_ptr->pclass == CLASS_ARCHER;
+               is_special_class |= player_ptr->pclass == CLASS_CAVALRY;
+               is_special_class |= player_ptr->pclass == CLASS_BERSERKER;
+               if (is_special_class)
                {
                        give_power = TRUE;
                        give_resistance = TRUE;
@@ -3734,7 +2049,7 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
                        add_flag(o_ptr->art_flags, TR_AGGRAVATE);
                        add_flag(o_ptr->art_flags, TR_TY_CURSE);
                        o_ptr->curse_flags |=
-                           (TRC_CURSED | TRC_HEAVY_CURSE);
+                               (TRC_CURSED | TRC_HEAVY_CURSE);
                        o_ptr->curse_flags |= get_curse(2, o_ptr);
                        return;
                }
@@ -3742,7 +2057,7 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
 
        if (o_ptr->name1 == ART_MURAMASA)
        {
-               if (p_ptr->pclass != CLASS_SAMURAI)
+               if (player_ptr->pclass != CLASS_SAMURAI)
                {
                        add_flag(o_ptr->art_flags, TR_NO_MAGIC);
                        o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
@@ -3751,7 +2066,7 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
 
        if (o_ptr->name1 == ART_ROBINTON)
        {
-               if (p_ptr->pclass == CLASS_BARD)
+               if (player_ptr->pclass == CLASS_BARD)
                {
                        add_flag(o_ptr->art_flags, TR_DEC_MANA);
                }
@@ -3759,7 +2074,7 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
 
        if (o_ptr->name1 == ART_XIAOLONG)
        {
-               if (p_ptr->pclass == CLASS_MONK)
+               if (player_ptr->pclass == CLASS_MONK)
                        add_flag(o_ptr->art_flags, TR_BLOWS);
        }
 
@@ -3770,7 +2085,7 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
 
        if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
        {
-               if (p_ptr->psex != SEX_FEMALE)
+               if (player_ptr->psex != SEX_FEMALE)
                {
                        add_flag(o_ptr->art_flags, TR_AGGRAVATE);
                }
@@ -3778,7 +2093,7 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
 
        if (o_ptr->name1 == ART_MILIM)
        {
-               if (p_ptr->pseikaku == SEIKAKU_SEXY)
+               if (player_ptr->pseikaku == SEIKAKU_SEXY)
                {
                        o_ptr->pval = 3;
                        add_flag(o_ptr->art_flags, TR_STR);
@@ -3814,6 +2129,7 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
 /*!
  * @brief フロアの指定された位置に固定アーティファクトを生成する。 / Create the artifact of the specified number
  * @details 固定アーティファクト構造体から基本ステータスをコピーした後、所定の座標でdrop_item()で落とす。
+ * @param player_ptr プレーヤーへの参照ポインタ
  * @param a_idx 生成する固定アーティファクト構造体のID
  * @param y アイテムを落とす地点のy座標
  * @param x アイテムを落とす地点のx座標
@@ -3822,31 +2138,24 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
  * 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
  * drop_near()関数の返り値は信用できなくなる.
  */
-bool create_named_art(int a_idx, int y, int x)
+bool create_named_art(player_type *player_ptr, ARTIFACT_IDX a_idx, POSITION y, POSITION x)
 {
-       object_type forge;
-       object_type *q_ptr;
-       IDX i;
-
        artifact_type *a_ptr = &a_info[a_idx];
 
-       /* Get local object */
-       q_ptr = &forge;
-
        /* Ignore "empty" artifacts */
        if (!a_ptr->name) return FALSE;
 
        /* Acquire the "kind" index */
-       i = lookup_kind(a_ptr->tval, a_ptr->sval);
+       KIND_OBJECT_IDX i = lookup_kind(a_ptr->tval, a_ptr->sval);
+       if (i == 0) return FALSE;
 
-       /* Oops */
-       if (!i) return FALSE;
-
-       /* Create the artifact */
+       object_type forge;
+       object_type *q_ptr;
+       q_ptr = &forge;
        object_prep(q_ptr, i);
 
        /* Save the name */
-       q_ptr->name1 = (byte_hack)a_idx;
+       q_ptr->name1 = a_idx;
 
        /* Extract the fields */
        q_ptr->pval = a_ptr->pval;
@@ -3866,28 +2175,29 @@ bool create_named_art(int a_idx, int y, int x)
        if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
        if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
 
-       random_artifact_resistance(q_ptr, a_ptr);
+       random_artifact_resistance(player_ptr, q_ptr, a_ptr);
 
        /* Drop the artifact from heaven */
-       return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
+       return drop_near(player_ptr, q_ptr, -1, y, x) ? TRUE : FALSE;
 }
+
+
 /*対邪平均ダメージの計算処理*/
-int calc_arm_avgdamage(object_type *o_ptr)
+HIT_POINT calc_arm_avgdamage(object_type *o_ptr)
 {
-       u32b flgs[TR_FLAG_SIZE];
+       BIT_FLAGS flgs[TR_FLAG_SIZE];
        object_flags(o_ptr, flgs);
 
-       HIT_POINT dam, base, s_evil, forced, vorpal;
-       dam = base = s_evil = forced = vorpal = 0;
+       HIT_POINT base, forced, vorpal;
+       HIT_POINT s_evil = forced = vorpal = 0;
+       HIT_POINT dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
 
-       dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
-
-       if(have_flag(flgs, TR_KILL_EVIL))
+       if (have_flag(flgs, TR_KILL_EVIL))
        {
                dam = s_evil = dam * 7 / 2;
        }
-       else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
-       {       
+       else if (!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
+       {
                dam = s_evil = dam * 2;
        }
        else s_evil = dam;
@@ -3898,7 +2208,7 @@ int calc_arm_avgdamage(object_type *o_ptr)
        }
        else forced = dam;
 
-       if(have_flag(flgs, TR_VORPAL))
+       if (have_flag(flgs, TR_VORPAL))
        {
                dam = vorpal = dam * 11 / 9;
        }
@@ -3906,99 +2216,236 @@ int calc_arm_avgdamage(object_type *o_ptr)
 
        dam = dam + o_ptr->to_d;
 
-       msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
-               base, s_evil, forced, vorpal, dam);
+       msg_format_wizard(CHEAT_OBJECT, "素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d", base, s_evil, forced, vorpal, dam);
 
-       return(dam);
+       return dam;
 }
 
-static int suppression_evil_dam(object_type *o_ptr)
+
+static bool has_extreme_damage_rate(object_type *o_ptr)
 {
-       int num = FALSE;
-       u32b flgs[TR_FLAG_SIZE];
+       BIT_FLAGS flgs[TR_FLAG_SIZE];
        object_flags(o_ptr, flgs);
 
        if (have_flag(flgs, TR_VAMPIRIC))
        {
-               if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
+               if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
                {
-                       num = TRUE;
+                       return TRUE;
                }
-               else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
+
+               if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
                {
-                       num = TRUE;
+                       return TRUE;
                }
-               else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
+
+               if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
                {
-                       num = TRUE;
+                       return TRUE;
                }
-               else if (calc_arm_avgdamage(o_ptr) > 63)
+
+               if (calc_arm_avgdamage(o_ptr) > 63)
                {
-                       num = TRUE;
+                       return TRUE;
                }
+
+               return FALSE;
        }
-       else
+
+       if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
        {
-               if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
-               {
-                       num = TRUE;
-               }
-               else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
-               {
-                       num = TRUE;
-               }
-               else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
-               {
-                       num = TRUE;
-               }
-               else if (calc_arm_avgdamage(o_ptr) > 75)
-               {
-                       num = TRUE;
-               }
+               return TRUE;
+       }
+
+       if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
+       {
+               return TRUE;
+       }
+
+       if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
+       {
+               return TRUE;
        }
-       return(num);
+
+       if (calc_arm_avgdamage(o_ptr) > 75)
+       {
+               return TRUE;
+       }
+
+       return FALSE;
 }
 
-static int weakening_artifact(object_type *o_ptr)
+
+static bool weakening_artifact(object_type *o_ptr)
 {
-        KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
-        object_kind *k_ptr = &k_info[k_idx];
+       KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->tval, o_ptr->sval);
+       object_kind *k_ptr = &k_info[k_idx];
+       BIT_FLAGS flgs[TR_FLAG_SIZE];
+       object_flags(o_ptr, flgs);
+
+       if (have_flag(flgs, TR_KILL_EVIL))
+       {
+               remove_flag(o_ptr->art_flags, TR_KILL_EVIL);
+               add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+               return TRUE;
+       }
+
+       if (k_ptr->dd < o_ptr->dd)
+       {
+               o_ptr->dd--;
+               return TRUE;
+       }
 
-        if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
-        {
-               int pre_dd = o_ptr->dd;
-               int pre_ds = o_ptr->ds;
+       if (k_ptr->ds < o_ptr->ds)
+       {
+               o_ptr->ds--;
+               return TRUE;
+       }
 
-               if (o_ptr->dd > o_ptr->ds)
+       if (o_ptr->to_d > 10)
+       {
+               o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
+               if (o_ptr->to_d < 10)
                {
-                       o_ptr->dd--;
+                       o_ptr->to_d = 10;
                }
-               else
+
+               return TRUE;
+       }
+
+       return FALSE;
+}
+
+
+/*!
+ * @brief 非INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
+ * Mega-Hack -- Attempt to create one of the "Special Objects"
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
+ * @return 生成に成功したらTRUEを返す。
+ * @details
+ * Attempt to change an object into an artifact\n
+ * This routine should only be called by "apply_magic()"\n
+ * Note -- see "make_artifact_special()" and "apply_magic()"\n
+ */
+bool make_artifact(player_type *player_ptr, object_type *o_ptr)
+{
+       floor_type *floor_ptr = player_ptr->current_floor_ptr;
+       if (floor_ptr->dun_level == 0) return FALSE;
+
+       /* Paranoia -- no "plural" artifacts */
+       if (o_ptr->number != 1) return FALSE;
+
+       /* Check the artifact list (skip the "specials") */
+       for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
+       {
+               artifact_type *a_ptr = &a_info[i];
+
+               /* Skip "empty" items */
+               if (!a_ptr->name) continue;
+
+               /* Cannot make an artifact twice */
+               if (a_ptr->cur_num) continue;
+
+               if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
+
+               if (a_ptr->gen_flags & TRG_INSTA_ART) continue;
+
+               /* Must have the correct fields */
+               if (a_ptr->tval != o_ptr->tval) continue;
+               if (a_ptr->sval != o_ptr->sval) continue;
+
+               /* XXX XXX Enforce minimum "depth" (loosely) */
+               if (a_ptr->level > floor_ptr->dun_level)
                {
-                       o_ptr->ds--;
+                       /* Acquire the "out-of-depth factor" */
+                       int d = (a_ptr->level - floor_ptr->dun_level) * 2;
+
+                       /* Roll for out-of-depth creation */
+                       if (!one_in_(d)) continue;
                }
 
-               msg_format_wizard(CHEAT_OBJECT, 
-                       _("ダイスが抑制されました。%dd%d -> %dd%d", "Dice Supress %dd%d -> %dd%d"),
-                       pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
-               return 1;
+               /* We must make the "rarity roll" */
+               if (!one_in_(a_ptr->rarity)) continue;
+
+               /* Hack -- mark the item as an artifact */
+               o_ptr->name1 = i;
+
+               /* Hack: Some artifacts get random extra powers */
+               random_artifact_resistance(player_ptr, o_ptr, a_ptr);
+
+               return TRUE;
        }
-       
-       if (o_ptr->to_d > 10)
+
+       return FALSE;
+}
+
+/*!
+ * @brief INSTA_ART型の固定アーティファクトの生成を確率に応じて試行する。
+ * Mega-Hack -- Attempt to create one of the "Special Objects"
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param o_ptr 生成に割り当てたいオブジェクトの構造体参照ポインタ
+ * @return 生成に成功したらTRUEを返す。
+ * @details
+ * We are only called from "make_object()", and we assume that\n
+ * "apply_magic()" is called immediately after we return.\n
+ *\n
+ * Note -- see "make_artifact()" and "apply_magic()"\n
+ */
+bool make_artifact_special(player_type *player_ptr, object_type *o_ptr)
+{
+       KIND_OBJECT_IDX k_idx = 0;
+
+       /*! @note 地上ではキャンセルする / No artifacts in the town */
+       floor_type *floor_ptr = player_ptr->current_floor_ptr;
+       if (floor_ptr->dun_level == 0) return FALSE;
+
+       /*! @note get_obj_num_hookによる指定がある場合は生成をキャンセルする / Themed object */
+       if (get_obj_num_hook) return FALSE;
+
+       /*! @note 全固定アーティファクト中からIDの若い順に生成対象とその確率を走査する / Check the artifact list (just the "specials") */
+       for (ARTIFACT_IDX i = 0; i < max_a_idx; i++)
        {
-               int pre_damage = o_ptr->to_d;
+               artifact_type *a_ptr = &a_info[i];
 
-               o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
-               if (o_ptr->to_d < 10)
+               /*! @note アーティファクト名が空の不正なデータは除外する / Skip "empty" artifacts */
+               if (!a_ptr->name) continue;
+
+               /*! @note 既に生成回数がカウントされたアーティファクト、QUESTITEMと非INSTA_ARTは除外 / Cannot make an artifact twice */
+               if (a_ptr->cur_num) continue;
+               if (a_ptr->gen_flags & TRG_QUESTITEM) continue;
+               if (!(a_ptr->gen_flags & TRG_INSTA_ART)) continue;
+
+               /*! @note アーティファクト生成階が現在に対して足りない場合は高確率で1/(不足階層*2)を満たさないと生成リストに加えられない /
+                *  XXX XXX Enforce minimum "depth" (loosely) */
+               if (a_ptr->level > floor_ptr->object_level)
                {
-                       o_ptr->to_d = 10;
+                       /* @note  / Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
+                       int d = (a_ptr->level - floor_ptr->object_level) * 2;
+                       if (!one_in_(d)) continue;
+               }
+
+               /*! @note 1/(レア度)の確率を満たさないと除外される / Artifact "rarity roll" */
+               if (!one_in_(a_ptr->rarity)) continue;
+
+               /*! @note INSTA_ART型固定アーティファクトのベースアイテムもチェック対象とする。ベースアイテムの生成階層が足りない場合1/(不足階層*5) を満たさないと除外される。 /
+                *  Find the base object. XXX XXX Enforce minimum "object" level (loosely). Acquire the "out-of-depth factor". Roll for out-of-depth creation. */
+               k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
+               if (k_info[k_idx].level > floor_ptr->object_level)
+               {
+                       int d = (k_info[k_idx].level - floor_ptr->object_level) * 5;
+                       if (!one_in_(d)) continue;
                }
 
-               msg_format_wizard(CHEAT_OBJECT,
-                       _("ダメージ修正が抑制されました。 %d -> %d", "Plus-Damage Supress %d -> %d"),
-                       pre_damage, o_ptr->to_d);
+               /*! @note 前述の条件を満たしたら、後のIDのアーティファクトはチェックせずすぐ確定し生成処理に移す /
+                * Assign the template. Mega-Hack -- mark the item as an artifact. Hack: Some artifacts get random extra powers. Success. */
+               object_prep(o_ptr, k_idx);
+
+               o_ptr->name1 = i;
+               random_artifact_resistance(player_ptr, o_ptr, a_ptr);
+               return TRUE;
+       }
 
-               return 1;
-        }
-        return 0;
-}
\ No newline at end of file
+       /*! @note 全INSTA_ART固定アーティファクトを試行しても決まらなかった場合 FALSEを返す / Failure */
+       return FALSE;
+}