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#37287 #37353 (2.2.0.89) 型の置換を継続中。 / Ongoing type replacement.
[hengband/hengband.git] / src / artifact.c
index 3f58c1b..54079a6 100644 (file)
@@ -12,6 +12,9 @@
 
 #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 */
 
 
 /*!
- * アーティファクトのバイアスIDを保管する。 / Use for biased artifact creation
- */
-static int artifact_bias;
-
-
-/*!
- * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
- * @details 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_sustain(object_type *o_ptr)
-{
-       switch (randint0(6))
-       {
-               case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
-               case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
-               case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
-               case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
-               case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
-               case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
-       }
-}
-
-
-/*!
  * @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
@@ -151,16 +128,16 @@ 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;
+               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;
        }
 }
 
@@ -327,7 +304,7 @@ void one_activation(object_type *o_ptr)
        }
 
        /* A type was chosen... */
-       o_ptr->xtra2 = type;
+       o_ptr->xtra2 = (byte_hack)type;
        add_flag(o_ptr->art_flags, TR_ACTIVATE);
        o_ptr->timeout = 0;
 }
@@ -378,7 +355,7 @@ static void random_plus(object_type * o_ptr)
 {
        int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
 
-       switch (artifact_bias)
+       switch (o_ptr->artifact_bias)
        {
        case BIAS_WARRIOR:
                if (!(have_flag(o_ptr->art_flags, TR_STR)))
@@ -503,7 +480,7 @@ static void random_plus(object_type * o_ptr)
                break;
        }
 
-       if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
+       if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
        {
                if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
                {
@@ -516,61 +493,61 @@ static void random_plus(object_type * o_ptr)
        {
        case 1: case 2:
                add_flag(o_ptr->art_flags, TR_STR);
-               if (!artifact_bias && !one_in_(13))
-                       artifact_bias = BIAS_STR;
-               else if (!artifact_bias && one_in_(7))
-                       artifact_bias = BIAS_WARRIOR;
+               if (!o_ptr->artifact_bias && !one_in_(13))
+                       o_ptr->artifact_bias = BIAS_STR;
+               else if (!o_ptr->artifact_bias && one_in_(7))
+                       o_ptr->artifact_bias = BIAS_WARRIOR;
                break;
        case 3: case 4:
                add_flag(o_ptr->art_flags, TR_INT);
-               if (!artifact_bias && !one_in_(13))
-                       artifact_bias = BIAS_INT;
-               else if (!artifact_bias && one_in_(7))
-                       artifact_bias = BIAS_MAGE;
+               if (!o_ptr->artifact_bias && !one_in_(13))
+                       o_ptr->artifact_bias = BIAS_INT;
+               else if (!o_ptr->artifact_bias && one_in_(7))
+                       o_ptr->artifact_bias = BIAS_MAGE;
                break;
        case 5: case 6:
                add_flag(o_ptr->art_flags, TR_WIS);
-               if (!artifact_bias && !one_in_(13))
-                       artifact_bias = BIAS_WIS;
-               else if (!artifact_bias && one_in_(7))
-                       artifact_bias = BIAS_PRIESTLY;
+               if (!o_ptr->artifact_bias && !one_in_(13))
+                       o_ptr->artifact_bias = BIAS_WIS;
+               else if (!o_ptr->artifact_bias && one_in_(7))
+                       o_ptr->artifact_bias = BIAS_PRIESTLY;
                break;
        case 7: case 8:
                add_flag(o_ptr->art_flags, TR_DEX);
-               if (!artifact_bias && !one_in_(13))
-                       artifact_bias = BIAS_DEX;
-               else if (!artifact_bias && one_in_(7))
-                       artifact_bias = BIAS_ROGUE;
+               if (!o_ptr->artifact_bias && !one_in_(13))
+                       o_ptr->artifact_bias = BIAS_DEX;
+               else if (!o_ptr->artifact_bias && one_in_(7))
+                       o_ptr->artifact_bias = BIAS_ROGUE;
                break;
        case 9: case 10:
                add_flag(o_ptr->art_flags, TR_CON);
-               if (!artifact_bias && !one_in_(13))
-                       artifact_bias = BIAS_CON;
-               else if (!artifact_bias && one_in_(9))
-                       artifact_bias = BIAS_RANGER;
+               if (!o_ptr->artifact_bias && !one_in_(13))
+                       o_ptr->artifact_bias = BIAS_CON;
+               else if (!o_ptr->artifact_bias && one_in_(9))
+                       o_ptr->artifact_bias = BIAS_RANGER;
                break;
        case 11: case 12:
                add_flag(o_ptr->art_flags, TR_CHR);
-               if (!artifact_bias && !one_in_(13))
-                       artifact_bias = BIAS_CHR;
+               if (!o_ptr->artifact_bias && !one_in_(13))
+                       o_ptr->artifact_bias = BIAS_CHR;
                break;
        case 13: case 14:
                add_flag(o_ptr->art_flags, TR_STEALTH);
-               if (!artifact_bias && one_in_(3))
-                       artifact_bias = BIAS_ROGUE;
+               if (!o_ptr->artifact_bias && one_in_(3))
+                       o_ptr->artifact_bias = BIAS_ROGUE;
                break;
        case 15: case 16:
                add_flag(o_ptr->art_flags, TR_SEARCH);
-               if (!artifact_bias && one_in_(9))
-                       artifact_bias = BIAS_RANGER;
+               if (!o_ptr->artifact_bias && one_in_(9))
+                       o_ptr->artifact_bias = BIAS_RANGER;
                break;
        case 17: case 18:
                add_flag(o_ptr->art_flags, TR_INFRA);
                break;
        case 19:
                add_flag(o_ptr->art_flags, TR_SPEED);
-               if (!artifact_bias && one_in_(11))
-                       artifact_bias = BIAS_ROGUE;
+               if (!o_ptr->artifact_bias && one_in_(11))
+                       o_ptr->artifact_bias = BIAS_ROGUE;
                break;
        case 20: case 21:
                add_flag(o_ptr->art_flags, TR_TUNNEL);
@@ -580,8 +557,8 @@ static void random_plus(object_type * o_ptr)
                else
                {
                        add_flag(o_ptr->art_flags, TR_BLOWS);
-                       if (!artifact_bias && one_in_(11))
-                               artifact_bias = BIAS_WARRIOR;
+                       if (!o_ptr->artifact_bias && one_in_(11))
+                               o_ptr->artifact_bias = BIAS_WARRIOR;
                }
                break;
        }
@@ -599,7 +576,7 @@ static void random_plus(object_type * o_ptr)
  */
 static void random_resistance(object_type * o_ptr)
 {
-       switch (artifact_bias)
+       switch (o_ptr->artifact_bias)
        {
        case BIAS_ACID:
                if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
@@ -765,8 +742,8 @@ static void random_resistance(object_type * o_ptr)
                        else
                        {
                                add_flag(o_ptr->art_flags, TR_IM_ACID);
-                               if (!artifact_bias)
-                                       artifact_bias = BIAS_ACID;
+                               if (!o_ptr->artifact_bias)
+                                       o_ptr->artifact_bias = BIAS_ACID;
                        }
                        break;
                case 2:
@@ -775,8 +752,8 @@ static void random_resistance(object_type * o_ptr)
                        else
                        {
                                add_flag(o_ptr->art_flags, TR_IM_ELEC);
-                               if (!artifact_bias)
-                                       artifact_bias = BIAS_ELEC;
+                               if (!o_ptr->artifact_bias)
+                                       o_ptr->artifact_bias = BIAS_ELEC;
                        }
                        break;
                case 3:
@@ -785,8 +762,8 @@ static void random_resistance(object_type * o_ptr)
                        else
                        {
                                add_flag(o_ptr->art_flags, TR_IM_COLD);
-                               if (!artifact_bias)
-                                       artifact_bias = BIAS_COLD;
+                               if (!o_ptr->artifact_bias)
+                                       o_ptr->artifact_bias = BIAS_COLD;
                        }
                        break;
                case 4:
@@ -795,53 +772,53 @@ static void random_resistance(object_type * o_ptr)
                        else
                        {
                                add_flag(o_ptr->art_flags, TR_IM_FIRE);
-                               if (!artifact_bias)
-                                       artifact_bias = BIAS_FIRE;
+                               if (!o_ptr->artifact_bias)
+                                       o_ptr->artifact_bias = BIAS_FIRE;
                        }
                        break;
                case 5:
                case 6:
                case 13:
                        add_flag(o_ptr->art_flags, TR_RES_ACID);
-                       if (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias && !one_in_(4))
-                               artifact_bias = BIAS_POIS;
-                       else if (!artifact_bias && one_in_(2))
-                               artifact_bias = BIAS_NECROMANTIC;
-                       else if (!artifact_bias && one_in_(2))
-                               artifact_bias = BIAS_ROGUE;
+                       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 (!artifact_bias && one_in_(3))
-                               artifact_bias = BIAS_WARRIOR;
+                       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);
@@ -856,8 +833,8 @@ static void random_resistance(object_type * o_ptr)
                case 25:
                case 26:
                        add_flag(o_ptr->art_flags, TR_RES_CONF);
-                       if (!artifact_bias && one_in_(6))
-                               artifact_bias = BIAS_CHAOS;
+                       if (!o_ptr->artifact_bias && one_in_(6))
+                               o_ptr->artifact_bias = BIAS_CHAOS;
                        break;
                case 27:
                case 28:
@@ -870,8 +847,8 @@ static void random_resistance(object_type * o_ptr)
                case 31:
                case 32:
                        add_flag(o_ptr->art_flags, TR_RES_NETHER);
-                       if (!artifact_bias && one_in_(3))
-                               artifact_bias = BIAS_NECROMANTIC;
+                       if (!o_ptr->artifact_bias && one_in_(3))
+                               o_ptr->artifact_bias = BIAS_NECROMANTIC;
                        break;
                case 33:
                case 34:
@@ -880,8 +857,8 @@ static void random_resistance(object_type * o_ptr)
                case 35:
                case 36:
                        add_flag(o_ptr->art_flags, TR_RES_CHAOS);
-                       if (!artifact_bias && one_in_(2))
-                               artifact_bias = BIAS_CHAOS;
+                       if (!o_ptr->artifact_bias && one_in_(2))
+                               o_ptr->artifact_bias = BIAS_CHAOS;
                        break;
                case 37:
                case 38:
@@ -892,16 +869,16 @@ static void random_resistance(object_type * o_ptr)
                                add_flag(o_ptr->art_flags, TR_SH_ELEC);
                        else
                                random_resistance(o_ptr);
-                       if (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias)
-                               artifact_bias = BIAS_FIRE;
+                       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 ||
@@ -915,8 +892,8 @@ static void random_resistance(object_type * o_ptr)
                                add_flag(o_ptr->art_flags, TR_SH_COLD);
                        else
                                random_resistance(o_ptr);
-                       if (!artifact_bias)
-                               artifact_bias = BIAS_COLD;
+                       if (!o_ptr->artifact_bias)
+                               o_ptr->artifact_bias = BIAS_COLD;
                        break;
        }
 }
@@ -933,7 +910,7 @@ static void random_resistance(object_type * o_ptr)
  */
 static void random_misc(object_type * o_ptr)
 {
-       switch (artifact_bias)
+       switch (o_ptr->artifact_bias)
        {
        case BIAS_RANGER:
                if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
@@ -1011,33 +988,33 @@ static void random_misc(object_type * o_ptr)
        {
                case 1:
                        add_flag(o_ptr->art_flags, TR_SUST_STR);
-                       if (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias)
-                               artifact_bias = BIAS_CHR;
+                       if (!o_ptr->artifact_bias)
+                               o_ptr->artifact_bias = BIAS_CHR;
                        break;
                case 7:
                case 8:
@@ -1046,10 +1023,10 @@ static void random_misc(object_type * o_ptr)
                        break;
                case 9:
                        add_flag(o_ptr->art_flags, TR_HOLD_EXP);
-                       if (!artifact_bias && one_in_(5))
-                               artifact_bias = BIAS_PRIESTLY;
-                       else if (!artifact_bias && one_in_(6))
-                               artifact_bias = BIAS_NECROMANTIC;
+                       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:
@@ -1089,10 +1066,11 @@ static void random_misc(object_type * o_ptr)
                case 28:
                case 29:
                {
-                       int bonus_h, bonus_d;
+                       HIT_PROB bonus_h;
+                       HIT_POINT bonus_d;
                        add_flag(o_ptr->art_flags, TR_SHOW_MODS);
-                       bonus_h = 4 + (randint1(11));
-                       bonus_d = 4 + (randint1(11));
+                       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;
@@ -1117,18 +1095,18 @@ static void random_misc(object_type * o_ptr)
                        {
                        case 1:
                                add_flag(o_ptr->art_flags, TR_ESP_EVIL);
-                               if (!artifact_bias && one_in_(3))
-                                       artifact_bias = BIAS_LAW;
+                               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 (!artifact_bias && one_in_(3))
-                                       artifact_bias = BIAS_MAGE;
+                               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 (!artifact_bias && one_in_(9))
-                                       artifact_bias = BIAS_MAGE;
+                               if (!o_ptr->artifact_bias && one_in_(9))
+                                       o_ptr->artifact_bias = BIAS_MAGE;
                                break;
                        }
                        break;
@@ -1138,12 +1116,12 @@ static void random_misc(object_type * o_ptr)
                        int idx[3];
                        int n = randint1(3);
 
-                       idx[0] = randint1(8);
+                       idx[0] = randint1(10);
 
-                       idx[1] = randint1(7);
+                       idx[1] = randint1(9);
                        if (idx[1] >= idx[0]) idx[1]++;
 
-                       idx[2] = randint1(6);
+                       idx[2] = randint1(8);
                        if (idx[2] >= idx[0]) idx[2]++;
                        if (idx[2] >= idx[1]) idx[2]++;
 
@@ -1151,15 +1129,15 @@ static void random_misc(object_type * o_ptr)
                        {
                        case 1:
                                add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
-                               if (!artifact_bias && one_in_(4))
-                                       artifact_bias = BIAS_RANGER;
+                               if (!o_ptr->artifact_bias && one_in_(4))
+                                       o_ptr->artifact_bias = BIAS_RANGER;
                                break;
                        case 2:
                                add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
-                               if (!artifact_bias && one_in_(3))
-                                       artifact_bias = BIAS_PRIESTLY;
-                               else if (!artifact_bias && one_in_(6))
-                                       artifact_bias = BIAS_NECROMANTIC;
+                               if (!o_ptr->artifact_bias && one_in_(3))
+                                       o_ptr->artifact_bias = BIAS_PRIESTLY;
+                               else if (!o_ptr->artifact_bias && one_in_(6))
+                                       o_ptr->artifact_bias = BIAS_NECROMANTIC;
                                break;
                        case 3:
                                add_flag(o_ptr->art_flags, TR_ESP_DEMON);
@@ -1174,19 +1152,22 @@ static void random_misc(object_type * o_ptr)
                                add_flag(o_ptr->art_flags, TR_ESP_GIANT);
                                break;
                        case 7:
-                               add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
-                               if (!artifact_bias && one_in_(6))
-                                       artifact_bias = BIAS_ROGUE;
+                               add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
                                break;
                        case 8:
-                               add_flag(o_ptr->art_flags, TR_ESP_GOOD);
-                               if (!artifact_bias && one_in_(3))
-                                       artifact_bias = BIAS_LAW;
+                               add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
+                               if (!o_ptr->artifact_bias && one_in_(6))
+                                       o_ptr->artifact_bias = BIAS_ROGUE;
                                break;
                        case 9:
+                               add_flag(o_ptr->art_flags, TR_ESP_GOOD);
+                               if (!o_ptr->artifact_bias && one_in_(3))
+                                       o_ptr->artifact_bias = BIAS_LAW;
+                               break;
+                       case 10:
                                add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
-                               if (!artifact_bias && one_in_(3))
-                                       artifact_bias = BIAS_LAW;
+                               if (!o_ptr->artifact_bias && one_in_(3))
+                                       o_ptr->artifact_bias = BIAS_LAW;
                                break;
                        }
                        break;
@@ -1215,21 +1196,21 @@ static void random_slay(object_type *o_ptr)
                        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 (!artifact_bias && one_in_(9))
-                                       artifact_bias = BIAS_RANGER;
+                               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 (!artifact_bias && one_in_(9))
-                                       artifact_bias = BIAS_RANGER;
+                               if (!o_ptr->artifact_bias && one_in_(9))
+                                       o_ptr->artifact_bias = BIAS_RANGER;
                        break;
                }
 
                return;
        }
 
-       switch (artifact_bias)
+       switch (o_ptr->artifact_bias)
        {
        case BIAS_CHAOS:
                if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
@@ -1347,39 +1328,88 @@ static void random_slay(object_type *o_ptr)
        {
                case 1:
                case 2:
-                       add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+                       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:
-                       add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
-                       if (!artifact_bias && one_in_(2))
-                               artifact_bias = BIAS_LAW;
-                       else if (!artifact_bias && one_in_(9))
-                               artifact_bias = BIAS_PRIESTLY;
+                       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:
-                       add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
-                       if (!artifact_bias && one_in_(9))
-                               artifact_bias = BIAS_PRIESTLY;
+                       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:
-                       add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
-                       if (!artifact_bias && one_in_(9))
-                               artifact_bias = BIAS_PRIESTLY;
+                       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:
-                       add_flag(o_ptr->art_flags, TR_SLAY_ORC);
+                       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:
-                       add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+                       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:
-                       add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
+                       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:
@@ -1393,8 +1423,8 @@ static void random_slay(object_type *o_ptr)
                        if (o_ptr->tval == TV_SWORD)
                        {
                                add_flag(o_ptr->art_flags, TR_VORPAL);
-                               if (!artifact_bias && one_in_(9))
-                                       artifact_bias = BIAS_WARRIOR;
+                               if (!o_ptr->artifact_bias && one_in_(9))
+                                       o_ptr->artifact_bias = BIAS_WARRIOR;
                        }
                        else
                                random_slay(o_ptr);
@@ -1405,55 +1435,62 @@ static void random_slay(object_type *o_ptr)
                case 21:
                case 22:
                        add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
-                       if (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias)
-                               artifact_bias = BIAS_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 (!artifact_bias && !one_in_(3))
-                               artifact_bias = BIAS_POIS;
-                       else if (!artifact_bias && one_in_(6))
-                               artifact_bias = BIAS_NECROMANTIC;
-                       else if (!artifact_bias)
-                               artifact_bias = BIAS_ROGUE;
+                       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 (!artifact_bias)
-                               artifact_bias = BIAS_NECROMANTIC;
+                       if (!o_ptr->artifact_bias)
+                               o_ptr->artifact_bias = BIAS_NECROMANTIC;
                        break;
                case 32:
                        add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
-                       if (!artifact_bias)
-                               artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
+                       if (!o_ptr->artifact_bias)
+                               o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
                        break;
                case 33:
                case 34:
-                       add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+                       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 (!artifact_bias)
-                               artifact_bias = BIAS_CHAOS;
+                       if (!o_ptr->artifact_bias)
+                               o_ptr->artifact_bias = BIAS_CHAOS;
                        break;
        }
 }
@@ -1468,7 +1505,7 @@ static void give_activation_power(object_type *o_ptr)
 {
        int type = 0, chance = 0;
 
-       switch (artifact_bias)
+       switch (o_ptr->artifact_bias)
        {
                case BIAS_ELEC:
                        if (!one_in_(3))
@@ -1638,7 +1675,7 @@ static void give_activation_power(object_type *o_ptr)
        }
 
        /* A type was chosen... */
-       o_ptr->xtra2 = type;
+       o_ptr->xtra2 = (byte_hack)type;
        add_flag(o_ptr->art_flags, TR_ACTIVATE);
        o_ptr->timeout = 0;
 }
@@ -1646,12 +1683,13 @@ static void give_activation_power(object_type *o_ptr)
 /*!
  * @brief ランダムアーティファクト生成中、対象のオブジェクトに名前を与える。/ Set name of randomartifact.
  * @details 確率によって、シンダリン銘、漢字銘、固定名のいずれか一つが与えられる。
+ * @param o_ptr 処理中のアイテム参照ポインタ
  * @param return_name 名前を返すための文字列参照ポインタ
  * @param armour 対象のオブジェクトが防具が否か
  * @param power 銘の基準となるオブジェクトの価値レベル(0=呪い、1=低位、2=中位、3以上=高位)
  * @return なし
  */
-static void get_random_name(char *return_name, bool armour, int power)
+static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
 {
        int prob = randint1(100);
 
@@ -1673,68 +1711,36 @@ static void get_random_name(char *return_name, bool armour, int power)
                                switch (power)
                                {
                                        case 0:
-#ifdef JP
-                                               filename = "a_cursed_j.txt";
-#else
-                                               filename = "a_cursed.txt";
-#endif
+                                               filename = _("a_cursed_j.txt", "a_cursed.txt");
                                                break;
                                        case 1:
-#ifdef JP
-                                               filename = "a_low_j.txt";
-#else
-                                               filename = "a_low.txt";
-#endif
+                                               filename = _("a_low_j.txt", "a_low.txt");
                                                break;
                                        case 2:
-#ifdef JP
-                                               filename = "a_med_j.txt";
-#else
-                                               filename = "a_med.txt";
-#endif
+                                               filename = _("a_med_j.txt", "a_med.txt");
                                                break;
                                        default:
-#ifdef JP
-                                               filename = "a_high_j.txt";
-#else
-                                               filename = "a_high.txt";
-#endif
+                                               filename = _("a_high_j.txt", "a_high.txt");
                                }
                                break;
                        default:
                                switch (power)
                                {
                                        case 0:
-#ifdef JP
-                                               filename = "w_cursed_j.txt";
-#else
-                                               filename = "w_cursed.txt";
-#endif
+                                               filename = _("w_cursed_j.txt", "w_cursed.txt");
                                                break;
                                        case 1:
-#ifdef JP
-                                               filename = "w_low_j.txt";
-#else
-                                               filename = "w_low.txt";
-#endif
+                                               filename = _("w_low_j.txt", "w_low.txt");
                                                break;
                                        case 2:
-#ifdef JP
-                                               filename = "w_med_j.txt";
-#else
-                                               filename = "w_med.txt";
-#endif
+                                               filename = _("w_med_j.txt", "w_med.txt");
                                                break;
                                        default:
-#ifdef JP
-                                               filename = "w_high_j.txt";
-#else
-                                               filename = "w_high.txt";
-#endif
+                                               filename = _("w_high_j.txt", "w_high.txt");
                                }
                }
 
-               (void)get_rnd_line(filename, 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);
 #endif
@@ -1762,7 +1768,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
        int i;
 
        /* Reset artifact bias */
-       artifact_bias = 0;
+       o_ptr->artifact_bias = 0;
 
        /* Nuke enchantments */
        o_ptr->name1 = 0;
@@ -1783,74 +1789,74 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                        case CLASS_SAMURAI:
                        case CLASS_CAVALRY:
                        case CLASS_SMITH:
-                               artifact_bias = BIAS_WARRIOR;
+                               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:
-                               artifact_bias = BIAS_MAGE;
+                               o_ptr->artifact_bias = BIAS_MAGE;
                                break;
                        case CLASS_PRIEST:
-                               artifact_bias = BIAS_PRIESTLY;
+                               o_ptr->artifact_bias = BIAS_PRIESTLY;
                                break;
                        case CLASS_ROGUE:
                        case CLASS_NINJA:
-                               artifact_bias = BIAS_ROGUE;
+                               o_ptr->artifact_bias = BIAS_ROGUE;
                                warrior_artifact_bias = 25;
                                break;
                        case CLASS_RANGER:
                        case CLASS_SNIPER:
-                               artifact_bias = BIAS_RANGER;
+                               o_ptr->artifact_bias = BIAS_RANGER;
                                warrior_artifact_bias = 30;
                                break;
                        case CLASS_PALADIN:
-                               artifact_bias = BIAS_PRIESTLY;
+                               o_ptr->artifact_bias = BIAS_PRIESTLY;
                                warrior_artifact_bias = 40;
                                break;
                        case CLASS_WARRIOR_MAGE:
                        case CLASS_RED_MAGE:
-                               artifact_bias = BIAS_MAGE;
+                               o_ptr->artifact_bias = BIAS_MAGE;
                                warrior_artifact_bias = 40;
                                break;
                        case CLASS_CHAOS_WARRIOR:
-                               artifact_bias = BIAS_CHAOS;
+                               o_ptr->artifact_bias = BIAS_CHAOS;
                                warrior_artifact_bias = 40;
                                break;
                        case CLASS_MONK:
                        case CLASS_FORCETRAINER:
-                               artifact_bias = BIAS_PRIESTLY;
+                               o_ptr->artifact_bias = BIAS_PRIESTLY;
                                break;
                        case CLASS_MINDCRAFTER:
                        case CLASS_BARD:
-                               if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
+                               if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
                                break;
                        case CLASS_TOURIST:
-                               if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
+                               if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
                                break;
                        case CLASS_IMITATOR:
-                               if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
+                               if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
                                break;
                        case CLASS_BEASTMASTER:
-                               artifact_bias = BIAS_CHR;
+                               o_ptr->artifact_bias = BIAS_CHR;
                                warrior_artifact_bias = 50;
                                break;
                        case CLASS_MIRROR_MASTER:
                                if (randint1(4) > 1) 
                                {
-                                   artifact_bias = BIAS_MAGE;
+                                   o_ptr->artifact_bias = BIAS_MAGE;
                                }
                                else
                                {
-                                   artifact_bias = BIAS_ROGUE;
+                                   o_ptr->artifact_bias = BIAS_ROGUE;
                                }
                                break;
                }
        }
 
        if (a_scroll && (randint1(100) <= warrior_artifact_bias))
-               artifact_bias = BIAS_WARRIOR;
+               o_ptr->artifact_bias = BIAS_WARRIOR;
 
        strcpy(new_name, "");
 
@@ -1934,6 +1940,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                        o_ptr->pval = 4;
        }
 
+
        /* give it some plusses... */
        if (object_is_armour(o_ptr))
                o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
@@ -1977,7 +1984,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                }
        }
 
-       if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
+       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))
        {
@@ -2021,14 +2028,20 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                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] = "";
-#ifdef JP
-               cptr ask_msg = "このアーティファクトを何と名付けますか?";
-#else
-               cptr ask_msg = "What do you want to call the artifact? ";
-#endif
+               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);
@@ -2055,44 +2068,20 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                                get_table_name_aux(dummy_name);
                        }
                }
-
-#ifdef JP
-               sprintf(new_name, "《%s》", dummy_name);
-#else
-               sprintf(new_name, "'%s'", dummy_name);
-#endif
-
+               sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
                chg_virtue(V_INDIVIDUALISM, 2);
                chg_virtue(V_ENCHANT, 5);
        }
        else
        {
-               get_random_name(new_name, object_is_armour(o_ptr), power_level);
+               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);
 
-       if (cheat_xtra)
-       {
-               char o_name[MAX_NLEN];
-
-               object_aware(o_ptr);
-               object_known(o_ptr);
-
-               /* Mark the item as fully known */
-               o_ptr->ident |= (IDENT_MENTAL);
-
-               /* Description */
-               object_desc(o_name, o_ptr, 0);
-
-#ifdef JP
-               msg_format("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」:", max_powers, total_flags, artifact_bias_name[artifact_bias]);
-#else
-               msg_format("Random artifact generated '%s'. (Power:%d, Value:%ld) :", artifact_bias_name[artifact_bias], max_powers, total_flags);
-#endif
-               msg_format("%s", o_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);
@@ -2112,7 +2101,7 @@ 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)
+               switch (o_ptr->xtra3 - 1)
                {
                case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
                case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
@@ -2218,8 +2207,9 @@ static bool activate_dragon_breath(object_type *o_ptr)
  */
 bool activate_random_artifact(object_type *o_ptr)
 {
-       int plev = p_ptr->lev;
-       int k, dir, dummy = 0;
+       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);
 
@@ -2421,8 +2411,8 @@ bool activate_random_artifact(object_type *o_ptr)
 
                                for (dir = 0; dir <= 9; dir++)
                                {
-                                       y = py + ddy[dir];
-                                       x = px + ddx[dir];
+                                       y = p_ptr->y + ddy[dir];
+                                       x = p_ptr->x + ddx[dir];
                                        c_ptr = &cave[y][x];
 
                                        /* Get the monster */
@@ -2542,8 +2532,8 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CAST_BA_STAR:
                {
-                       int num = damroll(5, 3);
-                       int y, x;
+                       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++)
@@ -2552,7 +2542,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                                while (attempts--)
                                {
-                                       scatter(&y, &x, py, px, 4, 0);
+                                       scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
 
                                        if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
 
@@ -2629,7 +2619,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_QUAKE:
                {
-                       earthquake(py, px, 5);
+                       earthquake(p_ptr->y, p_ptr->x, 5);
                        break;
                }
 
@@ -2730,27 +2720,27 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_SUMMON_ANIMAL:
                {
-                       (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
+                       (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, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
+                       (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;
+                       BIT_FLAGS 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), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
+                       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)
@@ -2765,13 +2755,13 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_SUMMON_DEMON:
                {
                        bool pet = one_in_(3);
-                       u32b mode = 0L;
+                       BIT_FLAGS 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), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
+                       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)
@@ -2787,7 +2777,7 @@ bool activate_random_artifact(object_type *o_ptr)
                {
                        bool pet = one_in_(3);
                        int type;
-                       u32b mode = 0L;
+                       BIT_FLAGS mode = 0L;
 
                        type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
 
@@ -2795,7 +2785,7 @@ bool activate_random_artifact(object_type *o_ptr)
                        if (pet) mode |= PM_FORCE_PET;
                        else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
 
-                       if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
+                       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..."));
@@ -2812,12 +2802,12 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_SUMMON_HOUND:
                {
-                       u32b mode = PM_ALLOW_GROUP;
+                       BIT_FLAGS 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), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
+                       if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
                        {
 
                                if (pet)
@@ -2834,17 +2824,17 @@ bool activate_random_artifact(object_type *o_ptr)
                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, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
+                       (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;
+                       BIT_FLAGS mode = PM_ALLOW_GROUP;
                        bool pet = !one_in_(5);
                        if (pet) mode |= PM_FORCE_PET;
 
-                       if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
+                       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."));
@@ -2958,7 +2948,7 @@ bool activate_random_artifact(object_type *o_ptr)
                                }
                                for (; i < EATER_EXT*3; i++)
                                {
-                                       int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
+                                       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;
                                }
@@ -3117,22 +3107,14 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_LIGHT:
                {
-#ifdef JP
-                       msg_format("%sから澄んだ光があふれ出た...", name);
-#else
-                       msg_format("The %s wells with clear light...", name);
-#endif
+                       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:
                {
-#ifdef JP
-                       msg_print("眩しく輝いた...");
-#else
-                       msg_print("It shines brightly...");
-#endif
+                       msg_print(_("眩しく輝いた...", "It shines brightly..."));
                        map_area(DETECT_RAD_MAP);
                        lite_area(damroll(2, 15), 3);
                        break;
@@ -3140,24 +3122,15 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_DETECT_ALL:
                {
-#ifdef JP
-                       msg_print("白く明るく輝いている...");
-                       msg_print("心にイメージが浮かんできた...");
-#else
-                       msg_print("It glows bright white...");
-                       msg_print("An image forms in your mind...");
-#endif
+                       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:
                {
-#ifdef JP
-                       msg_print("明るく輝いている...");
-#else
-                       msg_print("It glows brightly...");
-#endif
+                       msg_print(_("明るく輝いている...", "It glows brightly..."));
                        detect_all(DETECT_RAD_DEFAULT);
                        probing();
                        identify_fully(FALSE);
@@ -3166,11 +3139,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_ID_FULL:
                {
-#ifdef JP
-                       msg_print("黄色く輝いている...");
-#else
-                       msg_print("It glows yellow...");
-#endif
+                       msg_print(_("黄色く輝いている...", "It glows yellow..."));
                        identify_fully(FALSE);
                        break;
                }
@@ -3183,22 +3152,14 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_RUNE_EXPLO:
                {
-#ifdef JP
-                       msg_print("明るい赤色に輝いている...");
-#else
-                       msg_print("It glows bright red...");
-#endif
+                       msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
                        explosive_rune();
                        break;
                }
 
                case ACT_RUNE_PROT:
                {
-#ifdef JP
-                       msg_print("ブルーに明るく輝いている...");
-#else
-                       msg_print("It glows light blue...");
-#endif
+                       msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
                        warding_glyph();
                        break;
                }
@@ -3211,22 +3172,14 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_DEST_DOOR:
                {
-#ifdef JP
-                       msg_print("明るい赤色に輝いている...");
-#else
-                       msg_print("It glows bright red...");
-#endif
+                       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:
                {
-#ifdef JP
-                       msg_print("鼓動している...");
-#else
-                       msg_print("It pulsates...");
-#endif
+                       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;
@@ -3240,22 +3193,14 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_ALCHEMY:
                {
-#ifdef JP
-                       msg_print("明るい黄色に輝いている...");
-#else
-                       msg_print("It glows bright yellow...");
-#endif
+                       msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
                        (void)alchemy();
                        break;
                }
 
                case ACT_DIM_DOOR:
                {
-#ifdef JP
-                       msg_print("次元の扉が開いた。目的地を選んで下さい。");
-#else
-                       msg_print("You open a dimensional gate. Choose a destination.");
-#endif
+                       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;
                }
@@ -3263,51 +3208,33 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_TELEPORT:
                {
-#ifdef JP
-                       msg_print("周りの空間が歪んでいる...");
-#else
-                       msg_print("It twists space around you...");
-#endif
+                       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:
                {
-#ifdef JP
-                       msg_print("やわらかな白色に輝いている...");
-#else
-                       msg_print("It glows soft white...");
-#endif
+                       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:
                {
-#ifdef JP
-                       msg_format("%sは赤く明るく光った!", name);
-#else
-                       msg_format("The %s flashes bright red!", name);
-#endif
+                       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);
-#ifdef JP
-                       msg_format("%sはあなたの体力を奪った...", name);
-                       take_hit(DAMAGE_LOSELIFE, damroll(3,8), "審判の宝石", -1);
-#else
-                       msg_format("The %s drains your vitality...", name);
-                       take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
-#endif
+                       
+                       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);
-#ifdef JP
-                       if (get_check("帰還の力を使いますか?"))
-#else
-                       if (get_check("Activate recall? "))
-#endif
+                       
+                       if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
                        {
                                (void)word_of_recall();
                        }
@@ -3318,11 +3245,7 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_TELEKINESIS:
                {
                        if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-                       msg_format("%sを伸ばした。", name);
-#else
-                       msg_format("You stretched your %s.", name);
-#endif
+                       msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
                        fetch(dir, 500, TRUE);
                        break;
                }
@@ -3332,11 +3255,7 @@ bool activate_random_artifact(object_type *o_ptr)
                        int i;
                        monster_type *m_ptr;
                        monster_race *r_ptr;
-#ifdef JP
-                       msg_print("奇妙な場所が頭の中に浮かんだ...");
-#else
-                       msg_print("Some strange places show up in your mind. And you see ...");
-#endif
+                       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--)
                        {
@@ -3350,11 +3269,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                                if(r_ptr->flags1 & RF1_UNIQUE)
                                {
-#ifdef JP
-                                       msg_format("%s. ",r_name + r_ptr->name);
-#else
-                                       msg_format("%s. ",r_name + r_ptr->name);
-#endif
+                                       msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
                                }
                        }
                        break;
@@ -3374,11 +3289,7 @@ bool activate_random_artifact(object_type *o_ptr)
                                (void)stair_creation();
                                break;
                        default:
-#ifdef JP
-                               if (get_check("この階を去りますか?"))
-#else
-                               if (get_check("Leave this level? "))
-#endif
+                               if (get_check(_("この階を去りますか?", "Leave this level? ")))
                                {
                                        if (autosave_l) do_cmd_save_game(TRUE);
 
@@ -3391,18 +3302,10 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_DISP_CURSE_XTRA:
                {
-#ifdef JP
-                       msg_format("%sが真実を照らし出す...", name);
-#else
-                       msg_format("The %s exhibits the truth...", name);
-#endif
+                       msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
                        if (remove_all_curse())
                        {
-#ifdef JP
-                               msg_print("誰かに見守られているような気がする。");
-#else
-                               msg_print("You feel as if someone is watching over you.");
-#endif
+                               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;
@@ -3410,33 +3313,21 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BRAND_FIRE_BOLTS:
                {
-#ifdef JP
-                       msg_format("%sが深紅に輝いた...", name);
-#else
-                       msg_format("Your %s glows deep red...", name);
-#endif
+                       msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
                        (void)brand_bolts();
                        break;
                }
 
                case ACT_RECHARGE_XTRA:
                {
-#ifdef JP
-                       msg_format("%sが白く輝いた...", name);
-#else
-                       msg_format("The %s gleams with blinding light...", name);
-#endif
+                       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:
                {
-#ifdef JP
-                       msg_print("石が隠された秘密を写し出した...");
-#else
-                       msg_print("The stone reveals hidden mysteries...");
-#endif
+                       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)
@@ -3458,11 +3349,7 @@ bool activate_random_artifact(object_type *o_ptr)
                                        p_ptr->csp_frac = 0;
 
                                        /* Message */
-#ifdef JP
-                                       msg_print("石を制御できない!");
-#else
-                                       msg_print("You are too weak to control the stone!");
-#endif
+                                       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));
@@ -3475,32 +3362,20 @@ bool activate_random_artifact(object_type *o_ptr)
                                /* Redraw mana */
                                p_ptr->redraw |= (PR_MANA);
                        }
-#ifdef JP
-                       take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "危険な秘密", -1);
-#else
-                       take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
-#endif
+                       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))
-#ifdef JP
-                               take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "危険な秘密", -1);
-#else
-                               take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
-#endif
+                               take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
                        break;
                }
 
                case ACT_SHIKOFUMI:
                {
-#ifdef JP
-                       msg_print("力強く四股を踏んだ。");
-#else
-                       msg_print("You stamp. (as if you are in a ring.)");
-#endif
+                       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);
@@ -3522,7 +3397,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_ULTIMATE_RESIST:
                {
-                       int v = randint1(25)+25;
+                       TIME_EFFECT v = randint1(25)+25;
                        (void)set_afraid(0);
                        (void)set_hero(v, FALSE);
                        (void)hp_player(10);
@@ -3540,7 +3415,8 @@ bool activate_random_artifact(object_type *o_ptr)
                /* Unique activation */
                case ACT_CAST_OFF:
                {
-                       int inv, o_idx, t;
+                       int inv, t;
+                       OBJECT_IDX o_idx;
                        char o_name[MAX_NLEN];
                        object_type forge;
 
@@ -3556,7 +3432,7 @@ bool activate_random_artifact(object_type *o_ptr)
                        object_copy(&forge, o_ptr);
                        inven_item_increase(inv, (0 - o_ptr->number));
                        inven_item_optimize(inv);
-                       o_idx = drop_near(&forge, 0, py, px);
+                       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);
@@ -3575,7 +3451,7 @@ bool activate_random_artifact(object_type *o_ptr)
                        (void)set_shero(p_ptr->shero + t, FALSE);
                        if (p_ptr->pclass == CLASS_FORCETRAINER)
                        {
-                               p_ptr->magic_num1[0] = plev * 5 + 190;
+                               P_PTR_KI = plev * 5 + 190;
                                msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
                        }
 
@@ -3586,24 +3462,20 @@ bool activate_random_artifact(object_type *o_ptr)
                {
                        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(py, px);
+                       massacre();
                        break;
                }
 
                case ACT_GRAND_CROSS:
                {
                        msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
-                       project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+                       project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
                        break;
                }
 
                case ACT_TELEPORT_LEVEL:
                {
-#ifdef JP
-                       if (!get_check("本当に他の階にテレポートしますか?")) return FALSE;
-#else
-                       if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
-#endif
+                       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;
                }
@@ -3611,13 +3483,8 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_STRAIN_HASTE:
                {
                        int t;
-#ifdef JP
-                       msg_format("%sはあなたの体力を奪った...", name);
-                       take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "加速した疲労", -1);
-#else
-                       msg_format("The %s drains your vitality...", name);
-                       take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1);
-#endif
+                       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;
@@ -3628,28 +3495,20 @@ bool activate_random_artifact(object_type *o_ptr)
                        int x, y;
 
                        if (!get_rep_dir2(&dir)) return FALSE;
-                       y = py+ddy[dir];
-                       x = px+ddx[dir];
+                       y = p_ptr->y+ddy[dir];
+                       x = p_ptr->x+ddx[dir];
                        tsuri_dir = dir;
                        if (!cave_have_flag_bold(y, x, FF_WATER))
                        {
-#ifdef JP
-                               msg_print("そこは水辺ではない。");
-#else
-                               msg_print("There is no fishing place.");
-#endif
+                               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);
-#ifdef JP
-                               msg_format("%sが邪魔だ!", m_name);
-#else
-                               msg_format("%^s is stand in your way.", m_name);
-#endif
-                               energy_use = 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);
@@ -3661,27 +3520,18 @@ bool activate_random_artifact(object_type *o_ptr)
                {
                        int count = 0, i;
                        monster_type *m_ptr;
-#ifndef JP
                        cptr kakusan = "";
-#endif
-                       if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
+                       
+                       if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
                        {
-#ifdef JP
-                               msg_print("『助さん』が現れた。");
-#else
-                               msg_print("Suke-san apperars.");
+                               msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
                                kakusan = "Suke-san";
-#endif
                                count++;
                        }
-                       if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
+                       if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
                        {
-#ifdef JP
-                               msg_print("『格さん』が現れた。");
-#else
-                               msg_print("Kaku-san appears.");
+                               msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
                                kakusan = "Kaku-san";
-#endif
                                count++;
                        }
                        if (!count)
@@ -3691,8 +3541,8 @@ bool activate_random_artifact(object_type *o_ptr)
                                        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, py, px)) continue;
-                                       if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) 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;
                                }
@@ -3700,11 +3550,8 @@ bool activate_random_artifact(object_type *o_ptr)
 
                        if (count)
                        {
-#ifdef JP
-                               msg_print("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」");
-#else
-                               msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
-#endif
+                               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);
@@ -3714,11 +3561,7 @@ bool activate_random_artifact(object_type *o_ptr)
                        }
                        else
                        {
-#ifdef JP
-                               msg_print("しかし、何も起きなかった。");
-#else
-                               msg_print("Nothing happen.");
-#endif
+                               msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
                        }
                        break;
                }
@@ -3727,25 +3570,13 @@ bool activate_random_artifact(object_type *o_ptr)
                {
                        /* Only for Muramasa */
                        if (o_ptr->name1 != ART_MURAMASA) return FALSE;
-#ifdef JP
-                       if (get_check("本当に使いますか?"))
-#else
-                       if (get_check("Are you sure?!"))
-#endif
+                       if (get_check(_("本当に使いますか?", "Are you sure?!")))
                        {
-#ifdef JP
-                               msg_print("村正が震えた...");
-#else
-                               msg_print("The Muramasa pulsates...");
-#endif
+                               msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
                                do_inc_stat(A_STR);
                                if (one_in_(2))
                                {
-#ifdef JP
-                                       msg_print("村正は壊れた!");
-#else
-                                       msg_print("The Muramasa is destroyed!");
-#endif
+                                       msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
                                        curse_weapon_object(TRUE, o_ptr);
                                }
                        }
@@ -3756,11 +3587,7 @@ bool activate_random_artifact(object_type *o_ptr)
                {
                        /* Only for Bloody Moon */
                        if (o_ptr->name1 != ART_BLOOD) return FALSE;
-#ifdef JP
-                       msg_print("鎌が明るく輝いた...");
-#else
-                       msg_print("Your scythe glows brightly!");
-#endif
+                       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);
@@ -3771,23 +3598,19 @@ bool activate_random_artifact(object_type *o_ptr)
                {
                        int num = 1;
                        int i;
-                       int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+                       BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
                        int tx, ty;
 
                        /* Only for Crimson */
                        if (o_ptr->name1 != ART_CRIMSON) return FALSE;
 
-#ifdef JP
-                       msg_print("せっかくだから『クリムゾン』をぶっぱなすぜ!");
-#else
-                       msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
-#endif
+                       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!"));
 
                        if (!get_aim_dir(&dir)) return FALSE;
 
                        /* Use the given direction */
-                       tx = px + 99 * ddx[dir];
-                       ty = py + 99 * ddy[dir];
+                       tx = p_ptr->x + 99 * ddx[dir];
+                       ty = p_ptr->y + 99 * ddy[dir];
 
                        /* Hack -- Use an actual "target" */
                        if ((dir == 5) && target_okay())
@@ -3815,18 +3638,14 @@ bool activate_random_artifact(object_type *o_ptr)
 
                default:
                {
-#ifdef JP
-                       msg_format("Unknown activation effect: %d.", act_ptr->index);
-#else
-                       msg_format("Unknown activation effect: %d.", act_ptr->index);
-#endif
+                       msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
                        return FALSE;
                }
        }
 
        /* Set activation timeout */
        if (act_ptr->timeout.constant >= 0) {
-               o_ptr->timeout = act_ptr->timeout.constant;
+               o_ptr->timeout = (s16b)act_ptr->timeout.constant;
                if (act_ptr->timeout.dice > 0) {
                        o_ptr->timeout += randint1(act_ptr->timeout.dice);
                }
@@ -4002,13 +3821,12 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
  * @attention この処理はdrop_near()内で普通の固定アーティファクトが重ならない性質に依存する.
  * 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
  * drop_near()関数の返り値は信用できなくなる.
-
  */
 bool create_named_art(int a_idx, int y, int x)
 {
        object_type forge;
        object_type *q_ptr;
-       int i;
+       IDX i;
 
        artifact_type *a_ptr = &a_info[a_idx];
 
@@ -4028,7 +3846,7 @@ bool create_named_art(int a_idx, int y, int x)
        object_prep(q_ptr, i);
 
        /* Save the name */
-       q_ptr->name1 = a_idx;
+       q_ptr->name1 = (byte_hack)a_idx;
 
        /* Extract the fields */
        q_ptr->pval = a_ptr->pval;
@@ -4053,3 +3871,134 @@ bool create_named_art(int a_idx, int y, int x)
        /* Drop the artifact from heaven */
        return drop_near(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)
+{
+       u32b flgs[TR_FLAG_SIZE];
+       object_flags(o_ptr, flgs);
+
+       HIT_POINT dam, base, s_evil, forced, vorpal;
+       dam = base = s_evil = forced = vorpal = 0;
+
+       dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
+
+       if(have_flag(flgs, TR_KILL_EVIL))
+       {
+               dam = s_evil = dam * 7 / 2;
+       }
+       else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
+       {       
+               dam = s_evil = dam * 2;
+       }
+       else s_evil = dam;
+
+       if (have_flag(flgs, TR_FORCE_WEAPON))
+       {
+               dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
+       }
+       else forced = dam;
+
+       if(have_flag(flgs, TR_VORPAL))
+       {
+               dam = vorpal = dam * 11 / 9;
+       }
+       else vorpal = dam;
+
+       dam = dam + o_ptr->to_d;
+
+       msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
+               base, s_evil, forced, vorpal, dam);
+
+       return(dam);
+}
+
+static int suppression_evil_dam(object_type *o_ptr)
+{
+       int num = FALSE;
+       u32b 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))
+               {
+                       num = TRUE;
+               }
+               else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
+               {
+                       num = TRUE;
+               }
+               else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
+               {
+                       num = TRUE;
+               }
+               else if (calc_arm_avgdamage(o_ptr) > 63)
+               {
+                       num = TRUE;
+               }
+       }
+       else
+       {
+               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(num);
+}
+
+static int 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];
+
+        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 (o_ptr->dd > o_ptr->ds)
+               {
+                       o_ptr->dd--;
+               }
+               else
+               {
+                       o_ptr->ds--;
+               }
+
+               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;
+       }
+       
+       if (o_ptr->to_d > 10)
+       {
+               int pre_damage = o_ptr->to_d;
+
+               o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
+               if (o_ptr->to_d < 10)
+               {
+                       o_ptr->to_d = 10;
+               }
+
+               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);
+
+               return 1;
+        }
+        return 0;
+}
\ No newline at end of file