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#37287 #37353 (2.2.0.89) KIND_OBJECT_IDX型とMONSTER_NUMBER型を定義し、型の置換を継続中。 / KIND_OBJECT...
[hengband/hengband.git] / src / artifact.c
1 /*!
2  * @file artifact.c
3  * @brief アーティファクトの生成と管理 / Artifact code
4  * @date 2013/12/11
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2013 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14
15 static int suppression_evil_dam(object_type *o_ptr);
16 static int weakening_artifact(object_type *o_ptr);
17
18
19 /* Chance of using syllables to form the name instead of the "template" files */
20 #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 */
21 #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 */
22 #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。 */
23 #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。*/
24 #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 */
25 #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 */
26
27 /*! @note
28  * Bias luck needs to be higher than weird luck,
29  * since it is usually tested several times...
30  */
31
32 #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 */
33
34
35 /*!
36  * アーティファクトのバイアスIDを保管する。 / Use for biased artifact creation
37  */
38 static int artifact_bias;
39
40
41 /*!
42  * @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
43  * @details 重複の抑止はない。
44  * @param o_ptr 対象のオブジェクト構造体ポインタ
45  * @return なし
46  */
47 void one_sustain(object_type *o_ptr)
48 {
49         switch (randint0(6))
50         {
51                 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
52                 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
53                 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
54                 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
55                 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
56                 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
57         }
58 }
59
60
61 /*!
62  * @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
63  * @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。
64  * @param o_ptr 対象のオブジェクト構造体ポインタ
65  * @return なし
66  */
67 void one_high_resistance(object_type *o_ptr)
68 {
69         switch (randint0(12))
70         {
71                 case  0: add_flag(o_ptr->art_flags, TR_RES_POIS);   break;
72                 case  1: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
73                 case  2: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
74                 case  3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
75                 case  4: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
76                 case  5: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
77                 case  6: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
78                 case  7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
79                 case  8: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
80                 case  9: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
81                 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN);  break;
82                 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
83         }
84 }
85
86 /*!
87  * @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
88  * @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
89  * 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。
90  * ランダム付加そのものに重複の抑止はない。
91  * @param o_ptr 対象のオブジェクト構造体ポインタ
92  * @return なし
93  */
94 void one_lordly_high_resistance(object_type *o_ptr)
95 {
96         switch (randint0(10))
97         {
98                 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
99                 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
100                 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
101                 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
102                 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
103                 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
104                 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
105                 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
106                 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
107                 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
108         }
109 }
110
111 /*!
112  * @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
113  * @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。
114  * @param o_ptr 対象のオブジェクト構造体ポインタ
115  * @return なし
116  */
117 void one_ele_resistance(object_type *o_ptr)
118 {
119         switch (randint0(4))
120         {
121                 case  0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
122                 case  1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
123                 case  2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
124                 case  3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
125         }
126 }
127
128 /*!
129  * @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
130  * @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。
131  * @param o_ptr 対象のオブジェクト構造体ポインタ
132  * @return なし
133  */
134 void one_dragon_ele_resistance(object_type *o_ptr)
135 {
136         if (one_in_(7))
137         {
138                 add_flag(o_ptr->art_flags, TR_RES_POIS);
139         }
140         else
141         {
142                 one_ele_resistance(o_ptr);
143         }
144 }
145
146 /*!
147  * @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
148  * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
149  * 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。
150  * @param o_ptr 対象のオブジェクト構造体ポインタ
151  * @return なし
152  */
153 void one_low_esp(object_type *o_ptr)
154 {
155         switch (randint1(10))
156         {
157                 case 1:  add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);   break;
158                 case 2:  add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);   break;
159                 case 3:  add_flag(o_ptr->art_flags, TR_ESP_DEMON);   break;
160                 case 4:  add_flag(o_ptr->art_flags, TR_ESP_ORC);   break;
161                 case 5:  add_flag(o_ptr->art_flags, TR_ESP_TROLL);   break;
162                 case 6:  add_flag(o_ptr->art_flags, TR_ESP_GIANT);   break;
163                 case 7:  add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
164                 case 8:  add_flag(o_ptr->art_flags, TR_ESP_HUMAN);   break;
165                 case 9:  add_flag(o_ptr->art_flags, TR_ESP_GOOD);   break;
166                 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);   break;
167         }
168 }
169
170
171 /*!
172  * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
173  * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
174  * をコールする。重複の抑止はない。
175  * @param o_ptr 対象のオブジェクト構造体ポインタ
176  * @return なし
177  */
178 void one_resistance(object_type *o_ptr)
179 {
180         if (one_in_(3))
181         {
182                 one_ele_resistance(o_ptr);
183         }
184         else
185         {
186                 one_high_resistance(o_ptr);
187         }
188 }
189
190
191 /*!
192  * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
193  * @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。
194  * 重複の抑止はない。
195  * @param o_ptr 対象のオブジェクト構造体ポインタ
196  * @return なし
197  */
198 void one_ability(object_type *o_ptr)
199 {
200         switch (randint0(10))
201         {
202         case 0: add_flag(o_ptr->art_flags, TR_LEVITATION);  break;
203         case 1: add_flag(o_ptr->art_flags, TR_LITE_1);      break;
204         case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS);   break;
205         case 3: add_flag(o_ptr->art_flags, TR_WARNING);     break;
206         case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
207         case 5: add_flag(o_ptr->art_flags, TR_REGEN);       break;
208         case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT);    break;
209         case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP);   break;
210         case 8:
211         case 9:
212                 one_low_esp(o_ptr);
213                 break;
214         }
215 }
216
217 /*!
218  * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
219  * @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、
220  * 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。
221  * @param o_ptr 対象のオブジェクト構造体ポインタ
222  * @return なし
223  */
224 void one_activation(object_type *o_ptr)
225 {
226         int type = 0;
227         int chance = 0;
228
229         while (randint1(100) >= chance)
230         {
231                 type = randint1(255);
232                 switch (type)
233                 {
234                         case ACT_SUNLIGHT:
235                         case ACT_BO_MISS_1:
236                         case ACT_BA_POIS_1:
237                         case ACT_BO_ELEC_1:
238                         case ACT_BO_ACID_1:
239                         case ACT_BO_COLD_1:
240                         case ACT_BO_FIRE_1:
241                         case ACT_CONFUSE:
242                         case ACT_SLEEP:
243                         case ACT_QUAKE:
244                         case ACT_CURE_LW:
245                         case ACT_CURE_MW:
246                         case ACT_CURE_POISON:
247                         case ACT_BERSERK:
248                         case ACT_LIGHT:
249                         case ACT_MAP_LIGHT:
250                         case ACT_DEST_DOOR:
251                         case ACT_STONE_MUD:
252                         case ACT_TELEPORT:
253                                 chance = 101;
254                                 break;
255                         case ACT_BA_COLD_1:
256                         case ACT_BA_FIRE_1:
257                         case ACT_DRAIN_1:
258                         case ACT_TELE_AWAY:
259                         case ACT_ESP:
260                         case ACT_RESIST_ALL:
261                         case ACT_DETECT_ALL:
262                         case ACT_RECALL:
263                         case ACT_SATIATE:
264                         case ACT_RECHARGE:
265                                 chance = 85;
266                                 break;
267                         case ACT_TERROR:
268                         case ACT_PROT_EVIL:
269                         case ACT_ID_PLAIN:
270                                 chance = 75;
271                                 break;
272                         case ACT_DRAIN_2:
273                         case ACT_VAMPIRE_1:
274                         case ACT_BO_MISS_2:
275                         case ACT_BA_FIRE_2:
276                         case ACT_REST_EXP:
277                                 chance = 66;
278                                 break;
279                         case ACT_BA_FIRE_3:
280                         case ACT_BA_COLD_3:
281                         case ACT_BA_ELEC_3:
282                         case ACT_WHIRLWIND:
283                         case ACT_VAMPIRE_2:
284                         case ACT_CHARM_ANIMAL:
285                                 chance = 50;
286                                 break;
287                         case ACT_SUMMON_ANIMAL:
288                                 chance = 40;
289                                 break;
290                         case ACT_DISP_EVIL:
291                         case ACT_BA_MISS_3:
292                         case ACT_DISP_GOOD:
293                         case ACT_BANISH_EVIL:
294                         case ACT_GENOCIDE:
295                         case ACT_MASS_GENO:
296                         case ACT_CHARM_UNDEAD:
297                         case ACT_CHARM_OTHER:
298                         case ACT_SUMMON_PHANTOM:
299                         case ACT_REST_ALL:
300                         case ACT_RUNE_EXPLO:
301                                 chance = 33;
302                                 break;
303                         case ACT_CALL_CHAOS:
304                         case ACT_ROCKET:
305                         case ACT_CHARM_ANIMALS:
306                         case ACT_CHARM_OTHERS:
307                         case ACT_SUMMON_ELEMENTAL:
308                         case ACT_CURE_700:
309                         case ACT_SPEED:
310                         case ACT_ID_FULL:
311                         case ACT_RUNE_PROT:
312                                 chance = 25;
313                                 break;
314                         case ACT_CURE_1000:
315                         case ACT_XTRA_SPEED:
316                         case ACT_DETECT_XTRA:
317                         case ACT_DIM_DOOR:
318                                 chance = 10;
319                                 break;
320                         case ACT_SUMMON_UNDEAD:
321                         case ACT_SUMMON_DEMON:
322                         case ACT_WRAITH:
323                         case ACT_INVULN:
324                         case ACT_ALCHEMY:
325                                 chance = 5;
326                                 break;
327                         default:
328                                 chance = 0;
329                 }
330         }
331
332         /* A type was chosen... */
333         o_ptr->xtra2 = (byte_hack)type;
334         add_flag(o_ptr->art_flags, TR_ACTIVATE);
335         o_ptr->timeout = 0;
336 }
337
338 /*!
339  * @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.
340  * @details pval、AC、命中、ダメージが正の場合、符号反転の上1d4だけ悪化させ、重い呪い、呪いフラグを必ず付加。
341  * 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、
342  * 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。
343  * @attention プレイヤーの職業依存処理あり。
344  * @param o_ptr 対象のオブジェクト構造体ポインタ
345  * @return なし
346  */
347 static void curse_artifact(object_type * o_ptr)
348 {
349         if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
350         if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
351         if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
352         if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
353
354         o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
355         remove_flag(o_ptr->art_flags, TR_BLESSED);
356
357         if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
358         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
359         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
360         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
361         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
362         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
363         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
364         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
365         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
366         else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
367
368         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))
369                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
370 }
371
372 /*!
373  * @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.
374  * @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。
375  * 原則的候補は腕力、知力、賢さ、器用さ、耐久、魅力、探索、隠密、赤外線視力、加速。武器のみ採掘、追加攻撃も候補に入る。
376  * @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。
377  * @param o_ptr 対象のオブジェクト構造体ポインタ
378  * @return なし
379  */
380 static void random_plus(object_type * o_ptr)
381 {
382         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
383
384         switch (artifact_bias)
385         {
386         case BIAS_WARRIOR:
387                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
388                 {
389                         add_flag(o_ptr->art_flags, TR_STR);
390                         if (one_in_(2)) return;
391                 }
392
393                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
394                 {
395                         add_flag(o_ptr->art_flags, TR_CON);
396                         if (one_in_(2)) return;
397                 }
398
399                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
400                 {
401                         add_flag(o_ptr->art_flags, TR_DEX);
402                         if (one_in_(2)) return;
403                 }
404                 break;
405
406         case BIAS_MAGE:
407                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
408                 {
409                         add_flag(o_ptr->art_flags, TR_INT);
410                         if (one_in_(2)) return;
411                 }
412                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
413                 {
414                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
415                         if (one_in_(2)) return;
416                 }
417                 break;
418
419         case BIAS_PRIESTLY:
420                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
421                 {
422                         add_flag(o_ptr->art_flags, TR_WIS);
423                         if (one_in_(2)) return;
424                 }
425                 break;
426
427         case BIAS_RANGER:
428                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
429                 {
430                         add_flag(o_ptr->art_flags, TR_DEX);
431                         if (one_in_(2)) return;
432                 }
433
434                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
435                 {
436                         add_flag(o_ptr->art_flags, TR_CON);
437                         if (one_in_(2)) return;
438                 }
439
440                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
441                 {
442                         add_flag(o_ptr->art_flags, TR_STR);
443                         if (one_in_(2)) return;
444                 }
445                 break;
446
447         case BIAS_ROGUE:
448                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
449                 {
450                         add_flag(o_ptr->art_flags, TR_STEALTH);
451                         if (one_in_(2)) return;
452                 }
453                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
454                 {
455                         add_flag(o_ptr->art_flags, TR_SEARCH);
456                         if (one_in_(2)) return;
457                 }
458                 break;
459
460         case BIAS_STR:
461                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
462                 {
463                         add_flag(o_ptr->art_flags, TR_STR);
464                         if (one_in_(2)) return;
465                 }
466                 break;
467
468         case BIAS_WIS:
469                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
470                 {
471                         add_flag(o_ptr->art_flags, TR_WIS);
472                         if (one_in_(2)) return;
473                 }
474                 break;
475
476         case BIAS_INT:
477                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
478                 {
479                         add_flag(o_ptr->art_flags, TR_INT);
480                         if (one_in_(2)) return;
481                 }
482                 break;
483
484         case BIAS_DEX:
485                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
486                 {
487                         add_flag(o_ptr->art_flags, TR_DEX);
488                         if (one_in_(2)) return;
489                 }
490                 break;
491
492         case BIAS_CON:
493                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
494                 {
495                         add_flag(o_ptr->art_flags, TR_CON);
496                         if (one_in_(2)) return;
497                 }
498                 break;
499
500         case BIAS_CHR:
501                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
502                 {
503                         add_flag(o_ptr->art_flags, TR_CHR);
504                         if (one_in_(2)) return;
505                 }
506                 break;
507         }
508
509         if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
510         {
511                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
512                 {
513                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
514                         if (one_in_(2)) return;
515                 }
516         }
517
518         switch (randint1(this_type))
519         {
520         case 1: case 2:
521                 add_flag(o_ptr->art_flags, TR_STR);
522                 if (!artifact_bias && !one_in_(13))
523                         artifact_bias = BIAS_STR;
524                 else if (!artifact_bias && one_in_(7))
525                         artifact_bias = BIAS_WARRIOR;
526                 break;
527         case 3: case 4:
528                 add_flag(o_ptr->art_flags, TR_INT);
529                 if (!artifact_bias && !one_in_(13))
530                         artifact_bias = BIAS_INT;
531                 else if (!artifact_bias && one_in_(7))
532                         artifact_bias = BIAS_MAGE;
533                 break;
534         case 5: case 6:
535                 add_flag(o_ptr->art_flags, TR_WIS);
536                 if (!artifact_bias && !one_in_(13))
537                         artifact_bias = BIAS_WIS;
538                 else if (!artifact_bias && one_in_(7))
539                         artifact_bias = BIAS_PRIESTLY;
540                 break;
541         case 7: case 8:
542                 add_flag(o_ptr->art_flags, TR_DEX);
543                 if (!artifact_bias && !one_in_(13))
544                         artifact_bias = BIAS_DEX;
545                 else if (!artifact_bias && one_in_(7))
546                         artifact_bias = BIAS_ROGUE;
547                 break;
548         case 9: case 10:
549                 add_flag(o_ptr->art_flags, TR_CON);
550                 if (!artifact_bias && !one_in_(13))
551                         artifact_bias = BIAS_CON;
552                 else if (!artifact_bias && one_in_(9))
553                         artifact_bias = BIAS_RANGER;
554                 break;
555         case 11: case 12:
556                 add_flag(o_ptr->art_flags, TR_CHR);
557                 if (!artifact_bias && !one_in_(13))
558                         artifact_bias = BIAS_CHR;
559                 break;
560         case 13: case 14:
561                 add_flag(o_ptr->art_flags, TR_STEALTH);
562                 if (!artifact_bias && one_in_(3))
563                         artifact_bias = BIAS_ROGUE;
564                 break;
565         case 15: case 16:
566                 add_flag(o_ptr->art_flags, TR_SEARCH);
567                 if (!artifact_bias && one_in_(9))
568                         artifact_bias = BIAS_RANGER;
569                 break;
570         case 17: case 18:
571                 add_flag(o_ptr->art_flags, TR_INFRA);
572                 break;
573         case 19:
574                 add_flag(o_ptr->art_flags, TR_SPEED);
575                 if (!artifact_bias && one_in_(11))
576                         artifact_bias = BIAS_ROGUE;
577                 break;
578         case 20: case 21:
579                 add_flag(o_ptr->art_flags, TR_TUNNEL);
580                 break;
581         case 22: case 23:
582                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
583                 else
584                 {
585                         add_flag(o_ptr->art_flags, TR_BLOWS);
586                         if (!artifact_bias && one_in_(11))
587                                 artifact_bias = BIAS_WARRIOR;
588                 }
589                 break;
590         }
591 }
592
593 /*!
594  * @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.
595  * @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。
596  * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
597  * 毒、閃光、暗黒、破片、轟音、盲目、混乱、地獄、カオス、劣化、恐怖、火オーラ、冷気オーラ、電撃オーラ、反射。
598  * 戦士系バイアスのみ反魔もつく。
599  * @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。
600  * @param o_ptr 対象のオブジェクト構造体ポインタ
601  * @return なし
602  */
603 static void random_resistance(object_type * o_ptr)
604 {
605         switch (artifact_bias)
606         {
607         case BIAS_ACID:
608                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
609                 {
610                         add_flag(o_ptr->art_flags, TR_RES_ACID);
611                         if (one_in_(2)) return;
612                 }
613                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
614                 {
615                         add_flag(o_ptr->art_flags, TR_IM_ACID);
616                         if (!one_in_(IM_LUCK))
617                         {
618                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
619                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
620                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
621                         }
622                         if (one_in_(2)) return;
623                 }
624                 break;
625
626         case BIAS_ELEC:
627                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
628                 {
629                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
630                         if (one_in_(2)) return;
631                 }
632                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
633                     !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
634                 {
635                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
636                         if (one_in_(2)) return;
637                 }
638                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
639                 {
640                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
641                         if (!one_in_(IM_LUCK))
642                         {
643                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
644                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
645                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
646                         }
647
648                         if (one_in_(2)) return;
649                 }
650                 break;
651
652         case BIAS_FIRE:
653                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
654                 {
655                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
656                         if (one_in_(2)) return;
657                 }
658                 if ((o_ptr->tval >= TV_CLOAK) &&
659                     (o_ptr->tval <= TV_HARD_ARMOR) &&
660                     !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
661                 {
662                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
663                         if (one_in_(2)) return;
664                 }
665                 if (one_in_(BIAS_LUCK) &&
666                     !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
667                 {
668                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
669                         if (!one_in_(IM_LUCK))
670                         {
671                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
672                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
673                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
674                         }
675                         if (one_in_(2)) return;
676                 }
677                 break;
678
679         case BIAS_COLD:
680                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
681                 {
682                         add_flag(o_ptr->art_flags, TR_RES_COLD);
683                         if (one_in_(2)) return;
684                 }
685                 if ((o_ptr->tval >= TV_CLOAK) &&
686                     (o_ptr->tval <= TV_HARD_ARMOR) &&
687                     !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
688                 {
689                         add_flag(o_ptr->art_flags, TR_SH_COLD);
690                         if (one_in_(2)) return;
691                 }
692                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
693                 {
694                         add_flag(o_ptr->art_flags, TR_IM_COLD);
695                         if (!one_in_(IM_LUCK))
696                         {
697                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
698                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
699                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
700                         }
701                         if (one_in_(2)) return;
702                 }
703                 break;
704
705         case BIAS_POIS:
706                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
707                 {
708                         add_flag(o_ptr->art_flags, TR_RES_POIS);
709                         if (one_in_(2)) return;
710                 }
711                 break;
712
713         case BIAS_WARRIOR:
714                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
715                 {
716                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
717                         if (one_in_(2)) return;
718                 }
719                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
720                 {
721                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
722                         if (one_in_(2)) return;
723                 }
724                 break;
725
726         case BIAS_NECROMANTIC:
727                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
728                 {
729                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
730                         if (one_in_(2)) return;
731                 }
732                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
733                 {
734                         add_flag(o_ptr->art_flags, TR_RES_POIS);
735                         if (one_in_(2)) return;
736                 }
737                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
738                 {
739                         add_flag(o_ptr->art_flags, TR_RES_DARK);
740                         if (one_in_(2)) return;
741                 }
742                 break;
743
744         case BIAS_CHAOS:
745                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
746                 {
747                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
748                         if (one_in_(2)) return;
749                 }
750                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
751                 {
752                         add_flag(o_ptr->art_flags, TR_RES_CONF);
753                         if (one_in_(2)) return;
754                 }
755                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
756                 {
757                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
758                         if (one_in_(2)) return;
759                 }
760                 break;
761         }
762
763         switch (randint1(42))
764         {
765                 case 1:
766                         if (!one_in_(WEIRD_LUCK))
767                                 random_resistance(o_ptr);
768                         else
769                         {
770                                 add_flag(o_ptr->art_flags, TR_IM_ACID);
771                                 if (!artifact_bias)
772                                         artifact_bias = BIAS_ACID;
773                         }
774                         break;
775                 case 2:
776                         if (!one_in_(WEIRD_LUCK))
777                                 random_resistance(o_ptr);
778                         else
779                         {
780                                 add_flag(o_ptr->art_flags, TR_IM_ELEC);
781                                 if (!artifact_bias)
782                                         artifact_bias = BIAS_ELEC;
783                         }
784                         break;
785                 case 3:
786                         if (!one_in_(WEIRD_LUCK))
787                                 random_resistance(o_ptr);
788                         else
789                         {
790                                 add_flag(o_ptr->art_flags, TR_IM_COLD);
791                                 if (!artifact_bias)
792                                         artifact_bias = BIAS_COLD;
793                         }
794                         break;
795                 case 4:
796                         if (!one_in_(WEIRD_LUCK))
797                                 random_resistance(o_ptr);
798                         else
799                         {
800                                 add_flag(o_ptr->art_flags, TR_IM_FIRE);
801                                 if (!artifact_bias)
802                                         artifact_bias = BIAS_FIRE;
803                         }
804                         break;
805                 case 5:
806                 case 6:
807                 case 13:
808                         add_flag(o_ptr->art_flags, TR_RES_ACID);
809                         if (!artifact_bias)
810                                 artifact_bias = BIAS_ACID;
811                         break;
812                 case 7:
813                 case 8:
814                 case 14:
815                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
816                         if (!artifact_bias)
817                                 artifact_bias = BIAS_ELEC;
818                         break;
819                 case 9:
820                 case 10:
821                 case 15:
822                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
823                         if (!artifact_bias)
824                                 artifact_bias = BIAS_FIRE;
825                         break;
826                 case 11:
827                 case 12:
828                 case 16:
829                         add_flag(o_ptr->art_flags, TR_RES_COLD);
830                         if (!artifact_bias)
831                                 artifact_bias = BIAS_COLD;
832                         break;
833                 case 17:
834                 case 18:
835                         add_flag(o_ptr->art_flags, TR_RES_POIS);
836                         if (!artifact_bias && !one_in_(4))
837                                 artifact_bias = BIAS_POIS;
838                         else if (!artifact_bias && one_in_(2))
839                                 artifact_bias = BIAS_NECROMANTIC;
840                         else if (!artifact_bias && one_in_(2))
841                                 artifact_bias = BIAS_ROGUE;
842                         break;
843                 case 19:
844                 case 20:
845                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
846                         if (!artifact_bias && one_in_(3))
847                                 artifact_bias = BIAS_WARRIOR;
848                         break;
849                 case 21:
850                         add_flag(o_ptr->art_flags, TR_RES_LITE);
851                         break;
852                 case 22:
853                         add_flag(o_ptr->art_flags, TR_RES_DARK);
854                         break;
855                 case 23:
856                 case 24:
857                         add_flag(o_ptr->art_flags, TR_RES_BLIND);
858                         break;
859                 case 25:
860                 case 26:
861                         add_flag(o_ptr->art_flags, TR_RES_CONF);
862                         if (!artifact_bias && one_in_(6))
863                                 artifact_bias = BIAS_CHAOS;
864                         break;
865                 case 27:
866                 case 28:
867                         add_flag(o_ptr->art_flags, TR_RES_SOUND);
868                         break;
869                 case 29:
870                 case 30:
871                         add_flag(o_ptr->art_flags, TR_RES_SHARDS);
872                         break;
873                 case 31:
874                 case 32:
875                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
876                         if (!artifact_bias && one_in_(3))
877                                 artifact_bias = BIAS_NECROMANTIC;
878                         break;
879                 case 33:
880                 case 34:
881                         add_flag(o_ptr->art_flags, TR_RES_NEXUS);
882                         break;
883                 case 35:
884                 case 36:
885                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
886                         if (!artifact_bias && one_in_(2))
887                                 artifact_bias = BIAS_CHAOS;
888                         break;
889                 case 37:
890                 case 38:
891                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
892                         break;
893                 case 39:
894                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
895                                 add_flag(o_ptr->art_flags, TR_SH_ELEC);
896                         else
897                                 random_resistance(o_ptr);
898                         if (!artifact_bias)
899                                 artifact_bias = BIAS_ELEC;
900                         break;
901                 case 40:
902                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
903                                 add_flag(o_ptr->art_flags, TR_SH_FIRE);
904                         else
905                                 random_resistance(o_ptr);
906                         if (!artifact_bias)
907                                 artifact_bias = BIAS_FIRE;
908                         break;
909                 case 41:
910                         if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
911                             o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
912                                 add_flag(o_ptr->art_flags, TR_REFLECT);
913                         else
914                                 random_resistance(o_ptr);
915                         break;
916                 case 42:
917                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
918                                 add_flag(o_ptr->art_flags, TR_SH_COLD);
919                         else
920                                 random_resistance(o_ptr);
921                         if (!artifact_bias)
922                                 artifact_bias = BIAS_COLD;
923                         break;
924         }
925 }
926
927
928 /*!
929  * @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.
930  * @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。
931  * 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、
932  * 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。
933  * @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。
934  * @param o_ptr 対象のオブジェクト構造体ポインタ
935  * @return なし
936  */
937 static void random_misc(object_type * o_ptr)
938 {
939         switch (artifact_bias)
940         {
941         case BIAS_RANGER:
942                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
943                 {
944                         add_flag(o_ptr->art_flags, TR_SUST_CON);
945                         if (one_in_(2)) return;
946                 }
947                 break;
948
949         case BIAS_STR:
950                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
951                 {
952                         add_flag(o_ptr->art_flags, TR_SUST_STR);
953                         if (one_in_(2)) return;
954                 }
955                 break;
956
957         case BIAS_WIS:
958                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
959                 {
960                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
961                         if (one_in_(2)) return;
962                 }
963                 break;
964
965         case BIAS_INT:
966                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
967                 {
968                         add_flag(o_ptr->art_flags, TR_SUST_INT);
969                         if (one_in_(2)) return;
970                 }
971                 break;
972
973         case BIAS_DEX:
974                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
975                 {
976                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
977                         if (one_in_(2)) return;
978                 }
979                 break;
980
981         case BIAS_CON:
982                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
983                 {
984                         add_flag(o_ptr->art_flags, TR_SUST_CON);
985                         if (one_in_(2)) return;
986                 }
987                 break;
988
989         case BIAS_CHR:
990                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
991                 {
992                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
993                         if (one_in_(2)) return;
994                 }
995                 break;
996
997         case BIAS_CHAOS:
998                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
999                 {
1000                         add_flag(o_ptr->art_flags, TR_TELEPORT);
1001                         if (one_in_(2)) return;
1002                 }
1003                 break;
1004
1005         case BIAS_FIRE:
1006                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
1007                 {
1008                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
1009                 }
1010                 break;
1011         }
1012
1013         switch (randint1(33))
1014         {
1015                 case 1:
1016                         add_flag(o_ptr->art_flags, TR_SUST_STR);
1017                         if (!artifact_bias)
1018                                 artifact_bias = BIAS_STR;
1019                         break;
1020                 case 2:
1021                         add_flag(o_ptr->art_flags, TR_SUST_INT);
1022                         if (!artifact_bias)
1023                                 artifact_bias = BIAS_INT;
1024                         break;
1025                 case 3:
1026                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
1027                         if (!artifact_bias)
1028                                 artifact_bias = BIAS_WIS;
1029                         break;
1030                 case 4:
1031                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
1032                         if (!artifact_bias)
1033                                 artifact_bias = BIAS_DEX;
1034                         break;
1035                 case 5:
1036                         add_flag(o_ptr->art_flags, TR_SUST_CON);
1037                         if (!artifact_bias)
1038                                 artifact_bias = BIAS_CON;
1039                         break;
1040                 case 6:
1041                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
1042                         if (!artifact_bias)
1043                                 artifact_bias = BIAS_CHR;
1044                         break;
1045                 case 7:
1046                 case 8:
1047                 case 14:
1048                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
1049                         break;
1050                 case 9:
1051                         add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1052                         if (!artifact_bias && one_in_(5))
1053                                 artifact_bias = BIAS_PRIESTLY;
1054                         else if (!artifact_bias && one_in_(6))
1055                                 artifact_bias = BIAS_NECROMANTIC;
1056                         break;
1057                 case 10:
1058                 case 11:
1059                         add_flag(o_ptr->art_flags, TR_LITE_1);
1060                         break;
1061                 case 12:
1062                 case 13:
1063                         add_flag(o_ptr->art_flags, TR_LEVITATION);
1064                         break;
1065                 case 15:
1066                 case 16:
1067                 case 17:
1068                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1069                         break;
1070                 case 19:
1071                 case 20:
1072                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1073                         break;
1074                 case 21:
1075                 case 22:
1076                         add_flag(o_ptr->art_flags, TR_REGEN);
1077                         break;
1078                 case 23:
1079                         add_flag(o_ptr->art_flags, TR_TELEPORT);
1080                         break;
1081                 case 24:
1082                 case 25:
1083                 case 26:
1084                         if (object_is_armour(o_ptr))
1085                                 random_misc(o_ptr);
1086                         else
1087                         {
1088                                 o_ptr->to_a = 4 + randint1(11);
1089                         }
1090                         break;
1091                 case 27:
1092                 case 28:
1093                 case 29:
1094                 {
1095                         HIT_PROB bonus_h;
1096                         HIT_POINT bonus_d;
1097                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1098                         bonus_h = 4 + (HIT_PROB)(randint1(11));
1099                         bonus_d = 4 + (HIT_POINT)(randint1(11));
1100                         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))
1101                         {
1102                                 bonus_h /= 2;
1103                                 bonus_d /= 2;
1104                         }
1105                         o_ptr->to_h += bonus_h;
1106                         o_ptr->to_d += bonus_d;
1107                         break;
1108                 }
1109                 case 30:
1110                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1111                         break;
1112                 case 31:
1113                         add_flag(o_ptr->art_flags, TR_NO_TELE);
1114                         break;
1115                 case 32:
1116                         add_flag(o_ptr->art_flags, TR_WARNING);
1117                         break;
1118
1119                 case 18:
1120                         switch (randint1(3))
1121                         {
1122                         case 1:
1123                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1124                                 if (!artifact_bias && one_in_(3))
1125                                         artifact_bias = BIAS_LAW;
1126                                 break;
1127                         case 2:
1128                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1129                                 if (!artifact_bias && one_in_(3))
1130                                         artifact_bias = BIAS_MAGE;
1131                                 break;
1132                         case 3:
1133                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1134                                 if (!artifact_bias && one_in_(9))
1135                                         artifact_bias = BIAS_MAGE;
1136                                 break;
1137                         }
1138                         break;
1139
1140                 case 33:
1141                 {
1142                         int idx[3];
1143                         int n = randint1(3);
1144
1145                         idx[0] = randint1(10);
1146
1147                         idx[1] = randint1(9);
1148                         if (idx[1] >= idx[0]) idx[1]++;
1149
1150                         idx[2] = randint1(8);
1151                         if (idx[2] >= idx[0]) idx[2]++;
1152                         if (idx[2] >= idx[1]) idx[2]++;
1153
1154                         while (n--) switch (idx[n])
1155                         {
1156                         case 1:
1157                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1158                                 if (!artifact_bias && one_in_(4))
1159                                         artifact_bias = BIAS_RANGER;
1160                                 break;
1161                         case 2:
1162                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1163                                 if (!artifact_bias && one_in_(3))
1164                                         artifact_bias = BIAS_PRIESTLY;
1165                                 else if (!artifact_bias && one_in_(6))
1166                                         artifact_bias = BIAS_NECROMANTIC;
1167                                 break;
1168                         case 3:
1169                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1170                                 break;
1171                         case 4:
1172                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1173                                 break;
1174                         case 5:
1175                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1176                                 break;
1177                         case 6:
1178                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1179                                 break;
1180                         case 7:
1181                                 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1182                                 break;
1183                         case 8:
1184                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1185                                 if (!artifact_bias && one_in_(6))
1186                                         artifact_bias = BIAS_ROGUE;
1187                                 break;
1188                         case 9:
1189                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1190                                 if (!artifact_bias && one_in_(3))
1191                                         artifact_bias = BIAS_LAW;
1192                                 break;
1193                         case 10:
1194                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1195                                 if (!artifact_bias && one_in_(3))
1196                                         artifact_bias = BIAS_LAW;
1197                                 break;
1198                         }
1199                         break;
1200                 }
1201         }
1202 }
1203
1204 /*!
1205  * @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.
1206  * @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。
1207  * 原則的候補は強力射、高速射、混沌効果、吸血効果、祝福、投擲しやすい、焼棄、凍結、電撃、溶解、毒殺、
1208  * 動物スレイ、邪悪スレイ、悪魔スレイ、不死スレイ、オークスレイ、トロルスレイ、巨人スレイ、ドラゴンスレイ、
1209  * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1210  * @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。
1211  * @param o_ptr 対象のオブジェクト構造体ポインタ
1212  * @return なし
1213  */
1214 static void random_slay(object_type *o_ptr)
1215 {
1216         if (o_ptr->tval == TV_BOW)
1217         {
1218                 switch (randint1(6))
1219                 {
1220                         case 1:
1221                         case 2:
1222                         case 3:
1223                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1224                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1225                                 if (!artifact_bias && one_in_(9))
1226                                         artifact_bias = BIAS_RANGER;
1227                                 break;
1228                         default:
1229                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1230                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1231                                 if (!artifact_bias && one_in_(9))
1232                                         artifact_bias = BIAS_RANGER;
1233                         break;
1234                 }
1235
1236                 return;
1237         }
1238
1239         switch (artifact_bias)
1240         {
1241         case BIAS_CHAOS:
1242                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1243                 {
1244                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1245                         if (one_in_(2)) return;
1246                 }
1247                 break;
1248
1249         case BIAS_PRIESTLY:
1250                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1251                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1252                 {
1253                         /* A free power for "priestly" random artifacts */
1254                         add_flag(o_ptr->art_flags, TR_BLESSED);
1255                 }
1256                 break;
1257
1258         case BIAS_NECROMANTIC:
1259                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1260                 {
1261                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1262                         if (one_in_(2)) return;
1263                 }
1264                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1265                 {
1266                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1267                         if (one_in_(2)) return;
1268                 }
1269                 break;
1270
1271         case BIAS_RANGER:
1272                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1273                 {
1274                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1275                         if (one_in_(2)) return;
1276                 }
1277                 break;
1278
1279         case BIAS_ROGUE:
1280                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1281                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1282                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1283                 {
1284                         /* Free power for rogues... */
1285                         add_flag(o_ptr->art_flags, TR_THROW);
1286                 }
1287                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1288                 {
1289                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1290                         if (one_in_(2)) return;
1291                 }
1292                 break;
1293
1294         case BIAS_POIS:
1295                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1296                 {
1297                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1298                         if (one_in_(2)) return;
1299                 }
1300                 break;
1301
1302         case BIAS_FIRE:
1303                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1304                 {
1305                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1306                         if (one_in_(2)) return;
1307                 }
1308                 break;
1309
1310         case BIAS_COLD:
1311                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1312                 {
1313                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1314                         if (one_in_(2)) return;
1315                 }
1316                 break;
1317
1318         case BIAS_ELEC:
1319                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1320                 {
1321                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1322                         if (one_in_(2)) return;
1323                 }
1324                 break;
1325
1326         case BIAS_ACID:
1327                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1328                 {
1329                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1330                         if (one_in_(2)) return;
1331                 }
1332                 break;
1333
1334         case BIAS_LAW:
1335                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1336                 {
1337                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1338                         if (one_in_(2)) return;
1339                 }
1340                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1341                 {
1342                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1343                         if (one_in_(2)) return;
1344                 }
1345                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1346                 {
1347                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1348                         if (one_in_(2)) return;
1349                 }
1350                 break;
1351         }
1352
1353         switch (randint1(36))
1354         {
1355                 case 1:
1356                 case 2:
1357                         if (one_in_(4))
1358                         {
1359                                 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1360                         }
1361                         else
1362                         {
1363                                 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1364                         }
1365                         break;
1366                 case 3:
1367                 case 4:
1368                         if (one_in_(4))
1369                         {
1370                                 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1371                         }
1372                         else
1373                         {
1374                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL); 
1375                         }
1376                         if (!artifact_bias && one_in_(2))
1377                                 artifact_bias = BIAS_LAW;
1378                         else if (!artifact_bias && one_in_(9))
1379                                 artifact_bias = BIAS_PRIESTLY;
1380                         break;
1381                 case 5:
1382                 case 6:
1383                         if (one_in_(4))
1384                         {
1385                                 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1386                         }
1387                         else
1388                         {
1389                                 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1390                         }
1391                         if (!artifact_bias && one_in_(9))
1392                                 artifact_bias = BIAS_PRIESTLY;
1393                         break;
1394                 case 7:
1395                 case 8:
1396                         if (one_in_(4))
1397                         {
1398                                 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1399                         }
1400                         else
1401                         {
1402                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1403                         }
1404                         if (!artifact_bias && one_in_(9))
1405                                 artifact_bias = BIAS_PRIESTLY;
1406                         break;
1407                 case 9:
1408                 case 10:
1409                         if (one_in_(4))
1410                         {
1411                                 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1412                         }
1413                         else
1414                         {
1415                                 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1416                         }
1417                         break;
1418                 case 11:
1419                 case 12:
1420                         if (one_in_(4))
1421                         {
1422                                 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1423                         }
1424                         else
1425                         {
1426                                 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1427                         }
1428                         break;
1429                 case 13:
1430                 case 14:
1431                         if (one_in_(4))
1432                         {
1433                                 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1434                         }
1435                         else
1436                         {
1437                                 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1438                         }
1439                         break;
1440                 case 15:
1441                 case 16:
1442                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1443                         break;
1444                 case 17:
1445                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1446                         break;
1447                 case 18:
1448                 case 19:
1449                         if (o_ptr->tval == TV_SWORD)
1450                         {
1451                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1452                                 if (!artifact_bias && one_in_(9))
1453                                         artifact_bias = BIAS_WARRIOR;
1454                         }
1455                         else
1456                                 random_slay(o_ptr);
1457                         break;
1458                 case 20:
1459                         add_flag(o_ptr->art_flags, TR_IMPACT);
1460                         break;
1461                 case 21:
1462                 case 22:
1463                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1464                         if (!artifact_bias)
1465                                 artifact_bias = BIAS_FIRE;
1466                         break;
1467                 case 23:
1468                 case 24:
1469                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1470                         if (!artifact_bias)
1471                                 artifact_bias = BIAS_COLD;
1472                         break;
1473                 case 25:
1474                 case 26:
1475                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1476                         if (!artifact_bias)
1477                                 artifact_bias = BIAS_ELEC;
1478                         break;
1479                 case 27:
1480                 case 28:
1481                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1482                         if (!artifact_bias)
1483                                 artifact_bias = BIAS_ACID;
1484                         break;
1485                 case 29:
1486                 case 30:
1487                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1488                         if (!artifact_bias && !one_in_(3))
1489                                 artifact_bias = BIAS_POIS;
1490                         else if (!artifact_bias && one_in_(6))
1491                                 artifact_bias = BIAS_NECROMANTIC;
1492                         else if (!artifact_bias)
1493                                 artifact_bias = BIAS_ROGUE;
1494                         break;
1495                 case 31:
1496                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1497                         if (!artifact_bias)
1498                                 artifact_bias = BIAS_NECROMANTIC;
1499                         break;
1500                 case 32:
1501                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1502                         if (!artifact_bias)
1503                                 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1504                         break;
1505                 case 33:
1506                 case 34:
1507                         if (one_in_(4))
1508                         {
1509                                 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1510                         }
1511                         else
1512                         {
1513                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1514                         }
1515                         break;
1516                 default:
1517                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1518                         if (!artifact_bias)
1519                                 artifact_bias = BIAS_CHAOS;
1520                         break;
1521         }
1522 }
1523
1524 /*!
1525  * @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.
1526  * @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。
1527  * @param o_ptr 対象のオブジェクト構造体ポインタ
1528  * @return なし
1529  */
1530 static void give_activation_power(object_type *o_ptr)
1531 {
1532         int type = 0, chance = 0;
1533
1534         switch (artifact_bias)
1535         {
1536                 case BIAS_ELEC:
1537                         if (!one_in_(3))
1538                         {
1539                                 type = ACT_BO_ELEC_1;
1540                         }
1541                         else if (!one_in_(5))
1542                         {
1543                                 type = ACT_BA_ELEC_2;
1544                         }
1545                         else
1546                         {
1547                                 type = ACT_BA_ELEC_3;
1548                         }
1549                         chance = 101;
1550                         break;
1551
1552                 case BIAS_POIS:
1553                         type = ACT_BA_POIS_1;
1554                         chance = 101;
1555                         break;
1556
1557                 case BIAS_FIRE:
1558                         if (!one_in_(3))
1559                         {
1560                                 type = ACT_BO_FIRE_1;
1561                         }
1562                         else if (!one_in_(5))
1563                         {
1564                                 type = ACT_BA_FIRE_1;
1565                         }
1566                         else
1567                         {
1568                                 type = ACT_BA_FIRE_2;
1569                         }
1570                         chance = 101;
1571                         break;
1572
1573                 case BIAS_COLD:
1574                         chance = 101;
1575                         if (!one_in_(3))
1576                                 type = ACT_BO_COLD_1;
1577                         else if (!one_in_(3))
1578                                 type = ACT_BA_COLD_1;
1579                         else if (!one_in_(3))
1580                                 type = ACT_BA_COLD_2;
1581                         else
1582                                 type = ACT_BA_COLD_3;
1583                         break;
1584
1585                 case BIAS_CHAOS:
1586                         chance = 50;
1587                         if (one_in_(6))
1588                                 type = ACT_SUMMON_DEMON;
1589                         else
1590                                 type = ACT_CALL_CHAOS;
1591                         break;
1592
1593                 case BIAS_PRIESTLY:
1594                         chance = 101;
1595
1596                         if (one_in_(13))
1597                                 type = ACT_CHARM_UNDEAD;
1598                         else if (one_in_(12))
1599                                 type = ACT_BANISH_EVIL;
1600                         else if (one_in_(11))
1601                                 type = ACT_DISP_EVIL;
1602                         else if (one_in_(10))
1603                                 type = ACT_PROT_EVIL;
1604                         else if (one_in_(9))
1605                                 type = ACT_CURE_1000;
1606                         else if (one_in_(8))
1607                                 type = ACT_CURE_700;
1608                         else if (one_in_(7))
1609                                 type = ACT_REST_ALL;
1610                         else if (one_in_(6))
1611                                 type = ACT_REST_EXP;
1612                         else
1613                                 type = ACT_CURE_MW;
1614                         break;
1615
1616                 case BIAS_NECROMANTIC:
1617                         chance = 101;
1618                         if (one_in_(66))
1619                                 type = ACT_WRAITH;
1620                         else if (one_in_(13))
1621                                 type = ACT_DISP_GOOD;
1622                         else if (one_in_(9))
1623                                 type = ACT_MASS_GENO;
1624                         else if (one_in_(8))
1625                                 type = ACT_GENOCIDE;
1626                         else if (one_in_(13))
1627                                 type = ACT_SUMMON_UNDEAD;
1628                         else if (one_in_(9))
1629                                 type = ACT_VAMPIRE_2;
1630                         else if (one_in_(6))
1631                                 type = ACT_CHARM_UNDEAD;
1632                         else
1633                                 type = ACT_VAMPIRE_1;
1634                         break;
1635
1636                 case BIAS_LAW:
1637                         chance = 101;
1638                         if (one_in_(8))
1639                                 type = ACT_BANISH_EVIL;
1640                         else if (one_in_(4))
1641                                 type = ACT_DISP_EVIL;
1642                         else
1643                                 type = ACT_PROT_EVIL;
1644                         break;
1645
1646                 case BIAS_ROGUE:
1647                         chance = 101;
1648                         if (one_in_(50))
1649                                 type = ACT_SPEED;
1650                         else if (one_in_(4))
1651                                 type = ACT_SLEEP;
1652                         else if (one_in_(3))
1653                                 type = ACT_DETECT_ALL;
1654                         else if (one_in_(8))
1655                                 type = ACT_ID_FULL;
1656                         else
1657                                 type = ACT_ID_PLAIN;
1658                         break;
1659
1660                 case BIAS_MAGE:
1661                         chance = 66;
1662                         if (one_in_(20))
1663                                 type = ACT_SUMMON_ELEMENTAL;
1664                         else if (one_in_(10))
1665                                 type = ACT_SUMMON_PHANTOM;
1666                         else if (one_in_(5))
1667                                 type = ACT_RUNE_EXPLO;
1668                         else
1669                                 type = ACT_ESP;
1670                         break;
1671
1672                 case BIAS_WARRIOR:
1673                         chance = 80;
1674                         if (one_in_(100))
1675                                 type = ACT_INVULN;
1676                         else
1677                                 type = ACT_BERSERK;
1678                         break;
1679
1680                 case BIAS_RANGER:
1681                         chance = 101;
1682                         if (one_in_(20))
1683                                 type = ACT_CHARM_ANIMALS;
1684                         else if (one_in_(7))
1685                                 type = ACT_SUMMON_ANIMAL;
1686                         else if (one_in_(6))
1687                                 type = ACT_CHARM_ANIMAL;
1688                         else if (one_in_(4))
1689                                 type = ACT_RESIST_ALL;
1690                         else if (one_in_(3))
1691                                 type = ACT_SATIATE;
1692                         else
1693                                 type = ACT_CURE_POISON;
1694                         break;
1695         }
1696
1697         if (!type || (randint1(100) >= chance))
1698         {
1699                 one_activation(o_ptr);
1700                 return;
1701         }
1702
1703         /* A type was chosen... */
1704         o_ptr->xtra2 = (byte_hack)type;
1705         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1706         o_ptr->timeout = 0;
1707 }
1708
1709 /*!
1710  * @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.
1711  * @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。
1712  * @param return_name 名前を返すための文字列参照ポインタ
1713  * @param armour 対象のオブジェクトが防具が否か
1714  * @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)
1715  * @return なし
1716  */
1717 static void get_random_name(char *return_name, bool armour, int power)
1718 {
1719         int prob = randint1(100);
1720
1721         if (prob <= SINDARIN_NAME)
1722         {
1723                 get_table_sindarin(return_name);
1724         }
1725         else if (prob <= TABLE_NAME)
1726         {
1727                 get_table_name(return_name);
1728         }
1729         else
1730         {
1731                 cptr filename;
1732
1733                 switch (armour)
1734                 {
1735                         case 1:
1736                                 switch (power)
1737                                 {
1738                                         case 0:
1739                                                 filename = _("a_cursed_j.txt", "a_cursed.txt");
1740                                                 break;
1741                                         case 1:
1742                                                 filename = _("a_low_j.txt", "a_low.txt");
1743                                                 break;
1744                                         case 2:
1745                                                 filename = _("a_med_j.txt", "a_med.txt");
1746                                                 break;
1747                                         default:
1748                                                 filename = _("a_high_j.txt", "a_high.txt");
1749                                 }
1750                                 break;
1751                         default:
1752                                 switch (power)
1753                                 {
1754                                         case 0:
1755                                                 filename = _("w_cursed_j.txt", "w_cursed.txt");
1756                                                 break;
1757                                         case 1:
1758                                                 filename = _("w_low_j.txt", "w_low.txt");
1759                                                 break;
1760                                         case 2:
1761                                                 filename = _("w_med_j.txt", "w_med.txt");
1762                                                 break;
1763                                         default:
1764                                                 filename = _("w_high_j.txt", "w_high.txt");
1765                                 }
1766                 }
1767
1768                 (void)get_rnd_line(filename, artifact_bias, return_name);
1769 #ifdef JP
1770                  if (return_name[0] == 0) get_table_name(return_name);
1771 #endif
1772         }
1773 }
1774
1775 /*!
1776  * @brief ランダムアーティファクト生成のメインルーチン
1777  * @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。
1778  * @param o_ptr 対象のオブジェクト構造体ポインタ
1779  * @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。
1780  * @return 常にTRUE(1)を返す
1781  */
1782 bool create_artifact(object_type *o_ptr, bool a_scroll)
1783 {
1784         char    new_name[1024];
1785         int     has_pval = 0;
1786         int     powers = randint1(5) + 1;
1787         int     max_powers;
1788         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1789         int     power_level;
1790         s32b    total_flags;
1791         bool    a_cursed = FALSE;
1792         int     warrior_artifact_bias = 0;
1793         int i;
1794
1795         /* Reset artifact bias */
1796         artifact_bias = 0;
1797
1798         /* Nuke enchantments */
1799         o_ptr->name1 = 0;
1800         o_ptr->name2 = 0;
1801
1802         for (i = 0; i < TR_FLAG_SIZE; i++)
1803                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1804
1805         if (o_ptr->pval) has_pval = TRUE;
1806
1807         if (a_scroll && one_in_(4))
1808         {
1809                 switch (p_ptr->pclass)
1810                 {
1811                         case CLASS_WARRIOR:
1812                         case CLASS_BERSERKER:
1813                         case CLASS_ARCHER:
1814                         case CLASS_SAMURAI:
1815                         case CLASS_CAVALRY:
1816                         case CLASS_SMITH:
1817                                 artifact_bias = BIAS_WARRIOR;
1818                                 break;
1819                         case CLASS_MAGE:
1820                         case CLASS_HIGH_MAGE:
1821                         case CLASS_SORCERER:
1822                         case CLASS_MAGIC_EATER:
1823                         case CLASS_BLUE_MAGE:
1824                                 artifact_bias = BIAS_MAGE;
1825                                 break;
1826                         case CLASS_PRIEST:
1827                                 artifact_bias = BIAS_PRIESTLY;
1828                                 break;
1829                         case CLASS_ROGUE:
1830                         case CLASS_NINJA:
1831                                 artifact_bias = BIAS_ROGUE;
1832                                 warrior_artifact_bias = 25;
1833                                 break;
1834                         case CLASS_RANGER:
1835                         case CLASS_SNIPER:
1836                                 artifact_bias = BIAS_RANGER;
1837                                 warrior_artifact_bias = 30;
1838                                 break;
1839                         case CLASS_PALADIN:
1840                                 artifact_bias = BIAS_PRIESTLY;
1841                                 warrior_artifact_bias = 40;
1842                                 break;
1843                         case CLASS_WARRIOR_MAGE:
1844                         case CLASS_RED_MAGE:
1845                                 artifact_bias = BIAS_MAGE;
1846                                 warrior_artifact_bias = 40;
1847                                 break;
1848                         case CLASS_CHAOS_WARRIOR:
1849                                 artifact_bias = BIAS_CHAOS;
1850                                 warrior_artifact_bias = 40;
1851                                 break;
1852                         case CLASS_MONK:
1853                         case CLASS_FORCETRAINER:
1854                                 artifact_bias = BIAS_PRIESTLY;
1855                                 break;
1856                         case CLASS_MINDCRAFTER:
1857                         case CLASS_BARD:
1858                                 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1859                                 break;
1860                         case CLASS_TOURIST:
1861                                 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1862                                 break;
1863                         case CLASS_IMITATOR:
1864                                 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1865                                 break;
1866                         case CLASS_BEASTMASTER:
1867                                 artifact_bias = BIAS_CHR;
1868                                 warrior_artifact_bias = 50;
1869                                 break;
1870                         case CLASS_MIRROR_MASTER:
1871                                 if (randint1(4) > 1) 
1872                                 {
1873                                     artifact_bias = BIAS_MAGE;
1874                                 }
1875                                 else
1876                                 {
1877                                     artifact_bias = BIAS_ROGUE;
1878                                 }
1879                                 break;
1880                 }
1881         }
1882
1883         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1884                 artifact_bias = BIAS_WARRIOR;
1885
1886         strcpy(new_name, "");
1887
1888         if (!a_scroll && one_in_(A_CURSED))
1889                 a_cursed = TRUE;
1890         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1891                 a_cursed = TRUE;
1892
1893         while (one_in_(powers) || one_in_(7) || one_in_(10))
1894                 powers++;
1895
1896         if (!a_cursed && one_in_(WEIRD_LUCK))
1897                 powers *= 2;
1898
1899         if (a_cursed) powers /= 2;
1900
1901         max_powers = powers;
1902         /* Main loop */
1903         while (powers--)
1904         {
1905                 switch (randint1(max_type))
1906                 {
1907                         case 1: case 2:
1908                                 random_plus(o_ptr);
1909                                 has_pval = TRUE;
1910                                 break;
1911                         case 3: case 4:
1912                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1913                                 {
1914                                         if (a_cursed && !one_in_(13)) break;
1915                                         if (one_in_(13))
1916                                         {
1917                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1918                                         }
1919                                         else
1920                                         {
1921                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1922                                         }
1923                                 }
1924                                 else
1925                                         random_resistance(o_ptr);
1926                                 break;
1927                         case 5:
1928                                 random_misc(o_ptr);
1929                                 break;
1930                         case 6: case 7:
1931                                 random_slay(o_ptr);
1932                                 break;
1933                         default:
1934                                 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1935                                 powers++;
1936                 }
1937         };
1938
1939         if (has_pval)
1940         {
1941 #if 0
1942                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1943
1944                 /* This one commented out by gw's request... */
1945                 if (!a_scroll)
1946                         add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1947 #endif
1948
1949                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1950                 {
1951                         o_ptr->pval = randint1(2);
1952                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1953                                 o_ptr->pval++;
1954                 }
1955                 else
1956                 {
1957                         do
1958                         {
1959                                 o_ptr->pval++;
1960                         }
1961                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1962                 }
1963
1964                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1965                         o_ptr->pval = 4;
1966         }
1967
1968
1969         /* give it some plusses... */
1970         if (object_is_armour(o_ptr))
1971                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1972         else if (object_is_weapon_ammo(o_ptr))
1973         {
1974                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1975                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1976                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1977         }
1978
1979         /* Just to be sure */
1980         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1981         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1982         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1983         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1984
1985         total_flags = flag_cost(o_ptr, o_ptr->pval);
1986
1987         if (a_cursed) curse_artifact(o_ptr);
1988
1989         if (!a_cursed &&
1990             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1991         {
1992                 o_ptr->xtra2 = 0;
1993                 give_activation_power(o_ptr);
1994         }
1995
1996         if (object_is_armour(o_ptr))
1997         {
1998                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1999                 {
2000                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
2001                         o_ptr->to_d -= (s16b)randint0(3);
2002                         o_ptr->to_h -= (s16b)randint0(3);
2003                 }
2004                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
2005                 {
2006                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
2007                         o_ptr->to_d -= (s16b)randint0(3);
2008                         o_ptr->to_h -= (s16b)randint0(3);
2009                 }
2010         }
2011
2012         if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
2013
2014         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
2015         {
2016                 o_ptr->to_h = 0;
2017                 o_ptr->to_d = 0;
2018                 remove_flag(o_ptr->art_flags, TR_BLOWS);
2019                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
2020                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
2021                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2022                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
2023                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2024                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
2025                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
2026                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
2027                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
2028                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
2029                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2030                 remove_flag(o_ptr->art_flags, TR_VORPAL);
2031                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
2032                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
2033                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
2034                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
2035                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
2036         }
2037
2038         if (!object_is_weapon_ammo(o_ptr))
2039         {
2040                 /* For armors */
2041                 if (a_cursed) power_level = 0;
2042                 else if (total_flags < 15000) power_level = 1;
2043                 else if (total_flags < 35000) power_level = 2;
2044                 else power_level = 3;
2045         }
2046
2047         else
2048         {
2049                 /* For weapons */
2050                 if (a_cursed) power_level = 0;
2051                 else if (total_flags < 20000) power_level = 1;
2052                 else if (total_flags < 45000) power_level = 2;
2053                 else power_level = 3;
2054         }
2055
2056         /* 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 */
2057         if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
2058         {
2059                 msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
2060                 do
2061                 {
2062                         if (weakening_artifact(o_ptr) == 0) break;
2063                 } while (suppression_evil_dam(o_ptr));
2064         }
2065
2066         if (a_scroll)
2067         {
2068                 char dummy_name[80] = "";
2069                 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? ");
2070
2071                 /* Identify it fully */
2072                 object_aware(o_ptr);
2073                 object_known(o_ptr);
2074
2075                 /* Mark the item as fully known */
2076                 o_ptr->ident |= (IDENT_MENTAL);
2077
2078                 /* For being treated as random artifact in screen_object() */
2079                 o_ptr->art_name = quark_add("");
2080
2081                 (void)screen_object(o_ptr, 0L);
2082
2083                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2084                     || !dummy_name[0])
2085                 {
2086                         /* Cancelled */
2087                         if (one_in_(2))
2088                         {
2089                                 get_table_sindarin_aux(dummy_name);
2090                         }
2091                         else
2092                         {
2093                                 get_table_name_aux(dummy_name);
2094                         }
2095                 }
2096                 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
2097                 chg_virtue(V_INDIVIDUALISM, 2);
2098                 chg_virtue(V_ENCHANT, 5);
2099         }
2100         else
2101         {
2102                 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2103         }
2104
2105         /* Save the inscription */
2106         o_ptr->art_name = quark_add(new_name);
2107
2108         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」",
2109                 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[artifact_bias]);
2110
2111         /* Window stuff */
2112         p_ptr->window |= (PW_INVEN | PW_EQUIP);
2113
2114         return TRUE;
2115 }
2116
2117 /*!
2118  * @brief オブジェクトから能力発動IDを取得する。
2119  * @details いくつかのケースで定義されている発動効果から、
2120  * 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。
2121  * @param o_ptr 対象のオブジェクト構造体ポインタ
2122  * @return 発動効果のIDを返す
2123  */
2124 int activation_index(object_type *o_ptr)
2125 {
2126         /* Give priority to weaponsmith's essential activations */
2127         if (object_is_smith(o_ptr))
2128         {
2129                 switch (o_ptr->xtra3 - 1)
2130                 {
2131                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2132                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2133                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2134                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2135                 case TR_IMPACT: return ACT_QUAKE;
2136                 }
2137         }
2138
2139         if (object_is_fixed_artifact(o_ptr))
2140         {
2141                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2142                 {
2143                         return a_info[o_ptr->name1].act_idx;
2144                 }
2145         }
2146         if (object_is_ego(o_ptr))
2147         {
2148                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2149                 {
2150                         return e_info[o_ptr->name2].act_idx;
2151                 }
2152         }
2153         if (!object_is_random_artifact(o_ptr))
2154         {
2155                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2156                 {
2157                         return k_info[o_ptr->k_idx].act_idx;
2158                 }
2159         }
2160
2161         return o_ptr->xtra2;
2162 }
2163
2164 /*!
2165  * @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。
2166  * @details activation_index() 関数の結果から参照する。
2167  * @param o_ptr 対象のオブジェクト構造体ポインタ
2168  * @return 発動効果構造体のポインタを返す
2169  */
2170 const activation_type* find_activation_info(object_type *o_ptr)
2171 {
2172         const int index = activation_index(o_ptr);
2173         const activation_type* p;
2174
2175         for (p = activation_info; p->flag != NULL; ++ p) {
2176                 if (p->index == index)
2177                 {
2178                         return p;
2179                 }
2180         }
2181
2182         return NULL;
2183 }
2184
2185 /*!
2186  * @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
2187  * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
2188  * @param o_ptr 対象のオブジェクト構造体ポインタ
2189  * @return 発動実行の是非を返す。
2190  */
2191 static bool activate_dragon_breath(object_type *o_ptr)
2192 {
2193         u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2194         int type[20];
2195         cptr name[20];
2196         int i, dir, t, n = 0;
2197
2198         if (!get_aim_dir(&dir)) return FALSE;
2199
2200         object_flags(o_ptr, flgs);
2201
2202         for (i = 0; dragonbreath_info[i].flag != 0; i++)
2203         {
2204                 if (have_flag(flgs, dragonbreath_info[i].flag))
2205                 {
2206                         type[n] = dragonbreath_info[i].type;
2207                         name[n] = dragonbreath_info[i].name;
2208                         n++;
2209                 }
2210         }
2211
2212         /* Paranoia */
2213         if (n == 0) return FALSE;
2214
2215         /* Stop speaking */
2216         if (music_singing_any()) stop_singing();
2217         if (hex_spelling_any()) stop_hex_spell_all();
2218
2219         t = randint0(n);
2220         msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
2221         fire_ball(type[t], dir, 250, -4);
2222
2223         return TRUE;
2224 }
2225
2226 /*!
2227  * @brief アイテムの発動効果を処理する。
2228  * @details activate_random_artifact()とされているが、実際は全発動が統合された。
2229  * @todo 折を見て関数名を修正すること。
2230  * @param o_ptr 対象のオブジェクト構造体ポインタ
2231  * @return 発動実行の是非を返す。
2232  */
2233 bool activate_random_artifact(object_type *o_ptr)
2234 {
2235         PLAYER_LEVEL plev = p_ptr->lev;
2236         int k, dummy = 0;
2237         DIRECTION dir;
2238         cptr name = k_name + k_info[o_ptr->k_idx].name;
2239         const activation_type* const act_ptr = find_activation_info(o_ptr);
2240
2241         /* Paranoia */
2242         if (!act_ptr) {
2243                 /* Maybe forgot adding information to activation_info table ? */
2244                 msg_print("Activation information is not found.");
2245                 return FALSE;
2246         }
2247
2248         /* Activate for attack */
2249         switch (act_ptr->index)
2250         {
2251                 case ACT_SUNLIGHT:
2252                 {
2253                         if (!get_aim_dir(&dir)) return FALSE;
2254                         msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
2255                         (void)lite_line(dir, damroll(6, 8));
2256                         break;
2257                 }
2258
2259                 case ACT_BO_MISS_1:
2260                 {
2261                         msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
2262                         if (!get_aim_dir(&dir)) return FALSE;
2263                         fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2264                         break;
2265                 }
2266
2267                 case ACT_BA_POIS_1:
2268                 {
2269                         msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
2270                         if (!get_aim_dir(&dir)) return FALSE;
2271                         fire_ball(GF_POIS, dir, 12, 3);
2272                         break;
2273                 }
2274
2275                 case ACT_BO_ELEC_1:
2276                 {
2277                         msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
2278                         if (!get_aim_dir(&dir)) return FALSE;
2279                         fire_bolt(GF_ELEC, dir, damroll(4, 8));
2280                         break;
2281                 }
2282
2283                 case ACT_BO_ACID_1:
2284                 {
2285                         msg_print(_("それは酸に覆われた...","It is covered in acid..."));
2286                         if (!get_aim_dir(&dir)) return FALSE;
2287                         fire_bolt(GF_ACID, dir, damroll(5, 8));
2288                         break;
2289                 }
2290
2291                 case ACT_BO_COLD_1:
2292                 {
2293                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2294                         if (!get_aim_dir(&dir)) return FALSE;
2295                         fire_bolt(GF_COLD, dir, damroll(6, 8));
2296                         break;
2297                 }
2298
2299                 case ACT_BO_FIRE_1:
2300                 {
2301                         msg_print(_("それは炎に覆われた...","It is covered in fire..."));
2302                         if (!get_aim_dir(&dir)) return FALSE;
2303                         fire_bolt(GF_FIRE, dir, damroll(9, 8));
2304                         break;
2305                 }
2306
2307                 case ACT_BA_COLD_1:
2308                 {
2309                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2310                         if (!get_aim_dir(&dir)) return FALSE;
2311                         fire_ball(GF_COLD, dir, 48, 2);
2312                         break;
2313                 }
2314                 
2315                 case ACT_BA_COLD_2:
2316                 {
2317                         msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
2318                         if (!get_aim_dir(&dir)) return FALSE;
2319                         fire_ball(GF_COLD, dir, 100, 2);
2320                         break;
2321                 }
2322                 
2323                 case ACT_BA_COLD_3:
2324                 {
2325                         msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
2326                         if (!get_aim_dir(&dir)) return FALSE;
2327                         fire_ball(GF_COLD, dir, 400, 3);
2328                         break;
2329                 }
2330
2331                 case ACT_BA_FIRE_1:
2332                 {
2333                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2334                         if (!get_aim_dir(&dir)) return FALSE;
2335                         fire_ball(GF_FIRE, dir, 72, 2);
2336                         break;
2337                 }
2338                 
2339                 case ACT_BA_FIRE_2:
2340                 {
2341                         msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
2342                         if (!get_aim_dir(&dir)) return FALSE;
2343                         fire_ball(GF_FIRE, dir, 120, 3);
2344                         break;
2345                 }
2346                 
2347                 case ACT_BA_FIRE_3:
2348                 {
2349                         msg_print(_("深赤色に輝いている...", "It glows deep red..."));
2350                         if (!get_aim_dir(&dir)) return FALSE;
2351                         fire_ball(GF_FIRE, dir, 300, 3);
2352                         break;
2353                 }
2354                 
2355                 case ACT_BA_FIRE_4:
2356                 {
2357                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2358                         if (!get_aim_dir(&dir)) return FALSE;
2359                         fire_ball(GF_FIRE, dir, 100, 2);
2360                         break;
2361                 }
2362                 
2363                 case ACT_BA_ELEC_2:
2364                 {
2365                         msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
2366                         if (!get_aim_dir(&dir)) return FALSE;
2367                         fire_ball(GF_ELEC, dir, 100, 3);
2368                         break;
2369                 }
2370                 
2371                 case ACT_BA_ELEC_3:
2372                 {
2373                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2374                         if (!get_aim_dir(&dir)) return FALSE;
2375                         fire_ball(GF_ELEC, dir, 500, 3);
2376                         break;
2377                 }
2378                 
2379                 case ACT_BA_ACID_1:
2380                 {
2381                         msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
2382                         if (!get_aim_dir(&dir)) return FALSE;
2383                         fire_ball(GF_ACID, dir, 100, 2);
2384                         break;
2385                 }
2386                 
2387                 case ACT_BA_NUKE_1:
2388                 {
2389                         msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
2390                         if (!get_aim_dir(&dir)) return FALSE;
2391                         fire_ball(GF_NUKE, dir, 100, 2);
2392                         break;
2393                 }
2394                 
2395                 case ACT_DRAIN_1:
2396                 {
2397                         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);
2398                         if (!get_aim_dir(&dir)) return FALSE;
2399                         if (drain_life(dir, 100))
2400                         break;
2401                 }
2402
2403                 case ACT_DRAIN_2:
2404                 {
2405                         msg_print(_("黒く輝いている...", "It glows black..."));
2406                         if (!get_aim_dir(&dir)) return FALSE;
2407                         drain_life(dir, 120);
2408                         break;
2409                 }
2410
2411                 case ACT_VAMPIRE_1:
2412                 {
2413                         if (!get_aim_dir(&dir)) return FALSE;
2414                         for (dummy = 0; dummy < 3; dummy++)
2415                         {
2416                                 if (drain_life(dir, 50))
2417                                 hp_player(50);
2418                         }
2419                         break;
2420                 }
2421
2422                 case ACT_BO_MISS_2:
2423                 {
2424                         msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
2425                         if (!get_aim_dir(&dir)) return FALSE;
2426                         fire_bolt(GF_ARROW, dir, 150);
2427                         break;
2428                 }
2429
2430                 case ACT_WHIRLWIND:
2431                 {
2432                         {
2433                                 int y = 0, x = 0;
2434                                 cave_type       *c_ptr;
2435                                 monster_type    *m_ptr;
2436
2437                                 for (dir = 0; dir <= 9; dir++)
2438                                 {
2439                                         y = p_ptr->y + ddy[dir];
2440                                         x = p_ptr->x + ddx[dir];
2441                                         c_ptr = &cave[y][x];
2442
2443                                         /* Get the monster */
2444                                         m_ptr = &m_list[c_ptr->m_idx];
2445
2446                                         /* Hack -- attack monsters */
2447                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2448                                                 py_attack(y, x, 0);
2449                                 }
2450                         }
2451                         break;
2452                 }
2453
2454                 case ACT_VAMPIRE_2:
2455                 {
2456                         if (!get_aim_dir(&dir)) return FALSE;
2457                         for (dummy = 0; dummy < 3; dummy++)
2458                         {
2459                                 if (drain_life(dir, 100))
2460                                 hp_player(100);
2461                         }
2462                         break;
2463                 }
2464
2465
2466                 case ACT_CALL_CHAOS:
2467                 {
2468                         msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
2469                         call_chaos();
2470                         break;
2471                 }
2472
2473                 case ACT_ROCKET:
2474                 {
2475                         if (!get_aim_dir(&dir)) return FALSE;
2476                         msg_print(_("ロケットを発射した!", "You launch a rocket!"));
2477                         fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2478                         break;
2479                 }
2480
2481                 case ACT_DISP_EVIL:
2482                 {
2483                         msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
2484                         dispel_evil(p_ptr->lev * 5);
2485                         break;
2486                 }
2487
2488                 case ACT_BA_MISS_3:
2489                 {
2490                         if (!get_aim_dir(&dir)) return FALSE;
2491                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2492                         fire_ball(GF_MISSILE, dir, 300, -4);
2493                         break;
2494                 }
2495
2496                 case ACT_DISP_GOOD:
2497                 {
2498                         msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
2499                         dispel_good(p_ptr->lev * 5);
2500                         break;
2501                 }
2502
2503                 case ACT_BO_MANA:
2504                 {
2505                         msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
2506                         if (!get_aim_dir(&dir)) return FALSE;
2507                         fire_bolt(GF_ARROW, dir, 150);
2508                         break;
2509                 }
2510
2511                 case ACT_BA_WATER:
2512                 {
2513                         msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
2514                         if (!get_aim_dir(&dir)) return FALSE;
2515                         fire_ball(GF_WATER, dir, 200, 3);
2516                         break;
2517                 }
2518
2519                 case ACT_BA_DARK:
2520                 {
2521                         msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
2522                         if (!get_aim_dir(&dir)) return FALSE;
2523                         fire_ball(GF_DARK, dir, 250, 4);
2524                         break;
2525                 }
2526
2527                 case ACT_BA_MANA:
2528                 {
2529                         msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
2530                         if (!get_aim_dir(&dir)) return FALSE;
2531                         fire_ball(GF_MANA, dir, 250, 4);
2532                         break;
2533                 }
2534
2535                 case ACT_PESTICIDE:
2536                 {
2537                         msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
2538                         (void)dispel_monsters(4);
2539                         break;
2540                 }
2541
2542                 case ACT_BLINDING_LIGHT:
2543                 {
2544                         msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
2545                         fire_ball(GF_LITE, 0, 300, 6);
2546                         confuse_monsters(3 * p_ptr->lev / 2);
2547                         break;
2548                 }
2549
2550                 case ACT_BIZARRE:
2551                 {
2552                         msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
2553                         if (!get_aim_dir(&dir)) return FALSE;
2554                         ring_of_power(dir);
2555                         break;
2556                 }
2557
2558                 case ACT_CAST_BA_STAR:
2559                 {
2560                         HIT_POINT num = damroll(5, 3);
2561                         POSITION y = 0, x = 0;
2562                         int attempts;
2563                         msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
2564                         for (k = 0; k < num; k++)
2565                         {
2566                                 attempts = 1000;
2567
2568                                 while (attempts--)
2569                                 {
2570                                         scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
2571
2572                                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2573
2574                                         if (!player_bold(y, x)) break;
2575                                 }
2576
2577                                 project(0, 3, y, x, 150, GF_ELEC,
2578                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2579                         }
2580
2581                         break;
2582                 }
2583
2584                 case ACT_BLADETURNER:
2585                 {
2586                         if (!get_aim_dir(&dir)) return FALSE;
2587                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2588                         fire_ball(GF_MISSILE, dir, 300, -4);
2589                         msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
2590                         (void)set_afraid(0);
2591                         (void)set_hero(randint1(50) + 50, FALSE);
2592                         (void)hp_player(10);
2593                         (void)set_blessed(randint1(50) + 50, FALSE);
2594                         (void)set_oppose_acid(randint1(50) + 50, FALSE);
2595                         (void)set_oppose_elec(randint1(50) + 50, FALSE);
2596                         (void)set_oppose_fire(randint1(50) + 50, FALSE);
2597                         (void)set_oppose_cold(randint1(50) + 50, FALSE);
2598                         (void)set_oppose_pois(randint1(50) + 50, FALSE);
2599                         break;
2600                 }
2601
2602                 case ACT_BR_FIRE:
2603                 {
2604                         if (!get_aim_dir(&dir)) return FALSE;
2605                         fire_ball(GF_FIRE, dir, 200, -2);
2606                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2607                         {
2608                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2609                         }
2610                         break;
2611                 }
2612                 case ACT_BR_COLD:
2613                 {
2614                         if (!get_aim_dir(&dir)) return FALSE;
2615                         fire_ball(GF_COLD, dir, 200, -2);
2616                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2617                         {
2618                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2619                         }
2620                         break;
2621                 }
2622                 case ACT_BR_DRAGON:
2623                 {
2624                         if (!activate_dragon_breath(o_ptr)) return FALSE;
2625                         break;
2626                 }
2627
2628                 /* Activate for other offensive action */
2629
2630                 case ACT_CONFUSE:
2631                 {
2632                         msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
2633                         if (!get_aim_dir(&dir)) return FALSE;
2634                         confuse_monster(dir, 20);
2635                         break;
2636                 }
2637
2638                 case ACT_SLEEP:
2639                 {
2640                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2641                         sleep_monsters_touch();
2642                         break;
2643                 }
2644
2645                 case ACT_QUAKE:
2646                 {
2647                         earthquake(p_ptr->y, p_ptr->x, 5);
2648                         break;
2649                 }
2650
2651                 case ACT_TERROR:
2652                 {
2653                         turn_monsters(40 + p_ptr->lev);
2654                         break;
2655                 }
2656
2657                 case ACT_TELE_AWAY:
2658                 {
2659                         if (!get_aim_dir(&dir)) return FALSE;
2660                         (void)fire_beam(GF_AWAY_ALL, dir, plev);
2661                         break;
2662                 }
2663
2664                 case ACT_BANISH_EVIL:
2665                 {
2666                         if (banish_evil(100))
2667                         {
2668                                 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!"));
2669                         }
2670                         break;
2671                 }
2672
2673                 case ACT_GENOCIDE:
2674                 {
2675                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2676                         (void)symbol_genocide(200, TRUE);
2677                         break;
2678                 }
2679
2680                 case ACT_MASS_GENO:
2681                 {
2682                         msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
2683                         (void)mass_genocide(200, TRUE);
2684                         break;
2685                 }
2686
2687                 case ACT_SCARE_AREA:
2688                 {
2689                         if (music_singing_any()) stop_singing();
2690                         if (hex_spelling_any()) stop_hex_spell_all();
2691                         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!",
2692                                         "You wind a mighty blast; your enemies tremble!"));
2693                         (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2694                         break;
2695                 }
2696
2697                 case ACT_AGGRAVATE:
2698                 {
2699                         if (o_ptr->name1 == ART_HYOUSIGI)
2700                         {
2701                                 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
2702                         }
2703                         else
2704                         {
2705                                 msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
2706                         }
2707                         aggravate_monsters(0);
2708                         break;
2709                 }
2710
2711                 /* Activate for summoning / charming */
2712
2713                 case ACT_CHARM_ANIMAL:
2714                 {
2715                         if (!get_aim_dir(&dir)) return FALSE;
2716                         (void)charm_animal(dir, plev * 2);
2717                         break;
2718                 }
2719
2720                 case ACT_CHARM_UNDEAD:
2721                 {
2722                         if (!get_aim_dir(&dir)) return FALSE;
2723                         (void)control_one_undead(dir, plev * 2);
2724                         break;
2725                 }
2726
2727                 case ACT_CHARM_OTHER:
2728                 {
2729                         if (!get_aim_dir(&dir)) return FALSE;
2730                         (void)charm_monster(dir, plev * 2);
2731                         break;
2732                 }
2733
2734                 case ACT_CHARM_ANIMALS:
2735                 {
2736                         (void)charm_animals(plev * 2);
2737                         break;
2738                 }
2739
2740                 case ACT_CHARM_OTHERS:
2741                 {
2742                         charm_monsters(plev * 2);
2743                         break;
2744                 }
2745
2746                 case ACT_SUMMON_ANIMAL:
2747                 {
2748                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2749                         break;
2750                 }
2751
2752                 case ACT_SUMMON_PHANTOM:
2753                 {
2754                         msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
2755                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2756                         break;
2757                 }
2758
2759                 case ACT_SUMMON_ELEMENTAL:
2760                 {
2761                         bool pet = one_in_(3);
2762                         u32b mode = 0L;
2763
2764                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2765                         if (pet) mode |= PM_FORCE_PET;
2766                         else mode |= PM_NO_PET;
2767
2768                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2769                         {
2770                                 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
2771                                 if (pet)
2772                                         msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
2773                                 else
2774                                         msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
2775                         }
2776
2777                         break;
2778                 }
2779
2780                 case ACT_SUMMON_DEMON:
2781                 {
2782                         bool pet = one_in_(3);
2783                         u32b mode = 0L;
2784
2785                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2786                         if (pet) mode |= PM_FORCE_PET;
2787                         else mode |= PM_NO_PET;
2788
2789                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
2790                         {
2791                                 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
2792                                 if (pet)
2793                                         msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
2794                                 else
2795                                         msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2796                         }
2797
2798                         break;
2799                 }
2800
2801                 case ACT_SUMMON_UNDEAD:
2802                 {
2803                         bool pet = one_in_(3);
2804                         int type;
2805                         u32b mode = 0L;
2806
2807                         type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2808
2809                         if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2810                         if (pet) mode |= PM_FORCE_PET;
2811                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2812
2813                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
2814                         {
2815                                 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...",
2816                                                 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2817                                 if (pet)
2818                                 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!",
2819                                                 "Ancient, long-dead forms arise from the ground to serve you!"));
2820                                 else
2821                                 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
2822                                                 "'The dead arise... to punish you for disturbing them!'"));
2823                         }
2824
2825                         break;
2826                 }
2827
2828                 case ACT_SUMMON_HOUND:
2829                 {
2830                         u32b mode = PM_ALLOW_GROUP;
2831                         bool pet = !one_in_(5);
2832                         if (pet) mode |= PM_FORCE_PET;
2833                         else mode |= PM_NO_PET;
2834
2835                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2836                         {
2837
2838                                 if (pet)
2839                                         msg_print(_("ハウンドがあなたの下僕として出現した。",
2840                                                 "A group of hounds appear as your servant."));
2841                                 else
2842                                         msg_print(_("ハウンドはあなたに牙を向けている!",
2843                                                 "A group of hounds appear as your enemy!"));
2844                         }
2845
2846                         break;
2847                 }
2848
2849                 case ACT_SUMMON_DAWN:
2850                 {
2851                         msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
2852                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2853                         break;
2854                 }
2855
2856                 case ACT_SUMMON_OCTOPUS:
2857                 {
2858                         u32b mode = PM_ALLOW_GROUP;
2859                         bool pet = !one_in_(5);
2860                         if (pet) mode |= PM_FORCE_PET;
2861
2862                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
2863                         {
2864                                 if (pet)
2865                                         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."));
2866                                 else
2867                                         msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
2868                         }
2869
2870                         break;
2871                 }
2872
2873                 /* Activate for healing */
2874
2875                 case ACT_CHOIR_SINGS:
2876                 {
2877                         msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
2878                         (void)set_poisoned(0);
2879                         (void)set_cut(0);
2880                         (void)set_stun(0);
2881                         (void)set_confused(0);
2882                         (void)set_blind(0);
2883                         (void)set_afraid(0);
2884                         (void)set_hero(randint1(25) + 25, FALSE);
2885                         (void)hp_player(777);
2886                         break;
2887                 }
2888
2889                 case ACT_CURE_LW:
2890                 {
2891                         (void)set_afraid(0);
2892                         (void)hp_player(30);
2893                         break;
2894                 }
2895
2896                 case ACT_CURE_MW:
2897                 {
2898                         msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
2899                         hp_player(damroll(4, 8));
2900                         (void)set_cut((p_ptr->cut / 2) - 50);
2901                         break;
2902                 }
2903
2904                 case ACT_CURE_POISON:
2905                 {
2906                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2907                         (void)set_afraid(0);
2908                         (void)set_poisoned(0);
2909                         break;
2910                 }
2911
2912                 case ACT_REST_EXP:
2913                 {
2914                         msg_print(_("深紅に輝いている...", "It glows a deep red..."));
2915                         restore_level();
2916                         break;
2917                 }
2918
2919                 case ACT_REST_ALL:
2920                 {
2921                         msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
2922                         (void)do_res_stat(A_STR);
2923                         (void)do_res_stat(A_INT);
2924                         (void)do_res_stat(A_WIS);
2925                         (void)do_res_stat(A_DEX);
2926                         (void)do_res_stat(A_CON);
2927                         (void)do_res_stat(A_CHR);
2928                         (void)restore_level();
2929                         break;
2930                 }
2931
2932                 case ACT_CURE_700:
2933                 {
2934                         msg_print(_("深青色に輝いている...","It glows deep blue..."));
2935                         msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
2936                         (void)hp_player(700);
2937                         (void)set_cut(0);
2938                         break;
2939                 }
2940
2941                 case ACT_CURE_1000:
2942                 {
2943                         msg_print(_("白く明るく輝いている...","It glows a bright white..."));
2944                         msg_print(_("ひじょうに気分がよい...","You feel much better..."));
2945                         (void)hp_player(1000);
2946                         (void)set_cut(0);
2947                         break;
2948                 }
2949
2950                 case ACT_CURING:
2951                 {
2952                         msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
2953                         (void)set_poisoned(0);
2954                         (void)set_confused(0);
2955                         (void)set_blind(0);
2956                         (void)set_stun(0);
2957                         (void)set_cut(0);
2958                         (void)set_image(0);
2959
2960                         break;
2961                 }
2962
2963                 case ACT_CURE_MANA_FULL:
2964                 {
2965                         msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
2966                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2967                         {
2968                                 int i;
2969                                 for (i = 0; i < EATER_EXT*2; i++)
2970                                 {
2971                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2972                                         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;
2973                                 }
2974                                 for (; i < EATER_EXT*3; i++)
2975                                 {
2976                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2977                                         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;
2978                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2979                                 }
2980                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2981                                 p_ptr->window |= (PW_PLAYER);
2982                         }
2983                         else if (p_ptr->csp < p_ptr->msp)
2984                         {
2985                                 p_ptr->csp = p_ptr->msp;
2986                                 p_ptr->csp_frac = 0;
2987                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2988                                 p_ptr->redraw |= (PR_MANA);
2989                                 p_ptr->window |= (PW_PLAYER);
2990                                 p_ptr->window |= (PW_SPELL);
2991                         }
2992                         break;
2993                 }
2994
2995                 /* Activate for timed effect */
2996
2997                 case ACT_ESP:
2998                 {
2999                         (void)set_tim_esp(randint1(30) + 25, FALSE);
3000                         break;
3001                 }
3002
3003                 case ACT_BERSERK:
3004                 {
3005                         (void)set_afraid(0);
3006                         (void)set_shero(randint1(25) + 25, FALSE);
3007                         /* (void)set_afraid(0);
3008                         (void)set_hero(randint1(50) + 50, FALSE);
3009                         (void)set_blessed(randint1(50) + 50, FALSE);
3010                         o_ptr->timeout = 100 + randint1(100); */
3011                         break;
3012                 }
3013
3014                 case ACT_PROT_EVIL:
3015                 {
3016                         msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
3017                         k = 3 * p_ptr->lev;
3018                         (void)set_protevil(randint1(25) + k, FALSE);
3019                         break;
3020                 }
3021
3022                 case ACT_RESIST_ALL:
3023                 {
3024                         msg_print(_("様々な色に輝いている...", "It glows many colours..."));
3025                         (void)set_oppose_acid(randint1(40) + 40, FALSE);
3026                         (void)set_oppose_elec(randint1(40) + 40, FALSE);
3027                         (void)set_oppose_fire(randint1(40) + 40, FALSE);
3028                         (void)set_oppose_cold(randint1(40) + 40, FALSE);
3029                         (void)set_oppose_pois(randint1(40) + 40, FALSE);
3030                         break;
3031                 }
3032
3033                 case ACT_SPEED:
3034                 {
3035                         msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
3036                         (void)set_fast(randint1(20) + 20, FALSE);
3037                         break;
3038                 }
3039
3040                 case ACT_XTRA_SPEED:
3041                 {
3042                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3043                         (void)set_fast(randint1(75) + 75, FALSE);
3044                         break;
3045                 }
3046
3047                 case ACT_WRAITH:
3048                 {
3049                         set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3050                         break;
3051                 }
3052
3053                 case ACT_INVULN:
3054                 {
3055                         (void)set_invuln(randint1(8) + 8, FALSE);
3056                         break;
3057                 }
3058
3059                 case ACT_HELO:
3060                 {
3061                         (void)set_afraid(0);
3062                         set_hero(randint1(25)+25, FALSE);
3063                         hp_player(10);
3064                         break;
3065                 }
3066
3067                 case ACT_HELO_SPEED:
3068                 {
3069                         (void)set_fast(randint1(50) + 50, FALSE);
3070                         hp_player(10);
3071                         set_afraid(0);
3072                         set_hero(randint1(50) + 50, FALSE);
3073                         break;
3074                 }
3075
3076                 case ACT_RESIST_ACID:
3077                 {
3078                         msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
3079                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3080                         {
3081                                 if (!get_aim_dir(&dir)) return FALSE;
3082                                 fire_ball(GF_ACID, dir, 100, 2);
3083                         }
3084                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
3085                         break;
3086                 }
3087
3088                 case ACT_RESIST_FIRE:
3089                 {
3090                         msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
3091                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3092                         {
3093                                 if (!get_aim_dir(&dir)) return FALSE;
3094                                 fire_ball(GF_FIRE, dir, 100, 2);
3095                         }
3096                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
3097                         break;
3098                 }
3099
3100                 case ACT_RESIST_COLD:
3101                 {
3102                         msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
3103                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3104                         {
3105                                 if (!get_aim_dir(&dir)) return FALSE;
3106                                 fire_ball(GF_COLD, dir, 100, 2);
3107                         }
3108                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
3109                         break;
3110                 }
3111
3112                 case ACT_RESIST_ELEC:
3113                 {
3114                         msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
3115                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3116                         {
3117                                 if (!get_aim_dir(&dir)) return FALSE;
3118                                 fire_ball(GF_ELEC, dir, 100, 2);
3119                         }
3120                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
3121                         break;
3122                 }
3123
3124                 case ACT_RESIST_POIS:
3125                 {
3126                         msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
3127                         (void)set_oppose_pois(randint1(20) + 20, FALSE);
3128                         break;
3129                 }
3130
3131                 /* Activate for general purpose effect (detection etc.) */
3132
3133                 case ACT_LIGHT:
3134                 {
3135                         msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
3136                         lite_area(damroll(2, 15), 3);
3137                         break;
3138                 }
3139
3140                 case ACT_MAP_LIGHT:
3141                 {
3142                         msg_print(_("眩しく輝いた...", "It shines brightly..."));
3143                         map_area(DETECT_RAD_MAP);
3144                         lite_area(damroll(2, 15), 3);
3145                         break;
3146                 }
3147
3148                 case ACT_DETECT_ALL:
3149                 {
3150                         msg_print(_("白く明るく輝いている...", "It glows bright white..."));
3151                         msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
3152                         detect_all(DETECT_RAD_DEFAULT);
3153                         break;
3154                 }
3155
3156                 case ACT_DETECT_XTRA:
3157                 {
3158                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3159                         detect_all(DETECT_RAD_DEFAULT);
3160                         probing();
3161                         identify_fully(FALSE);
3162                         break;
3163                 }
3164
3165                 case ACT_ID_FULL:
3166                 {
3167                         msg_print(_("黄色く輝いている...", "It glows yellow..."));
3168                         identify_fully(FALSE);
3169                         break;
3170                 }
3171
3172                 case ACT_ID_PLAIN:
3173                 {
3174                         if (!ident_spell(FALSE)) return FALSE;
3175                         break;
3176                 }
3177
3178                 case ACT_RUNE_EXPLO:
3179                 {
3180                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3181                         explosive_rune();
3182                         break;
3183                 }
3184
3185                 case ACT_RUNE_PROT:
3186                 {
3187                         msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
3188                         warding_glyph();
3189                         break;
3190                 }
3191
3192                 case ACT_SATIATE:
3193                 {
3194                         (void)set_food(PY_FOOD_MAX - 1);
3195                         break;
3196                 }
3197
3198                 case ACT_DEST_DOOR:
3199                 {
3200                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3201                         destroy_doors_touch();
3202                         break;
3203                 }
3204
3205                 case ACT_STONE_MUD:
3206                 {
3207                         msg_print(_("鼓動している...", "It pulsates..."));
3208                         if (!get_aim_dir(&dir)) return FALSE;
3209                         wall_to_mud(dir, 20 + randint1(30));
3210                         break;
3211                 }
3212
3213                 case ACT_RECHARGE:
3214                 {
3215                         recharge(130);
3216                         break;
3217                 }
3218
3219                 case ACT_ALCHEMY:
3220                 {
3221                         msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
3222                         (void)alchemy();
3223                         break;
3224                 }
3225
3226                 case ACT_DIM_DOOR:
3227                 {
3228                         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."));
3229                         if (!dimension_door()) return FALSE;
3230                         break;
3231                 }
3232
3233
3234                 case ACT_TELEPORT:
3235                 {
3236                         msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
3237                         teleport_player(100, 0L);
3238                         break;
3239                 }
3240
3241                 case ACT_RECALL:
3242                 {
3243                         msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
3244                         if (!word_of_recall()) return FALSE;
3245                         break;
3246                 }
3247
3248                 case ACT_JUDGE:
3249                 {
3250                         msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
3251                         chg_virtue(V_KNOWLEDGE, 1);
3252                         chg_virtue(V_ENLIGHTEN, 1);
3253                         wiz_lite(FALSE);
3254                         
3255                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3256                         take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
3257                         
3258                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3259                         (void)detect_doors(DETECT_RAD_DEFAULT);
3260                         (void)detect_stairs(DETECT_RAD_DEFAULT);
3261                         
3262                         if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
3263                         {
3264                                 (void)word_of_recall();
3265                         }
3266
3267                         break;
3268                 }
3269
3270                 case ACT_TELEKINESIS:
3271                 {
3272                         if (!get_aim_dir(&dir)) return FALSE;
3273                         msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
3274                         fetch(dir, 500, TRUE);
3275                         break;
3276                 }
3277
3278                 case ACT_DETECT_UNIQUE:
3279                 {
3280                         int i;
3281                         monster_type *m_ptr;
3282                         monster_race *r_ptr;
3283                         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 ..."));
3284                         /* Process the monsters (backwards) */
3285                         for (i = m_max - 1; i >= 1; i--)
3286                         {
3287                                 /* Access the monster */
3288                                 m_ptr = &m_list[i];
3289
3290                                 /* Ignore "dead" monsters */
3291                                 if (!m_ptr->r_idx) continue;
3292
3293                                 r_ptr = &r_info[m_ptr->r_idx];
3294
3295                                 if(r_ptr->flags1 & RF1_UNIQUE)
3296                                 {
3297                                         msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
3298                                 }
3299                         }
3300                         break;
3301                 }
3302
3303                 case ACT_ESCAPE:
3304                 {
3305                         switch (randint1(13))
3306                         {
3307                         case 1: case 2: case 3: case 4: case 5:
3308                                 teleport_player(10, 0L);
3309                                 break;
3310                         case 6: case 7: case 8: case 9: case 10:
3311                                 teleport_player(222, 0L);
3312                                 break;
3313                         case 11: case 12:
3314                                 (void)stair_creation();
3315                                 break;
3316                         default:
3317                                 if (get_check(_("この階を去りますか?", "Leave this level? ")))
3318                                 {
3319                                         if (autosave_l) do_cmd_save_game(TRUE);
3320
3321                                         /* Leaving */
3322                                         p_ptr->leaving = TRUE;
3323                                 }
3324                         }
3325                         break;
3326                 }
3327
3328                 case ACT_DISP_CURSE_XTRA:
3329                 {
3330                         msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
3331                         if (remove_all_curse())
3332                         {
3333                                 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."));
3334                         }
3335                         (void)probing();
3336                         break;
3337                 }
3338
3339                 case ACT_BRAND_FIRE_BOLTS:
3340                 {
3341                         msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
3342                         (void)brand_bolts();
3343                         break;
3344                 }
3345
3346                 case ACT_RECHARGE_XTRA:
3347                 {
3348                         msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
3349                         if (!recharge(1000)) return FALSE;
3350                         break;
3351                 }
3352
3353                 case ACT_LORE:
3354                 {
3355                         msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
3356                         if (!ident_spell(FALSE)) return FALSE;
3357
3358                         if (mp_ptr->spell_book)
3359                         {
3360                                 /* Sufficient mana */
3361                                 if (20 <= p_ptr->csp)
3362                                 {
3363                                         /* Use some mana */
3364                                         p_ptr->csp -= 20;
3365                                 }
3366
3367                                 /* Over-exert the player */
3368                                 else
3369                                 {
3370                                         int oops = 20 - p_ptr->csp;
3371
3372                                         /* No mana left */
3373                                         p_ptr->csp = 0;
3374                                         p_ptr->csp_frac = 0;
3375
3376                                         /* Message */
3377                                         msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
3378                                         /* Hack -- Bypass free action */
3379                                         (void)set_paralyzed(p_ptr->paralyzed +
3380                                                 randint1(5 * oops + 1));
3381
3382                                         /* Confusing. */
3383                                         (void)set_confused(p_ptr->confused +
3384                                                 randint1(5 * oops + 1));
3385                                 }
3386
3387                                 /* Redraw mana */
3388                                 p_ptr->redraw |= (PR_MANA);
3389                         }
3390                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
3391                         /* Confusing. */
3392                         if (one_in_(5)) (void)set_confused(p_ptr->confused +
3393                                 randint1(10));
3394
3395                         /* Exercise a little care... */
3396                         if (one_in_(20))
3397                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
3398                         break;
3399                 }
3400
3401                 case ACT_SHIKOFUMI:
3402                 {
3403                         msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
3404                         (void)set_afraid(0);
3405                         (void)set_hero(randint1(20) + 20, FALSE);
3406                         dispel_evil(p_ptr->lev * 3);
3407                         break;
3408                 }
3409
3410                 case ACT_PHASE_DOOR:
3411                 {
3412                         teleport_player(10, 0L);
3413                         break;
3414                 }
3415
3416                 case ACT_DETECT_ALL_MONS:
3417                 {
3418                         (void)detect_monsters_invis(255);
3419                         (void)detect_monsters_normal(255);
3420                         break;
3421                 }
3422
3423                 case ACT_ULTIMATE_RESIST:
3424                 {
3425                         TIME_EFFECT v = randint1(25)+25;
3426                         (void)set_afraid(0);
3427                         (void)set_hero(v, FALSE);
3428                         (void)hp_player(10);
3429                         (void)set_blessed(v, FALSE);
3430                         (void)set_oppose_acid(v, FALSE);
3431                         (void)set_oppose_elec(v, FALSE);
3432                         (void)set_oppose_fire(v, FALSE);
3433                         (void)set_oppose_cold(v, FALSE);
3434                         (void)set_oppose_pois(v, FALSE);
3435                         (void)set_ultimate_res(v, FALSE);
3436                         break;
3437                 }
3438
3439
3440                 /* Unique activation */
3441                 case ACT_CAST_OFF:
3442                 {
3443                         int inv, t;
3444                         OBJECT_IDX o_idx;
3445                         char o_name[MAX_NLEN];
3446                         object_type forge;
3447
3448                         /* Cast off activated item */
3449                         for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3450                         {
3451                                 if (o_ptr == &inventory[inv]) break;
3452                         }
3453
3454                         /* Paranoia */
3455                         if (inv > INVEN_FEET) return FALSE;
3456
3457                         object_copy(&forge, o_ptr);
3458                         inven_item_increase(inv, (0 - o_ptr->number));
3459                         inven_item_optimize(inv);
3460                         o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
3461                         o_ptr = &o_list[o_idx];
3462
3463                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3464                         msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
3465
3466                         /* Get effects */
3467                         msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
3468                         t = 20 + randint1(20);
3469                         (void)set_blind(p_ptr->blind + t);
3470                         (void)set_afraid(0);
3471                         (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3472                         (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3473                         (void)set_hero(p_ptr->hero + t, FALSE);
3474                         (void)set_blessed(p_ptr->blessed + t, FALSE);
3475                         (void)set_fast(p_ptr->fast + t, FALSE);
3476                         (void)set_shero(p_ptr->shero + t, FALSE);
3477                         if (p_ptr->pclass == CLASS_FORCETRAINER)
3478                         {
3479                                 P_PTR_KI = plev * 5 + 190;
3480                                 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
3481                         }
3482
3483                         break;
3484                 }
3485
3486                 case ACT_FALLING_STAR:
3487                 {
3488                         msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
3489                         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.'"));
3490                         massacre();
3491                         break;
3492                 }
3493
3494                 case ACT_GRAND_CROSS:
3495                 {
3496                         msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
3497                         project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3498                         break;
3499                 }
3500
3501                 case ACT_TELEPORT_LEVEL:
3502                 {
3503                         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;
3504                         teleport_level(0);
3505                         break;
3506                 }
3507
3508                 case ACT_STRAIN_HASTE:
3509                 {
3510                         int t;
3511                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3512                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
3513                         t = 25 + randint1(25);
3514                         (void)set_fast(p_ptr->fast + t, FALSE);
3515                         break;
3516                 }
3517
3518                 case ACT_FISHING:
3519                 {
3520                         int x, y;
3521
3522                         if (!get_rep_dir2(&dir)) return FALSE;
3523                         y = p_ptr->y+ddy[dir];
3524                         x = p_ptr->x+ddx[dir];
3525                         tsuri_dir = dir;
3526                         if (!cave_have_flag_bold(y, x, FF_WATER))
3527                         {
3528                                 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
3529                                 return FALSE;
3530                         }
3531                         else if (cave[y][x].m_idx)
3532                         {
3533                                 char m_name[80];
3534                                 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3535                                 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
3536                                 p_ptr->energy_use = 0;
3537                                 return FALSE;
3538                         }
3539                         set_action(ACTION_FISH);
3540                         p_ptr->redraw |= (PR_STATE);
3541                         break;
3542                 }
3543
3544                 case ACT_INROU:
3545                 {
3546                         int count = 0, i;
3547                         monster_type *m_ptr;
3548                         cptr kakusan = "";
3549                         
3550                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
3551                         {
3552                                 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
3553                                 kakusan = "Suke-san";
3554                                 count++;
3555                         }
3556                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
3557                         {
3558                                 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
3559                                 kakusan = "Kaku-san";
3560                                 count++;
3561                         }
3562                         if (!count)
3563                         {
3564                                 for (i = m_max - 1; i > 0; i--)
3565                                 {
3566                                         m_ptr = &m_list[i];
3567                                         if (!m_ptr->r_idx) continue;
3568                                         if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3569                                         if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3570                                         if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3571                                         count++;
3572                                         break;
3573                                 }
3574                         }
3575
3576                         if (count)
3577                         {
3578                                 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。」", 
3579                                                         "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
3580                                 sukekaku = TRUE;
3581                                 stun_monsters(120);
3582                                 confuse_monsters(120);
3583                                 turn_monsters(120);
3584                                 stasis_monsters(120);
3585                                 sukekaku = FALSE;
3586                         }
3587                         else
3588                         {
3589                                 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
3590                         }
3591                         break;
3592                 }
3593
3594                 case ACT_MURAMASA:
3595                 {
3596                         /* Only for Muramasa */
3597                         if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3598                         if (get_check(_("本当に使いますか?", "Are you sure?!")))
3599                         {
3600                                 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
3601                                 do_inc_stat(A_STR);
3602                                 if (one_in_(2))
3603                                 {
3604                                         msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
3605                                         curse_weapon_object(TRUE, o_ptr);
3606                                 }
3607                         }
3608                         break;
3609                 }
3610
3611                 case ACT_BLOODY_MOON:
3612                 {
3613                         /* Only for Bloody Moon */
3614                         if (o_ptr->name1 != ART_BLOOD) return FALSE;
3615                         msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
3616                         get_bloody_moon_flags(o_ptr);
3617                         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3618                         p_ptr->update |= (PU_BONUS | PU_HP);
3619                         break;
3620                 }
3621
3622                 case ACT_CRIMSON:
3623                 {
3624                         int num = 1;
3625                         int i;
3626                         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3627                         int tx, ty;
3628
3629                         /* Only for Crimson */
3630                         if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3631
3632                         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!"));
3633
3634                         if (!get_aim_dir(&dir)) return FALSE;
3635
3636                         /* Use the given direction */
3637                         tx = p_ptr->x + 99 * ddx[dir];
3638                         ty = p_ptr->y + 99 * ddy[dir];
3639
3640                         /* Hack -- Use an actual "target" */
3641                         if ((dir == 5) && target_okay())
3642                         {
3643                                 tx = target_col;
3644                                 ty = target_row;
3645                         }
3646
3647                         if (p_ptr->pclass == CLASS_ARCHER)
3648                         {
3649                                 /* Extra shot at level 10 */
3650                                 if (p_ptr->lev >= 10) num++;
3651
3652                                 /* Extra shot at level 30 */
3653                                 if (p_ptr->lev >= 30) num++;
3654
3655                                 /* Extra shot at level 45 */
3656                                 if (p_ptr->lev >= 45) num++;
3657                         }
3658
3659                         for (i = 0; i < num; i++)
3660                                 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3661                         break;
3662                 }
3663
3664                 default:
3665                 {
3666                         msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
3667                         return FALSE;
3668                 }
3669         }
3670
3671         /* Set activation timeout */
3672         if (act_ptr->timeout.constant >= 0) {
3673                 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
3674                 if (act_ptr->timeout.dice > 0) {
3675                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
3676                 }
3677         } else {
3678                 /* Activations that have special timeout */
3679                 switch (act_ptr->index) {
3680                 case ACT_BR_FIRE:
3681                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3682                         break;
3683                 case ACT_BR_COLD:
3684                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3685                         break;
3686                 case ACT_TERROR:
3687                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
3688                         break;
3689                 case ACT_MURAMASA:
3690                         /* Nothing to do */
3691                         break;
3692                 default:
3693                         msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3694                         return FALSE;
3695                 }
3696         }
3697
3698         return TRUE;
3699 }
3700
3701 /*!
3702  * @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。
3703  * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
3704  * @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
3705  * @return なし
3706  */
3707 void get_bloody_moon_flags(object_type *o_ptr)
3708 {
3709         int dummy, i;
3710
3711         for (i = 0; i < TR_FLAG_SIZE; i++)
3712                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3713
3714         dummy = randint1(2) + randint1(2);
3715         for (i = 0; i < dummy; i++)
3716         {
3717                 int flag = randint0(26);
3718                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3719                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3720                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3721                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3722         }
3723
3724         dummy = randint1(2);
3725         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3726
3727         for (i = 0; i < 2; i++)
3728         {
3729                 int tmp = randint0(11);
3730                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3731                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3732         }
3733 }
3734
3735 /*!
3736  * @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。.
3737  * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
3738  * 対象は恐怖の仮面、村正、ロビントンのハープ、龍争虎鬪、ブラッディムーン、羽衣、天女の羽衣、ミリム、
3739  * その他追加耐性、特性追加処理。
3740  * @attention プレイヤーの各種ステータスに依存した処理がある。
3741  * @todo 折を見て関数名を変更すること。
3742  * @param o_ptr 対象のオブジェクト構造体ポインタ
3743  * @param a_ptr 生成する固定アーティファクト構造体ポインタ
3744  * @return なし
3745  */
3746 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3747 {
3748         bool give_resistance = FALSE, give_power = FALSE;
3749
3750         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3751         {
3752                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3753                 {
3754                         give_power = TRUE;
3755                         give_resistance = TRUE;
3756                 }
3757                 else
3758                 {
3759                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3760                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
3761                         o_ptr->curse_flags |=
3762                             (TRC_CURSED | TRC_HEAVY_CURSE);
3763                         o_ptr->curse_flags |= get_curse(2, o_ptr);
3764                         return;
3765                 }
3766         }
3767
3768         if (o_ptr->name1 == ART_MURAMASA)
3769         {
3770                 if (p_ptr->pclass != CLASS_SAMURAI)
3771                 {
3772                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3773                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3774                 }
3775         }
3776
3777         if (o_ptr->name1 == ART_ROBINTON)
3778         {
3779                 if (p_ptr->pclass == CLASS_BARD)
3780                 {
3781                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
3782                 }
3783         }
3784
3785         if (o_ptr->name1 == ART_XIAOLONG)
3786         {
3787                 if (p_ptr->pclass == CLASS_MONK)
3788                         add_flag(o_ptr->art_flags, TR_BLOWS);
3789         }
3790
3791         if (o_ptr->name1 == ART_BLOOD)
3792         {
3793                 get_bloody_moon_flags(o_ptr);
3794         }
3795
3796         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3797         {
3798                 if (p_ptr->psex != SEX_FEMALE)
3799                 {
3800                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3801                 }
3802         }
3803
3804         if (o_ptr->name1 == ART_MILIM)
3805         {
3806                 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3807                 {
3808                         o_ptr->pval = 3;
3809                         add_flag(o_ptr->art_flags, TR_STR);
3810                         add_flag(o_ptr->art_flags, TR_INT);
3811                         add_flag(o_ptr->art_flags, TR_WIS);
3812                         add_flag(o_ptr->art_flags, TR_DEX);
3813                         add_flag(o_ptr->art_flags, TR_CON);
3814                         add_flag(o_ptr->art_flags, TR_CHR);
3815                 }
3816         }
3817
3818         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3819         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3820         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3821         {
3822                 /* Give a resistance OR a power */
3823                 if (one_in_(2)) give_resistance = TRUE;
3824                 else give_power = TRUE;
3825         }
3826
3827         if (give_power)
3828         {
3829                 one_ability(o_ptr);
3830         }
3831
3832         if (give_resistance)
3833         {
3834                 one_high_resistance(o_ptr);
3835         }
3836 }
3837
3838
3839 /*!
3840  * @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
3841  * @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。
3842  * @param a_idx 生成する固定アーティファクト構造体のID
3843  * @param y アイテムを落とす地点のy座標
3844  * @param x アイテムを落とす地点のx座標
3845  * @return 生成が成功したか否か、失敗はIDの不全、ベースアイテムの不全、drop_item()の失敗時に起こる。
3846  * @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.
3847  * 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
3848  * drop_near()関数の返り値は信用できなくなる.
3849  */
3850 bool create_named_art(int a_idx, int y, int x)
3851 {
3852         object_type forge;
3853         object_type *q_ptr;
3854         IDX i;
3855
3856         artifact_type *a_ptr = &a_info[a_idx];
3857
3858         /* Get local object */
3859         q_ptr = &forge;
3860
3861         /* Ignore "empty" artifacts */
3862         if (!a_ptr->name) return FALSE;
3863
3864         /* Acquire the "kind" index */
3865         i = lookup_kind(a_ptr->tval, a_ptr->sval);
3866
3867         /* Oops */
3868         if (!i) return FALSE;
3869
3870         /* Create the artifact */
3871         object_prep(q_ptr, i);
3872
3873         /* Save the name */
3874         q_ptr->name1 = (byte_hack)a_idx;
3875
3876         /* Extract the fields */
3877         q_ptr->pval = a_ptr->pval;
3878         q_ptr->ac = a_ptr->ac;
3879         q_ptr->dd = a_ptr->dd;
3880         q_ptr->ds = a_ptr->ds;
3881         q_ptr->to_a = a_ptr->to_a;
3882         q_ptr->to_h = a_ptr->to_h;
3883         q_ptr->to_d = a_ptr->to_d;
3884         q_ptr->weight = a_ptr->weight;
3885
3886         /* Hack -- extract the "cursed" flag */
3887         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3888         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3889         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3890         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3891         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3892         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3893
3894         random_artifact_resistance(q_ptr, a_ptr);
3895
3896         /* Drop the artifact from heaven */
3897         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3898 }
3899 /*対邪平均ダメージの計算処理*/
3900 int calc_arm_avgdamage(object_type *o_ptr)
3901 {
3902         u32b flgs[TR_FLAG_SIZE];
3903         object_flags(o_ptr, flgs);
3904
3905         int dam, base, s_evil, forced, vorpal;
3906         dam = base = s_evil = forced = vorpal = 0;
3907
3908         dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
3909
3910         if(have_flag(flgs, TR_KILL_EVIL))
3911         {
3912                 dam = s_evil = dam * 7 / 2;
3913         }
3914         else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
3915         {       
3916                 dam = s_evil = dam * 2;
3917         }
3918         else s_evil = dam;
3919
3920         if (have_flag(flgs, TR_FORCE_WEAPON))
3921         {
3922                 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
3923         }
3924         else forced = dam;
3925
3926         if(have_flag(flgs, TR_VORPAL))
3927         {
3928                 dam = vorpal = dam * 11 / 9;
3929         }
3930         else vorpal = dam;
3931
3932         dam = dam + o_ptr->to_d;
3933
3934         msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
3935                 base, s_evil, forced, vorpal, dam);
3936
3937         return(dam);
3938 }
3939
3940 static int suppression_evil_dam(object_type *o_ptr)
3941 {
3942         int num = FALSE;
3943         u32b flgs[TR_FLAG_SIZE];
3944         object_flags(o_ptr, flgs);
3945
3946         if (have_flag(flgs, TR_VAMPIRIC))
3947         {
3948                 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
3949                 {
3950                         num = TRUE;
3951                 }
3952                 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
3953                 {
3954                         num = TRUE;
3955                 }
3956                 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
3957                 {
3958                         num = TRUE;
3959                 }
3960                 else if (calc_arm_avgdamage(o_ptr) > 63)
3961                 {
3962                         num = TRUE;
3963                 }
3964         }
3965         else
3966         {
3967                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
3968                 {
3969                         num = TRUE;
3970                 }
3971                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
3972                 {
3973                         num = TRUE;
3974                 }
3975                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
3976                 {
3977                         num = TRUE;
3978                 }
3979                 else if (calc_arm_avgdamage(o_ptr) > 75)
3980                 {
3981                         num = TRUE;
3982                 }
3983         }
3984         return(num);
3985 }
3986
3987 static int weakening_artifact(object_type *o_ptr)
3988 {
3989          int k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
3990          object_kind *k_ptr = &k_info[k_idx];
3991
3992          if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
3993          {
3994                 int pre_dd = o_ptr->dd;
3995                 int pre_ds = o_ptr->ds;
3996
3997                 if (o_ptr->dd > o_ptr->ds)
3998                 {
3999                         o_ptr->dd--;
4000                 }
4001                 else
4002                 {
4003                         o_ptr->ds--;
4004                 }
4005
4006                 msg_format_wizard(CHEAT_OBJECT, 
4007                         _("ダイスが抑制されました。%dd%d -> %dd%d", "Dice Supress %dd%d -> %dd%d"),
4008                         pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
4009                 return 1;
4010         }
4011         
4012         if (o_ptr->to_d > 10)
4013         {
4014                 int pre_damage = o_ptr->to_d;
4015
4016                 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
4017                 if (o_ptr->to_d < 10)
4018                 {
4019                         o_ptr->to_d = 10;
4020                 }
4021
4022                 msg_format_wizard(CHEAT_OBJECT,
4023                         _("ダメージ修正が抑制されました。 %d -> %d", "Plus-Damage Supress %d -> %d"),
4024                         pre_damage, o_ptr->to_d);
4025
4026                 return 1;
4027          }
4028          return 0;
4029 }