OSDN Git Service

Add new artifact the Bronze Dragon Scale Mail 'Dragon Cloth'.
[hengband/hengband.git] / src / artifact.c
1 /* Purpose: Artifact code */
2
3 /*
4  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research, and
7  * not for profit purposes provided that this copyright and statement are
8  * included in all such copies.
9  */
10
11 #include "angband.h"
12
13
14 /* Chance of using syllables to form the name instead of the "template" files */
15 #define SINDARIN_NAME   10
16 #define TABLE_NAME      20
17 #define A_CURSED        13
18 #define WEIRD_LUCK      12
19 #define BIAS_LUCK       20
20 #define IM_LUCK         7
21
22 /*
23  * Bias luck needs to be higher than weird luck,
24  * since it is usually tested several times...
25  */
26 #define ACTIVATION_CHANCE 3
27
28
29 /*
30  * Use for biased artifact creation
31  */
32 static int artifact_bias;
33
34
35 /*
36  * Choose one random sustain
37  */
38 void one_sustain(object_type *o_ptr)
39 {
40         switch (randint0(6))
41         {
42                 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
43                 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
44                 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
45                 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
46                 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
47                 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
48         }
49 }
50
51
52 /*
53  * Choose one random high resistance
54  */
55 void one_high_resistance(object_type *o_ptr)
56 {
57         switch (randint0(12))
58         {
59                 case  0: add_flag(o_ptr->art_flags, TR_RES_POIS);   break;
60                 case  1: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
61                 case  2: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
62                 case  3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
63                 case  4: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
64                 case  5: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
65                 case  6: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
66                 case  7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
67                 case  8: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
68                 case  9: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
69                 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN);  break;
70                 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
71         }
72 }
73
74
75 /*
76  * Choose one random high resistance ( except poison and disenchantment )
77  */
78 void one_lordly_high_resistance(object_type *o_ptr)
79 {
80         switch (randint0(10))
81         {
82                 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
83                 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
84                 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
85                 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
86                 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
87                 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
88                 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
89                 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
90                 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
91                 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
92         }
93 }
94
95
96 /*
97  * Choose one random element resistance
98  */
99 void one_ele_resistance(object_type *o_ptr)
100 {
101         switch (randint0(4))
102         {
103                 case  0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
104                 case  1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
105                 case  2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
106                 case  3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
107         }
108 }
109
110
111 /*
112  * Choose one random element or poison resistance
113  */
114 void one_dragon_ele_resistance(object_type *o_ptr)
115 {
116         if (one_in_(7))
117         {
118                 add_flag(o_ptr->art_flags, TR_RES_POIS);
119         }
120         else
121         {
122                 one_ele_resistance(o_ptr);
123         }
124 }
125
126
127 /*
128  * Choose one lower rank esp
129  */
130 void one_low_esp(object_type *o_ptr)
131 {
132         switch (randint1(10))
133         {
134         case 1:  add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);   break;
135         case 2:  add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);   break;
136         case 3:  add_flag(o_ptr->art_flags, TR_ESP_DEMON);   break;
137         case 4:  add_flag(o_ptr->art_flags, TR_ESP_ORC);   break;
138         case 5:  add_flag(o_ptr->art_flags, TR_ESP_TROLL);   break;
139         case 6:  add_flag(o_ptr->art_flags, TR_ESP_GIANT);   break;
140         case 7:  add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
141         case 8:  add_flag(o_ptr->art_flags, TR_ESP_HUMAN);   break;
142         case 9:  add_flag(o_ptr->art_flags, TR_ESP_GOOD);   break;
143         case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);   break;
144         }
145 }
146
147
148
149 /*
150  * Choose one random resistance
151  */
152 void one_resistance(object_type *o_ptr)
153 {
154         if (one_in_(3))
155         {
156                 one_ele_resistance(o_ptr);
157         }
158         else
159         {
160                 one_high_resistance(o_ptr);
161         }
162 }
163
164
165 /*
166  * Choose one random ability
167  */
168 void one_ability(object_type *o_ptr)
169 {
170         switch (randint0(10))
171         {
172         case 0: add_flag(o_ptr->art_flags, TR_LEVITATION);     break;
173         case 1: add_flag(o_ptr->art_flags, TR_LITE);        break;
174         case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS);   break;
175         case 3: add_flag(o_ptr->art_flags, TR_WARNING);     break;
176         case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
177         case 5: add_flag(o_ptr->art_flags, TR_REGEN);       break;
178         case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT);    break;
179         case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE);   break;
180         case 8:
181         case 9:
182                 one_low_esp(o_ptr);
183                 break;
184         }
185 }
186
187
188 static void curse_artifact(object_type * o_ptr)
189 {
190         if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
191         if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
192         if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
193         if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
194
195         o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
196         remove_flag(o_ptr->art_flags, TR_BLESSED);
197
198         if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
199         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
200         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
201         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
202         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
203         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
204         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
205         else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
206
207         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))
208                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
209 }
210
211
212 static void random_plus(object_type * o_ptr)
213 {
214         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
215
216         switch (artifact_bias)
217         {
218         case BIAS_WARRIOR:
219                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
220                 {
221                         add_flag(o_ptr->art_flags, TR_STR);
222                         if (one_in_(2)) return;
223                 }
224
225                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
226                 {
227                         add_flag(o_ptr->art_flags, TR_CON);
228                         if (one_in_(2)) return;
229                 }
230
231                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
232                 {
233                         add_flag(o_ptr->art_flags, TR_DEX);
234                         if (one_in_(2)) return;
235                 }
236                 break;
237
238         case BIAS_MAGE:
239                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
240                 {
241                         add_flag(o_ptr->art_flags, TR_INT);
242                         if (one_in_(2)) return;
243                 }
244                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
245                 {
246                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
247                         if (one_in_(2)) return;
248                 }
249                 break;
250
251         case BIAS_PRIESTLY:
252                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
253                 {
254                         add_flag(o_ptr->art_flags, TR_WIS);
255                         if (one_in_(2)) return;
256                 }
257                 break;
258
259         case BIAS_RANGER:
260                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
261                 {
262                         add_flag(o_ptr->art_flags, TR_DEX);
263                         if (one_in_(2)) return;
264                 }
265
266                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
267                 {
268                         add_flag(o_ptr->art_flags, TR_CON);
269                         if (one_in_(2)) return;
270                 }
271
272                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
273                 {
274                         add_flag(o_ptr->art_flags, TR_STR);
275                         if (one_in_(2)) return;
276                 }
277                 break;
278
279         case BIAS_ROGUE:
280                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
281                 {
282                         add_flag(o_ptr->art_flags, TR_STEALTH);
283                         if (one_in_(2)) return;
284                 }
285                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
286                 {
287                         add_flag(o_ptr->art_flags, TR_SEARCH);
288                         if (one_in_(2)) return;
289                 }
290                 break;
291
292         case BIAS_STR:
293                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
294                 {
295                         add_flag(o_ptr->art_flags, TR_STR);
296                         if (one_in_(2)) return;
297                 }
298                 break;
299
300         case BIAS_WIS:
301                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
302                 {
303                         add_flag(o_ptr->art_flags, TR_WIS);
304                         if (one_in_(2)) return;
305                 }
306                 break;
307
308         case BIAS_INT:
309                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
310                 {
311                         add_flag(o_ptr->art_flags, TR_INT);
312                         if (one_in_(2)) return;
313                 }
314                 break;
315
316         case BIAS_DEX:
317                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
318                 {
319                         add_flag(o_ptr->art_flags, TR_DEX);
320                         if (one_in_(2)) return;
321                 }
322                 break;
323
324         case BIAS_CON:
325                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
326                 {
327                         add_flag(o_ptr->art_flags, TR_CON);
328                         if (one_in_(2)) return;
329                 }
330                 break;
331
332         case BIAS_CHR:
333                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
334                 {
335                         add_flag(o_ptr->art_flags, TR_CHR);
336                         if (one_in_(2)) return;
337                 }
338                 break;
339         }
340
341         if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
342         {
343                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
344                 {
345                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
346                         if (one_in_(2)) return;
347                 }
348         }
349
350         switch (randint1(this_type))
351         {
352         case 1: case 2:
353                 add_flag(o_ptr->art_flags, TR_STR);
354                 if (!artifact_bias && !one_in_(13))
355                         artifact_bias = BIAS_STR;
356                 else if (!artifact_bias && one_in_(7))
357                         artifact_bias = BIAS_WARRIOR;
358                 break;
359         case 3: case 4:
360                 add_flag(o_ptr->art_flags, TR_INT);
361                 if (!artifact_bias && !one_in_(13))
362                         artifact_bias = BIAS_INT;
363                 else if (!artifact_bias && one_in_(7))
364                         artifact_bias = BIAS_MAGE;
365                 break;
366         case 5: case 6:
367                 add_flag(o_ptr->art_flags, TR_WIS);
368                 if (!artifact_bias && !one_in_(13))
369                         artifact_bias = BIAS_WIS;
370                 else if (!artifact_bias && one_in_(7))
371                         artifact_bias = BIAS_PRIESTLY;
372                 break;
373         case 7: case 8:
374                 add_flag(o_ptr->art_flags, TR_DEX);
375                 if (!artifact_bias && !one_in_(13))
376                         artifact_bias = BIAS_DEX;
377                 else if (!artifact_bias && one_in_(7))
378                         artifact_bias = BIAS_ROGUE;
379                 break;
380         case 9: case 10:
381                 add_flag(o_ptr->art_flags, TR_CON);
382                 if (!artifact_bias && !one_in_(13))
383                         artifact_bias = BIAS_CON;
384                 else if (!artifact_bias && one_in_(9))
385                         artifact_bias = BIAS_RANGER;
386                 break;
387         case 11: case 12:
388                 add_flag(o_ptr->art_flags, TR_CHR);
389                 if (!artifact_bias && !one_in_(13))
390                         artifact_bias = BIAS_CHR;
391                 break;
392         case 13: case 14:
393                 add_flag(o_ptr->art_flags, TR_STEALTH);
394                 if (!artifact_bias && one_in_(3))
395                         artifact_bias = BIAS_ROGUE;
396                 break;
397         case 15: case 16:
398                 add_flag(o_ptr->art_flags, TR_SEARCH);
399                 if (!artifact_bias && one_in_(9))
400                         artifact_bias = BIAS_RANGER;
401                 break;
402         case 17: case 18:
403                 add_flag(o_ptr->art_flags, TR_INFRA);
404                 break;
405         case 19:
406                 add_flag(o_ptr->art_flags, TR_SPEED);
407                 if (!artifact_bias && one_in_(11))
408                         artifact_bias = BIAS_ROGUE;
409                 break;
410         case 20: case 21:
411                 add_flag(o_ptr->art_flags, TR_TUNNEL);
412                 break;
413         case 22: case 23:
414                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
415                 else
416                 {
417                         add_flag(o_ptr->art_flags, TR_BLOWS);
418                         if (!artifact_bias && one_in_(11))
419                                 artifact_bias = BIAS_WARRIOR;
420                 }
421                 break;
422         }
423 }
424
425
426 static void random_resistance(object_type * o_ptr)
427 {
428         switch (artifact_bias)
429         {
430         case BIAS_ACID:
431                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
432                 {
433                         add_flag(o_ptr->art_flags, TR_RES_ACID);
434                         if (one_in_(2)) return;
435                 }
436                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
437                 {
438                         add_flag(o_ptr->art_flags, TR_IM_ACID);
439                         if (!one_in_(IM_LUCK))
440                         {
441                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
442                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
443                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
444                         }
445                         if (one_in_(2)) return;
446                 }
447                 break;
448
449         case BIAS_ELEC:
450                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
451                 {
452                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
453                         if (one_in_(2)) return;
454                 }
455                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
456                     !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
457                 {
458                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
459                         if (one_in_(2)) return;
460                 }
461                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
462                 {
463                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
464                         if (!one_in_(IM_LUCK))
465                         {
466                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
467                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
468                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
469                         }
470
471                         if (one_in_(2)) return;
472                 }
473                 break;
474
475         case BIAS_FIRE:
476                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
477                 {
478                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
479                         if (one_in_(2)) return;
480                 }
481                 if ((o_ptr->tval >= TV_CLOAK) &&
482                     (o_ptr->tval <= TV_HARD_ARMOR) &&
483                     !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
484                 {
485                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
486                         if (one_in_(2)) return;
487                 }
488                 if (one_in_(BIAS_LUCK) &&
489                     !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
490                 {
491                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
492                         if (!one_in_(IM_LUCK))
493                         {
494                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
495                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
496                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
497                         }
498                         if (one_in_(2)) return;
499                 }
500                 break;
501
502         case BIAS_COLD:
503                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
504                 {
505                         add_flag(o_ptr->art_flags, TR_RES_COLD);
506                         if (one_in_(2)) return;
507                 }
508                 if ((o_ptr->tval >= TV_CLOAK) &&
509                     (o_ptr->tval <= TV_HARD_ARMOR) &&
510                     !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
511                 {
512                         add_flag(o_ptr->art_flags, TR_SH_COLD);
513                         if (one_in_(2)) return;
514                 }
515                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
516                 {
517                         add_flag(o_ptr->art_flags, TR_IM_COLD);
518                         if (!one_in_(IM_LUCK))
519                         {
520                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
521                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
522                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
523                         }
524                         if (one_in_(2)) return;
525                 }
526                 break;
527
528         case BIAS_POIS:
529                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
530                 {
531                         add_flag(o_ptr->art_flags, TR_RES_POIS);
532                         if (one_in_(2)) return;
533                 }
534                 break;
535
536         case BIAS_WARRIOR:
537                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
538                 {
539                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
540                         if (one_in_(2)) return;
541                 }
542                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
543                 {
544                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
545                         if (one_in_(2)) return;
546                 }
547                 break;
548
549         case BIAS_NECROMANTIC:
550                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
551                 {
552                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
553                         if (one_in_(2)) return;
554                 }
555                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
556                 {
557                         add_flag(o_ptr->art_flags, TR_RES_POIS);
558                         if (one_in_(2)) return;
559                 }
560                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
561                 {
562                         add_flag(o_ptr->art_flags, TR_RES_DARK);
563                         if (one_in_(2)) return;
564                 }
565                 break;
566
567         case BIAS_CHAOS:
568                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
569                 {
570                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
571                         if (one_in_(2)) return;
572                 }
573                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
574                 {
575                         add_flag(o_ptr->art_flags, TR_RES_CONF);
576                         if (one_in_(2)) return;
577                 }
578                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
579                 {
580                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
581                         if (one_in_(2)) return;
582                 }
583                 break;
584         }
585
586         switch (randint1(42))
587         {
588                 case 1:
589                         if (!one_in_(WEIRD_LUCK))
590                                 random_resistance(o_ptr);
591                         else
592                         {
593                                 add_flag(o_ptr->art_flags, TR_IM_ACID);
594                                 if (!artifact_bias)
595                                         artifact_bias = BIAS_ACID;
596                         }
597                         break;
598                 case 2:
599                         if (!one_in_(WEIRD_LUCK))
600                                 random_resistance(o_ptr);
601                         else
602                         {
603                                 add_flag(o_ptr->art_flags, TR_IM_ELEC);
604                                 if (!artifact_bias)
605                                         artifact_bias = BIAS_ELEC;
606                         }
607                         break;
608                 case 3:
609                         if (!one_in_(WEIRD_LUCK))
610                                 random_resistance(o_ptr);
611                         else
612                         {
613                                 add_flag(o_ptr->art_flags, TR_IM_COLD);
614                                 if (!artifact_bias)
615                                         artifact_bias = BIAS_COLD;
616                         }
617                         break;
618                 case 4:
619                         if (!one_in_(WEIRD_LUCK))
620                                 random_resistance(o_ptr);
621                         else
622                         {
623                                 add_flag(o_ptr->art_flags, TR_IM_FIRE);
624                                 if (!artifact_bias)
625                                         artifact_bias = BIAS_FIRE;
626                         }
627                         break;
628                 case 5:
629                 case 6:
630                 case 13:
631                         add_flag(o_ptr->art_flags, TR_RES_ACID);
632                         if (!artifact_bias)
633                                 artifact_bias = BIAS_ACID;
634                         break;
635                 case 7:
636                 case 8:
637                 case 14:
638                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
639                         if (!artifact_bias)
640                                 artifact_bias = BIAS_ELEC;
641                         break;
642                 case 9:
643                 case 10:
644                 case 15:
645                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
646                         if (!artifact_bias)
647                                 artifact_bias = BIAS_FIRE;
648                         break;
649                 case 11:
650                 case 12:
651                 case 16:
652                         add_flag(o_ptr->art_flags, TR_RES_COLD);
653                         if (!artifact_bias)
654                                 artifact_bias = BIAS_COLD;
655                         break;
656                 case 17:
657                 case 18:
658                         add_flag(o_ptr->art_flags, TR_RES_POIS);
659                         if (!artifact_bias && !one_in_(4))
660                                 artifact_bias = BIAS_POIS;
661                         else if (!artifact_bias && one_in_(2))
662                                 artifact_bias = BIAS_NECROMANTIC;
663                         else if (!artifact_bias && one_in_(2))
664                                 artifact_bias = BIAS_ROGUE;
665                         break;
666                 case 19:
667                 case 20:
668                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
669                         if (!artifact_bias && one_in_(3))
670                                 artifact_bias = BIAS_WARRIOR;
671                         break;
672                 case 21:
673                         add_flag(o_ptr->art_flags, TR_RES_LITE);
674                         break;
675                 case 22:
676                         add_flag(o_ptr->art_flags, TR_RES_DARK);
677                         break;
678                 case 23:
679                 case 24:
680                         add_flag(o_ptr->art_flags, TR_RES_BLIND);
681                         break;
682                 case 25:
683                 case 26:
684                         add_flag(o_ptr->art_flags, TR_RES_CONF);
685                         if (!artifact_bias && one_in_(6))
686                                 artifact_bias = BIAS_CHAOS;
687                         break;
688                 case 27:
689                 case 28:
690                         add_flag(o_ptr->art_flags, TR_RES_SOUND);
691                         break;
692                 case 29:
693                 case 30:
694                         add_flag(o_ptr->art_flags, TR_RES_SHARDS);
695                         break;
696                 case 31:
697                 case 32:
698                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
699                         if (!artifact_bias && one_in_(3))
700                                 artifact_bias = BIAS_NECROMANTIC;
701                         break;
702                 case 33:
703                 case 34:
704                         add_flag(o_ptr->art_flags, TR_RES_NEXUS);
705                         break;
706                 case 35:
707                 case 36:
708                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
709                         if (!artifact_bias && one_in_(2))
710                                 artifact_bias = BIAS_CHAOS;
711                         break;
712                 case 37:
713                 case 38:
714                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
715                         break;
716                 case 39:
717                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
718                                 add_flag(o_ptr->art_flags, TR_SH_ELEC);
719                         else
720                                 random_resistance(o_ptr);
721                         if (!artifact_bias)
722                                 artifact_bias = BIAS_ELEC;
723                         break;
724                 case 40:
725                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
726                                 add_flag(o_ptr->art_flags, TR_SH_FIRE);
727                         else
728                                 random_resistance(o_ptr);
729                         if (!artifact_bias)
730                                 artifact_bias = BIAS_FIRE;
731                         break;
732                 case 41:
733                         if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
734                             o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
735                                 add_flag(o_ptr->art_flags, TR_REFLECT);
736                         else
737                                 random_resistance(o_ptr);
738                         break;
739                 case 42:
740                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
741                                 add_flag(o_ptr->art_flags, TR_SH_COLD);
742                         else
743                                 random_resistance(o_ptr);
744                         if (!artifact_bias)
745                                 artifact_bias = BIAS_COLD;
746                         break;
747         }
748 }
749
750
751
752 static void random_misc(object_type * o_ptr)
753 {
754         switch (artifact_bias)
755         {
756         case BIAS_RANGER:
757                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
758                 {
759                         add_flag(o_ptr->art_flags, TR_SUST_CON);
760                         if (one_in_(2)) return;
761                 }
762                 break;
763
764         case BIAS_STR:
765                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
766                 {
767                         add_flag(o_ptr->art_flags, TR_SUST_STR);
768                         if (one_in_(2)) return;
769                 }
770                 break;
771
772         case BIAS_WIS:
773                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
774                 {
775                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
776                         if (one_in_(2)) return;
777                 }
778                 break;
779
780         case BIAS_INT:
781                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
782                 {
783                         add_flag(o_ptr->art_flags, TR_SUST_INT);
784                         if (one_in_(2)) return;
785                 }
786                 break;
787
788         case BIAS_DEX:
789                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
790                 {
791                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
792                         if (one_in_(2)) return;
793                 }
794                 break;
795
796         case BIAS_CON:
797                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
798                 {
799                         add_flag(o_ptr->art_flags, TR_SUST_CON);
800                         if (one_in_(2)) return;
801                 }
802                 break;
803
804         case BIAS_CHR:
805                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
806                 {
807                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
808                         if (one_in_(2)) return;
809                 }
810                 break;
811
812         case BIAS_CHAOS:
813                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
814                 {
815                         add_flag(o_ptr->art_flags, TR_TELEPORT);
816                         if (one_in_(2)) return;
817                 }
818                 break;
819
820         case BIAS_FIRE:
821                 if (!(have_flag(o_ptr->art_flags, TR_LITE)))
822                 {
823                         add_flag(o_ptr->art_flags, TR_LITE); /* Freebie */
824                 }
825                 break;
826         }
827
828         switch (randint1(33))
829         {
830                 case 1:
831                         add_flag(o_ptr->art_flags, TR_SUST_STR);
832                         if (!artifact_bias)
833                                 artifact_bias = BIAS_STR;
834                         break;
835                 case 2:
836                         add_flag(o_ptr->art_flags, TR_SUST_INT);
837                         if (!artifact_bias)
838                                 artifact_bias = BIAS_INT;
839                         break;
840                 case 3:
841                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
842                         if (!artifact_bias)
843                                 artifact_bias = BIAS_WIS;
844                         break;
845                 case 4:
846                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
847                         if (!artifact_bias)
848                                 artifact_bias = BIAS_DEX;
849                         break;
850                 case 5:
851                         add_flag(o_ptr->art_flags, TR_SUST_CON);
852                         if (!artifact_bias)
853                                 artifact_bias = BIAS_CON;
854                         break;
855                 case 6:
856                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
857                         if (!artifact_bias)
858                                 artifact_bias = BIAS_CHR;
859                         break;
860                 case 7:
861                 case 8:
862                 case 14:
863                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
864                         break;
865                 case 9:
866                         add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
867                         if (!artifact_bias && one_in_(5))
868                                 artifact_bias = BIAS_PRIESTLY;
869                         else if (!artifact_bias && one_in_(6))
870                                 artifact_bias = BIAS_NECROMANTIC;
871                         break;
872                 case 10:
873                 case 11:
874                         add_flag(o_ptr->art_flags, TR_LITE);
875                         break;
876                 case 12:
877                 case 13:
878                         add_flag(o_ptr->art_flags, TR_LEVITATION);
879                         break;
880                 case 15:
881                 case 16:
882                 case 17:
883                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
884                         break;
885                 case 19:
886                 case 20:
887                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
888                         break;
889                 case 21:
890                 case 22:
891                         add_flag(o_ptr->art_flags, TR_REGEN);
892                         break;
893                 case 23:
894                         add_flag(o_ptr->art_flags, TR_TELEPORT);
895                         break;
896                 case 24:
897                 case 25:
898                 case 26:
899                         if (object_is_armour(o_ptr))
900                                 random_misc(o_ptr);
901                         else
902                         {
903                                 o_ptr->to_a = 4 + randint1(11);
904                         }
905                         break;
906                 case 27:
907                 case 28:
908                 case 29:
909                 {
910                         int bonus_h, bonus_d;
911                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
912                         bonus_h = 4 + (randint1(11));
913                         bonus_d = 4 + (randint1(11));
914                         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))
915                         {
916                                 bonus_h /= 2;
917                                 bonus_d /= 2;
918                         }
919                         o_ptr->to_h += bonus_h;
920                         o_ptr->to_d += bonus_d;
921                         break;
922                 }
923                 case 30:
924                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
925                         break;
926                 case 31:
927                         add_flag(o_ptr->art_flags, TR_NO_TELE);
928                         break;
929                 case 32:
930                         add_flag(o_ptr->art_flags, TR_WARNING);
931                         break;
932
933                 case 18:
934                         switch (randint1(3))
935                         {
936                         case 1:
937                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
938                                 if (!artifact_bias && one_in_(3))
939                                         artifact_bias = BIAS_LAW;
940                                 break;
941                         case 2:
942                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
943                                 if (!artifact_bias && one_in_(3))
944                                         artifact_bias = BIAS_MAGE;
945                                 break;
946                         case 3:
947                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
948                                 if (!artifact_bias && one_in_(9))
949                                         artifact_bias = BIAS_MAGE;
950                                 break;
951                         }
952                         break;
953
954                 case 33:
955                 {
956                         int idx[3];
957                         int n = randint1(3);
958
959                         idx[0] = randint1(8);
960
961                         idx[1] = randint1(7);
962                         if (idx[1] >= idx[0]) idx[1]++;
963
964                         idx[2] = randint1(6);
965                         if (idx[2] >= idx[0]) idx[2]++;
966                         if (idx[2] >= idx[1]) idx[2]++;
967
968                         while (n--) switch (idx[n])
969                         {
970                         case 1:
971                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
972                                 if (!artifact_bias && one_in_(4))
973                                         artifact_bias = BIAS_RANGER;
974                                 break;
975                         case 2:
976                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
977                                 if (!artifact_bias && one_in_(3))
978                                         artifact_bias = BIAS_PRIESTLY;
979                                 else if (!artifact_bias && one_in_(6))
980                                         artifact_bias = BIAS_NECROMANTIC;
981                                 break;
982                         case 3:
983                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
984                                 break;
985                         case 4:
986                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
987                                 break;
988                         case 5:
989                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
990                                 break;
991                         case 6:
992                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
993                                 break;
994                         case 7:
995                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
996                                 if (!artifact_bias && one_in_(6))
997                                         artifact_bias = BIAS_ROGUE;
998                                 break;
999                         case 8:
1000                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1001                                 if (!artifact_bias && one_in_(3))
1002                                         artifact_bias = BIAS_LAW;
1003                                 break;
1004                         case 9:
1005                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1006                                 if (!artifact_bias && one_in_(3))
1007                                         artifact_bias = BIAS_LAW;
1008                                 break;
1009                         }
1010                         break;
1011                 }
1012         }
1013 }
1014
1015
1016 static void random_slay(object_type *o_ptr)
1017 {
1018         if (o_ptr->tval == TV_BOW)
1019         {
1020                 switch (randint1(6))
1021                 {
1022                         case 1:
1023                         case 2:
1024                         case 3:
1025                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1026                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1027                                 if (!artifact_bias && one_in_(9))
1028                                         artifact_bias = BIAS_RANGER;
1029                                 break;
1030                         default:
1031                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1032                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1033                                 if (!artifact_bias && one_in_(9))
1034                                         artifact_bias = BIAS_RANGER;
1035                         break;
1036                 }
1037
1038                 return;
1039         }
1040
1041         switch (artifact_bias)
1042         {
1043         case BIAS_CHAOS:
1044                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1045                 {
1046                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1047                         if (one_in_(2)) return;
1048                 }
1049                 break;
1050
1051         case BIAS_PRIESTLY:
1052                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1053                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1054                 {
1055                         /* A free power for "priestly" random artifacts */
1056                         add_flag(o_ptr->art_flags, TR_BLESSED);
1057                 }
1058                 break;
1059
1060         case BIAS_NECROMANTIC:
1061                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1062                 {
1063                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1064                         if (one_in_(2)) return;
1065                 }
1066                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1067                 {
1068                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1069                         if (one_in_(2)) return;
1070                 }
1071                 break;
1072
1073         case BIAS_RANGER:
1074                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1075                 {
1076                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1077                         if (one_in_(2)) return;
1078                 }
1079                 break;
1080
1081         case BIAS_ROGUE:
1082                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1083                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1084                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1085                 {
1086                         /* Free power for rogues... */
1087                         add_flag(o_ptr->art_flags, TR_THROW);
1088                 }
1089                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1090                 {
1091                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1092                         if (one_in_(2)) return;
1093                 }
1094                 break;
1095
1096         case BIAS_POIS:
1097                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1098                 {
1099                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1100                         if (one_in_(2)) return;
1101                 }
1102                 break;
1103
1104         case BIAS_FIRE:
1105                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1106                 {
1107                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1108                         if (one_in_(2)) return;
1109                 }
1110                 break;
1111
1112         case BIAS_COLD:
1113                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1114                 {
1115                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1116                         if (one_in_(2)) return;
1117                 }
1118                 break;
1119
1120         case BIAS_ELEC:
1121                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1122                 {
1123                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1124                         if (one_in_(2)) return;
1125                 }
1126                 break;
1127
1128         case BIAS_ACID:
1129                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1130                 {
1131                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1132                         if (one_in_(2)) return;
1133                 }
1134                 break;
1135
1136         case BIAS_LAW:
1137                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1138                 {
1139                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1140                         if (one_in_(2)) return;
1141                 }
1142                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1143                 {
1144                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1145                         if (one_in_(2)) return;
1146                 }
1147                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1148                 {
1149                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1150                         if (one_in_(2)) return;
1151                 }
1152                 break;
1153         }
1154
1155         switch (randint1(36))
1156         {
1157                 case 1:
1158                 case 2:
1159                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1160                         break;
1161                 case 3:
1162                 case 4:
1163                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1164                         if (!artifact_bias && one_in_(2))
1165                                 artifact_bias = BIAS_LAW;
1166                         else if (!artifact_bias && one_in_(9))
1167                                 artifact_bias = BIAS_PRIESTLY;
1168                         break;
1169                 case 5:
1170                 case 6:
1171                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1172                         if (!artifact_bias && one_in_(9))
1173                                 artifact_bias = BIAS_PRIESTLY;
1174                         break;
1175                 case 7:
1176                 case 8:
1177                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1178                         if (!artifact_bias && one_in_(9))
1179                                 artifact_bias = BIAS_PRIESTLY;
1180                         break;
1181                 case 9:
1182                 case 10:
1183                         add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1184                         break;
1185                 case 11:
1186                 case 12:
1187                         add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1188                         break;
1189                 case 13:
1190                 case 14:
1191                         add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1192                         break;
1193                 case 15:
1194                 case 16:
1195                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1196                         break;
1197                 case 17:
1198                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1199                         break;
1200                 case 18:
1201                 case 19:
1202                         if (o_ptr->tval == TV_SWORD)
1203                         {
1204                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1205                                 if (!artifact_bias && one_in_(9))
1206                                         artifact_bias = BIAS_WARRIOR;
1207                         }
1208                         else
1209                                 random_slay(o_ptr);
1210                         break;
1211                 case 20:
1212                         add_flag(o_ptr->art_flags, TR_IMPACT);
1213                         break;
1214                 case 21:
1215                 case 22:
1216                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1217                         if (!artifact_bias)
1218                                 artifact_bias = BIAS_FIRE;
1219                         break;
1220                 case 23:
1221                 case 24:
1222                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1223                         if (!artifact_bias)
1224                                 artifact_bias = BIAS_COLD;
1225                         break;
1226                 case 25:
1227                 case 26:
1228                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1229                         if (!artifact_bias)
1230                                 artifact_bias = BIAS_ELEC;
1231                         break;
1232                 case 27:
1233                 case 28:
1234                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1235                         if (!artifact_bias)
1236                                 artifact_bias = BIAS_ACID;
1237                         break;
1238                 case 29:
1239                 case 30:
1240                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1241                         if (!artifact_bias && !one_in_(3))
1242                                 artifact_bias = BIAS_POIS;
1243                         else if (!artifact_bias && one_in_(6))
1244                                 artifact_bias = BIAS_NECROMANTIC;
1245                         else if (!artifact_bias)
1246                                 artifact_bias = BIAS_ROGUE;
1247                         break;
1248                 case 31:
1249                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1250                         if (!artifact_bias)
1251                                 artifact_bias = BIAS_NECROMANTIC;
1252                         break;
1253                 case 32:
1254                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1255                         if (!artifact_bias)
1256                                 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1257                         break;
1258                 case 33:
1259                 case 34:
1260                         add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1261                         break;
1262                 default:
1263                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1264                         if (!artifact_bias)
1265                                 artifact_bias = BIAS_CHAOS;
1266                         break;
1267         }
1268 }
1269
1270
1271 static void give_activation_power(object_type *o_ptr)
1272 {
1273         int type = 0, chance = 0;
1274
1275         switch (artifact_bias)
1276         {
1277                 case BIAS_ELEC:
1278                         if (!one_in_(3))
1279                         {
1280                                 type = ACT_BO_ELEC_1;
1281                         }
1282                         else if (!one_in_(5))
1283                         {
1284                                 type = ACT_BA_ELEC_2;
1285                         }
1286                         else
1287                         {
1288                                 type = ACT_BA_ELEC_3;
1289                         }
1290                         chance = 101;
1291                         break;
1292
1293                 case BIAS_POIS:
1294                         type = ACT_BA_POIS_1;
1295                         chance = 101;
1296                         break;
1297
1298                 case BIAS_FIRE:
1299                         if (!one_in_(3))
1300                         {
1301                                 type = ACT_BO_FIRE_1;
1302                         }
1303                         else if (!one_in_(5))
1304                         {
1305                                 type = ACT_BA_FIRE_1;
1306                         }
1307                         else
1308                         {
1309                                 type = ACT_BA_FIRE_2;
1310                         }
1311                         chance = 101;
1312                         break;
1313
1314                 case BIAS_COLD:
1315                         chance = 101;
1316                         if (!one_in_(3))
1317                                 type = ACT_BO_COLD_1;
1318                         else if (!one_in_(3))
1319                                 type = ACT_BA_COLD_1;
1320                         else if (!one_in_(3))
1321                                 type = ACT_BA_COLD_2;
1322                         else
1323                                 type = ACT_BA_COLD_3;
1324                         break;
1325
1326                 case BIAS_CHAOS:
1327                         chance = 50;
1328                         if (one_in_(6))
1329                                 type = ACT_SUMMON_DEMON;
1330                         else
1331                                 type = ACT_CALL_CHAOS;
1332                         break;
1333
1334                 case BIAS_PRIESTLY:
1335                         chance = 101;
1336
1337                         if (one_in_(13))
1338                                 type = ACT_CHARM_UNDEAD;
1339                         else if (one_in_(12))
1340                                 type = ACT_BANISH_EVIL;
1341                         else if (one_in_(11))
1342                                 type = ACT_DISP_EVIL;
1343                         else if (one_in_(10))
1344                                 type = ACT_PROT_EVIL;
1345                         else if (one_in_(9))
1346                                 type = ACT_CURE_1000;
1347                         else if (one_in_(8))
1348                                 type = ACT_CURE_700;
1349                         else if (one_in_(7))
1350                                 type = ACT_REST_ALL;
1351                         else if (one_in_(6))
1352                                 type = ACT_REST_LIFE;
1353                         else
1354                                 type = ACT_CURE_MW;
1355                         break;
1356
1357                 case BIAS_NECROMANTIC:
1358                         chance = 101;
1359                         if (one_in_(66))
1360                                 type = ACT_WRAITH;
1361                         else if (one_in_(13))
1362                                 type = ACT_DISP_GOOD;
1363                         else if (one_in_(9))
1364                                 type = ACT_MASS_GENO;
1365                         else if (one_in_(8))
1366                                 type = ACT_GENOCIDE;
1367                         else if (one_in_(13))
1368                                 type = ACT_SUMMON_UNDEAD;
1369                         else if (one_in_(9))
1370                                 type = ACT_VAMPIRE_2;
1371                         else if (one_in_(6))
1372                                 type = ACT_CHARM_UNDEAD;
1373                         else
1374                                 type = ACT_VAMPIRE_1;
1375                         break;
1376
1377                 case BIAS_LAW:
1378                         chance = 101;
1379                         if (one_in_(8))
1380                                 type = ACT_BANISH_EVIL;
1381                         else if (one_in_(4))
1382                                 type = ACT_DISP_EVIL;
1383                         else
1384                                 type = ACT_PROT_EVIL;
1385                         break;
1386
1387                 case BIAS_ROGUE:
1388                         chance = 101;
1389                         if (one_in_(50))
1390                                 type = ACT_SPEED;
1391                         else if (one_in_(4))
1392                                 type = ACT_SLEEP;
1393                         else if (one_in_(3))
1394                                 type = ACT_DETECT_ALL;
1395                         else if (one_in_(8))
1396                                 type = ACT_ID_FULL;
1397                         else
1398                                 type = ACT_ID_PLAIN;
1399                         break;
1400
1401                 case BIAS_MAGE:
1402                         chance = 66;
1403                         if (one_in_(20))
1404                                 type = ACT_SUMMON_ELEMENTAL;
1405                         else if (one_in_(10))
1406                                 type = ACT_SUMMON_PHANTOM;
1407                         else if (one_in_(5))
1408                                 type = ACT_RUNE_EXPLO;
1409                         else
1410                                 type = ACT_ESP;
1411                         break;
1412
1413                 case BIAS_WARRIOR:
1414                         chance = 80;
1415                         if (one_in_(100))
1416                                 type = ACT_INVULN;
1417                         else
1418                                 type = ACT_BERSERK;
1419                         break;
1420
1421                 case BIAS_RANGER:
1422                         chance = 101;
1423                         if (one_in_(20))
1424                                 type = ACT_CHARM_ANIMALS;
1425                         else if (one_in_(7))
1426                                 type = ACT_SUMMON_ANIMAL;
1427                         else if (one_in_(6))
1428                                 type = ACT_CHARM_ANIMAL;
1429                         else if (one_in_(4))
1430                                 type = ACT_RESIST_ALL;
1431                         else if (one_in_(3))
1432                                 type = ACT_SATIATE;
1433                         else
1434                                 type = ACT_CURE_POISON;
1435                         break;
1436         }
1437
1438         while (!type || (randint1(100) >= chance))
1439         {
1440                 type = randint1(255);
1441                 switch (type)
1442                 {
1443                         case ACT_SUNLIGHT:
1444                         case ACT_BO_MISS_1:
1445                         case ACT_BA_POIS_1:
1446                         case ACT_BO_ELEC_1:
1447                         case ACT_BO_ACID_1:
1448                         case ACT_BO_COLD_1:
1449                         case ACT_BO_FIRE_1:
1450                         case ACT_CONFUSE:
1451                         case ACT_SLEEP:
1452                         case ACT_QUAKE:
1453                         case ACT_CURE_LW:
1454                         case ACT_CURE_MW:
1455                         case ACT_CURE_POISON:
1456                         case ACT_BERSERK:
1457                         case ACT_LIGHT:
1458                         case ACT_MAP_LIGHT:
1459                         case ACT_DEST_DOOR:
1460                         case ACT_STONE_MUD:
1461                         case ACT_TELEPORT:
1462                                 chance = 101;
1463                                 break;
1464                         case ACT_BA_COLD_1:
1465                         case ACT_BA_FIRE_1:
1466                         case ACT_DRAIN_1:
1467                         case ACT_TELE_AWAY:
1468                         case ACT_ESP:
1469                         case ACT_RESIST_ALL:
1470                         case ACT_DETECT_ALL:
1471                         case ACT_RECALL:
1472                         case ACT_SATIATE:
1473                         case ACT_RECHARGE:
1474                                 chance = 85;
1475                                 break;
1476                         case ACT_TERROR:
1477                         case ACT_PROT_EVIL:
1478                         case ACT_ID_PLAIN:
1479                                 chance = 75;
1480                                 break;
1481                         case ACT_DRAIN_2:
1482                         case ACT_VAMPIRE_1:
1483                         case ACT_BO_MISS_2:
1484                         case ACT_BA_FIRE_2:
1485                         case ACT_REST_LIFE:
1486                                 chance = 66;
1487                                 break;
1488                         case ACT_BA_FIRE_3:
1489                         case ACT_BA_COLD_3:
1490                         case ACT_BA_ELEC_3:
1491                         case ACT_WHIRLWIND:
1492                         case ACT_VAMPIRE_2:
1493                         case ACT_CHARM_ANIMAL:
1494                                 chance = 50;
1495                                 break;
1496                         case ACT_SUMMON_ANIMAL:
1497                                 chance = 40;
1498                                 break;
1499                         case ACT_DISP_EVIL:
1500                         case ACT_BA_MISS_3:
1501                         case ACT_DISP_GOOD:
1502                         case ACT_BANISH_EVIL:
1503                         case ACT_GENOCIDE:
1504                         case ACT_MASS_GENO:
1505                         case ACT_CHARM_UNDEAD:
1506                         case ACT_CHARM_OTHER:
1507                         case ACT_SUMMON_PHANTOM:
1508                         case ACT_REST_ALL:
1509                         case ACT_RUNE_EXPLO:
1510                                 chance = 33;
1511                                 break;
1512                         case ACT_CALL_CHAOS:
1513                         case ACT_ROCKET:
1514                         case ACT_CHARM_ANIMALS:
1515                         case ACT_CHARM_OTHERS:
1516                         case ACT_SUMMON_ELEMENTAL:
1517                         case ACT_CURE_700:
1518                         case ACT_SPEED:
1519                         case ACT_ID_FULL:
1520                         case ACT_RUNE_PROT:
1521                                 chance = 25;
1522                                 break;
1523                         case ACT_CURE_1000:
1524                         case ACT_XTRA_SPEED:
1525                         case ACT_DETECT_XTRA:
1526                         case ACT_DIM_DOOR:
1527                                 chance = 10;
1528                                 break;
1529                         case ACT_SUMMON_UNDEAD:
1530                         case ACT_SUMMON_DEMON:
1531                         case ACT_WRAITH:
1532                         case ACT_INVULN:
1533                         case ACT_ALCHEMY:
1534                                 chance = 5;
1535                                 break;
1536                         default:
1537                                 chance = 0;
1538                 }
1539         }
1540
1541         /* A type was chosen... */
1542         o_ptr->xtra2 = type;
1543         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1544         o_ptr->timeout = 0;
1545 }
1546
1547
1548 static void get_random_name(char *return_name, bool armour, int power)
1549 {
1550         int prob = randint1(100);
1551
1552         if (prob <= SINDARIN_NAME)
1553         {
1554                 get_table_sindarin(return_name);
1555         }
1556         else if (prob <= TABLE_NAME)
1557         {
1558                 get_table_name(return_name);
1559         }
1560         else
1561         {
1562                 cptr filename;
1563
1564                 switch (armour)
1565                 {
1566                         case 1:
1567                                 switch (power)
1568                                 {
1569                                         case 0:
1570 #ifdef JP
1571                                                 filename = "a_cursed_j.txt";
1572 #else
1573                                                 filename = "a_cursed.txt";
1574 #endif
1575                                                 break;
1576                                         case 1:
1577 #ifdef JP
1578                                                 filename = "a_low_j.txt";
1579 #else
1580                                                 filename = "a_low.txt";
1581 #endif
1582                                                 break;
1583                                         case 2:
1584 #ifdef JP
1585                                                 filename = "a_med_j.txt";
1586 #else
1587                                                 filename = "a_med.txt";
1588 #endif
1589                                                 break;
1590                                         default:
1591 #ifdef JP
1592                                                 filename = "a_high_j.txt";
1593 #else
1594                                                 filename = "a_high.txt";
1595 #endif
1596                                 }
1597                                 break;
1598                         default:
1599                                 switch (power)
1600                                 {
1601                                         case 0:
1602 #ifdef JP
1603                                                 filename = "w_cursed_j.txt";
1604 #else
1605                                                 filename = "w_cursed.txt";
1606 #endif
1607                                                 break;
1608                                         case 1:
1609 #ifdef JP
1610                                                 filename = "w_low_j.txt";
1611 #else
1612                                                 filename = "w_low.txt";
1613 #endif
1614                                                 break;
1615                                         case 2:
1616 #ifdef JP
1617                                                 filename = "w_med_j.txt";
1618 #else
1619                                                 filename = "w_med.txt";
1620 #endif
1621                                                 break;
1622                                         default:
1623 #ifdef JP
1624                                                 filename = "w_high_j.txt";
1625 #else
1626                                                 filename = "w_high.txt";
1627 #endif
1628                                 }
1629                 }
1630
1631                 (void)get_rnd_line(filename, artifact_bias, return_name);
1632 #ifdef JP
1633                  if (return_name[0] == 0) get_table_name(return_name);
1634 #endif
1635         }
1636 }
1637
1638
1639 bool create_artifact(object_type *o_ptr, bool a_scroll)
1640 {
1641         char    new_name[1024];
1642         int     has_pval = 0;
1643         int     powers = randint1(5) + 1;
1644         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1645         int     power_level;
1646         s32b    total_flags;
1647         bool    a_cursed = FALSE;
1648         int     warrior_artifact_bias = 0;
1649         int i;
1650
1651         /* Reset artifact bias */
1652         artifact_bias = 0;
1653
1654         /* Nuke enchantments */
1655         o_ptr->name1 = 0;
1656         o_ptr->name2 = 0;
1657
1658         for (i = 0; i < TR_FLAG_SIZE; i++)
1659                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1660
1661         if (o_ptr->pval) has_pval = TRUE;
1662
1663         if (a_scroll && one_in_(4))
1664         {
1665                 switch (p_ptr->pclass)
1666                 {
1667                         case CLASS_WARRIOR:
1668                         case CLASS_BERSERKER:
1669                         case CLASS_ARCHER:
1670                         case CLASS_SAMURAI:
1671                         case CLASS_CAVALRY:
1672                         case CLASS_SMITH:
1673                                 artifact_bias = BIAS_WARRIOR;
1674                                 break;
1675                         case CLASS_MAGE:
1676                         case CLASS_HIGH_MAGE:
1677                         case CLASS_SORCERER:
1678                         case CLASS_MAGIC_EATER:
1679                         case CLASS_BLUE_MAGE:
1680                                 artifact_bias = BIAS_MAGE;
1681                                 break;
1682                         case CLASS_PRIEST:
1683                                 artifact_bias = BIAS_PRIESTLY;
1684                                 break;
1685                         case CLASS_ROGUE:
1686                         case CLASS_NINJA:
1687                                 artifact_bias = BIAS_ROGUE;
1688                                 warrior_artifact_bias = 25;
1689                                 break;
1690                         case CLASS_RANGER:
1691                         case CLASS_SNIPER:
1692                                 artifact_bias = BIAS_RANGER;
1693                                 warrior_artifact_bias = 30;
1694                                 break;
1695                         case CLASS_PALADIN:
1696                                 artifact_bias = BIAS_PRIESTLY;
1697                                 warrior_artifact_bias = 40;
1698                                 break;
1699                         case CLASS_WARRIOR_MAGE:
1700                         case CLASS_RED_MAGE:
1701                                 artifact_bias = BIAS_MAGE;
1702                                 warrior_artifact_bias = 40;
1703                                 break;
1704                         case CLASS_CHAOS_WARRIOR:
1705                                 artifact_bias = BIAS_CHAOS;
1706                                 warrior_artifact_bias = 40;
1707                                 break;
1708                         case CLASS_MONK:
1709                         case CLASS_FORCETRAINER:
1710                                 artifact_bias = BIAS_PRIESTLY;
1711                                 break;
1712                         case CLASS_MINDCRAFTER:
1713                         case CLASS_BARD:
1714                                 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1715                                 break;
1716                         case CLASS_TOURIST:
1717                                 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1718                                 break;
1719                         case CLASS_IMITATOR:
1720                                 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1721                                 break;
1722                         case CLASS_BEASTMASTER:
1723                                 artifact_bias = BIAS_CHR;
1724                                 warrior_artifact_bias = 50;
1725                                 break;
1726                         case CLASS_MIRROR_MASTER:
1727                                 if (randint1(4) > 1) 
1728                                 {
1729                                     artifact_bias = BIAS_MAGE;
1730                                 }
1731                                 else
1732                                 {
1733                                     artifact_bias = BIAS_ROGUE;
1734                                 }
1735                                 break;
1736                 }
1737         }
1738
1739         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1740                 artifact_bias = BIAS_WARRIOR;
1741
1742         strcpy(new_name, "");
1743
1744         if (!a_scroll && one_in_(A_CURSED))
1745                 a_cursed = TRUE;
1746         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1747                 a_cursed = TRUE;
1748
1749         while (one_in_(powers) || one_in_(7) || one_in_(10))
1750                 powers++;
1751
1752         if (!a_cursed && one_in_(WEIRD_LUCK))
1753                 powers *= 2;
1754
1755         if (a_cursed) powers /= 2;
1756
1757         /* Main loop */
1758         while (powers--)
1759         {
1760                 switch (randint1(max_type))
1761                 {
1762                         case 1: case 2:
1763                                 random_plus(o_ptr);
1764                                 has_pval = TRUE;
1765                                 break;
1766                         case 3: case 4:
1767                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1768                                 {
1769                                         if (a_cursed && !one_in_(13)) break;
1770                                         if (one_in_(13))
1771                                         {
1772                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1773                                         }
1774                                         else
1775                                         {
1776                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1777                                         }
1778                                 }
1779                                 else
1780                                         random_resistance(o_ptr);
1781                                 break;
1782                         case 5:
1783                                 random_misc(o_ptr);
1784                                 break;
1785                         case 6: case 7:
1786                                 random_slay(o_ptr);
1787                                 break;
1788                         default:
1789                                 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1790                                 powers++;
1791                 }
1792         };
1793
1794         if (has_pval)
1795         {
1796 #if 0
1797                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1798
1799                 /* This one commented out by gw's request... */
1800                 if (!a_scroll)
1801                         add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1802 #endif
1803
1804                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1805                 {
1806                         o_ptr->pval = randint1(2);
1807                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1808                                 o_ptr->pval++;
1809                 }
1810                 else
1811                 {
1812                         do
1813                         {
1814                                 o_ptr->pval++;
1815                         }
1816                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1817                 }
1818
1819                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1820                         o_ptr->pval = 4;
1821         }
1822
1823         /* give it some plusses... */
1824         if (object_is_armour(o_ptr))
1825                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1826         else if (object_is_weapon_ammo(o_ptr))
1827         {
1828                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1829                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1830                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1831         }
1832
1833         /* Just to be sure */
1834         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1835         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1836         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1837         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1838
1839         total_flags = flag_cost(o_ptr, o_ptr->pval);
1840         if (cheat_peek) msg_format("%ld", total_flags);
1841
1842         if (a_cursed) curse_artifact(o_ptr);
1843
1844         if (!a_cursed &&
1845             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1846         {
1847                 o_ptr->xtra2 = 0;
1848                 give_activation_power(o_ptr);
1849         }
1850
1851         if (object_is_armour(o_ptr))
1852         {
1853                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1854                 {
1855                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1856                         o_ptr->to_d -= (s16b)randint0(3);
1857                         o_ptr->to_h -= (s16b)randint0(3);
1858                 }
1859                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1860                 {
1861                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1862                         o_ptr->to_d -= (s16b)randint0(3);
1863                         o_ptr->to_h -= (s16b)randint0(3);
1864                 }
1865         }
1866
1867         if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1868
1869         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1870         {
1871                 o_ptr->to_h = 0;
1872                 o_ptr->to_d = 0;
1873                 remove_flag(o_ptr->art_flags, TR_BLOWS);
1874                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1875                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1876                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1877                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1878                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1879                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1880                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1881                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1882                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1883                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1884                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1885                 remove_flag(o_ptr->art_flags, TR_VORPAL);
1886                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1887                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1888                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1889                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1890                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1891         }
1892
1893         if (!object_is_weapon_ammo(o_ptr))
1894         {
1895                 /* For armors */
1896                 if (a_cursed) power_level = 0;
1897                 else if (total_flags < 15000) power_level = 1;
1898                 else if (total_flags < 35000) power_level = 2;
1899                 else power_level = 3;
1900         }
1901
1902         else
1903         {
1904                 /* For weapons */
1905                 if (a_cursed) power_level = 0;
1906                 else if (total_flags < 20000) power_level = 1;
1907                 else if (total_flags < 45000) power_level = 2;
1908                 else power_level = 3;
1909         }
1910
1911         if (a_scroll)
1912         {
1913                 char dummy_name[80] = "";
1914 #ifdef JP
1915                 cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
1916 #else
1917                 cptr ask_msg = "What do you want to call the artifact? ";
1918 #endif
1919
1920                 /* Identify it fully */
1921                 object_aware(o_ptr);
1922                 object_known(o_ptr);
1923
1924                 /* Mark the item as fully known */
1925                 o_ptr->ident |= (IDENT_MENTAL);
1926
1927                 (void)screen_object(o_ptr, 0L);
1928
1929                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1930                     || !dummy_name[0])
1931                 {
1932                         /* Cancelled */
1933                         if (one_in_(2))
1934                         {
1935                                 get_table_sindarin_aux(dummy_name);
1936                         }
1937                         else
1938                         {
1939                                 get_table_name_aux(dummy_name);
1940                         }
1941                 }
1942
1943 #ifdef JP
1944                 sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
1945 #else
1946                 sprintf(new_name, "'%s'", dummy_name);
1947 #endif
1948
1949                 chg_virtue(V_INDIVIDUALISM, 2);
1950                 chg_virtue(V_ENCHANT, 5);
1951         }
1952         else
1953         {
1954                 get_random_name(new_name, object_is_armour(o_ptr), power_level);
1955         }
1956
1957         if (cheat_xtra)
1958         {
1959 #ifdef JP
1960                 if (artifact_bias) msg_format("±¿¤ÎÊФä¿¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È: %d¡£", artifact_bias);
1961                 else msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£");
1962 #else
1963                 if (artifact_bias) msg_format("Biased artifact: %d.", artifact_bias);
1964                 else msg_print("No bias in artifact.");
1965 #endif
1966         }
1967
1968         /* Save the inscription */
1969         o_ptr->art_name = quark_add(new_name);
1970
1971         /* Window stuff */
1972         p_ptr->window |= (PW_INVEN | PW_EQUIP);
1973
1974         return TRUE;
1975 }
1976
1977
1978 const activation_type* find_activation_info(const object_type *o_ptr)
1979 {
1980         const activation_type* p;
1981
1982         for (p = activation_info; p->flag != NULL; ++ p) {
1983                 if (p->index == o_ptr->xtra2)
1984                 {
1985                         return p;
1986                 }
1987         }
1988
1989         return NULL;
1990 }
1991
1992
1993 /* Dragon breath activation */
1994 static bool activate_dragon_breath(object_type *o_ptr)
1995 {
1996         u32b flgs[4]; /* for resistance flags */
1997         int type[20];
1998         cptr name[20];
1999         int i, dir, t, n = 0;
2000
2001         if (!get_aim_dir(&dir)) return FALSE;
2002
2003         object_flags(o_ptr, flgs);
2004
2005         for (i = 0; dragonbreath_info[i].flag != 0; i++)
2006         {
2007                 if (have_flag(flgs, dragonbreath_info[i].flag))
2008                 {
2009                         type[n] = dragonbreath_info[i].type;
2010                         name[n] = dragonbreath_info[i].name;
2011                         n++;
2012                 }
2013         }
2014
2015         /* Paranoia */
2016         if (n == 0) return FALSE;
2017
2018         /* Stop speaking */
2019         if (music_singing_any()) stop_singing();
2020         if (hex_spelling_any()) stop_hex_spell_all();
2021
2022         t = randint0(n);
2023         msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
2024         fire_ball(type[t], dir, 250, -4);
2025
2026         return TRUE;
2027 }
2028
2029
2030 bool activate_random_artifact(object_type *o_ptr)
2031 {
2032         int plev = p_ptr->lev;
2033         int k, dir, dummy = 0;
2034         cptr name = k_name + k_info[o_ptr->k_idx].name;
2035         const activation_type* act_ptr;
2036
2037         /* Paranoia */
2038         if (!o_ptr->xtra2) return FALSE;
2039
2040         /* Activate for attack */
2041         switch (o_ptr->xtra2)
2042         {
2043                 case ACT_SUNLIGHT:
2044                 {
2045                         if (!get_aim_dir(&dir)) return FALSE;
2046 #ifdef JP
2047                         msg_print("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
2048 #else
2049                         msg_print("A line of sunlight appears.");
2050 #endif
2051                         (void)lite_line(dir);
2052                         break;
2053                 }
2054
2055                 case ACT_BO_MISS_1:
2056                 {
2057 #ifdef JP
2058                         msg_print("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
2059 #else
2060                         msg_print("It glows extremely brightly...");
2061 #endif
2062                         if (!get_aim_dir(&dir)) return FALSE;
2063                         fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2064                         break;
2065                 }
2066
2067                 case ACT_BA_POIS_1:
2068                 {
2069 #ifdef JP
2070                         msg_print("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...");
2071 #else
2072                         msg_print("It throbs deep green...");
2073 #endif
2074                         if (!get_aim_dir(&dir)) return FALSE;
2075                         fire_ball(GF_POIS, dir, 12, 3);
2076                         break;
2077                 }
2078
2079                 case ACT_BO_ELEC_1:
2080                 {
2081 #ifdef JP
2082                         msg_print("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
2083 #else
2084                         msg_print("It is covered in sparks...");
2085 #endif
2086                         if (!get_aim_dir(&dir)) return FALSE;
2087                         fire_bolt(GF_ELEC, dir, damroll(4, 8));
2088                         break;
2089                 }
2090
2091                 case ACT_BO_ACID_1:
2092                 {
2093 #ifdef JP
2094                         msg_print("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...");
2095 #else
2096                         msg_print("It is covered in acid...");
2097 #endif
2098                         if (!get_aim_dir(&dir)) return FALSE;
2099                         fire_bolt(GF_ACID, dir, damroll(5, 8));
2100                         break;
2101                 }
2102
2103                 case ACT_BO_COLD_1:
2104                 {
2105 #ifdef JP
2106                         msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
2107 #else
2108                         msg_print("It is covered in frost...");
2109 #endif
2110                         if (!get_aim_dir(&dir)) return FALSE;
2111                         fire_bolt(GF_COLD, dir, damroll(6, 8));
2112                         break;
2113                 }
2114
2115                 case ACT_BO_FIRE_1:
2116                 {
2117 #ifdef JP
2118                         msg_print("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...");
2119 #else
2120                         msg_print("It is covered in fire...");
2121 #endif
2122                         if (!get_aim_dir(&dir)) return FALSE;
2123                         fire_bolt(GF_FIRE, dir, damroll(9, 8));
2124                         break;
2125                 }
2126
2127                 case ACT_BA_COLD_1:
2128                 {
2129 #ifdef JP
2130                         msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
2131 #else
2132                         msg_print("It is covered in frost...");
2133 #endif
2134                         if (!get_aim_dir(&dir)) return FALSE;
2135                         fire_ball(GF_COLD, dir, 48, 2);
2136                         break;
2137                 }
2138
2139                 case ACT_BA_FIRE_1:
2140                 {
2141 #ifdef JP
2142                         msg_print("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
2143 #else
2144                         msg_print("It glows an intense red...");
2145 #endif
2146                         if (!get_aim_dir(&dir)) return FALSE;
2147                         fire_ball(GF_FIRE, dir, 72, 2);
2148                         break;
2149                 }
2150
2151                 case ACT_DRAIN_1:
2152                 {
2153 #ifdef JP
2154                         msg_format("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", name);
2155 #else
2156                         msg_format("You order the %s to strangle your opponent.", name);
2157 #endif
2158                         if (!get_aim_dir(&dir)) return FALSE;
2159                         if (drain_life(dir, 100))
2160                         break;
2161                 }
2162
2163                 case ACT_BA_COLD_2:
2164                 {
2165 #ifdef JP
2166                         msg_print("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
2167 #else
2168                         msg_print("It glows an intense blue...");
2169 #endif
2170                         if (!get_aim_dir(&dir)) return FALSE;
2171                         fire_ball(GF_COLD, dir, 100, 2);
2172                         break;
2173                 }
2174
2175                 case ACT_BA_ELEC_2:
2176                 {
2177 #ifdef JP
2178                         msg_print("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...");
2179 #else
2180                         msg_print("It crackles with electricity...");
2181 #endif
2182                         if (!get_aim_dir(&dir)) return FALSE;
2183                         fire_ball(GF_ELEC, dir, 100, 3);
2184                         break;
2185                 }
2186
2187                 case ACT_BA_FIRE_2:
2188                 {
2189 #ifdef JP
2190                         msg_format("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", name);
2191 #else
2192                         msg_format("The %s rages in fire...", name);
2193 #endif
2194                         if (!get_aim_dir(&dir)) return FALSE;
2195                         fire_ball(GF_FIRE, dir, 120, 3);
2196                         break;
2197                 }
2198
2199                 case ACT_DRAIN_2:
2200                 {
2201 #ifdef JP
2202                         msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...");
2203 #else
2204                         msg_print("It glows black...");
2205 #endif
2206                         if (!get_aim_dir(&dir)) return FALSE;
2207                         drain_life(dir, 120);
2208                         break;
2209                 }
2210
2211                 case ACT_VAMPIRE_1:
2212                 {
2213                         if (!get_aim_dir(&dir)) return FALSE;
2214                         for (dummy = 0; dummy < 3; dummy++)
2215                         {
2216                                 if (drain_life(dir, 50))
2217                                 hp_player(50);
2218                         }
2219                         break;
2220                 }
2221
2222                 case ACT_BO_MISS_2:
2223                 {
2224 #ifdef JP
2225                         msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
2226 #else
2227                         msg_print("It grows magical spikes...");
2228 #endif
2229                         if (!get_aim_dir(&dir)) return FALSE;
2230                         fire_bolt(GF_ARROW, dir, 150);
2231                         break;
2232                 }
2233
2234                 case ACT_BA_FIRE_3:
2235                 {
2236 #ifdef JP
2237                         msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2238 #else
2239                         msg_print("It glows deep red...");
2240 #endif
2241                         if (!get_aim_dir(&dir)) return FALSE;
2242                         fire_ball(GF_FIRE, dir, 300, 3);
2243                         break;
2244                 }
2245
2246                 case ACT_BA_COLD_3:
2247                 {
2248 #ifdef JP
2249                         msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2250 #else
2251                         msg_print("It glows bright white...");
2252 #endif
2253                         if (!get_aim_dir(&dir)) return FALSE;
2254                         fire_ball(GF_COLD, dir, 400, 3);
2255                         break;
2256                 }
2257
2258                 case ACT_BA_ELEC_3:
2259                 {
2260 #ifdef JP
2261                         msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2262 #else
2263                         msg_print("It glows deep blue...");
2264 #endif
2265                         if (!get_aim_dir(&dir)) return FALSE;
2266                         fire_ball(GF_ELEC, dir, 500, 3);
2267                         break;
2268                 }
2269
2270                 case ACT_WHIRLWIND:
2271                 {
2272                         {
2273                                 int y = 0, x = 0;
2274                                 cave_type       *c_ptr;
2275                                 monster_type    *m_ptr;
2276
2277                                 for (dir = 0; dir <= 9; dir++)
2278                                 {
2279                                         y = py + ddy[dir];
2280                                         x = px + ddx[dir];
2281                                         c_ptr = &cave[y][x];
2282
2283                                         /* Get the monster */
2284                                         m_ptr = &m_list[c_ptr->m_idx];
2285
2286                                         /* Hack -- attack monsters */
2287                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2288                                                 py_attack(y, x, 0);
2289                                 }
2290                         }
2291                         break;
2292                 }
2293
2294                 case ACT_VAMPIRE_2:
2295                 {
2296                         if (!get_aim_dir(&dir)) return FALSE;
2297                         for (dummy = 0; dummy < 3; dummy++)
2298                         {
2299                                 if (drain_life(dir, 100))
2300                                 hp_player(100);
2301                         }
2302                         break;
2303                 }
2304
2305
2306                 case ACT_CALL_CHAOS:
2307                 {
2308 #ifdef JP
2309                         msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
2310 #else
2311                         msg_print("It glows in scintillating colours...");
2312 #endif
2313                         call_chaos();
2314                         break;
2315                 }
2316
2317                 case ACT_ROCKET:
2318                 {
2319                         if (!get_aim_dir(&dir)) return FALSE;
2320 #ifdef JP
2321                         msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
2322 #else
2323                         msg_print("You launch a rocket!");
2324 #endif
2325                         fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2326                         break;
2327                 }
2328
2329                 case ACT_DISP_EVIL:
2330                 {
2331 #ifdef JP
2332                         msg_print("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
2333 #else
2334                         msg_print("It floods the area with goodness...");
2335 #endif
2336                         dispel_evil(p_ptr->lev * 5);
2337                         break;
2338                 }
2339
2340                 case ACT_BA_MISS_3:
2341                 {
2342                         if (!get_aim_dir(&dir)) return FALSE;
2343 #ifdef JP
2344                         msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
2345 #else
2346                         msg_print("You breathe the elements.");
2347 #endif
2348                         fire_ball(GF_MISSILE, dir, 300, -4);
2349                         break;
2350                 }
2351
2352                 case ACT_DISP_GOOD:
2353                 {
2354 #ifdef JP
2355                         msg_print("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
2356 #else
2357                         msg_print("It floods the area with evil...");
2358 #endif
2359                         dispel_good(p_ptr->lev * 5);
2360                         break;
2361                 }
2362
2363                 case ACT_BO_MANA:
2364                 {
2365 #ifdef JP
2366                         msg_format("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", name);
2367 #else
2368                         msg_format("The %s grows magical spikes...", name);
2369 #endif
2370                         if (!get_aim_dir(&dir)) return FALSE;
2371                         fire_bolt(GF_ARROW, dir, 150);
2372                         break;
2373                 }
2374
2375                 case ACT_BA_WATER:
2376                 {
2377 #ifdef JP
2378                         msg_format("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", name);
2379 #else
2380                         msg_format("The %s throbs deep blue...", name);
2381 #endif
2382                         if (!get_aim_dir(&dir)) return FALSE;
2383                         fire_ball(GF_WATER, dir, 200, 3);
2384                         break;
2385                 }
2386
2387                 case ACT_BA_DARK:
2388                 {
2389 #ifdef JP
2390                         msg_format("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...", name);
2391 #else
2392                         msg_format("The %s is coverd in pitch-darkness...", name);
2393 #endif
2394                         if (!get_aim_dir(&dir)) return FALSE;
2395                         fire_ball(GF_DARK, dir, 250, 4);
2396                         break;
2397                 }
2398
2399                 case ACT_BA_MANA:
2400                 {
2401 #ifdef JP
2402                         msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
2403 #else
2404                         msg_format("The %s glows pale...", name);
2405 #endif
2406                         if (!get_aim_dir(&dir)) return FALSE;
2407                         fire_ball(GF_MANA, dir, 250, 4);
2408                         break;
2409                 }
2410
2411                 case ACT_PESTICIDE:
2412                 {
2413 #ifdef JP
2414                         msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
2415 #else
2416                         msg_print("You exterminate small life.");
2417 #endif
2418                         (void)dispel_monsters(4);
2419                         break;
2420                 }
2421
2422                 case ACT_BLINDING_LIGHT:
2423                 {
2424 #ifdef JP
2425                         msg_format("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", name);
2426 #else
2427                         msg_format("The %s gleams with blinding light...", name);
2428 #endif
2429                         fire_ball(GF_LITE, 0, 300, 6);
2430                         confuse_monsters(3 * p_ptr->lev / 2);
2431                         break;
2432                 }
2433
2434                 case ACT_BIZARRE:
2435                 {
2436 #ifdef JP
2437                         msg_format("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", name);
2438 #else
2439                         msg_format("The %s glows intensely black...", name);
2440 #endif
2441                         if (!get_aim_dir(&dir)) return FALSE;
2442                         ring_of_power(dir);
2443                         break;
2444                 }
2445
2446                 case ACT_CAST_BA_STAR:
2447                 {
2448                         int num = damroll(5, 3);
2449                         int y, x;
2450                         int attempts;
2451 #ifdef JP
2452                         msg_format("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...", name);
2453 #else
2454                         msg_format("The %s is surrounded by lightning...", name);
2455 #endif
2456                         for (k = 0; k < num; k++)
2457                         {
2458                                 attempts = 1000;
2459
2460                                 while (attempts--)
2461                                 {
2462                                         scatter(&y, &x, py, px, 4, 0);
2463
2464                                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2465
2466                                         if (!player_bold(y, x)) break;
2467                                 }
2468
2469                                 project(0, 3, y, x, 150, GF_ELEC,
2470                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2471                         }
2472
2473                         break;
2474                 }
2475
2476                 case ACT_BLADETURNER:
2477                 {
2478                         if (!get_aim_dir(&dir)) return FALSE;
2479 #ifdef JP
2480                         msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
2481 #else
2482                         msg_print("You breathe the elements.");
2483 #endif
2484                         fire_ball(GF_MISSILE, dir, 300, -4);
2485 #ifdef JP
2486                         msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
2487 #else
2488                         msg_print("Your armor glows many colours...");
2489 #endif
2490                         (void)set_afraid(0);
2491                         (void)set_hero(randint1(50) + 50, FALSE);
2492                         (void)hp_player(10);
2493                         (void)set_blessed(randint1(50) + 50, FALSE);
2494                         (void)set_oppose_acid(randint1(50) + 50, FALSE);
2495                         (void)set_oppose_elec(randint1(50) + 50, FALSE);
2496                         (void)set_oppose_fire(randint1(50) + 50, FALSE);
2497                         (void)set_oppose_cold(randint1(50) + 50, FALSE);
2498                         (void)set_oppose_pois(randint1(50) + 50, FALSE);
2499                         break;
2500                 }
2501                 case ACT_BA_ACID_1:
2502                 {
2503                         if (!get_aim_dir(&dir)) return FALSE;
2504                         fire_ball(GF_ACID, dir, 100, 2);
2505                         break;
2506                 }
2507
2508                 case ACT_BR_FIRE:
2509                 {
2510                         if (!get_aim_dir(&dir)) return FALSE;
2511                         fire_ball(GF_FIRE, dir, 200, -2);
2512                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2513                         {
2514                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2515                         }
2516                         break;
2517                 }
2518                 case ACT_BR_COLD:
2519                 {
2520                         if (!get_aim_dir(&dir)) return FALSE;
2521                         fire_ball(GF_COLD, dir, 200, -2);
2522                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2523                         {
2524                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2525                         }
2526                         break;
2527                 }
2528                 case ACT_BR_DRAGON:
2529                 {
2530                         if (!activate_dragon_breath(o_ptr)) return FALSE;
2531                         break;
2532                 }
2533
2534                 /* Activate for other offensive action */
2535
2536                 case ACT_CONFUSE:
2537                 {
2538 #ifdef JP
2539                         msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
2540 #else
2541                         msg_print("It glows in scintillating colours...");
2542 #endif
2543                         if (!get_aim_dir(&dir)) return FALSE;
2544                         confuse_monster(dir, 20);
2545                         break;
2546                 }
2547
2548                 case ACT_SLEEP:
2549                 {
2550 #ifdef JP
2551                         msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2552 #else
2553                         msg_print("It glows deep blue...");
2554 #endif
2555                         sleep_monsters_touch();
2556                         break;
2557                 }
2558
2559                 case ACT_QUAKE:
2560                 {
2561                         earthquake(py, px, 5);
2562                         break;
2563                 }
2564
2565                 case ACT_TERROR:
2566                 {
2567                         turn_monsters(40 + p_ptr->lev);
2568                         break;
2569                 }
2570
2571                 case ACT_TELE_AWAY:
2572                 {
2573                         if (!get_aim_dir(&dir)) return FALSE;
2574                         (void)fire_beam(GF_AWAY_ALL, dir, plev);
2575                         break;
2576                 }
2577
2578                 case ACT_BANISH_EVIL:
2579                 {
2580                         if (banish_evil(100))
2581                         {
2582 #ifdef JP
2583                                 msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª");
2584 #else
2585                                 msg_print("The power of the artifact banishes evil!");
2586 #endif
2587                         }
2588                         break;
2589                 }
2590
2591                 case ACT_GENOCIDE:
2592                 {
2593 #ifdef JP
2594                         msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2595 #else
2596                         msg_print("It glows deep blue...");
2597 #endif
2598                         (void)symbol_genocide(200, TRUE);
2599                         break;
2600                 }
2601
2602                 case ACT_MASS_GENO:
2603                 {
2604 #ifdef JP
2605                         msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
2606 #else
2607                         msg_print("It lets out a long, shrill note...");
2608 #endif
2609                         (void)mass_genocide(200, TRUE);
2610                         break;
2611                 }
2612
2613                 case ACT_SCARE_AREA:
2614                 {
2615                         if (music_singing_any()) stop_singing();
2616                         if (hex_spelling_any()) stop_hex_spell_all();
2617 #ifdef JP
2618                         msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!");
2619 #else
2620                         msg_print("You wind a mighty blast; your enemies tremble!");
2621 #endif
2622                         (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2623                         break;
2624                 }
2625
2626                 case ACT_AGGRAVATE:
2627                 {
2628                         if (o_ptr->name1 == ART_HYOUSIGI)
2629                         {
2630 #ifdef JP
2631                                 msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
2632 #else
2633                                 msg_print("You beat Your wooden clappers.");
2634 #endif
2635                         }
2636                         else
2637                         {
2638 #ifdef JP
2639                                 msg_format("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£", name);
2640 #else
2641                                 msg_format("The %s sounds an unpleasant noise.", name);
2642 #endif
2643                         }
2644                         aggravate_monsters(0);
2645                         break;
2646                 }
2647
2648                 /* Activate for summoning / charming */
2649
2650                 case ACT_CHARM_ANIMAL:
2651                 {
2652                         if (!get_aim_dir(&dir)) return FALSE;
2653                         (void)charm_animal(dir, plev * 2);
2654                         break;
2655                 }
2656
2657                 case ACT_CHARM_UNDEAD:
2658                 {
2659                         if (!get_aim_dir(&dir)) return FALSE;
2660                         (void)control_one_undead(dir, plev * 2);
2661                         break;
2662                 }
2663
2664                 case ACT_CHARM_OTHER:
2665                 {
2666                         if (!get_aim_dir(&dir)) return FALSE;
2667                         (void)charm_monster(dir, plev * 2);
2668                         break;
2669                 }
2670
2671                 case ACT_CHARM_ANIMALS:
2672                 {
2673                         (void)charm_animals(plev * 2);
2674                         break;
2675                 }
2676
2677                 case ACT_CHARM_OTHERS:
2678                 {
2679                         charm_monsters(plev * 2);
2680                         break;
2681                 }
2682
2683                 case ACT_SUMMON_ANIMAL:
2684                 {
2685                         (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2686                         break;
2687                 }
2688
2689                 case ACT_SUMMON_PHANTOM:
2690                 {
2691 #ifdef JP
2692                         msg_print("¸¸Îî¤ò¾¤´­¤·¤¿¡£");
2693 #else
2694                         msg_print("You summon a phantasmal servant.");
2695 #endif
2696                         (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2697                         break;
2698                 }
2699
2700                 case ACT_SUMMON_ELEMENTAL:
2701                 {
2702                         bool pet = one_in_(3);
2703                         u32b mode = 0L;
2704
2705                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2706                         if (pet) mode |= PM_FORCE_PET;
2707                         else mode |= PM_NO_PET;
2708
2709                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2710                         {
2711 #ifdef JP
2712                                 msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...");
2713 #else
2714                                 msg_print("An elemental materializes...");
2715 #endif
2716                                 if (pet)
2717 #ifdef JP
2718                                         msg_print("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£");
2719 #else
2720                                         msg_print("It seems obedient to you.");
2721 #endif
2722                                 else
2723 #ifdef JP
2724                                         msg_print("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª");
2725 #else
2726                                         msg_print("You fail to control it!");
2727 #endif
2728                         }
2729
2730                         break;
2731                 }
2732
2733                 case ACT_SUMMON_DEMON:
2734                 {
2735                         bool pet = one_in_(3);
2736                         u32b mode = 0L;
2737
2738                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2739                         if (pet) mode |= PM_FORCE_PET;
2740                         else mode |= PM_NO_PET;
2741
2742                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
2743                         {
2744 #ifdef JP
2745                                 msg_print("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£");
2746 #else
2747                                 msg_print("The area fills with a stench of sulphur and brimstone.");
2748 #endif
2749                                 if (pet)
2750 #ifdef JP
2751                                         msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
2752 #else
2753                                         msg_print("'What is thy bidding... Master?'");
2754 #endif
2755                                 else
2756 #ifdef JP
2757                                         msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
2758 #else
2759                                         msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
2760 #endif
2761                         }
2762
2763                         break;
2764                 }
2765
2766                 case ACT_SUMMON_UNDEAD:
2767                 {
2768                         bool pet = one_in_(3);
2769                         int type;
2770                         u32b mode = 0L;
2771
2772                         type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2773
2774                         if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2775                         if (pet) mode |= PM_FORCE_PET;
2776                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2777
2778                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
2779                         {
2780 #ifdef JP
2781                                 msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë...");
2782 #else
2783                                 msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
2784 #endif
2785                                 if (pet)
2786 #ifdef JP
2787                                         msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª");
2788 #else
2789                                         msg_print("Ancient, long-dead forms arise from the ground to serve you!");
2790 #endif
2791                                 else
2792 #ifdef JP
2793                                         msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª");
2794 #else
2795                                         msg_print("'The dead arise... to punish you for disturbing them!'");
2796 #endif
2797                         }
2798
2799                         break;
2800                 }
2801
2802                 case ACT_SUMMON_HOUND:
2803                 {
2804                         u32b mode = PM_ALLOW_GROUP;
2805                         bool pet = !one_in_(5);
2806                         if (pet) mode |= PM_FORCE_PET;
2807                         else mode |= PM_NO_PET;
2808
2809                         if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2810                         {
2811
2812                                 if (pet)
2813 #ifdef JP
2814                                         msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
2815 #else
2816                                 msg_print("A group of hounds appear as your servant.");
2817 #endif
2818
2819                                 else
2820 #ifdef JP
2821                                         msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
2822 #else
2823                                         msg_print("A group of hounds appear as your enemy!");
2824 #endif
2825
2826                         }
2827
2828                         break;
2829                 }
2830
2831                 case ACT_SUMMON_DAWN:
2832                 {
2833 #ifdef JP
2834                         msg_print("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£");
2835 #else
2836                         msg_print("You summon the Legion of the Dawn.");
2837 #endif
2838                         (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2839                         break;
2840                 }
2841
2842                 case ACT_SUMMON_OCTOPUS:
2843                 {
2844                         u32b mode = PM_ALLOW_GROUP;
2845                         bool pet = !one_in_(5);
2846                         if (pet) mode |= PM_FORCE_PET;
2847
2848                         if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
2849                         {
2850                                 if (pet)
2851 #ifdef JP
2852                                         msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
2853 #else
2854                                         msg_print("A group of octopuses appear as your servant.");
2855 #endif
2856                                 else
2857 #ifdef JP
2858                                         msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
2859 #else
2860                                         msg_print("A group of octopuses appear as your enemy!");
2861 #endif
2862                         }
2863
2864                         break;
2865                 }
2866
2867                 /* Activate for healing */
2868
2869                 case ACT_CHOIR_SINGS:
2870                 {
2871 #ifdef JP
2872                         msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
2873 #else
2874                         msg_print("A heavenly choir sings...");
2875 #endif
2876                         (void)set_poisoned(0);
2877                         (void)set_cut(0);
2878                         (void)set_stun(0);
2879                         (void)set_confused(0);
2880                         (void)set_blind(0);
2881                         (void)set_afraid(0);
2882                         (void)set_hero(randint1(25) + 25, FALSE);
2883                         (void)hp_player(777);
2884                         break;
2885                 }
2886
2887                 case ACT_CURE_LW:
2888                 {
2889                         (void)set_afraid(0);
2890                         (void)hp_player(30);
2891                         break;
2892                 }
2893
2894                 case ACT_CURE_MW:
2895                 {
2896 #ifdef JP
2897                         msg_print("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...");
2898 #else
2899                         msg_print("It radiates deep purple...");
2900 #endif
2901                         hp_player(damroll(4, 8));
2902                         (void)set_cut((p_ptr->cut / 2) - 50);
2903                         break;
2904                 }
2905
2906                 case ACT_CURE_POISON:
2907                 {
2908 #ifdef JP
2909                         msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2910 #else
2911                         msg_print("It glows deep blue...");
2912 #endif
2913                         (void)set_afraid(0);
2914                         (void)set_poisoned(0);
2915                         break;
2916                 }
2917
2918                 case ACT_REST_LIFE:
2919                 {
2920 #ifdef JP
2921                         msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...");
2922 #else
2923                         msg_print("It glows a deep red...");
2924 #endif
2925                         restore_level();
2926                         break;
2927                 }
2928
2929                 case ACT_REST_ALL:
2930                 {
2931 #ifdef JP
2932                         msg_print("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2933 #else
2934                         msg_print("It glows a deep green...");
2935 #endif
2936                         (void)do_res_stat(A_STR);
2937                         (void)do_res_stat(A_INT);
2938                         (void)do_res_stat(A_WIS);
2939                         (void)do_res_stat(A_DEX);
2940                         (void)do_res_stat(A_CON);
2941                         (void)do_res_stat(A_CHR);
2942                         (void)restore_level();
2943                         break;
2944                 }
2945
2946                 case ACT_CURE_700:
2947                 {
2948 #ifdef JP
2949                         msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
2950                         msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
2951 #else
2952                         msg_print("It glows deep blue...");
2953                         msg_print("You feel a warm tingling inside...");
2954 #endif
2955                         (void)hp_player(700);
2956                         (void)set_cut(0);
2957                         break;
2958                 }
2959
2960                 case ACT_CURE_1000:
2961                 {
2962 #ifdef JP
2963                         msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
2964                         msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
2965 #else
2966                         msg_print("It glows a bright white...");
2967                         msg_print("You feel much better...");
2968 #endif
2969                         (void)hp_player(1000);
2970                         (void)set_cut(0);
2971                         break;
2972                 }
2973
2974                 case ACT_CURING:
2975                 {
2976 #ifdef JP
2977                         msg_format("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", name);
2978 #else
2979                         msg_format("the %s cures you affectionately ...", name);
2980 #endif
2981                         (void)set_poisoned(0);
2982                         (void)set_confused(0);
2983                         (void)set_blind(0);
2984                         (void)set_stun(0);
2985                         (void)set_cut(0);
2986                         (void)set_image(0);
2987
2988                         break;
2989                 }
2990
2991                 case ACT_CURE_MANA_FULL:
2992                 {
2993 #ifdef JP
2994                         msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
2995 #else
2996                         msg_format("The %s glows pale...", name);
2997 #endif
2998                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2999                         {
3000                                 int i;
3001                                 for (i = 0; i < EATER_EXT*2; i++)
3002                                 {
3003                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
3004                                         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;
3005                                 }
3006                                 for (; i < EATER_EXT*3; i++)
3007                                 {
3008                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
3009                                         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;
3010                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
3011                                 }
3012 #ifdef JP
3013                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
3014 #else
3015                                 msg_print("You feel your head clear.");
3016 #endif
3017                                 p_ptr->window |= (PW_PLAYER);
3018                         }
3019                         else if (p_ptr->csp < p_ptr->msp)
3020                         {
3021                                 p_ptr->csp = p_ptr->msp;
3022                                 p_ptr->csp_frac = 0;
3023 #ifdef JP
3024                                 msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
3025 #else
3026                                 msg_print("You feel your head clear.");
3027 #endif
3028                                 p_ptr->redraw |= (PR_MANA);
3029                                 p_ptr->window |= (PW_PLAYER);
3030                                 p_ptr->window |= (PW_SPELL);
3031                         }
3032                         break;
3033                 }
3034
3035                 /* Activate for timed effect */
3036
3037                 case ACT_ESP:
3038                 {
3039                         (void)set_tim_esp(randint1(30) + 25, FALSE);
3040                         break;
3041                 }
3042
3043                 case ACT_BERSERK:
3044                 {
3045                         (void)set_afraid(0);
3046                         (void)set_shero(randint1(25) + 25, FALSE);
3047                         /* (void)set_afraid(0);
3048                         (void)set_hero(randint1(50) + 50, FALSE);
3049                         (void)set_blessed(randint1(50) + 50, FALSE);
3050                         o_ptr->timeout = 100 + randint1(100); */
3051                         break;
3052                 }
3053
3054                 case ACT_PROT_EVIL:
3055                 {
3056 #ifdef JP
3057                         msg_format("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", name);
3058 #else
3059                         msg_format("The %s lets out a shrill wail...", name);
3060 #endif
3061                         k = 3 * p_ptr->lev;
3062                         (void)set_protevil(randint1(25) + k, FALSE);
3063                         break;
3064                 }
3065
3066                 case ACT_RESIST_ALL:
3067                 {
3068 #ifdef JP
3069                         msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3070 #else
3071                         msg_print("It glows many colours...");
3072 #endif
3073                         (void)set_oppose_acid(randint1(40) + 40, FALSE);
3074                         (void)set_oppose_elec(randint1(40) + 40, FALSE);
3075                         (void)set_oppose_fire(randint1(40) + 40, FALSE);
3076                         (void)set_oppose_cold(randint1(40) + 40, FALSE);
3077                         (void)set_oppose_pois(randint1(40) + 40, FALSE);
3078                         break;
3079                 }
3080
3081                 case ACT_SPEED:
3082                 {
3083 #ifdef JP
3084                         msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3085 #else
3086                         msg_print("It glows bright green...");
3087 #endif
3088                         (void)set_fast(randint1(20) + 20, FALSE);
3089                         break;
3090                 }
3091
3092                 case ACT_XTRA_SPEED:
3093                 {
3094 #ifdef JP
3095                         msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3096 #else
3097                         msg_print("It glows brightly...");
3098 #endif
3099                         (void)set_fast(randint1(75) + 75, FALSE);
3100                         break;
3101                 }
3102
3103                 case ACT_WRAITH:
3104                 {
3105                         set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3106                         break;
3107                 }
3108
3109                 case ACT_INVULN:
3110                 {
3111                         (void)set_invuln(randint1(8) + 8, FALSE);
3112                         break;
3113                 }
3114
3115                 case ACT_HELO:
3116                 {
3117                         (void)set_afraid(0);
3118                         set_hero(randint1(25)+25, FALSE);
3119                         hp_player(10);
3120                         break;
3121                 }
3122
3123                 case ACT_HELO_SPEED:
3124                 {
3125                         (void)set_fast(randint1(50) + 50, FALSE);
3126                         hp_player(10);
3127                         set_afraid(0);
3128                         set_hero(randint1(50) + 50, FALSE);
3129                         break;
3130                 }
3131
3132                 case ACT_RESIST_ACID:
3133                 {
3134 #ifdef JP
3135                         msg_format("%s¤¬¹õ¤¯µ±¤¤¤¿...", name);
3136 #else
3137                         msg_format("The %s grows black.", name);
3138 #endif
3139                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3140                         {
3141                                 if (!get_aim_dir(&dir)) return FALSE;
3142                                 fire_ball(GF_ACID, dir, 100, 2);
3143                         }
3144                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
3145                         break;
3146                 }
3147
3148                 case ACT_RESIST_FIRE:
3149                 {
3150 #ifdef JP
3151                         msg_format("%s¤¬ÀÖ¤¯µ±¤¤¤¿...", name);
3152 #else
3153                         msg_format("The %s grows red.", name);
3154 #endif
3155                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3156                         {
3157                                 if (!get_aim_dir(&dir)) return FALSE;
3158                                 fire_ball(GF_FIRE, dir, 100, 2);
3159                         }
3160                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
3161                         break;
3162                 }
3163
3164                 case ACT_RESIST_COLD:
3165                 {
3166 #ifdef JP
3167                         msg_format("%s¤¬Çò¤¯µ±¤¤¤¿...", name);
3168 #else
3169                         msg_format("The %s grows white.", name);
3170 #endif
3171                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3172                         {
3173                                 if (!get_aim_dir(&dir)) return FALSE;
3174                                 fire_ball(GF_COLD, dir, 100, 2);
3175                         }
3176                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
3177                         break;
3178                 }
3179
3180                 case ACT_RESIST_ELEC:
3181                 {
3182 #ifdef JP
3183                         msg_format("%s¤¬ÀĤ¯µ±¤¤¤¿...", name);
3184 #else
3185                         msg_format("The %s grows blue.", name);
3186 #endif
3187                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3188                         {
3189                                 if (!get_aim_dir(&dir)) return FALSE;
3190                                 fire_ball(GF_ELEC, dir, 100, 2);
3191                         }
3192                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
3193                         break;
3194                 }
3195
3196                 case ACT_RESIST_POIS:
3197                 {
3198 #ifdef JP
3199                         msg_format("%s¤¬ÎФ˵±¤¤¤¿...", name);
3200 #else
3201                         msg_format("The %s grows green.", name);
3202 #endif
3203                         (void)set_oppose_pois(randint1(20) + 20, FALSE);
3204                         break;
3205                 }
3206
3207                 /* Activate for general purpose effect (detection etc.) */
3208
3209                 case ACT_LIGHT:
3210                 {
3211 #ifdef JP
3212                         msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
3213 #else
3214                         msg_format("The %s wells with clear light...", name);
3215 #endif
3216                         lite_area(damroll(2, 15), 3);
3217                         break;
3218                 }
3219
3220                 case ACT_MAP_LIGHT:
3221                 {
3222 #ifdef JP
3223                         msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
3224 #else
3225                         msg_print("It shines brightly...");
3226 #endif
3227                         map_area(DETECT_RAD_MAP);
3228                         lite_area(damroll(2, 15), 3);
3229                         break;
3230                 }
3231
3232                 case ACT_DETECT_ALL:
3233                 {
3234 #ifdef JP
3235                         msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3236                         msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿...");
3237 #else
3238                         msg_print("It glows bright white...");
3239                         msg_print("An image forms in your mind...");
3240 #endif
3241                         detect_all(DETECT_RAD_DEFAULT);
3242                         break;
3243                 }
3244
3245                 case ACT_DETECT_XTRA:
3246                 {
3247 #ifdef JP
3248                         msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3249 #else
3250                         msg_print("It glows brightly...");
3251 #endif
3252                         detect_all(DETECT_RAD_DEFAULT);
3253                         probing();
3254                         identify_fully(FALSE);
3255                         break;
3256                 }
3257
3258                 case ACT_ID_FULL:
3259                 {
3260 #ifdef JP
3261                         msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
3262 #else
3263                         msg_print("It glows yellow...");
3264 #endif
3265                         identify_fully(FALSE);
3266                         break;
3267                 }
3268
3269                 case ACT_ID_PLAIN:
3270                 {
3271                         if (!ident_spell(FALSE)) return FALSE;
3272                         break;
3273                 }
3274
3275                 case ACT_RUNE_EXPLO:
3276                 {
3277 #ifdef JP
3278                         msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3279 #else
3280                         msg_print("It glows bright red...");
3281 #endif
3282                         explosive_rune();
3283                         break;
3284                 }
3285
3286                 case ACT_RUNE_PROT:
3287                 {
3288 #ifdef JP
3289                         msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3290 #else
3291                         msg_print("It glows light blue...");
3292 #endif
3293                         warding_glyph();
3294                         break;
3295                 }
3296
3297                 case ACT_SATIATE:
3298                 {
3299                         (void)set_food(PY_FOOD_MAX - 1);
3300                         break;
3301                 }
3302
3303                 case ACT_DEST_DOOR:
3304                 {
3305 #ifdef JP
3306                         msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3307 #else
3308                         msg_print("It glows bright red...");
3309 #endif
3310                         destroy_doors_touch();
3311                         break;
3312                 }
3313
3314                 case ACT_STONE_MUD:
3315                 {
3316 #ifdef JP
3317                         msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
3318 #else
3319                         msg_print("It pulsates...");
3320 #endif
3321                         if (!get_aim_dir(&dir)) return FALSE;
3322                         wall_to_mud(dir);
3323                         break;
3324                 }
3325
3326                 case ACT_RECHARGE:
3327                 {
3328                         recharge(130);
3329                         break;
3330                 }
3331
3332                 case ACT_ALCHEMY:
3333                 {
3334 #ifdef JP
3335                         msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3336 #else
3337                         msg_print("It glows bright yellow...");
3338 #endif
3339                         (void)alchemy();
3340                         break;
3341                 }
3342
3343                 case ACT_DIM_DOOR:
3344                 {
3345 #ifdef JP
3346                         msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
3347 #else
3348                         msg_print("You open a dimensional gate. Choose a destination.");
3349 #endif
3350                         if (!dimension_door()) return FALSE;
3351                         break;
3352                 }
3353
3354
3355                 case ACT_TELEPORT:
3356                 {
3357 #ifdef JP
3358                         msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
3359 #else
3360                         msg_print("It twists space around you...");
3361 #endif
3362                         teleport_player(100, 0L);
3363                         break;
3364                 }
3365
3366                 case ACT_RECALL:
3367                 {
3368 #ifdef JP
3369                         msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3370 #else
3371                         msg_print("It glows soft white...");
3372 #endif
3373                         if (!word_of_recall()) return FALSE;
3374                         break;
3375                 }
3376
3377                 case ACT_JUDGE:
3378                 {
3379 #ifdef JP
3380                         msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
3381 #else
3382                         msg_format("The %s flashes bright red!", name);
3383 #endif
3384                         chg_virtue(V_KNOWLEDGE, 1);
3385                         chg_virtue(V_ENLIGHTEN, 1);
3386                         wiz_lite(FALSE);
3387 #ifdef JP
3388                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3389                         take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
3390 #else
3391                         msg_format("The %s drains your vitality...", name);
3392                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
3393 #endif
3394                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3395                         (void)detect_doors(DETECT_RAD_DEFAULT);
3396                         (void)detect_stairs(DETECT_RAD_DEFAULT);
3397 #ifdef JP
3398                         if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
3399 #else
3400                         if (get_check("Activate recall? "))
3401 #endif
3402                         {
3403                                 (void)word_of_recall();
3404                         }
3405
3406                         break;
3407                 }
3408
3409                 case ACT_TELEKINESIS:
3410                 {
3411                         if (!get_aim_dir(&dir)) return FALSE;
3412 #ifdef JP
3413                         msg_format("%s¤ò¿­¤Ð¤·¤¿¡£", name);
3414 #else
3415                         msg_format("You stretched your %s.", name);
3416 #endif
3417                         fetch(dir, 500, TRUE);
3418                         break;
3419                 }
3420
3421                 case ACT_DETECT_UNIQUE:
3422                 {
3423                         int i;
3424                         monster_type *m_ptr;
3425                         monster_race *r_ptr;
3426 #ifdef JP
3427                         msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
3428 #else
3429                         msg_print("Some strange places show up in your mind. And you see ...");
3430 #endif
3431                         /* Process the monsters (backwards) */
3432                         for (i = m_max - 1; i >= 1; i--)
3433                         {
3434                                 /* Access the monster */
3435                                 m_ptr = &m_list[i];
3436
3437                                 /* Ignore "dead" monsters */
3438                                 if (!m_ptr->r_idx) continue;
3439
3440                                 r_ptr = &r_info[m_ptr->r_idx];
3441
3442                                 if(r_ptr->flags1 & RF1_UNIQUE)
3443                                 {
3444 #ifdef JP
3445                                         msg_format("%s¡¥ ",r_name + r_ptr->name);
3446 #else
3447                                         msg_format("%s. ",r_name + r_ptr->name);
3448 #endif
3449                                 }
3450                         }
3451                         break;
3452                 }
3453
3454                 case ACT_ESCAPE:
3455                 {
3456                         switch (randint1(13))
3457                         {
3458                         case 1: case 2: case 3: case 4: case 5:
3459                                 teleport_player(10, 0L);
3460                                 break;
3461                         case 6: case 7: case 8: case 9: case 10:
3462                                 teleport_player(222, 0L);
3463                                 break;
3464                         case 11: case 12:
3465                                 (void)stair_creation();
3466                                 break;
3467                         default:
3468 #ifdef JP
3469                                 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
3470 #else
3471                                 if (get_check("Leave this level? "))
3472 #endif
3473                                 {
3474                                         if (autosave_l) do_cmd_save_game(TRUE);
3475
3476                                         /* Leaving */
3477                                         p_ptr->leaving = TRUE;
3478                                 }
3479                         }
3480                         break;
3481                 }
3482
3483                 case ACT_DISP_CURSE_XTRA:
3484                 {
3485 #ifdef JP
3486                         msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
3487 #else
3488                         msg_format("The %s exhibits the truth...", name);
3489 #endif
3490                         if (remove_all_curse())
3491                         {
3492 #ifdef JP
3493                                 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
3494 #else
3495                                 msg_print("You feel as if someone is watching over you.");
3496 #endif
3497                         }
3498                         (void)probing();
3499                         break;
3500                 }
3501
3502                 case ACT_BRAND_FIRE_BOLTS:
3503                 {
3504 #ifdef JP
3505                         msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
3506 #else
3507                         msg_format("Your %s glows deep red...", name);
3508 #endif
3509                         (void)brand_bolts();
3510                         break;
3511                 }
3512
3513                 case ACT_RECHARGE_XTRA:
3514                 {
3515 #ifdef JP
3516                         msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
3517 #else
3518                         msg_format("The %s gleams with blinding light...", name);
3519 #endif
3520                         if (!recharge(1000)) return FALSE;
3521                         break;
3522                 }
3523
3524                 case ACT_LORE:
3525                 {
3526 #ifdef JP
3527                         msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
3528 #else
3529                         msg_print("The stone reveals hidden mysteries...");
3530 #endif
3531                         if (!ident_spell(FALSE)) return FALSE;
3532
3533                         if (mp_ptr->spell_book)
3534                         {
3535                                 /* Sufficient mana */
3536                                 if (20 <= p_ptr->csp)
3537                                 {
3538                                         /* Use some mana */
3539                                         p_ptr->csp -= 20;
3540                                 }
3541
3542                                 /* Over-exert the player */
3543                                 else
3544                                 {
3545                                         int oops = 20 - p_ptr->csp;
3546
3547                                         /* No mana left */
3548                                         p_ptr->csp = 0;
3549                                         p_ptr->csp_frac = 0;
3550
3551                                         /* Message */
3552 #ifdef JP
3553                                         msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
3554 #else
3555                                         msg_print("You are too weak to control the stone!");
3556 #endif
3557                                         /* Hack -- Bypass free action */
3558                                         (void)set_paralyzed(p_ptr->paralyzed +
3559                                                 randint1(5 * oops + 1));
3560
3561                                         /* Confusing. */
3562                                         (void)set_confused(p_ptr->confused +
3563                                                 randint1(5 * oops + 1));
3564                                 }
3565
3566                                 /* Redraw mana */
3567                                 p_ptr->redraw |= (PR_MANA);
3568                         }
3569 #ifdef JP
3570                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
3571 #else
3572                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
3573 #endif
3574                         /* Confusing. */
3575                         if (one_in_(5)) (void)set_confused(p_ptr->confused +
3576                                 randint1(10));
3577
3578                         /* Exercise a little care... */
3579                         if (one_in_(20))
3580 #ifdef JP
3581                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
3582 #else
3583                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
3584 #endif
3585                         break;
3586                 }
3587
3588                 case ACT_SHIKOFUMI:
3589                 {
3590 #ifdef JP
3591                         msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
3592 #else
3593                         msg_print("You stamp. (as if you are in a ring.)");
3594 #endif
3595                         (void)set_afraid(0);
3596                         (void)set_hero(randint1(20) + 20, FALSE);
3597                         dispel_evil(p_ptr->lev * 3);
3598                         break;
3599                 }
3600
3601                 case ACT_PHASE_DOOR:
3602                 {
3603                         teleport_player(10, 0L);
3604                         break;
3605                 }
3606
3607                 case ACT_DETECT_ALL_MONS:
3608                 {
3609                         (void)detect_monsters_invis(255);
3610                         (void)detect_monsters_normal(255);
3611                         break;
3612                 }
3613
3614                 case ACT_ULTIMATE_RESIST:
3615                 {
3616                         int v = randint1(25)+25;
3617                         (void)set_afraid(0);
3618                         (void)set_hero(v, FALSE);
3619                         (void)hp_player(10);
3620                         (void)set_blessed(v, FALSE);
3621                         (void)set_oppose_acid(v, FALSE);
3622                         (void)set_oppose_elec(v, FALSE);
3623                         (void)set_oppose_fire(v, FALSE);
3624                         (void)set_oppose_cold(v, FALSE);
3625                         (void)set_oppose_pois(v, FALSE);
3626                         (void)set_ultimate_res(v, FALSE);
3627                         break;
3628                 }
3629
3630
3631                 /* Unique activation */
3632                 case ACT_CAST_OFF:
3633                 {
3634                         int inv, o_idx, t;
3635                         char o_name[MAX_NLEN];
3636                         object_type forge;
3637
3638                         /* Cast off activated item */
3639                         for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3640                         {
3641                                 if (o_ptr == &inventory[inv]) break;
3642                         }
3643
3644                         /* Paranoia */
3645                         if (inv > INVEN_FEET) return FALSE;
3646
3647                         object_copy(&forge, o_ptr);
3648                         inven_item_increase(inv, (0 - o_ptr->number));
3649                         inven_item_optimize(inv);
3650                         o_idx = drop_near(&forge, 0, py, px);
3651                         o_ptr = &o_list[o_idx];
3652
3653                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3654                         msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %d."), o_name);
3655
3656                         /* Get effects */
3657                         msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
3658                         t = 20 + randint1(20);
3659                         (void)set_blind(p_ptr->blind + t);
3660                         (void)set_afraid(0);
3661                         (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3662                         (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3663                         (void)set_hero(p_ptr->hero + t, FALSE);
3664                         (void)set_blessed(p_ptr->blessed + t, FALSE);
3665                         (void)set_fast(p_ptr->fast + t, FALSE);
3666                         (void)set_shero(p_ptr->shero + t, FALSE);
3667                         if (p_ptr->pclass == CLASS_FORCETRAINER)
3668                         {
3669                                 p_ptr->magic_num1[0] = plev * 5 + 190;
3670                                 msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
3671                         }
3672
3673                         break;
3674                 }
3675
3676                 case ACT_FISHING:
3677                 {
3678                         int x, y;
3679
3680                         if (!get_rep_dir2(&dir)) return FALSE;
3681                         y = py+ddy[dir];
3682                         x = px+ddx[dir];
3683                         tsuri_dir = dir;
3684                         if (!cave_have_flag_bold(y, x, FF_WATER))
3685                         {
3686 #ifdef JP
3687                                 msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
3688 #else
3689                                 msg_print("There is no fishing place.");
3690 #endif
3691                                 return FALSE;
3692                         }
3693                         else if (cave[y][x].m_idx)
3694                         {
3695                                 char m_name[80];
3696                                 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3697 #ifdef JP
3698                                 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
3699 #else
3700                                 msg_format("%^s is stand in your way.", m_name);
3701 #endif
3702                                 energy_use = 0;
3703                                 return FALSE;
3704                         }
3705                         set_action(ACTION_FISH);
3706                         p_ptr->redraw |= (PR_STATE);
3707                         break;
3708                 }
3709
3710                 case ACT_INROU:
3711                 {
3712                         int count = 0, i;
3713                         monster_type *m_ptr;
3714 #ifndef JP
3715                         cptr kakusan = "";
3716 #endif
3717                         if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
3718                         {
3719 #ifdef JP
3720                                 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3721 #else
3722                                 msg_print("Suke-san apperars.");
3723                                 kakusan = "Suke-san";
3724 #endif
3725                                 count++;
3726                         }
3727                         if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
3728                         {
3729 #ifdef JP
3730                                 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3731 #else
3732                                 msg_print("Kaku-san appears.");
3733                                 kakusan = "Kaku-san";
3734 #endif
3735                                 count++;
3736                         }
3737                         if (!count)
3738                         {
3739                                 for (i = m_max - 1; i > 0; i--)
3740                                 {
3741                                         m_ptr = &m_list[i];
3742                                         if (!m_ptr->r_idx) continue;
3743                                         if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3744                                         if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
3745                                         if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
3746                                         count++;
3747                                         break;
3748                                 }
3749                         }
3750
3751                         if (count)
3752                         {
3753 #ifdef JP
3754                                 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
3755 #else
3756                                 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
3757 #endif
3758                                 sukekaku = TRUE;
3759                                 stun_monsters(120);
3760                                 confuse_monsters(120);
3761                                 turn_monsters(120);
3762                                 stasis_monsters(120);
3763                                 sukekaku = FALSE;
3764                         }
3765                         else
3766                         {
3767 #ifdef JP
3768                                 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£");
3769 #else
3770                                 msg_print("Nothing happen.");
3771 #endif
3772                         }
3773                         break;
3774                 }
3775
3776                 case ACT_MURAMASA:
3777                 {
3778                         /* Only for Muramasa */
3779                         if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3780 #ifdef JP
3781                         if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
3782 #else
3783                         if (get_check("Are you sure?!"))
3784 #endif
3785                         {
3786 #ifdef JP
3787                                 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
3788 #else
3789                                 msg_print("The Muramasa pulsates...");
3790 #endif
3791                                 do_inc_stat(A_STR);
3792                                 if (one_in_(2))
3793                                 {
3794 #ifdef JP
3795                                         msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
3796 #else
3797                                         msg_print("The Muramasa is destroyed!");
3798 #endif
3799                                         curse_weapon_object(TRUE, o_ptr);
3800                                 }
3801                         }
3802                         break;
3803                 }
3804
3805                 case ACT_BLOODY_MOON:
3806                 {
3807                         /* Only for Bloody Moon */
3808                         if (o_ptr->name1 != ART_BLOOD) return FALSE;
3809 #ifdef JP
3810                         msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
3811 #else
3812                         msg_print("Your scythe glows brightly!");
3813 #endif
3814                         get_bloody_moon_flags(o_ptr);
3815                         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3816                         p_ptr->update |= (PU_BONUS | PU_HP);
3817                         break;
3818                 }
3819
3820                 case ACT_CRIMSON:
3821                 {
3822                         int num = 1;
3823                         int i;
3824                         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3825                         int tx, ty;
3826
3827                         /* Only for Crimson */
3828                         if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3829
3830 #ifdef JP
3831                         msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
3832 #else
3833                         msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
3834 #endif
3835
3836                         if (!get_aim_dir(&dir)) return FALSE;
3837
3838                         /* Use the given direction */
3839                         tx = px + 99 * ddx[dir];
3840                         ty = py + 99 * ddy[dir];
3841
3842                         /* Hack -- Use an actual "target" */
3843                         if ((dir == 5) && target_okay())
3844                         {
3845                                 tx = target_col;
3846                                 ty = target_row;
3847                         }
3848
3849                         if (p_ptr->pclass == CLASS_ARCHER)
3850                         {
3851                                 /* Extra shot at level 10 */
3852                                 if (p_ptr->lev >= 10) num++;
3853
3854                                 /* Extra shot at level 30 */
3855                                 if (p_ptr->lev >= 30) num++;
3856
3857                                 /* Extra shot at level 45 */
3858                                 if (p_ptr->lev >= 45) num++;
3859                         }
3860
3861                         for (i = 0; i < num; i++)
3862                                 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3863                         break;
3864                 }
3865
3866                 default:
3867                 {
3868 #ifdef JP
3869                         msg_format("Unknown activation effect: %d.", o_ptr->xtra2);
3870 #else
3871                         msg_format("Unknown activation effect: %d.", o_ptr->xtra2);
3872 #endif
3873                         return FALSE;
3874                 }
3875         }
3876
3877         /* Set activation timeout */
3878         act_ptr = find_activation_info(o_ptr);
3879
3880         if (!act_ptr) {
3881                 /* Maybe forgot adding information to activation_info table ? */
3882                 msg_format("Activation information is not found: %d.", o_ptr->xtra2);
3883                 return FALSE;
3884         }
3885
3886         if (act_ptr->timeout.constant >= 0) {
3887                 o_ptr->timeout = act_ptr->timeout.constant;
3888                 if (act_ptr->timeout.dice > 0) {
3889                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
3890                 }
3891         } else {
3892                 /* Activations that have special timeout */
3893                 switch (o_ptr->xtra2) {
3894                 case ACT_BR_FIRE:
3895                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3896                         break;
3897                 case ACT_BR_COLD:
3898                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3899                         break;
3900                 case ACT_TERROR:
3901                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
3902                         break;
3903                 case ACT_MURAMASA:
3904                         /* Nothing to do */
3905                         break;
3906                 default:
3907                         msg_format("Special timeout is not implemented: %d.", o_ptr->xtra2);
3908                         return FALSE;
3909                 }
3910         }
3911
3912         return TRUE;
3913 }
3914
3915
3916 void get_bloody_moon_flags(object_type *o_ptr)
3917 {
3918         int dummy, i;
3919
3920         for (i = 0; i < TR_FLAG_SIZE; i++)
3921                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3922
3923         dummy = randint1(2) + randint1(2);
3924         for (i = 0; i < dummy; i++)
3925         {
3926                 int flag = randint0(26);
3927                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3928                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3929                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3930                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3931         }
3932
3933         dummy = randint1(2);
3934         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3935
3936         for (i = 0; i < 2; i++)
3937         {
3938                 int tmp = randint0(11);
3939                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3940                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3941         }
3942 }
3943
3944
3945 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3946 {
3947         bool give_resistance = FALSE, give_power = FALSE;
3948
3949         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3950         {
3951                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3952                 {
3953                         give_power = TRUE;
3954                         give_resistance = TRUE;
3955                 }
3956                 else
3957                 {
3958                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3959                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
3960                         o_ptr->curse_flags |=
3961                             (TRC_CURSED | TRC_HEAVY_CURSE);
3962                         o_ptr->curse_flags |= get_curse(2, o_ptr);
3963                         return;
3964                 }
3965         }
3966
3967         if (o_ptr->name1 == ART_MURAMASA)
3968         {
3969                 if (p_ptr->pclass != CLASS_SAMURAI)
3970                 {
3971                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3972                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3973                 }
3974         }
3975
3976         if (o_ptr->name1 == ART_XIAOLONG)
3977         {
3978                 if (p_ptr->pclass == CLASS_MONK)
3979                         add_flag(o_ptr->art_flags, TR_BLOWS);
3980         }
3981
3982         if (o_ptr->name1 == ART_BLOOD)
3983         {
3984                 get_bloody_moon_flags(o_ptr);
3985         }
3986
3987         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3988         {
3989                 if (p_ptr->psex != SEX_FEMALE)
3990                 {
3991                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3992                 }
3993         }
3994
3995         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3996         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3997         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3998         {
3999                 /* Give a resistance OR a power */
4000                 if (one_in_(2)) give_resistance = TRUE;
4001                 else give_power = TRUE;
4002         }
4003
4004         if (give_power)
4005         {
4006                 one_ability(o_ptr);
4007         }
4008
4009         if (give_resistance)
4010         {
4011                 one_high_resistance(o_ptr);
4012         }
4013 }
4014
4015
4016 /*
4017  * Create the artifact of the specified number
4018  */
4019 bool create_named_art(int a_idx, int y, int x)
4020 {
4021         object_type forge;
4022         object_type *q_ptr;
4023         int i;
4024
4025         artifact_type *a_ptr = &a_info[a_idx];
4026
4027         /* Get local object */
4028         q_ptr = &forge;
4029
4030         /* Ignore "empty" artifacts */
4031         if (!a_ptr->name) return FALSE;
4032
4033         /* Acquire the "kind" index */
4034         i = lookup_kind(a_ptr->tval, a_ptr->sval);
4035
4036         /* Oops */
4037         if (!i) return FALSE;
4038
4039         /* Create the artifact */
4040         object_prep(q_ptr, i);
4041
4042         /* Save the name */
4043         q_ptr->name1 = a_idx;
4044
4045         /* Extract the fields */
4046         q_ptr->pval = a_ptr->pval;
4047         q_ptr->ac = a_ptr->ac;
4048         q_ptr->dd = a_ptr->dd;
4049         q_ptr->ds = a_ptr->ds;
4050         q_ptr->to_a = a_ptr->to_a;
4051         q_ptr->to_h = a_ptr->to_h;
4052         q_ptr->to_d = a_ptr->to_d;
4053         q_ptr->weight = a_ptr->weight;
4054         q_ptr->xtra2 = a_ptr->act_idx;
4055
4056         /* Hack -- extract the "cursed" flag */
4057         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
4058         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4059         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
4060         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
4061         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
4062         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
4063
4064         random_artifact_resistance(q_ptr, a_ptr);
4065
4066         /*
4067          * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À­¼Á¤Ë°Í¸¤¹¤ë.
4068          * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
4069          * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ­¤Ê¤¯¤Ê¤ë.
4070          */
4071
4072         /* Drop the artifact from heaven */
4073         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
4074 }