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[hengband/hengband.git] / src / artifact.c
1 /*!
2  * @file artifact.c
3  * @brief アーティファクトの生成と管理 / Artifact code
4  * @date 2013/12/11
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2013 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14
15 static int suppression_evil_dam(object_type *o_ptr);
16 static int weakening_artifact(object_type *o_ptr);
17
18
19 /* Chance of using syllables to form the name instead of the "template" files */
20 #define SINDARIN_NAME   10 /*!< ランダムアーティファクトにシンダリン銘をつける確率 */
21 #define TABLE_NAME      20 /*!< ランダムアーティファクトに漢字銘をつける確率(正確には TABLE_NAME - SINDARIN_NAME %)となる */
22 #define A_CURSED        13 /*!< 1/nの確率で生成の巻物以外のランダムアーティファクトが呪いつきになる。 */
23 #define WEIRD_LUCK      12 /*!< 1/nの確率でrandom_resistance()の処理中バイアス外の耐性がつき、create_artifactで4を超えるpvalが許可される。*/
24 #define BIAS_LUCK       20 /*!< 1/nの確率でrandom_resistance()で付加する元素耐性が免疫になる */
25 #define IM_LUCK         7 /*!< 1/nの確率でrandom_resistance()で複数免疫の除去処理が免除される */
26
27 /*! @note
28  * Bias luck needs to be higher than weird luck,
29  * since it is usually tested several times...
30  */
31
32 #define ACTIVATION_CHANCE 3 /*!< 1/nの確率でランダムアーティファクトに発動が付加される。ただし防具はさらに1/2 */
33
34
35 /*!
36  * @brief 対象のオブジェクトにランダムな上位耐性を一つ付加する。/ Choose one random high resistance
37  * @details 重複の抑止はない。候補は毒、閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、劣化、恐怖のいずれか。
38  * @param o_ptr 対象のオブジェクト構造体ポインタ
39  * @return なし
40  */
41 void one_high_resistance(object_type *o_ptr)
42 {
43         switch (randint0(12))
44         {
45                 case  0: add_flag(o_ptr->art_flags, TR_RES_POIS);   break;
46                 case  1: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
47                 case  2: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
48                 case  3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
49                 case  4: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
50                 case  5: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
51                 case  6: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
52                 case  7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
53                 case  8: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
54                 case  9: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
55                 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN);  break;
56                 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
57         }
58 }
59
60 /*!
61  * @brief 対象のオブジェクトに王者の指輪向けの上位耐性を一つ付加する。/ Choose one random high resistance
62  * @details 候補は閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、恐怖であり
63  * 王者の指輪にあらかじめついている耐性をone_high_resistance()から除外したものである。
64  * ランダム付加そのものに重複の抑止はない。
65  * @param o_ptr 対象のオブジェクト構造体ポインタ
66  * @return なし
67  */
68 void one_lordly_high_resistance(object_type *o_ptr)
69 {
70         switch (randint0(10))
71         {
72                 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
73                 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
74                 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
75                 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
76                 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
77                 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
78                 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
79                 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
80                 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
81                 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
82         }
83 }
84
85 /*!
86  * @brief 対象のオブジェクトに元素耐性を一つ付加する。/ Choose one random element resistance
87  * @details 候補は火炎、冷気、電撃、酸のいずれかであり、重複の抑止はない。
88  * @param o_ptr 対象のオブジェクト構造体ポインタ
89  * @return なし
90  */
91 void one_ele_resistance(object_type *o_ptr)
92 {
93         switch (randint0(4))
94         {
95                 case  0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
96                 case  1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
97                 case  2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
98                 case  3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
99         }
100 }
101
102 /*!
103  * @brief 対象のオブジェクトにドラゴン装備向け元素耐性を一つ付加する。/ Choose one random element or poison resistance
104  * @details 候補は1/7の確率で毒、6/7の確率で火炎、冷気、電撃、酸のいずれか(one_ele_resistance()のコール)であり、重複の抑止はない。
105  * @param o_ptr 対象のオブジェクト構造体ポインタ
106  * @return なし
107  */
108 void one_dragon_ele_resistance(object_type *o_ptr)
109 {
110         if (one_in_(7))
111         {
112                 add_flag(o_ptr->art_flags, TR_RES_POIS);
113         }
114         else
115         {
116                 one_ele_resistance(o_ptr);
117         }
118 }
119
120 /*!
121  * @brief 対象のオブジェクトに弱いESPを一つ付加する。/ Choose one lower rank esp
122  * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
123  * ドラゴン、人間、善良、ユニークESPのいずれかであり、重複の抑止はない。
124  * @param o_ptr 対象のオブジェクト構造体ポインタ
125  * @return なし
126  */
127 void one_low_esp(object_type *o_ptr)
128 {
129         switch (randint1(10))
130         {
131                 case 1:  add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);   break;
132                 case 2:  add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);   break;
133                 case 3:  add_flag(o_ptr->art_flags, TR_ESP_DEMON);   break;
134                 case 4:  add_flag(o_ptr->art_flags, TR_ESP_ORC);   break;
135                 case 5:  add_flag(o_ptr->art_flags, TR_ESP_TROLL);   break;
136                 case 6:  add_flag(o_ptr->art_flags, TR_ESP_GIANT);   break;
137                 case 7:  add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
138                 case 8:  add_flag(o_ptr->art_flags, TR_ESP_HUMAN);   break;
139                 case 9:  add_flag(o_ptr->art_flags, TR_ESP_GOOD);   break;
140                 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);   break;
141         }
142 }
143
144
145 /*!
146  * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
147  * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
148  * をコールする。重複の抑止はない。
149  * @param o_ptr 対象のオブジェクト構造体ポインタ
150  * @return なし
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  * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
167  * @details 候補は浮遊、永久光源+1、透明視、警告、遅消化、急回復、麻痺知らず、経験値維持のいずれか。
168  * 重複の抑止はない。
169  * @param o_ptr 対象のオブジェクト構造体ポインタ
170  * @return なし
171  */
172 void one_ability(object_type *o_ptr)
173 {
174         switch (randint0(10))
175         {
176         case 0: add_flag(o_ptr->art_flags, TR_LEVITATION);  break;
177         case 1: add_flag(o_ptr->art_flags, TR_LITE_1);      break;
178         case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS);   break;
179         case 3: add_flag(o_ptr->art_flags, TR_WARNING);     break;
180         case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
181         case 5: add_flag(o_ptr->art_flags, TR_REGEN);       break;
182         case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT);    break;
183         case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP);   break;
184         case 8:
185         case 9:
186                 one_low_esp(o_ptr);
187                 break;
188         }
189 }
190
191 /*!
192  * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
193  * @details 候補多数。ランダムアーティファクトのバイアスには一切依存せず、
194  * whileループによる構造で能力的に強力なものほど確率を落としている。
195  * @param o_ptr 対象のオブジェクト構造体ポインタ
196  * @return なし
197  */
198 void one_activation(object_type *o_ptr)
199 {
200         int type = 0;
201         int chance = 0;
202
203         while (randint1(100) >= chance)
204         {
205                 type = randint1(255);
206                 switch (type)
207                 {
208                         case ACT_SUNLIGHT:
209                         case ACT_BO_MISS_1:
210                         case ACT_BA_POIS_1:
211                         case ACT_BO_ELEC_1:
212                         case ACT_BO_ACID_1:
213                         case ACT_BO_COLD_1:
214                         case ACT_BO_FIRE_1:
215                         case ACT_CONFUSE:
216                         case ACT_SLEEP:
217                         case ACT_QUAKE:
218                         case ACT_CURE_LW:
219                         case ACT_CURE_MW:
220                         case ACT_CURE_POISON:
221                         case ACT_BERSERK:
222                         case ACT_LIGHT:
223                         case ACT_MAP_LIGHT:
224                         case ACT_DEST_DOOR:
225                         case ACT_STONE_MUD:
226                         case ACT_TELEPORT:
227                                 chance = 101;
228                                 break;
229                         case ACT_BA_COLD_1:
230                         case ACT_BA_FIRE_1:
231                         case ACT_DRAIN_1:
232                         case ACT_TELE_AWAY:
233                         case ACT_ESP:
234                         case ACT_RESIST_ALL:
235                         case ACT_DETECT_ALL:
236                         case ACT_RECALL:
237                         case ACT_SATIATE:
238                         case ACT_RECHARGE:
239                                 chance = 85;
240                                 break;
241                         case ACT_TERROR:
242                         case ACT_PROT_EVIL:
243                         case ACT_ID_PLAIN:
244                                 chance = 75;
245                                 break;
246                         case ACT_DRAIN_2:
247                         case ACT_VAMPIRE_1:
248                         case ACT_BO_MISS_2:
249                         case ACT_BA_FIRE_2:
250                         case ACT_REST_EXP:
251                                 chance = 66;
252                                 break;
253                         case ACT_BA_FIRE_3:
254                         case ACT_BA_COLD_3:
255                         case ACT_BA_ELEC_3:
256                         case ACT_WHIRLWIND:
257                         case ACT_VAMPIRE_2:
258                         case ACT_CHARM_ANIMAL:
259                                 chance = 50;
260                                 break;
261                         case ACT_SUMMON_ANIMAL:
262                                 chance = 40;
263                                 break;
264                         case ACT_DISP_EVIL:
265                         case ACT_BA_MISS_3:
266                         case ACT_DISP_GOOD:
267                         case ACT_BANISH_EVIL:
268                         case ACT_GENOCIDE:
269                         case ACT_MASS_GENO:
270                         case ACT_CHARM_UNDEAD:
271                         case ACT_CHARM_OTHER:
272                         case ACT_SUMMON_PHANTOM:
273                         case ACT_REST_ALL:
274                         case ACT_RUNE_EXPLO:
275                                 chance = 33;
276                                 break;
277                         case ACT_CALL_CHAOS:
278                         case ACT_ROCKET:
279                         case ACT_CHARM_ANIMALS:
280                         case ACT_CHARM_OTHERS:
281                         case ACT_SUMMON_ELEMENTAL:
282                         case ACT_CURE_700:
283                         case ACT_SPEED:
284                         case ACT_ID_FULL:
285                         case ACT_RUNE_PROT:
286                                 chance = 25;
287                                 break;
288                         case ACT_CURE_1000:
289                         case ACT_XTRA_SPEED:
290                         case ACT_DETECT_XTRA:
291                         case ACT_DIM_DOOR:
292                                 chance = 10;
293                                 break;
294                         case ACT_SUMMON_UNDEAD:
295                         case ACT_SUMMON_DEMON:
296                         case ACT_WRAITH:
297                         case ACT_INVULN:
298                         case ACT_ALCHEMY:
299                                 chance = 5;
300                                 break;
301                         default:
302                                 chance = 0;
303                 }
304         }
305
306         /* A type was chosen... */
307         o_ptr->xtra2 = (byte_hack)type;
308         add_flag(o_ptr->art_flags, TR_ACTIVATE);
309         o_ptr->timeout = 0;
310 }
311
312 /*!
313  * @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact.
314  * @details pval、AC、命中、ダメージが正の場合、符号反転の上1d4だけ悪化させ、重い呪い、呪いフラグを必ず付加。
315  * 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、
316  * MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。
317  * @attention プレイヤーの職業依存処理あり。
318  * @param o_ptr 対象のオブジェクト構造体ポインタ
319  * @return なし
320  */
321 static void curse_artifact(object_type * o_ptr)
322 {
323         if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
324         if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
325         if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
326         if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
327
328         o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
329         remove_flag(o_ptr->art_flags, TR_BLESSED);
330
331         if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
332         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
333         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
334         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
335         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
336         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
337         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
338         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
339         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
340         else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
341
342         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))
343                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
344 }
345
346 /*!
347  * @brief ランダムアーティファクト生成中、対象のオブジェクトにpval能力を付加する。/ Add one pval on generation of randam artifact.
348  * @details 優先的に付加されるpvalがランダムアーティファクトバイアスに依存して存在する。
349  * 原則的候補は腕力、知力、賢さ、器用さ、耐久、魅力、探索、隠密、赤外線視力、加速。武器のみ採掘、追加攻撃も候補に入る。
350  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
351  * @param o_ptr 対象のオブジェクト構造体ポインタ
352  * @return なし
353  */
354 static void random_plus(object_type * o_ptr)
355 {
356         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
357
358         switch (o_ptr->artifact_bias)
359         {
360         case BIAS_WARRIOR:
361                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
362                 {
363                         add_flag(o_ptr->art_flags, TR_STR);
364                         if (one_in_(2)) return;
365                 }
366
367                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
368                 {
369                         add_flag(o_ptr->art_flags, TR_CON);
370                         if (one_in_(2)) return;
371                 }
372
373                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
374                 {
375                         add_flag(o_ptr->art_flags, TR_DEX);
376                         if (one_in_(2)) return;
377                 }
378                 break;
379
380         case BIAS_MAGE:
381                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
382                 {
383                         add_flag(o_ptr->art_flags, TR_INT);
384                         if (one_in_(2)) return;
385                 }
386                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
387                 {
388                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
389                         if (one_in_(2)) return;
390                 }
391                 break;
392
393         case BIAS_PRIESTLY:
394                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
395                 {
396                         add_flag(o_ptr->art_flags, TR_WIS);
397                         if (one_in_(2)) return;
398                 }
399                 break;
400
401         case BIAS_RANGER:
402                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
403                 {
404                         add_flag(o_ptr->art_flags, TR_DEX);
405                         if (one_in_(2)) return;
406                 }
407
408                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
409                 {
410                         add_flag(o_ptr->art_flags, TR_CON);
411                         if (one_in_(2)) return;
412                 }
413
414                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
415                 {
416                         add_flag(o_ptr->art_flags, TR_STR);
417                         if (one_in_(2)) return;
418                 }
419                 break;
420
421         case BIAS_ROGUE:
422                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
423                 {
424                         add_flag(o_ptr->art_flags, TR_STEALTH);
425                         if (one_in_(2)) return;
426                 }
427                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
428                 {
429                         add_flag(o_ptr->art_flags, TR_SEARCH);
430                         if (one_in_(2)) return;
431                 }
432                 break;
433
434         case BIAS_STR:
435                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
436                 {
437                         add_flag(o_ptr->art_flags, TR_STR);
438                         if (one_in_(2)) return;
439                 }
440                 break;
441
442         case BIAS_WIS:
443                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
444                 {
445                         add_flag(o_ptr->art_flags, TR_WIS);
446                         if (one_in_(2)) return;
447                 }
448                 break;
449
450         case BIAS_INT:
451                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
452                 {
453                         add_flag(o_ptr->art_flags, TR_INT);
454                         if (one_in_(2)) return;
455                 }
456                 break;
457
458         case BIAS_DEX:
459                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
460                 {
461                         add_flag(o_ptr->art_flags, TR_DEX);
462                         if (one_in_(2)) return;
463                 }
464                 break;
465
466         case BIAS_CON:
467                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
468                 {
469                         add_flag(o_ptr->art_flags, TR_CON);
470                         if (one_in_(2)) return;
471                 }
472                 break;
473
474         case BIAS_CHR:
475                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
476                 {
477                         add_flag(o_ptr->art_flags, TR_CHR);
478                         if (one_in_(2)) return;
479                 }
480                 break;
481         }
482
483         if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
484         {
485                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
486                 {
487                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
488                         if (one_in_(2)) return;
489                 }
490         }
491
492         switch (randint1(this_type))
493         {
494         case 1: case 2:
495                 add_flag(o_ptr->art_flags, TR_STR);
496                 if (!o_ptr->artifact_bias && !one_in_(13))
497                         o_ptr->artifact_bias = BIAS_STR;
498                 else if (!o_ptr->artifact_bias && one_in_(7))
499                         o_ptr->artifact_bias = BIAS_WARRIOR;
500                 break;
501         case 3: case 4:
502                 add_flag(o_ptr->art_flags, TR_INT);
503                 if (!o_ptr->artifact_bias && !one_in_(13))
504                         o_ptr->artifact_bias = BIAS_INT;
505                 else if (!o_ptr->artifact_bias && one_in_(7))
506                         o_ptr->artifact_bias = BIAS_MAGE;
507                 break;
508         case 5: case 6:
509                 add_flag(o_ptr->art_flags, TR_WIS);
510                 if (!o_ptr->artifact_bias && !one_in_(13))
511                         o_ptr->artifact_bias = BIAS_WIS;
512                 else if (!o_ptr->artifact_bias && one_in_(7))
513                         o_ptr->artifact_bias = BIAS_PRIESTLY;
514                 break;
515         case 7: case 8:
516                 add_flag(o_ptr->art_flags, TR_DEX);
517                 if (!o_ptr->artifact_bias && !one_in_(13))
518                         o_ptr->artifact_bias = BIAS_DEX;
519                 else if (!o_ptr->artifact_bias && one_in_(7))
520                         o_ptr->artifact_bias = BIAS_ROGUE;
521                 break;
522         case 9: case 10:
523                 add_flag(o_ptr->art_flags, TR_CON);
524                 if (!o_ptr->artifact_bias && !one_in_(13))
525                         o_ptr->artifact_bias = BIAS_CON;
526                 else if (!o_ptr->artifact_bias && one_in_(9))
527                         o_ptr->artifact_bias = BIAS_RANGER;
528                 break;
529         case 11: case 12:
530                 add_flag(o_ptr->art_flags, TR_CHR);
531                 if (!o_ptr->artifact_bias && !one_in_(13))
532                         o_ptr->artifact_bias = BIAS_CHR;
533                 break;
534         case 13: case 14:
535                 add_flag(o_ptr->art_flags, TR_STEALTH);
536                 if (!o_ptr->artifact_bias && one_in_(3))
537                         o_ptr->artifact_bias = BIAS_ROGUE;
538                 break;
539         case 15: case 16:
540                 add_flag(o_ptr->art_flags, TR_SEARCH);
541                 if (!o_ptr->artifact_bias && one_in_(9))
542                         o_ptr->artifact_bias = BIAS_RANGER;
543                 break;
544         case 17: case 18:
545                 add_flag(o_ptr->art_flags, TR_INFRA);
546                 break;
547         case 19:
548                 add_flag(o_ptr->art_flags, TR_SPEED);
549                 if (!o_ptr->artifact_bias && one_in_(11))
550                         o_ptr->artifact_bias = BIAS_ROGUE;
551                 break;
552         case 20: case 21:
553                 add_flag(o_ptr->art_flags, TR_TUNNEL);
554                 break;
555         case 22: case 23:
556                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
557                 else
558                 {
559                         add_flag(o_ptr->art_flags, TR_BLOWS);
560                         if (!o_ptr->artifact_bias && one_in_(11))
561                                 o_ptr->artifact_bias = BIAS_WARRIOR;
562                 }
563                 break;
564         }
565 }
566
567 /*!
568  * @brief ランダムアーティファクト生成中、対象のオブジェクトに耐性を付加する。/ Add one resistance on generation of randam artifact.
569  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
570  * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
571  * 毒、閃光、暗黒、破片、轟音、盲目、混乱、地獄、カオス、劣化、恐怖、火オーラ、冷気オーラ、電撃オーラ、反射。
572  * 戦士系バイアスのみ反魔もつく。
573  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
574  * @param o_ptr 対象のオブジェクト構造体ポインタ
575  * @return なし
576  */
577 static void random_resistance(object_type * o_ptr)
578 {
579         switch (o_ptr->artifact_bias)
580         {
581         case BIAS_ACID:
582                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
583                 {
584                         add_flag(o_ptr->art_flags, TR_RES_ACID);
585                         if (one_in_(2)) return;
586                 }
587                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
588                 {
589                         add_flag(o_ptr->art_flags, TR_IM_ACID);
590                         if (!one_in_(IM_LUCK))
591                         {
592                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
593                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
594                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
595                         }
596                         if (one_in_(2)) return;
597                 }
598                 break;
599
600         case BIAS_ELEC:
601                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
602                 {
603                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
604                         if (one_in_(2)) return;
605                 }
606                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
607                     !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
608                 {
609                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
610                         if (one_in_(2)) return;
611                 }
612                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
613                 {
614                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
615                         if (!one_in_(IM_LUCK))
616                         {
617                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
618                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
619                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
620                         }
621
622                         if (one_in_(2)) return;
623                 }
624                 break;
625
626         case BIAS_FIRE:
627                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
628                 {
629                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
630                         if (one_in_(2)) return;
631                 }
632                 if ((o_ptr->tval >= TV_CLOAK) &&
633                     (o_ptr->tval <= TV_HARD_ARMOR) &&
634                     !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
635                 {
636                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
637                         if (one_in_(2)) return;
638                 }
639                 if (one_in_(BIAS_LUCK) &&
640                     !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
641                 {
642                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
643                         if (!one_in_(IM_LUCK))
644                         {
645                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
646                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
647                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
648                         }
649                         if (one_in_(2)) return;
650                 }
651                 break;
652
653         case BIAS_COLD:
654                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
655                 {
656                         add_flag(o_ptr->art_flags, TR_RES_COLD);
657                         if (one_in_(2)) return;
658                 }
659                 if ((o_ptr->tval >= TV_CLOAK) &&
660                     (o_ptr->tval <= TV_HARD_ARMOR) &&
661                     !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
662                 {
663                         add_flag(o_ptr->art_flags, TR_SH_COLD);
664                         if (one_in_(2)) return;
665                 }
666                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
667                 {
668                         add_flag(o_ptr->art_flags, TR_IM_COLD);
669                         if (!one_in_(IM_LUCK))
670                         {
671                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
672                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
673                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
674                         }
675                         if (one_in_(2)) return;
676                 }
677                 break;
678
679         case BIAS_POIS:
680                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
681                 {
682                         add_flag(o_ptr->art_flags, TR_RES_POIS);
683                         if (one_in_(2)) return;
684                 }
685                 break;
686
687         case BIAS_WARRIOR:
688                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
689                 {
690                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
691                         if (one_in_(2)) return;
692                 }
693                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
694                 {
695                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
696                         if (one_in_(2)) return;
697                 }
698                 break;
699
700         case BIAS_NECROMANTIC:
701                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
702                 {
703                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
704                         if (one_in_(2)) return;
705                 }
706                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
707                 {
708                         add_flag(o_ptr->art_flags, TR_RES_POIS);
709                         if (one_in_(2)) return;
710                 }
711                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
712                 {
713                         add_flag(o_ptr->art_flags, TR_RES_DARK);
714                         if (one_in_(2)) return;
715                 }
716                 break;
717
718         case BIAS_CHAOS:
719                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
720                 {
721                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
722                         if (one_in_(2)) return;
723                 }
724                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
725                 {
726                         add_flag(o_ptr->art_flags, TR_RES_CONF);
727                         if (one_in_(2)) return;
728                 }
729                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
730                 {
731                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
732                         if (one_in_(2)) return;
733                 }
734                 break;
735         }
736
737         switch (randint1(42))
738         {
739                 case 1:
740                         if (!one_in_(WEIRD_LUCK))
741                                 random_resistance(o_ptr);
742                         else
743                         {
744                                 add_flag(o_ptr->art_flags, TR_IM_ACID);
745                                 if (!o_ptr->artifact_bias)
746                                         o_ptr->artifact_bias = BIAS_ACID;
747                         }
748                         break;
749                 case 2:
750                         if (!one_in_(WEIRD_LUCK))
751                                 random_resistance(o_ptr);
752                         else
753                         {
754                                 add_flag(o_ptr->art_flags, TR_IM_ELEC);
755                                 if (!o_ptr->artifact_bias)
756                                         o_ptr->artifact_bias = BIAS_ELEC;
757                         }
758                         break;
759                 case 3:
760                         if (!one_in_(WEIRD_LUCK))
761                                 random_resistance(o_ptr);
762                         else
763                         {
764                                 add_flag(o_ptr->art_flags, TR_IM_COLD);
765                                 if (!o_ptr->artifact_bias)
766                                         o_ptr->artifact_bias = BIAS_COLD;
767                         }
768                         break;
769                 case 4:
770                         if (!one_in_(WEIRD_LUCK))
771                                 random_resistance(o_ptr);
772                         else
773                         {
774                                 add_flag(o_ptr->art_flags, TR_IM_FIRE);
775                                 if (!o_ptr->artifact_bias)
776                                         o_ptr->artifact_bias = BIAS_FIRE;
777                         }
778                         break;
779                 case 5:
780                 case 6:
781                 case 13:
782                         add_flag(o_ptr->art_flags, TR_RES_ACID);
783                         if (!o_ptr->artifact_bias)
784                                 o_ptr->artifact_bias = BIAS_ACID;
785                         break;
786                 case 7:
787                 case 8:
788                 case 14:
789                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
790                         if (!o_ptr->artifact_bias)
791                                 o_ptr->artifact_bias = BIAS_ELEC;
792                         break;
793                 case 9:
794                 case 10:
795                 case 15:
796                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
797                         if (!o_ptr->artifact_bias)
798                                 o_ptr->artifact_bias = BIAS_FIRE;
799                         break;
800                 case 11:
801                 case 12:
802                 case 16:
803                         add_flag(o_ptr->art_flags, TR_RES_COLD);
804                         if (!o_ptr->artifact_bias)
805                                 o_ptr->artifact_bias = BIAS_COLD;
806                         break;
807                 case 17:
808                 case 18:
809                         add_flag(o_ptr->art_flags, TR_RES_POIS);
810                         if (!o_ptr->artifact_bias && !one_in_(4))
811                                 o_ptr->artifact_bias = BIAS_POIS;
812                         else if (!o_ptr->artifact_bias && one_in_(2))
813                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
814                         else if (!o_ptr->artifact_bias && one_in_(2))
815                                 o_ptr->artifact_bias = BIAS_ROGUE;
816                         break;
817                 case 19:
818                 case 20:
819                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
820                         if (!o_ptr->artifact_bias && one_in_(3))
821                                 o_ptr->artifact_bias = BIAS_WARRIOR;
822                         break;
823                 case 21:
824                         add_flag(o_ptr->art_flags, TR_RES_LITE);
825                         break;
826                 case 22:
827                         add_flag(o_ptr->art_flags, TR_RES_DARK);
828                         break;
829                 case 23:
830                 case 24:
831                         add_flag(o_ptr->art_flags, TR_RES_BLIND);
832                         break;
833                 case 25:
834                 case 26:
835                         add_flag(o_ptr->art_flags, TR_RES_CONF);
836                         if (!o_ptr->artifact_bias && one_in_(6))
837                                 o_ptr->artifact_bias = BIAS_CHAOS;
838                         break;
839                 case 27:
840                 case 28:
841                         add_flag(o_ptr->art_flags, TR_RES_SOUND);
842                         break;
843                 case 29:
844                 case 30:
845                         add_flag(o_ptr->art_flags, TR_RES_SHARDS);
846                         break;
847                 case 31:
848                 case 32:
849                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
850                         if (!o_ptr->artifact_bias && one_in_(3))
851                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
852                         break;
853                 case 33:
854                 case 34:
855                         add_flag(o_ptr->art_flags, TR_RES_NEXUS);
856                         break;
857                 case 35:
858                 case 36:
859                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
860                         if (!o_ptr->artifact_bias && one_in_(2))
861                                 o_ptr->artifact_bias = BIAS_CHAOS;
862                         break;
863                 case 37:
864                 case 38:
865                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
866                         break;
867                 case 39:
868                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
869                                 add_flag(o_ptr->art_flags, TR_SH_ELEC);
870                         else
871                                 random_resistance(o_ptr);
872                         if (!o_ptr->artifact_bias)
873                                 o_ptr->artifact_bias = BIAS_ELEC;
874                         break;
875                 case 40:
876                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
877                                 add_flag(o_ptr->art_flags, TR_SH_FIRE);
878                         else
879                                 random_resistance(o_ptr);
880                         if (!o_ptr->artifact_bias)
881                                 o_ptr->artifact_bias = BIAS_FIRE;
882                         break;
883                 case 41:
884                         if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
885                             o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
886                                 add_flag(o_ptr->art_flags, TR_REFLECT);
887                         else
888                                 random_resistance(o_ptr);
889                         break;
890                 case 42:
891                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
892                                 add_flag(o_ptr->art_flags, TR_SH_COLD);
893                         else
894                                 random_resistance(o_ptr);
895                         if (!o_ptr->artifact_bias)
896                                 o_ptr->artifact_bias = BIAS_COLD;
897                         break;
898         }
899 }
900
901
902 /*!
903  * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
904  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
905  * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
906  * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
907  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
908  * @param o_ptr 対象のオブジェクト構造体ポインタ
909  * @return なし
910  */
911 static void random_misc(object_type * o_ptr)
912 {
913         switch (o_ptr->artifact_bias)
914         {
915         case BIAS_RANGER:
916                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
917                 {
918                         add_flag(o_ptr->art_flags, TR_SUST_CON);
919                         if (one_in_(2)) return;
920                 }
921                 break;
922
923         case BIAS_STR:
924                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
925                 {
926                         add_flag(o_ptr->art_flags, TR_SUST_STR);
927                         if (one_in_(2)) return;
928                 }
929                 break;
930
931         case BIAS_WIS:
932                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
933                 {
934                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
935                         if (one_in_(2)) return;
936                 }
937                 break;
938
939         case BIAS_INT:
940                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
941                 {
942                         add_flag(o_ptr->art_flags, TR_SUST_INT);
943                         if (one_in_(2)) return;
944                 }
945                 break;
946
947         case BIAS_DEX:
948                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
949                 {
950                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
951                         if (one_in_(2)) return;
952                 }
953                 break;
954
955         case BIAS_CON:
956                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
957                 {
958                         add_flag(o_ptr->art_flags, TR_SUST_CON);
959                         if (one_in_(2)) return;
960                 }
961                 break;
962
963         case BIAS_CHR:
964                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
965                 {
966                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
967                         if (one_in_(2)) return;
968                 }
969                 break;
970
971         case BIAS_CHAOS:
972                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
973                 {
974                         add_flag(o_ptr->art_flags, TR_TELEPORT);
975                         if (one_in_(2)) return;
976                 }
977                 break;
978
979         case BIAS_FIRE:
980                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
981                 {
982                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
983                 }
984                 break;
985         }
986
987         switch (randint1(33))
988         {
989                 case 1:
990                         add_flag(o_ptr->art_flags, TR_SUST_STR);
991                         if (!o_ptr->artifact_bias)
992                                 o_ptr->artifact_bias = BIAS_STR;
993                         break;
994                 case 2:
995                         add_flag(o_ptr->art_flags, TR_SUST_INT);
996                         if (!o_ptr->artifact_bias)
997                                 o_ptr->artifact_bias = BIAS_INT;
998                         break;
999                 case 3:
1000                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
1001                         if (!o_ptr->artifact_bias)
1002                                 o_ptr->artifact_bias = BIAS_WIS;
1003                         break;
1004                 case 4:
1005                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
1006                         if (!o_ptr->artifact_bias)
1007                                 o_ptr->artifact_bias = BIAS_DEX;
1008                         break;
1009                 case 5:
1010                         add_flag(o_ptr->art_flags, TR_SUST_CON);
1011                         if (!o_ptr->artifact_bias)
1012                                 o_ptr->artifact_bias = BIAS_CON;
1013                         break;
1014                 case 6:
1015                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
1016                         if (!o_ptr->artifact_bias)
1017                                 o_ptr->artifact_bias = BIAS_CHR;
1018                         break;
1019                 case 7:
1020                 case 8:
1021                 case 14:
1022                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
1023                         break;
1024                 case 9:
1025                         add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1026                         if (!o_ptr->artifact_bias && one_in_(5))
1027                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1028                         else if (!o_ptr->artifact_bias && one_in_(6))
1029                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1030                         break;
1031                 case 10:
1032                 case 11:
1033                         add_flag(o_ptr->art_flags, TR_LITE_1);
1034                         break;
1035                 case 12:
1036                 case 13:
1037                         add_flag(o_ptr->art_flags, TR_LEVITATION);
1038                         break;
1039                 case 15:
1040                 case 16:
1041                 case 17:
1042                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1043                         break;
1044                 case 19:
1045                 case 20:
1046                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1047                         break;
1048                 case 21:
1049                 case 22:
1050                         add_flag(o_ptr->art_flags, TR_REGEN);
1051                         break;
1052                 case 23:
1053                         add_flag(o_ptr->art_flags, TR_TELEPORT);
1054                         break;
1055                 case 24:
1056                 case 25:
1057                 case 26:
1058                         if (object_is_armour(o_ptr))
1059                                 random_misc(o_ptr);
1060                         else
1061                         {
1062                                 o_ptr->to_a = 4 + randint1(11);
1063                         }
1064                         break;
1065                 case 27:
1066                 case 28:
1067                 case 29:
1068                 {
1069                         HIT_PROB bonus_h;
1070                         HIT_POINT bonus_d;
1071                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1072                         bonus_h = 4 + (HIT_PROB)(randint1(11));
1073                         bonus_d = 4 + (HIT_POINT)(randint1(11));
1074                         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))
1075                         {
1076                                 bonus_h /= 2;
1077                                 bonus_d /= 2;
1078                         }
1079                         o_ptr->to_h += bonus_h;
1080                         o_ptr->to_d += bonus_d;
1081                         break;
1082                 }
1083                 case 30:
1084                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1085                         break;
1086                 case 31:
1087                         add_flag(o_ptr->art_flags, TR_NO_TELE);
1088                         break;
1089                 case 32:
1090                         add_flag(o_ptr->art_flags, TR_WARNING);
1091                         break;
1092
1093                 case 18:
1094                         switch (randint1(3))
1095                         {
1096                         case 1:
1097                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1098                                 if (!o_ptr->artifact_bias && one_in_(3))
1099                                         o_ptr->artifact_bias = BIAS_LAW;
1100                                 break;
1101                         case 2:
1102                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1103                                 if (!o_ptr->artifact_bias && one_in_(3))
1104                                         o_ptr->artifact_bias = BIAS_MAGE;
1105                                 break;
1106                         case 3:
1107                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1108                                 if (!o_ptr->artifact_bias && one_in_(9))
1109                                         o_ptr->artifact_bias = BIAS_MAGE;
1110                                 break;
1111                         }
1112                         break;
1113
1114                 case 33:
1115                 {
1116                         int idx[3];
1117                         int n = randint1(3);
1118
1119                         idx[0] = randint1(10);
1120
1121                         idx[1] = randint1(9);
1122                         if (idx[1] >= idx[0]) idx[1]++;
1123
1124                         idx[2] = randint1(8);
1125                         if (idx[2] >= idx[0]) idx[2]++;
1126                         if (idx[2] >= idx[1]) idx[2]++;
1127
1128                         while (n--) switch (idx[n])
1129                         {
1130                         case 1:
1131                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1132                                 if (!o_ptr->artifact_bias && one_in_(4))
1133                                         o_ptr->artifact_bias = BIAS_RANGER;
1134                                 break;
1135                         case 2:
1136                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1137                                 if (!o_ptr->artifact_bias && one_in_(3))
1138                                         o_ptr->artifact_bias = BIAS_PRIESTLY;
1139                                 else if (!o_ptr->artifact_bias && one_in_(6))
1140                                         o_ptr->artifact_bias = BIAS_NECROMANTIC;
1141                                 break;
1142                         case 3:
1143                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1144                                 break;
1145                         case 4:
1146                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1147                                 break;
1148                         case 5:
1149                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1150                                 break;
1151                         case 6:
1152                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1153                                 break;
1154                         case 7:
1155                                 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1156                                 break;
1157                         case 8:
1158                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1159                                 if (!o_ptr->artifact_bias && one_in_(6))
1160                                         o_ptr->artifact_bias = BIAS_ROGUE;
1161                                 break;
1162                         case 9:
1163                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1164                                 if (!o_ptr->artifact_bias && one_in_(3))
1165                                         o_ptr->artifact_bias = BIAS_LAW;
1166                                 break;
1167                         case 10:
1168                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1169                                 if (!o_ptr->artifact_bias && one_in_(3))
1170                                         o_ptr->artifact_bias = BIAS_LAW;
1171                                 break;
1172                         }
1173                         break;
1174                 }
1175         }
1176 }
1177
1178 /*!
1179  * @brief ランダムアーティファクト生成中、対象のオブジェクトにスレイ効果を付加する。/ Add one slaying on generation of randam artifact.
1180  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
1181  * 原則的候補は強力射、高速射、混沌効果、吸血効果、祝福、投擲しやすい、焼棄、凍結、電撃、溶解、毒殺、
1182  * 動物スレイ、邪悪スレイ、悪魔スレイ、不死スレイ、オークスレイ、トロルスレイ、巨人スレイ、ドラゴンスレイ、
1183  * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1184  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
1185  * @param o_ptr 対象のオブジェクト構造体ポインタ
1186  * @return なし
1187  */
1188 static void random_slay(object_type *o_ptr)
1189 {
1190         if (o_ptr->tval == TV_BOW)
1191         {
1192                 switch (randint1(6))
1193                 {
1194                         case 1:
1195                         case 2:
1196                         case 3:
1197                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1198                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1199                                 if (!o_ptr->artifact_bias && one_in_(9))
1200                                         o_ptr->artifact_bias = BIAS_RANGER;
1201                                 break;
1202                         default:
1203                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1204                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1205                                 if (!o_ptr->artifact_bias && one_in_(9))
1206                                         o_ptr->artifact_bias = BIAS_RANGER;
1207                         break;
1208                 }
1209
1210                 return;
1211         }
1212
1213         switch (o_ptr->artifact_bias)
1214         {
1215         case BIAS_CHAOS:
1216                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1217                 {
1218                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1219                         if (one_in_(2)) return;
1220                 }
1221                 break;
1222
1223         case BIAS_PRIESTLY:
1224                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1225                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1226                 {
1227                         /* A free power for "priestly" random artifacts */
1228                         add_flag(o_ptr->art_flags, TR_BLESSED);
1229                 }
1230                 break;
1231
1232         case BIAS_NECROMANTIC:
1233                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1234                 {
1235                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1236                         if (one_in_(2)) return;
1237                 }
1238                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1239                 {
1240                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1241                         if (one_in_(2)) return;
1242                 }
1243                 break;
1244
1245         case BIAS_RANGER:
1246                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1247                 {
1248                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1249                         if (one_in_(2)) return;
1250                 }
1251                 break;
1252
1253         case BIAS_ROGUE:
1254                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1255                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1256                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1257                 {
1258                         /* Free power for rogues... */
1259                         add_flag(o_ptr->art_flags, TR_THROW);
1260                 }
1261                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1262                 {
1263                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1264                         if (one_in_(2)) return;
1265                 }
1266                 break;
1267
1268         case BIAS_POIS:
1269                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1270                 {
1271                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1272                         if (one_in_(2)) return;
1273                 }
1274                 break;
1275
1276         case BIAS_FIRE:
1277                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1278                 {
1279                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1280                         if (one_in_(2)) return;
1281                 }
1282                 break;
1283
1284         case BIAS_COLD:
1285                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1286                 {
1287                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1288                         if (one_in_(2)) return;
1289                 }
1290                 break;
1291
1292         case BIAS_ELEC:
1293                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1294                 {
1295                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1296                         if (one_in_(2)) return;
1297                 }
1298                 break;
1299
1300         case BIAS_ACID:
1301                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1302                 {
1303                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1304                         if (one_in_(2)) return;
1305                 }
1306                 break;
1307
1308         case BIAS_LAW:
1309                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1310                 {
1311                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1312                         if (one_in_(2)) return;
1313                 }
1314                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1315                 {
1316                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1317                         if (one_in_(2)) return;
1318                 }
1319                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1320                 {
1321                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1322                         if (one_in_(2)) return;
1323                 }
1324                 break;
1325         }
1326
1327         switch (randint1(36))
1328         {
1329                 case 1:
1330                 case 2:
1331                         if (one_in_(4))
1332                         {
1333                                 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1334                         }
1335                         else
1336                         {
1337                                 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1338                         }
1339                         break;
1340                 case 3:
1341                 case 4:
1342                         if (one_in_(4))
1343                         {
1344                                 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1345                         }
1346                         else
1347                         {
1348                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL); 
1349                         }
1350                         if (!o_ptr->artifact_bias && one_in_(2))
1351                                 o_ptr->artifact_bias = BIAS_LAW;
1352                         else if (!o_ptr->artifact_bias && one_in_(9))
1353                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1354                         break;
1355                 case 5:
1356                 case 6:
1357                         if (one_in_(4))
1358                         {
1359                                 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1360                         }
1361                         else
1362                         {
1363                                 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1364                         }
1365                         if (!o_ptr->artifact_bias && one_in_(9))
1366                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1367                         break;
1368                 case 7:
1369                 case 8:
1370                         if (one_in_(4))
1371                         {
1372                                 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1373                         }
1374                         else
1375                         {
1376                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1377                         }
1378                         if (!o_ptr->artifact_bias && one_in_(9))
1379                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1380                         break;
1381                 case 9:
1382                 case 10:
1383                         if (one_in_(4))
1384                         {
1385                                 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1386                         }
1387                         else
1388                         {
1389                                 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1390                         }
1391                         break;
1392                 case 11:
1393                 case 12:
1394                         if (one_in_(4))
1395                         {
1396                                 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1397                         }
1398                         else
1399                         {
1400                                 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1401                         }
1402                         break;
1403                 case 13:
1404                 case 14:
1405                         if (one_in_(4))
1406                         {
1407                                 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1408                         }
1409                         else
1410                         {
1411                                 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1412                         }
1413                         break;
1414                 case 15:
1415                 case 16:
1416                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1417                         break;
1418                 case 17:
1419                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1420                         break;
1421                 case 18:
1422                 case 19:
1423                         if (o_ptr->tval == TV_SWORD)
1424                         {
1425                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1426                                 if (!o_ptr->artifact_bias && one_in_(9))
1427                                         o_ptr->artifact_bias = BIAS_WARRIOR;
1428                         }
1429                         else
1430                                 random_slay(o_ptr);
1431                         break;
1432                 case 20:
1433                         add_flag(o_ptr->art_flags, TR_IMPACT);
1434                         break;
1435                 case 21:
1436                 case 22:
1437                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1438                         if (!o_ptr->artifact_bias)
1439                                 o_ptr->artifact_bias = BIAS_FIRE;
1440                         break;
1441                 case 23:
1442                 case 24:
1443                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1444                         if (!o_ptr->artifact_bias)
1445                                 o_ptr->artifact_bias = BIAS_COLD;
1446                         break;
1447                 case 25:
1448                 case 26:
1449                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1450                         if (!o_ptr->artifact_bias)
1451                                 o_ptr->artifact_bias = BIAS_ELEC;
1452                         break;
1453                 case 27:
1454                 case 28:
1455                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1456                         if (!o_ptr->artifact_bias)
1457                                 o_ptr->artifact_bias = BIAS_ACID;
1458                         break;
1459                 case 29:
1460                 case 30:
1461                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1462                         if (!o_ptr->artifact_bias && !one_in_(3))
1463                                 o_ptr->artifact_bias = BIAS_POIS;
1464                         else if (!o_ptr->artifact_bias && one_in_(6))
1465                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1466                         else if (!o_ptr->artifact_bias)
1467                                 o_ptr->artifact_bias = BIAS_ROGUE;
1468                         break;
1469                 case 31:
1470                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1471                         if (!o_ptr->artifact_bias)
1472                                 o_ptr->artifact_bias = BIAS_NECROMANTIC;
1473                         break;
1474                 case 32:
1475                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1476                         if (!o_ptr->artifact_bias)
1477                                 o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1478                         break;
1479                 case 33:
1480                 case 34:
1481                         if (one_in_(4))
1482                         {
1483                                 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1484                         }
1485                         else
1486                         {
1487                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1488                         }
1489                         break;
1490                 default:
1491                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1492                         if (!o_ptr->artifact_bias)
1493                                 o_ptr->artifact_bias = BIAS_CHAOS;
1494                         break;
1495         }
1496 }
1497
1498 /*!
1499  * @brief ランダムアーティファクト生成中、対象のオブジェクトにバイアスに依存した発動を与える。/ Add one activaton of randam artifact depend on bias.
1500  * @details バイアスが無い場合、一部のバイアスの確率によっては one_ability() に処理が移行する。
1501  * @param o_ptr 対象のオブジェクト構造体ポインタ
1502  * @return なし
1503  */
1504 static void give_activation_power(object_type *o_ptr)
1505 {
1506         int type = 0, chance = 0;
1507
1508         switch (o_ptr->artifact_bias)
1509         {
1510                 case BIAS_ELEC:
1511                         if (!one_in_(3))
1512                         {
1513                                 type = ACT_BO_ELEC_1;
1514                         }
1515                         else if (!one_in_(5))
1516                         {
1517                                 type = ACT_BA_ELEC_2;
1518                         }
1519                         else
1520                         {
1521                                 type = ACT_BA_ELEC_3;
1522                         }
1523                         chance = 101;
1524                         break;
1525
1526                 case BIAS_POIS:
1527                         type = ACT_BA_POIS_1;
1528                         chance = 101;
1529                         break;
1530
1531                 case BIAS_FIRE:
1532                         if (!one_in_(3))
1533                         {
1534                                 type = ACT_BO_FIRE_1;
1535                         }
1536                         else if (!one_in_(5))
1537                         {
1538                                 type = ACT_BA_FIRE_1;
1539                         }
1540                         else
1541                         {
1542                                 type = ACT_BA_FIRE_2;
1543                         }
1544                         chance = 101;
1545                         break;
1546
1547                 case BIAS_COLD:
1548                         chance = 101;
1549                         if (!one_in_(3))
1550                                 type = ACT_BO_COLD_1;
1551                         else if (!one_in_(3))
1552                                 type = ACT_BA_COLD_1;
1553                         else if (!one_in_(3))
1554                                 type = ACT_BA_COLD_2;
1555                         else
1556                                 type = ACT_BA_COLD_3;
1557                         break;
1558
1559                 case BIAS_CHAOS:
1560                         chance = 50;
1561                         if (one_in_(6))
1562                                 type = ACT_SUMMON_DEMON;
1563                         else
1564                                 type = ACT_CALL_CHAOS;
1565                         break;
1566
1567                 case BIAS_PRIESTLY:
1568                         chance = 101;
1569
1570                         if (one_in_(13))
1571                                 type = ACT_CHARM_UNDEAD;
1572                         else if (one_in_(12))
1573                                 type = ACT_BANISH_EVIL;
1574                         else if (one_in_(11))
1575                                 type = ACT_DISP_EVIL;
1576                         else if (one_in_(10))
1577                                 type = ACT_PROT_EVIL;
1578                         else if (one_in_(9))
1579                                 type = ACT_CURE_1000;
1580                         else if (one_in_(8))
1581                                 type = ACT_CURE_700;
1582                         else if (one_in_(7))
1583                                 type = ACT_REST_ALL;
1584                         else if (one_in_(6))
1585                                 type = ACT_REST_EXP;
1586                         else
1587                                 type = ACT_CURE_MW;
1588                         break;
1589
1590                 case BIAS_NECROMANTIC:
1591                         chance = 101;
1592                         if (one_in_(66))
1593                                 type = ACT_WRAITH;
1594                         else if (one_in_(13))
1595                                 type = ACT_DISP_GOOD;
1596                         else if (one_in_(9))
1597                                 type = ACT_MASS_GENO;
1598                         else if (one_in_(8))
1599                                 type = ACT_GENOCIDE;
1600                         else if (one_in_(13))
1601                                 type = ACT_SUMMON_UNDEAD;
1602                         else if (one_in_(9))
1603                                 type = ACT_VAMPIRE_2;
1604                         else if (one_in_(6))
1605                                 type = ACT_CHARM_UNDEAD;
1606                         else
1607                                 type = ACT_VAMPIRE_1;
1608                         break;
1609
1610                 case BIAS_LAW:
1611                         chance = 101;
1612                         if (one_in_(8))
1613                                 type = ACT_BANISH_EVIL;
1614                         else if (one_in_(4))
1615                                 type = ACT_DISP_EVIL;
1616                         else
1617                                 type = ACT_PROT_EVIL;
1618                         break;
1619
1620                 case BIAS_ROGUE:
1621                         chance = 101;
1622                         if (one_in_(50))
1623                                 type = ACT_SPEED;
1624                         else if (one_in_(4))
1625                                 type = ACT_SLEEP;
1626                         else if (one_in_(3))
1627                                 type = ACT_DETECT_ALL;
1628                         else if (one_in_(8))
1629                                 type = ACT_ID_FULL;
1630                         else
1631                                 type = ACT_ID_PLAIN;
1632                         break;
1633
1634                 case BIAS_MAGE:
1635                         chance = 66;
1636                         if (one_in_(20))
1637                                 type = ACT_SUMMON_ELEMENTAL;
1638                         else if (one_in_(10))
1639                                 type = ACT_SUMMON_PHANTOM;
1640                         else if (one_in_(5))
1641                                 type = ACT_RUNE_EXPLO;
1642                         else
1643                                 type = ACT_ESP;
1644                         break;
1645
1646                 case BIAS_WARRIOR:
1647                         chance = 80;
1648                         if (one_in_(100))
1649                                 type = ACT_INVULN;
1650                         else
1651                                 type = ACT_BERSERK;
1652                         break;
1653
1654                 case BIAS_RANGER:
1655                         chance = 101;
1656                         if (one_in_(20))
1657                                 type = ACT_CHARM_ANIMALS;
1658                         else if (one_in_(7))
1659                                 type = ACT_SUMMON_ANIMAL;
1660                         else if (one_in_(6))
1661                                 type = ACT_CHARM_ANIMAL;
1662                         else if (one_in_(4))
1663                                 type = ACT_RESIST_ALL;
1664                         else if (one_in_(3))
1665                                 type = ACT_SATIATE;
1666                         else
1667                                 type = ACT_CURE_POISON;
1668                         break;
1669         }
1670
1671         if (!type || (randint1(100) >= chance))
1672         {
1673                 one_activation(o_ptr);
1674                 return;
1675         }
1676
1677         /* A type was chosen... */
1678         o_ptr->xtra2 = (byte_hack)type;
1679         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1680         o_ptr->timeout = 0;
1681 }
1682
1683 /*!
1684  * @brief ランダムアーティファクト生成中、対象のオブジェクトに名前を与える。/ Set name of randomartifact.
1685  * @details 確率によって、シンダリン銘、漢字銘、固定名のいずれか一つが与えられる。
1686  * @param o_ptr 処理中のアイテム参照ポインタ
1687  * @param return_name 名前を返すための文字列参照ポインタ
1688  * @param armour 対象のオブジェクトが防具が否か
1689  * @param power 銘の基準となるオブジェクトの価値レベル(0=呪い、1=低位、2=中位、3以上=高位)
1690  * @return なし
1691  */
1692 static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
1693 {
1694         int prob = randint1(100);
1695
1696         if (prob <= SINDARIN_NAME)
1697         {
1698                 get_table_sindarin(return_name);
1699         }
1700         else if (prob <= TABLE_NAME)
1701         {
1702                 get_table_name(return_name);
1703         }
1704         else
1705         {
1706                 cptr filename;
1707
1708                 switch (armour)
1709                 {
1710                         case 1:
1711                                 switch (power)
1712                                 {
1713                                         case 0:
1714                                                 filename = _("a_cursed_j.txt", "a_cursed.txt");
1715                                                 break;
1716                                         case 1:
1717                                                 filename = _("a_low_j.txt", "a_low.txt");
1718                                                 break;
1719                                         case 2:
1720                                                 filename = _("a_med_j.txt", "a_med.txt");
1721                                                 break;
1722                                         default:
1723                                                 filename = _("a_high_j.txt", "a_high.txt");
1724                                 }
1725                                 break;
1726                         default:
1727                                 switch (power)
1728                                 {
1729                                         case 0:
1730                                                 filename = _("w_cursed_j.txt", "w_cursed.txt");
1731                                                 break;
1732                                         case 1:
1733                                                 filename = _("w_low_j.txt", "w_low.txt");
1734                                                 break;
1735                                         case 2:
1736                                                 filename = _("w_med_j.txt", "w_med.txt");
1737                                                 break;
1738                                         default:
1739                                                 filename = _("w_high_j.txt", "w_high.txt");
1740                                 }
1741                 }
1742
1743                 (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
1744 #ifdef JP
1745                  if (return_name[0] == 0) get_table_name(return_name);
1746 #endif
1747         }
1748 }
1749
1750 /*!
1751  * @brief ランダムアーティファクト生成のメインルーチン
1752  * @details 既に生成が済んでいるオブジェクトの構造体を、アーティファクトとして強化する。
1753  * @param o_ptr 対象のオブジェクト構造体ポインタ
1754  * @param a_scroll アーティファクト生成の巻物上の処理。呪いのアーティファクトが生成対象外となる。
1755  * @return 常にTRUE(1)を返す
1756  */
1757 bool create_artifact(object_type *o_ptr, bool a_scroll)
1758 {
1759         char    new_name[1024];
1760         int     has_pval = 0;
1761         int     powers = randint1(5) + 1;
1762         int     max_powers;
1763         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1764         int     power_level;
1765         s32b    total_flags;
1766         bool    a_cursed = FALSE;
1767         int     warrior_artifact_bias = 0;
1768         int i;
1769
1770         /* Reset artifact bias */
1771         o_ptr->artifact_bias = 0;
1772
1773         /* Nuke enchantments */
1774         o_ptr->name1 = 0;
1775         o_ptr->name2 = 0;
1776
1777         for (i = 0; i < TR_FLAG_SIZE; i++)
1778                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1779
1780         if (o_ptr->pval) has_pval = TRUE;
1781
1782         if (a_scroll && one_in_(4))
1783         {
1784                 switch (p_ptr->pclass)
1785                 {
1786                         case CLASS_WARRIOR:
1787                         case CLASS_BERSERKER:
1788                         case CLASS_ARCHER:
1789                         case CLASS_SAMURAI:
1790                         case CLASS_CAVALRY:
1791                         case CLASS_SMITH:
1792                                 o_ptr->artifact_bias = BIAS_WARRIOR;
1793                                 break;
1794                         case CLASS_MAGE:
1795                         case CLASS_HIGH_MAGE:
1796                         case CLASS_SORCERER:
1797                         case CLASS_MAGIC_EATER:
1798                         case CLASS_BLUE_MAGE:
1799                                 o_ptr->artifact_bias = BIAS_MAGE;
1800                                 break;
1801                         case CLASS_PRIEST:
1802                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1803                                 break;
1804                         case CLASS_ROGUE:
1805                         case CLASS_NINJA:
1806                                 o_ptr->artifact_bias = BIAS_ROGUE;
1807                                 warrior_artifact_bias = 25;
1808                                 break;
1809                         case CLASS_RANGER:
1810                         case CLASS_SNIPER:
1811                                 o_ptr->artifact_bias = BIAS_RANGER;
1812                                 warrior_artifact_bias = 30;
1813                                 break;
1814                         case CLASS_PALADIN:
1815                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1816                                 warrior_artifact_bias = 40;
1817                                 break;
1818                         case CLASS_WARRIOR_MAGE:
1819                         case CLASS_RED_MAGE:
1820                                 o_ptr->artifact_bias = BIAS_MAGE;
1821                                 warrior_artifact_bias = 40;
1822                                 break;
1823                         case CLASS_CHAOS_WARRIOR:
1824                                 o_ptr->artifact_bias = BIAS_CHAOS;
1825                                 warrior_artifact_bias = 40;
1826                                 break;
1827                         case CLASS_MONK:
1828                         case CLASS_FORCETRAINER:
1829                                 o_ptr->artifact_bias = BIAS_PRIESTLY;
1830                                 break;
1831                         case CLASS_MINDCRAFTER:
1832                         case CLASS_BARD:
1833                                 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
1834                                 break;
1835                         case CLASS_TOURIST:
1836                                 if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
1837                                 break;
1838                         case CLASS_IMITATOR:
1839                                 if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
1840                                 break;
1841                         case CLASS_BEASTMASTER:
1842                                 o_ptr->artifact_bias = BIAS_CHR;
1843                                 warrior_artifact_bias = 50;
1844                                 break;
1845                         case CLASS_MIRROR_MASTER:
1846                                 if (randint1(4) > 1) 
1847                                 {
1848                                     o_ptr->artifact_bias = BIAS_MAGE;
1849                                 }
1850                                 else
1851                                 {
1852                                     o_ptr->artifact_bias = BIAS_ROGUE;
1853                                 }
1854                                 break;
1855                 }
1856         }
1857
1858         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1859                 o_ptr->artifact_bias = BIAS_WARRIOR;
1860
1861         strcpy(new_name, "");
1862
1863         if (!a_scroll && one_in_(A_CURSED))
1864                 a_cursed = TRUE;
1865         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1866                 a_cursed = TRUE;
1867
1868         while (one_in_(powers) || one_in_(7) || one_in_(10))
1869                 powers++;
1870
1871         if (!a_cursed && one_in_(WEIRD_LUCK))
1872                 powers *= 2;
1873
1874         if (a_cursed) powers /= 2;
1875
1876         max_powers = powers;
1877         /* Main loop */
1878         while (powers--)
1879         {
1880                 switch (randint1(max_type))
1881                 {
1882                         case 1: case 2:
1883                                 random_plus(o_ptr);
1884                                 has_pval = TRUE;
1885                                 break;
1886                         case 3: case 4:
1887                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1888                                 {
1889                                         if (a_cursed && !one_in_(13)) break;
1890                                         if (one_in_(13))
1891                                         {
1892                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1893                                         }
1894                                         else
1895                                         {
1896                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1897                                         }
1898                                 }
1899                                 else
1900                                         random_resistance(o_ptr);
1901                                 break;
1902                         case 5:
1903                                 random_misc(o_ptr);
1904                                 break;
1905                         case 6: case 7:
1906                                 random_slay(o_ptr);
1907                                 break;
1908                         default:
1909                                 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1910                                 powers++;
1911                 }
1912         };
1913
1914         if (has_pval)
1915         {
1916 #if 0
1917                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1918
1919                 /* This one commented out by gw's request... */
1920                 if (!a_scroll)
1921                         add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1922 #endif
1923
1924                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1925                 {
1926                         o_ptr->pval = randint1(2);
1927                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1928                                 o_ptr->pval++;
1929                 }
1930                 else
1931                 {
1932                         do
1933                         {
1934                                 o_ptr->pval++;
1935                         }
1936                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1937                 }
1938
1939                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1940                         o_ptr->pval = 4;
1941         }
1942
1943
1944         /* give it some plusses... */
1945         if (object_is_armour(o_ptr))
1946                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1947         else if (object_is_weapon_ammo(o_ptr))
1948         {
1949                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1950                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1951                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1952         }
1953
1954         /* Just to be sure */
1955         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1956         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1957         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1958         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1959
1960         total_flags = flag_cost(o_ptr, o_ptr->pval);
1961
1962         if (a_cursed) curse_artifact(o_ptr);
1963
1964         if (!a_cursed &&
1965             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1966         {
1967                 o_ptr->xtra2 = 0;
1968                 give_activation_power(o_ptr);
1969         }
1970
1971         if (object_is_armour(o_ptr))
1972         {
1973                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1974                 {
1975                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1976                         o_ptr->to_d -= (s16b)randint0(3);
1977                         o_ptr->to_h -= (s16b)randint0(3);
1978                 }
1979                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1980                 {
1981                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1982                         o_ptr->to_d -= (s16b)randint0(3);
1983                         o_ptr->to_h -= (s16b)randint0(3);
1984                 }
1985         }
1986
1987         if (((o_ptr->artifact_bias == BIAS_MAGE) || (o_ptr->artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1988
1989         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1990         {
1991                 o_ptr->to_h = 0;
1992                 o_ptr->to_d = 0;
1993                 remove_flag(o_ptr->art_flags, TR_BLOWS);
1994                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1995                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1996                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1997                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1998                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1999                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
2000                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
2001                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
2002                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
2003                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
2004                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2005                 remove_flag(o_ptr->art_flags, TR_VORPAL);
2006                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
2007                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
2008                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
2009                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
2010                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
2011         }
2012
2013         if (!object_is_weapon_ammo(o_ptr))
2014         {
2015                 /* For armors */
2016                 if (a_cursed) power_level = 0;
2017                 else if (total_flags < 15000) power_level = 1;
2018                 else if (total_flags < 35000) power_level = 2;
2019                 else power_level = 3;
2020         }
2021
2022         else
2023         {
2024                 /* For weapons */
2025                 if (a_cursed) power_level = 0;
2026                 else if (total_flags < 20000) power_level = 1;
2027                 else if (total_flags < 45000) power_level = 2;
2028                 else power_level = 3;
2029         }
2030
2031         /* 平均対邪ダメージが一定以上なら11/12(WEIRD_LUCK)でダメージ抑制処理を行う */
2032         if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
2033         {
2034                 msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
2035                 do
2036                 {
2037                         if (weakening_artifact(o_ptr) == 0) break;
2038                 } while (suppression_evil_dam(o_ptr));
2039         }
2040
2041         if (a_scroll)
2042         {
2043                 char dummy_name[80] = "";
2044                 cptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
2045
2046                 /* Identify it fully */
2047                 object_aware(o_ptr);
2048                 object_known(o_ptr);
2049
2050                 /* Mark the item as fully known */
2051                 o_ptr->ident |= (IDENT_MENTAL);
2052
2053                 /* For being treated as random artifact in screen_object() */
2054                 o_ptr->art_name = quark_add("");
2055
2056                 (void)screen_object(o_ptr, 0L);
2057
2058                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2059                     || !dummy_name[0])
2060                 {
2061                         /* Cancelled */
2062                         if (one_in_(2))
2063                         {
2064                                 get_table_sindarin_aux(dummy_name);
2065                         }
2066                         else
2067                         {
2068                                 get_table_name_aux(dummy_name);
2069                         }
2070                 }
2071                 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
2072                 chg_virtue(V_INDIVIDUALISM, 2);
2073                 chg_virtue(V_ENCHANT, 5);
2074         }
2075         else
2076         {
2077                 get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
2078         }
2079
2080         /* Save the inscription */
2081         o_ptr->art_name = quark_add(new_name);
2082
2083         msg_format_wizard(CHEAT_OBJECT, _("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」",
2084                 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
2085
2086         /* Window stuff */
2087         p_ptr->window |= (PW_INVEN | PW_EQUIP);
2088
2089         return TRUE;
2090 }
2091
2092 /*!
2093  * @brief オブジェクトから能力発動IDを取得する。
2094  * @details いくつかのケースで定義されている発動効果から、
2095  * 鍛冶師による付与>固定アーティファクト>エゴ>ランダムアーティファクト>ベースアイテムの優先順位で走査していく。
2096  * @param o_ptr 対象のオブジェクト構造体ポインタ
2097  * @return 発動効果のIDを返す
2098  */
2099 int activation_index(object_type *o_ptr)
2100 {
2101         /* Give priority to weaponsmith's essential activations */
2102         if (object_is_smith(o_ptr))
2103         {
2104                 switch (o_ptr->xtra3 - 1)
2105                 {
2106                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2107                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2108                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2109                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2110                 case TR_IMPACT: return ACT_QUAKE;
2111                 }
2112         }
2113
2114         if (object_is_fixed_artifact(o_ptr))
2115         {
2116                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2117                 {
2118                         return a_info[o_ptr->name1].act_idx;
2119                 }
2120         }
2121         if (object_is_ego(o_ptr))
2122         {
2123                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2124                 {
2125                         return e_info[o_ptr->name2].act_idx;
2126                 }
2127         }
2128         if (!object_is_random_artifact(o_ptr))
2129         {
2130                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2131                 {
2132                         return k_info[o_ptr->k_idx].act_idx;
2133                 }
2134         }
2135
2136         return o_ptr->xtra2;
2137 }
2138
2139 /*!
2140  * @brief オブジェクトから発動効果構造体のポインタを取得する。
2141  * @details activation_index() 関数の結果から参照する。
2142  * @param o_ptr 対象のオブジェクト構造体ポインタ
2143  * @return 発動効果構造体のポインタを返す
2144  */
2145 const activation_type* find_activation_info(object_type *o_ptr)
2146 {
2147         const int index = activation_index(o_ptr);
2148         const activation_type* p;
2149
2150         for (p = activation_info; p->flag != NULL; ++ p) {
2151                 if (p->index == index)
2152                 {
2153                         return p;
2154                 }
2155         }
2156
2157         return NULL;
2158 }
2159
2160 /*!
2161  * @brief 発動によるブレスの属性をアイテムの耐性から選択し、実行を処理する。/ Dragon breath activation
2162  * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
2163  * @param o_ptr 対象のオブジェクト構造体ポインタ
2164  * @return 発動実行の是非を返す。
2165  */
2166 static bool activate_dragon_breath(object_type *o_ptr)
2167 {
2168         u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2169         int type[20];
2170         cptr name[20];
2171         int i, dir, t, n = 0;
2172
2173         if (!get_aim_dir(&dir)) return FALSE;
2174
2175         object_flags(o_ptr, flgs);
2176
2177         for (i = 0; dragonbreath_info[i].flag != 0; i++)
2178         {
2179                 if (have_flag(flgs, dragonbreath_info[i].flag))
2180                 {
2181                         type[n] = dragonbreath_info[i].type;
2182                         name[n] = dragonbreath_info[i].name;
2183                         n++;
2184                 }
2185         }
2186
2187         /* Paranoia */
2188         if (n == 0) return FALSE;
2189
2190         /* Stop speaking */
2191         if (music_singing_any()) stop_singing();
2192         if (hex_spelling_any()) stop_hex_spell_all();
2193
2194         t = randint0(n);
2195         msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
2196         fire_ball(type[t], dir, 250, -4);
2197
2198         return TRUE;
2199 }
2200
2201 /*!
2202  * @brief アイテムの発動効果を処理する。
2203  * @details activate_random_artifact()とされているが、実際は全発動が統合された。
2204  * @todo 折を見て関数名を修正すること。
2205  * @param o_ptr 対象のオブジェクト構造体ポインタ
2206  * @return 発動実行の是非を返す。
2207  */
2208 bool activate_random_artifact(object_type *o_ptr)
2209 {
2210         PLAYER_LEVEL plev = p_ptr->lev;
2211         int k, dummy = 0;
2212         DIRECTION dir;
2213         cptr name = k_name + k_info[o_ptr->k_idx].name;
2214         const activation_type* const act_ptr = find_activation_info(o_ptr);
2215
2216         /* Paranoia */
2217         if (!act_ptr) {
2218                 /* Maybe forgot adding information to activation_info table ? */
2219                 msg_print("Activation information is not found.");
2220                 return FALSE;
2221         }
2222
2223         /* Activate for attack */
2224         switch (act_ptr->index)
2225         {
2226                 case ACT_SUNLIGHT:
2227                 {
2228                         if (!get_aim_dir(&dir)) return FALSE;
2229                         msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
2230                         (void)lite_line(dir, damroll(6, 8));
2231                         break;
2232                 }
2233
2234                 case ACT_BO_MISS_1:
2235                 {
2236                         msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
2237                         if (!get_aim_dir(&dir)) return FALSE;
2238                         fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2239                         break;
2240                 }
2241
2242                 case ACT_BA_POIS_1:
2243                 {
2244                         msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
2245                         if (!get_aim_dir(&dir)) return FALSE;
2246                         fire_ball(GF_POIS, dir, 12, 3);
2247                         break;
2248                 }
2249
2250                 case ACT_BO_ELEC_1:
2251                 {
2252                         msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
2253                         if (!get_aim_dir(&dir)) return FALSE;
2254                         fire_bolt(GF_ELEC, dir, damroll(4, 8));
2255                         break;
2256                 }
2257
2258                 case ACT_BO_ACID_1:
2259                 {
2260                         msg_print(_("それは酸に覆われた...","It is covered in acid..."));
2261                         if (!get_aim_dir(&dir)) return FALSE;
2262                         fire_bolt(GF_ACID, dir, damroll(5, 8));
2263                         break;
2264                 }
2265
2266                 case ACT_BO_COLD_1:
2267                 {
2268                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2269                         if (!get_aim_dir(&dir)) return FALSE;
2270                         fire_bolt(GF_COLD, dir, damroll(6, 8));
2271                         break;
2272                 }
2273
2274                 case ACT_BO_FIRE_1:
2275                 {
2276                         msg_print(_("それは炎に覆われた...","It is covered in fire..."));
2277                         if (!get_aim_dir(&dir)) return FALSE;
2278                         fire_bolt(GF_FIRE, dir, damroll(9, 8));
2279                         break;
2280                 }
2281
2282                 case ACT_BA_COLD_1:
2283                 {
2284                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2285                         if (!get_aim_dir(&dir)) return FALSE;
2286                         fire_ball(GF_COLD, dir, 48, 2);
2287                         break;
2288                 }
2289                 
2290                 case ACT_BA_COLD_2:
2291                 {
2292                         msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
2293                         if (!get_aim_dir(&dir)) return FALSE;
2294                         fire_ball(GF_COLD, dir, 100, 2);
2295                         break;
2296                 }
2297                 
2298                 case ACT_BA_COLD_3:
2299                 {
2300                         msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
2301                         if (!get_aim_dir(&dir)) return FALSE;
2302                         fire_ball(GF_COLD, dir, 400, 3);
2303                         break;
2304                 }
2305
2306                 case ACT_BA_FIRE_1:
2307                 {
2308                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2309                         if (!get_aim_dir(&dir)) return FALSE;
2310                         fire_ball(GF_FIRE, dir, 72, 2);
2311                         break;
2312                 }
2313                 
2314                 case ACT_BA_FIRE_2:
2315                 {
2316                         msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
2317                         if (!get_aim_dir(&dir)) return FALSE;
2318                         fire_ball(GF_FIRE, dir, 120, 3);
2319                         break;
2320                 }
2321                 
2322                 case ACT_BA_FIRE_3:
2323                 {
2324                         msg_print(_("深赤色に輝いている...", "It glows deep red..."));
2325                         if (!get_aim_dir(&dir)) return FALSE;
2326                         fire_ball(GF_FIRE, dir, 300, 3);
2327                         break;
2328                 }
2329                 
2330                 case ACT_BA_FIRE_4:
2331                 {
2332                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2333                         if (!get_aim_dir(&dir)) return FALSE;
2334                         fire_ball(GF_FIRE, dir, 100, 2);
2335                         break;
2336                 }
2337                 
2338                 case ACT_BA_ELEC_2:
2339                 {
2340                         msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
2341                         if (!get_aim_dir(&dir)) return FALSE;
2342                         fire_ball(GF_ELEC, dir, 100, 3);
2343                         break;
2344                 }
2345                 
2346                 case ACT_BA_ELEC_3:
2347                 {
2348                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2349                         if (!get_aim_dir(&dir)) return FALSE;
2350                         fire_ball(GF_ELEC, dir, 500, 3);
2351                         break;
2352                 }
2353                 
2354                 case ACT_BA_ACID_1:
2355                 {
2356                         msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
2357                         if (!get_aim_dir(&dir)) return FALSE;
2358                         fire_ball(GF_ACID, dir, 100, 2);
2359                         break;
2360                 }
2361                 
2362                 case ACT_BA_NUKE_1:
2363                 {
2364                         msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
2365                         if (!get_aim_dir(&dir)) return FALSE;
2366                         fire_ball(GF_NUKE, dir, 100, 2);
2367                         break;
2368                 }
2369                 
2370                 case ACT_DRAIN_1:
2371                 {
2372                         msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
2373                         if (!get_aim_dir(&dir)) return FALSE;
2374                         if (drain_life(dir, 100))
2375                         break;
2376                 }
2377
2378                 case ACT_DRAIN_2:
2379                 {
2380                         msg_print(_("黒く輝いている...", "It glows black..."));
2381                         if (!get_aim_dir(&dir)) return FALSE;
2382                         drain_life(dir, 120);
2383                         break;
2384                 }
2385
2386                 case ACT_VAMPIRE_1:
2387                 {
2388                         if (!get_aim_dir(&dir)) return FALSE;
2389                         for (dummy = 0; dummy < 3; dummy++)
2390                         {
2391                                 if (drain_life(dir, 50))
2392                                 hp_player(50);
2393                         }
2394                         break;
2395                 }
2396
2397                 case ACT_BO_MISS_2:
2398                 {
2399                         msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
2400                         if (!get_aim_dir(&dir)) return FALSE;
2401                         fire_bolt(GF_ARROW, dir, 150);
2402                         break;
2403                 }
2404
2405                 case ACT_WHIRLWIND:
2406                 {
2407                         {
2408                                 int y = 0, x = 0;
2409                                 cave_type       *c_ptr;
2410                                 monster_type    *m_ptr;
2411
2412                                 for (dir = 0; dir <= 9; dir++)
2413                                 {
2414                                         y = p_ptr->y + ddy[dir];
2415                                         x = p_ptr->x + ddx[dir];
2416                                         c_ptr = &cave[y][x];
2417
2418                                         /* Get the monster */
2419                                         m_ptr = &m_list[c_ptr->m_idx];
2420
2421                                         /* Hack -- attack monsters */
2422                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2423                                                 py_attack(y, x, 0);
2424                                 }
2425                         }
2426                         break;
2427                 }
2428
2429                 case ACT_VAMPIRE_2:
2430                 {
2431                         if (!get_aim_dir(&dir)) return FALSE;
2432                         for (dummy = 0; dummy < 3; dummy++)
2433                         {
2434                                 if (drain_life(dir, 100))
2435                                 hp_player(100);
2436                         }
2437                         break;
2438                 }
2439
2440
2441                 case ACT_CALL_CHAOS:
2442                 {
2443                         msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
2444                         call_chaos();
2445                         break;
2446                 }
2447
2448                 case ACT_ROCKET:
2449                 {
2450                         if (!get_aim_dir(&dir)) return FALSE;
2451                         msg_print(_("ロケットを発射した!", "You launch a rocket!"));
2452                         fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2453                         break;
2454                 }
2455
2456                 case ACT_DISP_EVIL:
2457                 {
2458                         msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
2459                         dispel_evil(p_ptr->lev * 5);
2460                         break;
2461                 }
2462
2463                 case ACT_BA_MISS_3:
2464                 {
2465                         if (!get_aim_dir(&dir)) return FALSE;
2466                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2467                         fire_ball(GF_MISSILE, dir, 300, -4);
2468                         break;
2469                 }
2470
2471                 case ACT_DISP_GOOD:
2472                 {
2473                         msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
2474                         dispel_good(p_ptr->lev * 5);
2475                         break;
2476                 }
2477
2478                 case ACT_BO_MANA:
2479                 {
2480                         msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
2481                         if (!get_aim_dir(&dir)) return FALSE;
2482                         fire_bolt(GF_ARROW, dir, 150);
2483                         break;
2484                 }
2485
2486                 case ACT_BA_WATER:
2487                 {
2488                         msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
2489                         if (!get_aim_dir(&dir)) return FALSE;
2490                         fire_ball(GF_WATER, dir, 200, 3);
2491                         break;
2492                 }
2493
2494                 case ACT_BA_DARK:
2495                 {
2496                         msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
2497                         if (!get_aim_dir(&dir)) return FALSE;
2498                         fire_ball(GF_DARK, dir, 250, 4);
2499                         break;
2500                 }
2501
2502                 case ACT_BA_MANA:
2503                 {
2504                         msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
2505                         if (!get_aim_dir(&dir)) return FALSE;
2506                         fire_ball(GF_MANA, dir, 250, 4);
2507                         break;
2508                 }
2509
2510                 case ACT_PESTICIDE:
2511                 {
2512                         msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
2513                         (void)dispel_monsters(4);
2514                         break;
2515                 }
2516
2517                 case ACT_BLINDING_LIGHT:
2518                 {
2519                         msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
2520                         fire_ball(GF_LITE, 0, 300, 6);
2521                         confuse_monsters(3 * p_ptr->lev / 2);
2522                         break;
2523                 }
2524
2525                 case ACT_BIZARRE:
2526                 {
2527                         msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
2528                         if (!get_aim_dir(&dir)) return FALSE;
2529                         ring_of_power(dir);
2530                         break;
2531                 }
2532
2533                 case ACT_CAST_BA_STAR:
2534                 {
2535                         HIT_POINT num = damroll(5, 3);
2536                         POSITION y = 0, x = 0;
2537                         int attempts;
2538                         msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
2539                         for (k = 0; k < num; k++)
2540                         {
2541                                 attempts = 1000;
2542
2543                                 while (attempts--)
2544                                 {
2545                                         scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
2546
2547                                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2548
2549                                         if (!player_bold(y, x)) break;
2550                                 }
2551
2552                                 project(0, 3, y, x, 150, GF_ELEC,
2553                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2554                         }
2555
2556                         break;
2557                 }
2558
2559                 case ACT_BLADETURNER:
2560                 {
2561                         if (!get_aim_dir(&dir)) return FALSE;
2562                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2563                         fire_ball(GF_MISSILE, dir, 300, -4);
2564                         msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
2565                         (void)set_afraid(0);
2566                         (void)set_hero(randint1(50) + 50, FALSE);
2567                         (void)hp_player(10);
2568                         (void)set_blessed(randint1(50) + 50, FALSE);
2569                         (void)set_oppose_acid(randint1(50) + 50, FALSE);
2570                         (void)set_oppose_elec(randint1(50) + 50, FALSE);
2571                         (void)set_oppose_fire(randint1(50) + 50, FALSE);
2572                         (void)set_oppose_cold(randint1(50) + 50, FALSE);
2573                         (void)set_oppose_pois(randint1(50) + 50, FALSE);
2574                         break;
2575                 }
2576
2577                 case ACT_BR_FIRE:
2578                 {
2579                         if (!get_aim_dir(&dir)) return FALSE;
2580                         fire_ball(GF_FIRE, dir, 200, -2);
2581                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2582                         {
2583                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2584                         }
2585                         break;
2586                 }
2587                 case ACT_BR_COLD:
2588                 {
2589                         if (!get_aim_dir(&dir)) return FALSE;
2590                         fire_ball(GF_COLD, dir, 200, -2);
2591                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2592                         {
2593                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2594                         }
2595                         break;
2596                 }
2597                 case ACT_BR_DRAGON:
2598                 {
2599                         if (!activate_dragon_breath(o_ptr)) return FALSE;
2600                         break;
2601                 }
2602
2603                 /* Activate for other offensive action */
2604
2605                 case ACT_CONFUSE:
2606                 {
2607                         msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
2608                         if (!get_aim_dir(&dir)) return FALSE;
2609                         confuse_monster(dir, 20);
2610                         break;
2611                 }
2612
2613                 case ACT_SLEEP:
2614                 {
2615                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2616                         sleep_monsters_touch();
2617                         break;
2618                 }
2619
2620                 case ACT_QUAKE:
2621                 {
2622                         earthquake(p_ptr->y, p_ptr->x, 5);
2623                         break;
2624                 }
2625
2626                 case ACT_TERROR:
2627                 {
2628                         turn_monsters(40 + p_ptr->lev);
2629                         break;
2630                 }
2631
2632                 case ACT_TELE_AWAY:
2633                 {
2634                         if (!get_aim_dir(&dir)) return FALSE;
2635                         (void)fire_beam(GF_AWAY_ALL, dir, plev);
2636                         break;
2637                 }
2638
2639                 case ACT_BANISH_EVIL:
2640                 {
2641                         if (banish_evil(100))
2642                         {
2643                                 msg_print(_("アーティファクトの力が邪悪を打ち払った!", "The power of the artifact banishes evil!"));
2644                         }
2645                         break;
2646                 }
2647
2648                 case ACT_GENOCIDE:
2649                 {
2650                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2651                         (void)symbol_genocide(200, TRUE);
2652                         break;
2653                 }
2654
2655                 case ACT_MASS_GENO:
2656                 {
2657                         msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
2658                         (void)mass_genocide(200, TRUE);
2659                         break;
2660                 }
2661
2662                 case ACT_SCARE_AREA:
2663                 {
2664                         if (music_singing_any()) stop_singing();
2665                         if (hex_spelling_any()) stop_hex_spell_all();
2666                         msg_print(_("あなたは力強い突風を吹き鳴らした。周囲の敵が震え上っている!",
2667                                         "You wind a mighty blast; your enemies tremble!"));
2668                         (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2669                         break;
2670                 }
2671
2672                 case ACT_AGGRAVATE:
2673                 {
2674                         if (o_ptr->name1 == ART_HYOUSIGI)
2675                         {
2676                                 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
2677                         }
2678                         else
2679                         {
2680                                 msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
2681                         }
2682                         aggravate_monsters(0);
2683                         break;
2684                 }
2685
2686                 /* Activate for summoning / charming */
2687
2688                 case ACT_CHARM_ANIMAL:
2689                 {
2690                         if (!get_aim_dir(&dir)) return FALSE;
2691                         (void)charm_animal(dir, plev * 2);
2692                         break;
2693                 }
2694
2695                 case ACT_CHARM_UNDEAD:
2696                 {
2697                         if (!get_aim_dir(&dir)) return FALSE;
2698                         (void)control_one_undead(dir, plev * 2);
2699                         break;
2700                 }
2701
2702                 case ACT_CHARM_OTHER:
2703                 {
2704                         if (!get_aim_dir(&dir)) return FALSE;
2705                         (void)charm_monster(dir, plev * 2);
2706                         break;
2707                 }
2708
2709                 case ACT_CHARM_ANIMALS:
2710                 {
2711                         (void)charm_animals(plev * 2);
2712                         break;
2713                 }
2714
2715                 case ACT_CHARM_OTHERS:
2716                 {
2717                         charm_monsters(plev * 2);
2718                         break;
2719                 }
2720
2721                 case ACT_SUMMON_ANIMAL:
2722                 {
2723                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2724                         break;
2725                 }
2726
2727                 case ACT_SUMMON_PHANTOM:
2728                 {
2729                         msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
2730                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2731                         break;
2732                 }
2733
2734                 case ACT_SUMMON_ELEMENTAL:
2735                 {
2736                         bool pet = one_in_(3);
2737                         BIT_FLAGS mode = 0L;
2738
2739                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2740                         if (pet) mode |= PM_FORCE_PET;
2741                         else mode |= PM_NO_PET;
2742
2743                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2744                         {
2745                                 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
2746                                 if (pet)
2747                                         msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
2748                                 else
2749                                         msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
2750                         }
2751
2752                         break;
2753                 }
2754
2755                 case ACT_SUMMON_DEMON:
2756                 {
2757                         bool pet = one_in_(3);
2758                         BIT_FLAGS mode = 0L;
2759
2760                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2761                         if (pet) mode |= PM_FORCE_PET;
2762                         else mode |= PM_NO_PET;
2763
2764                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
2765                         {
2766                                 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
2767                                 if (pet)
2768                                         msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
2769                                 else
2770                                         msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2771                         }
2772
2773                         break;
2774                 }
2775
2776                 case ACT_SUMMON_UNDEAD:
2777                 {
2778                         bool pet = one_in_(3);
2779                         int type;
2780                         BIT_FLAGS mode = 0L;
2781
2782                         type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2783
2784                         if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2785                         if (pet) mode |= PM_FORCE_PET;
2786                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2787
2788                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
2789                         {
2790                                 msg_print(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
2791                                                 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2792                                 if (pet)
2793                                 msg_print(_("古えの死せる者共があなたに仕えるため土から甦った!",
2794                                                 "Ancient, long-dead forms arise from the ground to serve you!"));
2795                                 else
2796                                 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
2797                                                 "'The dead arise... to punish you for disturbing them!'"));
2798                         }
2799
2800                         break;
2801                 }
2802
2803                 case ACT_SUMMON_HOUND:
2804                 {
2805                         BIT_FLAGS mode = PM_ALLOW_GROUP;
2806                         bool pet = !one_in_(5);
2807                         if (pet) mode |= PM_FORCE_PET;
2808                         else mode |= PM_NO_PET;
2809
2810                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2811                         {
2812
2813                                 if (pet)
2814                                         msg_print(_("ハウンドがあなたの下僕として出現した。",
2815                                                 "A group of hounds appear as your servant."));
2816                                 else
2817                                         msg_print(_("ハウンドはあなたに牙を向けている!",
2818                                                 "A group of hounds appear as your enemy!"));
2819                         }
2820
2821                         break;
2822                 }
2823
2824                 case ACT_SUMMON_DAWN:
2825                 {
2826                         msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
2827                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2828                         break;
2829                 }
2830
2831                 case ACT_SUMMON_OCTOPUS:
2832                 {
2833                         BIT_FLAGS mode = PM_ALLOW_GROUP;
2834                         bool pet = !one_in_(5);
2835                         if (pet) mode |= PM_FORCE_PET;
2836
2837                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
2838                         {
2839                                 if (pet)
2840                                         msg_print(_("蛸があなたの下僕として出現した。", "A group of octopuses appear as your servant."));
2841                                 else
2842                                         msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
2843                         }
2844
2845                         break;
2846                 }
2847
2848                 /* Activate for healing */
2849
2850                 case ACT_CHOIR_SINGS:
2851                 {
2852                         msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
2853                         (void)set_poisoned(0);
2854                         (void)set_cut(0);
2855                         (void)set_stun(0);
2856                         (void)set_confused(0);
2857                         (void)set_blind(0);
2858                         (void)set_afraid(0);
2859                         (void)set_hero(randint1(25) + 25, FALSE);
2860                         (void)hp_player(777);
2861                         break;
2862                 }
2863
2864                 case ACT_CURE_LW:
2865                 {
2866                         (void)set_afraid(0);
2867                         (void)hp_player(30);
2868                         break;
2869                 }
2870
2871                 case ACT_CURE_MW:
2872                 {
2873                         msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
2874                         hp_player(damroll(4, 8));
2875                         (void)set_cut((p_ptr->cut / 2) - 50);
2876                         break;
2877                 }
2878
2879                 case ACT_CURE_POISON:
2880                 {
2881                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2882                         (void)set_afraid(0);
2883                         (void)set_poisoned(0);
2884                         break;
2885                 }
2886
2887                 case ACT_REST_EXP:
2888                 {
2889                         msg_print(_("深紅に輝いている...", "It glows a deep red..."));
2890                         restore_level();
2891                         break;
2892                 }
2893
2894                 case ACT_REST_ALL:
2895                 {
2896                         msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
2897                         (void)do_res_stat(A_STR);
2898                         (void)do_res_stat(A_INT);
2899                         (void)do_res_stat(A_WIS);
2900                         (void)do_res_stat(A_DEX);
2901                         (void)do_res_stat(A_CON);
2902                         (void)do_res_stat(A_CHR);
2903                         (void)restore_level();
2904                         break;
2905                 }
2906
2907                 case ACT_CURE_700:
2908                 {
2909                         msg_print(_("深青色に輝いている...","It glows deep blue..."));
2910                         msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
2911                         (void)hp_player(700);
2912                         (void)set_cut(0);
2913                         break;
2914                 }
2915
2916                 case ACT_CURE_1000:
2917                 {
2918                         msg_print(_("白く明るく輝いている...","It glows a bright white..."));
2919                         msg_print(_("ひじょうに気分がよい...","You feel much better..."));
2920                         (void)hp_player(1000);
2921                         (void)set_cut(0);
2922                         break;
2923                 }
2924
2925                 case ACT_CURING:
2926                 {
2927                         msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
2928                         (void)set_poisoned(0);
2929                         (void)set_confused(0);
2930                         (void)set_blind(0);
2931                         (void)set_stun(0);
2932                         (void)set_cut(0);
2933                         (void)set_image(0);
2934
2935                         break;
2936                 }
2937
2938                 case ACT_CURE_MANA_FULL:
2939                 {
2940                         msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
2941                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2942                         {
2943                                 int i;
2944                                 for (i = 0; i < EATER_EXT*2; i++)
2945                                 {
2946                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2947                                         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;
2948                                 }
2949                                 for (; i < EATER_EXT*3; i++)
2950                                 {
2951                                         KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2952                                         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;
2953                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2954                                 }
2955                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2956                                 p_ptr->window |= (PW_PLAYER);
2957                         }
2958                         else if (p_ptr->csp < p_ptr->msp)
2959                         {
2960                                 p_ptr->csp = p_ptr->msp;
2961                                 p_ptr->csp_frac = 0;
2962                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2963                                 p_ptr->redraw |= (PR_MANA);
2964                                 p_ptr->window |= (PW_PLAYER);
2965                                 p_ptr->window |= (PW_SPELL);
2966                         }
2967                         break;
2968                 }
2969
2970                 /* Activate for timed effect */
2971
2972                 case ACT_ESP:
2973                 {
2974                         (void)set_tim_esp(randint1(30) + 25, FALSE);
2975                         break;
2976                 }
2977
2978                 case ACT_BERSERK:
2979                 {
2980                         (void)set_afraid(0);
2981                         (void)set_shero(randint1(25) + 25, FALSE);
2982                         /* (void)set_afraid(0);
2983                         (void)set_hero(randint1(50) + 50, FALSE);
2984                         (void)set_blessed(randint1(50) + 50, FALSE);
2985                         o_ptr->timeout = 100 + randint1(100); */
2986                         break;
2987                 }
2988
2989                 case ACT_PROT_EVIL:
2990                 {
2991                         msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
2992                         k = 3 * p_ptr->lev;
2993                         (void)set_protevil(randint1(25) + k, FALSE);
2994                         break;
2995                 }
2996
2997                 case ACT_RESIST_ALL:
2998                 {
2999                         msg_print(_("様々な色に輝いている...", "It glows many colours..."));
3000                         (void)set_oppose_acid(randint1(40) + 40, FALSE);
3001                         (void)set_oppose_elec(randint1(40) + 40, FALSE);
3002                         (void)set_oppose_fire(randint1(40) + 40, FALSE);
3003                         (void)set_oppose_cold(randint1(40) + 40, FALSE);
3004                         (void)set_oppose_pois(randint1(40) + 40, FALSE);
3005                         break;
3006                 }
3007
3008                 case ACT_SPEED:
3009                 {
3010                         msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
3011                         (void)set_fast(randint1(20) + 20, FALSE);
3012                         break;
3013                 }
3014
3015                 case ACT_XTRA_SPEED:
3016                 {
3017                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3018                         (void)set_fast(randint1(75) + 75, FALSE);
3019                         break;
3020                 }
3021
3022                 case ACT_WRAITH:
3023                 {
3024                         set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3025                         break;
3026                 }
3027
3028                 case ACT_INVULN:
3029                 {
3030                         (void)set_invuln(randint1(8) + 8, FALSE);
3031                         break;
3032                 }
3033
3034                 case ACT_HELO:
3035                 {
3036                         (void)set_afraid(0);
3037                         set_hero(randint1(25)+25, FALSE);
3038                         hp_player(10);
3039                         break;
3040                 }
3041
3042                 case ACT_HELO_SPEED:
3043                 {
3044                         (void)set_fast(randint1(50) + 50, FALSE);
3045                         hp_player(10);
3046                         set_afraid(0);
3047                         set_hero(randint1(50) + 50, FALSE);
3048                         break;
3049                 }
3050
3051                 case ACT_RESIST_ACID:
3052                 {
3053                         msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
3054                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3055                         {
3056                                 if (!get_aim_dir(&dir)) return FALSE;
3057                                 fire_ball(GF_ACID, dir, 100, 2);
3058                         }
3059                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
3060                         break;
3061                 }
3062
3063                 case ACT_RESIST_FIRE:
3064                 {
3065                         msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
3066                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3067                         {
3068                                 if (!get_aim_dir(&dir)) return FALSE;
3069                                 fire_ball(GF_FIRE, dir, 100, 2);
3070                         }
3071                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
3072                         break;
3073                 }
3074
3075                 case ACT_RESIST_COLD:
3076                 {
3077                         msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
3078                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3079                         {
3080                                 if (!get_aim_dir(&dir)) return FALSE;
3081                                 fire_ball(GF_COLD, dir, 100, 2);
3082                         }
3083                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
3084                         break;
3085                 }
3086
3087                 case ACT_RESIST_ELEC:
3088                 {
3089                         msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
3090                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3091                         {
3092                                 if (!get_aim_dir(&dir)) return FALSE;
3093                                 fire_ball(GF_ELEC, dir, 100, 2);
3094                         }
3095                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
3096                         break;
3097                 }
3098
3099                 case ACT_RESIST_POIS:
3100                 {
3101                         msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
3102                         (void)set_oppose_pois(randint1(20) + 20, FALSE);
3103                         break;
3104                 }
3105
3106                 /* Activate for general purpose effect (detection etc.) */
3107
3108                 case ACT_LIGHT:
3109                 {
3110                         msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
3111                         lite_area(damroll(2, 15), 3);
3112                         break;
3113                 }
3114
3115                 case ACT_MAP_LIGHT:
3116                 {
3117                         msg_print(_("眩しく輝いた...", "It shines brightly..."));
3118                         map_area(DETECT_RAD_MAP);
3119                         lite_area(damroll(2, 15), 3);
3120                         break;
3121                 }
3122
3123                 case ACT_DETECT_ALL:
3124                 {
3125                         msg_print(_("白く明るく輝いている...", "It glows bright white..."));
3126                         msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
3127                         detect_all(DETECT_RAD_DEFAULT);
3128                         break;
3129                 }
3130
3131                 case ACT_DETECT_XTRA:
3132                 {
3133                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3134                         detect_all(DETECT_RAD_DEFAULT);
3135                         probing();
3136                         identify_fully(FALSE);
3137                         break;
3138                 }
3139
3140                 case ACT_ID_FULL:
3141                 {
3142                         msg_print(_("黄色く輝いている...", "It glows yellow..."));
3143                         identify_fully(FALSE);
3144                         break;
3145                 }
3146
3147                 case ACT_ID_PLAIN:
3148                 {
3149                         if (!ident_spell(FALSE)) return FALSE;
3150                         break;
3151                 }
3152
3153                 case ACT_RUNE_EXPLO:
3154                 {
3155                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3156                         explosive_rune();
3157                         break;
3158                 }
3159
3160                 case ACT_RUNE_PROT:
3161                 {
3162                         msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
3163                         warding_glyph();
3164                         break;
3165                 }
3166
3167                 case ACT_SATIATE:
3168                 {
3169                         (void)set_food(PY_FOOD_MAX - 1);
3170                         break;
3171                 }
3172
3173                 case ACT_DEST_DOOR:
3174                 {
3175                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3176                         destroy_doors_touch();
3177                         break;
3178                 }
3179
3180                 case ACT_STONE_MUD:
3181                 {
3182                         msg_print(_("鼓動している...", "It pulsates..."));
3183                         if (!get_aim_dir(&dir)) return FALSE;
3184                         wall_to_mud(dir, 20 + randint1(30));
3185                         break;
3186                 }
3187
3188                 case ACT_RECHARGE:
3189                 {
3190                         recharge(130);
3191                         break;
3192                 }
3193
3194                 case ACT_ALCHEMY:
3195                 {
3196                         msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
3197                         (void)alchemy();
3198                         break;
3199                 }
3200
3201                 case ACT_DIM_DOOR:
3202                 {
3203                         msg_print(_("次元の扉が開いた。目的地を選んで下さい。", "You open a dimensional gate. Choose a destination."));
3204                         if (!dimension_door()) return FALSE;
3205                         break;
3206                 }
3207
3208
3209                 case ACT_TELEPORT:
3210                 {
3211                         msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
3212                         teleport_player(100, 0L);
3213                         break;
3214                 }
3215
3216                 case ACT_RECALL:
3217                 {
3218                         msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
3219                         if (!word_of_recall()) return FALSE;
3220                         break;
3221                 }
3222
3223                 case ACT_JUDGE:
3224                 {
3225                         msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
3226                         chg_virtue(V_KNOWLEDGE, 1);
3227                         chg_virtue(V_ENLIGHTEN, 1);
3228                         wiz_lite(FALSE);
3229                         
3230                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3231                         take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
3232                         
3233                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3234                         (void)detect_doors(DETECT_RAD_DEFAULT);
3235                         (void)detect_stairs(DETECT_RAD_DEFAULT);
3236                         
3237                         if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
3238                         {
3239                                 (void)word_of_recall();
3240                         }
3241
3242                         break;
3243                 }
3244
3245                 case ACT_TELEKINESIS:
3246                 {
3247                         if (!get_aim_dir(&dir)) return FALSE;
3248                         msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
3249                         fetch(dir, 500, TRUE);
3250                         break;
3251                 }
3252
3253                 case ACT_DETECT_UNIQUE:
3254                 {
3255                         int i;
3256                         monster_type *m_ptr;
3257                         monster_race *r_ptr;
3258                         msg_print(_("奇妙な場所が頭の中に浮かんだ...", "Some strange places show up in your mind. And you see ..."));
3259                         /* Process the monsters (backwards) */
3260                         for (i = m_max - 1; i >= 1; i--)
3261                         {
3262                                 /* Access the monster */
3263                                 m_ptr = &m_list[i];
3264
3265                                 /* Ignore "dead" monsters */
3266                                 if (!m_ptr->r_idx) continue;
3267
3268                                 r_ptr = &r_info[m_ptr->r_idx];
3269
3270                                 if(r_ptr->flags1 & RF1_UNIQUE)
3271                                 {
3272                                         msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
3273                                 }
3274                         }
3275                         break;
3276                 }
3277
3278                 case ACT_ESCAPE:
3279                 {
3280                         switch (randint1(13))
3281                         {
3282                         case 1: case 2: case 3: case 4: case 5:
3283                                 teleport_player(10, 0L);
3284                                 break;
3285                         case 6: case 7: case 8: case 9: case 10:
3286                                 teleport_player(222, 0L);
3287                                 break;
3288                         case 11: case 12:
3289                                 (void)stair_creation();
3290                                 break;
3291                         default:
3292                                 if (get_check(_("この階を去りますか?", "Leave this level? ")))
3293                                 {
3294                                         if (autosave_l) do_cmd_save_game(TRUE);
3295
3296                                         /* Leaving */
3297                                         p_ptr->leaving = TRUE;
3298                                 }
3299                         }
3300                         break;
3301                 }
3302
3303                 case ACT_DISP_CURSE_XTRA:
3304                 {
3305                         msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
3306                         if (remove_all_curse())
3307                         {
3308                                 msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
3309                         }
3310                         (void)probing();
3311                         break;
3312                 }
3313
3314                 case ACT_BRAND_FIRE_BOLTS:
3315                 {
3316                         msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
3317                         (void)brand_bolts();
3318                         break;
3319                 }
3320
3321                 case ACT_RECHARGE_XTRA:
3322                 {
3323                         msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
3324                         if (!recharge(1000)) return FALSE;
3325                         break;
3326                 }
3327
3328                 case ACT_LORE:
3329                 {
3330                         msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
3331                         if (!ident_spell(FALSE)) return FALSE;
3332
3333                         if (mp_ptr->spell_book)
3334                         {
3335                                 /* Sufficient mana */
3336                                 if (20 <= p_ptr->csp)
3337                                 {
3338                                         /* Use some mana */
3339                                         p_ptr->csp -= 20;
3340                                 }
3341
3342                                 /* Over-exert the player */
3343                                 else
3344                                 {
3345                                         int oops = 20 - p_ptr->csp;
3346
3347                                         /* No mana left */
3348                                         p_ptr->csp = 0;
3349                                         p_ptr->csp_frac = 0;
3350
3351                                         /* Message */
3352                                         msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
3353                                         /* Hack -- Bypass free action */
3354                                         (void)set_paralyzed(p_ptr->paralyzed +
3355                                                 randint1(5 * oops + 1));
3356
3357                                         /* Confusing. */
3358                                         (void)set_confused(p_ptr->confused +
3359                                                 randint1(5 * oops + 1));
3360                                 }
3361
3362                                 /* Redraw mana */
3363                                 p_ptr->redraw |= (PR_MANA);
3364                         }
3365                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
3366                         /* Confusing. */
3367                         if (one_in_(5)) (void)set_confused(p_ptr->confused +
3368                                 randint1(10));
3369
3370                         /* Exercise a little care... */
3371                         if (one_in_(20))
3372                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
3373                         break;
3374                 }
3375
3376                 case ACT_SHIKOFUMI:
3377                 {
3378                         msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
3379                         (void)set_afraid(0);
3380                         (void)set_hero(randint1(20) + 20, FALSE);
3381                         dispel_evil(p_ptr->lev * 3);
3382                         break;
3383                 }
3384
3385                 case ACT_PHASE_DOOR:
3386                 {
3387                         teleport_player(10, 0L);
3388                         break;
3389                 }
3390
3391                 case ACT_DETECT_ALL_MONS:
3392                 {
3393                         (void)detect_monsters_invis(255);
3394                         (void)detect_monsters_normal(255);
3395                         break;
3396                 }
3397
3398                 case ACT_ULTIMATE_RESIST:
3399                 {
3400                         TIME_EFFECT v = randint1(25)+25;
3401                         (void)set_afraid(0);
3402                         (void)set_hero(v, FALSE);
3403                         (void)hp_player(10);
3404                         (void)set_blessed(v, FALSE);
3405                         (void)set_oppose_acid(v, FALSE);
3406                         (void)set_oppose_elec(v, FALSE);
3407                         (void)set_oppose_fire(v, FALSE);
3408                         (void)set_oppose_cold(v, FALSE);
3409                         (void)set_oppose_pois(v, FALSE);
3410                         (void)set_ultimate_res(v, FALSE);
3411                         break;
3412                 }
3413
3414
3415                 /* Unique activation */
3416                 case ACT_CAST_OFF:
3417                 {
3418                         int inv, t;
3419                         OBJECT_IDX o_idx;
3420                         char o_name[MAX_NLEN];
3421                         object_type forge;
3422
3423                         /* Cast off activated item */
3424                         for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3425                         {
3426                                 if (o_ptr == &inventory[inv]) break;
3427                         }
3428
3429                         /* Paranoia */
3430                         if (inv > INVEN_FEET) return FALSE;
3431
3432                         object_copy(&forge, o_ptr);
3433                         inven_item_increase(inv, (0 - o_ptr->number));
3434                         inven_item_optimize(inv);
3435                         o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
3436                         o_ptr = &o_list[o_idx];
3437
3438                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3439                         msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
3440
3441                         /* Get effects */
3442                         msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
3443                         t = 20 + randint1(20);
3444                         (void)set_blind(p_ptr->blind + t);
3445                         (void)set_afraid(0);
3446                         (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3447                         (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3448                         (void)set_hero(p_ptr->hero + t, FALSE);
3449                         (void)set_blessed(p_ptr->blessed + t, FALSE);
3450                         (void)set_fast(p_ptr->fast + t, FALSE);
3451                         (void)set_shero(p_ptr->shero + t, FALSE);
3452                         if (p_ptr->pclass == CLASS_FORCETRAINER)
3453                         {
3454                                 P_PTR_KI = plev * 5 + 190;
3455                                 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
3456                         }
3457
3458                         break;
3459                 }
3460
3461                 case ACT_FALLING_STAR:
3462                 {
3463                         msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
3464                         msg_print(_("「狂ほしく 血のごとき 月はのぼれり 秘めおきし 魔剣 いずこぞや」", "'Behold the blade arts.'"));
3465                         massacre();
3466                         break;
3467                 }
3468
3469                 case ACT_GRAND_CROSS:
3470                 {
3471                         msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
3472                         project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3473                         break;
3474                 }
3475
3476                 case ACT_TELEPORT_LEVEL:
3477                 {
3478                         if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)"))) return FALSE;
3479                         teleport_level(0);
3480                         break;
3481                 }
3482
3483                 case ACT_STRAIN_HASTE:
3484                 {
3485                         int t;
3486                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3487                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
3488                         t = 25 + randint1(25);
3489                         (void)set_fast(p_ptr->fast + t, FALSE);
3490                         break;
3491                 }
3492
3493                 case ACT_FISHING:
3494                 {
3495                         int x, y;
3496
3497                         if (!get_rep_dir2(&dir)) return FALSE;
3498                         y = p_ptr->y+ddy[dir];
3499                         x = p_ptr->x+ddx[dir];
3500                         tsuri_dir = dir;
3501                         if (!cave_have_flag_bold(y, x, FF_WATER))
3502                         {
3503                                 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
3504                                 return FALSE;
3505                         }
3506                         else if (cave[y][x].m_idx)
3507                         {
3508                                 char m_name[80];
3509                                 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3510                                 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
3511                                 p_ptr->energy_use = 0;
3512                                 return FALSE;
3513                         }
3514                         set_action(ACTION_FISH);
3515                         p_ptr->redraw |= (PR_STATE);
3516                         break;
3517                 }
3518
3519                 case ACT_INROU:
3520                 {
3521                         int count = 0, i;
3522                         monster_type *m_ptr;
3523                         cptr kakusan = "";
3524                         
3525                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
3526                         {
3527                                 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
3528                                 kakusan = "Suke-san";
3529                                 count++;
3530                         }
3531                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
3532                         {
3533                                 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
3534                                 kakusan = "Kaku-san";
3535                                 count++;
3536                         }
3537                         if (!count)
3538                         {
3539                                 for (i = m_max - 1; i > 0; i--)
3540                                 {
3541                                         m_ptr = &m_list[i];
3542                                         if (!m_ptr->r_idx) continue;
3543                                         if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3544                                         if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3545                                         if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3546                                         count++;
3547                                         break;
3548                                 }
3549                         }
3550
3551                         if (count)
3552                         {
3553                                 msg_format(_("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」", 
3554                                                         "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
3555                                 sukekaku = TRUE;
3556                                 stun_monsters(120);
3557                                 confuse_monsters(120);
3558                                 turn_monsters(120);
3559                                 stasis_monsters(120);
3560                                 sukekaku = FALSE;
3561                         }
3562                         else
3563                         {
3564                                 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
3565                         }
3566                         break;
3567                 }
3568
3569                 case ACT_MURAMASA:
3570                 {
3571                         /* Only for Muramasa */
3572                         if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3573                         if (get_check(_("本当に使いますか?", "Are you sure?!")))
3574                         {
3575                                 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
3576                                 do_inc_stat(A_STR);
3577                                 if (one_in_(2))
3578                                 {
3579                                         msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
3580                                         curse_weapon_object(TRUE, o_ptr);
3581                                 }
3582                         }
3583                         break;
3584                 }
3585
3586                 case ACT_BLOODY_MOON:
3587                 {
3588                         /* Only for Bloody Moon */
3589                         if (o_ptr->name1 != ART_BLOOD) return FALSE;
3590                         msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
3591                         get_bloody_moon_flags(o_ptr);
3592                         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3593                         p_ptr->update |= (PU_BONUS | PU_HP);
3594                         break;
3595                 }
3596
3597                 case ACT_CRIMSON:
3598                 {
3599                         int num = 1;
3600                         int i;
3601                         BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3602                         int tx, ty;
3603
3604                         /* Only for Crimson */
3605                         if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3606
3607                         msg_print(_("せっかくだから『クリムゾン』をぶっぱなすぜ!", "I'll fire CRIMSON! SEKKAKUDAKARA!"));
3608
3609                         if (!get_aim_dir(&dir)) return FALSE;
3610
3611                         /* Use the given direction */
3612                         tx = p_ptr->x + 99 * ddx[dir];
3613                         ty = p_ptr->y + 99 * ddy[dir];
3614
3615                         /* Hack -- Use an actual "target" */
3616                         if ((dir == 5) && target_okay())
3617                         {
3618                                 tx = target_col;
3619                                 ty = target_row;
3620                         }
3621
3622                         if (p_ptr->pclass == CLASS_ARCHER)
3623                         {
3624                                 /* Extra shot at level 10 */
3625                                 if (p_ptr->lev >= 10) num++;
3626
3627                                 /* Extra shot at level 30 */
3628                                 if (p_ptr->lev >= 30) num++;
3629
3630                                 /* Extra shot at level 45 */
3631                                 if (p_ptr->lev >= 45) num++;
3632                         }
3633
3634                         for (i = 0; i < num; i++)
3635                                 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3636                         break;
3637                 }
3638
3639                 default:
3640                 {
3641                         msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
3642                         return FALSE;
3643                 }
3644         }
3645
3646         /* Set activation timeout */
3647         if (act_ptr->timeout.constant >= 0) {
3648                 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
3649                 if (act_ptr->timeout.dice > 0) {
3650                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
3651                 }
3652         } else {
3653                 /* Activations that have special timeout */
3654                 switch (act_ptr->index) {
3655                 case ACT_BR_FIRE:
3656                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3657                         break;
3658                 case ACT_BR_COLD:
3659                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3660                         break;
3661                 case ACT_TERROR:
3662                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
3663                         break;
3664                 case ACT_MURAMASA:
3665                         /* Nothing to do */
3666                         break;
3667                 default:
3668                         msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3669                         return FALSE;
3670                 }
3671         }
3672
3673         return TRUE;
3674 }
3675
3676 /*!
3677  * @brief 固定アーティファクト『ブラッディムーン』の特性を変更する。
3678  * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
3679  * @param o_ptr 対象のオブジェクト構造体(ブラッディムーン)のポインタ
3680  * @return なし
3681  */
3682 void get_bloody_moon_flags(object_type *o_ptr)
3683 {
3684         int dummy, i;
3685
3686         for (i = 0; i < TR_FLAG_SIZE; i++)
3687                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3688
3689         dummy = randint1(2) + randint1(2);
3690         for (i = 0; i < dummy; i++)
3691         {
3692                 int flag = randint0(26);
3693                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3694                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3695                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3696                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3697         }
3698
3699         dummy = randint1(2);
3700         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3701
3702         for (i = 0; i < 2; i++)
3703         {
3704                 int tmp = randint0(11);
3705                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3706                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3707         }
3708 }
3709
3710 /*!
3711  * @brief 固定アーティファクト生成時の特別なハードコーディング処理を行う。.
3712  * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
3713  * 対象は恐怖の仮面、村正、ロビントンのハープ、龍争虎鬪、ブラッディムーン、羽衣、天女の羽衣、ミリム、
3714  * その他追加耐性、特性追加処理。
3715  * @attention プレイヤーの各種ステータスに依存した処理がある。
3716  * @todo 折を見て関数名を変更すること。
3717  * @param o_ptr 対象のオブジェクト構造体ポインタ
3718  * @param a_ptr 生成する固定アーティファクト構造体ポインタ
3719  * @return なし
3720  */
3721 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3722 {
3723         bool give_resistance = FALSE, give_power = FALSE;
3724
3725         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3726         {
3727                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3728                 {
3729                         give_power = TRUE;
3730                         give_resistance = TRUE;
3731                 }
3732                 else
3733                 {
3734                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3735                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
3736                         o_ptr->curse_flags |=
3737                             (TRC_CURSED | TRC_HEAVY_CURSE);
3738                         o_ptr->curse_flags |= get_curse(2, o_ptr);
3739                         return;
3740                 }
3741         }
3742
3743         if (o_ptr->name1 == ART_MURAMASA)
3744         {
3745                 if (p_ptr->pclass != CLASS_SAMURAI)
3746                 {
3747                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3748                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3749                 }
3750         }
3751
3752         if (o_ptr->name1 == ART_ROBINTON)
3753         {
3754                 if (p_ptr->pclass == CLASS_BARD)
3755                 {
3756                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
3757                 }
3758         }
3759
3760         if (o_ptr->name1 == ART_XIAOLONG)
3761         {
3762                 if (p_ptr->pclass == CLASS_MONK)
3763                         add_flag(o_ptr->art_flags, TR_BLOWS);
3764         }
3765
3766         if (o_ptr->name1 == ART_BLOOD)
3767         {
3768                 get_bloody_moon_flags(o_ptr);
3769         }
3770
3771         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3772         {
3773                 if (p_ptr->psex != SEX_FEMALE)
3774                 {
3775                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3776                 }
3777         }
3778
3779         if (o_ptr->name1 == ART_MILIM)
3780         {
3781                 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3782                 {
3783                         o_ptr->pval = 3;
3784                         add_flag(o_ptr->art_flags, TR_STR);
3785                         add_flag(o_ptr->art_flags, TR_INT);
3786                         add_flag(o_ptr->art_flags, TR_WIS);
3787                         add_flag(o_ptr->art_flags, TR_DEX);
3788                         add_flag(o_ptr->art_flags, TR_CON);
3789                         add_flag(o_ptr->art_flags, TR_CHR);
3790                 }
3791         }
3792
3793         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3794         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3795         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3796         {
3797                 /* Give a resistance OR a power */
3798                 if (one_in_(2)) give_resistance = TRUE;
3799                 else give_power = TRUE;
3800         }
3801
3802         if (give_power)
3803         {
3804                 one_ability(o_ptr);
3805         }
3806
3807         if (give_resistance)
3808         {
3809                 one_high_resistance(o_ptr);
3810         }
3811 }
3812
3813
3814 /*!
3815  * @brief フロアの指定された位置に固定アーティファクトを生成する。 / Create the artifact of the specified number
3816  * @details 固定アーティファクト構造体から基本ステータスをコピーした後、所定の座標でdrop_item()で落とす。
3817  * @param a_idx 生成する固定アーティファクト構造体のID
3818  * @param y アイテムを落とす地点のy座標
3819  * @param x アイテムを落とす地点のx座標
3820  * @return 生成が成功したか否か、失敗はIDの不全、ベースアイテムの不全、drop_item()の失敗時に起こる。
3821  * @attention この処理はdrop_near()内で普通の固定アーティファクトが重ならない性質に依存する.
3822  * 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
3823  * drop_near()関数の返り値は信用できなくなる.
3824  */
3825 bool create_named_art(int a_idx, int y, int x)
3826 {
3827         object_type forge;
3828         object_type *q_ptr;
3829         IDX i;
3830
3831         artifact_type *a_ptr = &a_info[a_idx];
3832
3833         /* Get local object */
3834         q_ptr = &forge;
3835
3836         /* Ignore "empty" artifacts */
3837         if (!a_ptr->name) return FALSE;
3838
3839         /* Acquire the "kind" index */
3840         i = lookup_kind(a_ptr->tval, a_ptr->sval);
3841
3842         /* Oops */
3843         if (!i) return FALSE;
3844
3845         /* Create the artifact */
3846         object_prep(q_ptr, i);
3847
3848         /* Save the name */
3849         q_ptr->name1 = (byte_hack)a_idx;
3850
3851         /* Extract the fields */
3852         q_ptr->pval = a_ptr->pval;
3853         q_ptr->ac = a_ptr->ac;
3854         q_ptr->dd = a_ptr->dd;
3855         q_ptr->ds = a_ptr->ds;
3856         q_ptr->to_a = a_ptr->to_a;
3857         q_ptr->to_h = a_ptr->to_h;
3858         q_ptr->to_d = a_ptr->to_d;
3859         q_ptr->weight = a_ptr->weight;
3860
3861         /* Hack -- extract the "cursed" flag */
3862         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3863         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3864         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3865         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3866         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3867         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3868
3869         random_artifact_resistance(q_ptr, a_ptr);
3870
3871         /* Drop the artifact from heaven */
3872         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3873 }
3874 /*対邪平均ダメージの計算処理*/
3875 int calc_arm_avgdamage(object_type *o_ptr)
3876 {
3877         u32b flgs[TR_FLAG_SIZE];
3878         object_flags(o_ptr, flgs);
3879
3880         HIT_POINT dam, base, s_evil, forced, vorpal;
3881         dam = base = s_evil = forced = vorpal = 0;
3882
3883         dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
3884
3885         if(have_flag(flgs, TR_KILL_EVIL))
3886         {
3887                 dam = s_evil = dam * 7 / 2;
3888         }
3889         else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
3890         {       
3891                 dam = s_evil = dam * 2;
3892         }
3893         else s_evil = dam;
3894
3895         if (have_flag(flgs, TR_FORCE_WEAPON))
3896         {
3897                 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
3898         }
3899         else forced = dam;
3900
3901         if(have_flag(flgs, TR_VORPAL))
3902         {
3903                 dam = vorpal = dam * 11 / 9;
3904         }
3905         else vorpal = dam;
3906
3907         dam = dam + o_ptr->to_d;
3908
3909         msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
3910                 base, s_evil, forced, vorpal, dam);
3911
3912         return(dam);
3913 }
3914
3915 static int suppression_evil_dam(object_type *o_ptr)
3916 {
3917         int num = FALSE;
3918         u32b flgs[TR_FLAG_SIZE];
3919         object_flags(o_ptr, flgs);
3920
3921         if (have_flag(flgs, TR_VAMPIRIC))
3922         {
3923                 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
3924                 {
3925                         num = TRUE;
3926                 }
3927                 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
3928                 {
3929                         num = TRUE;
3930                 }
3931                 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
3932                 {
3933                         num = TRUE;
3934                 }
3935                 else if (calc_arm_avgdamage(o_ptr) > 63)
3936                 {
3937                         num = TRUE;
3938                 }
3939         }
3940         else
3941         {
3942                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
3943                 {
3944                         num = TRUE;
3945                 }
3946                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
3947                 {
3948                         num = TRUE;
3949                 }
3950                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
3951                 {
3952                         num = TRUE;
3953                 }
3954                 else if (calc_arm_avgdamage(o_ptr) > 75)
3955                 {
3956                         num = TRUE;
3957                 }
3958         }
3959         return(num);
3960 }
3961
3962 static int weakening_artifact(object_type *o_ptr)
3963 {
3964          KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
3965          object_kind *k_ptr = &k_info[k_idx];
3966
3967          if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
3968          {
3969                 int pre_dd = o_ptr->dd;
3970                 int pre_ds = o_ptr->ds;
3971
3972                 if (o_ptr->dd > o_ptr->ds)
3973                 {
3974                         o_ptr->dd--;
3975                 }
3976                 else
3977                 {
3978                         o_ptr->ds--;
3979                 }
3980
3981                 msg_format_wizard(CHEAT_OBJECT, 
3982                         _("ダイスが抑制されました。%dd%d -> %dd%d", "Dice Supress %dd%d -> %dd%d"),
3983                         pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
3984                 return 1;
3985         }
3986         
3987         if (o_ptr->to_d > 10)
3988         {
3989                 int pre_damage = o_ptr->to_d;
3990
3991                 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
3992                 if (o_ptr->to_d < 10)
3993                 {
3994                         o_ptr->to_d = 10;
3995                 }
3996
3997                 msg_format_wizard(CHEAT_OBJECT,
3998                         _("ダメージ修正が抑制されました。 %d -> %d", "Plus-Damage Supress %d -> %d"),
3999                         pre_damage, o_ptr->to_d);
4000
4001                 return 1;
4002          }
4003          return 0;
4004 }