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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  * アーティファクトのバイアスIDを保管する。 / Use for biased artifact creation
37  */
38 static int artifact_bias;
39
40
41 /*!
42  * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
43  * @details 重複の抑止はない。
44  * @param o_ptr 対象のオブジェクト構造体ポインタ
45  * @return なし
46  */
47 void one_sustain(object_type *o_ptr)
48 {
49         switch (randint0(6))
50         {
51                 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
52                 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
53                 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
54                 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
55                 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
56                 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
57         }
58 }
59
60
61 /*!
62  * @brief 対象のオブジェクトにランダムな上位耐性を一つ付加する。/ Choose one random high resistance
63  * @details 重複の抑止はない。候補は毒、閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、劣化、恐怖のいずれか。
64  * @param o_ptr 対象のオブジェクト構造体ポインタ
65  * @return なし
66  */
67 void one_high_resistance(object_type *o_ptr)
68 {
69         switch (randint0(12))
70         {
71                 case  0: add_flag(o_ptr->art_flags, TR_RES_POIS);   break;
72                 case  1: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
73                 case  2: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
74                 case  3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
75                 case  4: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
76                 case  5: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
77                 case  6: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
78                 case  7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
79                 case  8: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
80                 case  9: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
81                 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN);  break;
82                 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
83         }
84 }
85
86 /*!
87  * @brief 対象のオブジェクトに王者の指輪向けの上位耐性を一つ付加する。/ Choose one random high resistance
88  * @details 候補は閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、恐怖であり
89  * 王者の指輪にあらかじめついている耐性をone_high_resistance()から除外したものである。
90  * ランダム付加そのものに重複の抑止はない。
91  * @param o_ptr 対象のオブジェクト構造体ポインタ
92  * @return なし
93  */
94 void one_lordly_high_resistance(object_type *o_ptr)
95 {
96         switch (randint0(10))
97         {
98                 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
99                 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
100                 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
101                 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
102                 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
103                 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
104                 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
105                 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
106                 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
107                 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
108         }
109 }
110
111 /*!
112  * @brief 対象のオブジェクトに元素耐性を一つ付加する。/ Choose one random element resistance
113  * @details 候補は火炎、冷気、電撃、酸のいずれかであり、重複の抑止はない。
114  * @param o_ptr 対象のオブジェクト構造体ポインタ
115  * @return なし
116  */
117 void one_ele_resistance(object_type *o_ptr)
118 {
119         switch (randint0(4))
120         {
121                 case  0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
122                 case  1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
123                 case  2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
124                 case  3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
125         }
126 }
127
128 /*!
129  * @brief 対象のオブジェクトにドラゴン装備向け元素耐性を一つ付加する。/ Choose one random element or poison resistance
130  * @details 候補は1/7の確率で毒、6/7の確率で火炎、冷気、電撃、酸のいずれか(one_ele_resistance()のコール)であり、重複の抑止はない。
131  * @param o_ptr 対象のオブジェクト構造体ポインタ
132  * @return なし
133  */
134 void one_dragon_ele_resistance(object_type *o_ptr)
135 {
136         if (one_in_(7))
137         {
138                 add_flag(o_ptr->art_flags, TR_RES_POIS);
139         }
140         else
141         {
142                 one_ele_resistance(o_ptr);
143         }
144 }
145
146 /*!
147  * @brief 対象のオブジェクトに弱いESPを一つ付加する。/ Choose one lower rank esp
148  * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
149  * ドラゴン、人間、善良、ユニークESPのいずれかであり、重複の抑止はない。
150  * @param o_ptr 対象のオブジェクト構造体ポインタ
151  * @return なし
152  */
153 void one_low_esp(object_type *o_ptr)
154 {
155         switch (randint1(10))
156         {
157                 case 1:  add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);   break;
158                 case 2:  add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);   break;
159                 case 3:  add_flag(o_ptr->art_flags, TR_ESP_DEMON);   break;
160                 case 4:  add_flag(o_ptr->art_flags, TR_ESP_ORC);   break;
161                 case 5:  add_flag(o_ptr->art_flags, TR_ESP_TROLL);   break;
162                 case 6:  add_flag(o_ptr->art_flags, TR_ESP_GIANT);   break;
163                 case 7:  add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
164                 case 8:  add_flag(o_ptr->art_flags, TR_ESP_HUMAN);   break;
165                 case 9:  add_flag(o_ptr->art_flags, TR_ESP_GOOD);   break;
166                 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);   break;
167         }
168 }
169
170
171 /*!
172  * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
173  * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
174  * をコールする。重複の抑止はない。
175  * @param o_ptr 対象のオブジェクト構造体ポインタ
176  * @return なし
177  */
178 void one_resistance(object_type *o_ptr)
179 {
180         if (one_in_(3))
181         {
182                 one_ele_resistance(o_ptr);
183         }
184         else
185         {
186                 one_high_resistance(o_ptr);
187         }
188 }
189
190
191 /*!
192  * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
193  * @details 候補は浮遊、永久光源+1、透明視、警告、遅消化、急回復、麻痺知らず、経験値維持のいずれか。
194  * 重複の抑止はない。
195  * @param o_ptr 対象のオブジェクト構造体ポインタ
196  * @return なし
197  */
198 void one_ability(object_type *o_ptr)
199 {
200         switch (randint0(10))
201         {
202         case 0: add_flag(o_ptr->art_flags, TR_LEVITATION);  break;
203         case 1: add_flag(o_ptr->art_flags, TR_LITE_1);      break;
204         case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS);   break;
205         case 3: add_flag(o_ptr->art_flags, TR_WARNING);     break;
206         case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
207         case 5: add_flag(o_ptr->art_flags, TR_REGEN);       break;
208         case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT);    break;
209         case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP);   break;
210         case 8:
211         case 9:
212                 one_low_esp(o_ptr);
213                 break;
214         }
215 }
216
217 /*!
218  * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
219  * @details 候補多数。ランダムアーティファクトのバイアスには一切依存せず、
220  * whileループによる構造で能力的に強力なものほど確率を落としている。
221  * @param o_ptr 対象のオブジェクト構造体ポインタ
222  * @return なし
223  */
224 void one_activation(object_type *o_ptr)
225 {
226         int type = 0;
227         int chance = 0;
228
229         while (randint1(100) >= chance)
230         {
231                 type = randint1(255);
232                 switch (type)
233                 {
234                         case ACT_SUNLIGHT:
235                         case ACT_BO_MISS_1:
236                         case ACT_BA_POIS_1:
237                         case ACT_BO_ELEC_1:
238                         case ACT_BO_ACID_1:
239                         case ACT_BO_COLD_1:
240                         case ACT_BO_FIRE_1:
241                         case ACT_CONFUSE:
242                         case ACT_SLEEP:
243                         case ACT_QUAKE:
244                         case ACT_CURE_LW:
245                         case ACT_CURE_MW:
246                         case ACT_CURE_POISON:
247                         case ACT_BERSERK:
248                         case ACT_LIGHT:
249                         case ACT_MAP_LIGHT:
250                         case ACT_DEST_DOOR:
251                         case ACT_STONE_MUD:
252                         case ACT_TELEPORT:
253                                 chance = 101;
254                                 break;
255                         case ACT_BA_COLD_1:
256                         case ACT_BA_FIRE_1:
257                         case ACT_DRAIN_1:
258                         case ACT_TELE_AWAY:
259                         case ACT_ESP:
260                         case ACT_RESIST_ALL:
261                         case ACT_DETECT_ALL:
262                         case ACT_RECALL:
263                         case ACT_SATIATE:
264                         case ACT_RECHARGE:
265                                 chance = 85;
266                                 break;
267                         case ACT_TERROR:
268                         case ACT_PROT_EVIL:
269                         case ACT_ID_PLAIN:
270                                 chance = 75;
271                                 break;
272                         case ACT_DRAIN_2:
273                         case ACT_VAMPIRE_1:
274                         case ACT_BO_MISS_2:
275                         case ACT_BA_FIRE_2:
276                         case ACT_REST_EXP:
277                                 chance = 66;
278                                 break;
279                         case ACT_BA_FIRE_3:
280                         case ACT_BA_COLD_3:
281                         case ACT_BA_ELEC_3:
282                         case ACT_WHIRLWIND:
283                         case ACT_VAMPIRE_2:
284                         case ACT_CHARM_ANIMAL:
285                                 chance = 50;
286                                 break;
287                         case ACT_SUMMON_ANIMAL:
288                                 chance = 40;
289                                 break;
290                         case ACT_DISP_EVIL:
291                         case ACT_BA_MISS_3:
292                         case ACT_DISP_GOOD:
293                         case ACT_BANISH_EVIL:
294                         case ACT_GENOCIDE:
295                         case ACT_MASS_GENO:
296                         case ACT_CHARM_UNDEAD:
297                         case ACT_CHARM_OTHER:
298                         case ACT_SUMMON_PHANTOM:
299                         case ACT_REST_ALL:
300                         case ACT_RUNE_EXPLO:
301                                 chance = 33;
302                                 break;
303                         case ACT_CALL_CHAOS:
304                         case ACT_ROCKET:
305                         case ACT_CHARM_ANIMALS:
306                         case ACT_CHARM_OTHERS:
307                         case ACT_SUMMON_ELEMENTAL:
308                         case ACT_CURE_700:
309                         case ACT_SPEED:
310                         case ACT_ID_FULL:
311                         case ACT_RUNE_PROT:
312                                 chance = 25;
313                                 break;
314                         case ACT_CURE_1000:
315                         case ACT_XTRA_SPEED:
316                         case ACT_DETECT_XTRA:
317                         case ACT_DIM_DOOR:
318                                 chance = 10;
319                                 break;
320                         case ACT_SUMMON_UNDEAD:
321                         case ACT_SUMMON_DEMON:
322                         case ACT_WRAITH:
323                         case ACT_INVULN:
324                         case ACT_ALCHEMY:
325                                 chance = 5;
326                                 break;
327                         default:
328                                 chance = 0;
329                 }
330         }
331
332         /* A type was chosen... */
333         o_ptr->xtra2 = type;
334         add_flag(o_ptr->art_flags, TR_ACTIVATE);
335         o_ptr->timeout = 0;
336 }
337
338 /*!
339  * @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact.
340  * @details pval、AC、命中、ダメージが正の場合、符号反転の上1d4だけ悪化させ、重い呪い、呪いフラグを必ず付加。
341  * 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、
342  * MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。
343  * @attention プレイヤーの職業依存処理あり。
344  * @param o_ptr 対象のオブジェクト構造体ポインタ
345  * @return なし
346  */
347 static void curse_artifact(object_type * o_ptr)
348 {
349         if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
350         if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
351         if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
352         if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
353
354         o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
355         remove_flag(o_ptr->art_flags, TR_BLESSED);
356
357         if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
358         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
359         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
360         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
361         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
362         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
363         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
364         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
365         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
366         else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
367
368         if ((p_ptr->pclass != CLASS_WARRIOR) && (p_ptr->pclass != CLASS_ARCHER) && (p_ptr->pclass != CLASS_CAVALRY) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH) && one_in_(3))
369                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
370 }
371
372 /*!
373  * @brief ランダムアーティファクト生成中、対象のオブジェクトにpval能力を付加する。/ Add one pval on generation of randam artifact.
374  * @details 優先的に付加されるpvalがランダムアーティファクトバイアスに依存して存在する。
375  * 原則的候補は腕力、知力、賢さ、器用さ、耐久、魅力、探索、隠密、赤外線視力、加速。武器のみ採掘、追加攻撃も候補に入る。
376  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
377  * @param o_ptr 対象のオブジェクト構造体ポインタ
378  * @return なし
379  */
380 static void random_plus(object_type * o_ptr)
381 {
382         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
383
384         switch (artifact_bias)
385         {
386         case BIAS_WARRIOR:
387                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
388                 {
389                         add_flag(o_ptr->art_flags, TR_STR);
390                         if (one_in_(2)) return;
391                 }
392
393                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
394                 {
395                         add_flag(o_ptr->art_flags, TR_CON);
396                         if (one_in_(2)) return;
397                 }
398
399                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
400                 {
401                         add_flag(o_ptr->art_flags, TR_DEX);
402                         if (one_in_(2)) return;
403                 }
404                 break;
405
406         case BIAS_MAGE:
407                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
408                 {
409                         add_flag(o_ptr->art_flags, TR_INT);
410                         if (one_in_(2)) return;
411                 }
412                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
413                 {
414                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
415                         if (one_in_(2)) return;
416                 }
417                 break;
418
419         case BIAS_PRIESTLY:
420                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
421                 {
422                         add_flag(o_ptr->art_flags, TR_WIS);
423                         if (one_in_(2)) return;
424                 }
425                 break;
426
427         case BIAS_RANGER:
428                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
429                 {
430                         add_flag(o_ptr->art_flags, TR_DEX);
431                         if (one_in_(2)) return;
432                 }
433
434                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
435                 {
436                         add_flag(o_ptr->art_flags, TR_CON);
437                         if (one_in_(2)) return;
438                 }
439
440                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
441                 {
442                         add_flag(o_ptr->art_flags, TR_STR);
443                         if (one_in_(2)) return;
444                 }
445                 break;
446
447         case BIAS_ROGUE:
448                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
449                 {
450                         add_flag(o_ptr->art_flags, TR_STEALTH);
451                         if (one_in_(2)) return;
452                 }
453                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
454                 {
455                         add_flag(o_ptr->art_flags, TR_SEARCH);
456                         if (one_in_(2)) return;
457                 }
458                 break;
459
460         case BIAS_STR:
461                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
462                 {
463                         add_flag(o_ptr->art_flags, TR_STR);
464                         if (one_in_(2)) return;
465                 }
466                 break;
467
468         case BIAS_WIS:
469                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
470                 {
471                         add_flag(o_ptr->art_flags, TR_WIS);
472                         if (one_in_(2)) return;
473                 }
474                 break;
475
476         case BIAS_INT:
477                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
478                 {
479                         add_flag(o_ptr->art_flags, TR_INT);
480                         if (one_in_(2)) return;
481                 }
482                 break;
483
484         case BIAS_DEX:
485                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
486                 {
487                         add_flag(o_ptr->art_flags, TR_DEX);
488                         if (one_in_(2)) return;
489                 }
490                 break;
491
492         case BIAS_CON:
493                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
494                 {
495                         add_flag(o_ptr->art_flags, TR_CON);
496                         if (one_in_(2)) return;
497                 }
498                 break;
499
500         case BIAS_CHR:
501                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
502                 {
503                         add_flag(o_ptr->art_flags, TR_CHR);
504                         if (one_in_(2)) return;
505                 }
506                 break;
507         }
508
509         if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
510         {
511                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
512                 {
513                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
514                         if (one_in_(2)) return;
515                 }
516         }
517
518         switch (randint1(this_type))
519         {
520         case 1: case 2:
521                 add_flag(o_ptr->art_flags, TR_STR);
522                 if (!artifact_bias && !one_in_(13))
523                         artifact_bias = BIAS_STR;
524                 else if (!artifact_bias && one_in_(7))
525                         artifact_bias = BIAS_WARRIOR;
526                 break;
527         case 3: case 4:
528                 add_flag(o_ptr->art_flags, TR_INT);
529                 if (!artifact_bias && !one_in_(13))
530                         artifact_bias = BIAS_INT;
531                 else if (!artifact_bias && one_in_(7))
532                         artifact_bias = BIAS_MAGE;
533                 break;
534         case 5: case 6:
535                 add_flag(o_ptr->art_flags, TR_WIS);
536                 if (!artifact_bias && !one_in_(13))
537                         artifact_bias = BIAS_WIS;
538                 else if (!artifact_bias && one_in_(7))
539                         artifact_bias = BIAS_PRIESTLY;
540                 break;
541         case 7: case 8:
542                 add_flag(o_ptr->art_flags, TR_DEX);
543                 if (!artifact_bias && !one_in_(13))
544                         artifact_bias = BIAS_DEX;
545                 else if (!artifact_bias && one_in_(7))
546                         artifact_bias = BIAS_ROGUE;
547                 break;
548         case 9: case 10:
549                 add_flag(o_ptr->art_flags, TR_CON);
550                 if (!artifact_bias && !one_in_(13))
551                         artifact_bias = BIAS_CON;
552                 else if (!artifact_bias && one_in_(9))
553                         artifact_bias = BIAS_RANGER;
554                 break;
555         case 11: case 12:
556                 add_flag(o_ptr->art_flags, TR_CHR);
557                 if (!artifact_bias && !one_in_(13))
558                         artifact_bias = BIAS_CHR;
559                 break;
560         case 13: case 14:
561                 add_flag(o_ptr->art_flags, TR_STEALTH);
562                 if (!artifact_bias && one_in_(3))
563                         artifact_bias = BIAS_ROGUE;
564                 break;
565         case 15: case 16:
566                 add_flag(o_ptr->art_flags, TR_SEARCH);
567                 if (!artifact_bias && one_in_(9))
568                         artifact_bias = BIAS_RANGER;
569                 break;
570         case 17: case 18:
571                 add_flag(o_ptr->art_flags, TR_INFRA);
572                 break;
573         case 19:
574                 add_flag(o_ptr->art_flags, TR_SPEED);
575                 if (!artifact_bias && one_in_(11))
576                         artifact_bias = BIAS_ROGUE;
577                 break;
578         case 20: case 21:
579                 add_flag(o_ptr->art_flags, TR_TUNNEL);
580                 break;
581         case 22: case 23:
582                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
583                 else
584                 {
585                         add_flag(o_ptr->art_flags, TR_BLOWS);
586                         if (!artifact_bias && one_in_(11))
587                                 artifact_bias = BIAS_WARRIOR;
588                 }
589                 break;
590         }
591 }
592
593 /*!
594  * @brief ランダムアーティファクト生成中、対象のオブジェクトに耐性を付加する。/ Add one resistance on generation of randam artifact.
595  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
596  * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
597  * 毒、閃光、暗黒、破片、轟音、盲目、混乱、地獄、カオス、劣化、恐怖、火オーラ、冷気オーラ、電撃オーラ、反射。
598  * 戦士系バイアスのみ反魔もつく。
599  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
600  * @param o_ptr 対象のオブジェクト構造体ポインタ
601  * @return なし
602  */
603 static void random_resistance(object_type * o_ptr)
604 {
605         switch (artifact_bias)
606         {
607         case BIAS_ACID:
608                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
609                 {
610                         add_flag(o_ptr->art_flags, TR_RES_ACID);
611                         if (one_in_(2)) return;
612                 }
613                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
614                 {
615                         add_flag(o_ptr->art_flags, TR_IM_ACID);
616                         if (!one_in_(IM_LUCK))
617                         {
618                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
619                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
620                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
621                         }
622                         if (one_in_(2)) return;
623                 }
624                 break;
625
626         case BIAS_ELEC:
627                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
628                 {
629                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
630                         if (one_in_(2)) return;
631                 }
632                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
633                     !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
634                 {
635                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
636                         if (one_in_(2)) return;
637                 }
638                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
639                 {
640                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
641                         if (!one_in_(IM_LUCK))
642                         {
643                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
644                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
645                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
646                         }
647
648                         if (one_in_(2)) return;
649                 }
650                 break;
651
652         case BIAS_FIRE:
653                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
654                 {
655                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
656                         if (one_in_(2)) return;
657                 }
658                 if ((o_ptr->tval >= TV_CLOAK) &&
659                     (o_ptr->tval <= TV_HARD_ARMOR) &&
660                     !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
661                 {
662                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
663                         if (one_in_(2)) return;
664                 }
665                 if (one_in_(BIAS_LUCK) &&
666                     !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
667                 {
668                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
669                         if (!one_in_(IM_LUCK))
670                         {
671                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
672                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
673                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
674                         }
675                         if (one_in_(2)) return;
676                 }
677                 break;
678
679         case BIAS_COLD:
680                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
681                 {
682                         add_flag(o_ptr->art_flags, TR_RES_COLD);
683                         if (one_in_(2)) return;
684                 }
685                 if ((o_ptr->tval >= TV_CLOAK) &&
686                     (o_ptr->tval <= TV_HARD_ARMOR) &&
687                     !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
688                 {
689                         add_flag(o_ptr->art_flags, TR_SH_COLD);
690                         if (one_in_(2)) return;
691                 }
692                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
693                 {
694                         add_flag(o_ptr->art_flags, TR_IM_COLD);
695                         if (!one_in_(IM_LUCK))
696                         {
697                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
698                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
699                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
700                         }
701                         if (one_in_(2)) return;
702                 }
703                 break;
704
705         case BIAS_POIS:
706                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
707                 {
708                         add_flag(o_ptr->art_flags, TR_RES_POIS);
709                         if (one_in_(2)) return;
710                 }
711                 break;
712
713         case BIAS_WARRIOR:
714                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
715                 {
716                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
717                         if (one_in_(2)) return;
718                 }
719                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
720                 {
721                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
722                         if (one_in_(2)) return;
723                 }
724                 break;
725
726         case BIAS_NECROMANTIC:
727                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
728                 {
729                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
730                         if (one_in_(2)) return;
731                 }
732                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
733                 {
734                         add_flag(o_ptr->art_flags, TR_RES_POIS);
735                         if (one_in_(2)) return;
736                 }
737                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
738                 {
739                         add_flag(o_ptr->art_flags, TR_RES_DARK);
740                         if (one_in_(2)) return;
741                 }
742                 break;
743
744         case BIAS_CHAOS:
745                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
746                 {
747                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
748                         if (one_in_(2)) return;
749                 }
750                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
751                 {
752                         add_flag(o_ptr->art_flags, TR_RES_CONF);
753                         if (one_in_(2)) return;
754                 }
755                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
756                 {
757                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
758                         if (one_in_(2)) return;
759                 }
760                 break;
761         }
762
763         switch (randint1(42))
764         {
765                 case 1:
766                         if (!one_in_(WEIRD_LUCK))
767                                 random_resistance(o_ptr);
768                         else
769                         {
770                                 add_flag(o_ptr->art_flags, TR_IM_ACID);
771                                 if (!artifact_bias)
772                                         artifact_bias = BIAS_ACID;
773                         }
774                         break;
775                 case 2:
776                         if (!one_in_(WEIRD_LUCK))
777                                 random_resistance(o_ptr);
778                         else
779                         {
780                                 add_flag(o_ptr->art_flags, TR_IM_ELEC);
781                                 if (!artifact_bias)
782                                         artifact_bias = BIAS_ELEC;
783                         }
784                         break;
785                 case 3:
786                         if (!one_in_(WEIRD_LUCK))
787                                 random_resistance(o_ptr);
788                         else
789                         {
790                                 add_flag(o_ptr->art_flags, TR_IM_COLD);
791                                 if (!artifact_bias)
792                                         artifact_bias = BIAS_COLD;
793                         }
794                         break;
795                 case 4:
796                         if (!one_in_(WEIRD_LUCK))
797                                 random_resistance(o_ptr);
798                         else
799                         {
800                                 add_flag(o_ptr->art_flags, TR_IM_FIRE);
801                                 if (!artifact_bias)
802                                         artifact_bias = BIAS_FIRE;
803                         }
804                         break;
805                 case 5:
806                 case 6:
807                 case 13:
808                         add_flag(o_ptr->art_flags, TR_RES_ACID);
809                         if (!artifact_bias)
810                                 artifact_bias = BIAS_ACID;
811                         break;
812                 case 7:
813                 case 8:
814                 case 14:
815                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
816                         if (!artifact_bias)
817                                 artifact_bias = BIAS_ELEC;
818                         break;
819                 case 9:
820                 case 10:
821                 case 15:
822                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
823                         if (!artifact_bias)
824                                 artifact_bias = BIAS_FIRE;
825                         break;
826                 case 11:
827                 case 12:
828                 case 16:
829                         add_flag(o_ptr->art_flags, TR_RES_COLD);
830                         if (!artifact_bias)
831                                 artifact_bias = BIAS_COLD;
832                         break;
833                 case 17:
834                 case 18:
835                         add_flag(o_ptr->art_flags, TR_RES_POIS);
836                         if (!artifact_bias && !one_in_(4))
837                                 artifact_bias = BIAS_POIS;
838                         else if (!artifact_bias && one_in_(2))
839                                 artifact_bias = BIAS_NECROMANTIC;
840                         else if (!artifact_bias && one_in_(2))
841                                 artifact_bias = BIAS_ROGUE;
842                         break;
843                 case 19:
844                 case 20:
845                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
846                         if (!artifact_bias && one_in_(3))
847                                 artifact_bias = BIAS_WARRIOR;
848                         break;
849                 case 21:
850                         add_flag(o_ptr->art_flags, TR_RES_LITE);
851                         break;
852                 case 22:
853                         add_flag(o_ptr->art_flags, TR_RES_DARK);
854                         break;
855                 case 23:
856                 case 24:
857                         add_flag(o_ptr->art_flags, TR_RES_BLIND);
858                         break;
859                 case 25:
860                 case 26:
861                         add_flag(o_ptr->art_flags, TR_RES_CONF);
862                         if (!artifact_bias && one_in_(6))
863                                 artifact_bias = BIAS_CHAOS;
864                         break;
865                 case 27:
866                 case 28:
867                         add_flag(o_ptr->art_flags, TR_RES_SOUND);
868                         break;
869                 case 29:
870                 case 30:
871                         add_flag(o_ptr->art_flags, TR_RES_SHARDS);
872                         break;
873                 case 31:
874                 case 32:
875                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
876                         if (!artifact_bias && one_in_(3))
877                                 artifact_bias = BIAS_NECROMANTIC;
878                         break;
879                 case 33:
880                 case 34:
881                         add_flag(o_ptr->art_flags, TR_RES_NEXUS);
882                         break;
883                 case 35:
884                 case 36:
885                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
886                         if (!artifact_bias && one_in_(2))
887                                 artifact_bias = BIAS_CHAOS;
888                         break;
889                 case 37:
890                 case 38:
891                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
892                         break;
893                 case 39:
894                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
895                                 add_flag(o_ptr->art_flags, TR_SH_ELEC);
896                         else
897                                 random_resistance(o_ptr);
898                         if (!artifact_bias)
899                                 artifact_bias = BIAS_ELEC;
900                         break;
901                 case 40:
902                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
903                                 add_flag(o_ptr->art_flags, TR_SH_FIRE);
904                         else
905                                 random_resistance(o_ptr);
906                         if (!artifact_bias)
907                                 artifact_bias = BIAS_FIRE;
908                         break;
909                 case 41:
910                         if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
911                             o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
912                                 add_flag(o_ptr->art_flags, TR_REFLECT);
913                         else
914                                 random_resistance(o_ptr);
915                         break;
916                 case 42:
917                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
918                                 add_flag(o_ptr->art_flags, TR_SH_COLD);
919                         else
920                                 random_resistance(o_ptr);
921                         if (!artifact_bias)
922                                 artifact_bias = BIAS_COLD;
923                         break;
924         }
925 }
926
927
928 /*!
929  * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
930  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
931  * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
932  * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
933  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
934  * @param o_ptr 対象のオブジェクト構造体ポインタ
935  * @return なし
936  */
937 static void random_misc(object_type * o_ptr)
938 {
939         switch (artifact_bias)
940         {
941         case BIAS_RANGER:
942                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
943                 {
944                         add_flag(o_ptr->art_flags, TR_SUST_CON);
945                         if (one_in_(2)) return;
946                 }
947                 break;
948
949         case BIAS_STR:
950                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
951                 {
952                         add_flag(o_ptr->art_flags, TR_SUST_STR);
953                         if (one_in_(2)) return;
954                 }
955                 break;
956
957         case BIAS_WIS:
958                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
959                 {
960                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
961                         if (one_in_(2)) return;
962                 }
963                 break;
964
965         case BIAS_INT:
966                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
967                 {
968                         add_flag(o_ptr->art_flags, TR_SUST_INT);
969                         if (one_in_(2)) return;
970                 }
971                 break;
972
973         case BIAS_DEX:
974                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
975                 {
976                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
977                         if (one_in_(2)) return;
978                 }
979                 break;
980
981         case BIAS_CON:
982                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
983                 {
984                         add_flag(o_ptr->art_flags, TR_SUST_CON);
985                         if (one_in_(2)) return;
986                 }
987                 break;
988
989         case BIAS_CHR:
990                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
991                 {
992                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
993                         if (one_in_(2)) return;
994                 }
995                 break;
996
997         case BIAS_CHAOS:
998                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
999                 {
1000                         add_flag(o_ptr->art_flags, TR_TELEPORT);
1001                         if (one_in_(2)) return;
1002                 }
1003                 break;
1004
1005         case BIAS_FIRE:
1006                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
1007                 {
1008                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
1009                 }
1010                 break;
1011         }
1012
1013         switch (randint1(33))
1014         {
1015                 case 1:
1016                         add_flag(o_ptr->art_flags, TR_SUST_STR);
1017                         if (!artifact_bias)
1018                                 artifact_bias = BIAS_STR;
1019                         break;
1020                 case 2:
1021                         add_flag(o_ptr->art_flags, TR_SUST_INT);
1022                         if (!artifact_bias)
1023                                 artifact_bias = BIAS_INT;
1024                         break;
1025                 case 3:
1026                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
1027                         if (!artifact_bias)
1028                                 artifact_bias = BIAS_WIS;
1029                         break;
1030                 case 4:
1031                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
1032                         if (!artifact_bias)
1033                                 artifact_bias = BIAS_DEX;
1034                         break;
1035                 case 5:
1036                         add_flag(o_ptr->art_flags, TR_SUST_CON);
1037                         if (!artifact_bias)
1038                                 artifact_bias = BIAS_CON;
1039                         break;
1040                 case 6:
1041                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
1042                         if (!artifact_bias)
1043                                 artifact_bias = BIAS_CHR;
1044                         break;
1045                 case 7:
1046                 case 8:
1047                 case 14:
1048                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
1049                         break;
1050                 case 9:
1051                         add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1052                         if (!artifact_bias && one_in_(5))
1053                                 artifact_bias = BIAS_PRIESTLY;
1054                         else if (!artifact_bias && one_in_(6))
1055                                 artifact_bias = BIAS_NECROMANTIC;
1056                         break;
1057                 case 10:
1058                 case 11:
1059                         add_flag(o_ptr->art_flags, TR_LITE_1);
1060                         break;
1061                 case 12:
1062                 case 13:
1063                         add_flag(o_ptr->art_flags, TR_LEVITATION);
1064                         break;
1065                 case 15:
1066                 case 16:
1067                 case 17:
1068                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1069                         break;
1070                 case 19:
1071                 case 20:
1072                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1073                         break;
1074                 case 21:
1075                 case 22:
1076                         add_flag(o_ptr->art_flags, TR_REGEN);
1077                         break;
1078                 case 23:
1079                         add_flag(o_ptr->art_flags, TR_TELEPORT);
1080                         break;
1081                 case 24:
1082                 case 25:
1083                 case 26:
1084                         if (object_is_armour(o_ptr))
1085                                 random_misc(o_ptr);
1086                         else
1087                         {
1088                                 o_ptr->to_a = 4 + randint1(11);
1089                         }
1090                         break;
1091                 case 27:
1092                 case 28:
1093                 case 29:
1094                 {
1095                         int bonus_h, bonus_d;
1096                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1097                         bonus_h = 4 + (randint1(11));
1098                         bonus_d = 4 + (randint1(11));
1099                         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))
1100                         {
1101                                 bonus_h /= 2;
1102                                 bonus_d /= 2;
1103                         }
1104                         o_ptr->to_h += bonus_h;
1105                         o_ptr->to_d += bonus_d;
1106                         break;
1107                 }
1108                 case 30:
1109                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1110                         break;
1111                 case 31:
1112                         add_flag(o_ptr->art_flags, TR_NO_TELE);
1113                         break;
1114                 case 32:
1115                         add_flag(o_ptr->art_flags, TR_WARNING);
1116                         break;
1117
1118                 case 18:
1119                         switch (randint1(3))
1120                         {
1121                         case 1:
1122                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1123                                 if (!artifact_bias && one_in_(3))
1124                                         artifact_bias = BIAS_LAW;
1125                                 break;
1126                         case 2:
1127                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1128                                 if (!artifact_bias && one_in_(3))
1129                                         artifact_bias = BIAS_MAGE;
1130                                 break;
1131                         case 3:
1132                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1133                                 if (!artifact_bias && one_in_(9))
1134                                         artifact_bias = BIAS_MAGE;
1135                                 break;
1136                         }
1137                         break;
1138
1139                 case 33:
1140                 {
1141                         int idx[3];
1142                         int n = randint1(3);
1143
1144                         idx[0] = randint1(10);
1145
1146                         idx[1] = randint1(9);
1147                         if (idx[1] >= idx[0]) idx[1]++;
1148
1149                         idx[2] = randint1(8);
1150                         if (idx[2] >= idx[0]) idx[2]++;
1151                         if (idx[2] >= idx[1]) idx[2]++;
1152
1153                         while (n--) switch (idx[n])
1154                         {
1155                         case 1:
1156                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1157                                 if (!artifact_bias && one_in_(4))
1158                                         artifact_bias = BIAS_RANGER;
1159                                 break;
1160                         case 2:
1161                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1162                                 if (!artifact_bias && one_in_(3))
1163                                         artifact_bias = BIAS_PRIESTLY;
1164                                 else if (!artifact_bias && one_in_(6))
1165                                         artifact_bias = BIAS_NECROMANTIC;
1166                                 break;
1167                         case 3:
1168                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1169                                 break;
1170                         case 4:
1171                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1172                                 break;
1173                         case 5:
1174                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1175                                 break;
1176                         case 6:
1177                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1178                                 break;
1179                         case 7:
1180                                 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1181                                 break;
1182                         case 8:
1183                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1184                                 if (!artifact_bias && one_in_(6))
1185                                         artifact_bias = BIAS_ROGUE;
1186                                 break;
1187                         case 9:
1188                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1189                                 if (!artifact_bias && one_in_(3))
1190                                         artifact_bias = BIAS_LAW;
1191                                 break;
1192                         case 10:
1193                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1194                                 if (!artifact_bias && one_in_(3))
1195                                         artifact_bias = BIAS_LAW;
1196                                 break;
1197                         }
1198                         break;
1199                 }
1200         }
1201 }
1202
1203 /*!
1204  * @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.
1205  * @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。
1206  * 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、
1207  * 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、
1208  * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1209  * @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。
1210  * @param o_ptr 対象のオブジェクト構造体ポインタ
1211  * @return なし
1212  */
1213 static void random_slay(object_type *o_ptr)
1214 {
1215         if (o_ptr->tval == TV_BOW)
1216         {
1217                 switch (randint1(6))
1218                 {
1219                         case 1:
1220                         case 2:
1221                         case 3:
1222                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1223                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1224                                 if (!artifact_bias && one_in_(9))
1225                                         artifact_bias = BIAS_RANGER;
1226                                 break;
1227                         default:
1228                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1229                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1230                                 if (!artifact_bias && one_in_(9))
1231                                         artifact_bias = BIAS_RANGER;
1232                         break;
1233                 }
1234
1235                 return;
1236         }
1237
1238         switch (artifact_bias)
1239         {
1240         case BIAS_CHAOS:
1241                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1242                 {
1243                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1244                         if (one_in_(2)) return;
1245                 }
1246                 break;
1247
1248         case BIAS_PRIESTLY:
1249                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1250                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1251                 {
1252                         /* A free power for "priestly" random artifacts */
1253                         add_flag(o_ptr->art_flags, TR_BLESSED);
1254                 }
1255                 break;
1256
1257         case BIAS_NECROMANTIC:
1258                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1259                 {
1260                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1261                         if (one_in_(2)) return;
1262                 }
1263                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1264                 {
1265                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1266                         if (one_in_(2)) return;
1267                 }
1268                 break;
1269
1270         case BIAS_RANGER:
1271                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1272                 {
1273                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1274                         if (one_in_(2)) return;
1275                 }
1276                 break;
1277
1278         case BIAS_ROGUE:
1279                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1280                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1281                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1282                 {
1283                         /* Free power for rogues... */
1284                         add_flag(o_ptr->art_flags, TR_THROW);
1285                 }
1286                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1287                 {
1288                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1289                         if (one_in_(2)) return;
1290                 }
1291                 break;
1292
1293         case BIAS_POIS:
1294                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1295                 {
1296                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1297                         if (one_in_(2)) return;
1298                 }
1299                 break;
1300
1301         case BIAS_FIRE:
1302                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1303                 {
1304                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1305                         if (one_in_(2)) return;
1306                 }
1307                 break;
1308
1309         case BIAS_COLD:
1310                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1311                 {
1312                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1313                         if (one_in_(2)) return;
1314                 }
1315                 break;
1316
1317         case BIAS_ELEC:
1318                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1319                 {
1320                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1321                         if (one_in_(2)) return;
1322                 }
1323                 break;
1324
1325         case BIAS_ACID:
1326                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1327                 {
1328                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1329                         if (one_in_(2)) return;
1330                 }
1331                 break;
1332
1333         case BIAS_LAW:
1334                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1335                 {
1336                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1337                         if (one_in_(2)) return;
1338                 }
1339                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1340                 {
1341                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1342                         if (one_in_(2)) return;
1343                 }
1344                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1345                 {
1346                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1347                         if (one_in_(2)) return;
1348                 }
1349                 break;
1350         }
1351
1352         switch (randint1(36))
1353         {
1354                 case 1:
1355                 case 2:
1356                         if (one_in_(4))
1357                         {
1358                                 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1359                         }
1360                         else
1361                         {
1362                                 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1363                         }
1364                         break;
1365                 case 3:
1366                 case 4:
1367                         if (one_in_(4))
1368                         {
1369                                 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1370                         }
1371                         else
1372                         {
1373                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL); 
1374                         }
1375                         if (!artifact_bias && one_in_(2))
1376                                 artifact_bias = BIAS_LAW;
1377                         else if (!artifact_bias && one_in_(9))
1378                                 artifact_bias = BIAS_PRIESTLY;
1379                         break;
1380                 case 5:
1381                 case 6:
1382                         if (one_in_(4))
1383                         {
1384                                 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1385                         }
1386                         else
1387                         {
1388                                 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1389                         }
1390                         if (!artifact_bias && one_in_(9))
1391                                 artifact_bias = BIAS_PRIESTLY;
1392                         break;
1393                 case 7:
1394                 case 8:
1395                         if (one_in_(4))
1396                         {
1397                                 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1398                         }
1399                         else
1400                         {
1401                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1402                         }
1403                         if (!artifact_bias && one_in_(9))
1404                                 artifact_bias = BIAS_PRIESTLY;
1405                         break;
1406                 case 9:
1407                 case 10:
1408                         if (one_in_(4))
1409                         {
1410                                 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1411                         }
1412                         else
1413                         {
1414                                 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1415                         }
1416                         break;
1417                 case 11:
1418                 case 12:
1419                         if (one_in_(4))
1420                         {
1421                                 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1422                         }
1423                         else
1424                         {
1425                                 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1426                         }
1427                         break;
1428                 case 13:
1429                 case 14:
1430                         if (one_in_(4))
1431                         {
1432                                 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1433                         }
1434                         else
1435                         {
1436                                 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1437                         }
1438                         break;
1439                 case 15:
1440                 case 16:
1441                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1442                         break;
1443                 case 17:
1444                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1445                         break;
1446                 case 18:
1447                 case 19:
1448                         if (o_ptr->tval == TV_SWORD)
1449                         {
1450                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1451                                 if (!artifact_bias && one_in_(9))
1452                                         artifact_bias = BIAS_WARRIOR;
1453                         }
1454                         else
1455                                 random_slay(o_ptr);
1456                         break;
1457                 case 20:
1458                         add_flag(o_ptr->art_flags, TR_IMPACT);
1459                         break;
1460                 case 21:
1461                 case 22:
1462                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1463                         if (!artifact_bias)
1464                                 artifact_bias = BIAS_FIRE;
1465                         break;
1466                 case 23:
1467                 case 24:
1468                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1469                         if (!artifact_bias)
1470                                 artifact_bias = BIAS_COLD;
1471                         break;
1472                 case 25:
1473                 case 26:
1474                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1475                         if (!artifact_bias)
1476                                 artifact_bias = BIAS_ELEC;
1477                         break;
1478                 case 27:
1479                 case 28:
1480                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1481                         if (!artifact_bias)
1482                                 artifact_bias = BIAS_ACID;
1483                         break;
1484                 case 29:
1485                 case 30:
1486                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1487                         if (!artifact_bias && !one_in_(3))
1488                                 artifact_bias = BIAS_POIS;
1489                         else if (!artifact_bias && one_in_(6))
1490                                 artifact_bias = BIAS_NECROMANTIC;
1491                         else if (!artifact_bias)
1492                                 artifact_bias = BIAS_ROGUE;
1493                         break;
1494                 case 31:
1495                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1496                         if (!artifact_bias)
1497                                 artifact_bias = BIAS_NECROMANTIC;
1498                         break;
1499                 case 32:
1500                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1501                         if (!artifact_bias)
1502                                 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1503                         break;
1504                 case 33:
1505                 case 34:
1506                         if (one_in_(4))
1507                         {
1508                                 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1509                         }
1510                         else
1511                         {
1512                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1513                         }
1514                         break;
1515                 default:
1516                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1517                         if (!artifact_bias)
1518                                 artifact_bias = BIAS_CHAOS;
1519                         break;
1520         }
1521 }
1522
1523 /*!
1524  * @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.
1525  * @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。
1526  * @param o_ptr 対象のオブジェクト構造体ポインタ
1527  * @return なし
1528  */
1529 static void give_activation_power(object_type *o_ptr)
1530 {
1531         int type = 0, chance = 0;
1532
1533         switch (artifact_bias)
1534         {
1535                 case BIAS_ELEC:
1536                         if (!one_in_(3))
1537                         {
1538                                 type = ACT_BO_ELEC_1;
1539                         }
1540                         else if (!one_in_(5))
1541                         {
1542                                 type = ACT_BA_ELEC_2;
1543                         }
1544                         else
1545                         {
1546                                 type = ACT_BA_ELEC_3;
1547                         }
1548                         chance = 101;
1549                         break;
1550
1551                 case BIAS_POIS:
1552                         type = ACT_BA_POIS_1;
1553                         chance = 101;
1554                         break;
1555
1556                 case BIAS_FIRE:
1557                         if (!one_in_(3))
1558                         {
1559                                 type = ACT_BO_FIRE_1;
1560                         }
1561                         else if (!one_in_(5))
1562                         {
1563                                 type = ACT_BA_FIRE_1;
1564                         }
1565                         else
1566                         {
1567                                 type = ACT_BA_FIRE_2;
1568                         }
1569                         chance = 101;
1570                         break;
1571
1572                 case BIAS_COLD:
1573                         chance = 101;
1574                         if (!one_in_(3))
1575                                 type = ACT_BO_COLD_1;
1576                         else if (!one_in_(3))
1577                                 type = ACT_BA_COLD_1;
1578                         else if (!one_in_(3))
1579                                 type = ACT_BA_COLD_2;
1580                         else
1581                                 type = ACT_BA_COLD_3;
1582                         break;
1583
1584                 case BIAS_CHAOS:
1585                         chance = 50;
1586                         if (one_in_(6))
1587                                 type = ACT_SUMMON_DEMON;
1588                         else
1589                                 type = ACT_CALL_CHAOS;
1590                         break;
1591
1592                 case BIAS_PRIESTLY:
1593                         chance = 101;
1594
1595                         if (one_in_(13))
1596                                 type = ACT_CHARM_UNDEAD;
1597                         else if (one_in_(12))
1598                                 type = ACT_BANISH_EVIL;
1599                         else if (one_in_(11))
1600                                 type = ACT_DISP_EVIL;
1601                         else if (one_in_(10))
1602                                 type = ACT_PROT_EVIL;
1603                         else if (one_in_(9))
1604                                 type = ACT_CURE_1000;
1605                         else if (one_in_(8))
1606                                 type = ACT_CURE_700;
1607                         else if (one_in_(7))
1608                                 type = ACT_REST_ALL;
1609                         else if (one_in_(6))
1610                                 type = ACT_REST_EXP;
1611                         else
1612                                 type = ACT_CURE_MW;
1613                         break;
1614
1615                 case BIAS_NECROMANTIC:
1616                         chance = 101;
1617                         if (one_in_(66))
1618                                 type = ACT_WRAITH;
1619                         else if (one_in_(13))
1620                                 type = ACT_DISP_GOOD;
1621                         else if (one_in_(9))
1622                                 type = ACT_MASS_GENO;
1623                         else if (one_in_(8))
1624                                 type = ACT_GENOCIDE;
1625                         else if (one_in_(13))
1626                                 type = ACT_SUMMON_UNDEAD;
1627                         else if (one_in_(9))
1628                                 type = ACT_VAMPIRE_2;
1629                         else if (one_in_(6))
1630                                 type = ACT_CHARM_UNDEAD;
1631                         else
1632                                 type = ACT_VAMPIRE_1;
1633                         break;
1634
1635                 case BIAS_LAW:
1636                         chance = 101;
1637                         if (one_in_(8))
1638                                 type = ACT_BANISH_EVIL;
1639                         else if (one_in_(4))
1640                                 type = ACT_DISP_EVIL;
1641                         else
1642                                 type = ACT_PROT_EVIL;
1643                         break;
1644
1645                 case BIAS_ROGUE:
1646                         chance = 101;
1647                         if (one_in_(50))
1648                                 type = ACT_SPEED;
1649                         else if (one_in_(4))
1650                                 type = ACT_SLEEP;
1651                         else if (one_in_(3))
1652                                 type = ACT_DETECT_ALL;
1653                         else if (one_in_(8))
1654                                 type = ACT_ID_FULL;
1655                         else
1656                                 type = ACT_ID_PLAIN;
1657                         break;
1658
1659                 case BIAS_MAGE:
1660                         chance = 66;
1661                         if (one_in_(20))
1662                                 type = ACT_SUMMON_ELEMENTAL;
1663                         else if (one_in_(10))
1664                                 type = ACT_SUMMON_PHANTOM;
1665                         else if (one_in_(5))
1666                                 type = ACT_RUNE_EXPLO;
1667                         else
1668                                 type = ACT_ESP;
1669                         break;
1670
1671                 case BIAS_WARRIOR:
1672                         chance = 80;
1673                         if (one_in_(100))
1674                                 type = ACT_INVULN;
1675                         else
1676                                 type = ACT_BERSERK;
1677                         break;
1678
1679                 case BIAS_RANGER:
1680                         chance = 101;
1681                         if (one_in_(20))
1682                                 type = ACT_CHARM_ANIMALS;
1683                         else if (one_in_(7))
1684                                 type = ACT_SUMMON_ANIMAL;
1685                         else if (one_in_(6))
1686                                 type = ACT_CHARM_ANIMAL;
1687                         else if (one_in_(4))
1688                                 type = ACT_RESIST_ALL;
1689                         else if (one_in_(3))
1690                                 type = ACT_SATIATE;
1691                         else
1692                                 type = ACT_CURE_POISON;
1693                         break;
1694         }
1695
1696         if (!type || (randint1(100) >= chance))
1697         {
1698                 one_activation(o_ptr);
1699                 return;
1700         }
1701
1702         /* A type was chosen... */
1703         o_ptr->xtra2 = type;
1704         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1705         o_ptr->timeout = 0;
1706 }
1707
1708 /*!
1709  * @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.
1710  * @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。
1711  * @param return_name 名前を返すための文字列参照ポインタ
1712  * @param armour 対象のオブジェクトが防具が否か
1713  * @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)
1714  * @return なし
1715  */
1716 static void get_random_name(char *return_name, bool armour, int power)
1717 {
1718         int prob = randint1(100);
1719
1720         if (prob <= SINDARIN_NAME)
1721         {
1722                 get_table_sindarin(return_name);
1723         }
1724         else if (prob <= TABLE_NAME)
1725         {
1726                 get_table_name(return_name);
1727         }
1728         else
1729         {
1730                 cptr filename;
1731
1732                 switch (armour)
1733                 {
1734                         case 1:
1735                                 switch (power)
1736                                 {
1737                                         case 0:
1738                                                 filename = _("a_cursed_j.txt", "a_cursed.txt");
1739                                                 break;
1740                                         case 1:
1741                                                 filename = _("a_low_j.txt", "a_low.txt");
1742                                                 break;
1743                                         case 2:
1744                                                 filename = _("a_med_j.txt", "a_med.txt");
1745                                                 break;
1746                                         default:
1747                                                 filename = _("a_high_j.txt", "a_high.txt");
1748                                 }
1749                                 break;
1750                         default:
1751                                 switch (power)
1752                                 {
1753                                         case 0:
1754                                                 filename = _("w_cursed_j.txt", "w_cursed.txt");
1755                                                 break;
1756                                         case 1:
1757                                                 filename = _("w_low_j.txt", "w_low.txt");
1758                                                 break;
1759                                         case 2:
1760                                                 filename = _("w_med_j.txt", "w_med.txt");
1761                                                 break;
1762                                         default:
1763                                                 filename = _("w_high_j.txt", "w_high.txt");
1764                                 }
1765                 }
1766
1767                 (void)get_rnd_line(filename, artifact_bias, return_name);
1768 #ifdef JP
1769                  if (return_name[0] == 0) get_table_name(return_name);
1770 #endif
1771         }
1772 }
1773
1774 /*!
1775  * @brief ランダムアーティファクト生成のメインルーチン
1776  * @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。
1777  * @param o_ptr 対象のオブジェクト構造体ポインタ
1778  * @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。
1779  * @return 常にTRUE(1)を返す
1780  */
1781 bool create_artifact(object_type *o_ptr, bool a_scroll)
1782 {
1783         char    new_name[1024];
1784         int     has_pval = 0;
1785         int     powers = randint1(5) + 1;
1786         int     max_powers;
1787         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1788         int     power_level;
1789         s32b    total_flags;
1790         bool    a_cursed = FALSE;
1791         int     warrior_artifact_bias = 0;
1792         int i;
1793
1794         /* Reset artifact bias */
1795         artifact_bias = 0;
1796
1797         /* Nuke enchantments */
1798         o_ptr->name1 = 0;
1799         o_ptr->name2 = 0;
1800
1801         for (i = 0; i < TR_FLAG_SIZE; i++)
1802                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1803
1804         if (o_ptr->pval) has_pval = TRUE;
1805
1806         if (a_scroll && one_in_(4))
1807         {
1808                 switch (p_ptr->pclass)
1809                 {
1810                         case CLASS_WARRIOR:
1811                         case CLASS_BERSERKER:
1812                         case CLASS_ARCHER:
1813                         case CLASS_SAMURAI:
1814                         case CLASS_CAVALRY:
1815                         case CLASS_SMITH:
1816                                 artifact_bias = BIAS_WARRIOR;
1817                                 break;
1818                         case CLASS_MAGE:
1819                         case CLASS_HIGH_MAGE:
1820                         case CLASS_SORCERER:
1821                         case CLASS_MAGIC_EATER:
1822                         case CLASS_BLUE_MAGE:
1823                                 artifact_bias = BIAS_MAGE;
1824                                 break;
1825                         case CLASS_PRIEST:
1826                                 artifact_bias = BIAS_PRIESTLY;
1827                                 break;
1828                         case CLASS_ROGUE:
1829                         case CLASS_NINJA:
1830                                 artifact_bias = BIAS_ROGUE;
1831                                 warrior_artifact_bias = 25;
1832                                 break;
1833                         case CLASS_RANGER:
1834                         case CLASS_SNIPER:
1835                                 artifact_bias = BIAS_RANGER;
1836                                 warrior_artifact_bias = 30;
1837                                 break;
1838                         case CLASS_PALADIN:
1839                                 artifact_bias = BIAS_PRIESTLY;
1840                                 warrior_artifact_bias = 40;
1841                                 break;
1842                         case CLASS_WARRIOR_MAGE:
1843                         case CLASS_RED_MAGE:
1844                                 artifact_bias = BIAS_MAGE;
1845                                 warrior_artifact_bias = 40;
1846                                 break;
1847                         case CLASS_CHAOS_WARRIOR:
1848                                 artifact_bias = BIAS_CHAOS;
1849                                 warrior_artifact_bias = 40;
1850                                 break;
1851                         case CLASS_MONK:
1852                         case CLASS_FORCETRAINER:
1853                                 artifact_bias = BIAS_PRIESTLY;
1854                                 break;
1855                         case CLASS_MINDCRAFTER:
1856                         case CLASS_BARD:
1857                                 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1858                                 break;
1859                         case CLASS_TOURIST:
1860                                 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1861                                 break;
1862                         case CLASS_IMITATOR:
1863                                 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1864                                 break;
1865                         case CLASS_BEASTMASTER:
1866                                 artifact_bias = BIAS_CHR;
1867                                 warrior_artifact_bias = 50;
1868                                 break;
1869                         case CLASS_MIRROR_MASTER:
1870                                 if (randint1(4) > 1) 
1871                                 {
1872                                     artifact_bias = BIAS_MAGE;
1873                                 }
1874                                 else
1875                                 {
1876                                     artifact_bias = BIAS_ROGUE;
1877                                 }
1878                                 break;
1879                 }
1880         }
1881
1882         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1883                 artifact_bias = BIAS_WARRIOR;
1884
1885         strcpy(new_name, "");
1886
1887         if (!a_scroll && one_in_(A_CURSED))
1888                 a_cursed = TRUE;
1889         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1890                 a_cursed = TRUE;
1891
1892         while (one_in_(powers) || one_in_(7) || one_in_(10))
1893                 powers++;
1894
1895         if (!a_cursed && one_in_(WEIRD_LUCK))
1896                 powers *= 2;
1897
1898         if (a_cursed) powers /= 2;
1899
1900         max_powers = powers;
1901         /* Main loop */
1902         while (powers--)
1903         {
1904                 switch (randint1(max_type))
1905                 {
1906                         case 1: case 2:
1907                                 random_plus(o_ptr);
1908                                 has_pval = TRUE;
1909                                 break;
1910                         case 3: case 4:
1911                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1912                                 {
1913                                         if (a_cursed && !one_in_(13)) break;
1914                                         if (one_in_(13))
1915                                         {
1916                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1917                                         }
1918                                         else
1919                                         {
1920                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1921                                         }
1922                                 }
1923                                 else
1924                                         random_resistance(o_ptr);
1925                                 break;
1926                         case 5:
1927                                 random_misc(o_ptr);
1928                                 break;
1929                         case 6: case 7:
1930                                 random_slay(o_ptr);
1931                                 break;
1932                         default:
1933                                 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1934                                 powers++;
1935                 }
1936         };
1937
1938         if (has_pval)
1939         {
1940 #if 0
1941                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1942
1943                 /* This one commented out by gw's request... */
1944                 if (!a_scroll)
1945                         add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1946 #endif
1947
1948                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1949                 {
1950                         o_ptr->pval = randint1(2);
1951                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1952                                 o_ptr->pval++;
1953                 }
1954                 else
1955                 {
1956                         do
1957                         {
1958                                 o_ptr->pval++;
1959                         }
1960                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1961                 }
1962
1963                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1964                         o_ptr->pval = 4;
1965         }
1966
1967
1968         /* give it some plusses... */
1969         if (object_is_armour(o_ptr))
1970                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1971         else if (object_is_weapon_ammo(o_ptr))
1972         {
1973                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1974                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1975                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1976         }
1977
1978         /* Just to be sure */
1979         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1980         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1981         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1982         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1983
1984         total_flags = flag_cost(o_ptr, o_ptr->pval);
1985
1986         if (a_cursed) curse_artifact(o_ptr);
1987
1988         if (!a_cursed &&
1989             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1990         {
1991                 o_ptr->xtra2 = 0;
1992                 give_activation_power(o_ptr);
1993         }
1994
1995         if (object_is_armour(o_ptr))
1996         {
1997                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1998                 {
1999                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
2000                         o_ptr->to_d -= (s16b)randint0(3);
2001                         o_ptr->to_h -= (s16b)randint0(3);
2002                 }
2003                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
2004                 {
2005                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
2006                         o_ptr->to_d -= (s16b)randint0(3);
2007                         o_ptr->to_h -= (s16b)randint0(3);
2008                 }
2009         }
2010
2011         if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
2012
2013         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
2014         {
2015                 o_ptr->to_h = 0;
2016                 o_ptr->to_d = 0;
2017                 remove_flag(o_ptr->art_flags, TR_BLOWS);
2018                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
2019                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
2020                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2021                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
2022                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2023                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
2024                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
2025                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
2026                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
2027                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
2028                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2029                 remove_flag(o_ptr->art_flags, TR_VORPAL);
2030                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
2031                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
2032                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
2033                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
2034                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
2035         }
2036
2037         if (!object_is_weapon_ammo(o_ptr))
2038         {
2039                 /* For armors */
2040                 if (a_cursed) power_level = 0;
2041                 else if (total_flags < 15000) power_level = 1;
2042                 else if (total_flags < 35000) power_level = 2;
2043                 else power_level = 3;
2044         }
2045
2046         else
2047         {
2048                 /* For weapons */
2049                 if (a_cursed) power_level = 0;
2050                 else if (total_flags < 20000) power_level = 1;
2051                 else if (total_flags < 45000) power_level = 2;
2052                 else power_level = 3;
2053         }
2054
2055         /* 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 */
2056         if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
2057         {
2058                 msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
2059                 do
2060                 {
2061                         if (weakening_artifact(o_ptr) == 0) break;
2062                 } while (suppression_evil_dam(o_ptr));
2063         }
2064
2065         if (a_scroll)
2066         {
2067                 char dummy_name[80] = "";
2068                 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? ");
2069
2070                 /* Identify it fully */
2071                 object_aware(o_ptr);
2072                 object_known(o_ptr);
2073
2074                 /* Mark the item as fully known */
2075                 o_ptr->ident |= (IDENT_MENTAL);
2076
2077                 /* For being treated as random artifact in screen_object() */
2078                 o_ptr->art_name = quark_add("");
2079
2080                 (void)screen_object(o_ptr, 0L);
2081
2082                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2083                     || !dummy_name[0])
2084                 {
2085                         /* Cancelled */
2086                         if (one_in_(2))
2087                         {
2088                                 get_table_sindarin_aux(dummy_name);
2089                         }
2090                         else
2091                         {
2092                                 get_table_name_aux(dummy_name);
2093                         }
2094                 }
2095                 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
2096                 chg_virtue(V_INDIVIDUALISM, 2);
2097                 chg_virtue(V_ENCHANT, 5);
2098         }
2099         else
2100         {
2101                 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2102         }
2103
2104         /* Save the inscription */
2105         o_ptr->art_name = quark_add(new_name);
2106
2107         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」",
2108                 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[artifact_bias]);
2109
2110         /* Window stuff */
2111         p_ptr->window |= (PW_INVEN | PW_EQUIP);
2112
2113         return TRUE;
2114 }
2115
2116 /*!
2117  * @brief オブジェクトから能力発動IDを取得する。
2118  * @details いくつかのケースで定義されている発動効果から、
2119  * 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。
2120  * @param o_ptr 対象のオブジェクト構造体ポインタ
2121  * @return 発動効果のIDを返す
2122  */
2123 int activation_index(object_type *o_ptr)
2124 {
2125         /* Give priority to weaponsmith's essential activations */
2126         if (object_is_smith(o_ptr))
2127         {
2128                 switch (o_ptr->xtra3 - 1)
2129                 {
2130                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2131                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2132                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2133                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2134                 case TR_IMPACT: return ACT_QUAKE;
2135                 }
2136         }
2137
2138         if (object_is_fixed_artifact(o_ptr))
2139         {
2140                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2141                 {
2142                         return a_info[o_ptr->name1].act_idx;
2143                 }
2144         }
2145         if (object_is_ego(o_ptr))
2146         {
2147                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2148                 {
2149                         return e_info[o_ptr->name2].act_idx;
2150                 }
2151         }
2152         if (!object_is_random_artifact(o_ptr))
2153         {
2154                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2155                 {
2156                         return k_info[o_ptr->k_idx].act_idx;
2157                 }
2158         }
2159
2160         return o_ptr->xtra2;
2161 }
2162
2163 /*!
2164  * @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。
2165  * @details activation_index() 関数の結果から参照する。
2166  * @param o_ptr 対象のオブジェクト構造体ポインタ
2167  * @return 発動効果構造体のポインタを返す
2168  */
2169 const activation_type* find_activation_info(object_type *o_ptr)
2170 {
2171         const int index = activation_index(o_ptr);
2172         const activation_type* p;
2173
2174         for (p = activation_info; p->flag != NULL; ++ p) {
2175                 if (p->index == index)
2176                 {
2177                         return p;
2178                 }
2179         }
2180
2181         return NULL;
2182 }
2183
2184 /*!
2185  * @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
2186  * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
2187  * @param o_ptr 対象のオブジェクト構造体ポインタ
2188  * @return 発動実行の是非を返す。
2189  */
2190 static bool activate_dragon_breath(object_type *o_ptr)
2191 {
2192         u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2193         int type[20];
2194         cptr name[20];
2195         int i, dir, t, n = 0;
2196
2197         if (!get_aim_dir(&dir)) return FALSE;
2198
2199         object_flags(o_ptr, flgs);
2200
2201         for (i = 0; dragonbreath_info[i].flag != 0; i++)
2202         {
2203                 if (have_flag(flgs, dragonbreath_info[i].flag))
2204                 {
2205                         type[n] = dragonbreath_info[i].type;
2206                         name[n] = dragonbreath_info[i].name;
2207                         n++;
2208                 }
2209         }
2210
2211         /* Paranoia */
2212         if (n == 0) return FALSE;
2213
2214         /* Stop speaking */
2215         if (music_singing_any()) stop_singing();
2216         if (hex_spelling_any()) stop_hex_spell_all();
2217
2218         t = randint0(n);
2219         msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
2220         fire_ball(type[t], dir, 250, -4);
2221
2222         return TRUE;
2223 }
2224
2225 /*!
2226  * @brief アイテムの発動効果を処理する。
2227  * @details activate_random_artifact()とされているが、実際は全発動が統合された。
2228  * @todo 折を見て関数名を修正すること。
2229  * @param o_ptr 対象のオブジェクト構造体ポインタ
2230  * @return 発動実行の是非を返す。
2231  */
2232 bool activate_random_artifact(object_type *o_ptr)
2233 {
2234         int plev = p_ptr->lev;
2235         int k, dir, dummy = 0;
2236         cptr name = k_name + k_info[o_ptr->k_idx].name;
2237         const activation_type* const act_ptr = find_activation_info(o_ptr);
2238
2239         /* Paranoia */
2240         if (!act_ptr) {
2241                 /* Maybe forgot adding information to activation_info table ? */
2242                 msg_print("Activation information is not found.");
2243                 return FALSE;
2244         }
2245
2246         /* Activate for attack */
2247         switch (act_ptr->index)
2248         {
2249                 case ACT_SUNLIGHT:
2250                 {
2251                         if (!get_aim_dir(&dir)) return FALSE;
2252                         msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
2253                         (void)lite_line(dir, damroll(6, 8));
2254                         break;
2255                 }
2256
2257                 case ACT_BO_MISS_1:
2258                 {
2259                         msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
2260                         if (!get_aim_dir(&dir)) return FALSE;
2261                         fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2262                         break;
2263                 }
2264
2265                 case ACT_BA_POIS_1:
2266                 {
2267                         msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
2268                         if (!get_aim_dir(&dir)) return FALSE;
2269                         fire_ball(GF_POIS, dir, 12, 3);
2270                         break;
2271                 }
2272
2273                 case ACT_BO_ELEC_1:
2274                 {
2275                         msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
2276                         if (!get_aim_dir(&dir)) return FALSE;
2277                         fire_bolt(GF_ELEC, dir, damroll(4, 8));
2278                         break;
2279                 }
2280
2281                 case ACT_BO_ACID_1:
2282                 {
2283                         msg_print(_("それは酸に覆われた...","It is covered in acid..."));
2284                         if (!get_aim_dir(&dir)) return FALSE;
2285                         fire_bolt(GF_ACID, dir, damroll(5, 8));
2286                         break;
2287                 }
2288
2289                 case ACT_BO_COLD_1:
2290                 {
2291                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2292                         if (!get_aim_dir(&dir)) return FALSE;
2293                         fire_bolt(GF_COLD, dir, damroll(6, 8));
2294                         break;
2295                 }
2296
2297                 case ACT_BO_FIRE_1:
2298                 {
2299                         msg_print(_("それは炎に覆われた...","It is covered in fire..."));
2300                         if (!get_aim_dir(&dir)) return FALSE;
2301                         fire_bolt(GF_FIRE, dir, damroll(9, 8));
2302                         break;
2303                 }
2304
2305                 case ACT_BA_COLD_1:
2306                 {
2307                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2308                         if (!get_aim_dir(&dir)) return FALSE;
2309                         fire_ball(GF_COLD, dir, 48, 2);
2310                         break;
2311                 }
2312                 
2313                 case ACT_BA_COLD_2:
2314                 {
2315                         msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
2316                         if (!get_aim_dir(&dir)) return FALSE;
2317                         fire_ball(GF_COLD, dir, 100, 2);
2318                         break;
2319                 }
2320                 
2321                 case ACT_BA_COLD_3:
2322                 {
2323                         msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
2324                         if (!get_aim_dir(&dir)) return FALSE;
2325                         fire_ball(GF_COLD, dir, 400, 3);
2326                         break;
2327                 }
2328
2329                 case ACT_BA_FIRE_1:
2330                 {
2331                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2332                         if (!get_aim_dir(&dir)) return FALSE;
2333                         fire_ball(GF_FIRE, dir, 72, 2);
2334                         break;
2335                 }
2336                 
2337                 case ACT_BA_FIRE_2:
2338                 {
2339                         msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
2340                         if (!get_aim_dir(&dir)) return FALSE;
2341                         fire_ball(GF_FIRE, dir, 120, 3);
2342                         break;
2343                 }
2344                 
2345                 case ACT_BA_FIRE_3:
2346                 {
2347                         msg_print(_("深赤色に輝いている...", "It glows deep red..."));
2348                         if (!get_aim_dir(&dir)) return FALSE;
2349                         fire_ball(GF_FIRE, dir, 300, 3);
2350                         break;
2351                 }
2352                 
2353                 case ACT_BA_FIRE_4:
2354                 {
2355                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2356                         if (!get_aim_dir(&dir)) return FALSE;
2357                         fire_ball(GF_FIRE, dir, 100, 2);
2358                         break;
2359                 }
2360                 
2361                 case ACT_BA_ELEC_2:
2362                 {
2363                         msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
2364                         if (!get_aim_dir(&dir)) return FALSE;
2365                         fire_ball(GF_ELEC, dir, 100, 3);
2366                         break;
2367                 }
2368                 
2369                 case ACT_BA_ELEC_3:
2370                 {
2371                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2372                         if (!get_aim_dir(&dir)) return FALSE;
2373                         fire_ball(GF_ELEC, dir, 500, 3);
2374                         break;
2375                 }
2376                 
2377                 case ACT_BA_ACID_1:
2378                 {
2379                         msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
2380                         if (!get_aim_dir(&dir)) return FALSE;
2381                         fire_ball(GF_ACID, dir, 100, 2);
2382                         break;
2383                 }
2384                 
2385                 case ACT_BA_NUKE_1:
2386                 {
2387                         msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
2388                         if (!get_aim_dir(&dir)) return FALSE;
2389                         fire_ball(GF_NUKE, dir, 100, 2);
2390                         break;
2391                 }
2392                 
2393                 case ACT_DRAIN_1:
2394                 {
2395                         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);
2396                         if (!get_aim_dir(&dir)) return FALSE;
2397                         if (drain_life(dir, 100))
2398                         break;
2399                 }
2400
2401                 case ACT_DRAIN_2:
2402                 {
2403                         msg_print(_("黒く輝いている...", "It glows black..."));
2404                         if (!get_aim_dir(&dir)) return FALSE;
2405                         drain_life(dir, 120);
2406                         break;
2407                 }
2408
2409                 case ACT_VAMPIRE_1:
2410                 {
2411                         if (!get_aim_dir(&dir)) return FALSE;
2412                         for (dummy = 0; dummy < 3; dummy++)
2413                         {
2414                                 if (drain_life(dir, 50))
2415                                 hp_player(50);
2416                         }
2417                         break;
2418                 }
2419
2420                 case ACT_BO_MISS_2:
2421                 {
2422                         msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
2423                         if (!get_aim_dir(&dir)) return FALSE;
2424                         fire_bolt(GF_ARROW, dir, 150);
2425                         break;
2426                 }
2427
2428                 case ACT_WHIRLWIND:
2429                 {
2430                         {
2431                                 int y = 0, x = 0;
2432                                 cave_type       *c_ptr;
2433                                 monster_type    *m_ptr;
2434
2435                                 for (dir = 0; dir <= 9; dir++)
2436                                 {
2437                                         y = p_ptr->y + ddy[dir];
2438                                         x = p_ptr->x + ddx[dir];
2439                                         c_ptr = &cave[y][x];
2440
2441                                         /* Get the monster */
2442                                         m_ptr = &m_list[c_ptr->m_idx];
2443
2444                                         /* Hack -- attack monsters */
2445                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2446                                                 py_attack(y, x, 0);
2447                                 }
2448                         }
2449                         break;
2450                 }
2451
2452                 case ACT_VAMPIRE_2:
2453                 {
2454                         if (!get_aim_dir(&dir)) return FALSE;
2455                         for (dummy = 0; dummy < 3; dummy++)
2456                         {
2457                                 if (drain_life(dir, 100))
2458                                 hp_player(100);
2459                         }
2460                         break;
2461                 }
2462
2463
2464                 case ACT_CALL_CHAOS:
2465                 {
2466                         msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
2467                         call_chaos();
2468                         break;
2469                 }
2470
2471                 case ACT_ROCKET:
2472                 {
2473                         if (!get_aim_dir(&dir)) return FALSE;
2474                         msg_print(_("ロケットを発射した!", "You launch a rocket!"));
2475                         fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2476                         break;
2477                 }
2478
2479                 case ACT_DISP_EVIL:
2480                 {
2481                         msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
2482                         dispel_evil(p_ptr->lev * 5);
2483                         break;
2484                 }
2485
2486                 case ACT_BA_MISS_3:
2487                 {
2488                         if (!get_aim_dir(&dir)) return FALSE;
2489                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2490                         fire_ball(GF_MISSILE, dir, 300, -4);
2491                         break;
2492                 }
2493
2494                 case ACT_DISP_GOOD:
2495                 {
2496                         msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
2497                         dispel_good(p_ptr->lev * 5);
2498                         break;
2499                 }
2500
2501                 case ACT_BO_MANA:
2502                 {
2503                         msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
2504                         if (!get_aim_dir(&dir)) return FALSE;
2505                         fire_bolt(GF_ARROW, dir, 150);
2506                         break;
2507                 }
2508
2509                 case ACT_BA_WATER:
2510                 {
2511                         msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
2512                         if (!get_aim_dir(&dir)) return FALSE;
2513                         fire_ball(GF_WATER, dir, 200, 3);
2514                         break;
2515                 }
2516
2517                 case ACT_BA_DARK:
2518                 {
2519                         msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
2520                         if (!get_aim_dir(&dir)) return FALSE;
2521                         fire_ball(GF_DARK, dir, 250, 4);
2522                         break;
2523                 }
2524
2525                 case ACT_BA_MANA:
2526                 {
2527                         msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
2528                         if (!get_aim_dir(&dir)) return FALSE;
2529                         fire_ball(GF_MANA, dir, 250, 4);
2530                         break;
2531                 }
2532
2533                 case ACT_PESTICIDE:
2534                 {
2535                         msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
2536                         (void)dispel_monsters(4);
2537                         break;
2538                 }
2539
2540                 case ACT_BLINDING_LIGHT:
2541                 {
2542                         msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
2543                         fire_ball(GF_LITE, 0, 300, 6);
2544                         confuse_monsters(3 * p_ptr->lev / 2);
2545                         break;
2546                 }
2547
2548                 case ACT_BIZARRE:
2549                 {
2550                         msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
2551                         if (!get_aim_dir(&dir)) return FALSE;
2552                         ring_of_power(dir);
2553                         break;
2554                 }
2555
2556                 case ACT_CAST_BA_STAR:
2557                 {
2558                         int num = damroll(5, 3);
2559                         int y = 0, x = 0;
2560                         int attempts;
2561                         msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
2562                         for (k = 0; k < num; k++)
2563                         {
2564                                 attempts = 1000;
2565
2566                                 while (attempts--)
2567                                 {
2568                                         scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
2569
2570                                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2571
2572                                         if (!player_bold(y, x)) break;
2573                                 }
2574
2575                                 project(0, 3, y, x, 150, GF_ELEC,
2576                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2577                         }
2578
2579                         break;
2580                 }
2581
2582                 case ACT_BLADETURNER:
2583                 {
2584                         if (!get_aim_dir(&dir)) return FALSE;
2585                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2586                         fire_ball(GF_MISSILE, dir, 300, -4);
2587                         msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
2588                         (void)set_afraid(0);
2589                         (void)set_hero(randint1(50) + 50, FALSE);
2590                         (void)hp_player(10);
2591                         (void)set_blessed(randint1(50) + 50, FALSE);
2592                         (void)set_oppose_acid(randint1(50) + 50, FALSE);
2593                         (void)set_oppose_elec(randint1(50) + 50, FALSE);
2594                         (void)set_oppose_fire(randint1(50) + 50, FALSE);
2595                         (void)set_oppose_cold(randint1(50) + 50, FALSE);
2596                         (void)set_oppose_pois(randint1(50) + 50, FALSE);
2597                         break;
2598                 }
2599
2600                 case ACT_BR_FIRE:
2601                 {
2602                         if (!get_aim_dir(&dir)) return FALSE;
2603                         fire_ball(GF_FIRE, dir, 200, -2);
2604                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2605                         {
2606                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2607                         }
2608                         break;
2609                 }
2610                 case ACT_BR_COLD:
2611                 {
2612                         if (!get_aim_dir(&dir)) return FALSE;
2613                         fire_ball(GF_COLD, dir, 200, -2);
2614                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2615                         {
2616                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2617                         }
2618                         break;
2619                 }
2620                 case ACT_BR_DRAGON:
2621                 {
2622                         if (!activate_dragon_breath(o_ptr)) return FALSE;
2623                         break;
2624                 }
2625
2626                 /* Activate for other offensive action */
2627
2628                 case ACT_CONFUSE:
2629                 {
2630                         msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
2631                         if (!get_aim_dir(&dir)) return FALSE;
2632                         confuse_monster(dir, 20);
2633                         break;
2634                 }
2635
2636                 case ACT_SLEEP:
2637                 {
2638                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2639                         sleep_monsters_touch();
2640                         break;
2641                 }
2642
2643                 case ACT_QUAKE:
2644                 {
2645                         earthquake(p_ptr->y, p_ptr->x, 5);
2646                         break;
2647                 }
2648
2649                 case ACT_TERROR:
2650                 {
2651                         turn_monsters(40 + p_ptr->lev);
2652                         break;
2653                 }
2654
2655                 case ACT_TELE_AWAY:
2656                 {
2657                         if (!get_aim_dir(&dir)) return FALSE;
2658                         (void)fire_beam(GF_AWAY_ALL, dir, plev);
2659                         break;
2660                 }
2661
2662                 case ACT_BANISH_EVIL:
2663                 {
2664                         if (banish_evil(100))
2665                         {
2666                                 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!"));
2667                         }
2668                         break;
2669                 }
2670
2671                 case ACT_GENOCIDE:
2672                 {
2673                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2674                         (void)symbol_genocide(200, TRUE);
2675                         break;
2676                 }
2677
2678                 case ACT_MASS_GENO:
2679                 {
2680                         msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
2681                         (void)mass_genocide(200, TRUE);
2682                         break;
2683                 }
2684
2685                 case ACT_SCARE_AREA:
2686                 {
2687                         if (music_singing_any()) stop_singing();
2688                         if (hex_spelling_any()) stop_hex_spell_all();
2689                         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!",
2690                                         "You wind a mighty blast; your enemies tremble!"));
2691                         (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2692                         break;
2693                 }
2694
2695                 case ACT_AGGRAVATE:
2696                 {
2697                         if (o_ptr->name1 == ART_HYOUSIGI)
2698                         {
2699                                 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
2700                         }
2701                         else
2702                         {
2703                                 msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
2704                         }
2705                         aggravate_monsters(0);
2706                         break;
2707                 }
2708
2709                 /* Activate for summoning / charming */
2710
2711                 case ACT_CHARM_ANIMAL:
2712                 {
2713                         if (!get_aim_dir(&dir)) return FALSE;
2714                         (void)charm_animal(dir, plev * 2);
2715                         break;
2716                 }
2717
2718                 case ACT_CHARM_UNDEAD:
2719                 {
2720                         if (!get_aim_dir(&dir)) return FALSE;
2721                         (void)control_one_undead(dir, plev * 2);
2722                         break;
2723                 }
2724
2725                 case ACT_CHARM_OTHER:
2726                 {
2727                         if (!get_aim_dir(&dir)) return FALSE;
2728                         (void)charm_monster(dir, plev * 2);
2729                         break;
2730                 }
2731
2732                 case ACT_CHARM_ANIMALS:
2733                 {
2734                         (void)charm_animals(plev * 2);
2735                         break;
2736                 }
2737
2738                 case ACT_CHARM_OTHERS:
2739                 {
2740                         charm_monsters(plev * 2);
2741                         break;
2742                 }
2743
2744                 case ACT_SUMMON_ANIMAL:
2745                 {
2746                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2747                         break;
2748                 }
2749
2750                 case ACT_SUMMON_PHANTOM:
2751                 {
2752                         msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
2753                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2754                         break;
2755                 }
2756
2757                 case ACT_SUMMON_ELEMENTAL:
2758                 {
2759                         bool pet = one_in_(3);
2760                         u32b mode = 0L;
2761
2762                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2763                         if (pet) mode |= PM_FORCE_PET;
2764                         else mode |= PM_NO_PET;
2765
2766                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2767                         {
2768                                 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
2769                                 if (pet)
2770                                         msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
2771                                 else
2772                                         msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
2773                         }
2774
2775                         break;
2776                 }
2777
2778                 case ACT_SUMMON_DEMON:
2779                 {
2780                         bool pet = one_in_(3);
2781                         u32b mode = 0L;
2782
2783                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2784                         if (pet) mode |= PM_FORCE_PET;
2785                         else mode |= PM_NO_PET;
2786
2787                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
2788                         {
2789                                 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
2790                                 if (pet)
2791                                         msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
2792                                 else
2793                                         msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2794                         }
2795
2796                         break;
2797                 }
2798
2799                 case ACT_SUMMON_UNDEAD:
2800                 {
2801                         bool pet = one_in_(3);
2802                         int type;
2803                         u32b mode = 0L;
2804
2805                         type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2806
2807                         if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2808                         if (pet) mode |= PM_FORCE_PET;
2809                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2810
2811                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
2812                         {
2813                                 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...",
2814                                                 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2815                                 if (pet)
2816                                 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!",
2817                                                 "Ancient, long-dead forms arise from the ground to serve you!"));
2818                                 else
2819                                 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
2820                                                 "'The dead arise... to punish you for disturbing them!'"));
2821                         }
2822
2823                         break;
2824                 }
2825
2826                 case ACT_SUMMON_HOUND:
2827                 {
2828                         u32b mode = PM_ALLOW_GROUP;
2829                         bool pet = !one_in_(5);
2830                         if (pet) mode |= PM_FORCE_PET;
2831                         else mode |= PM_NO_PET;
2832
2833                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2834                         {
2835
2836                                 if (pet)
2837                                         msg_print(_("ハウンドがあなたの下僕として出現した。",
2838                                                 "A group of hounds appear as your servant."));
2839                                 else
2840                                         msg_print(_("ハウンドはあなたに牙を向けている!",
2841                                                 "A group of hounds appear as your enemy!"));
2842                         }
2843
2844                         break;
2845                 }
2846
2847                 case ACT_SUMMON_DAWN:
2848                 {
2849                         msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
2850                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2851                         break;
2852                 }
2853
2854                 case ACT_SUMMON_OCTOPUS:
2855                 {
2856                         u32b mode = PM_ALLOW_GROUP;
2857                         bool pet = !one_in_(5);
2858                         if (pet) mode |= PM_FORCE_PET;
2859
2860                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
2861                         {
2862                                 if (pet)
2863                                         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."));
2864                                 else
2865                                         msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
2866                         }
2867
2868                         break;
2869                 }
2870
2871                 /* Activate for healing */
2872
2873                 case ACT_CHOIR_SINGS:
2874                 {
2875                         msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
2876                         (void)set_poisoned(0);
2877                         (void)set_cut(0);
2878                         (void)set_stun(0);
2879                         (void)set_confused(0);
2880                         (void)set_blind(0);
2881                         (void)set_afraid(0);
2882                         (void)set_hero(randint1(25) + 25, FALSE);
2883                         (void)hp_player(777);
2884                         break;
2885                 }
2886
2887                 case ACT_CURE_LW:
2888                 {
2889                         (void)set_afraid(0);
2890                         (void)hp_player(30);
2891                         break;
2892                 }
2893
2894                 case ACT_CURE_MW:
2895                 {
2896                         msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
2897                         hp_player(damroll(4, 8));
2898                         (void)set_cut((p_ptr->cut / 2) - 50);
2899                         break;
2900                 }
2901
2902                 case ACT_CURE_POISON:
2903                 {
2904                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2905                         (void)set_afraid(0);
2906                         (void)set_poisoned(0);
2907                         break;
2908                 }
2909
2910                 case ACT_REST_EXP:
2911                 {
2912                         msg_print(_("深紅に輝いている...", "It glows a deep red..."));
2913                         restore_level();
2914                         break;
2915                 }
2916
2917                 case ACT_REST_ALL:
2918                 {
2919                         msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
2920                         (void)do_res_stat(A_STR);
2921                         (void)do_res_stat(A_INT);
2922                         (void)do_res_stat(A_WIS);
2923                         (void)do_res_stat(A_DEX);
2924                         (void)do_res_stat(A_CON);
2925                         (void)do_res_stat(A_CHR);
2926                         (void)restore_level();
2927                         break;
2928                 }
2929
2930                 case ACT_CURE_700:
2931                 {
2932                         msg_print(_("深青色に輝いている...","It glows deep blue..."));
2933                         msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
2934                         (void)hp_player(700);
2935                         (void)set_cut(0);
2936                         break;
2937                 }
2938
2939                 case ACT_CURE_1000:
2940                 {
2941                         msg_print(_("白く明るく輝いている...","It glows a bright white..."));
2942                         msg_print(_("ひじょうに気分がよい...","You feel much better..."));
2943                         (void)hp_player(1000);
2944                         (void)set_cut(0);
2945                         break;
2946                 }
2947
2948                 case ACT_CURING:
2949                 {
2950                         msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
2951                         (void)set_poisoned(0);
2952                         (void)set_confused(0);
2953                         (void)set_blind(0);
2954                         (void)set_stun(0);
2955                         (void)set_cut(0);
2956                         (void)set_image(0);
2957
2958                         break;
2959                 }
2960
2961                 case ACT_CURE_MANA_FULL:
2962                 {
2963                         msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
2964                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2965                         {
2966                                 int i;
2967                                 for (i = 0; i < EATER_EXT*2; i++)
2968                                 {
2969                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2970                                         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;
2971                                 }
2972                                 for (; i < EATER_EXT*3; i++)
2973                                 {
2974                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2975                                         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;
2976                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2977                                 }
2978                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2979                                 p_ptr->window |= (PW_PLAYER);
2980                         }
2981                         else if (p_ptr->csp < p_ptr->msp)
2982                         {
2983                                 p_ptr->csp = p_ptr->msp;
2984                                 p_ptr->csp_frac = 0;
2985                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2986                                 p_ptr->redraw |= (PR_MANA);
2987                                 p_ptr->window |= (PW_PLAYER);
2988                                 p_ptr->window |= (PW_SPELL);
2989                         }
2990                         break;
2991                 }
2992
2993                 /* Activate for timed effect */
2994
2995                 case ACT_ESP:
2996                 {
2997                         (void)set_tim_esp(randint1(30) + 25, FALSE);
2998                         break;
2999                 }
3000
3001                 case ACT_BERSERK:
3002                 {
3003                         (void)set_afraid(0);
3004                         (void)set_shero(randint1(25) + 25, FALSE);
3005                         /* (void)set_afraid(0);
3006                         (void)set_hero(randint1(50) + 50, FALSE);
3007                         (void)set_blessed(randint1(50) + 50, FALSE);
3008                         o_ptr->timeout = 100 + randint1(100); */
3009                         break;
3010                 }
3011
3012                 case ACT_PROT_EVIL:
3013                 {
3014                         msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
3015                         k = 3 * p_ptr->lev;
3016                         (void)set_protevil(randint1(25) + k, FALSE);
3017                         break;
3018                 }
3019
3020                 case ACT_RESIST_ALL:
3021                 {
3022                         msg_print(_("様々な色に輝いている...", "It glows many colours..."));
3023                         (void)set_oppose_acid(randint1(40) + 40, FALSE);
3024                         (void)set_oppose_elec(randint1(40) + 40, FALSE);
3025                         (void)set_oppose_fire(randint1(40) + 40, FALSE);
3026                         (void)set_oppose_cold(randint1(40) + 40, FALSE);
3027                         (void)set_oppose_pois(randint1(40) + 40, FALSE);
3028                         break;
3029                 }
3030
3031                 case ACT_SPEED:
3032                 {
3033                         msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
3034                         (void)set_fast(randint1(20) + 20, FALSE);
3035                         break;
3036                 }
3037
3038                 case ACT_XTRA_SPEED:
3039                 {
3040                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3041                         (void)set_fast(randint1(75) + 75, FALSE);
3042                         break;
3043                 }
3044
3045                 case ACT_WRAITH:
3046                 {
3047                         set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3048                         break;
3049                 }
3050
3051                 case ACT_INVULN:
3052                 {
3053                         (void)set_invuln(randint1(8) + 8, FALSE);
3054                         break;
3055                 }
3056
3057                 case ACT_HELO:
3058                 {
3059                         (void)set_afraid(0);
3060                         set_hero(randint1(25)+25, FALSE);
3061                         hp_player(10);
3062                         break;
3063                 }
3064
3065                 case ACT_HELO_SPEED:
3066                 {
3067                         (void)set_fast(randint1(50) + 50, FALSE);
3068                         hp_player(10);
3069                         set_afraid(0);
3070                         set_hero(randint1(50) + 50, FALSE);
3071                         break;
3072                 }
3073
3074                 case ACT_RESIST_ACID:
3075                 {
3076                         msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
3077                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3078                         {
3079                                 if (!get_aim_dir(&dir)) return FALSE;
3080                                 fire_ball(GF_ACID, dir, 100, 2);
3081                         }
3082                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
3083                         break;
3084                 }
3085
3086                 case ACT_RESIST_FIRE:
3087                 {
3088                         msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
3089                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3090                         {
3091                                 if (!get_aim_dir(&dir)) return FALSE;
3092                                 fire_ball(GF_FIRE, dir, 100, 2);
3093                         }
3094                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
3095                         break;
3096                 }
3097
3098                 case ACT_RESIST_COLD:
3099                 {
3100                         msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
3101                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3102                         {
3103                                 if (!get_aim_dir(&dir)) return FALSE;
3104                                 fire_ball(GF_COLD, dir, 100, 2);
3105                         }
3106                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
3107                         break;
3108                 }
3109
3110                 case ACT_RESIST_ELEC:
3111                 {
3112                         msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
3113                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3114                         {
3115                                 if (!get_aim_dir(&dir)) return FALSE;
3116                                 fire_ball(GF_ELEC, dir, 100, 2);
3117                         }
3118                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
3119                         break;
3120                 }
3121
3122                 case ACT_RESIST_POIS:
3123                 {
3124                         msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
3125                         (void)set_oppose_pois(randint1(20) + 20, FALSE);
3126                         break;
3127                 }
3128
3129                 /* Activate for general purpose effect (detection etc.) */
3130
3131                 case ACT_LIGHT:
3132                 {
3133                         msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
3134                         lite_area(damroll(2, 15), 3);
3135                         break;
3136                 }
3137
3138                 case ACT_MAP_LIGHT:
3139                 {
3140                         msg_print(_("眩しく輝いた...", "It shines brightly..."));
3141                         map_area(DETECT_RAD_MAP);
3142                         lite_area(damroll(2, 15), 3);
3143                         break;
3144                 }
3145
3146                 case ACT_DETECT_ALL:
3147                 {
3148                         msg_print(_("白く明るく輝いている...", "It glows bright white..."));
3149                         msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
3150                         detect_all(DETECT_RAD_DEFAULT);
3151                         break;
3152                 }
3153
3154                 case ACT_DETECT_XTRA:
3155                 {
3156                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3157                         detect_all(DETECT_RAD_DEFAULT);
3158                         probing();
3159                         identify_fully(FALSE);
3160                         break;
3161                 }
3162
3163                 case ACT_ID_FULL:
3164                 {
3165                         msg_print(_("黄色く輝いている...", "It glows yellow..."));
3166                         identify_fully(FALSE);
3167                         break;
3168                 }
3169
3170                 case ACT_ID_PLAIN:
3171                 {
3172                         if (!ident_spell(FALSE)) return FALSE;
3173                         break;
3174                 }
3175
3176                 case ACT_RUNE_EXPLO:
3177                 {
3178                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3179                         explosive_rune();
3180                         break;
3181                 }
3182
3183                 case ACT_RUNE_PROT:
3184                 {
3185                         msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
3186                         warding_glyph();
3187                         break;
3188                 }
3189
3190                 case ACT_SATIATE:
3191                 {
3192                         (void)set_food(PY_FOOD_MAX - 1);
3193                         break;
3194                 }
3195
3196                 case ACT_DEST_DOOR:
3197                 {
3198                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3199                         destroy_doors_touch();
3200                         break;
3201                 }
3202
3203                 case ACT_STONE_MUD:
3204                 {
3205                         msg_print(_("鼓動している...", "It pulsates..."));
3206                         if (!get_aim_dir(&dir)) return FALSE;
3207                         wall_to_mud(dir, 20 + randint1(30));
3208                         break;
3209                 }
3210
3211                 case ACT_RECHARGE:
3212                 {
3213                         recharge(130);
3214                         break;
3215                 }
3216
3217                 case ACT_ALCHEMY:
3218                 {
3219                         msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
3220                         (void)alchemy();
3221                         break;
3222                 }
3223
3224                 case ACT_DIM_DOOR:
3225                 {
3226                         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."));
3227                         if (!dimension_door()) return FALSE;
3228                         break;
3229                 }
3230
3231
3232                 case ACT_TELEPORT:
3233                 {
3234                         msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
3235                         teleport_player(100, 0L);
3236                         break;
3237                 }
3238
3239                 case ACT_RECALL:
3240                 {
3241                         msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
3242                         if (!word_of_recall()) return FALSE;
3243                         break;
3244                 }
3245
3246                 case ACT_JUDGE:
3247                 {
3248                         msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
3249                         chg_virtue(V_KNOWLEDGE, 1);
3250                         chg_virtue(V_ENLIGHTEN, 1);
3251                         wiz_lite(FALSE);
3252                         
3253                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3254                         take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
3255                         
3256                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3257                         (void)detect_doors(DETECT_RAD_DEFAULT);
3258                         (void)detect_stairs(DETECT_RAD_DEFAULT);
3259                         
3260                         if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
3261                         {
3262                                 (void)word_of_recall();
3263                         }
3264
3265                         break;
3266                 }
3267
3268                 case ACT_TELEKINESIS:
3269                 {
3270                         if (!get_aim_dir(&dir)) return FALSE;
3271                         msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
3272                         fetch(dir, 500, TRUE);
3273                         break;
3274                 }
3275
3276                 case ACT_DETECT_UNIQUE:
3277                 {
3278                         int i;
3279                         monster_type *m_ptr;
3280                         monster_race *r_ptr;
3281                         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 ..."));
3282                         /* Process the monsters (backwards) */
3283                         for (i = m_max - 1; i >= 1; i--)
3284                         {
3285                                 /* Access the monster */
3286                                 m_ptr = &m_list[i];
3287
3288                                 /* Ignore "dead" monsters */
3289                                 if (!m_ptr->r_idx) continue;
3290
3291                                 r_ptr = &r_info[m_ptr->r_idx];
3292
3293                                 if(r_ptr->flags1 & RF1_UNIQUE)
3294                                 {
3295                                         msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
3296                                 }
3297                         }
3298                         break;
3299                 }
3300
3301                 case ACT_ESCAPE:
3302                 {
3303                         switch (randint1(13))
3304                         {
3305                         case 1: case 2: case 3: case 4: case 5:
3306                                 teleport_player(10, 0L);
3307                                 break;
3308                         case 6: case 7: case 8: case 9: case 10:
3309                                 teleport_player(222, 0L);
3310                                 break;
3311                         case 11: case 12:
3312                                 (void)stair_creation();
3313                                 break;
3314                         default:
3315                                 if (get_check(_("この階を去りますか?", "Leave this level? ")))
3316                                 {
3317                                         if (autosave_l) do_cmd_save_game(TRUE);
3318
3319                                         /* Leaving */
3320                                         p_ptr->leaving = TRUE;
3321                                 }
3322                         }
3323                         break;
3324                 }
3325
3326                 case ACT_DISP_CURSE_XTRA:
3327                 {
3328                         msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
3329                         if (remove_all_curse())
3330                         {
3331                                 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."));
3332                         }
3333                         (void)probing();
3334                         break;
3335                 }
3336
3337                 case ACT_BRAND_FIRE_BOLTS:
3338                 {
3339                         msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
3340                         (void)brand_bolts();
3341                         break;
3342                 }
3343
3344                 case ACT_RECHARGE_XTRA:
3345                 {
3346                         msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
3347                         if (!recharge(1000)) return FALSE;
3348                         break;
3349                 }
3350
3351                 case ACT_LORE:
3352                 {
3353                         msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
3354                         if (!ident_spell(FALSE)) return FALSE;
3355
3356                         if (mp_ptr->spell_book)
3357                         {
3358                                 /* Sufficient mana */
3359                                 if (20 <= p_ptr->csp)
3360                                 {
3361                                         /* Use some mana */
3362                                         p_ptr->csp -= 20;
3363                                 }
3364
3365                                 /* Over-exert the player */
3366                                 else
3367                                 {
3368                                         int oops = 20 - p_ptr->csp;
3369
3370                                         /* No mana left */
3371                                         p_ptr->csp = 0;
3372                                         p_ptr->csp_frac = 0;
3373
3374                                         /* Message */
3375                                         msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
3376                                         /* Hack -- Bypass free action */
3377                                         (void)set_paralyzed(p_ptr->paralyzed +
3378                                                 randint1(5 * oops + 1));
3379
3380                                         /* Confusing. */
3381                                         (void)set_confused(p_ptr->confused +
3382                                                 randint1(5 * oops + 1));
3383                                 }
3384
3385                                 /* Redraw mana */
3386                                 p_ptr->redraw |= (PR_MANA);
3387                         }
3388                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
3389                         /* Confusing. */
3390                         if (one_in_(5)) (void)set_confused(p_ptr->confused +
3391                                 randint1(10));
3392
3393                         /* Exercise a little care... */
3394                         if (one_in_(20))
3395                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
3396                         break;
3397                 }
3398
3399                 case ACT_SHIKOFUMI:
3400                 {
3401                         msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
3402                         (void)set_afraid(0);
3403                         (void)set_hero(randint1(20) + 20, FALSE);
3404                         dispel_evil(p_ptr->lev * 3);
3405                         break;
3406                 }
3407
3408                 case ACT_PHASE_DOOR:
3409                 {
3410                         teleport_player(10, 0L);
3411                         break;
3412                 }
3413
3414                 case ACT_DETECT_ALL_MONS:
3415                 {
3416                         (void)detect_monsters_invis(255);
3417                         (void)detect_monsters_normal(255);
3418                         break;
3419                 }
3420
3421                 case ACT_ULTIMATE_RESIST:
3422                 {
3423                         int v = randint1(25)+25;
3424                         (void)set_afraid(0);
3425                         (void)set_hero(v, FALSE);
3426                         (void)hp_player(10);
3427                         (void)set_blessed(v, FALSE);
3428                         (void)set_oppose_acid(v, FALSE);
3429                         (void)set_oppose_elec(v, FALSE);
3430                         (void)set_oppose_fire(v, FALSE);
3431                         (void)set_oppose_cold(v, FALSE);
3432                         (void)set_oppose_pois(v, FALSE);
3433                         (void)set_ultimate_res(v, FALSE);
3434                         break;
3435                 }
3436
3437
3438                 /* Unique activation */
3439                 case ACT_CAST_OFF:
3440                 {
3441                         int inv, o_idx, t;
3442                         char o_name[MAX_NLEN];
3443                         object_type forge;
3444
3445                         /* Cast off activated item */
3446                         for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3447                         {
3448                                 if (o_ptr == &inventory[inv]) break;
3449                         }
3450
3451                         /* Paranoia */
3452                         if (inv > INVEN_FEET) return FALSE;
3453
3454                         object_copy(&forge, o_ptr);
3455                         inven_item_increase(inv, (0 - o_ptr->number));
3456                         inven_item_optimize(inv);
3457                         o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
3458                         o_ptr = &o_list[o_idx];
3459
3460                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3461                         msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
3462
3463                         /* Get effects */
3464                         msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
3465                         t = 20 + randint1(20);
3466                         (void)set_blind(p_ptr->blind + t);
3467                         (void)set_afraid(0);
3468                         (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3469                         (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3470                         (void)set_hero(p_ptr->hero + t, FALSE);
3471                         (void)set_blessed(p_ptr->blessed + t, FALSE);
3472                         (void)set_fast(p_ptr->fast + t, FALSE);
3473                         (void)set_shero(p_ptr->shero + t, FALSE);
3474                         if (p_ptr->pclass == CLASS_FORCETRAINER)
3475                         {
3476                                 p_ptr->magic_num1[0] = plev * 5 + 190;
3477                                 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
3478                         }
3479
3480                         break;
3481                 }
3482
3483                 case ACT_FALLING_STAR:
3484                 {
3485                         msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
3486                         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.'"));
3487                         massacre();
3488                         break;
3489                 }
3490
3491                 case ACT_GRAND_CROSS:
3492                 {
3493                         msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
3494                         project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3495                         break;
3496                 }
3497
3498                 case ACT_TELEPORT_LEVEL:
3499                 {
3500                         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;
3501                         teleport_level(0);
3502                         break;
3503                 }
3504
3505                 case ACT_STRAIN_HASTE:
3506                 {
3507                         int t;
3508                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3509                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
3510                         t = 25 + randint1(25);
3511                         (void)set_fast(p_ptr->fast + t, FALSE);
3512                         break;
3513                 }
3514
3515                 case ACT_FISHING:
3516                 {
3517                         int x, y;
3518
3519                         if (!get_rep_dir2(&dir)) return FALSE;
3520                         y = p_ptr->y+ddy[dir];
3521                         x = p_ptr->x+ddx[dir];
3522                         tsuri_dir = dir;
3523                         if (!cave_have_flag_bold(y, x, FF_WATER))
3524                         {
3525                                 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
3526                                 return FALSE;
3527                         }
3528                         else if (cave[y][x].m_idx)
3529                         {
3530                                 char m_name[80];
3531                                 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3532                                 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
3533                                 p_ptr->energy_use = 0;
3534                                 return FALSE;
3535                         }
3536                         set_action(ACTION_FISH);
3537                         p_ptr->redraw |= (PR_STATE);
3538                         break;
3539                 }
3540
3541                 case ACT_INROU:
3542                 {
3543                         int count = 0, i;
3544                         monster_type *m_ptr;
3545                         cptr kakusan = "";
3546                         
3547                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
3548                         {
3549                                 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
3550                                 kakusan = "Suke-san";
3551                                 count++;
3552                         }
3553                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
3554                         {
3555                                 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
3556                                 kakusan = "Kaku-san";
3557                                 count++;
3558                         }
3559                         if (!count)
3560                         {
3561                                 for (i = m_max - 1; i > 0; i--)
3562                                 {
3563                                         m_ptr = &m_list[i];
3564                                         if (!m_ptr->r_idx) continue;
3565                                         if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3566                                         if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3567                                         if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3568                                         count++;
3569                                         break;
3570                                 }
3571                         }
3572
3573                         if (count)
3574                         {
3575                                 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。」", 
3576                                                         "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
3577                                 sukekaku = TRUE;
3578                                 stun_monsters(120);
3579                                 confuse_monsters(120);
3580                                 turn_monsters(120);
3581                                 stasis_monsters(120);
3582                                 sukekaku = FALSE;
3583                         }
3584                         else
3585                         {
3586                                 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
3587                         }
3588                         break;
3589                 }
3590
3591                 case ACT_MURAMASA:
3592                 {
3593                         /* Only for Muramasa */
3594                         if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3595                         if (get_check(_("本当に使いますか?", "Are you sure?!")))
3596                         {
3597                                 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
3598                                 do_inc_stat(A_STR);
3599                                 if (one_in_(2))
3600                                 {
3601                                         msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
3602                                         curse_weapon_object(TRUE, o_ptr);
3603                                 }
3604                         }
3605                         break;
3606                 }
3607
3608                 case ACT_BLOODY_MOON:
3609                 {
3610                         /* Only for Bloody Moon */
3611                         if (o_ptr->name1 != ART_BLOOD) return FALSE;
3612                         msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
3613                         get_bloody_moon_flags(o_ptr);
3614                         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3615                         p_ptr->update |= (PU_BONUS | PU_HP);
3616                         break;
3617                 }
3618
3619                 case ACT_CRIMSON:
3620                 {
3621                         int num = 1;
3622                         int i;
3623                         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3624                         int tx, ty;
3625
3626                         /* Only for Crimson */
3627                         if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3628
3629                         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!"));
3630
3631                         if (!get_aim_dir(&dir)) return FALSE;
3632
3633                         /* Use the given direction */
3634                         tx = p_ptr->x + 99 * ddx[dir];
3635                         ty = p_ptr->y + 99 * ddy[dir];
3636
3637                         /* Hack -- Use an actual "target" */
3638                         if ((dir == 5) && target_okay())
3639                         {
3640                                 tx = target_col;
3641                                 ty = target_row;
3642                         }
3643
3644                         if (p_ptr->pclass == CLASS_ARCHER)
3645                         {
3646                                 /* Extra shot at level 10 */
3647                                 if (p_ptr->lev >= 10) num++;
3648
3649                                 /* Extra shot at level 30 */
3650                                 if (p_ptr->lev >= 30) num++;
3651
3652                                 /* Extra shot at level 45 */
3653                                 if (p_ptr->lev >= 45) num++;
3654                         }
3655
3656                         for (i = 0; i < num; i++)
3657                                 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3658                         break;
3659                 }
3660
3661                 default:
3662                 {
3663                         msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
3664                         return FALSE;
3665                 }
3666         }
3667
3668         /* Set activation timeout */
3669         if (act_ptr->timeout.constant >= 0) {
3670                 o_ptr->timeout = act_ptr->timeout.constant;
3671                 if (act_ptr->timeout.dice > 0) {
3672                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
3673                 }
3674         } else {
3675                 /* Activations that have special timeout */
3676                 switch (act_ptr->index) {
3677                 case ACT_BR_FIRE:
3678                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3679                         break;
3680                 case ACT_BR_COLD:
3681                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3682                         break;
3683                 case ACT_TERROR:
3684                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
3685                         break;
3686                 case ACT_MURAMASA:
3687                         /* Nothing to do */
3688                         break;
3689                 default:
3690                         msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3691                         return FALSE;
3692                 }
3693         }
3694
3695         return TRUE;
3696 }
3697
3698 /*!
3699  * @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。
3700  * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
3701  * @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
3702  * @return なし
3703  */
3704 void get_bloody_moon_flags(object_type *o_ptr)
3705 {
3706         int dummy, i;
3707
3708         for (i = 0; i < TR_FLAG_SIZE; i++)
3709                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3710
3711         dummy = randint1(2) + randint1(2);
3712         for (i = 0; i < dummy; i++)
3713         {
3714                 int flag = randint0(26);
3715                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3716                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3717                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3718                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3719         }
3720
3721         dummy = randint1(2);
3722         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3723
3724         for (i = 0; i < 2; i++)
3725         {
3726                 int tmp = randint0(11);
3727                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3728                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3729         }
3730 }
3731
3732 /*!
3733  * @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。.
3734  * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
3735  * 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、
3736  * その他追加耐性、特性追加処理。
3737  * @attention プレイヤーの各種ステータスに依存した処理がある。
3738  * @todo 折を見て関数名を変更すること。
3739  * @param o_ptr 対象のオブジェクト構造体ポインタ
3740  * @param a_ptr 生成する固定アーティファクト構造体ポインタ
3741  * @return なし
3742  */
3743 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3744 {
3745         bool give_resistance = FALSE, give_power = FALSE;
3746
3747         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3748         {
3749                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3750                 {
3751                         give_power = TRUE;
3752                         give_resistance = TRUE;
3753                 }
3754                 else
3755                 {
3756                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3757                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
3758                         o_ptr->curse_flags |=
3759                             (TRC_CURSED | TRC_HEAVY_CURSE);
3760                         o_ptr->curse_flags |= get_curse(2, o_ptr);
3761                         return;
3762                 }
3763         }
3764
3765         if (o_ptr->name1 == ART_MURAMASA)
3766         {
3767                 if (p_ptr->pclass != CLASS_SAMURAI)
3768                 {
3769                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3770                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3771                 }
3772         }
3773
3774         if (o_ptr->name1 == ART_ROBINTON)
3775         {
3776                 if (p_ptr->pclass == CLASS_BARD)
3777                 {
3778                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
3779                 }
3780         }
3781
3782         if (o_ptr->name1 == ART_XIAOLONG)
3783         {
3784                 if (p_ptr->pclass == CLASS_MONK)
3785                         add_flag(o_ptr->art_flags, TR_BLOWS);
3786         }
3787
3788         if (o_ptr->name1 == ART_BLOOD)
3789         {
3790                 get_bloody_moon_flags(o_ptr);
3791         }
3792
3793         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3794         {
3795                 if (p_ptr->psex != SEX_FEMALE)
3796                 {
3797                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3798                 }
3799         }
3800
3801         if (o_ptr->name1 == ART_MILIM)
3802         {
3803                 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3804                 {
3805                         o_ptr->pval = 3;
3806                         add_flag(o_ptr->art_flags, TR_STR);
3807                         add_flag(o_ptr->art_flags, TR_INT);
3808                         add_flag(o_ptr->art_flags, TR_WIS);
3809                         add_flag(o_ptr->art_flags, TR_DEX);
3810                         add_flag(o_ptr->art_flags, TR_CON);
3811                         add_flag(o_ptr->art_flags, TR_CHR);
3812                 }
3813         }
3814
3815         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3816         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3817         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3818         {
3819                 /* Give a resistance OR a power */
3820                 if (one_in_(2)) give_resistance = TRUE;
3821                 else give_power = TRUE;
3822         }
3823
3824         if (give_power)
3825         {
3826                 one_ability(o_ptr);
3827         }
3828
3829         if (give_resistance)
3830         {
3831                 one_high_resistance(o_ptr);
3832         }
3833 }
3834
3835
3836 /*!
3837  * @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
3838  * @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。
3839  * @param a_idx 生成する固定アーティファクト構造体のID
3840  * @param y アイテムを落とす地点のy座標
3841  * @param x アイテムを落とす地点のx座標
3842  * @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。
3843  * @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.
3844  * 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
3845  * drop_near()関数の返り値は信用できなくなる.
3846  */
3847 bool create_named_art(int a_idx, int y, int x)
3848 {
3849         object_type forge;
3850         object_type *q_ptr;
3851         int i;
3852
3853         artifact_type *a_ptr = &a_info[a_idx];
3854
3855         /* Get local object */
3856         q_ptr = &forge;
3857
3858         /* Ignore "empty" artifacts */
3859         if (!a_ptr->name) return FALSE;
3860
3861         /* Acquire the "kind" index */
3862         i = lookup_kind(a_ptr->tval, a_ptr->sval);
3863
3864         /* Oops */
3865         if (!i) return FALSE;
3866
3867         /* Create the artifact */
3868         object_prep(q_ptr, i);
3869
3870         /* Save the name */
3871         q_ptr->name1 = a_idx;
3872
3873         /* Extract the fields */
3874         q_ptr->pval = a_ptr->pval;
3875         q_ptr->ac = a_ptr->ac;
3876         q_ptr->dd = a_ptr->dd;
3877         q_ptr->ds = a_ptr->ds;
3878         q_ptr->to_a = a_ptr->to_a;
3879         q_ptr->to_h = a_ptr->to_h;
3880         q_ptr->to_d = a_ptr->to_d;
3881         q_ptr->weight = a_ptr->weight;
3882
3883         /* Hack -- extract the "cursed" flag */
3884         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3885         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3886         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3887         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3888         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3889         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3890
3891         random_artifact_resistance(q_ptr, a_ptr);
3892
3893         /* Drop the artifact from heaven */
3894         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3895 }
3896 /*対邪平均ダメージの計算処理*/
3897 int calc_arm_avgdamage(object_type *o_ptr)
3898 {
3899         u32b flgs[TR_FLAG_SIZE];
3900         object_flags(o_ptr, flgs);
3901
3902         int dam, base, s_evil, forced, vorpal;
3903         dam = base = s_evil = forced = vorpal = 0;
3904
3905         dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
3906
3907         if(have_flag(flgs, TR_KILL_EVIL))
3908         {
3909                 dam = s_evil = dam * 7 / 2;
3910         }
3911         else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
3912         {       
3913                 dam = s_evil = dam * 2;
3914         }
3915
3916         if (have_flag(flgs, TR_FORCE_WEAPON))
3917         {
3918                 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
3919         }
3920
3921         if(have_flag(flgs, TR_VORPAL))
3922         {
3923                 dam = vorpal = dam * 11 / 9;
3924         }
3925
3926         dam = dam + o_ptr->to_d;
3927
3928         if (cheat_xtra) msg_format("素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
3929                 base, s_evil, forced, vorpal, dam);
3930
3931         return(dam);
3932 }
3933
3934 static int suppression_evil_dam(object_type *o_ptr)
3935 {
3936         int num = FALSE;
3937         u32b flgs[TR_FLAG_SIZE];
3938         object_flags(o_ptr, flgs);
3939
3940         if (have_flag(flgs, TR_VAMPIRIC))
3941         {
3942                 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
3943                 {
3944                         num = TRUE;
3945                 }
3946                 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
3947                 {
3948                         num = TRUE;
3949                 }
3950                 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
3951                 {
3952                         num = TRUE;
3953                 }
3954                 else if (calc_arm_avgdamage(o_ptr) > 63)
3955                 {
3956                         num = TRUE;
3957                 }
3958         }
3959         else
3960         {
3961                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
3962                 {
3963                         num = TRUE;
3964                 }
3965                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
3966                 {
3967                         num = TRUE;
3968                 }
3969                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
3970                 {
3971                         num = TRUE;
3972                 }
3973                 else if (calc_arm_avgdamage(o_ptr) > 75)
3974                 {
3975                         num = TRUE;
3976                 }
3977         }
3978         return(num);
3979 }
3980
3981 static int weakening_artifact(object_type *o_ptr)
3982 {
3983          int k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
3984          object_kind *k_ptr = &k_info[k_idx];
3985
3986          if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
3987          {
3988                 int pre_dd = o_ptr->dd;
3989                 int pre_ds = o_ptr->ds;
3990
3991                 if (o_ptr->dd > o_ptr->ds)
3992                 {
3993                         o_ptr->dd--;
3994                 }
3995                 else
3996                 {
3997                         o_ptr->ds--;
3998                 }
3999
4000                 if (cheat_xtra)
4001                 {
4002                         msg_format("Dice Supress %dd%d -> %dd%d",
4003                                 pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
4004                 }
4005                 return 1;
4006         }
4007         
4008         if (o_ptr->to_d > 10)
4009         {
4010                 int pre_damage = o_ptr->to_d;
4011
4012                 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
4013                 if (o_ptr->to_d < 10)
4014                 {
4015                         o_ptr->to_d = 10;
4016                 }
4017
4018                 if (cheat_xtra)
4019                 {
4020                         msg_format("Plus-Damage Supress %d -> %d",
4021                                 pre_damage, o_ptr->to_d);
4022                 }
4023
4024                 return 1;
4025          }
4026          return 0;
4027 }