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#37449 (2.2.0.65) ウィザードモード時のモンスターとアイテムの生成情報を整理。 / Rearrange generation info of monste...
[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
16 /* Chance of using syllables to form the name instead of the "template" files */
17 #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 */
18 #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 */
19 #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。 */
20 #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。*/
21 #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 */
22 #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 */
23
24 /*! @note
25  * Bias luck needs to be higher than weird luck,
26  * since it is usually tested several times...
27  */
28
29 #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 */
30
31
32 /*!
33  * アーティファクトのバイアスIDを保管する。 / Use for biased artifact creation
34  */
35 static int artifact_bias;
36
37
38 /*!
39  * @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
40  * @details 重複の抑止はない。
41  * @param o_ptr 対象のオブジェクト構造体ポインタ
42  * @return なし
43  */
44 void one_sustain(object_type *o_ptr)
45 {
46         switch (randint0(6))
47         {
48                 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
49                 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
50                 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
51                 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
52                 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
53                 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
54         }
55 }
56
57
58 /*!
59  * @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
60  * @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。
61  * @param o_ptr 対象のオブジェクト構造体ポインタ
62  * @return なし
63  */
64 void one_high_resistance(object_type *o_ptr)
65 {
66         switch (randint0(12))
67         {
68                 case  0: add_flag(o_ptr->art_flags, TR_RES_POIS);   break;
69                 case  1: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
70                 case  2: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
71                 case  3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
72                 case  4: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
73                 case  5: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
74                 case  6: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
75                 case  7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
76                 case  8: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
77                 case  9: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
78                 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN);  break;
79                 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
80         }
81 }
82
83 /*!
84  * @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
85  * @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
86  * 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。
87  * ランダム付加そのものに重複の抑止はない。
88  * @param o_ptr 対象のオブジェクト構造体ポインタ
89  * @return なし
90  */
91 void one_lordly_high_resistance(object_type *o_ptr)
92 {
93         switch (randint0(10))
94         {
95                 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
96                 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
97                 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
98                 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
99                 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
100                 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
101                 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
102                 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
103                 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
104                 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
105         }
106 }
107
108 /*!
109  * @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
110  * @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。
111  * @param o_ptr 対象のオブジェクト構造体ポインタ
112  * @return なし
113  */
114 void one_ele_resistance(object_type *o_ptr)
115 {
116         switch (randint0(4))
117         {
118                 case  0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
119                 case  1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
120                 case  2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
121                 case  3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
122         }
123 }
124
125 /*!
126  * @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
127  * @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。
128  * @param o_ptr 対象のオブジェクト構造体ポインタ
129  * @return なし
130  */
131 void one_dragon_ele_resistance(object_type *o_ptr)
132 {
133         if (one_in_(7))
134         {
135                 add_flag(o_ptr->art_flags, TR_RES_POIS);
136         }
137         else
138         {
139                 one_ele_resistance(o_ptr);
140         }
141 }
142
143 /*!
144  * @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
145  * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
146  * 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。
147  * @param o_ptr 対象のオブジェクト構造体ポインタ
148  * @return なし
149  */
150 void one_low_esp(object_type *o_ptr)
151 {
152         switch (randint1(10))
153         {
154         case 1:  add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);   break;
155         case 2:  add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);   break;
156         case 3:  add_flag(o_ptr->art_flags, TR_ESP_DEMON);   break;
157         case 4:  add_flag(o_ptr->art_flags, TR_ESP_ORC);   break;
158         case 5:  add_flag(o_ptr->art_flags, TR_ESP_TROLL);   break;
159         case 6:  add_flag(o_ptr->art_flags, TR_ESP_GIANT);   break;
160         case 7:  add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
161         case 8:  add_flag(o_ptr->art_flags, TR_ESP_HUMAN);   break;
162         case 9:  add_flag(o_ptr->art_flags, TR_ESP_GOOD);   break;
163         case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);   break;
164         }
165 }
166
167
168 /*!
169  * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
170  * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
171  * をコールする。重複の抑止はない。
172  * @param o_ptr 対象のオブジェクト構造体ポインタ
173  * @return なし
174  */
175 void one_resistance(object_type *o_ptr)
176 {
177         if (one_in_(3))
178         {
179                 one_ele_resistance(o_ptr);
180         }
181         else
182         {
183                 one_high_resistance(o_ptr);
184         }
185 }
186
187
188 /*!
189  * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
190  * @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。
191  * 重複の抑止はない。
192  * @param o_ptr 対象のオブジェクト構造体ポインタ
193  * @return なし
194  */
195 void one_ability(object_type *o_ptr)
196 {
197         switch (randint0(10))
198         {
199         case 0: add_flag(o_ptr->art_flags, TR_LEVITATION);  break;
200         case 1: add_flag(o_ptr->art_flags, TR_LITE_1);      break;
201         case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS);   break;
202         case 3: add_flag(o_ptr->art_flags, TR_WARNING);     break;
203         case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
204         case 5: add_flag(o_ptr->art_flags, TR_REGEN);       break;
205         case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT);    break;
206         case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP);   break;
207         case 8:
208         case 9:
209                 one_low_esp(o_ptr);
210                 break;
211         }
212 }
213
214 /*!
215  * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
216  * @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、
217  * 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。
218  * @param o_ptr 対象のオブジェクト構造体ポインタ
219  * @return なし
220  */
221 void one_activation(object_type *o_ptr)
222 {
223         int type = 0;
224         int chance = 0;
225
226         while (randint1(100) >= chance)
227         {
228                 type = randint1(255);
229                 switch (type)
230                 {
231                         case ACT_SUNLIGHT:
232                         case ACT_BO_MISS_1:
233                         case ACT_BA_POIS_1:
234                         case ACT_BO_ELEC_1:
235                         case ACT_BO_ACID_1:
236                         case ACT_BO_COLD_1:
237                         case ACT_BO_FIRE_1:
238                         case ACT_CONFUSE:
239                         case ACT_SLEEP:
240                         case ACT_QUAKE:
241                         case ACT_CURE_LW:
242                         case ACT_CURE_MW:
243                         case ACT_CURE_POISON:
244                         case ACT_BERSERK:
245                         case ACT_LIGHT:
246                         case ACT_MAP_LIGHT:
247                         case ACT_DEST_DOOR:
248                         case ACT_STONE_MUD:
249                         case ACT_TELEPORT:
250                                 chance = 101;
251                                 break;
252                         case ACT_BA_COLD_1:
253                         case ACT_BA_FIRE_1:
254                         case ACT_DRAIN_1:
255                         case ACT_TELE_AWAY:
256                         case ACT_ESP:
257                         case ACT_RESIST_ALL:
258                         case ACT_DETECT_ALL:
259                         case ACT_RECALL:
260                         case ACT_SATIATE:
261                         case ACT_RECHARGE:
262                                 chance = 85;
263                                 break;
264                         case ACT_TERROR:
265                         case ACT_PROT_EVIL:
266                         case ACT_ID_PLAIN:
267                                 chance = 75;
268                                 break;
269                         case ACT_DRAIN_2:
270                         case ACT_VAMPIRE_1:
271                         case ACT_BO_MISS_2:
272                         case ACT_BA_FIRE_2:
273                         case ACT_REST_EXP:
274                                 chance = 66;
275                                 break;
276                         case ACT_BA_FIRE_3:
277                         case ACT_BA_COLD_3:
278                         case ACT_BA_ELEC_3:
279                         case ACT_WHIRLWIND:
280                         case ACT_VAMPIRE_2:
281                         case ACT_CHARM_ANIMAL:
282                                 chance = 50;
283                                 break;
284                         case ACT_SUMMON_ANIMAL:
285                                 chance = 40;
286                                 break;
287                         case ACT_DISP_EVIL:
288                         case ACT_BA_MISS_3:
289                         case ACT_DISP_GOOD:
290                         case ACT_BANISH_EVIL:
291                         case ACT_GENOCIDE:
292                         case ACT_MASS_GENO:
293                         case ACT_CHARM_UNDEAD:
294                         case ACT_CHARM_OTHER:
295                         case ACT_SUMMON_PHANTOM:
296                         case ACT_REST_ALL:
297                         case ACT_RUNE_EXPLO:
298                                 chance = 33;
299                                 break;
300                         case ACT_CALL_CHAOS:
301                         case ACT_ROCKET:
302                         case ACT_CHARM_ANIMALS:
303                         case ACT_CHARM_OTHERS:
304                         case ACT_SUMMON_ELEMENTAL:
305                         case ACT_CURE_700:
306                         case ACT_SPEED:
307                         case ACT_ID_FULL:
308                         case ACT_RUNE_PROT:
309                                 chance = 25;
310                                 break;
311                         case ACT_CURE_1000:
312                         case ACT_XTRA_SPEED:
313                         case ACT_DETECT_XTRA:
314                         case ACT_DIM_DOOR:
315                                 chance = 10;
316                                 break;
317                         case ACT_SUMMON_UNDEAD:
318                         case ACT_SUMMON_DEMON:
319                         case ACT_WRAITH:
320                         case ACT_INVULN:
321                         case ACT_ALCHEMY:
322                                 chance = 5;
323                                 break;
324                         default:
325                                 chance = 0;
326                 }
327         }
328
329         /* A type was chosen... */
330         o_ptr->xtra2 = type;
331         add_flag(o_ptr->art_flags, TR_ACTIVATE);
332         o_ptr->timeout = 0;
333 }
334
335 /*!
336  * @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.
337  * @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。
338  * 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、
339  * 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。
340  * @attention プレイヤーの職業依存処理あり。
341  * @param o_ptr 対象のオブジェクト構造体ポインタ
342  * @return なし
343  */
344 static void curse_artifact(object_type * o_ptr)
345 {
346         if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
347         if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
348         if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
349         if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
350
351         o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
352         remove_flag(o_ptr->art_flags, TR_BLESSED);
353
354         if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
355         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
356         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
357         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
358         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
359         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
360         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
361         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
362         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
363         else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
364
365         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))
366                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
367 }
368
369 /*!
370  * @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.
371  * @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。
372  * 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。
373  * @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。
374  * @param o_ptr 対象のオブジェクト構造体ポインタ
375  * @return なし
376  */
377 static void random_plus(object_type * o_ptr)
378 {
379         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
380
381         switch (artifact_bias)
382         {
383         case BIAS_WARRIOR:
384                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
385                 {
386                         add_flag(o_ptr->art_flags, TR_STR);
387                         if (one_in_(2)) return;
388                 }
389
390                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
391                 {
392                         add_flag(o_ptr->art_flags, TR_CON);
393                         if (one_in_(2)) return;
394                 }
395
396                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
397                 {
398                         add_flag(o_ptr->art_flags, TR_DEX);
399                         if (one_in_(2)) return;
400                 }
401                 break;
402
403         case BIAS_MAGE:
404                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
405                 {
406                         add_flag(o_ptr->art_flags, TR_INT);
407                         if (one_in_(2)) return;
408                 }
409                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
410                 {
411                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
412                         if (one_in_(2)) return;
413                 }
414                 break;
415
416         case BIAS_PRIESTLY:
417                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
418                 {
419                         add_flag(o_ptr->art_flags, TR_WIS);
420                         if (one_in_(2)) return;
421                 }
422                 break;
423
424         case BIAS_RANGER:
425                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
426                 {
427                         add_flag(o_ptr->art_flags, TR_DEX);
428                         if (one_in_(2)) return;
429                 }
430
431                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
432                 {
433                         add_flag(o_ptr->art_flags, TR_CON);
434                         if (one_in_(2)) return;
435                 }
436
437                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
438                 {
439                         add_flag(o_ptr->art_flags, TR_STR);
440                         if (one_in_(2)) return;
441                 }
442                 break;
443
444         case BIAS_ROGUE:
445                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
446                 {
447                         add_flag(o_ptr->art_flags, TR_STEALTH);
448                         if (one_in_(2)) return;
449                 }
450                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
451                 {
452                         add_flag(o_ptr->art_flags, TR_SEARCH);
453                         if (one_in_(2)) return;
454                 }
455                 break;
456
457         case BIAS_STR:
458                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
459                 {
460                         add_flag(o_ptr->art_flags, TR_STR);
461                         if (one_in_(2)) return;
462                 }
463                 break;
464
465         case BIAS_WIS:
466                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
467                 {
468                         add_flag(o_ptr->art_flags, TR_WIS);
469                         if (one_in_(2)) return;
470                 }
471                 break;
472
473         case BIAS_INT:
474                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
475                 {
476                         add_flag(o_ptr->art_flags, TR_INT);
477                         if (one_in_(2)) return;
478                 }
479                 break;
480
481         case BIAS_DEX:
482                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
483                 {
484                         add_flag(o_ptr->art_flags, TR_DEX);
485                         if (one_in_(2)) return;
486                 }
487                 break;
488
489         case BIAS_CON:
490                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
491                 {
492                         add_flag(o_ptr->art_flags, TR_CON);
493                         if (one_in_(2)) return;
494                 }
495                 break;
496
497         case BIAS_CHR:
498                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
499                 {
500                         add_flag(o_ptr->art_flags, TR_CHR);
501                         if (one_in_(2)) return;
502                 }
503                 break;
504         }
505
506         if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
507         {
508                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
509                 {
510                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
511                         if (one_in_(2)) return;
512                 }
513         }
514
515         switch (randint1(this_type))
516         {
517         case 1: case 2:
518                 add_flag(o_ptr->art_flags, TR_STR);
519                 if (!artifact_bias && !one_in_(13))
520                         artifact_bias = BIAS_STR;
521                 else if (!artifact_bias && one_in_(7))
522                         artifact_bias = BIAS_WARRIOR;
523                 break;
524         case 3: case 4:
525                 add_flag(o_ptr->art_flags, TR_INT);
526                 if (!artifact_bias && !one_in_(13))
527                         artifact_bias = BIAS_INT;
528                 else if (!artifact_bias && one_in_(7))
529                         artifact_bias = BIAS_MAGE;
530                 break;
531         case 5: case 6:
532                 add_flag(o_ptr->art_flags, TR_WIS);
533                 if (!artifact_bias && !one_in_(13))
534                         artifact_bias = BIAS_WIS;
535                 else if (!artifact_bias && one_in_(7))
536                         artifact_bias = BIAS_PRIESTLY;
537                 break;
538         case 7: case 8:
539                 add_flag(o_ptr->art_flags, TR_DEX);
540                 if (!artifact_bias && !one_in_(13))
541                         artifact_bias = BIAS_DEX;
542                 else if (!artifact_bias && one_in_(7))
543                         artifact_bias = BIAS_ROGUE;
544                 break;
545         case 9: case 10:
546                 add_flag(o_ptr->art_flags, TR_CON);
547                 if (!artifact_bias && !one_in_(13))
548                         artifact_bias = BIAS_CON;
549                 else if (!artifact_bias && one_in_(9))
550                         artifact_bias = BIAS_RANGER;
551                 break;
552         case 11: case 12:
553                 add_flag(o_ptr->art_flags, TR_CHR);
554                 if (!artifact_bias && !one_in_(13))
555                         artifact_bias = BIAS_CHR;
556                 break;
557         case 13: case 14:
558                 add_flag(o_ptr->art_flags, TR_STEALTH);
559                 if (!artifact_bias && one_in_(3))
560                         artifact_bias = BIAS_ROGUE;
561                 break;
562         case 15: case 16:
563                 add_flag(o_ptr->art_flags, TR_SEARCH);
564                 if (!artifact_bias && one_in_(9))
565                         artifact_bias = BIAS_RANGER;
566                 break;
567         case 17: case 18:
568                 add_flag(o_ptr->art_flags, TR_INFRA);
569                 break;
570         case 19:
571                 add_flag(o_ptr->art_flags, TR_SPEED);
572                 if (!artifact_bias && one_in_(11))
573                         artifact_bias = BIAS_ROGUE;
574                 break;
575         case 20: case 21:
576                 add_flag(o_ptr->art_flags, TR_TUNNEL);
577                 break;
578         case 22: case 23:
579                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
580                 else
581                 {
582                         add_flag(o_ptr->art_flags, TR_BLOWS);
583                         if (!artifact_bias && one_in_(11))
584                                 artifact_bias = BIAS_WARRIOR;
585                 }
586                 break;
587         }
588 }
589
590 /*!
591  * @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.
592  * @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。
593  * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
594  * 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。
595  * 戦士系バイアスのみ反魔もつく。
596  * @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。
597  * @param o_ptr 対象のオブジェクト構造体ポインタ
598  * @return なし
599  */
600 static void random_resistance(object_type * o_ptr)
601 {
602         switch (artifact_bias)
603         {
604         case BIAS_ACID:
605                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
606                 {
607                         add_flag(o_ptr->art_flags, TR_RES_ACID);
608                         if (one_in_(2)) return;
609                 }
610                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
611                 {
612                         add_flag(o_ptr->art_flags, TR_IM_ACID);
613                         if (!one_in_(IM_LUCK))
614                         {
615                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
616                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
617                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
618                         }
619                         if (one_in_(2)) return;
620                 }
621                 break;
622
623         case BIAS_ELEC:
624                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
625                 {
626                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
627                         if (one_in_(2)) return;
628                 }
629                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
630                     !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
631                 {
632                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
633                         if (one_in_(2)) return;
634                 }
635                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
636                 {
637                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
638                         if (!one_in_(IM_LUCK))
639                         {
640                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
641                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
642                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
643                         }
644
645                         if (one_in_(2)) return;
646                 }
647                 break;
648
649         case BIAS_FIRE:
650                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
651                 {
652                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
653                         if (one_in_(2)) return;
654                 }
655                 if ((o_ptr->tval >= TV_CLOAK) &&
656                     (o_ptr->tval <= TV_HARD_ARMOR) &&
657                     !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
658                 {
659                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
660                         if (one_in_(2)) return;
661                 }
662                 if (one_in_(BIAS_LUCK) &&
663                     !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
664                 {
665                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
666                         if (!one_in_(IM_LUCK))
667                         {
668                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
669                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
670                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
671                         }
672                         if (one_in_(2)) return;
673                 }
674                 break;
675
676         case BIAS_COLD:
677                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
678                 {
679                         add_flag(o_ptr->art_flags, TR_RES_COLD);
680                         if (one_in_(2)) return;
681                 }
682                 if ((o_ptr->tval >= TV_CLOAK) &&
683                     (o_ptr->tval <= TV_HARD_ARMOR) &&
684                     !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
685                 {
686                         add_flag(o_ptr->art_flags, TR_SH_COLD);
687                         if (one_in_(2)) return;
688                 }
689                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
690                 {
691                         add_flag(o_ptr->art_flags, TR_IM_COLD);
692                         if (!one_in_(IM_LUCK))
693                         {
694                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
695                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
696                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
697                         }
698                         if (one_in_(2)) return;
699                 }
700                 break;
701
702         case BIAS_POIS:
703                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
704                 {
705                         add_flag(o_ptr->art_flags, TR_RES_POIS);
706                         if (one_in_(2)) return;
707                 }
708                 break;
709
710         case BIAS_WARRIOR:
711                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
712                 {
713                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
714                         if (one_in_(2)) return;
715                 }
716                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
717                 {
718                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
719                         if (one_in_(2)) return;
720                 }
721                 break;
722
723         case BIAS_NECROMANTIC:
724                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
725                 {
726                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
727                         if (one_in_(2)) return;
728                 }
729                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
730                 {
731                         add_flag(o_ptr->art_flags, TR_RES_POIS);
732                         if (one_in_(2)) return;
733                 }
734                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
735                 {
736                         add_flag(o_ptr->art_flags, TR_RES_DARK);
737                         if (one_in_(2)) return;
738                 }
739                 break;
740
741         case BIAS_CHAOS:
742                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
743                 {
744                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
745                         if (one_in_(2)) return;
746                 }
747                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
748                 {
749                         add_flag(o_ptr->art_flags, TR_RES_CONF);
750                         if (one_in_(2)) return;
751                 }
752                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
753                 {
754                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
755                         if (one_in_(2)) return;
756                 }
757                 break;
758         }
759
760         switch (randint1(42))
761         {
762                 case 1:
763                         if (!one_in_(WEIRD_LUCK))
764                                 random_resistance(o_ptr);
765                         else
766                         {
767                                 add_flag(o_ptr->art_flags, TR_IM_ACID);
768                                 if (!artifact_bias)
769                                         artifact_bias = BIAS_ACID;
770                         }
771                         break;
772                 case 2:
773                         if (!one_in_(WEIRD_LUCK))
774                                 random_resistance(o_ptr);
775                         else
776                         {
777                                 add_flag(o_ptr->art_flags, TR_IM_ELEC);
778                                 if (!artifact_bias)
779                                         artifact_bias = BIAS_ELEC;
780                         }
781                         break;
782                 case 3:
783                         if (!one_in_(WEIRD_LUCK))
784                                 random_resistance(o_ptr);
785                         else
786                         {
787                                 add_flag(o_ptr->art_flags, TR_IM_COLD);
788                                 if (!artifact_bias)
789                                         artifact_bias = BIAS_COLD;
790                         }
791                         break;
792                 case 4:
793                         if (!one_in_(WEIRD_LUCK))
794                                 random_resistance(o_ptr);
795                         else
796                         {
797                                 add_flag(o_ptr->art_flags, TR_IM_FIRE);
798                                 if (!artifact_bias)
799                                         artifact_bias = BIAS_FIRE;
800                         }
801                         break;
802                 case 5:
803                 case 6:
804                 case 13:
805                         add_flag(o_ptr->art_flags, TR_RES_ACID);
806                         if (!artifact_bias)
807                                 artifact_bias = BIAS_ACID;
808                         break;
809                 case 7:
810                 case 8:
811                 case 14:
812                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
813                         if (!artifact_bias)
814                                 artifact_bias = BIAS_ELEC;
815                         break;
816                 case 9:
817                 case 10:
818                 case 15:
819                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
820                         if (!artifact_bias)
821                                 artifact_bias = BIAS_FIRE;
822                         break;
823                 case 11:
824                 case 12:
825                 case 16:
826                         add_flag(o_ptr->art_flags, TR_RES_COLD);
827                         if (!artifact_bias)
828                                 artifact_bias = BIAS_COLD;
829                         break;
830                 case 17:
831                 case 18:
832                         add_flag(o_ptr->art_flags, TR_RES_POIS);
833                         if (!artifact_bias && !one_in_(4))
834                                 artifact_bias = BIAS_POIS;
835                         else if (!artifact_bias && one_in_(2))
836                                 artifact_bias = BIAS_NECROMANTIC;
837                         else if (!artifact_bias && one_in_(2))
838                                 artifact_bias = BIAS_ROGUE;
839                         break;
840                 case 19:
841                 case 20:
842                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
843                         if (!artifact_bias && one_in_(3))
844                                 artifact_bias = BIAS_WARRIOR;
845                         break;
846                 case 21:
847                         add_flag(o_ptr->art_flags, TR_RES_LITE);
848                         break;
849                 case 22:
850                         add_flag(o_ptr->art_flags, TR_RES_DARK);
851                         break;
852                 case 23:
853                 case 24:
854                         add_flag(o_ptr->art_flags, TR_RES_BLIND);
855                         break;
856                 case 25:
857                 case 26:
858                         add_flag(o_ptr->art_flags, TR_RES_CONF);
859                         if (!artifact_bias && one_in_(6))
860                                 artifact_bias = BIAS_CHAOS;
861                         break;
862                 case 27:
863                 case 28:
864                         add_flag(o_ptr->art_flags, TR_RES_SOUND);
865                         break;
866                 case 29:
867                 case 30:
868                         add_flag(o_ptr->art_flags, TR_RES_SHARDS);
869                         break;
870                 case 31:
871                 case 32:
872                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
873                         if (!artifact_bias && one_in_(3))
874                                 artifact_bias = BIAS_NECROMANTIC;
875                         break;
876                 case 33:
877                 case 34:
878                         add_flag(o_ptr->art_flags, TR_RES_NEXUS);
879                         break;
880                 case 35:
881                 case 36:
882                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
883                         if (!artifact_bias && one_in_(2))
884                                 artifact_bias = BIAS_CHAOS;
885                         break;
886                 case 37:
887                 case 38:
888                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
889                         break;
890                 case 39:
891                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
892                                 add_flag(o_ptr->art_flags, TR_SH_ELEC);
893                         else
894                                 random_resistance(o_ptr);
895                         if (!artifact_bias)
896                                 artifact_bias = BIAS_ELEC;
897                         break;
898                 case 40:
899                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
900                                 add_flag(o_ptr->art_flags, TR_SH_FIRE);
901                         else
902                                 random_resistance(o_ptr);
903                         if (!artifact_bias)
904                                 artifact_bias = BIAS_FIRE;
905                         break;
906                 case 41:
907                         if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
908                             o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
909                                 add_flag(o_ptr->art_flags, TR_REFLECT);
910                         else
911                                 random_resistance(o_ptr);
912                         break;
913                 case 42:
914                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
915                                 add_flag(o_ptr->art_flags, TR_SH_COLD);
916                         else
917                                 random_resistance(o_ptr);
918                         if (!artifact_bias)
919                                 artifact_bias = BIAS_COLD;
920                         break;
921         }
922 }
923
924
925 /*!
926  * @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.
927  * @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。
928  * 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、
929  * 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。
930  * @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。
931  * @param o_ptr 対象のオブジェクト構造体ポインタ
932  * @return なし
933  */
934 static void random_misc(object_type * o_ptr)
935 {
936         switch (artifact_bias)
937         {
938         case BIAS_RANGER:
939                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
940                 {
941                         add_flag(o_ptr->art_flags, TR_SUST_CON);
942                         if (one_in_(2)) return;
943                 }
944                 break;
945
946         case BIAS_STR:
947                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
948                 {
949                         add_flag(o_ptr->art_flags, TR_SUST_STR);
950                         if (one_in_(2)) return;
951                 }
952                 break;
953
954         case BIAS_WIS:
955                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
956                 {
957                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
958                         if (one_in_(2)) return;
959                 }
960                 break;
961
962         case BIAS_INT:
963                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
964                 {
965                         add_flag(o_ptr->art_flags, TR_SUST_INT);
966                         if (one_in_(2)) return;
967                 }
968                 break;
969
970         case BIAS_DEX:
971                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
972                 {
973                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
974                         if (one_in_(2)) return;
975                 }
976                 break;
977
978         case BIAS_CON:
979                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
980                 {
981                         add_flag(o_ptr->art_flags, TR_SUST_CON);
982                         if (one_in_(2)) return;
983                 }
984                 break;
985
986         case BIAS_CHR:
987                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
988                 {
989                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
990                         if (one_in_(2)) return;
991                 }
992                 break;
993
994         case BIAS_CHAOS:
995                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
996                 {
997                         add_flag(o_ptr->art_flags, TR_TELEPORT);
998                         if (one_in_(2)) return;
999                 }
1000                 break;
1001
1002         case BIAS_FIRE:
1003                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
1004                 {
1005                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
1006                 }
1007                 break;
1008         }
1009
1010         switch (randint1(33))
1011         {
1012                 case 1:
1013                         add_flag(o_ptr->art_flags, TR_SUST_STR);
1014                         if (!artifact_bias)
1015                                 artifact_bias = BIAS_STR;
1016                         break;
1017                 case 2:
1018                         add_flag(o_ptr->art_flags, TR_SUST_INT);
1019                         if (!artifact_bias)
1020                                 artifact_bias = BIAS_INT;
1021                         break;
1022                 case 3:
1023                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
1024                         if (!artifact_bias)
1025                                 artifact_bias = BIAS_WIS;
1026                         break;
1027                 case 4:
1028                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
1029                         if (!artifact_bias)
1030                                 artifact_bias = BIAS_DEX;
1031                         break;
1032                 case 5:
1033                         add_flag(o_ptr->art_flags, TR_SUST_CON);
1034                         if (!artifact_bias)
1035                                 artifact_bias = BIAS_CON;
1036                         break;
1037                 case 6:
1038                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
1039                         if (!artifact_bias)
1040                                 artifact_bias = BIAS_CHR;
1041                         break;
1042                 case 7:
1043                 case 8:
1044                 case 14:
1045                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
1046                         break;
1047                 case 9:
1048                         add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1049                         if (!artifact_bias && one_in_(5))
1050                                 artifact_bias = BIAS_PRIESTLY;
1051                         else if (!artifact_bias && one_in_(6))
1052                                 artifact_bias = BIAS_NECROMANTIC;
1053                         break;
1054                 case 10:
1055                 case 11:
1056                         add_flag(o_ptr->art_flags, TR_LITE_1);
1057                         break;
1058                 case 12:
1059                 case 13:
1060                         add_flag(o_ptr->art_flags, TR_LEVITATION);
1061                         break;
1062                 case 15:
1063                 case 16:
1064                 case 17:
1065                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1066                         break;
1067                 case 19:
1068                 case 20:
1069                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1070                         break;
1071                 case 21:
1072                 case 22:
1073                         add_flag(o_ptr->art_flags, TR_REGEN);
1074                         break;
1075                 case 23:
1076                         add_flag(o_ptr->art_flags, TR_TELEPORT);
1077                         break;
1078                 case 24:
1079                 case 25:
1080                 case 26:
1081                         if (object_is_armour(o_ptr))
1082                                 random_misc(o_ptr);
1083                         else
1084                         {
1085                                 o_ptr->to_a = 4 + randint1(11);
1086                         }
1087                         break;
1088                 case 27:
1089                 case 28:
1090                 case 29:
1091                 {
1092                         int bonus_h, bonus_d;
1093                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1094                         bonus_h = 4 + (randint1(11));
1095                         bonus_d = 4 + (randint1(11));
1096                         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))
1097                         {
1098                                 bonus_h /= 2;
1099                                 bonus_d /= 2;
1100                         }
1101                         o_ptr->to_h += bonus_h;
1102                         o_ptr->to_d += bonus_d;
1103                         break;
1104                 }
1105                 case 30:
1106                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1107                         break;
1108                 case 31:
1109                         add_flag(o_ptr->art_flags, TR_NO_TELE);
1110                         break;
1111                 case 32:
1112                         add_flag(o_ptr->art_flags, TR_WARNING);
1113                         break;
1114
1115                 case 18:
1116                         switch (randint1(3))
1117                         {
1118                         case 1:
1119                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1120                                 if (!artifact_bias && one_in_(3))
1121                                         artifact_bias = BIAS_LAW;
1122                                 break;
1123                         case 2:
1124                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1125                                 if (!artifact_bias && one_in_(3))
1126                                         artifact_bias = BIAS_MAGE;
1127                                 break;
1128                         case 3:
1129                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1130                                 if (!artifact_bias && one_in_(9))
1131                                         artifact_bias = BIAS_MAGE;
1132                                 break;
1133                         }
1134                         break;
1135
1136                 case 33:
1137                 {
1138                         int idx[3];
1139                         int n = randint1(3);
1140
1141                         idx[0] = randint1(8);
1142
1143                         idx[1] = randint1(7);
1144                         if (idx[1] >= idx[0]) idx[1]++;
1145
1146                         idx[2] = randint1(6);
1147                         if (idx[2] >= idx[0]) idx[2]++;
1148                         if (idx[2] >= idx[1]) idx[2]++;
1149
1150                         while (n--) switch (idx[n])
1151                         {
1152                         case 1:
1153                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1154                                 if (!artifact_bias && one_in_(4))
1155                                         artifact_bias = BIAS_RANGER;
1156                                 break;
1157                         case 2:
1158                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1159                                 if (!artifact_bias && one_in_(3))
1160                                         artifact_bias = BIAS_PRIESTLY;
1161                                 else if (!artifact_bias && one_in_(6))
1162                                         artifact_bias = BIAS_NECROMANTIC;
1163                                 break;
1164                         case 3:
1165                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1166                                 break;
1167                         case 4:
1168                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1169                                 break;
1170                         case 5:
1171                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1172                                 break;
1173                         case 6:
1174                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1175                                 break;
1176                         case 7:
1177                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1178                                 if (!artifact_bias && one_in_(6))
1179                                         artifact_bias = BIAS_ROGUE;
1180                                 break;
1181                         case 8:
1182                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1183                                 if (!artifact_bias && one_in_(3))
1184                                         artifact_bias = BIAS_LAW;
1185                                 break;
1186                         case 9:
1187                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1188                                 if (!artifact_bias && one_in_(3))
1189                                         artifact_bias = BIAS_LAW;
1190                                 break;
1191                         }
1192                         break;
1193                 }
1194         }
1195 }
1196
1197 /*!
1198  * @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.
1199  * @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。
1200  * 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、
1201  * 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、
1202  * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1203  * @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。
1204  * @param o_ptr 対象のオブジェクト構造体ポインタ
1205  * @return なし
1206  */
1207 static void random_slay(object_type *o_ptr)
1208 {
1209         if (o_ptr->tval == TV_BOW)
1210         {
1211                 switch (randint1(6))
1212                 {
1213                         case 1:
1214                         case 2:
1215                         case 3:
1216                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1217                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1218                                 if (!artifact_bias && one_in_(9))
1219                                         artifact_bias = BIAS_RANGER;
1220                                 break;
1221                         default:
1222                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1223                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1224                                 if (!artifact_bias && one_in_(9))
1225                                         artifact_bias = BIAS_RANGER;
1226                         break;
1227                 }
1228
1229                 return;
1230         }
1231
1232         switch (artifact_bias)
1233         {
1234         case BIAS_CHAOS:
1235                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1236                 {
1237                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1238                         if (one_in_(2)) return;
1239                 }
1240                 break;
1241
1242         case BIAS_PRIESTLY:
1243                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1244                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1245                 {
1246                         /* A free power for "priestly" random artifacts */
1247                         add_flag(o_ptr->art_flags, TR_BLESSED);
1248                 }
1249                 break;
1250
1251         case BIAS_NECROMANTIC:
1252                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1253                 {
1254                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1255                         if (one_in_(2)) return;
1256                 }
1257                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1258                 {
1259                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1260                         if (one_in_(2)) return;
1261                 }
1262                 break;
1263
1264         case BIAS_RANGER:
1265                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1266                 {
1267                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1268                         if (one_in_(2)) return;
1269                 }
1270                 break;
1271
1272         case BIAS_ROGUE:
1273                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1274                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1275                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1276                 {
1277                         /* Free power for rogues... */
1278                         add_flag(o_ptr->art_flags, TR_THROW);
1279                 }
1280                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1281                 {
1282                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1283                         if (one_in_(2)) return;
1284                 }
1285                 break;
1286
1287         case BIAS_POIS:
1288                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1289                 {
1290                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1291                         if (one_in_(2)) return;
1292                 }
1293                 break;
1294
1295         case BIAS_FIRE:
1296                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1297                 {
1298                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1299                         if (one_in_(2)) return;
1300                 }
1301                 break;
1302
1303         case BIAS_COLD:
1304                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1305                 {
1306                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1307                         if (one_in_(2)) return;
1308                 }
1309                 break;
1310
1311         case BIAS_ELEC:
1312                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1313                 {
1314                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1315                         if (one_in_(2)) return;
1316                 }
1317                 break;
1318
1319         case BIAS_ACID:
1320                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1321                 {
1322                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1323                         if (one_in_(2)) return;
1324                 }
1325                 break;
1326
1327         case BIAS_LAW:
1328                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1329                 {
1330                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1331                         if (one_in_(2)) return;
1332                 }
1333                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1334                 {
1335                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1336                         if (one_in_(2)) return;
1337                 }
1338                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1339                 {
1340                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1341                         if (one_in_(2)) return;
1342                 }
1343                 break;
1344         }
1345
1346         switch (randint1(36))
1347         {
1348                 case 1:
1349                 case 2:
1350                         if (one_in_(4))
1351                         {
1352                                 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1353                         }
1354                         else
1355                         {
1356                                 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1357                         }
1358                         break;
1359                 case 3:
1360                 case 4:
1361                         if (one_in_(4))
1362                         {
1363                                 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1364                         }
1365                         else
1366                         {
1367                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL); 
1368                         }
1369                         if (!artifact_bias && one_in_(2))
1370                                 artifact_bias = BIAS_LAW;
1371                         else if (!artifact_bias && one_in_(9))
1372                                 artifact_bias = BIAS_PRIESTLY;
1373                         break;
1374                 case 5:
1375                 case 6:
1376                         if (one_in_(4))
1377                         {
1378                                 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1379                         }
1380                         else
1381                         {
1382                                 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1383                         }
1384                         if (!artifact_bias && one_in_(9))
1385                                 artifact_bias = BIAS_PRIESTLY;
1386                         break;
1387                 case 7:
1388                 case 8:
1389                         if (one_in_(4))
1390                         {
1391                                 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1392                         }
1393                         else
1394                         {
1395                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1396                         }
1397                         if (!artifact_bias && one_in_(9))
1398                                 artifact_bias = BIAS_PRIESTLY;
1399                         break;
1400                 case 9:
1401                 case 10:
1402                         if (one_in_(4))
1403                         {
1404                                 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1405                         }
1406                         else
1407                         {
1408                                 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1409                         }
1410                         break;
1411                 case 11:
1412                 case 12:
1413                         if (one_in_(4))
1414                         {
1415                                 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1416                         }
1417                         else
1418                         {
1419                                 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1420                         }
1421                         break;
1422                 case 13:
1423                 case 14:
1424                         if (one_in_(4))
1425                         {
1426                                 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1427                         }
1428                         else
1429                         {
1430                                 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1431                         }
1432                         break;
1433                 case 15:
1434                 case 16:
1435                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1436                         break;
1437                 case 17:
1438                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1439                         break;
1440                 case 18:
1441                 case 19:
1442                         if (o_ptr->tval == TV_SWORD)
1443                         {
1444                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1445                                 if (!artifact_bias && one_in_(9))
1446                                         artifact_bias = BIAS_WARRIOR;
1447                         }
1448                         else
1449                                 random_slay(o_ptr);
1450                         break;
1451                 case 20:
1452                         add_flag(o_ptr->art_flags, TR_IMPACT);
1453                         break;
1454                 case 21:
1455                 case 22:
1456                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1457                         if (!artifact_bias)
1458                                 artifact_bias = BIAS_FIRE;
1459                         break;
1460                 case 23:
1461                 case 24:
1462                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1463                         if (!artifact_bias)
1464                                 artifact_bias = BIAS_COLD;
1465                         break;
1466                 case 25:
1467                 case 26:
1468                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1469                         if (!artifact_bias)
1470                                 artifact_bias = BIAS_ELEC;
1471                         break;
1472                 case 27:
1473                 case 28:
1474                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1475                         if (!artifact_bias)
1476                                 artifact_bias = BIAS_ACID;
1477                         break;
1478                 case 29:
1479                 case 30:
1480                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1481                         if (!artifact_bias && !one_in_(3))
1482                                 artifact_bias = BIAS_POIS;
1483                         else if (!artifact_bias && one_in_(6))
1484                                 artifact_bias = BIAS_NECROMANTIC;
1485                         else if (!artifact_bias)
1486                                 artifact_bias = BIAS_ROGUE;
1487                         break;
1488                 case 31:
1489                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1490                         if (!artifact_bias)
1491                                 artifact_bias = BIAS_NECROMANTIC;
1492                         break;
1493                 case 32:
1494                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1495                         if (!artifact_bias)
1496                                 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1497                         break;
1498                 case 33:
1499                 case 34:
1500                         if (one_in_(4))
1501                         {
1502                                 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1503                         }
1504                         else
1505                         {
1506                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1507                         }
1508                         break;
1509                 default:
1510                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1511                         if (!artifact_bias)
1512                                 artifact_bias = BIAS_CHAOS;
1513                         break;
1514         }
1515 }
1516
1517 /*!
1518  * @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.
1519  * @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。
1520  * @param o_ptr 対象のオブジェクト構造体ポインタ
1521  * @return なし
1522  */
1523 static void give_activation_power(object_type *o_ptr)
1524 {
1525         int type = 0, chance = 0;
1526
1527         switch (artifact_bias)
1528         {
1529                 case BIAS_ELEC:
1530                         if (!one_in_(3))
1531                         {
1532                                 type = ACT_BO_ELEC_1;
1533                         }
1534                         else if (!one_in_(5))
1535                         {
1536                                 type = ACT_BA_ELEC_2;
1537                         }
1538                         else
1539                         {
1540                                 type = ACT_BA_ELEC_3;
1541                         }
1542                         chance = 101;
1543                         break;
1544
1545                 case BIAS_POIS:
1546                         type = ACT_BA_POIS_1;
1547                         chance = 101;
1548                         break;
1549
1550                 case BIAS_FIRE:
1551                         if (!one_in_(3))
1552                         {
1553                                 type = ACT_BO_FIRE_1;
1554                         }
1555                         else if (!one_in_(5))
1556                         {
1557                                 type = ACT_BA_FIRE_1;
1558                         }
1559                         else
1560                         {
1561                                 type = ACT_BA_FIRE_2;
1562                         }
1563                         chance = 101;
1564                         break;
1565
1566                 case BIAS_COLD:
1567                         chance = 101;
1568                         if (!one_in_(3))
1569                                 type = ACT_BO_COLD_1;
1570                         else if (!one_in_(3))
1571                                 type = ACT_BA_COLD_1;
1572                         else if (!one_in_(3))
1573                                 type = ACT_BA_COLD_2;
1574                         else
1575                                 type = ACT_BA_COLD_3;
1576                         break;
1577
1578                 case BIAS_CHAOS:
1579                         chance = 50;
1580                         if (one_in_(6))
1581                                 type = ACT_SUMMON_DEMON;
1582                         else
1583                                 type = ACT_CALL_CHAOS;
1584                         break;
1585
1586                 case BIAS_PRIESTLY:
1587                         chance = 101;
1588
1589                         if (one_in_(13))
1590                                 type = ACT_CHARM_UNDEAD;
1591                         else if (one_in_(12))
1592                                 type = ACT_BANISH_EVIL;
1593                         else if (one_in_(11))
1594                                 type = ACT_DISP_EVIL;
1595                         else if (one_in_(10))
1596                                 type = ACT_PROT_EVIL;
1597                         else if (one_in_(9))
1598                                 type = ACT_CURE_1000;
1599                         else if (one_in_(8))
1600                                 type = ACT_CURE_700;
1601                         else if (one_in_(7))
1602                                 type = ACT_REST_ALL;
1603                         else if (one_in_(6))
1604                                 type = ACT_REST_EXP;
1605                         else
1606                                 type = ACT_CURE_MW;
1607                         break;
1608
1609                 case BIAS_NECROMANTIC:
1610                         chance = 101;
1611                         if (one_in_(66))
1612                                 type = ACT_WRAITH;
1613                         else if (one_in_(13))
1614                                 type = ACT_DISP_GOOD;
1615                         else if (one_in_(9))
1616                                 type = ACT_MASS_GENO;
1617                         else if (one_in_(8))
1618                                 type = ACT_GENOCIDE;
1619                         else if (one_in_(13))
1620                                 type = ACT_SUMMON_UNDEAD;
1621                         else if (one_in_(9))
1622                                 type = ACT_VAMPIRE_2;
1623                         else if (one_in_(6))
1624                                 type = ACT_CHARM_UNDEAD;
1625                         else
1626                                 type = ACT_VAMPIRE_1;
1627                         break;
1628
1629                 case BIAS_LAW:
1630                         chance = 101;
1631                         if (one_in_(8))
1632                                 type = ACT_BANISH_EVIL;
1633                         else if (one_in_(4))
1634                                 type = ACT_DISP_EVIL;
1635                         else
1636                                 type = ACT_PROT_EVIL;
1637                         break;
1638
1639                 case BIAS_ROGUE:
1640                         chance = 101;
1641                         if (one_in_(50))
1642                                 type = ACT_SPEED;
1643                         else if (one_in_(4))
1644                                 type = ACT_SLEEP;
1645                         else if (one_in_(3))
1646                                 type = ACT_DETECT_ALL;
1647                         else if (one_in_(8))
1648                                 type = ACT_ID_FULL;
1649                         else
1650                                 type = ACT_ID_PLAIN;
1651                         break;
1652
1653                 case BIAS_MAGE:
1654                         chance = 66;
1655                         if (one_in_(20))
1656                                 type = ACT_SUMMON_ELEMENTAL;
1657                         else if (one_in_(10))
1658                                 type = ACT_SUMMON_PHANTOM;
1659                         else if (one_in_(5))
1660                                 type = ACT_RUNE_EXPLO;
1661                         else
1662                                 type = ACT_ESP;
1663                         break;
1664
1665                 case BIAS_WARRIOR:
1666                         chance = 80;
1667                         if (one_in_(100))
1668                                 type = ACT_INVULN;
1669                         else
1670                                 type = ACT_BERSERK;
1671                         break;
1672
1673                 case BIAS_RANGER:
1674                         chance = 101;
1675                         if (one_in_(20))
1676                                 type = ACT_CHARM_ANIMALS;
1677                         else if (one_in_(7))
1678                                 type = ACT_SUMMON_ANIMAL;
1679                         else if (one_in_(6))
1680                                 type = ACT_CHARM_ANIMAL;
1681                         else if (one_in_(4))
1682                                 type = ACT_RESIST_ALL;
1683                         else if (one_in_(3))
1684                                 type = ACT_SATIATE;
1685                         else
1686                                 type = ACT_CURE_POISON;
1687                         break;
1688         }
1689
1690         if (!type || (randint1(100) >= chance))
1691         {
1692                 one_activation(o_ptr);
1693                 return;
1694         }
1695
1696         /* A type was chosen... */
1697         o_ptr->xtra2 = type;
1698         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1699         o_ptr->timeout = 0;
1700 }
1701
1702 /*!
1703  * @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.
1704  * @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。
1705  * @param return_name 名前を返すための文字列参照ポインタ
1706  * @param armour 対象のオブジェクトが防具が否か
1707  * @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)
1708  * @return なし
1709  */
1710 static void get_random_name(char *return_name, bool armour, int power)
1711 {
1712         int prob = randint1(100);
1713
1714         if (prob <= SINDARIN_NAME)
1715         {
1716                 get_table_sindarin(return_name);
1717         }
1718         else if (prob <= TABLE_NAME)
1719         {
1720                 get_table_name(return_name);
1721         }
1722         else
1723         {
1724                 cptr filename;
1725
1726                 switch (armour)
1727                 {
1728                         case 1:
1729                                 switch (power)
1730                                 {
1731                                         case 0:
1732                                                 filename = _("a_cursed_j.txt", "a_cursed.txt");
1733                                                 break;
1734                                         case 1:
1735                                                 filename = _("a_low_j.txt", "a_low.txt");
1736                                                 break;
1737                                         case 2:
1738                                                 filename = _("a_med_j.txt", "a_med.txt");
1739                                                 break;
1740                                         default:
1741                                                 filename = _("a_high_j.txt", "a_high.txt");
1742                                 }
1743                                 break;
1744                         default:
1745                                 switch (power)
1746                                 {
1747                                         case 0:
1748                                                 filename = _("w_cursed_j.txt", "w_cursed.txt");
1749                                                 break;
1750                                         case 1:
1751                                                 filename = _("w_low_j.txt", "w_low.txt");
1752                                                 break;
1753                                         case 2:
1754                                                 filename = _("w_med_j.txt", "w_med.txt");
1755                                                 break;
1756                                         default:
1757                                                 filename = _("w_high_j.txt", "w_high.txt");
1758                                 }
1759                 }
1760
1761                 (void)get_rnd_line(filename, artifact_bias, return_name);
1762 #ifdef JP
1763                  if (return_name[0] == 0) get_table_name(return_name);
1764 #endif
1765         }
1766 }
1767
1768 /*!
1769  * @brief ランダムアーティファクト生成のメインルーチン
1770  * @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。
1771  * @param o_ptr 対象のオブジェクト構造体ポインタ
1772  * @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。
1773  * @return 常にTRUE(1)を返す
1774  */
1775 bool create_artifact(object_type *o_ptr, bool a_scroll)
1776 {
1777         char    new_name[1024];
1778         int     has_pval = 0;
1779         int     powers = randint1(5) + 1;
1780         int     max_powers;
1781         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1782         int     power_level;
1783         s32b    total_flags;
1784         bool    a_cursed = FALSE;
1785         int     warrior_artifact_bias = 0;
1786         int i;
1787
1788         /* Reset artifact bias */
1789         artifact_bias = 0;
1790
1791         /* Nuke enchantments */
1792         o_ptr->name1 = 0;
1793         o_ptr->name2 = 0;
1794
1795         for (i = 0; i < TR_FLAG_SIZE; i++)
1796                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1797
1798         if (o_ptr->pval) has_pval = TRUE;
1799
1800         if (a_scroll && one_in_(4))
1801         {
1802                 switch (p_ptr->pclass)
1803                 {
1804                         case CLASS_WARRIOR:
1805                         case CLASS_BERSERKER:
1806                         case CLASS_ARCHER:
1807                         case CLASS_SAMURAI:
1808                         case CLASS_CAVALRY:
1809                         case CLASS_SMITH:
1810                                 artifact_bias = BIAS_WARRIOR;
1811                                 break;
1812                         case CLASS_MAGE:
1813                         case CLASS_HIGH_MAGE:
1814                         case CLASS_SORCERER:
1815                         case CLASS_MAGIC_EATER:
1816                         case CLASS_BLUE_MAGE:
1817                                 artifact_bias = BIAS_MAGE;
1818                                 break;
1819                         case CLASS_PRIEST:
1820                                 artifact_bias = BIAS_PRIESTLY;
1821                                 break;
1822                         case CLASS_ROGUE:
1823                         case CLASS_NINJA:
1824                                 artifact_bias = BIAS_ROGUE;
1825                                 warrior_artifact_bias = 25;
1826                                 break;
1827                         case CLASS_RANGER:
1828                         case CLASS_SNIPER:
1829                                 artifact_bias = BIAS_RANGER;
1830                                 warrior_artifact_bias = 30;
1831                                 break;
1832                         case CLASS_PALADIN:
1833                                 artifact_bias = BIAS_PRIESTLY;
1834                                 warrior_artifact_bias = 40;
1835                                 break;
1836                         case CLASS_WARRIOR_MAGE:
1837                         case CLASS_RED_MAGE:
1838                                 artifact_bias = BIAS_MAGE;
1839                                 warrior_artifact_bias = 40;
1840                                 break;
1841                         case CLASS_CHAOS_WARRIOR:
1842                                 artifact_bias = BIAS_CHAOS;
1843                                 warrior_artifact_bias = 40;
1844                                 break;
1845                         case CLASS_MONK:
1846                         case CLASS_FORCETRAINER:
1847                                 artifact_bias = BIAS_PRIESTLY;
1848                                 break;
1849                         case CLASS_MINDCRAFTER:
1850                         case CLASS_BARD:
1851                                 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1852                                 break;
1853                         case CLASS_TOURIST:
1854                                 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1855                                 break;
1856                         case CLASS_IMITATOR:
1857                                 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1858                                 break;
1859                         case CLASS_BEASTMASTER:
1860                                 artifact_bias = BIAS_CHR;
1861                                 warrior_artifact_bias = 50;
1862                                 break;
1863                         case CLASS_MIRROR_MASTER:
1864                                 if (randint1(4) > 1) 
1865                                 {
1866                                     artifact_bias = BIAS_MAGE;
1867                                 }
1868                                 else
1869                                 {
1870                                     artifact_bias = BIAS_ROGUE;
1871                                 }
1872                                 break;
1873                 }
1874         }
1875
1876         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1877                 artifact_bias = BIAS_WARRIOR;
1878
1879         strcpy(new_name, "");
1880
1881         if (!a_scroll && one_in_(A_CURSED))
1882                 a_cursed = TRUE;
1883         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1884                 a_cursed = TRUE;
1885
1886         while (one_in_(powers) || one_in_(7) || one_in_(10))
1887                 powers++;
1888
1889         if (!a_cursed && one_in_(WEIRD_LUCK))
1890                 powers *= 2;
1891
1892         if (a_cursed) powers /= 2;
1893
1894         max_powers = powers;
1895         /* Main loop */
1896         while (powers--)
1897         {
1898                 switch (randint1(max_type))
1899                 {
1900                         case 1: case 2:
1901                                 random_plus(o_ptr);
1902                                 has_pval = TRUE;
1903                                 break;
1904                         case 3: case 4:
1905                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1906                                 {
1907                                         if (a_cursed && !one_in_(13)) break;
1908                                         if (one_in_(13))
1909                                         {
1910                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1911                                         }
1912                                         else
1913                                         {
1914                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1915                                         }
1916                                 }
1917                                 else
1918                                         random_resistance(o_ptr);
1919                                 break;
1920                         case 5:
1921                                 random_misc(o_ptr);
1922                                 break;
1923                         case 6: case 7:
1924                                 random_slay(o_ptr);
1925                                 break;
1926                         default:
1927                                 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1928                                 powers++;
1929                 }
1930         };
1931
1932         if (has_pval)
1933         {
1934 #if 0
1935                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1936
1937                 /* This one commented out by gw's request... */
1938                 if (!a_scroll)
1939                         add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1940 #endif
1941
1942                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1943                 {
1944                         o_ptr->pval = randint1(2);
1945                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1946                                 o_ptr->pval++;
1947                 }
1948                 else
1949                 {
1950                         do
1951                         {
1952                                 o_ptr->pval++;
1953                         }
1954                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1955                 }
1956
1957                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1958                         o_ptr->pval = 4;
1959         }
1960
1961
1962         /* give it some plusses... */
1963         if (object_is_armour(o_ptr))
1964                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1965         else if (object_is_weapon_ammo(o_ptr))
1966         {
1967                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1968                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1969                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1970         }
1971
1972         /* Just to be sure */
1973         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1974         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1975         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1976         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1977
1978         total_flags = flag_cost(o_ptr, o_ptr->pval);
1979
1980         if (a_cursed) curse_artifact(o_ptr);
1981
1982         if (!a_cursed &&
1983             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1984         {
1985                 o_ptr->xtra2 = 0;
1986                 give_activation_power(o_ptr);
1987         }
1988
1989         if (object_is_armour(o_ptr))
1990         {
1991                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1992                 {
1993                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1994                         o_ptr->to_d -= (s16b)randint0(3);
1995                         o_ptr->to_h -= (s16b)randint0(3);
1996                 }
1997                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
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         }
2004
2005         if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
2006
2007         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
2008         {
2009                 o_ptr->to_h = 0;
2010                 o_ptr->to_d = 0;
2011                 remove_flag(o_ptr->art_flags, TR_BLOWS);
2012                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
2013                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
2014                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2015                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
2016                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2017                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
2018                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
2019                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
2020                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
2021                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
2022                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2023                 remove_flag(o_ptr->art_flags, TR_VORPAL);
2024                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
2025                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
2026                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
2027                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
2028                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
2029         }
2030
2031         if (!object_is_weapon_ammo(o_ptr))
2032         {
2033                 /* For armors */
2034                 if (a_cursed) power_level = 0;
2035                 else if (total_flags < 15000) power_level = 1;
2036                 else if (total_flags < 35000) power_level = 2;
2037                 else power_level = 3;
2038         }
2039
2040         else
2041         {
2042                 /* For weapons */
2043                 if (a_cursed) power_level = 0;
2044                 else if (total_flags < 20000) power_level = 1;
2045                 else if (total_flags < 45000) power_level = 2;
2046                 else power_level = 3;
2047         }
2048
2049         /* 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 */
2050         if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
2051         {
2052                 msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
2053                 do
2054                 {
2055                         if (weakening_artifact(o_ptr) == 0) break;
2056                 } while (suppression_evil_dam(o_ptr));
2057         }
2058
2059         if (a_scroll)
2060         {
2061                 char dummy_name[80] = "";
2062                 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? ");
2063
2064                 /* Identify it fully */
2065                 object_aware(o_ptr);
2066                 object_known(o_ptr);
2067
2068                 /* Mark the item as fully known */
2069                 o_ptr->ident |= (IDENT_MENTAL);
2070
2071                 /* For being treated as random artifact in screen_object() */
2072                 o_ptr->art_name = quark_add("");
2073
2074                 (void)screen_object(o_ptr, 0L);
2075
2076                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2077                     || !dummy_name[0])
2078                 {
2079                         /* Cancelled */
2080                         if (one_in_(2))
2081                         {
2082                                 get_table_sindarin_aux(dummy_name);
2083                         }
2084                         else
2085                         {
2086                                 get_table_name_aux(dummy_name);
2087                         }
2088                 }
2089                 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
2090                 chg_virtue(V_INDIVIDUALISM, 2);
2091                 chg_virtue(V_ENCHANT, 5);
2092         }
2093         else
2094         {
2095                 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2096         }
2097
2098         /* Save the inscription */
2099         o_ptr->art_name = quark_add(new_name);
2100
2101         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」",
2102                 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[artifact_bias]);
2103
2104         if (cheat_diary_output)
2105         {
2106                 char spec[180];
2107                 char note[200];
2108
2109                 object_aware(o_ptr);
2110                 object_known(o_ptr);
2111                 o_ptr->ident |= (IDENT_MENTAL);
2112                 object_desc(spec, o_ptr, 0);
2113                 sprintf(note, "%s\tDAM:%d", spec, calc_arm_avgdamage(o_ptr));
2114                 do_cmd_write_nikki(NIKKI_WIZ_ARTIFACT, 0, note);
2115         }
2116
2117         /* Window stuff */
2118         p_ptr->window |= (PW_INVEN | PW_EQUIP);
2119
2120         return TRUE;
2121 }
2122
2123 /*!
2124  * @brief オブジェクトから能力発動IDを取得する。
2125  * @details いくつかのケースで定義されている発動効果から、
2126  * 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。
2127  * @param o_ptr 対象のオブジェクト構造体ポインタ
2128  * @return 発動効果のIDを返す
2129  */
2130 int activation_index(object_type *o_ptr)
2131 {
2132         /* Give priority to weaponsmith's essential activations */
2133         if (object_is_smith(o_ptr))
2134         {
2135                 switch (o_ptr->xtra3 - 1)
2136                 {
2137                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2138                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2139                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2140                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2141                 case TR_IMPACT: return ACT_QUAKE;
2142                 }
2143         }
2144
2145         if (object_is_fixed_artifact(o_ptr))
2146         {
2147                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2148                 {
2149                         return a_info[o_ptr->name1].act_idx;
2150                 }
2151         }
2152         if (object_is_ego(o_ptr))
2153         {
2154                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2155                 {
2156                         return e_info[o_ptr->name2].act_idx;
2157                 }
2158         }
2159         if (!object_is_random_artifact(o_ptr))
2160         {
2161                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2162                 {
2163                         return k_info[o_ptr->k_idx].act_idx;
2164                 }
2165         }
2166
2167         return o_ptr->xtra2;
2168 }
2169
2170 /*!
2171  * @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。
2172  * @details activation_index() 関数の結果から参照する。
2173  * @param o_ptr 対象のオブジェクト構造体ポインタ
2174  * @return 発動効果構造体のポインタを返す
2175  */
2176 const activation_type* find_activation_info(object_type *o_ptr)
2177 {
2178         const int index = activation_index(o_ptr);
2179         const activation_type* p;
2180
2181         for (p = activation_info; p->flag != NULL; ++ p) {
2182                 if (p->index == index)
2183                 {
2184                         return p;
2185                 }
2186         }
2187
2188         return NULL;
2189 }
2190
2191 /*!
2192  * @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
2193  * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
2194  * @param o_ptr 対象のオブジェクト構造体ポインタ
2195  * @return 発動実行の是非を返す。
2196  */
2197 static bool activate_dragon_breath(object_type *o_ptr)
2198 {
2199         u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2200         int type[20];
2201         cptr name[20];
2202         int i, dir, t, n = 0;
2203
2204         if (!get_aim_dir(&dir)) return FALSE;
2205
2206         object_flags(o_ptr, flgs);
2207
2208         for (i = 0; dragonbreath_info[i].flag != 0; i++)
2209         {
2210                 if (have_flag(flgs, dragonbreath_info[i].flag))
2211                 {
2212                         type[n] = dragonbreath_info[i].type;
2213                         name[n] = dragonbreath_info[i].name;
2214                         n++;
2215                 }
2216         }
2217
2218         /* Paranoia */
2219         if (n == 0) return FALSE;
2220
2221         /* Stop speaking */
2222         if (music_singing_any()) stop_singing();
2223         if (hex_spelling_any()) stop_hex_spell_all();
2224
2225         t = randint0(n);
2226         msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
2227         fire_ball(type[t], dir, 250, -4);
2228
2229         return TRUE;
2230 }
2231
2232 /*!
2233  * @brief アイテムの発動効果を処理する。
2234  * @details activate_random_artifact()とされているが、実際は全発動が統合された。
2235  * @todo 折を見て関数名を修正すること。
2236  * @param o_ptr 対象のオブジェクト構造体ポインタ
2237  * @return 発動実行の是非を返す。
2238  */
2239 bool activate_random_artifact(object_type *o_ptr)
2240 {
2241         int plev = p_ptr->lev;
2242         int k, dir, dummy = 0;
2243         cptr name = k_name + k_info[o_ptr->k_idx].name;
2244         const activation_type* const act_ptr = find_activation_info(o_ptr);
2245
2246         /* Paranoia */
2247         if (!act_ptr) {
2248                 /* Maybe forgot adding information to activation_info table ? */
2249                 msg_print("Activation information is not found.");
2250                 return FALSE;
2251         }
2252
2253         /* Activate for attack */
2254         switch (act_ptr->index)
2255         {
2256                 case ACT_SUNLIGHT:
2257                 {
2258                         if (!get_aim_dir(&dir)) return FALSE;
2259                         msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
2260                         (void)lite_line(dir, damroll(6, 8));
2261                         break;
2262                 }
2263
2264                 case ACT_BO_MISS_1:
2265                 {
2266                         msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
2267                         if (!get_aim_dir(&dir)) return FALSE;
2268                         fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2269                         break;
2270                 }
2271
2272                 case ACT_BA_POIS_1:
2273                 {
2274                         msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
2275                         if (!get_aim_dir(&dir)) return FALSE;
2276                         fire_ball(GF_POIS, dir, 12, 3);
2277                         break;
2278                 }
2279
2280                 case ACT_BO_ELEC_1:
2281                 {
2282                         msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
2283                         if (!get_aim_dir(&dir)) return FALSE;
2284                         fire_bolt(GF_ELEC, dir, damroll(4, 8));
2285                         break;
2286                 }
2287
2288                 case ACT_BO_ACID_1:
2289                 {
2290                         msg_print(_("それは酸に覆われた...","It is covered in acid..."));
2291                         if (!get_aim_dir(&dir)) return FALSE;
2292                         fire_bolt(GF_ACID, dir, damroll(5, 8));
2293                         break;
2294                 }
2295
2296                 case ACT_BO_COLD_1:
2297                 {
2298                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2299                         if (!get_aim_dir(&dir)) return FALSE;
2300                         fire_bolt(GF_COLD, dir, damroll(6, 8));
2301                         break;
2302                 }
2303
2304                 case ACT_BO_FIRE_1:
2305                 {
2306                         msg_print(_("それは炎に覆われた...","It is covered in fire..."));
2307                         if (!get_aim_dir(&dir)) return FALSE;
2308                         fire_bolt(GF_FIRE, dir, damroll(9, 8));
2309                         break;
2310                 }
2311
2312                 case ACT_BA_COLD_1:
2313                 {
2314                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2315                         if (!get_aim_dir(&dir)) return FALSE;
2316                         fire_ball(GF_COLD, dir, 48, 2);
2317                         break;
2318                 }
2319                 
2320                 case ACT_BA_COLD_2:
2321                 {
2322                         msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
2323                         if (!get_aim_dir(&dir)) return FALSE;
2324                         fire_ball(GF_COLD, dir, 100, 2);
2325                         break;
2326                 }
2327                 
2328                 case ACT_BA_COLD_3:
2329                 {
2330                         msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
2331                         if (!get_aim_dir(&dir)) return FALSE;
2332                         fire_ball(GF_COLD, dir, 400, 3);
2333                         break;
2334                 }
2335
2336                 case ACT_BA_FIRE_1:
2337                 {
2338                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2339                         if (!get_aim_dir(&dir)) return FALSE;
2340                         fire_ball(GF_FIRE, dir, 72, 2);
2341                         break;
2342                 }
2343                 
2344                 case ACT_BA_FIRE_2:
2345                 {
2346                         msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
2347                         if (!get_aim_dir(&dir)) return FALSE;
2348                         fire_ball(GF_FIRE, dir, 120, 3);
2349                         break;
2350                 }
2351                 
2352                 case ACT_BA_FIRE_3:
2353                 {
2354                         msg_print(_("深赤色に輝いている...", "It glows deep red..."));
2355                         if (!get_aim_dir(&dir)) return FALSE;
2356                         fire_ball(GF_FIRE, dir, 300, 3);
2357                         break;
2358                 }
2359                 
2360                 case ACT_BA_FIRE_4:
2361                 {
2362                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2363                         if (!get_aim_dir(&dir)) return FALSE;
2364                         fire_ball(GF_FIRE, dir, 100, 2);
2365                         break;
2366                 }
2367                 
2368                 case ACT_BA_ELEC_2:
2369                 {
2370                         msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
2371                         if (!get_aim_dir(&dir)) return FALSE;
2372                         fire_ball(GF_ELEC, dir, 100, 3);
2373                         break;
2374                 }
2375                 
2376                 case ACT_BA_ELEC_3:
2377                 {
2378                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2379                         if (!get_aim_dir(&dir)) return FALSE;
2380                         fire_ball(GF_ELEC, dir, 500, 3);
2381                         break;
2382                 }
2383                 
2384                 case ACT_BA_ACID_1:
2385                 {
2386                         msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
2387                         if (!get_aim_dir(&dir)) return FALSE;
2388                         fire_ball(GF_ACID, dir, 100, 2);
2389                         break;
2390                 }
2391                 
2392                 case ACT_BA_NUKE_1:
2393                 {
2394                         msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
2395                         if (!get_aim_dir(&dir)) return FALSE;
2396                         fire_ball(GF_NUKE, dir, 100, 2);
2397                         break;
2398                 }
2399                 
2400                 case ACT_DRAIN_1:
2401                 {
2402                         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);
2403                         if (!get_aim_dir(&dir)) return FALSE;
2404                         if (drain_life(dir, 100))
2405                         break;
2406                 }
2407
2408                 case ACT_DRAIN_2:
2409                 {
2410                         msg_print(_("黒く輝いている...", "It glows black..."));
2411                         if (!get_aim_dir(&dir)) return FALSE;
2412                         drain_life(dir, 120);
2413                         break;
2414                 }
2415
2416                 case ACT_VAMPIRE_1:
2417                 {
2418                         if (!get_aim_dir(&dir)) return FALSE;
2419                         for (dummy = 0; dummy < 3; dummy++)
2420                         {
2421                                 if (drain_life(dir, 50))
2422                                 hp_player(50);
2423                         }
2424                         break;
2425                 }
2426
2427                 case ACT_BO_MISS_2:
2428                 {
2429                         msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
2430                         if (!get_aim_dir(&dir)) return FALSE;
2431                         fire_bolt(GF_ARROW, dir, 150);
2432                         break;
2433                 }
2434
2435                 case ACT_WHIRLWIND:
2436                 {
2437                         {
2438                                 int y = 0, x = 0;
2439                                 cave_type       *c_ptr;
2440                                 monster_type    *m_ptr;
2441
2442                                 for (dir = 0; dir <= 9; dir++)
2443                                 {
2444                                         y = p_ptr->y + ddy[dir];
2445                                         x = p_ptr->x + ddx[dir];
2446                                         c_ptr = &cave[y][x];
2447
2448                                         /* Get the monster */
2449                                         m_ptr = &m_list[c_ptr->m_idx];
2450
2451                                         /* Hack -- attack monsters */
2452                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2453                                                 py_attack(y, x, 0);
2454                                 }
2455                         }
2456                         break;
2457                 }
2458
2459                 case ACT_VAMPIRE_2:
2460                 {
2461                         if (!get_aim_dir(&dir)) return FALSE;
2462                         for (dummy = 0; dummy < 3; dummy++)
2463                         {
2464                                 if (drain_life(dir, 100))
2465                                 hp_player(100);
2466                         }
2467                         break;
2468                 }
2469
2470
2471                 case ACT_CALL_CHAOS:
2472                 {
2473                         msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
2474                         call_chaos();
2475                         break;
2476                 }
2477
2478                 case ACT_ROCKET:
2479                 {
2480                         if (!get_aim_dir(&dir)) return FALSE;
2481                         msg_print(_("ロケットを発射した!", "You launch a rocket!"));
2482                         fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2483                         break;
2484                 }
2485
2486                 case ACT_DISP_EVIL:
2487                 {
2488                         msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
2489                         dispel_evil(p_ptr->lev * 5);
2490                         break;
2491                 }
2492
2493                 case ACT_BA_MISS_3:
2494                 {
2495                         if (!get_aim_dir(&dir)) return FALSE;
2496                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2497                         fire_ball(GF_MISSILE, dir, 300, -4);
2498                         break;
2499                 }
2500
2501                 case ACT_DISP_GOOD:
2502                 {
2503                         msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
2504                         dispel_good(p_ptr->lev * 5);
2505                         break;
2506                 }
2507
2508                 case ACT_BO_MANA:
2509                 {
2510                         msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
2511                         if (!get_aim_dir(&dir)) return FALSE;
2512                         fire_bolt(GF_ARROW, dir, 150);
2513                         break;
2514                 }
2515
2516                 case ACT_BA_WATER:
2517                 {
2518                         msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
2519                         if (!get_aim_dir(&dir)) return FALSE;
2520                         fire_ball(GF_WATER, dir, 200, 3);
2521                         break;
2522                 }
2523
2524                 case ACT_BA_DARK:
2525                 {
2526                         msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
2527                         if (!get_aim_dir(&dir)) return FALSE;
2528                         fire_ball(GF_DARK, dir, 250, 4);
2529                         break;
2530                 }
2531
2532                 case ACT_BA_MANA:
2533                 {
2534                         msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
2535                         if (!get_aim_dir(&dir)) return FALSE;
2536                         fire_ball(GF_MANA, dir, 250, 4);
2537                         break;
2538                 }
2539
2540                 case ACT_PESTICIDE:
2541                 {
2542                         msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
2543                         (void)dispel_monsters(4);
2544                         break;
2545                 }
2546
2547                 case ACT_BLINDING_LIGHT:
2548                 {
2549                         msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
2550                         fire_ball(GF_LITE, 0, 300, 6);
2551                         confuse_monsters(3 * p_ptr->lev / 2);
2552                         break;
2553                 }
2554
2555                 case ACT_BIZARRE:
2556                 {
2557                         msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
2558                         if (!get_aim_dir(&dir)) return FALSE;
2559                         ring_of_power(dir);
2560                         break;
2561                 }
2562
2563                 case ACT_CAST_BA_STAR:
2564                 {
2565                         int num = damroll(5, 3);
2566                         int y = 0, x = 0;
2567                         int attempts;
2568                         msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
2569                         for (k = 0; k < num; k++)
2570                         {
2571                                 attempts = 1000;
2572
2573                                 while (attempts--)
2574                                 {
2575                                         scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
2576
2577                                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2578
2579                                         if (!player_bold(y, x)) break;
2580                                 }
2581
2582                                 project(0, 3, y, x, 150, GF_ELEC,
2583                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2584                         }
2585
2586                         break;
2587                 }
2588
2589                 case ACT_BLADETURNER:
2590                 {
2591                         if (!get_aim_dir(&dir)) return FALSE;
2592                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2593                         fire_ball(GF_MISSILE, dir, 300, -4);
2594                         msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
2595                         (void)set_afraid(0);
2596                         (void)set_hero(randint1(50) + 50, FALSE);
2597                         (void)hp_player(10);
2598                         (void)set_blessed(randint1(50) + 50, FALSE);
2599                         (void)set_oppose_acid(randint1(50) + 50, FALSE);
2600                         (void)set_oppose_elec(randint1(50) + 50, FALSE);
2601                         (void)set_oppose_fire(randint1(50) + 50, FALSE);
2602                         (void)set_oppose_cold(randint1(50) + 50, FALSE);
2603                         (void)set_oppose_pois(randint1(50) + 50, FALSE);
2604                         break;
2605                 }
2606
2607                 case ACT_BR_FIRE:
2608                 {
2609                         if (!get_aim_dir(&dir)) return FALSE;
2610                         fire_ball(GF_FIRE, dir, 200, -2);
2611                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2612                         {
2613                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2614                         }
2615                         break;
2616                 }
2617                 case ACT_BR_COLD:
2618                 {
2619                         if (!get_aim_dir(&dir)) return FALSE;
2620                         fire_ball(GF_COLD, dir, 200, -2);
2621                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2622                         {
2623                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2624                         }
2625                         break;
2626                 }
2627                 case ACT_BR_DRAGON:
2628                 {
2629                         if (!activate_dragon_breath(o_ptr)) return FALSE;
2630                         break;
2631                 }
2632
2633                 /* Activate for other offensive action */
2634
2635                 case ACT_CONFUSE:
2636                 {
2637                         msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
2638                         if (!get_aim_dir(&dir)) return FALSE;
2639                         confuse_monster(dir, 20);
2640                         break;
2641                 }
2642
2643                 case ACT_SLEEP:
2644                 {
2645                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2646                         sleep_monsters_touch();
2647                         break;
2648                 }
2649
2650                 case ACT_QUAKE:
2651                 {
2652                         earthquake(p_ptr->y, p_ptr->x, 5);
2653                         break;
2654                 }
2655
2656                 case ACT_TERROR:
2657                 {
2658                         turn_monsters(40 + p_ptr->lev);
2659                         break;
2660                 }
2661
2662                 case ACT_TELE_AWAY:
2663                 {
2664                         if (!get_aim_dir(&dir)) return FALSE;
2665                         (void)fire_beam(GF_AWAY_ALL, dir, plev);
2666                         break;
2667                 }
2668
2669                 case ACT_BANISH_EVIL:
2670                 {
2671                         if (banish_evil(100))
2672                         {
2673                                 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!"));
2674                         }
2675                         break;
2676                 }
2677
2678                 case ACT_GENOCIDE:
2679                 {
2680                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2681                         (void)symbol_genocide(200, TRUE);
2682                         break;
2683                 }
2684
2685                 case ACT_MASS_GENO:
2686                 {
2687                         msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
2688                         (void)mass_genocide(200, TRUE);
2689                         break;
2690                 }
2691
2692                 case ACT_SCARE_AREA:
2693                 {
2694                         if (music_singing_any()) stop_singing();
2695                         if (hex_spelling_any()) stop_hex_spell_all();
2696                         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!",
2697                                         "You wind a mighty blast; your enemies tremble!"));
2698                         (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2699                         break;
2700                 }
2701
2702                 case ACT_AGGRAVATE:
2703                 {
2704                         if (o_ptr->name1 == ART_HYOUSIGI)
2705                         {
2706                                 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
2707                         }
2708                         else
2709                         {
2710                                 msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
2711                         }
2712                         aggravate_monsters(0);
2713                         break;
2714                 }
2715
2716                 /* Activate for summoning / charming */
2717
2718                 case ACT_CHARM_ANIMAL:
2719                 {
2720                         if (!get_aim_dir(&dir)) return FALSE;
2721                         (void)charm_animal(dir, plev * 2);
2722                         break;
2723                 }
2724
2725                 case ACT_CHARM_UNDEAD:
2726                 {
2727                         if (!get_aim_dir(&dir)) return FALSE;
2728                         (void)control_one_undead(dir, plev * 2);
2729                         break;
2730                 }
2731
2732                 case ACT_CHARM_OTHER:
2733                 {
2734                         if (!get_aim_dir(&dir)) return FALSE;
2735                         (void)charm_monster(dir, plev * 2);
2736                         break;
2737                 }
2738
2739                 case ACT_CHARM_ANIMALS:
2740                 {
2741                         (void)charm_animals(plev * 2);
2742                         break;
2743                 }
2744
2745                 case ACT_CHARM_OTHERS:
2746                 {
2747                         charm_monsters(plev * 2);
2748                         break;
2749                 }
2750
2751                 case ACT_SUMMON_ANIMAL:
2752                 {
2753                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2754                         break;
2755                 }
2756
2757                 case ACT_SUMMON_PHANTOM:
2758                 {
2759                         msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
2760                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2761                         break;
2762                 }
2763
2764                 case ACT_SUMMON_ELEMENTAL:
2765                 {
2766                         bool pet = one_in_(3);
2767                         u32b mode = 0L;
2768
2769                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2770                         if (pet) mode |= PM_FORCE_PET;
2771                         else mode |= PM_NO_PET;
2772
2773                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2774                         {
2775                                 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
2776                                 if (pet)
2777                                         msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
2778                                 else
2779                                         msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
2780                         }
2781
2782                         break;
2783                 }
2784
2785                 case ACT_SUMMON_DEMON:
2786                 {
2787                         bool pet = one_in_(3);
2788                         u32b mode = 0L;
2789
2790                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2791                         if (pet) mode |= PM_FORCE_PET;
2792                         else mode |= PM_NO_PET;
2793
2794                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
2795                         {
2796                                 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
2797                                 if (pet)
2798                                         msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
2799                                 else
2800                                         msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2801                         }
2802
2803                         break;
2804                 }
2805
2806                 case ACT_SUMMON_UNDEAD:
2807                 {
2808                         bool pet = one_in_(3);
2809                         int type;
2810                         u32b mode = 0L;
2811
2812                         type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2813
2814                         if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2815                         if (pet) mode |= PM_FORCE_PET;
2816                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2817
2818                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
2819                         {
2820                                 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...",
2821                                                 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2822                                 if (pet)
2823                                 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!",
2824                                                 "Ancient, long-dead forms arise from the ground to serve you!"));
2825                                 else
2826                                 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
2827                                                 "'The dead arise... to punish you for disturbing them!'"));
2828                         }
2829
2830                         break;
2831                 }
2832
2833                 case ACT_SUMMON_HOUND:
2834                 {
2835                         u32b mode = PM_ALLOW_GROUP;
2836                         bool pet = !one_in_(5);
2837                         if (pet) mode |= PM_FORCE_PET;
2838                         else mode |= PM_NO_PET;
2839
2840                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2841                         {
2842
2843                                 if (pet)
2844                                         msg_print(_("ハウンドがあなたの下僕として出現した。",
2845                                                 "A group of hounds appear as your servant."));
2846                                 else
2847                                         msg_print(_("ハウンドはあなたに牙を向けている!",
2848                                                 "A group of hounds appear as your enemy!"));
2849                         }
2850
2851                         break;
2852                 }
2853
2854                 case ACT_SUMMON_DAWN:
2855                 {
2856                         msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
2857                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2858                         break;
2859                 }
2860
2861                 case ACT_SUMMON_OCTOPUS:
2862                 {
2863                         u32b mode = PM_ALLOW_GROUP;
2864                         bool pet = !one_in_(5);
2865                         if (pet) mode |= PM_FORCE_PET;
2866
2867                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
2868                         {
2869                                 if (pet)
2870                                         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."));
2871                                 else
2872                                         msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
2873                         }
2874
2875                         break;
2876                 }
2877
2878                 /* Activate for healing */
2879
2880                 case ACT_CHOIR_SINGS:
2881                 {
2882                         msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
2883                         (void)set_poisoned(0);
2884                         (void)set_cut(0);
2885                         (void)set_stun(0);
2886                         (void)set_confused(0);
2887                         (void)set_blind(0);
2888                         (void)set_afraid(0);
2889                         (void)set_hero(randint1(25) + 25, FALSE);
2890                         (void)hp_player(777);
2891                         break;
2892                 }
2893
2894                 case ACT_CURE_LW:
2895                 {
2896                         (void)set_afraid(0);
2897                         (void)hp_player(30);
2898                         break;
2899                 }
2900
2901                 case ACT_CURE_MW:
2902                 {
2903                         msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
2904                         hp_player(damroll(4, 8));
2905                         (void)set_cut((p_ptr->cut / 2) - 50);
2906                         break;
2907                 }
2908
2909                 case ACT_CURE_POISON:
2910                 {
2911                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2912                         (void)set_afraid(0);
2913                         (void)set_poisoned(0);
2914                         break;
2915                 }
2916
2917                 case ACT_REST_EXP:
2918                 {
2919                         msg_print(_("深紅に輝いている...", "It glows a deep red..."));
2920                         restore_level();
2921                         break;
2922                 }
2923
2924                 case ACT_REST_ALL:
2925                 {
2926                         msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
2927                         (void)do_res_stat(A_STR);
2928                         (void)do_res_stat(A_INT);
2929                         (void)do_res_stat(A_WIS);
2930                         (void)do_res_stat(A_DEX);
2931                         (void)do_res_stat(A_CON);
2932                         (void)do_res_stat(A_CHR);
2933                         (void)restore_level();
2934                         break;
2935                 }
2936
2937                 case ACT_CURE_700:
2938                 {
2939                         msg_print(_("深青色に輝いている...","It glows deep blue..."));
2940                         msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
2941                         (void)hp_player(700);
2942                         (void)set_cut(0);
2943                         break;
2944                 }
2945
2946                 case ACT_CURE_1000:
2947                 {
2948                         msg_print(_("白く明るく輝いている...","It glows a bright white..."));
2949                         msg_print(_("ひじょうに気分がよい...","You feel much better..."));
2950                         (void)hp_player(1000);
2951                         (void)set_cut(0);
2952                         break;
2953                 }
2954
2955                 case ACT_CURING:
2956                 {
2957                         msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
2958                         (void)set_poisoned(0);
2959                         (void)set_confused(0);
2960                         (void)set_blind(0);
2961                         (void)set_stun(0);
2962                         (void)set_cut(0);
2963                         (void)set_image(0);
2964
2965                         break;
2966                 }
2967
2968                 case ACT_CURE_MANA_FULL:
2969                 {
2970                         msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
2971                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2972                         {
2973                                 int i;
2974                                 for (i = 0; i < EATER_EXT*2; i++)
2975                                 {
2976                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2977                                         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;
2978                                 }
2979                                 for (; i < EATER_EXT*3; i++)
2980                                 {
2981                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2982                                         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;
2983                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2984                                 }
2985                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2986                                 p_ptr->window |= (PW_PLAYER);
2987                         }
2988                         else if (p_ptr->csp < p_ptr->msp)
2989                         {
2990                                 p_ptr->csp = p_ptr->msp;
2991                                 p_ptr->csp_frac = 0;
2992                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2993                                 p_ptr->redraw |= (PR_MANA);
2994                                 p_ptr->window |= (PW_PLAYER);
2995                                 p_ptr->window |= (PW_SPELL);
2996                         }
2997                         break;
2998                 }
2999
3000                 /* Activate for timed effect */
3001
3002                 case ACT_ESP:
3003                 {
3004                         (void)set_tim_esp(randint1(30) + 25, FALSE);
3005                         break;
3006                 }
3007
3008                 case ACT_BERSERK:
3009                 {
3010                         (void)set_afraid(0);
3011                         (void)set_shero(randint1(25) + 25, FALSE);
3012                         /* (void)set_afraid(0);
3013                         (void)set_hero(randint1(50) + 50, FALSE);
3014                         (void)set_blessed(randint1(50) + 50, FALSE);
3015                         o_ptr->timeout = 100 + randint1(100); */
3016                         break;
3017                 }
3018
3019                 case ACT_PROT_EVIL:
3020                 {
3021                         msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
3022                         k = 3 * p_ptr->lev;
3023                         (void)set_protevil(randint1(25) + k, FALSE);
3024                         break;
3025                 }
3026
3027                 case ACT_RESIST_ALL:
3028                 {
3029                         msg_print(_("様々な色に輝いている...", "It glows many colours..."));
3030                         (void)set_oppose_acid(randint1(40) + 40, FALSE);
3031                         (void)set_oppose_elec(randint1(40) + 40, FALSE);
3032                         (void)set_oppose_fire(randint1(40) + 40, FALSE);
3033                         (void)set_oppose_cold(randint1(40) + 40, FALSE);
3034                         (void)set_oppose_pois(randint1(40) + 40, FALSE);
3035                         break;
3036                 }
3037
3038                 case ACT_SPEED:
3039                 {
3040                         msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
3041                         (void)set_fast(randint1(20) + 20, FALSE);
3042                         break;
3043                 }
3044
3045                 case ACT_XTRA_SPEED:
3046                 {
3047                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3048                         (void)set_fast(randint1(75) + 75, FALSE);
3049                         break;
3050                 }
3051
3052                 case ACT_WRAITH:
3053                 {
3054                         set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3055                         break;
3056                 }
3057
3058                 case ACT_INVULN:
3059                 {
3060                         (void)set_invuln(randint1(8) + 8, FALSE);
3061                         break;
3062                 }
3063
3064                 case ACT_HELO:
3065                 {
3066                         (void)set_afraid(0);
3067                         set_hero(randint1(25)+25, FALSE);
3068                         hp_player(10);
3069                         break;
3070                 }
3071
3072                 case ACT_HELO_SPEED:
3073                 {
3074                         (void)set_fast(randint1(50) + 50, FALSE);
3075                         hp_player(10);
3076                         set_afraid(0);
3077                         set_hero(randint1(50) + 50, FALSE);
3078                         break;
3079                 }
3080
3081                 case ACT_RESIST_ACID:
3082                 {
3083                         msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
3084                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3085                         {
3086                                 if (!get_aim_dir(&dir)) return FALSE;
3087                                 fire_ball(GF_ACID, dir, 100, 2);
3088                         }
3089                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
3090                         break;
3091                 }
3092
3093                 case ACT_RESIST_FIRE:
3094                 {
3095                         msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
3096                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3097                         {
3098                                 if (!get_aim_dir(&dir)) return FALSE;
3099                                 fire_ball(GF_FIRE, dir, 100, 2);
3100                         }
3101                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
3102                         break;
3103                 }
3104
3105                 case ACT_RESIST_COLD:
3106                 {
3107                         msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
3108                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3109                         {
3110                                 if (!get_aim_dir(&dir)) return FALSE;
3111                                 fire_ball(GF_COLD, dir, 100, 2);
3112                         }
3113                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
3114                         break;
3115                 }
3116
3117                 case ACT_RESIST_ELEC:
3118                 {
3119                         msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
3120                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3121                         {
3122                                 if (!get_aim_dir(&dir)) return FALSE;
3123                                 fire_ball(GF_ELEC, dir, 100, 2);
3124                         }
3125                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
3126                         break;
3127                 }
3128
3129                 case ACT_RESIST_POIS:
3130                 {
3131                         msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
3132                         (void)set_oppose_pois(randint1(20) + 20, FALSE);
3133                         break;
3134                 }
3135
3136                 /* Activate for general purpose effect (detection etc.) */
3137
3138                 case ACT_LIGHT:
3139                 {
3140                         msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
3141                         lite_area(damroll(2, 15), 3);
3142                         break;
3143                 }
3144
3145                 case ACT_MAP_LIGHT:
3146                 {
3147                         msg_print(_("眩しく輝いた...", "It shines brightly..."));
3148                         map_area(DETECT_RAD_MAP);
3149                         lite_area(damroll(2, 15), 3);
3150                         break;
3151                 }
3152
3153                 case ACT_DETECT_ALL:
3154                 {
3155                         msg_print(_("白く明るく輝いている...", "It glows bright white..."));
3156                         msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
3157                         detect_all(DETECT_RAD_DEFAULT);
3158                         break;
3159                 }
3160
3161                 case ACT_DETECT_XTRA:
3162                 {
3163                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3164                         detect_all(DETECT_RAD_DEFAULT);
3165                         probing();
3166                         identify_fully(FALSE);
3167                         break;
3168                 }
3169
3170                 case ACT_ID_FULL:
3171                 {
3172                         msg_print(_("黄色く輝いている...", "It glows yellow..."));
3173                         identify_fully(FALSE);
3174                         break;
3175                 }
3176
3177                 case ACT_ID_PLAIN:
3178                 {
3179                         if (!ident_spell(FALSE)) return FALSE;
3180                         break;
3181                 }
3182
3183                 case ACT_RUNE_EXPLO:
3184                 {
3185                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3186                         explosive_rune();
3187                         break;
3188                 }
3189
3190                 case ACT_RUNE_PROT:
3191                 {
3192                         msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
3193                         warding_glyph();
3194                         break;
3195                 }
3196
3197                 case ACT_SATIATE:
3198                 {
3199                         (void)set_food(PY_FOOD_MAX - 1);
3200                         break;
3201                 }
3202
3203                 case ACT_DEST_DOOR:
3204                 {
3205                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3206                         destroy_doors_touch();
3207                         break;
3208                 }
3209
3210                 case ACT_STONE_MUD:
3211                 {
3212                         msg_print(_("鼓動している...", "It pulsates..."));
3213                         if (!get_aim_dir(&dir)) return FALSE;
3214                         wall_to_mud(dir, 20 + randint1(30));
3215                         break;
3216                 }
3217
3218                 case ACT_RECHARGE:
3219                 {
3220                         recharge(130);
3221                         break;
3222                 }
3223
3224                 case ACT_ALCHEMY:
3225                 {
3226                         msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
3227                         (void)alchemy();
3228                         break;
3229                 }
3230
3231                 case ACT_DIM_DOOR:
3232                 {
3233                         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."));
3234                         if (!dimension_door()) return FALSE;
3235                         break;
3236                 }
3237
3238
3239                 case ACT_TELEPORT:
3240                 {
3241                         msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
3242                         teleport_player(100, 0L);
3243                         break;
3244                 }
3245
3246                 case ACT_RECALL:
3247                 {
3248                         msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
3249                         if (!word_of_recall()) return FALSE;
3250                         break;
3251                 }
3252
3253                 case ACT_JUDGE:
3254                 {
3255                         msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
3256                         chg_virtue(V_KNOWLEDGE, 1);
3257                         chg_virtue(V_ENLIGHTEN, 1);
3258                         wiz_lite(FALSE);
3259                         
3260                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3261                         take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
3262                         
3263                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3264                         (void)detect_doors(DETECT_RAD_DEFAULT);
3265                         (void)detect_stairs(DETECT_RAD_DEFAULT);
3266                         
3267                         if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
3268                         {
3269                                 (void)word_of_recall();
3270                         }
3271
3272                         break;
3273                 }
3274
3275                 case ACT_TELEKINESIS:
3276                 {
3277                         if (!get_aim_dir(&dir)) return FALSE;
3278                         msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
3279                         fetch(dir, 500, TRUE);
3280                         break;
3281                 }
3282
3283                 case ACT_DETECT_UNIQUE:
3284                 {
3285                         int i;
3286                         monster_type *m_ptr;
3287                         monster_race *r_ptr;
3288                         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 ..."));
3289                         /* Process the monsters (backwards) */
3290                         for (i = m_max - 1; i >= 1; i--)
3291                         {
3292                                 /* Access the monster */
3293                                 m_ptr = &m_list[i];
3294
3295                                 /* Ignore "dead" monsters */
3296                                 if (!m_ptr->r_idx) continue;
3297
3298                                 r_ptr = &r_info[m_ptr->r_idx];
3299
3300                                 if(r_ptr->flags1 & RF1_UNIQUE)
3301                                 {
3302                                         msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
3303                                 }
3304                         }
3305                         break;
3306                 }
3307
3308                 case ACT_ESCAPE:
3309                 {
3310                         switch (randint1(13))
3311                         {
3312                         case 1: case 2: case 3: case 4: case 5:
3313                                 teleport_player(10, 0L);
3314                                 break;
3315                         case 6: case 7: case 8: case 9: case 10:
3316                                 teleport_player(222, 0L);
3317                                 break;
3318                         case 11: case 12:
3319                                 (void)stair_creation();
3320                                 break;
3321                         default:
3322                                 if (get_check(_("この階を去りますか?", "Leave this level? ")))
3323                                 {
3324                                         if (autosave_l) do_cmd_save_game(TRUE);
3325
3326                                         /* Leaving */
3327                                         p_ptr->leaving = TRUE;
3328                                 }
3329                         }
3330                         break;
3331                 }
3332
3333                 case ACT_DISP_CURSE_XTRA:
3334                 {
3335                         msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
3336                         if (remove_all_curse())
3337                         {
3338                                 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."));
3339                         }
3340                         (void)probing();
3341                         break;
3342                 }
3343
3344                 case ACT_BRAND_FIRE_BOLTS:
3345                 {
3346                         msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
3347                         (void)brand_bolts();
3348                         break;
3349                 }
3350
3351                 case ACT_RECHARGE_XTRA:
3352                 {
3353                         msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
3354                         if (!recharge(1000)) return FALSE;
3355                         break;
3356                 }
3357
3358                 case ACT_LORE:
3359                 {
3360                         msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
3361                         if (!ident_spell(FALSE)) return FALSE;
3362
3363                         if (mp_ptr->spell_book)
3364                         {
3365                                 /* Sufficient mana */
3366                                 if (20 <= p_ptr->csp)
3367                                 {
3368                                         /* Use some mana */
3369                                         p_ptr->csp -= 20;
3370                                 }
3371
3372                                 /* Over-exert the player */
3373                                 else
3374                                 {
3375                                         int oops = 20 - p_ptr->csp;
3376
3377                                         /* No mana left */
3378                                         p_ptr->csp = 0;
3379                                         p_ptr->csp_frac = 0;
3380
3381                                         /* Message */
3382                                         msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
3383                                         /* Hack -- Bypass free action */
3384                                         (void)set_paralyzed(p_ptr->paralyzed +
3385                                                 randint1(5 * oops + 1));
3386
3387                                         /* Confusing. */
3388                                         (void)set_confused(p_ptr->confused +
3389                                                 randint1(5 * oops + 1));
3390                                 }
3391
3392                                 /* Redraw mana */
3393                                 p_ptr->redraw |= (PR_MANA);
3394                         }
3395                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
3396                         /* Confusing. */
3397                         if (one_in_(5)) (void)set_confused(p_ptr->confused +
3398                                 randint1(10));
3399
3400                         /* Exercise a little care... */
3401                         if (one_in_(20))
3402                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
3403                         break;
3404                 }
3405
3406                 case ACT_SHIKOFUMI:
3407                 {
3408                         msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
3409                         (void)set_afraid(0);
3410                         (void)set_hero(randint1(20) + 20, FALSE);
3411                         dispel_evil(p_ptr->lev * 3);
3412                         break;
3413                 }
3414
3415                 case ACT_PHASE_DOOR:
3416                 {
3417                         teleport_player(10, 0L);
3418                         break;
3419                 }
3420
3421                 case ACT_DETECT_ALL_MONS:
3422                 {
3423                         (void)detect_monsters_invis(255);
3424                         (void)detect_monsters_normal(255);
3425                         break;
3426                 }
3427
3428                 case ACT_ULTIMATE_RESIST:
3429                 {
3430                         int v = randint1(25)+25;
3431                         (void)set_afraid(0);
3432                         (void)set_hero(v, FALSE);
3433                         (void)hp_player(10);
3434                         (void)set_blessed(v, FALSE);
3435                         (void)set_oppose_acid(v, FALSE);
3436                         (void)set_oppose_elec(v, FALSE);
3437                         (void)set_oppose_fire(v, FALSE);
3438                         (void)set_oppose_cold(v, FALSE);
3439                         (void)set_oppose_pois(v, FALSE);
3440                         (void)set_ultimate_res(v, FALSE);
3441                         break;
3442                 }
3443
3444
3445                 /* Unique activation */
3446                 case ACT_CAST_OFF:
3447                 {
3448                         int inv, o_idx, t;
3449                         char o_name[MAX_NLEN];
3450                         object_type forge;
3451
3452                         /* Cast off activated item */
3453                         for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3454                         {
3455                                 if (o_ptr == &inventory[inv]) break;
3456                         }
3457
3458                         /* Paranoia */
3459                         if (inv > INVEN_FEET) return FALSE;
3460
3461                         object_copy(&forge, o_ptr);
3462                         inven_item_increase(inv, (0 - o_ptr->number));
3463                         inven_item_optimize(inv);
3464                         o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
3465                         o_ptr = &o_list[o_idx];
3466
3467                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3468                         msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
3469
3470                         /* Get effects */
3471                         msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
3472                         t = 20 + randint1(20);
3473                         (void)set_blind(p_ptr->blind + t);
3474                         (void)set_afraid(0);
3475                         (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3476                         (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3477                         (void)set_hero(p_ptr->hero + t, FALSE);
3478                         (void)set_blessed(p_ptr->blessed + t, FALSE);
3479                         (void)set_fast(p_ptr->fast + t, FALSE);
3480                         (void)set_shero(p_ptr->shero + t, FALSE);
3481                         if (p_ptr->pclass == CLASS_FORCETRAINER)
3482                         {
3483                                 p_ptr->magic_num1[0] = plev * 5 + 190;
3484                                 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
3485                         }
3486
3487                         break;
3488                 }
3489
3490                 case ACT_FALLING_STAR:
3491                 {
3492                         msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
3493                         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.'"));
3494                         massacre();
3495                         break;
3496                 }
3497
3498                 case ACT_GRAND_CROSS:
3499                 {
3500                         msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
3501                         project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3502                         break;
3503                 }
3504
3505                 case ACT_TELEPORT_LEVEL:
3506                 {
3507                         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;
3508                         teleport_level(0);
3509                         break;
3510                 }
3511
3512                 case ACT_STRAIN_HASTE:
3513                 {
3514                         int t;
3515                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3516                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
3517                         t = 25 + randint1(25);
3518                         (void)set_fast(p_ptr->fast + t, FALSE);
3519                         break;
3520                 }
3521
3522                 case ACT_FISHING:
3523                 {
3524                         int x, y;
3525
3526                         if (!get_rep_dir2(&dir)) return FALSE;
3527                         y = p_ptr->y+ddy[dir];
3528                         x = p_ptr->x+ddx[dir];
3529                         tsuri_dir = dir;
3530                         if (!cave_have_flag_bold(y, x, FF_WATER))
3531                         {
3532                                 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
3533                                 return FALSE;
3534                         }
3535                         else if (cave[y][x].m_idx)
3536                         {
3537                                 char m_name[80];
3538                                 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3539                                 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
3540                                 p_ptr->energy_use = 0;
3541                                 return FALSE;
3542                         }
3543                         set_action(ACTION_FISH);
3544                         p_ptr->redraw |= (PR_STATE);
3545                         break;
3546                 }
3547
3548                 case ACT_INROU:
3549                 {
3550                         int count = 0, i;
3551                         monster_type *m_ptr;
3552                         cptr kakusan = "";
3553                         
3554                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
3555                         {
3556                                 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
3557                                 kakusan = "Suke-san";
3558                                 count++;
3559                         }
3560                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
3561                         {
3562                                 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
3563                                 kakusan = "Kaku-san";
3564                                 count++;
3565                         }
3566                         if (!count)
3567                         {
3568                                 for (i = m_max - 1; i > 0; i--)
3569                                 {
3570                                         m_ptr = &m_list[i];
3571                                         if (!m_ptr->r_idx) continue;
3572                                         if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3573                                         if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3574                                         if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3575                                         count++;
3576                                         break;
3577                                 }
3578                         }
3579
3580                         if (count)
3581                         {
3582                                 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。」", 
3583                                                         "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
3584                                 sukekaku = TRUE;
3585                                 stun_monsters(120);
3586                                 confuse_monsters(120);
3587                                 turn_monsters(120);
3588                                 stasis_monsters(120);
3589                                 sukekaku = FALSE;
3590                         }
3591                         else
3592                         {
3593                                 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
3594                         }
3595                         break;
3596                 }
3597
3598                 case ACT_MURAMASA:
3599                 {
3600                         /* Only for Muramasa */
3601                         if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3602                         if (get_check(_("本当に使いますか?", "Are you sure?!")))
3603                         {
3604                                 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
3605                                 do_inc_stat(A_STR);
3606                                 if (one_in_(2))
3607                                 {
3608                                         msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
3609                                         curse_weapon_object(TRUE, o_ptr);
3610                                 }
3611                         }
3612                         break;
3613                 }
3614
3615                 case ACT_BLOODY_MOON:
3616                 {
3617                         /* Only for Bloody Moon */
3618                         if (o_ptr->name1 != ART_BLOOD) return FALSE;
3619                         msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
3620                         get_bloody_moon_flags(o_ptr);
3621                         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3622                         p_ptr->update |= (PU_BONUS | PU_HP);
3623                         break;
3624                 }
3625
3626                 case ACT_CRIMSON:
3627                 {
3628                         int num = 1;
3629                         int i;
3630                         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3631                         int tx, ty;
3632
3633                         /* Only for Crimson */
3634                         if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3635
3636                         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!"));
3637
3638                         if (!get_aim_dir(&dir)) return FALSE;
3639
3640                         /* Use the given direction */
3641                         tx = p_ptr->x + 99 * ddx[dir];
3642                         ty = p_ptr->y + 99 * ddy[dir];
3643
3644                         /* Hack -- Use an actual "target" */
3645                         if ((dir == 5) && target_okay())
3646                         {
3647                                 tx = target_col;
3648                                 ty = target_row;
3649                         }
3650
3651                         if (p_ptr->pclass == CLASS_ARCHER)
3652                         {
3653                                 /* Extra shot at level 10 */
3654                                 if (p_ptr->lev >= 10) num++;
3655
3656                                 /* Extra shot at level 30 */
3657                                 if (p_ptr->lev >= 30) num++;
3658
3659                                 /* Extra shot at level 45 */
3660                                 if (p_ptr->lev >= 45) num++;
3661                         }
3662
3663                         for (i = 0; i < num; i++)
3664                                 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3665                         break;
3666                 }
3667
3668                 default:
3669                 {
3670                         msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
3671                         return FALSE;
3672                 }
3673         }
3674
3675         /* Set activation timeout */
3676         if (act_ptr->timeout.constant >= 0) {
3677                 o_ptr->timeout = act_ptr->timeout.constant;
3678                 if (act_ptr->timeout.dice > 0) {
3679                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
3680                 }
3681         } else {
3682                 /* Activations that have special timeout */
3683                 switch (act_ptr->index) {
3684                 case ACT_BR_FIRE:
3685                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3686                         break;
3687                 case ACT_BR_COLD:
3688                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3689                         break;
3690                 case ACT_TERROR:
3691                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
3692                         break;
3693                 case ACT_MURAMASA:
3694                         /* Nothing to do */
3695                         break;
3696                 default:
3697                         msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3698                         return FALSE;
3699                 }
3700         }
3701
3702         return TRUE;
3703 }
3704
3705 /*!
3706  * @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。
3707  * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
3708  * @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
3709  * @return なし
3710  */
3711 void get_bloody_moon_flags(object_type *o_ptr)
3712 {
3713         int dummy, i;
3714
3715         for (i = 0; i < TR_FLAG_SIZE; i++)
3716                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3717
3718         dummy = randint1(2) + randint1(2);
3719         for (i = 0; i < dummy; i++)
3720         {
3721                 int flag = randint0(26);
3722                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3723                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3724                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3725                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3726         }
3727
3728         dummy = randint1(2);
3729         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3730
3731         for (i = 0; i < 2; i++)
3732         {
3733                 int tmp = randint0(11);
3734                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3735                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3736         }
3737 }
3738
3739 /*!
3740  * @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。.
3741  * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
3742  * 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、
3743  * その他追加耐性、特性追加処理。
3744  * @attention プレイヤーの各種ステータスに依存した処理がある。
3745  * @todo 折を見て関数名を変更すること。
3746  * @param o_ptr 対象のオブジェクト構造体ポインタ
3747  * @param a_ptr 生成する固定アーティファクト構造体ポインタ
3748  * @return なし
3749  */
3750 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3751 {
3752         bool give_resistance = FALSE, give_power = FALSE;
3753
3754         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3755         {
3756                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3757                 {
3758                         give_power = TRUE;
3759                         give_resistance = TRUE;
3760                 }
3761                 else
3762                 {
3763                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3764                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
3765                         o_ptr->curse_flags |=
3766                             (TRC_CURSED | TRC_HEAVY_CURSE);
3767                         o_ptr->curse_flags |= get_curse(2, o_ptr);
3768                         return;
3769                 }
3770         }
3771
3772         if (o_ptr->name1 == ART_MURAMASA)
3773         {
3774                 if (p_ptr->pclass != CLASS_SAMURAI)
3775                 {
3776                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3777                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3778                 }
3779         }
3780
3781         if (o_ptr->name1 == ART_ROBINTON)
3782         {
3783                 if (p_ptr->pclass == CLASS_BARD)
3784                 {
3785                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
3786                 }
3787         }
3788
3789         if (o_ptr->name1 == ART_XIAOLONG)
3790         {
3791                 if (p_ptr->pclass == CLASS_MONK)
3792                         add_flag(o_ptr->art_flags, TR_BLOWS);
3793         }
3794
3795         if (o_ptr->name1 == ART_BLOOD)
3796         {
3797                 get_bloody_moon_flags(o_ptr);
3798         }
3799
3800         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3801         {
3802                 if (p_ptr->psex != SEX_FEMALE)
3803                 {
3804                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3805                 }
3806         }
3807
3808         if (o_ptr->name1 == ART_MILIM)
3809         {
3810                 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3811                 {
3812                         o_ptr->pval = 3;
3813                         add_flag(o_ptr->art_flags, TR_STR);
3814                         add_flag(o_ptr->art_flags, TR_INT);
3815                         add_flag(o_ptr->art_flags, TR_WIS);
3816                         add_flag(o_ptr->art_flags, TR_DEX);
3817                         add_flag(o_ptr->art_flags, TR_CON);
3818                         add_flag(o_ptr->art_flags, TR_CHR);
3819                 }
3820         }
3821
3822         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3823         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3824         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3825         {
3826                 /* Give a resistance OR a power */
3827                 if (one_in_(2)) give_resistance = TRUE;
3828                 else give_power = TRUE;
3829         }
3830
3831         if (give_power)
3832         {
3833                 one_ability(o_ptr);
3834         }
3835
3836         if (give_resistance)
3837         {
3838                 one_high_resistance(o_ptr);
3839         }
3840 }
3841
3842
3843 /*!
3844  * @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
3845  * @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。
3846  * @param a_idx 生成する固定アーティファクト構造体のID
3847  * @param y アイテムを落とす地点のy座標
3848  * @param x アイテムを落とす地点のx座標
3849  * @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。
3850  * @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.
3851  * 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
3852  * drop_near()関数の返り値は信用できなくなる.
3853  */
3854 bool create_named_art(int a_idx, int y, int x)
3855 {
3856         object_type forge;
3857         object_type *q_ptr;
3858         int i;
3859
3860         artifact_type *a_ptr = &a_info[a_idx];
3861
3862         /* Get local object */
3863         q_ptr = &forge;
3864
3865         /* Ignore "empty" artifacts */
3866         if (!a_ptr->name) return FALSE;
3867
3868         /* Acquire the "kind" index */
3869         i = lookup_kind(a_ptr->tval, a_ptr->sval);
3870
3871         /* Oops */
3872         if (!i) return FALSE;
3873
3874         /* Create the artifact */
3875         object_prep(q_ptr, i);
3876
3877         /* Save the name */
3878         q_ptr->name1 = a_idx;
3879
3880         /* Extract the fields */
3881         q_ptr->pval = a_ptr->pval;
3882         q_ptr->ac = a_ptr->ac;
3883         q_ptr->dd = a_ptr->dd;
3884         q_ptr->ds = a_ptr->ds;
3885         q_ptr->to_a = a_ptr->to_a;
3886         q_ptr->to_h = a_ptr->to_h;
3887         q_ptr->to_d = a_ptr->to_d;
3888         q_ptr->weight = a_ptr->weight;
3889
3890         /* Hack -- extract the "cursed" flag */
3891         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3892         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3893         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3894         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3895         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3896         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3897
3898         random_artifact_resistance(q_ptr, a_ptr);
3899
3900         /* Drop the artifact from heaven */
3901         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3902 }
3903 /*対邪平均ダメージの計算処理*/
3904 int calc_arm_avgdamage(object_type *o_ptr)
3905 {
3906         u32b flgs[TR_FLAG_SIZE];
3907         object_flags(o_ptr, flgs);
3908
3909         int dam, base, s_evil, forced, vorpal;
3910         dam = base = s_evil = forced = vorpal = 0;
3911
3912         dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
3913
3914         if(have_flag(flgs, TR_KILL_EVIL))
3915         {
3916                 dam = s_evil = dam * 7 / 2;
3917         }
3918         else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
3919         {       
3920                 dam = s_evil = dam * 2;
3921         }
3922
3923         if (have_flag(flgs, TR_FORCE_WEAPON))
3924         {
3925                 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
3926         }
3927
3928         if(have_flag(flgs, TR_VORPAL))
3929         {
3930                 dam = vorpal = dam * 11 / 9;
3931         }
3932
3933         dam = dam + o_ptr->to_d;
3934
3935         if (cheat_xtra) msg_format("素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
3936                 base, s_evil, forced, vorpal, dam);
3937
3938         return(dam);
3939 }
3940
3941 int suppression_evil_dam(object_type *o_ptr)
3942 {
3943         int num = 0;
3944         u32b flgs[TR_FLAG_SIZE];
3945         object_flags(o_ptr, flgs);
3946
3947         if (o_ptr->art_flags, TR_VAMPIRIC)
3948         {
3949                 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
3950                 {
3951                         num = 1;
3952                 }
3953                 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
3954                 {
3955                         num = 1;
3956                 }
3957                 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
3958                 {
3959                         num = 1;
3960                 }
3961                 else if (calc_arm_avgdamage(o_ptr) > 63)
3962                 {
3963                         num = 1;
3964                 }
3965         }
3966         else
3967         {
3968                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
3969                 {
3970                         num = 1;
3971                 }
3972                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
3973                 {
3974                 num = 1;
3975                 }
3976                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
3977                 {
3978                 num = 1;
3979                 }
3980                 else if (calc_arm_avgdamage(o_ptr) > 75)
3981                 {
3982                 num = 1;
3983                 }
3984         }
3985         return(num);
3986 }
3987
3988 int weakening_artifact(object_type *o_ptr)
3989 {
3990          int k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
3991          object_kind *k_ptr = &k_info[k_idx];
3992
3993          if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
3994          {
3995                 int pre_dd = o_ptr->dd;
3996                 int pre_ds = o_ptr->ds;
3997
3998                 if (o_ptr->dd > o_ptr->ds)
3999                 {
4000                         o_ptr->dd--;
4001                 }
4002                 else
4003                 {
4004                         o_ptr->ds--;
4005                 }
4006
4007                 if (cheat_xtra)
4008                 {
4009                         msg_format("Dice Supress %dd%d -> %dd%d",
4010                                 pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
4011                 }
4012                 return 1;
4013         }
4014         
4015         if (o_ptr->to_d > 10)
4016         {
4017                 int pre_damage = o_ptr->to_d;
4018
4019                 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
4020                 if (o_ptr->to_d < 10)
4021                 {
4022                         o_ptr->to_d = 10;
4023                 }
4024
4025                 if (cheat_xtra)
4026                 {
4027                         msg_format("Plus-Damage Supress %d -> %d",
4028                                 pre_damage, o_ptr->to_d);
4029                 }
4030
4031                 return 1;
4032          }
4033          return 0;
4034 }