OSDN Git Service

#37449 (2.2.0.71) cheat_diary_output の機能を「詳細な情報を日記に出力する」から「ウィザードログを日記に出力する」に再実装...
[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         /* Window stuff */
2105         p_ptr->window |= (PW_INVEN | PW_EQUIP);
2106
2107         return TRUE;
2108 }
2109
2110 /*!
2111  * @brief オブジェクトから能力発動IDを取得する。
2112  * @details いくつかのケースで定義されている発動効果から、
2113  * 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。
2114  * @param o_ptr 対象のオブジェクト構造体ポインタ
2115  * @return 発動効果のIDを返す
2116  */
2117 int activation_index(object_type *o_ptr)
2118 {
2119         /* Give priority to weaponsmith's essential activations */
2120         if (object_is_smith(o_ptr))
2121         {
2122                 switch (o_ptr->xtra3 - 1)
2123                 {
2124                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2125                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2126                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2127                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2128                 case TR_IMPACT: return ACT_QUAKE;
2129                 }
2130         }
2131
2132         if (object_is_fixed_artifact(o_ptr))
2133         {
2134                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2135                 {
2136                         return a_info[o_ptr->name1].act_idx;
2137                 }
2138         }
2139         if (object_is_ego(o_ptr))
2140         {
2141                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2142                 {
2143                         return e_info[o_ptr->name2].act_idx;
2144                 }
2145         }
2146         if (!object_is_random_artifact(o_ptr))
2147         {
2148                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2149                 {
2150                         return k_info[o_ptr->k_idx].act_idx;
2151                 }
2152         }
2153
2154         return o_ptr->xtra2;
2155 }
2156
2157 /*!
2158  * @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。
2159  * @details activation_index() 関数の結果から参照する。
2160  * @param o_ptr 対象のオブジェクト構造体ポインタ
2161  * @return 発動効果構造体のポインタを返す
2162  */
2163 const activation_type* find_activation_info(object_type *o_ptr)
2164 {
2165         const int index = activation_index(o_ptr);
2166         const activation_type* p;
2167
2168         for (p = activation_info; p->flag != NULL; ++ p) {
2169                 if (p->index == index)
2170                 {
2171                         return p;
2172                 }
2173         }
2174
2175         return NULL;
2176 }
2177
2178 /*!
2179  * @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
2180  * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
2181  * @param o_ptr 対象のオブジェクト構造体ポインタ
2182  * @return 発動実行の是非を返す。
2183  */
2184 static bool activate_dragon_breath(object_type *o_ptr)
2185 {
2186         u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2187         int type[20];
2188         cptr name[20];
2189         int i, dir, t, n = 0;
2190
2191         if (!get_aim_dir(&dir)) return FALSE;
2192
2193         object_flags(o_ptr, flgs);
2194
2195         for (i = 0; dragonbreath_info[i].flag != 0; i++)
2196         {
2197                 if (have_flag(flgs, dragonbreath_info[i].flag))
2198                 {
2199                         type[n] = dragonbreath_info[i].type;
2200                         name[n] = dragonbreath_info[i].name;
2201                         n++;
2202                 }
2203         }
2204
2205         /* Paranoia */
2206         if (n == 0) return FALSE;
2207
2208         /* Stop speaking */
2209         if (music_singing_any()) stop_singing();
2210         if (hex_spelling_any()) stop_hex_spell_all();
2211
2212         t = randint0(n);
2213         msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
2214         fire_ball(type[t], dir, 250, -4);
2215
2216         return TRUE;
2217 }
2218
2219 /*!
2220  * @brief アイテムの発動効果を処理する。
2221  * @details activate_random_artifact()とされているが、実際は全発動が統合された。
2222  * @todo 折を見て関数名を修正すること。
2223  * @param o_ptr 対象のオブジェクト構造体ポインタ
2224  * @return 発動実行の是非を返す。
2225  */
2226 bool activate_random_artifact(object_type *o_ptr)
2227 {
2228         int plev = p_ptr->lev;
2229         int k, dir, dummy = 0;
2230         cptr name = k_name + k_info[o_ptr->k_idx].name;
2231         const activation_type* const act_ptr = find_activation_info(o_ptr);
2232
2233         /* Paranoia */
2234         if (!act_ptr) {
2235                 /* Maybe forgot adding information to activation_info table ? */
2236                 msg_print("Activation information is not found.");
2237                 return FALSE;
2238         }
2239
2240         /* Activate for attack */
2241         switch (act_ptr->index)
2242         {
2243                 case ACT_SUNLIGHT:
2244                 {
2245                         if (!get_aim_dir(&dir)) return FALSE;
2246                         msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
2247                         (void)lite_line(dir, damroll(6, 8));
2248                         break;
2249                 }
2250
2251                 case ACT_BO_MISS_1:
2252                 {
2253                         msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
2254                         if (!get_aim_dir(&dir)) return FALSE;
2255                         fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2256                         break;
2257                 }
2258
2259                 case ACT_BA_POIS_1:
2260                 {
2261                         msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
2262                         if (!get_aim_dir(&dir)) return FALSE;
2263                         fire_ball(GF_POIS, dir, 12, 3);
2264                         break;
2265                 }
2266
2267                 case ACT_BO_ELEC_1:
2268                 {
2269                         msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
2270                         if (!get_aim_dir(&dir)) return FALSE;
2271                         fire_bolt(GF_ELEC, dir, damroll(4, 8));
2272                         break;
2273                 }
2274
2275                 case ACT_BO_ACID_1:
2276                 {
2277                         msg_print(_("それは酸に覆われた...","It is covered in acid..."));
2278                         if (!get_aim_dir(&dir)) return FALSE;
2279                         fire_bolt(GF_ACID, dir, damroll(5, 8));
2280                         break;
2281                 }
2282
2283                 case ACT_BO_COLD_1:
2284                 {
2285                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2286                         if (!get_aim_dir(&dir)) return FALSE;
2287                         fire_bolt(GF_COLD, dir, damroll(6, 8));
2288                         break;
2289                 }
2290
2291                 case ACT_BO_FIRE_1:
2292                 {
2293                         msg_print(_("それは炎に覆われた...","It is covered in fire..."));
2294                         if (!get_aim_dir(&dir)) return FALSE;
2295                         fire_bolt(GF_FIRE, dir, damroll(9, 8));
2296                         break;
2297                 }
2298
2299                 case ACT_BA_COLD_1:
2300                 {
2301                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2302                         if (!get_aim_dir(&dir)) return FALSE;
2303                         fire_ball(GF_COLD, dir, 48, 2);
2304                         break;
2305                 }
2306                 
2307                 case ACT_BA_COLD_2:
2308                 {
2309                         msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
2310                         if (!get_aim_dir(&dir)) return FALSE;
2311                         fire_ball(GF_COLD, dir, 100, 2);
2312                         break;
2313                 }
2314                 
2315                 case ACT_BA_COLD_3:
2316                 {
2317                         msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
2318                         if (!get_aim_dir(&dir)) return FALSE;
2319                         fire_ball(GF_COLD, dir, 400, 3);
2320                         break;
2321                 }
2322
2323                 case ACT_BA_FIRE_1:
2324                 {
2325                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2326                         if (!get_aim_dir(&dir)) return FALSE;
2327                         fire_ball(GF_FIRE, dir, 72, 2);
2328                         break;
2329                 }
2330                 
2331                 case ACT_BA_FIRE_2:
2332                 {
2333                         msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
2334                         if (!get_aim_dir(&dir)) return FALSE;
2335                         fire_ball(GF_FIRE, dir, 120, 3);
2336                         break;
2337                 }
2338                 
2339                 case ACT_BA_FIRE_3:
2340                 {
2341                         msg_print(_("深赤色に輝いている...", "It glows deep red..."));
2342                         if (!get_aim_dir(&dir)) return FALSE;
2343                         fire_ball(GF_FIRE, dir, 300, 3);
2344                         break;
2345                 }
2346                 
2347                 case ACT_BA_FIRE_4:
2348                 {
2349                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2350                         if (!get_aim_dir(&dir)) return FALSE;
2351                         fire_ball(GF_FIRE, dir, 100, 2);
2352                         break;
2353                 }
2354                 
2355                 case ACT_BA_ELEC_2:
2356                 {
2357                         msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
2358                         if (!get_aim_dir(&dir)) return FALSE;
2359                         fire_ball(GF_ELEC, dir, 100, 3);
2360                         break;
2361                 }
2362                 
2363                 case ACT_BA_ELEC_3:
2364                 {
2365                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2366                         if (!get_aim_dir(&dir)) return FALSE;
2367                         fire_ball(GF_ELEC, dir, 500, 3);
2368                         break;
2369                 }
2370                 
2371                 case ACT_BA_ACID_1:
2372                 {
2373                         msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
2374                         if (!get_aim_dir(&dir)) return FALSE;
2375                         fire_ball(GF_ACID, dir, 100, 2);
2376                         break;
2377                 }
2378                 
2379                 case ACT_BA_NUKE_1:
2380                 {
2381                         msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
2382                         if (!get_aim_dir(&dir)) return FALSE;
2383                         fire_ball(GF_NUKE, dir, 100, 2);
2384                         break;
2385                 }
2386                 
2387                 case ACT_DRAIN_1:
2388                 {
2389                         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);
2390                         if (!get_aim_dir(&dir)) return FALSE;
2391                         if (drain_life(dir, 100))
2392                         break;
2393                 }
2394
2395                 case ACT_DRAIN_2:
2396                 {
2397                         msg_print(_("黒く輝いている...", "It glows black..."));
2398                         if (!get_aim_dir(&dir)) return FALSE;
2399                         drain_life(dir, 120);
2400                         break;
2401                 }
2402
2403                 case ACT_VAMPIRE_1:
2404                 {
2405                         if (!get_aim_dir(&dir)) return FALSE;
2406                         for (dummy = 0; dummy < 3; dummy++)
2407                         {
2408                                 if (drain_life(dir, 50))
2409                                 hp_player(50);
2410                         }
2411                         break;
2412                 }
2413
2414                 case ACT_BO_MISS_2:
2415                 {
2416                         msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
2417                         if (!get_aim_dir(&dir)) return FALSE;
2418                         fire_bolt(GF_ARROW, dir, 150);
2419                         break;
2420                 }
2421
2422                 case ACT_WHIRLWIND:
2423                 {
2424                         {
2425                                 int y = 0, x = 0;
2426                                 cave_type       *c_ptr;
2427                                 monster_type    *m_ptr;
2428
2429                                 for (dir = 0; dir <= 9; dir++)
2430                                 {
2431                                         y = p_ptr->y + ddy[dir];
2432                                         x = p_ptr->x + ddx[dir];
2433                                         c_ptr = &cave[y][x];
2434
2435                                         /* Get the monster */
2436                                         m_ptr = &m_list[c_ptr->m_idx];
2437
2438                                         /* Hack -- attack monsters */
2439                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2440                                                 py_attack(y, x, 0);
2441                                 }
2442                         }
2443                         break;
2444                 }
2445
2446                 case ACT_VAMPIRE_2:
2447                 {
2448                         if (!get_aim_dir(&dir)) return FALSE;
2449                         for (dummy = 0; dummy < 3; dummy++)
2450                         {
2451                                 if (drain_life(dir, 100))
2452                                 hp_player(100);
2453                         }
2454                         break;
2455                 }
2456
2457
2458                 case ACT_CALL_CHAOS:
2459                 {
2460                         msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
2461                         call_chaos();
2462                         break;
2463                 }
2464
2465                 case ACT_ROCKET:
2466                 {
2467                         if (!get_aim_dir(&dir)) return FALSE;
2468                         msg_print(_("ロケットを発射した!", "You launch a rocket!"));
2469                         fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2470                         break;
2471                 }
2472
2473                 case ACT_DISP_EVIL:
2474                 {
2475                         msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
2476                         dispel_evil(p_ptr->lev * 5);
2477                         break;
2478                 }
2479
2480                 case ACT_BA_MISS_3:
2481                 {
2482                         if (!get_aim_dir(&dir)) return FALSE;
2483                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2484                         fire_ball(GF_MISSILE, dir, 300, -4);
2485                         break;
2486                 }
2487
2488                 case ACT_DISP_GOOD:
2489                 {
2490                         msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
2491                         dispel_good(p_ptr->lev * 5);
2492                         break;
2493                 }
2494
2495                 case ACT_BO_MANA:
2496                 {
2497                         msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
2498                         if (!get_aim_dir(&dir)) return FALSE;
2499                         fire_bolt(GF_ARROW, dir, 150);
2500                         break;
2501                 }
2502
2503                 case ACT_BA_WATER:
2504                 {
2505                         msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
2506                         if (!get_aim_dir(&dir)) return FALSE;
2507                         fire_ball(GF_WATER, dir, 200, 3);
2508                         break;
2509                 }
2510
2511                 case ACT_BA_DARK:
2512                 {
2513                         msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
2514                         if (!get_aim_dir(&dir)) return FALSE;
2515                         fire_ball(GF_DARK, dir, 250, 4);
2516                         break;
2517                 }
2518
2519                 case ACT_BA_MANA:
2520                 {
2521                         msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
2522                         if (!get_aim_dir(&dir)) return FALSE;
2523                         fire_ball(GF_MANA, dir, 250, 4);
2524                         break;
2525                 }
2526
2527                 case ACT_PESTICIDE:
2528                 {
2529                         msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
2530                         (void)dispel_monsters(4);
2531                         break;
2532                 }
2533
2534                 case ACT_BLINDING_LIGHT:
2535                 {
2536                         msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
2537                         fire_ball(GF_LITE, 0, 300, 6);
2538                         confuse_monsters(3 * p_ptr->lev / 2);
2539                         break;
2540                 }
2541
2542                 case ACT_BIZARRE:
2543                 {
2544                         msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
2545                         if (!get_aim_dir(&dir)) return FALSE;
2546                         ring_of_power(dir);
2547                         break;
2548                 }
2549
2550                 case ACT_CAST_BA_STAR:
2551                 {
2552                         int num = damroll(5, 3);
2553                         int y = 0, x = 0;
2554                         int attempts;
2555                         msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
2556                         for (k = 0; k < num; k++)
2557                         {
2558                                 attempts = 1000;
2559
2560                                 while (attempts--)
2561                                 {
2562                                         scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
2563
2564                                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2565
2566                                         if (!player_bold(y, x)) break;
2567                                 }
2568
2569                                 project(0, 3, y, x, 150, GF_ELEC,
2570                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2571                         }
2572
2573                         break;
2574                 }
2575
2576                 case ACT_BLADETURNER:
2577                 {
2578                         if (!get_aim_dir(&dir)) return FALSE;
2579                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2580                         fire_ball(GF_MISSILE, dir, 300, -4);
2581                         msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
2582                         (void)set_afraid(0);
2583                         (void)set_hero(randint1(50) + 50, FALSE);
2584                         (void)hp_player(10);
2585                         (void)set_blessed(randint1(50) + 50, FALSE);
2586                         (void)set_oppose_acid(randint1(50) + 50, FALSE);
2587                         (void)set_oppose_elec(randint1(50) + 50, FALSE);
2588                         (void)set_oppose_fire(randint1(50) + 50, FALSE);
2589                         (void)set_oppose_cold(randint1(50) + 50, FALSE);
2590                         (void)set_oppose_pois(randint1(50) + 50, FALSE);
2591                         break;
2592                 }
2593
2594                 case ACT_BR_FIRE:
2595                 {
2596                         if (!get_aim_dir(&dir)) return FALSE;
2597                         fire_ball(GF_FIRE, dir, 200, -2);
2598                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2599                         {
2600                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2601                         }
2602                         break;
2603                 }
2604                 case ACT_BR_COLD:
2605                 {
2606                         if (!get_aim_dir(&dir)) return FALSE;
2607                         fire_ball(GF_COLD, dir, 200, -2);
2608                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2609                         {
2610                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2611                         }
2612                         break;
2613                 }
2614                 case ACT_BR_DRAGON:
2615                 {
2616                         if (!activate_dragon_breath(o_ptr)) return FALSE;
2617                         break;
2618                 }
2619
2620                 /* Activate for other offensive action */
2621
2622                 case ACT_CONFUSE:
2623                 {
2624                         msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
2625                         if (!get_aim_dir(&dir)) return FALSE;
2626                         confuse_monster(dir, 20);
2627                         break;
2628                 }
2629
2630                 case ACT_SLEEP:
2631                 {
2632                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2633                         sleep_monsters_touch();
2634                         break;
2635                 }
2636
2637                 case ACT_QUAKE:
2638                 {
2639                         earthquake(p_ptr->y, p_ptr->x, 5);
2640                         break;
2641                 }
2642
2643                 case ACT_TERROR:
2644                 {
2645                         turn_monsters(40 + p_ptr->lev);
2646                         break;
2647                 }
2648
2649                 case ACT_TELE_AWAY:
2650                 {
2651                         if (!get_aim_dir(&dir)) return FALSE;
2652                         (void)fire_beam(GF_AWAY_ALL, dir, plev);
2653                         break;
2654                 }
2655
2656                 case ACT_BANISH_EVIL:
2657                 {
2658                         if (banish_evil(100))
2659                         {
2660                                 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!"));
2661                         }
2662                         break;
2663                 }
2664
2665                 case ACT_GENOCIDE:
2666                 {
2667                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2668                         (void)symbol_genocide(200, TRUE);
2669                         break;
2670                 }
2671
2672                 case ACT_MASS_GENO:
2673                 {
2674                         msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
2675                         (void)mass_genocide(200, TRUE);
2676                         break;
2677                 }
2678
2679                 case ACT_SCARE_AREA:
2680                 {
2681                         if (music_singing_any()) stop_singing();
2682                         if (hex_spelling_any()) stop_hex_spell_all();
2683                         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!",
2684                                         "You wind a mighty blast; your enemies tremble!"));
2685                         (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2686                         break;
2687                 }
2688
2689                 case ACT_AGGRAVATE:
2690                 {
2691                         if (o_ptr->name1 == ART_HYOUSIGI)
2692                         {
2693                                 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
2694                         }
2695                         else
2696                         {
2697                                 msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
2698                         }
2699                         aggravate_monsters(0);
2700                         break;
2701                 }
2702
2703                 /* Activate for summoning / charming */
2704
2705                 case ACT_CHARM_ANIMAL:
2706                 {
2707                         if (!get_aim_dir(&dir)) return FALSE;
2708                         (void)charm_animal(dir, plev * 2);
2709                         break;
2710                 }
2711
2712                 case ACT_CHARM_UNDEAD:
2713                 {
2714                         if (!get_aim_dir(&dir)) return FALSE;
2715                         (void)control_one_undead(dir, plev * 2);
2716                         break;
2717                 }
2718
2719                 case ACT_CHARM_OTHER:
2720                 {
2721                         if (!get_aim_dir(&dir)) return FALSE;
2722                         (void)charm_monster(dir, plev * 2);
2723                         break;
2724                 }
2725
2726                 case ACT_CHARM_ANIMALS:
2727                 {
2728                         (void)charm_animals(plev * 2);
2729                         break;
2730                 }
2731
2732                 case ACT_CHARM_OTHERS:
2733                 {
2734                         charm_monsters(plev * 2);
2735                         break;
2736                 }
2737
2738                 case ACT_SUMMON_ANIMAL:
2739                 {
2740                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2741                         break;
2742                 }
2743
2744                 case ACT_SUMMON_PHANTOM:
2745                 {
2746                         msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
2747                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2748                         break;
2749                 }
2750
2751                 case ACT_SUMMON_ELEMENTAL:
2752                 {
2753                         bool pet = one_in_(3);
2754                         u32b mode = 0L;
2755
2756                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2757                         if (pet) mode |= PM_FORCE_PET;
2758                         else mode |= PM_NO_PET;
2759
2760                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2761                         {
2762                                 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
2763                                 if (pet)
2764                                         msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
2765                                 else
2766                                         msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
2767                         }
2768
2769                         break;
2770                 }
2771
2772                 case ACT_SUMMON_DEMON:
2773                 {
2774                         bool pet = one_in_(3);
2775                         u32b mode = 0L;
2776
2777                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2778                         if (pet) mode |= PM_FORCE_PET;
2779                         else mode |= PM_NO_PET;
2780
2781                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
2782                         {
2783                                 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
2784                                 if (pet)
2785                                         msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
2786                                 else
2787                                         msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2788                         }
2789
2790                         break;
2791                 }
2792
2793                 case ACT_SUMMON_UNDEAD:
2794                 {
2795                         bool pet = one_in_(3);
2796                         int type;
2797                         u32b mode = 0L;
2798
2799                         type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2800
2801                         if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2802                         if (pet) mode |= PM_FORCE_PET;
2803                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2804
2805                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
2806                         {
2807                                 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...",
2808                                                 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2809                                 if (pet)
2810                                 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!",
2811                                                 "Ancient, long-dead forms arise from the ground to serve you!"));
2812                                 else
2813                                 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
2814                                                 "'The dead arise... to punish you for disturbing them!'"));
2815                         }
2816
2817                         break;
2818                 }
2819
2820                 case ACT_SUMMON_HOUND:
2821                 {
2822                         u32b mode = PM_ALLOW_GROUP;
2823                         bool pet = !one_in_(5);
2824                         if (pet) mode |= PM_FORCE_PET;
2825                         else mode |= PM_NO_PET;
2826
2827                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2828                         {
2829
2830                                 if (pet)
2831                                         msg_print(_("ハウンドがあなたの下僕として出現した。",
2832                                                 "A group of hounds appear as your servant."));
2833                                 else
2834                                         msg_print(_("ハウンドはあなたに牙を向けている!",
2835                                                 "A group of hounds appear as your enemy!"));
2836                         }
2837
2838                         break;
2839                 }
2840
2841                 case ACT_SUMMON_DAWN:
2842                 {
2843                         msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
2844                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2845                         break;
2846                 }
2847
2848                 case ACT_SUMMON_OCTOPUS:
2849                 {
2850                         u32b mode = PM_ALLOW_GROUP;
2851                         bool pet = !one_in_(5);
2852                         if (pet) mode |= PM_FORCE_PET;
2853
2854                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
2855                         {
2856                                 if (pet)
2857                                         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."));
2858                                 else
2859                                         msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
2860                         }
2861
2862                         break;
2863                 }
2864
2865                 /* Activate for healing */
2866
2867                 case ACT_CHOIR_SINGS:
2868                 {
2869                         msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
2870                         (void)set_poisoned(0);
2871                         (void)set_cut(0);
2872                         (void)set_stun(0);
2873                         (void)set_confused(0);
2874                         (void)set_blind(0);
2875                         (void)set_afraid(0);
2876                         (void)set_hero(randint1(25) + 25, FALSE);
2877                         (void)hp_player(777);
2878                         break;
2879                 }
2880
2881                 case ACT_CURE_LW:
2882                 {
2883                         (void)set_afraid(0);
2884                         (void)hp_player(30);
2885                         break;
2886                 }
2887
2888                 case ACT_CURE_MW:
2889                 {
2890                         msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
2891                         hp_player(damroll(4, 8));
2892                         (void)set_cut((p_ptr->cut / 2) - 50);
2893                         break;
2894                 }
2895
2896                 case ACT_CURE_POISON:
2897                 {
2898                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2899                         (void)set_afraid(0);
2900                         (void)set_poisoned(0);
2901                         break;
2902                 }
2903
2904                 case ACT_REST_EXP:
2905                 {
2906                         msg_print(_("深紅に輝いている...", "It glows a deep red..."));
2907                         restore_level();
2908                         break;
2909                 }
2910
2911                 case ACT_REST_ALL:
2912                 {
2913                         msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
2914                         (void)do_res_stat(A_STR);
2915                         (void)do_res_stat(A_INT);
2916                         (void)do_res_stat(A_WIS);
2917                         (void)do_res_stat(A_DEX);
2918                         (void)do_res_stat(A_CON);
2919                         (void)do_res_stat(A_CHR);
2920                         (void)restore_level();
2921                         break;
2922                 }
2923
2924                 case ACT_CURE_700:
2925                 {
2926                         msg_print(_("深青色に輝いている...","It glows deep blue..."));
2927                         msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
2928                         (void)hp_player(700);
2929                         (void)set_cut(0);
2930                         break;
2931                 }
2932
2933                 case ACT_CURE_1000:
2934                 {
2935                         msg_print(_("白く明るく輝いている...","It glows a bright white..."));
2936                         msg_print(_("ひじょうに気分がよい...","You feel much better..."));
2937                         (void)hp_player(1000);
2938                         (void)set_cut(0);
2939                         break;
2940                 }
2941
2942                 case ACT_CURING:
2943                 {
2944                         msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
2945                         (void)set_poisoned(0);
2946                         (void)set_confused(0);
2947                         (void)set_blind(0);
2948                         (void)set_stun(0);
2949                         (void)set_cut(0);
2950                         (void)set_image(0);
2951
2952                         break;
2953                 }
2954
2955                 case ACT_CURE_MANA_FULL:
2956                 {
2957                         msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
2958                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2959                         {
2960                                 int i;
2961                                 for (i = 0; i < EATER_EXT*2; i++)
2962                                 {
2963                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2964                                         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;
2965                                 }
2966                                 for (; i < EATER_EXT*3; i++)
2967                                 {
2968                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2969                                         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;
2970                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2971                                 }
2972                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2973                                 p_ptr->window |= (PW_PLAYER);
2974                         }
2975                         else if (p_ptr->csp < p_ptr->msp)
2976                         {
2977                                 p_ptr->csp = p_ptr->msp;
2978                                 p_ptr->csp_frac = 0;
2979                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2980                                 p_ptr->redraw |= (PR_MANA);
2981                                 p_ptr->window |= (PW_PLAYER);
2982                                 p_ptr->window |= (PW_SPELL);
2983                         }
2984                         break;
2985                 }
2986
2987                 /* Activate for timed effect */
2988
2989                 case ACT_ESP:
2990                 {
2991                         (void)set_tim_esp(randint1(30) + 25, FALSE);
2992                         break;
2993                 }
2994
2995                 case ACT_BERSERK:
2996                 {
2997                         (void)set_afraid(0);
2998                         (void)set_shero(randint1(25) + 25, FALSE);
2999                         /* (void)set_afraid(0);
3000                         (void)set_hero(randint1(50) + 50, FALSE);
3001                         (void)set_blessed(randint1(50) + 50, FALSE);
3002                         o_ptr->timeout = 100 + randint1(100); */
3003                         break;
3004                 }
3005
3006                 case ACT_PROT_EVIL:
3007                 {
3008                         msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
3009                         k = 3 * p_ptr->lev;
3010                         (void)set_protevil(randint1(25) + k, FALSE);
3011                         break;
3012                 }
3013
3014                 case ACT_RESIST_ALL:
3015                 {
3016                         msg_print(_("様々な色に輝いている...", "It glows many colours..."));
3017                         (void)set_oppose_acid(randint1(40) + 40, FALSE);
3018                         (void)set_oppose_elec(randint1(40) + 40, FALSE);
3019                         (void)set_oppose_fire(randint1(40) + 40, FALSE);
3020                         (void)set_oppose_cold(randint1(40) + 40, FALSE);
3021                         (void)set_oppose_pois(randint1(40) + 40, FALSE);
3022                         break;
3023                 }
3024
3025                 case ACT_SPEED:
3026                 {
3027                         msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
3028                         (void)set_fast(randint1(20) + 20, FALSE);
3029                         break;
3030                 }
3031
3032                 case ACT_XTRA_SPEED:
3033                 {
3034                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3035                         (void)set_fast(randint1(75) + 75, FALSE);
3036                         break;
3037                 }
3038
3039                 case ACT_WRAITH:
3040                 {
3041                         set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3042                         break;
3043                 }
3044
3045                 case ACT_INVULN:
3046                 {
3047                         (void)set_invuln(randint1(8) + 8, FALSE);
3048                         break;
3049                 }
3050
3051                 case ACT_HELO:
3052                 {
3053                         (void)set_afraid(0);
3054                         set_hero(randint1(25)+25, FALSE);
3055                         hp_player(10);
3056                         break;
3057                 }
3058
3059                 case ACT_HELO_SPEED:
3060                 {
3061                         (void)set_fast(randint1(50) + 50, FALSE);
3062                         hp_player(10);
3063                         set_afraid(0);
3064                         set_hero(randint1(50) + 50, FALSE);
3065                         break;
3066                 }
3067
3068                 case ACT_RESIST_ACID:
3069                 {
3070                         msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
3071                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3072                         {
3073                                 if (!get_aim_dir(&dir)) return FALSE;
3074                                 fire_ball(GF_ACID, dir, 100, 2);
3075                         }
3076                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
3077                         break;
3078                 }
3079
3080                 case ACT_RESIST_FIRE:
3081                 {
3082                         msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
3083                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3084                         {
3085                                 if (!get_aim_dir(&dir)) return FALSE;
3086                                 fire_ball(GF_FIRE, dir, 100, 2);
3087                         }
3088                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
3089                         break;
3090                 }
3091
3092                 case ACT_RESIST_COLD:
3093                 {
3094                         msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
3095                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3096                         {
3097                                 if (!get_aim_dir(&dir)) return FALSE;
3098                                 fire_ball(GF_COLD, dir, 100, 2);
3099                         }
3100                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
3101                         break;
3102                 }
3103
3104                 case ACT_RESIST_ELEC:
3105                 {
3106                         msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
3107                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3108                         {
3109                                 if (!get_aim_dir(&dir)) return FALSE;
3110                                 fire_ball(GF_ELEC, dir, 100, 2);
3111                         }
3112                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
3113                         break;
3114                 }
3115
3116                 case ACT_RESIST_POIS:
3117                 {
3118                         msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
3119                         (void)set_oppose_pois(randint1(20) + 20, FALSE);
3120                         break;
3121                 }
3122
3123                 /* Activate for general purpose effect (detection etc.) */
3124
3125                 case ACT_LIGHT:
3126                 {
3127                         msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
3128                         lite_area(damroll(2, 15), 3);
3129                         break;
3130                 }
3131
3132                 case ACT_MAP_LIGHT:
3133                 {
3134                         msg_print(_("眩しく輝いた...", "It shines brightly..."));
3135                         map_area(DETECT_RAD_MAP);
3136                         lite_area(damroll(2, 15), 3);
3137                         break;
3138                 }
3139
3140                 case ACT_DETECT_ALL:
3141                 {
3142                         msg_print(_("白く明るく輝いている...", "It glows bright white..."));
3143                         msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
3144                         detect_all(DETECT_RAD_DEFAULT);
3145                         break;
3146                 }
3147
3148                 case ACT_DETECT_XTRA:
3149                 {
3150                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3151                         detect_all(DETECT_RAD_DEFAULT);
3152                         probing();
3153                         identify_fully(FALSE);
3154                         break;
3155                 }
3156
3157                 case ACT_ID_FULL:
3158                 {
3159                         msg_print(_("黄色く輝いている...", "It glows yellow..."));
3160                         identify_fully(FALSE);
3161                         break;
3162                 }
3163
3164                 case ACT_ID_PLAIN:
3165                 {
3166                         if (!ident_spell(FALSE)) return FALSE;
3167                         break;
3168                 }
3169
3170                 case ACT_RUNE_EXPLO:
3171                 {
3172                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3173                         explosive_rune();
3174                         break;
3175                 }
3176
3177                 case ACT_RUNE_PROT:
3178                 {
3179                         msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
3180                         warding_glyph();
3181                         break;
3182                 }
3183
3184                 case ACT_SATIATE:
3185                 {
3186                         (void)set_food(PY_FOOD_MAX - 1);
3187                         break;
3188                 }
3189
3190                 case ACT_DEST_DOOR:
3191                 {
3192                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3193                         destroy_doors_touch();
3194                         break;
3195                 }
3196
3197                 case ACT_STONE_MUD:
3198                 {
3199                         msg_print(_("鼓動している...", "It pulsates..."));
3200                         if (!get_aim_dir(&dir)) return FALSE;
3201                         wall_to_mud(dir, 20 + randint1(30));
3202                         break;
3203                 }
3204
3205                 case ACT_RECHARGE:
3206                 {
3207                         recharge(130);
3208                         break;
3209                 }
3210
3211                 case ACT_ALCHEMY:
3212                 {
3213                         msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
3214                         (void)alchemy();
3215                         break;
3216                 }
3217
3218                 case ACT_DIM_DOOR:
3219                 {
3220                         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."));
3221                         if (!dimension_door()) return FALSE;
3222                         break;
3223                 }
3224
3225
3226                 case ACT_TELEPORT:
3227                 {
3228                         msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
3229                         teleport_player(100, 0L);
3230                         break;
3231                 }
3232
3233                 case ACT_RECALL:
3234                 {
3235                         msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
3236                         if (!word_of_recall()) return FALSE;
3237                         break;
3238                 }
3239
3240                 case ACT_JUDGE:
3241                 {
3242                         msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
3243                         chg_virtue(V_KNOWLEDGE, 1);
3244                         chg_virtue(V_ENLIGHTEN, 1);
3245                         wiz_lite(FALSE);
3246                         
3247                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3248                         take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
3249                         
3250                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3251                         (void)detect_doors(DETECT_RAD_DEFAULT);
3252                         (void)detect_stairs(DETECT_RAD_DEFAULT);
3253                         
3254                         if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
3255                         {
3256                                 (void)word_of_recall();
3257                         }
3258
3259                         break;
3260                 }
3261
3262                 case ACT_TELEKINESIS:
3263                 {
3264                         if (!get_aim_dir(&dir)) return FALSE;
3265                         msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
3266                         fetch(dir, 500, TRUE);
3267                         break;
3268                 }
3269
3270                 case ACT_DETECT_UNIQUE:
3271                 {
3272                         int i;
3273                         monster_type *m_ptr;
3274                         monster_race *r_ptr;
3275                         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 ..."));
3276                         /* Process the monsters (backwards) */
3277                         for (i = m_max - 1; i >= 1; i--)
3278                         {
3279                                 /* Access the monster */
3280                                 m_ptr = &m_list[i];
3281
3282                                 /* Ignore "dead" monsters */
3283                                 if (!m_ptr->r_idx) continue;
3284
3285                                 r_ptr = &r_info[m_ptr->r_idx];
3286
3287                                 if(r_ptr->flags1 & RF1_UNIQUE)
3288                                 {
3289                                         msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
3290                                 }
3291                         }
3292                         break;
3293                 }
3294
3295                 case ACT_ESCAPE:
3296                 {
3297                         switch (randint1(13))
3298                         {
3299                         case 1: case 2: case 3: case 4: case 5:
3300                                 teleport_player(10, 0L);
3301                                 break;
3302                         case 6: case 7: case 8: case 9: case 10:
3303                                 teleport_player(222, 0L);
3304                                 break;
3305                         case 11: case 12:
3306                                 (void)stair_creation();
3307                                 break;
3308                         default:
3309                                 if (get_check(_("この階を去りますか?", "Leave this level? ")))
3310                                 {
3311                                         if (autosave_l) do_cmd_save_game(TRUE);
3312
3313                                         /* Leaving */
3314                                         p_ptr->leaving = TRUE;
3315                                 }
3316                         }
3317                         break;
3318                 }
3319
3320                 case ACT_DISP_CURSE_XTRA:
3321                 {
3322                         msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
3323                         if (remove_all_curse())
3324                         {
3325                                 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."));
3326                         }
3327                         (void)probing();
3328                         break;
3329                 }
3330
3331                 case ACT_BRAND_FIRE_BOLTS:
3332                 {
3333                         msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
3334                         (void)brand_bolts();
3335                         break;
3336                 }
3337
3338                 case ACT_RECHARGE_XTRA:
3339                 {
3340                         msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
3341                         if (!recharge(1000)) return FALSE;
3342                         break;
3343                 }
3344
3345                 case ACT_LORE:
3346                 {
3347                         msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
3348                         if (!ident_spell(FALSE)) return FALSE;
3349
3350                         if (mp_ptr->spell_book)
3351                         {
3352                                 /* Sufficient mana */
3353                                 if (20 <= p_ptr->csp)
3354                                 {
3355                                         /* Use some mana */
3356                                         p_ptr->csp -= 20;
3357                                 }
3358
3359                                 /* Over-exert the player */
3360                                 else
3361                                 {
3362                                         int oops = 20 - p_ptr->csp;
3363
3364                                         /* No mana left */
3365                                         p_ptr->csp = 0;
3366                                         p_ptr->csp_frac = 0;
3367
3368                                         /* Message */
3369                                         msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
3370                                         /* Hack -- Bypass free action */
3371                                         (void)set_paralyzed(p_ptr->paralyzed +
3372                                                 randint1(5 * oops + 1));
3373
3374                                         /* Confusing. */
3375                                         (void)set_confused(p_ptr->confused +
3376                                                 randint1(5 * oops + 1));
3377                                 }
3378
3379                                 /* Redraw mana */
3380                                 p_ptr->redraw |= (PR_MANA);
3381                         }
3382                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
3383                         /* Confusing. */
3384                         if (one_in_(5)) (void)set_confused(p_ptr->confused +
3385                                 randint1(10));
3386
3387                         /* Exercise a little care... */
3388                         if (one_in_(20))
3389                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
3390                         break;
3391                 }
3392
3393                 case ACT_SHIKOFUMI:
3394                 {
3395                         msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
3396                         (void)set_afraid(0);
3397                         (void)set_hero(randint1(20) + 20, FALSE);
3398                         dispel_evil(p_ptr->lev * 3);
3399                         break;
3400                 }
3401
3402                 case ACT_PHASE_DOOR:
3403                 {
3404                         teleport_player(10, 0L);
3405                         break;
3406                 }
3407
3408                 case ACT_DETECT_ALL_MONS:
3409                 {
3410                         (void)detect_monsters_invis(255);
3411                         (void)detect_monsters_normal(255);
3412                         break;
3413                 }
3414
3415                 case ACT_ULTIMATE_RESIST:
3416                 {
3417                         int v = randint1(25)+25;
3418                         (void)set_afraid(0);
3419                         (void)set_hero(v, FALSE);
3420                         (void)hp_player(10);
3421                         (void)set_blessed(v, FALSE);
3422                         (void)set_oppose_acid(v, FALSE);
3423                         (void)set_oppose_elec(v, FALSE);
3424                         (void)set_oppose_fire(v, FALSE);
3425                         (void)set_oppose_cold(v, FALSE);
3426                         (void)set_oppose_pois(v, FALSE);
3427                         (void)set_ultimate_res(v, FALSE);
3428                         break;
3429                 }
3430
3431
3432                 /* Unique activation */
3433                 case ACT_CAST_OFF:
3434                 {
3435                         int inv, o_idx, t;
3436                         char o_name[MAX_NLEN];
3437                         object_type forge;
3438
3439                         /* Cast off activated item */
3440                         for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3441                         {
3442                                 if (o_ptr == &inventory[inv]) break;
3443                         }
3444
3445                         /* Paranoia */
3446                         if (inv > INVEN_FEET) return FALSE;
3447
3448                         object_copy(&forge, o_ptr);
3449                         inven_item_increase(inv, (0 - o_ptr->number));
3450                         inven_item_optimize(inv);
3451                         o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
3452                         o_ptr = &o_list[o_idx];
3453
3454                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3455                         msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
3456
3457                         /* Get effects */
3458                         msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
3459                         t = 20 + randint1(20);
3460                         (void)set_blind(p_ptr->blind + t);
3461                         (void)set_afraid(0);
3462                         (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3463                         (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3464                         (void)set_hero(p_ptr->hero + t, FALSE);
3465                         (void)set_blessed(p_ptr->blessed + t, FALSE);
3466                         (void)set_fast(p_ptr->fast + t, FALSE);
3467                         (void)set_shero(p_ptr->shero + t, FALSE);
3468                         if (p_ptr->pclass == CLASS_FORCETRAINER)
3469                         {
3470                                 p_ptr->magic_num1[0] = plev * 5 + 190;
3471                                 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
3472                         }
3473
3474                         break;
3475                 }
3476
3477                 case ACT_FALLING_STAR:
3478                 {
3479                         msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
3480                         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.'"));
3481                         massacre();
3482                         break;
3483                 }
3484
3485                 case ACT_GRAND_CROSS:
3486                 {
3487                         msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
3488                         project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3489                         break;
3490                 }
3491
3492                 case ACT_TELEPORT_LEVEL:
3493                 {
3494                         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;
3495                         teleport_level(0);
3496                         break;
3497                 }
3498
3499                 case ACT_STRAIN_HASTE:
3500                 {
3501                         int t;
3502                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3503                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
3504                         t = 25 + randint1(25);
3505                         (void)set_fast(p_ptr->fast + t, FALSE);
3506                         break;
3507                 }
3508
3509                 case ACT_FISHING:
3510                 {
3511                         int x, y;
3512
3513                         if (!get_rep_dir2(&dir)) return FALSE;
3514                         y = p_ptr->y+ddy[dir];
3515                         x = p_ptr->x+ddx[dir];
3516                         tsuri_dir = dir;
3517                         if (!cave_have_flag_bold(y, x, FF_WATER))
3518                         {
3519                                 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
3520                                 return FALSE;
3521                         }
3522                         else if (cave[y][x].m_idx)
3523                         {
3524                                 char m_name[80];
3525                                 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3526                                 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
3527                                 p_ptr->energy_use = 0;
3528                                 return FALSE;
3529                         }
3530                         set_action(ACTION_FISH);
3531                         p_ptr->redraw |= (PR_STATE);
3532                         break;
3533                 }
3534
3535                 case ACT_INROU:
3536                 {
3537                         int count = 0, i;
3538                         monster_type *m_ptr;
3539                         cptr kakusan = "";
3540                         
3541                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
3542                         {
3543                                 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
3544                                 kakusan = "Suke-san";
3545                                 count++;
3546                         }
3547                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
3548                         {
3549                                 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
3550                                 kakusan = "Kaku-san";
3551                                 count++;
3552                         }
3553                         if (!count)
3554                         {
3555                                 for (i = m_max - 1; i > 0; i--)
3556                                 {
3557                                         m_ptr = &m_list[i];
3558                                         if (!m_ptr->r_idx) continue;
3559                                         if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3560                                         if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3561                                         if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3562                                         count++;
3563                                         break;
3564                                 }
3565                         }
3566
3567                         if (count)
3568                         {
3569                                 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。」", 
3570                                                         "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
3571                                 sukekaku = TRUE;
3572                                 stun_monsters(120);
3573                                 confuse_monsters(120);
3574                                 turn_monsters(120);
3575                                 stasis_monsters(120);
3576                                 sukekaku = FALSE;
3577                         }
3578                         else
3579                         {
3580                                 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
3581                         }
3582                         break;
3583                 }
3584
3585                 case ACT_MURAMASA:
3586                 {
3587                         /* Only for Muramasa */
3588                         if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3589                         if (get_check(_("本当に使いますか?", "Are you sure?!")))
3590                         {
3591                                 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
3592                                 do_inc_stat(A_STR);
3593                                 if (one_in_(2))
3594                                 {
3595                                         msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
3596                                         curse_weapon_object(TRUE, o_ptr);
3597                                 }
3598                         }
3599                         break;
3600                 }
3601
3602                 case ACT_BLOODY_MOON:
3603                 {
3604                         /* Only for Bloody Moon */
3605                         if (o_ptr->name1 != ART_BLOOD) return FALSE;
3606                         msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
3607                         get_bloody_moon_flags(o_ptr);
3608                         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3609                         p_ptr->update |= (PU_BONUS | PU_HP);
3610                         break;
3611                 }
3612
3613                 case ACT_CRIMSON:
3614                 {
3615                         int num = 1;
3616                         int i;
3617                         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3618                         int tx, ty;
3619
3620                         /* Only for Crimson */
3621                         if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3622
3623                         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!"));
3624
3625                         if (!get_aim_dir(&dir)) return FALSE;
3626
3627                         /* Use the given direction */
3628                         tx = p_ptr->x + 99 * ddx[dir];
3629                         ty = p_ptr->y + 99 * ddy[dir];
3630
3631                         /* Hack -- Use an actual "target" */
3632                         if ((dir == 5) && target_okay())
3633                         {
3634                                 tx = target_col;
3635                                 ty = target_row;
3636                         }
3637
3638                         if (p_ptr->pclass == CLASS_ARCHER)
3639                         {
3640                                 /* Extra shot at level 10 */
3641                                 if (p_ptr->lev >= 10) num++;
3642
3643                                 /* Extra shot at level 30 */
3644                                 if (p_ptr->lev >= 30) num++;
3645
3646                                 /* Extra shot at level 45 */
3647                                 if (p_ptr->lev >= 45) num++;
3648                         }
3649
3650                         for (i = 0; i < num; i++)
3651                                 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3652                         break;
3653                 }
3654
3655                 default:
3656                 {
3657                         msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
3658                         return FALSE;
3659                 }
3660         }
3661
3662         /* Set activation timeout */
3663         if (act_ptr->timeout.constant >= 0) {
3664                 o_ptr->timeout = act_ptr->timeout.constant;
3665                 if (act_ptr->timeout.dice > 0) {
3666                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
3667                 }
3668         } else {
3669                 /* Activations that have special timeout */
3670                 switch (act_ptr->index) {
3671                 case ACT_BR_FIRE:
3672                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3673                         break;
3674                 case ACT_BR_COLD:
3675                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3676                         break;
3677                 case ACT_TERROR:
3678                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
3679                         break;
3680                 case ACT_MURAMASA:
3681                         /* Nothing to do */
3682                         break;
3683                 default:
3684                         msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3685                         return FALSE;
3686                 }
3687         }
3688
3689         return TRUE;
3690 }
3691
3692 /*!
3693  * @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。
3694  * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
3695  * @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
3696  * @return なし
3697  */
3698 void get_bloody_moon_flags(object_type *o_ptr)
3699 {
3700         int dummy, i;
3701
3702         for (i = 0; i < TR_FLAG_SIZE; i++)
3703                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3704
3705         dummy = randint1(2) + randint1(2);
3706         for (i = 0; i < dummy; i++)
3707         {
3708                 int flag = randint0(26);
3709                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3710                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3711                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3712                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3713         }
3714
3715         dummy = randint1(2);
3716         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3717
3718         for (i = 0; i < 2; i++)
3719         {
3720                 int tmp = randint0(11);
3721                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3722                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3723         }
3724 }
3725
3726 /*!
3727  * @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。.
3728  * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
3729  * 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、
3730  * その他追加耐性、特性追加処理。
3731  * @attention プレイヤーの各種ステータスに依存した処理がある。
3732  * @todo 折を見て関数名を変更すること。
3733  * @param o_ptr 対象のオブジェクト構造体ポインタ
3734  * @param a_ptr 生成する固定アーティファクト構造体ポインタ
3735  * @return なし
3736  */
3737 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3738 {
3739         bool give_resistance = FALSE, give_power = FALSE;
3740
3741         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3742         {
3743                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3744                 {
3745                         give_power = TRUE;
3746                         give_resistance = TRUE;
3747                 }
3748                 else
3749                 {
3750                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3751                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
3752                         o_ptr->curse_flags |=
3753                             (TRC_CURSED | TRC_HEAVY_CURSE);
3754                         o_ptr->curse_flags |= get_curse(2, o_ptr);
3755                         return;
3756                 }
3757         }
3758
3759         if (o_ptr->name1 == ART_MURAMASA)
3760         {
3761                 if (p_ptr->pclass != CLASS_SAMURAI)
3762                 {
3763                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3764                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3765                 }
3766         }
3767
3768         if (o_ptr->name1 == ART_ROBINTON)
3769         {
3770                 if (p_ptr->pclass == CLASS_BARD)
3771                 {
3772                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
3773                 }
3774         }
3775
3776         if (o_ptr->name1 == ART_XIAOLONG)
3777         {
3778                 if (p_ptr->pclass == CLASS_MONK)
3779                         add_flag(o_ptr->art_flags, TR_BLOWS);
3780         }
3781
3782         if (o_ptr->name1 == ART_BLOOD)
3783         {
3784                 get_bloody_moon_flags(o_ptr);
3785         }
3786
3787         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3788         {
3789                 if (p_ptr->psex != SEX_FEMALE)
3790                 {
3791                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3792                 }
3793         }
3794
3795         if (o_ptr->name1 == ART_MILIM)
3796         {
3797                 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3798                 {
3799                         o_ptr->pval = 3;
3800                         add_flag(o_ptr->art_flags, TR_STR);
3801                         add_flag(o_ptr->art_flags, TR_INT);
3802                         add_flag(o_ptr->art_flags, TR_WIS);
3803                         add_flag(o_ptr->art_flags, TR_DEX);
3804                         add_flag(o_ptr->art_flags, TR_CON);
3805                         add_flag(o_ptr->art_flags, TR_CHR);
3806                 }
3807         }
3808
3809         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3810         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3811         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3812         {
3813                 /* Give a resistance OR a power */
3814                 if (one_in_(2)) give_resistance = TRUE;
3815                 else give_power = TRUE;
3816         }
3817
3818         if (give_power)
3819         {
3820                 one_ability(o_ptr);
3821         }
3822
3823         if (give_resistance)
3824         {
3825                 one_high_resistance(o_ptr);
3826         }
3827 }
3828
3829
3830 /*!
3831  * @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
3832  * @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。
3833  * @param a_idx 生成する固定アーティファクト構造体のID
3834  * @param y アイテムを落とす地点のy座標
3835  * @param x アイテムを落とす地点のx座標
3836  * @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。
3837  * @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.
3838  * 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
3839  * drop_near()関数の返り値は信用できなくなる.
3840  */
3841 bool create_named_art(int a_idx, int y, int x)
3842 {
3843         object_type forge;
3844         object_type *q_ptr;
3845         int i;
3846
3847         artifact_type *a_ptr = &a_info[a_idx];
3848
3849         /* Get local object */
3850         q_ptr = &forge;
3851
3852         /* Ignore "empty" artifacts */
3853         if (!a_ptr->name) return FALSE;
3854
3855         /* Acquire the "kind" index */
3856         i = lookup_kind(a_ptr->tval, a_ptr->sval);
3857
3858         /* Oops */
3859         if (!i) return FALSE;
3860
3861         /* Create the artifact */
3862         object_prep(q_ptr, i);
3863
3864         /* Save the name */
3865         q_ptr->name1 = a_idx;
3866
3867         /* Extract the fields */
3868         q_ptr->pval = a_ptr->pval;
3869         q_ptr->ac = a_ptr->ac;
3870         q_ptr->dd = a_ptr->dd;
3871         q_ptr->ds = a_ptr->ds;
3872         q_ptr->to_a = a_ptr->to_a;
3873         q_ptr->to_h = a_ptr->to_h;
3874         q_ptr->to_d = a_ptr->to_d;
3875         q_ptr->weight = a_ptr->weight;
3876
3877         /* Hack -- extract the "cursed" flag */
3878         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3879         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3880         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3881         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3882         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3883         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3884
3885         random_artifact_resistance(q_ptr, a_ptr);
3886
3887         /* Drop the artifact from heaven */
3888         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3889 }
3890 /*対邪平均ダメージの計算処理*/
3891 int calc_arm_avgdamage(object_type *o_ptr)
3892 {
3893         u32b flgs[TR_FLAG_SIZE];
3894         object_flags(o_ptr, flgs);
3895
3896         int dam, base, s_evil, forced, vorpal;
3897         dam = base = s_evil = forced = vorpal = 0;
3898
3899         dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
3900
3901         if(have_flag(flgs, TR_KILL_EVIL))
3902         {
3903                 dam = s_evil = dam * 7 / 2;
3904         }
3905         else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
3906         {       
3907                 dam = s_evil = dam * 2;
3908         }
3909
3910         if (have_flag(flgs, TR_FORCE_WEAPON))
3911         {
3912                 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
3913         }
3914
3915         if(have_flag(flgs, TR_VORPAL))
3916         {
3917                 dam = vorpal = dam * 11 / 9;
3918         }
3919
3920         dam = dam + o_ptr->to_d;
3921
3922         if (cheat_xtra) msg_format("素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
3923                 base, s_evil, forced, vorpal, dam);
3924
3925         return(dam);
3926 }
3927
3928 int suppression_evil_dam(object_type *o_ptr)
3929 {
3930         int num = 0;
3931         u32b flgs[TR_FLAG_SIZE];
3932         object_flags(o_ptr, flgs);
3933
3934         if (o_ptr->art_flags, TR_VAMPIRIC)
3935         {
3936                 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
3937                 {
3938                         num = 1;
3939                 }
3940                 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
3941                 {
3942                         num = 1;
3943                 }
3944                 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
3945                 {
3946                         num = 1;
3947                 }
3948                 else if (calc_arm_avgdamage(o_ptr) > 63)
3949                 {
3950                         num = 1;
3951                 }
3952         }
3953         else
3954         {
3955                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
3956                 {
3957                         num = 1;
3958                 }
3959                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
3960                 {
3961                 num = 1;
3962                 }
3963                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
3964                 {
3965                 num = 1;
3966                 }
3967                 else if (calc_arm_avgdamage(o_ptr) > 75)
3968                 {
3969                 num = 1;
3970                 }
3971         }
3972         return(num);
3973 }
3974
3975 int weakening_artifact(object_type *o_ptr)
3976 {
3977          int k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
3978          object_kind *k_ptr = &k_info[k_idx];
3979
3980          if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
3981          {
3982                 int pre_dd = o_ptr->dd;
3983                 int pre_ds = o_ptr->ds;
3984
3985                 if (o_ptr->dd > o_ptr->ds)
3986                 {
3987                         o_ptr->dd--;
3988                 }
3989                 else
3990                 {
3991                         o_ptr->ds--;
3992                 }
3993
3994                 if (cheat_xtra)
3995                 {
3996                         msg_format("Dice Supress %dd%d -> %dd%d",
3997                                 pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
3998                 }
3999                 return 1;
4000         }
4001         
4002         if (o_ptr->to_d > 10)
4003         {
4004                 int pre_damage = o_ptr->to_d;
4005
4006                 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
4007                 if (o_ptr->to_d < 10)
4008                 {
4009                         o_ptr->to_d = 10;
4010                 }
4011
4012                 if (cheat_xtra)
4013                 {
4014                         msg_format("Plus-Damage Supress %d -> %d",
4015                                 pre_damage, o_ptr->to_d);
4016                 }
4017
4018                 return 1;
4019          }
4020          return 0;
4021 }