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#37287 #37353 (2.2.0.89) P_PTR_KI 型を定義し、型の置換を継続中。 / Define P_PTR_KI, ongoing type...
[hengband/hengband.git] / src / artifact.c
1 /*!
2  * @file artifact.c
3  * @brief アーティファクトの生成と管理 / Artifact code
4  * @date 2013/12/11
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2013 Deskull rearranged comment for Doxygen.
11  */
12
13 #include "angband.h"
14
15 static int suppression_evil_dam(object_type *o_ptr);
16 static int weakening_artifact(object_type *o_ptr);
17
18
19 /* Chance of using syllables to form the name instead of the "template" files */
20 #define SINDARIN_NAME   10 /*!< ランダムアーティファクトにシンダリン銘をつける確率 */
21 #define TABLE_NAME      20 /*!< ランダムアーティファクトに漢字銘をつける確率(正確には TABLE_NAME - SINDARIN_NAME %)となる */
22 #define A_CURSED        13 /*!< 1/nの確率で生成の巻物以外のランダムアーティファクトが呪いつきになる。 */
23 #define WEIRD_LUCK      12 /*!< 1/nの確率でrandom_resistance()の処理中バイアス外の耐性がつき、create_artifactで4を超えるpvalが許可される。*/
24 #define BIAS_LUCK       20 /*!< 1/nの確率でrandom_resistance()で付加する元素耐性が免疫になる */
25 #define IM_LUCK         7 /*!< 1/nの確率でrandom_resistance()で複数免疫の除去処理が免除される */
26
27 /*! @note
28  * Bias luck needs to be higher than weird luck,
29  * since it is usually tested several times...
30  */
31
32 #define ACTIVATION_CHANCE 3 /*!< 1/nの確率でランダムアーティファクトに発動が付加される。ただし防具はさらに1/2 */
33
34
35 /*!
36  * アーティファクトのバイアスIDを保管する。 / Use for biased artifact creation
37  */
38 static int artifact_bias;
39
40
41 /*!
42  * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
43  * @details 重複の抑止はない。
44  * @param o_ptr 対象のオブジェクト構造体ポインタ
45  * @return なし
46  */
47 void one_sustain(object_type *o_ptr)
48 {
49         switch (randint0(6))
50         {
51                 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
52                 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
53                 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
54                 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
55                 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
56                 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
57         }
58 }
59
60
61 /*!
62  * @brief 対象のオブジェクトにランダムな上位耐性を一つ付加する。/ Choose one random high resistance
63  * @details 重複の抑止はない。候補は毒、閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、劣化、恐怖のいずれか。
64  * @param o_ptr 対象のオブジェクト構造体ポインタ
65  * @return なし
66  */
67 void one_high_resistance(object_type *o_ptr)
68 {
69         switch (randint0(12))
70         {
71                 case  0: add_flag(o_ptr->art_flags, TR_RES_POIS);   break;
72                 case  1: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
73                 case  2: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
74                 case  3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
75                 case  4: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
76                 case  5: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
77                 case  6: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
78                 case  7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
79                 case  8: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
80                 case  9: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
81                 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN);  break;
82                 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
83         }
84 }
85
86 /*!
87  * @brief 対象のオブジェクトに王者の指輪向けの上位耐性を一つ付加する。/ Choose one random high resistance
88  * @details 候補は閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、恐怖であり
89  * 王者の指輪にあらかじめついている耐性をone_high_resistance()から除外したものである。
90  * ランダム付加そのものに重複の抑止はない。
91  * @param o_ptr 対象のオブジェクト構造体ポインタ
92  * @return なし
93  */
94 void one_lordly_high_resistance(object_type *o_ptr)
95 {
96         switch (randint0(10))
97         {
98                 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
99                 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
100                 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
101                 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
102                 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
103                 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
104                 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
105                 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
106                 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
107                 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
108         }
109 }
110
111 /*!
112  * @brief 対象のオブジェクトに元素耐性を一つ付加する。/ Choose one random element resistance
113  * @details 候補は火炎、冷気、電撃、酸のいずれかであり、重複の抑止はない。
114  * @param o_ptr 対象のオブジェクト構造体ポインタ
115  * @return なし
116  */
117 void one_ele_resistance(object_type *o_ptr)
118 {
119         switch (randint0(4))
120         {
121                 case  0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
122                 case  1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
123                 case  2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
124                 case  3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
125         }
126 }
127
128 /*!
129  * @brief 対象のオブジェクトにドラゴン装備向け元素耐性を一つ付加する。/ Choose one random element or poison resistance
130  * @details 候補は1/7の確率で毒、6/7の確率で火炎、冷気、電撃、酸のいずれか(one_ele_resistance()のコール)であり、重複の抑止はない。
131  * @param o_ptr 対象のオブジェクト構造体ポインタ
132  * @return なし
133  */
134 void one_dragon_ele_resistance(object_type *o_ptr)
135 {
136         if (one_in_(7))
137         {
138                 add_flag(o_ptr->art_flags, TR_RES_POIS);
139         }
140         else
141         {
142                 one_ele_resistance(o_ptr);
143         }
144 }
145
146 /*!
147  * @brief 対象のオブジェクトに弱いESPを一つ付加する。/ Choose one lower rank esp
148  * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
149  * ドラゴン、人間、善良、ユニークESPのいずれかであり、重複の抑止はない。
150  * @param o_ptr 対象のオブジェクト構造体ポインタ
151  * @return なし
152  */
153 void one_low_esp(object_type *o_ptr)
154 {
155         switch (randint1(10))
156         {
157                 case 1:  add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);   break;
158                 case 2:  add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);   break;
159                 case 3:  add_flag(o_ptr->art_flags, TR_ESP_DEMON);   break;
160                 case 4:  add_flag(o_ptr->art_flags, TR_ESP_ORC);   break;
161                 case 5:  add_flag(o_ptr->art_flags, TR_ESP_TROLL);   break;
162                 case 6:  add_flag(o_ptr->art_flags, TR_ESP_GIANT);   break;
163                 case 7:  add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
164                 case 8:  add_flag(o_ptr->art_flags, TR_ESP_HUMAN);   break;
165                 case 9:  add_flag(o_ptr->art_flags, TR_ESP_GOOD);   break;
166                 case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);   break;
167         }
168 }
169
170
171 /*!
172  * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
173  * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
174  * をコールする。重複の抑止はない。
175  * @param o_ptr 対象のオブジェクト構造体ポインタ
176  * @return なし
177  */
178 void one_resistance(object_type *o_ptr)
179 {
180         if (one_in_(3))
181         {
182                 one_ele_resistance(o_ptr);
183         }
184         else
185         {
186                 one_high_resistance(o_ptr);
187         }
188 }
189
190
191 /*!
192  * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
193  * @details 候補は浮遊、永久光源+1、透明視、警告、遅消化、急回復、麻痺知らず、経験値維持のいずれか。
194  * 重複の抑止はない。
195  * @param o_ptr 対象のオブジェクト構造体ポインタ
196  * @return なし
197  */
198 void one_ability(object_type *o_ptr)
199 {
200         switch (randint0(10))
201         {
202         case 0: add_flag(o_ptr->art_flags, TR_LEVITATION);  break;
203         case 1: add_flag(o_ptr->art_flags, TR_LITE_1);      break;
204         case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS);   break;
205         case 3: add_flag(o_ptr->art_flags, TR_WARNING);     break;
206         case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
207         case 5: add_flag(o_ptr->art_flags, TR_REGEN);       break;
208         case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT);    break;
209         case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP);   break;
210         case 8:
211         case 9:
212                 one_low_esp(o_ptr);
213                 break;
214         }
215 }
216
217 /*!
218  * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
219  * @details 候補多数。ランダムアーティファクトのバイアスには一切依存せず、
220  * whileループによる構造で能力的に強力なものほど確率を落としている。
221  * @param o_ptr 対象のオブジェクト構造体ポインタ
222  * @return なし
223  */
224 void one_activation(object_type *o_ptr)
225 {
226         int type = 0;
227         int chance = 0;
228
229         while (randint1(100) >= chance)
230         {
231                 type = randint1(255);
232                 switch (type)
233                 {
234                         case ACT_SUNLIGHT:
235                         case ACT_BO_MISS_1:
236                         case ACT_BA_POIS_1:
237                         case ACT_BO_ELEC_1:
238                         case ACT_BO_ACID_1:
239                         case ACT_BO_COLD_1:
240                         case ACT_BO_FIRE_1:
241                         case ACT_CONFUSE:
242                         case ACT_SLEEP:
243                         case ACT_QUAKE:
244                         case ACT_CURE_LW:
245                         case ACT_CURE_MW:
246                         case ACT_CURE_POISON:
247                         case ACT_BERSERK:
248                         case ACT_LIGHT:
249                         case ACT_MAP_LIGHT:
250                         case ACT_DEST_DOOR:
251                         case ACT_STONE_MUD:
252                         case ACT_TELEPORT:
253                                 chance = 101;
254                                 break;
255                         case ACT_BA_COLD_1:
256                         case ACT_BA_FIRE_1:
257                         case ACT_DRAIN_1:
258                         case ACT_TELE_AWAY:
259                         case ACT_ESP:
260                         case ACT_RESIST_ALL:
261                         case ACT_DETECT_ALL:
262                         case ACT_RECALL:
263                         case ACT_SATIATE:
264                         case ACT_RECHARGE:
265                                 chance = 85;
266                                 break;
267                         case ACT_TERROR:
268                         case ACT_PROT_EVIL:
269                         case ACT_ID_PLAIN:
270                                 chance = 75;
271                                 break;
272                         case ACT_DRAIN_2:
273                         case ACT_VAMPIRE_1:
274                         case ACT_BO_MISS_2:
275                         case ACT_BA_FIRE_2:
276                         case ACT_REST_EXP:
277                                 chance = 66;
278                                 break;
279                         case ACT_BA_FIRE_3:
280                         case ACT_BA_COLD_3:
281                         case ACT_BA_ELEC_3:
282                         case ACT_WHIRLWIND:
283                         case ACT_VAMPIRE_2:
284                         case ACT_CHARM_ANIMAL:
285                                 chance = 50;
286                                 break;
287                         case ACT_SUMMON_ANIMAL:
288                                 chance = 40;
289                                 break;
290                         case ACT_DISP_EVIL:
291                         case ACT_BA_MISS_3:
292                         case ACT_DISP_GOOD:
293                         case ACT_BANISH_EVIL:
294                         case ACT_GENOCIDE:
295                         case ACT_MASS_GENO:
296                         case ACT_CHARM_UNDEAD:
297                         case ACT_CHARM_OTHER:
298                         case ACT_SUMMON_PHANTOM:
299                         case ACT_REST_ALL:
300                         case ACT_RUNE_EXPLO:
301                                 chance = 33;
302                                 break;
303                         case ACT_CALL_CHAOS:
304                         case ACT_ROCKET:
305                         case ACT_CHARM_ANIMALS:
306                         case ACT_CHARM_OTHERS:
307                         case ACT_SUMMON_ELEMENTAL:
308                         case ACT_CURE_700:
309                         case ACT_SPEED:
310                         case ACT_ID_FULL:
311                         case ACT_RUNE_PROT:
312                                 chance = 25;
313                                 break;
314                         case ACT_CURE_1000:
315                         case ACT_XTRA_SPEED:
316                         case ACT_DETECT_XTRA:
317                         case ACT_DIM_DOOR:
318                                 chance = 10;
319                                 break;
320                         case ACT_SUMMON_UNDEAD:
321                         case ACT_SUMMON_DEMON:
322                         case ACT_WRAITH:
323                         case ACT_INVULN:
324                         case ACT_ALCHEMY:
325                                 chance = 5;
326                                 break;
327                         default:
328                                 chance = 0;
329                 }
330         }
331
332         /* A type was chosen... */
333         o_ptr->xtra2 = (byte_hack)type;
334         add_flag(o_ptr->art_flags, TR_ACTIVATE);
335         o_ptr->timeout = 0;
336 }
337
338 /*!
339  * @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact.
340  * @details pval、AC、命中、ダメージが正の場合、符号反転の上1d4だけ悪化させ、重い呪い、呪いフラグを必ず付加。
341  * 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、
342  * MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。
343  * @attention プレイヤーの職業依存処理あり。
344  * @param o_ptr 対象のオブジェクト構造体ポインタ
345  * @return なし
346  */
347 static void curse_artifact(object_type * o_ptr)
348 {
349         if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
350         if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
351         if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
352         if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
353
354         o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
355         remove_flag(o_ptr->art_flags, TR_BLESSED);
356
357         if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
358         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
359         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
360         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
361         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
362         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
363         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
364         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
365         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
366         else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
367
368         if ((p_ptr->pclass != CLASS_WARRIOR) && (p_ptr->pclass != CLASS_ARCHER) && (p_ptr->pclass != CLASS_CAVALRY) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH) && one_in_(3))
369                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
370 }
371
372 /*!
373  * @brief ランダムアーティファクト生成中、対象のオブジェクトにpval能力を付加する。/ Add one pval on generation of randam artifact.
374  * @details 優先的に付加されるpvalがランダムアーティファクトバイアスに依存して存在する。
375  * 原則的候補は腕力、知力、賢さ、器用さ、耐久、魅力、探索、隠密、赤外線視力、加速。武器のみ採掘、追加攻撃も候補に入る。
376  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
377  * @param o_ptr 対象のオブジェクト構造体ポインタ
378  * @return なし
379  */
380 static void random_plus(object_type * o_ptr)
381 {
382         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
383
384         switch (artifact_bias)
385         {
386         case BIAS_WARRIOR:
387                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
388                 {
389                         add_flag(o_ptr->art_flags, TR_STR);
390                         if (one_in_(2)) return;
391                 }
392
393                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
394                 {
395                         add_flag(o_ptr->art_flags, TR_CON);
396                         if (one_in_(2)) return;
397                 }
398
399                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
400                 {
401                         add_flag(o_ptr->art_flags, TR_DEX);
402                         if (one_in_(2)) return;
403                 }
404                 break;
405
406         case BIAS_MAGE:
407                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
408                 {
409                         add_flag(o_ptr->art_flags, TR_INT);
410                         if (one_in_(2)) return;
411                 }
412                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
413                 {
414                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
415                         if (one_in_(2)) return;
416                 }
417                 break;
418
419         case BIAS_PRIESTLY:
420                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
421                 {
422                         add_flag(o_ptr->art_flags, TR_WIS);
423                         if (one_in_(2)) return;
424                 }
425                 break;
426
427         case BIAS_RANGER:
428                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
429                 {
430                         add_flag(o_ptr->art_flags, TR_DEX);
431                         if (one_in_(2)) return;
432                 }
433
434                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
435                 {
436                         add_flag(o_ptr->art_flags, TR_CON);
437                         if (one_in_(2)) return;
438                 }
439
440                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
441                 {
442                         add_flag(o_ptr->art_flags, TR_STR);
443                         if (one_in_(2)) return;
444                 }
445                 break;
446
447         case BIAS_ROGUE:
448                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
449                 {
450                         add_flag(o_ptr->art_flags, TR_STEALTH);
451                         if (one_in_(2)) return;
452                 }
453                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
454                 {
455                         add_flag(o_ptr->art_flags, TR_SEARCH);
456                         if (one_in_(2)) return;
457                 }
458                 break;
459
460         case BIAS_STR:
461                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
462                 {
463                         add_flag(o_ptr->art_flags, TR_STR);
464                         if (one_in_(2)) return;
465                 }
466                 break;
467
468         case BIAS_WIS:
469                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
470                 {
471                         add_flag(o_ptr->art_flags, TR_WIS);
472                         if (one_in_(2)) return;
473                 }
474                 break;
475
476         case BIAS_INT:
477                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
478                 {
479                         add_flag(o_ptr->art_flags, TR_INT);
480                         if (one_in_(2)) return;
481                 }
482                 break;
483
484         case BIAS_DEX:
485                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
486                 {
487                         add_flag(o_ptr->art_flags, TR_DEX);
488                         if (one_in_(2)) return;
489                 }
490                 break;
491
492         case BIAS_CON:
493                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
494                 {
495                         add_flag(o_ptr->art_flags, TR_CON);
496                         if (one_in_(2)) return;
497                 }
498                 break;
499
500         case BIAS_CHR:
501                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
502                 {
503                         add_flag(o_ptr->art_flags, TR_CHR);
504                         if (one_in_(2)) return;
505                 }
506                 break;
507         }
508
509         if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
510         {
511                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
512                 {
513                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
514                         if (one_in_(2)) return;
515                 }
516         }
517
518         switch (randint1(this_type))
519         {
520         case 1: case 2:
521                 add_flag(o_ptr->art_flags, TR_STR);
522                 if (!artifact_bias && !one_in_(13))
523                         artifact_bias = BIAS_STR;
524                 else if (!artifact_bias && one_in_(7))
525                         artifact_bias = BIAS_WARRIOR;
526                 break;
527         case 3: case 4:
528                 add_flag(o_ptr->art_flags, TR_INT);
529                 if (!artifact_bias && !one_in_(13))
530                         artifact_bias = BIAS_INT;
531                 else if (!artifact_bias && one_in_(7))
532                         artifact_bias = BIAS_MAGE;
533                 break;
534         case 5: case 6:
535                 add_flag(o_ptr->art_flags, TR_WIS);
536                 if (!artifact_bias && !one_in_(13))
537                         artifact_bias = BIAS_WIS;
538                 else if (!artifact_bias && one_in_(7))
539                         artifact_bias = BIAS_PRIESTLY;
540                 break;
541         case 7: case 8:
542                 add_flag(o_ptr->art_flags, TR_DEX);
543                 if (!artifact_bias && !one_in_(13))
544                         artifact_bias = BIAS_DEX;
545                 else if (!artifact_bias && one_in_(7))
546                         artifact_bias = BIAS_ROGUE;
547                 break;
548         case 9: case 10:
549                 add_flag(o_ptr->art_flags, TR_CON);
550                 if (!artifact_bias && !one_in_(13))
551                         artifact_bias = BIAS_CON;
552                 else if (!artifact_bias && one_in_(9))
553                         artifact_bias = BIAS_RANGER;
554                 break;
555         case 11: case 12:
556                 add_flag(o_ptr->art_flags, TR_CHR);
557                 if (!artifact_bias && !one_in_(13))
558                         artifact_bias = BIAS_CHR;
559                 break;
560         case 13: case 14:
561                 add_flag(o_ptr->art_flags, TR_STEALTH);
562                 if (!artifact_bias && one_in_(3))
563                         artifact_bias = BIAS_ROGUE;
564                 break;
565         case 15: case 16:
566                 add_flag(o_ptr->art_flags, TR_SEARCH);
567                 if (!artifact_bias && one_in_(9))
568                         artifact_bias = BIAS_RANGER;
569                 break;
570         case 17: case 18:
571                 add_flag(o_ptr->art_flags, TR_INFRA);
572                 break;
573         case 19:
574                 add_flag(o_ptr->art_flags, TR_SPEED);
575                 if (!artifact_bias && one_in_(11))
576                         artifact_bias = BIAS_ROGUE;
577                 break;
578         case 20: case 21:
579                 add_flag(o_ptr->art_flags, TR_TUNNEL);
580                 break;
581         case 22: case 23:
582                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
583                 else
584                 {
585                         add_flag(o_ptr->art_flags, TR_BLOWS);
586                         if (!artifact_bias && one_in_(11))
587                                 artifact_bias = BIAS_WARRIOR;
588                 }
589                 break;
590         }
591 }
592
593 /*!
594  * @brief ランダムアーティファクト生成中、対象のオブジェクトに耐性を付加する。/ Add one resistance on generation of randam artifact.
595  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
596  * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
597  * 毒、閃光、暗黒、破片、轟音、盲目、混乱、地獄、カオス、劣化、恐怖、火オーラ、冷気オーラ、電撃オーラ、反射。
598  * 戦士系バイアスのみ反魔もつく。
599  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
600  * @param o_ptr 対象のオブジェクト構造体ポインタ
601  * @return なし
602  */
603 static void random_resistance(object_type * o_ptr)
604 {
605         switch (artifact_bias)
606         {
607         case BIAS_ACID:
608                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
609                 {
610                         add_flag(o_ptr->art_flags, TR_RES_ACID);
611                         if (one_in_(2)) return;
612                 }
613                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
614                 {
615                         add_flag(o_ptr->art_flags, TR_IM_ACID);
616                         if (!one_in_(IM_LUCK))
617                         {
618                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
619                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
620                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
621                         }
622                         if (one_in_(2)) return;
623                 }
624                 break;
625
626         case BIAS_ELEC:
627                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
628                 {
629                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
630                         if (one_in_(2)) return;
631                 }
632                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
633                     !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
634                 {
635                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
636                         if (one_in_(2)) return;
637                 }
638                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
639                 {
640                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
641                         if (!one_in_(IM_LUCK))
642                         {
643                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
644                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
645                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
646                         }
647
648                         if (one_in_(2)) return;
649                 }
650                 break;
651
652         case BIAS_FIRE:
653                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
654                 {
655                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
656                         if (one_in_(2)) return;
657                 }
658                 if ((o_ptr->tval >= TV_CLOAK) &&
659                     (o_ptr->tval <= TV_HARD_ARMOR) &&
660                     !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
661                 {
662                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
663                         if (one_in_(2)) return;
664                 }
665                 if (one_in_(BIAS_LUCK) &&
666                     !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
667                 {
668                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
669                         if (!one_in_(IM_LUCK))
670                         {
671                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
672                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
673                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
674                         }
675                         if (one_in_(2)) return;
676                 }
677                 break;
678
679         case BIAS_COLD:
680                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
681                 {
682                         add_flag(o_ptr->art_flags, TR_RES_COLD);
683                         if (one_in_(2)) return;
684                 }
685                 if ((o_ptr->tval >= TV_CLOAK) &&
686                     (o_ptr->tval <= TV_HARD_ARMOR) &&
687                     !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
688                 {
689                         add_flag(o_ptr->art_flags, TR_SH_COLD);
690                         if (one_in_(2)) return;
691                 }
692                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
693                 {
694                         add_flag(o_ptr->art_flags, TR_IM_COLD);
695                         if (!one_in_(IM_LUCK))
696                         {
697                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
698                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
699                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
700                         }
701                         if (one_in_(2)) return;
702                 }
703                 break;
704
705         case BIAS_POIS:
706                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
707                 {
708                         add_flag(o_ptr->art_flags, TR_RES_POIS);
709                         if (one_in_(2)) return;
710                 }
711                 break;
712
713         case BIAS_WARRIOR:
714                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
715                 {
716                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
717                         if (one_in_(2)) return;
718                 }
719                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
720                 {
721                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
722                         if (one_in_(2)) return;
723                 }
724                 break;
725
726         case BIAS_NECROMANTIC:
727                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
728                 {
729                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
730                         if (one_in_(2)) return;
731                 }
732                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
733                 {
734                         add_flag(o_ptr->art_flags, TR_RES_POIS);
735                         if (one_in_(2)) return;
736                 }
737                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
738                 {
739                         add_flag(o_ptr->art_flags, TR_RES_DARK);
740                         if (one_in_(2)) return;
741                 }
742                 break;
743
744         case BIAS_CHAOS:
745                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
746                 {
747                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
748                         if (one_in_(2)) return;
749                 }
750                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
751                 {
752                         add_flag(o_ptr->art_flags, TR_RES_CONF);
753                         if (one_in_(2)) return;
754                 }
755                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
756                 {
757                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
758                         if (one_in_(2)) return;
759                 }
760                 break;
761         }
762
763         switch (randint1(42))
764         {
765                 case 1:
766                         if (!one_in_(WEIRD_LUCK))
767                                 random_resistance(o_ptr);
768                         else
769                         {
770                                 add_flag(o_ptr->art_flags, TR_IM_ACID);
771                                 if (!artifact_bias)
772                                         artifact_bias = BIAS_ACID;
773                         }
774                         break;
775                 case 2:
776                         if (!one_in_(WEIRD_LUCK))
777                                 random_resistance(o_ptr);
778                         else
779                         {
780                                 add_flag(o_ptr->art_flags, TR_IM_ELEC);
781                                 if (!artifact_bias)
782                                         artifact_bias = BIAS_ELEC;
783                         }
784                         break;
785                 case 3:
786                         if (!one_in_(WEIRD_LUCK))
787                                 random_resistance(o_ptr);
788                         else
789                         {
790                                 add_flag(o_ptr->art_flags, TR_IM_COLD);
791                                 if (!artifact_bias)
792                                         artifact_bias = BIAS_COLD;
793                         }
794                         break;
795                 case 4:
796                         if (!one_in_(WEIRD_LUCK))
797                                 random_resistance(o_ptr);
798                         else
799                         {
800                                 add_flag(o_ptr->art_flags, TR_IM_FIRE);
801                                 if (!artifact_bias)
802                                         artifact_bias = BIAS_FIRE;
803                         }
804                         break;
805                 case 5:
806                 case 6:
807                 case 13:
808                         add_flag(o_ptr->art_flags, TR_RES_ACID);
809                         if (!artifact_bias)
810                                 artifact_bias = BIAS_ACID;
811                         break;
812                 case 7:
813                 case 8:
814                 case 14:
815                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
816                         if (!artifact_bias)
817                                 artifact_bias = BIAS_ELEC;
818                         break;
819                 case 9:
820                 case 10:
821                 case 15:
822                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
823                         if (!artifact_bias)
824                                 artifact_bias = BIAS_FIRE;
825                         break;
826                 case 11:
827                 case 12:
828                 case 16:
829                         add_flag(o_ptr->art_flags, TR_RES_COLD);
830                         if (!artifact_bias)
831                                 artifact_bias = BIAS_COLD;
832                         break;
833                 case 17:
834                 case 18:
835                         add_flag(o_ptr->art_flags, TR_RES_POIS);
836                         if (!artifact_bias && !one_in_(4))
837                                 artifact_bias = BIAS_POIS;
838                         else if (!artifact_bias && one_in_(2))
839                                 artifact_bias = BIAS_NECROMANTIC;
840                         else if (!artifact_bias && one_in_(2))
841                                 artifact_bias = BIAS_ROGUE;
842                         break;
843                 case 19:
844                 case 20:
845                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
846                         if (!artifact_bias && one_in_(3))
847                                 artifact_bias = BIAS_WARRIOR;
848                         break;
849                 case 21:
850                         add_flag(o_ptr->art_flags, TR_RES_LITE);
851                         break;
852                 case 22:
853                         add_flag(o_ptr->art_flags, TR_RES_DARK);
854                         break;
855                 case 23:
856                 case 24:
857                         add_flag(o_ptr->art_flags, TR_RES_BLIND);
858                         break;
859                 case 25:
860                 case 26:
861                         add_flag(o_ptr->art_flags, TR_RES_CONF);
862                         if (!artifact_bias && one_in_(6))
863                                 artifact_bias = BIAS_CHAOS;
864                         break;
865                 case 27:
866                 case 28:
867                         add_flag(o_ptr->art_flags, TR_RES_SOUND);
868                         break;
869                 case 29:
870                 case 30:
871                         add_flag(o_ptr->art_flags, TR_RES_SHARDS);
872                         break;
873                 case 31:
874                 case 32:
875                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
876                         if (!artifact_bias && one_in_(3))
877                                 artifact_bias = BIAS_NECROMANTIC;
878                         break;
879                 case 33:
880                 case 34:
881                         add_flag(o_ptr->art_flags, TR_RES_NEXUS);
882                         break;
883                 case 35:
884                 case 36:
885                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
886                         if (!artifact_bias && one_in_(2))
887                                 artifact_bias = BIAS_CHAOS;
888                         break;
889                 case 37:
890                 case 38:
891                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
892                         break;
893                 case 39:
894                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
895                                 add_flag(o_ptr->art_flags, TR_SH_ELEC);
896                         else
897                                 random_resistance(o_ptr);
898                         if (!artifact_bias)
899                                 artifact_bias = BIAS_ELEC;
900                         break;
901                 case 40:
902                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
903                                 add_flag(o_ptr->art_flags, TR_SH_FIRE);
904                         else
905                                 random_resistance(o_ptr);
906                         if (!artifact_bias)
907                                 artifact_bias = BIAS_FIRE;
908                         break;
909                 case 41:
910                         if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
911                             o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
912                                 add_flag(o_ptr->art_flags, TR_REFLECT);
913                         else
914                                 random_resistance(o_ptr);
915                         break;
916                 case 42:
917                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
918                                 add_flag(o_ptr->art_flags, TR_SH_COLD);
919                         else
920                                 random_resistance(o_ptr);
921                         if (!artifact_bias)
922                                 artifact_bias = BIAS_COLD;
923                         break;
924         }
925 }
926
927
928 /*!
929  * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
930  * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
931  * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
932  * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
933  * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
934  * @param o_ptr 対象のオブジェクト構造体ポインタ
935  * @return なし
936  */
937 static void random_misc(object_type * o_ptr)
938 {
939         switch (artifact_bias)
940         {
941         case BIAS_RANGER:
942                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
943                 {
944                         add_flag(o_ptr->art_flags, TR_SUST_CON);
945                         if (one_in_(2)) return;
946                 }
947                 break;
948
949         case BIAS_STR:
950                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
951                 {
952                         add_flag(o_ptr->art_flags, TR_SUST_STR);
953                         if (one_in_(2)) return;
954                 }
955                 break;
956
957         case BIAS_WIS:
958                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
959                 {
960                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
961                         if (one_in_(2)) return;
962                 }
963                 break;
964
965         case BIAS_INT:
966                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
967                 {
968                         add_flag(o_ptr->art_flags, TR_SUST_INT);
969                         if (one_in_(2)) return;
970                 }
971                 break;
972
973         case BIAS_DEX:
974                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
975                 {
976                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
977                         if (one_in_(2)) return;
978                 }
979                 break;
980
981         case BIAS_CON:
982                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
983                 {
984                         add_flag(o_ptr->art_flags, TR_SUST_CON);
985                         if (one_in_(2)) return;
986                 }
987                 break;
988
989         case BIAS_CHR:
990                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
991                 {
992                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
993                         if (one_in_(2)) return;
994                 }
995                 break;
996
997         case BIAS_CHAOS:
998                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
999                 {
1000                         add_flag(o_ptr->art_flags, TR_TELEPORT);
1001                         if (one_in_(2)) return;
1002                 }
1003                 break;
1004
1005         case BIAS_FIRE:
1006                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
1007                 {
1008                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
1009                 }
1010                 break;
1011         }
1012
1013         switch (randint1(33))
1014         {
1015                 case 1:
1016                         add_flag(o_ptr->art_flags, TR_SUST_STR);
1017                         if (!artifact_bias)
1018                                 artifact_bias = BIAS_STR;
1019                         break;
1020                 case 2:
1021                         add_flag(o_ptr->art_flags, TR_SUST_INT);
1022                         if (!artifact_bias)
1023                                 artifact_bias = BIAS_INT;
1024                         break;
1025                 case 3:
1026                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
1027                         if (!artifact_bias)
1028                                 artifact_bias = BIAS_WIS;
1029                         break;
1030                 case 4:
1031                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
1032                         if (!artifact_bias)
1033                                 artifact_bias = BIAS_DEX;
1034                         break;
1035                 case 5:
1036                         add_flag(o_ptr->art_flags, TR_SUST_CON);
1037                         if (!artifact_bias)
1038                                 artifact_bias = BIAS_CON;
1039                         break;
1040                 case 6:
1041                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
1042                         if (!artifact_bias)
1043                                 artifact_bias = BIAS_CHR;
1044                         break;
1045                 case 7:
1046                 case 8:
1047                 case 14:
1048                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
1049                         break;
1050                 case 9:
1051                         add_flag(o_ptr->art_flags, TR_HOLD_EXP);
1052                         if (!artifact_bias && one_in_(5))
1053                                 artifact_bias = BIAS_PRIESTLY;
1054                         else if (!artifact_bias && one_in_(6))
1055                                 artifact_bias = BIAS_NECROMANTIC;
1056                         break;
1057                 case 10:
1058                 case 11:
1059                         add_flag(o_ptr->art_flags, TR_LITE_1);
1060                         break;
1061                 case 12:
1062                 case 13:
1063                         add_flag(o_ptr->art_flags, TR_LEVITATION);
1064                         break;
1065                 case 15:
1066                 case 16:
1067                 case 17:
1068                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1069                         break;
1070                 case 19:
1071                 case 20:
1072                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1073                         break;
1074                 case 21:
1075                 case 22:
1076                         add_flag(o_ptr->art_flags, TR_REGEN);
1077                         break;
1078                 case 23:
1079                         add_flag(o_ptr->art_flags, TR_TELEPORT);
1080                         break;
1081                 case 24:
1082                 case 25:
1083                 case 26:
1084                         if (object_is_armour(o_ptr))
1085                                 random_misc(o_ptr);
1086                         else
1087                         {
1088                                 o_ptr->to_a = 4 + randint1(11);
1089                         }
1090                         break;
1091                 case 27:
1092                 case 28:
1093                 case 29:
1094                 {
1095                         HIT_PROB bonus_h;
1096                         HIT_POINT bonus_d;
1097                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1098                         bonus_h = 4 + (HIT_PROB)(randint1(11));
1099                         bonus_d = 4 + (HIT_POINT)(randint1(11));
1100                         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))
1101                         {
1102                                 bonus_h /= 2;
1103                                 bonus_d /= 2;
1104                         }
1105                         o_ptr->to_h += bonus_h;
1106                         o_ptr->to_d += bonus_d;
1107                         break;
1108                 }
1109                 case 30:
1110                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1111                         break;
1112                 case 31:
1113                         add_flag(o_ptr->art_flags, TR_NO_TELE);
1114                         break;
1115                 case 32:
1116                         add_flag(o_ptr->art_flags, TR_WARNING);
1117                         break;
1118
1119                 case 18:
1120                         switch (randint1(3))
1121                         {
1122                         case 1:
1123                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1124                                 if (!artifact_bias && one_in_(3))
1125                                         artifact_bias = BIAS_LAW;
1126                                 break;
1127                         case 2:
1128                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1129                                 if (!artifact_bias && one_in_(3))
1130                                         artifact_bias = BIAS_MAGE;
1131                                 break;
1132                         case 3:
1133                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1134                                 if (!artifact_bias && one_in_(9))
1135                                         artifact_bias = BIAS_MAGE;
1136                                 break;
1137                         }
1138                         break;
1139
1140                 case 33:
1141                 {
1142                         int idx[3];
1143                         int n = randint1(3);
1144
1145                         idx[0] = randint1(10);
1146
1147                         idx[1] = randint1(9);
1148                         if (idx[1] >= idx[0]) idx[1]++;
1149
1150                         idx[2] = randint1(8);
1151                         if (idx[2] >= idx[0]) idx[2]++;
1152                         if (idx[2] >= idx[1]) idx[2]++;
1153
1154                         while (n--) switch (idx[n])
1155                         {
1156                         case 1:
1157                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1158                                 if (!artifact_bias && one_in_(4))
1159                                         artifact_bias = BIAS_RANGER;
1160                                 break;
1161                         case 2:
1162                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1163                                 if (!artifact_bias && one_in_(3))
1164                                         artifact_bias = BIAS_PRIESTLY;
1165                                 else if (!artifact_bias && one_in_(6))
1166                                         artifact_bias = BIAS_NECROMANTIC;
1167                                 break;
1168                         case 3:
1169                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1170                                 break;
1171                         case 4:
1172                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1173                                 break;
1174                         case 5:
1175                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1176                                 break;
1177                         case 6:
1178                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1179                                 break;
1180                         case 7:
1181                                 add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
1182                                 break;
1183                         case 8:
1184                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1185                                 if (!artifact_bias && one_in_(6))
1186                                         artifact_bias = BIAS_ROGUE;
1187                                 break;
1188                         case 9:
1189                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1190                                 if (!artifact_bias && one_in_(3))
1191                                         artifact_bias = BIAS_LAW;
1192                                 break;
1193                         case 10:
1194                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1195                                 if (!artifact_bias && one_in_(3))
1196                                         artifact_bias = BIAS_LAW;
1197                                 break;
1198                         }
1199                         break;
1200                 }
1201         }
1202 }
1203
1204 /*!
1205  * @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.
1206  * @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。
1207  * 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、
1208  * 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、
1209  * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
1210  * @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。
1211  * @param o_ptr 対象のオブジェクト構造体ポインタ
1212  * @return なし
1213  */
1214 static void random_slay(object_type *o_ptr)
1215 {
1216         if (o_ptr->tval == TV_BOW)
1217         {
1218                 switch (randint1(6))
1219                 {
1220                         case 1:
1221                         case 2:
1222                         case 3:
1223                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1224                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1225                                 if (!artifact_bias && one_in_(9))
1226                                         artifact_bias = BIAS_RANGER;
1227                                 break;
1228                         default:
1229                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1230                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1231                                 if (!artifact_bias && one_in_(9))
1232                                         artifact_bias = BIAS_RANGER;
1233                         break;
1234                 }
1235
1236                 return;
1237         }
1238
1239         switch (artifact_bias)
1240         {
1241         case BIAS_CHAOS:
1242                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1243                 {
1244                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1245                         if (one_in_(2)) return;
1246                 }
1247                 break;
1248
1249         case BIAS_PRIESTLY:
1250                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1251                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1252                 {
1253                         /* A free power for "priestly" random artifacts */
1254                         add_flag(o_ptr->art_flags, TR_BLESSED);
1255                 }
1256                 break;
1257
1258         case BIAS_NECROMANTIC:
1259                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1260                 {
1261                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1262                         if (one_in_(2)) return;
1263                 }
1264                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1265                 {
1266                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1267                         if (one_in_(2)) return;
1268                 }
1269                 break;
1270
1271         case BIAS_RANGER:
1272                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1273                 {
1274                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1275                         if (one_in_(2)) return;
1276                 }
1277                 break;
1278
1279         case BIAS_ROGUE:
1280                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1281                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1282                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1283                 {
1284                         /* Free power for rogues... */
1285                         add_flag(o_ptr->art_flags, TR_THROW);
1286                 }
1287                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1288                 {
1289                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1290                         if (one_in_(2)) return;
1291                 }
1292                 break;
1293
1294         case BIAS_POIS:
1295                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1296                 {
1297                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1298                         if (one_in_(2)) return;
1299                 }
1300                 break;
1301
1302         case BIAS_FIRE:
1303                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1304                 {
1305                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1306                         if (one_in_(2)) return;
1307                 }
1308                 break;
1309
1310         case BIAS_COLD:
1311                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1312                 {
1313                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1314                         if (one_in_(2)) return;
1315                 }
1316                 break;
1317
1318         case BIAS_ELEC:
1319                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1320                 {
1321                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1322                         if (one_in_(2)) return;
1323                 }
1324                 break;
1325
1326         case BIAS_ACID:
1327                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1328                 {
1329                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1330                         if (one_in_(2)) return;
1331                 }
1332                 break;
1333
1334         case BIAS_LAW:
1335                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1336                 {
1337                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1338                         if (one_in_(2)) return;
1339                 }
1340                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1341                 {
1342                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1343                         if (one_in_(2)) return;
1344                 }
1345                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1346                 {
1347                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1348                         if (one_in_(2)) return;
1349                 }
1350                 break;
1351         }
1352
1353         switch (randint1(36))
1354         {
1355                 case 1:
1356                 case 2:
1357                         if (one_in_(4))
1358                         {
1359                                 add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1360                         }
1361                         else
1362                         {
1363                                 add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1364                         }
1365                         break;
1366                 case 3:
1367                 case 4:
1368                         if (one_in_(4))
1369                         {
1370                                 add_flag(o_ptr->art_flags, TR_KILL_EVIL);
1371                         }
1372                         else
1373                         {
1374                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL); 
1375                         }
1376                         if (!artifact_bias && one_in_(2))
1377                                 artifact_bias = BIAS_LAW;
1378                         else if (!artifact_bias && one_in_(9))
1379                                 artifact_bias = BIAS_PRIESTLY;
1380                         break;
1381                 case 5:
1382                 case 6:
1383                         if (one_in_(4))
1384                         {
1385                                 add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
1386                         }
1387                         else
1388                         {
1389                                 add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1390                         }
1391                         if (!artifact_bias && one_in_(9))
1392                                 artifact_bias = BIAS_PRIESTLY;
1393                         break;
1394                 case 7:
1395                 case 8:
1396                         if (one_in_(4))
1397                         {
1398                                 add_flag(o_ptr->art_flags, TR_KILL_DEMON);
1399                         }
1400                         else
1401                         {
1402                                 add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1403                         }
1404                         if (!artifact_bias && one_in_(9))
1405                                 artifact_bias = BIAS_PRIESTLY;
1406                         break;
1407                 case 9:
1408                 case 10:
1409                         if (one_in_(4))
1410                         {
1411                                 add_flag(o_ptr->art_flags, TR_KILL_ORC);
1412                         }
1413                         else
1414                         {
1415                                 add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1416                         }
1417                         break;
1418                 case 11:
1419                 case 12:
1420                         if (one_in_(4))
1421                         {
1422                                 add_flag(o_ptr->art_flags, TR_KILL_TROLL);
1423                         }
1424                         else
1425                         {
1426                                 add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1427                         }
1428                         break;
1429                 case 13:
1430                 case 14:
1431                         if (one_in_(4))
1432                         {
1433                                 add_flag(o_ptr->art_flags, TR_KILL_GIANT);
1434                         }
1435                         else
1436                         {
1437                                 add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1438                         }
1439                         break;
1440                 case 15:
1441                 case 16:
1442                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1443                         break;
1444                 case 17:
1445                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1446                         break;
1447                 case 18:
1448                 case 19:
1449                         if (o_ptr->tval == TV_SWORD)
1450                         {
1451                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1452                                 if (!artifact_bias && one_in_(9))
1453                                         artifact_bias = BIAS_WARRIOR;
1454                         }
1455                         else
1456                                 random_slay(o_ptr);
1457                         break;
1458                 case 20:
1459                         add_flag(o_ptr->art_flags, TR_IMPACT);
1460                         break;
1461                 case 21:
1462                 case 22:
1463                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1464                         if (!artifact_bias)
1465                                 artifact_bias = BIAS_FIRE;
1466                         break;
1467                 case 23:
1468                 case 24:
1469                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1470                         if (!artifact_bias)
1471                                 artifact_bias = BIAS_COLD;
1472                         break;
1473                 case 25:
1474                 case 26:
1475                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1476                         if (!artifact_bias)
1477                                 artifact_bias = BIAS_ELEC;
1478                         break;
1479                 case 27:
1480                 case 28:
1481                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1482                         if (!artifact_bias)
1483                                 artifact_bias = BIAS_ACID;
1484                         break;
1485                 case 29:
1486                 case 30:
1487                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1488                         if (!artifact_bias && !one_in_(3))
1489                                 artifact_bias = BIAS_POIS;
1490                         else if (!artifact_bias && one_in_(6))
1491                                 artifact_bias = BIAS_NECROMANTIC;
1492                         else if (!artifact_bias)
1493                                 artifact_bias = BIAS_ROGUE;
1494                         break;
1495                 case 31:
1496                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1497                         if (!artifact_bias)
1498                                 artifact_bias = BIAS_NECROMANTIC;
1499                         break;
1500                 case 32:
1501                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1502                         if (!artifact_bias)
1503                                 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1504                         break;
1505                 case 33:
1506                 case 34:
1507                         if (one_in_(4))
1508                         {
1509                                 add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
1510                         }
1511                         else
1512                         {
1513                                 add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1514                         }
1515                         break;
1516                 default:
1517                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1518                         if (!artifact_bias)
1519                                 artifact_bias = BIAS_CHAOS;
1520                         break;
1521         }
1522 }
1523
1524 /*!
1525  * @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.
1526  * @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。
1527  * @param o_ptr 対象のオブジェクト構造体ポインタ
1528  * @return なし
1529  */
1530 static void give_activation_power(object_type *o_ptr)
1531 {
1532         int type = 0, chance = 0;
1533
1534         switch (artifact_bias)
1535         {
1536                 case BIAS_ELEC:
1537                         if (!one_in_(3))
1538                         {
1539                                 type = ACT_BO_ELEC_1;
1540                         }
1541                         else if (!one_in_(5))
1542                         {
1543                                 type = ACT_BA_ELEC_2;
1544                         }
1545                         else
1546                         {
1547                                 type = ACT_BA_ELEC_3;
1548                         }
1549                         chance = 101;
1550                         break;
1551
1552                 case BIAS_POIS:
1553                         type = ACT_BA_POIS_1;
1554                         chance = 101;
1555                         break;
1556
1557                 case BIAS_FIRE:
1558                         if (!one_in_(3))
1559                         {
1560                                 type = ACT_BO_FIRE_1;
1561                         }
1562                         else if (!one_in_(5))
1563                         {
1564                                 type = ACT_BA_FIRE_1;
1565                         }
1566                         else
1567                         {
1568                                 type = ACT_BA_FIRE_2;
1569                         }
1570                         chance = 101;
1571                         break;
1572
1573                 case BIAS_COLD:
1574                         chance = 101;
1575                         if (!one_in_(3))
1576                                 type = ACT_BO_COLD_1;
1577                         else if (!one_in_(3))
1578                                 type = ACT_BA_COLD_1;
1579                         else if (!one_in_(3))
1580                                 type = ACT_BA_COLD_2;
1581                         else
1582                                 type = ACT_BA_COLD_3;
1583                         break;
1584
1585                 case BIAS_CHAOS:
1586                         chance = 50;
1587                         if (one_in_(6))
1588                                 type = ACT_SUMMON_DEMON;
1589                         else
1590                                 type = ACT_CALL_CHAOS;
1591                         break;
1592
1593                 case BIAS_PRIESTLY:
1594                         chance = 101;
1595
1596                         if (one_in_(13))
1597                                 type = ACT_CHARM_UNDEAD;
1598                         else if (one_in_(12))
1599                                 type = ACT_BANISH_EVIL;
1600                         else if (one_in_(11))
1601                                 type = ACT_DISP_EVIL;
1602                         else if (one_in_(10))
1603                                 type = ACT_PROT_EVIL;
1604                         else if (one_in_(9))
1605                                 type = ACT_CURE_1000;
1606                         else if (one_in_(8))
1607                                 type = ACT_CURE_700;
1608                         else if (one_in_(7))
1609                                 type = ACT_REST_ALL;
1610                         else if (one_in_(6))
1611                                 type = ACT_REST_EXP;
1612                         else
1613                                 type = ACT_CURE_MW;
1614                         break;
1615
1616                 case BIAS_NECROMANTIC:
1617                         chance = 101;
1618                         if (one_in_(66))
1619                                 type = ACT_WRAITH;
1620                         else if (one_in_(13))
1621                                 type = ACT_DISP_GOOD;
1622                         else if (one_in_(9))
1623                                 type = ACT_MASS_GENO;
1624                         else if (one_in_(8))
1625                                 type = ACT_GENOCIDE;
1626                         else if (one_in_(13))
1627                                 type = ACT_SUMMON_UNDEAD;
1628                         else if (one_in_(9))
1629                                 type = ACT_VAMPIRE_2;
1630                         else if (one_in_(6))
1631                                 type = ACT_CHARM_UNDEAD;
1632                         else
1633                                 type = ACT_VAMPIRE_1;
1634                         break;
1635
1636                 case BIAS_LAW:
1637                         chance = 101;
1638                         if (one_in_(8))
1639                                 type = ACT_BANISH_EVIL;
1640                         else if (one_in_(4))
1641                                 type = ACT_DISP_EVIL;
1642                         else
1643                                 type = ACT_PROT_EVIL;
1644                         break;
1645
1646                 case BIAS_ROGUE:
1647                         chance = 101;
1648                         if (one_in_(50))
1649                                 type = ACT_SPEED;
1650                         else if (one_in_(4))
1651                                 type = ACT_SLEEP;
1652                         else if (one_in_(3))
1653                                 type = ACT_DETECT_ALL;
1654                         else if (one_in_(8))
1655                                 type = ACT_ID_FULL;
1656                         else
1657                                 type = ACT_ID_PLAIN;
1658                         break;
1659
1660                 case BIAS_MAGE:
1661                         chance = 66;
1662                         if (one_in_(20))
1663                                 type = ACT_SUMMON_ELEMENTAL;
1664                         else if (one_in_(10))
1665                                 type = ACT_SUMMON_PHANTOM;
1666                         else if (one_in_(5))
1667                                 type = ACT_RUNE_EXPLO;
1668                         else
1669                                 type = ACT_ESP;
1670                         break;
1671
1672                 case BIAS_WARRIOR:
1673                         chance = 80;
1674                         if (one_in_(100))
1675                                 type = ACT_INVULN;
1676                         else
1677                                 type = ACT_BERSERK;
1678                         break;
1679
1680                 case BIAS_RANGER:
1681                         chance = 101;
1682                         if (one_in_(20))
1683                                 type = ACT_CHARM_ANIMALS;
1684                         else if (one_in_(7))
1685                                 type = ACT_SUMMON_ANIMAL;
1686                         else if (one_in_(6))
1687                                 type = ACT_CHARM_ANIMAL;
1688                         else if (one_in_(4))
1689                                 type = ACT_RESIST_ALL;
1690                         else if (one_in_(3))
1691                                 type = ACT_SATIATE;
1692                         else
1693                                 type = ACT_CURE_POISON;
1694                         break;
1695         }
1696
1697         if (!type || (randint1(100) >= chance))
1698         {
1699                 one_activation(o_ptr);
1700                 return;
1701         }
1702
1703         /* A type was chosen... */
1704         o_ptr->xtra2 = (byte_hack)type;
1705         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1706         o_ptr->timeout = 0;
1707 }
1708
1709 /*!
1710  * @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.
1711  * @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。
1712  * @param return_name 名前を返すための文字列参照ポインタ
1713  * @param armour 対象のオブジェクトが防具が否か
1714  * @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)
1715  * @return なし
1716  */
1717 static void get_random_name(char *return_name, bool armour, int power)
1718 {
1719         int prob = randint1(100);
1720
1721         if (prob <= SINDARIN_NAME)
1722         {
1723                 get_table_sindarin(return_name);
1724         }
1725         else if (prob <= TABLE_NAME)
1726         {
1727                 get_table_name(return_name);
1728         }
1729         else
1730         {
1731                 cptr filename;
1732
1733                 switch (armour)
1734                 {
1735                         case 1:
1736                                 switch (power)
1737                                 {
1738                                         case 0:
1739                                                 filename = _("a_cursed_j.txt", "a_cursed.txt");
1740                                                 break;
1741                                         case 1:
1742                                                 filename = _("a_low_j.txt", "a_low.txt");
1743                                                 break;
1744                                         case 2:
1745                                                 filename = _("a_med_j.txt", "a_med.txt");
1746                                                 break;
1747                                         default:
1748                                                 filename = _("a_high_j.txt", "a_high.txt");
1749                                 }
1750                                 break;
1751                         default:
1752                                 switch (power)
1753                                 {
1754                                         case 0:
1755                                                 filename = _("w_cursed_j.txt", "w_cursed.txt");
1756                                                 break;
1757                                         case 1:
1758                                                 filename = _("w_low_j.txt", "w_low.txt");
1759                                                 break;
1760                                         case 2:
1761                                                 filename = _("w_med_j.txt", "w_med.txt");
1762                                                 break;
1763                                         default:
1764                                                 filename = _("w_high_j.txt", "w_high.txt");
1765                                 }
1766                 }
1767
1768                 (void)get_rnd_line(filename, artifact_bias, return_name);
1769 #ifdef JP
1770                  if (return_name[0] == 0) get_table_name(return_name);
1771 #endif
1772         }
1773 }
1774
1775 /*!
1776  * @brief ランダムアーティファクト生成のメインルーチン
1777  * @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。
1778  * @param o_ptr 対象のオブジェクト構造体ポインタ
1779  * @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。
1780  * @return 常にTRUE(1)を返す
1781  */
1782 bool create_artifact(object_type *o_ptr, bool a_scroll)
1783 {
1784         char    new_name[1024];
1785         int     has_pval = 0;
1786         int     powers = randint1(5) + 1;
1787         int     max_powers;
1788         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1789         int     power_level;
1790         s32b    total_flags;
1791         bool    a_cursed = FALSE;
1792         int     warrior_artifact_bias = 0;
1793         int i;
1794
1795         /* Reset artifact bias */
1796         artifact_bias = 0;
1797
1798         /* Nuke enchantments */
1799         o_ptr->name1 = 0;
1800         o_ptr->name2 = 0;
1801
1802         for (i = 0; i < TR_FLAG_SIZE; i++)
1803                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1804
1805         if (o_ptr->pval) has_pval = TRUE;
1806
1807         if (a_scroll && one_in_(4))
1808         {
1809                 switch (p_ptr->pclass)
1810                 {
1811                         case CLASS_WARRIOR:
1812                         case CLASS_BERSERKER:
1813                         case CLASS_ARCHER:
1814                         case CLASS_SAMURAI:
1815                         case CLASS_CAVALRY:
1816                         case CLASS_SMITH:
1817                                 artifact_bias = BIAS_WARRIOR;
1818                                 break;
1819                         case CLASS_MAGE:
1820                         case CLASS_HIGH_MAGE:
1821                         case CLASS_SORCERER:
1822                         case CLASS_MAGIC_EATER:
1823                         case CLASS_BLUE_MAGE:
1824                                 artifact_bias = BIAS_MAGE;
1825                                 break;
1826                         case CLASS_PRIEST:
1827                                 artifact_bias = BIAS_PRIESTLY;
1828                                 break;
1829                         case CLASS_ROGUE:
1830                         case CLASS_NINJA:
1831                                 artifact_bias = BIAS_ROGUE;
1832                                 warrior_artifact_bias = 25;
1833                                 break;
1834                         case CLASS_RANGER:
1835                         case CLASS_SNIPER:
1836                                 artifact_bias = BIAS_RANGER;
1837                                 warrior_artifact_bias = 30;
1838                                 break;
1839                         case CLASS_PALADIN:
1840                                 artifact_bias = BIAS_PRIESTLY;
1841                                 warrior_artifact_bias = 40;
1842                                 break;
1843                         case CLASS_WARRIOR_MAGE:
1844                         case CLASS_RED_MAGE:
1845                                 artifact_bias = BIAS_MAGE;
1846                                 warrior_artifact_bias = 40;
1847                                 break;
1848                         case CLASS_CHAOS_WARRIOR:
1849                                 artifact_bias = BIAS_CHAOS;
1850                                 warrior_artifact_bias = 40;
1851                                 break;
1852                         case CLASS_MONK:
1853                         case CLASS_FORCETRAINER:
1854                                 artifact_bias = BIAS_PRIESTLY;
1855                                 break;
1856                         case CLASS_MINDCRAFTER:
1857                         case CLASS_BARD:
1858                                 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1859                                 break;
1860                         case CLASS_TOURIST:
1861                                 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1862                                 break;
1863                         case CLASS_IMITATOR:
1864                                 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1865                                 break;
1866                         case CLASS_BEASTMASTER:
1867                                 artifact_bias = BIAS_CHR;
1868                                 warrior_artifact_bias = 50;
1869                                 break;
1870                         case CLASS_MIRROR_MASTER:
1871                                 if (randint1(4) > 1) 
1872                                 {
1873                                     artifact_bias = BIAS_MAGE;
1874                                 }
1875                                 else
1876                                 {
1877                                     artifact_bias = BIAS_ROGUE;
1878                                 }
1879                                 break;
1880                 }
1881         }
1882
1883         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1884                 artifact_bias = BIAS_WARRIOR;
1885
1886         strcpy(new_name, "");
1887
1888         if (!a_scroll && one_in_(A_CURSED))
1889                 a_cursed = TRUE;
1890         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1891                 a_cursed = TRUE;
1892
1893         while (one_in_(powers) || one_in_(7) || one_in_(10))
1894                 powers++;
1895
1896         if (!a_cursed && one_in_(WEIRD_LUCK))
1897                 powers *= 2;
1898
1899         if (a_cursed) powers /= 2;
1900
1901         max_powers = powers;
1902         /* Main loop */
1903         while (powers--)
1904         {
1905                 switch (randint1(max_type))
1906                 {
1907                         case 1: case 2:
1908                                 random_plus(o_ptr);
1909                                 has_pval = TRUE;
1910                                 break;
1911                         case 3: case 4:
1912                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1913                                 {
1914                                         if (a_cursed && !one_in_(13)) break;
1915                                         if (one_in_(13))
1916                                         {
1917                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1918                                         }
1919                                         else
1920                                         {
1921                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1922                                         }
1923                                 }
1924                                 else
1925                                         random_resistance(o_ptr);
1926                                 break;
1927                         case 5:
1928                                 random_misc(o_ptr);
1929                                 break;
1930                         case 6: case 7:
1931                                 random_slay(o_ptr);
1932                                 break;
1933                         default:
1934                                 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1935                                 powers++;
1936                 }
1937         };
1938
1939         if (has_pval)
1940         {
1941 #if 0
1942                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1943
1944                 /* This one commented out by gw's request... */
1945                 if (!a_scroll)
1946                         add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1947 #endif
1948
1949                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1950                 {
1951                         o_ptr->pval = randint1(2);
1952                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1953                                 o_ptr->pval++;
1954                 }
1955                 else
1956                 {
1957                         do
1958                         {
1959                                 o_ptr->pval++;
1960                         }
1961                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1962                 }
1963
1964                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1965                         o_ptr->pval = 4;
1966         }
1967
1968
1969         /* give it some plusses... */
1970         if (object_is_armour(o_ptr))
1971                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1972         else if (object_is_weapon_ammo(o_ptr))
1973         {
1974                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1975                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1976                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1977         }
1978
1979         /* Just to be sure */
1980         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1981         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1982         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1983         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1984
1985         total_flags = flag_cost(o_ptr, o_ptr->pval);
1986
1987         if (a_cursed) curse_artifact(o_ptr);
1988
1989         if (!a_cursed &&
1990             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1991         {
1992                 o_ptr->xtra2 = 0;
1993                 give_activation_power(o_ptr);
1994         }
1995
1996         if (object_is_armour(o_ptr))
1997         {
1998                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1999                 {
2000                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
2001                         o_ptr->to_d -= (s16b)randint0(3);
2002                         o_ptr->to_h -= (s16b)randint0(3);
2003                 }
2004                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
2005                 {
2006                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
2007                         o_ptr->to_d -= (s16b)randint0(3);
2008                         o_ptr->to_h -= (s16b)randint0(3);
2009                 }
2010         }
2011
2012         if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
2013
2014         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
2015         {
2016                 o_ptr->to_h = 0;
2017                 o_ptr->to_d = 0;
2018                 remove_flag(o_ptr->art_flags, TR_BLOWS);
2019                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
2020                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
2021                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
2022                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
2023                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
2024                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
2025                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
2026                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
2027                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
2028                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
2029                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
2030                 remove_flag(o_ptr->art_flags, TR_VORPAL);
2031                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
2032                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
2033                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
2034                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
2035                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
2036         }
2037
2038         if (!object_is_weapon_ammo(o_ptr))
2039         {
2040                 /* For armors */
2041                 if (a_cursed) power_level = 0;
2042                 else if (total_flags < 15000) power_level = 1;
2043                 else if (total_flags < 35000) power_level = 2;
2044                 else power_level = 3;
2045         }
2046
2047         else
2048         {
2049                 /* For weapons */
2050                 if (a_cursed) power_level = 0;
2051                 else if (total_flags < 20000) power_level = 1;
2052                 else if (total_flags < 45000) power_level = 2;
2053                 else power_level = 3;
2054         }
2055
2056         /* 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 */
2057         if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
2058         {
2059                 msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
2060                 do
2061                 {
2062                         if (weakening_artifact(o_ptr) == 0) break;
2063                 } while (suppression_evil_dam(o_ptr));
2064         }
2065
2066         if (a_scroll)
2067         {
2068                 char dummy_name[80] = "";
2069                 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? ");
2070
2071                 /* Identify it fully */
2072                 object_aware(o_ptr);
2073                 object_known(o_ptr);
2074
2075                 /* Mark the item as fully known */
2076                 o_ptr->ident |= (IDENT_MENTAL);
2077
2078                 /* For being treated as random artifact in screen_object() */
2079                 o_ptr->art_name = quark_add("");
2080
2081                 (void)screen_object(o_ptr, 0L);
2082
2083                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2084                     || !dummy_name[0])
2085                 {
2086                         /* Cancelled */
2087                         if (one_in_(2))
2088                         {
2089                                 get_table_sindarin_aux(dummy_name);
2090                         }
2091                         else
2092                         {
2093                                 get_table_name_aux(dummy_name);
2094                         }
2095                 }
2096                 sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
2097                 chg_virtue(V_INDIVIDUALISM, 2);
2098                 chg_virtue(V_ENCHANT, 5);
2099         }
2100         else
2101         {
2102                 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2103         }
2104
2105         /* Save the inscription */
2106         o_ptr->art_name = quark_add(new_name);
2107
2108         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」",
2109                 "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[artifact_bias]);
2110
2111         /* Window stuff */
2112         p_ptr->window |= (PW_INVEN | PW_EQUIP);
2113
2114         return TRUE;
2115 }
2116
2117 /*!
2118  * @brief オブジェクトから能力発動IDを取得する。
2119  * @details いくつかのケースで定義されている発動効果から、
2120  * 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。
2121  * @param o_ptr 対象のオブジェクト構造体ポインタ
2122  * @return 発動効果のIDを返す
2123  */
2124 int activation_index(object_type *o_ptr)
2125 {
2126         /* Give priority to weaponsmith's essential activations */
2127         if (object_is_smith(o_ptr))
2128         {
2129                 switch (o_ptr->xtra3 - 1)
2130                 {
2131                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2132                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2133                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2134                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2135                 case TR_IMPACT: return ACT_QUAKE;
2136                 }
2137         }
2138
2139         if (object_is_fixed_artifact(o_ptr))
2140         {
2141                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2142                 {
2143                         return a_info[o_ptr->name1].act_idx;
2144                 }
2145         }
2146         if (object_is_ego(o_ptr))
2147         {
2148                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2149                 {
2150                         return e_info[o_ptr->name2].act_idx;
2151                 }
2152         }
2153         if (!object_is_random_artifact(o_ptr))
2154         {
2155                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2156                 {
2157                         return k_info[o_ptr->k_idx].act_idx;
2158                 }
2159         }
2160
2161         return o_ptr->xtra2;
2162 }
2163
2164 /*!
2165  * @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。
2166  * @details activation_index() 関数の結果から参照する。
2167  * @param o_ptr 対象のオブジェクト構造体ポインタ
2168  * @return 発動効果構造体のポインタを返す
2169  */
2170 const activation_type* find_activation_info(object_type *o_ptr)
2171 {
2172         const int index = activation_index(o_ptr);
2173         const activation_type* p;
2174
2175         for (p = activation_info; p->flag != NULL; ++ p) {
2176                 if (p->index == index)
2177                 {
2178                         return p;
2179                 }
2180         }
2181
2182         return NULL;
2183 }
2184
2185 /*!
2186  * @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
2187  * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
2188  * @param o_ptr 対象のオブジェクト構造体ポインタ
2189  * @return 発動実行の是非を返す。
2190  */
2191 static bool activate_dragon_breath(object_type *o_ptr)
2192 {
2193         u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2194         int type[20];
2195         cptr name[20];
2196         int i, dir, t, n = 0;
2197
2198         if (!get_aim_dir(&dir)) return FALSE;
2199
2200         object_flags(o_ptr, flgs);
2201
2202         for (i = 0; dragonbreath_info[i].flag != 0; i++)
2203         {
2204                 if (have_flag(flgs, dragonbreath_info[i].flag))
2205                 {
2206                         type[n] = dragonbreath_info[i].type;
2207                         name[n] = dragonbreath_info[i].name;
2208                         n++;
2209                 }
2210         }
2211
2212         /* Paranoia */
2213         if (n == 0) return FALSE;
2214
2215         /* Stop speaking */
2216         if (music_singing_any()) stop_singing();
2217         if (hex_spelling_any()) stop_hex_spell_all();
2218
2219         t = randint0(n);
2220         msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
2221         fire_ball(type[t], dir, 250, -4);
2222
2223         return TRUE;
2224 }
2225
2226 /*!
2227  * @brief アイテムの発動効果を処理する。
2228  * @details activate_random_artifact()とされているが、実際は全発動が統合された。
2229  * @todo 折を見て関数名を修正すること。
2230  * @param o_ptr 対象のオブジェクト構造体ポインタ
2231  * @return 発動実行の是非を返す。
2232  */
2233 bool activate_random_artifact(object_type *o_ptr)
2234 {
2235         int plev = p_ptr->lev;
2236         int k, dir, dummy = 0;
2237         cptr name = k_name + k_info[o_ptr->k_idx].name;
2238         const activation_type* const act_ptr = find_activation_info(o_ptr);
2239
2240         /* Paranoia */
2241         if (!act_ptr) {
2242                 /* Maybe forgot adding information to activation_info table ? */
2243                 msg_print("Activation information is not found.");
2244                 return FALSE;
2245         }
2246
2247         /* Activate for attack */
2248         switch (act_ptr->index)
2249         {
2250                 case ACT_SUNLIGHT:
2251                 {
2252                         if (!get_aim_dir(&dir)) return FALSE;
2253                         msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
2254                         (void)lite_line(dir, damroll(6, 8));
2255                         break;
2256                 }
2257
2258                 case ACT_BO_MISS_1:
2259                 {
2260                         msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
2261                         if (!get_aim_dir(&dir)) return FALSE;
2262                         fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2263                         break;
2264                 }
2265
2266                 case ACT_BA_POIS_1:
2267                 {
2268                         msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
2269                         if (!get_aim_dir(&dir)) return FALSE;
2270                         fire_ball(GF_POIS, dir, 12, 3);
2271                         break;
2272                 }
2273
2274                 case ACT_BO_ELEC_1:
2275                 {
2276                         msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
2277                         if (!get_aim_dir(&dir)) return FALSE;
2278                         fire_bolt(GF_ELEC, dir, damroll(4, 8));
2279                         break;
2280                 }
2281
2282                 case ACT_BO_ACID_1:
2283                 {
2284                         msg_print(_("それは酸に覆われた...","It is covered in acid..."));
2285                         if (!get_aim_dir(&dir)) return FALSE;
2286                         fire_bolt(GF_ACID, dir, damroll(5, 8));
2287                         break;
2288                 }
2289
2290                 case ACT_BO_COLD_1:
2291                 {
2292                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2293                         if (!get_aim_dir(&dir)) return FALSE;
2294                         fire_bolt(GF_COLD, dir, damroll(6, 8));
2295                         break;
2296                 }
2297
2298                 case ACT_BO_FIRE_1:
2299                 {
2300                         msg_print(_("それは炎に覆われた...","It is covered in fire..."));
2301                         if (!get_aim_dir(&dir)) return FALSE;
2302                         fire_bolt(GF_FIRE, dir, damroll(9, 8));
2303                         break;
2304                 }
2305
2306                 case ACT_BA_COLD_1:
2307                 {
2308                         msg_print(_("それは霜に覆われた...","It is covered in frost..."));
2309                         if (!get_aim_dir(&dir)) return FALSE;
2310                         fire_ball(GF_COLD, dir, 48, 2);
2311                         break;
2312                 }
2313                 
2314                 case ACT_BA_COLD_2:
2315                 {
2316                         msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
2317                         if (!get_aim_dir(&dir)) return FALSE;
2318                         fire_ball(GF_COLD, dir, 100, 2);
2319                         break;
2320                 }
2321                 
2322                 case ACT_BA_COLD_3:
2323                 {
2324                         msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
2325                         if (!get_aim_dir(&dir)) return FALSE;
2326                         fire_ball(GF_COLD, dir, 400, 3);
2327                         break;
2328                 }
2329
2330                 case ACT_BA_FIRE_1:
2331                 {
2332                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2333                         if (!get_aim_dir(&dir)) return FALSE;
2334                         fire_ball(GF_FIRE, dir, 72, 2);
2335                         break;
2336                 }
2337                 
2338                 case ACT_BA_FIRE_2:
2339                 {
2340                         msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
2341                         if (!get_aim_dir(&dir)) return FALSE;
2342                         fire_ball(GF_FIRE, dir, 120, 3);
2343                         break;
2344                 }
2345                 
2346                 case ACT_BA_FIRE_3:
2347                 {
2348                         msg_print(_("深赤色に輝いている...", "It glows deep red..."));
2349                         if (!get_aim_dir(&dir)) return FALSE;
2350                         fire_ball(GF_FIRE, dir, 300, 3);
2351                         break;
2352                 }
2353                 
2354                 case ACT_BA_FIRE_4:
2355                 {
2356                         msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
2357                         if (!get_aim_dir(&dir)) return FALSE;
2358                         fire_ball(GF_FIRE, dir, 100, 2);
2359                         break;
2360                 }
2361                 
2362                 case ACT_BA_ELEC_2:
2363                 {
2364                         msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
2365                         if (!get_aim_dir(&dir)) return FALSE;
2366                         fire_ball(GF_ELEC, dir, 100, 3);
2367                         break;
2368                 }
2369                 
2370                 case ACT_BA_ELEC_3:
2371                 {
2372                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2373                         if (!get_aim_dir(&dir)) return FALSE;
2374                         fire_ball(GF_ELEC, dir, 500, 3);
2375                         break;
2376                 }
2377                 
2378                 case ACT_BA_ACID_1:
2379                 {
2380                         msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
2381                         if (!get_aim_dir(&dir)) return FALSE;
2382                         fire_ball(GF_ACID, dir, 100, 2);
2383                         break;
2384                 }
2385                 
2386                 case ACT_BA_NUKE_1:
2387                 {
2388                         msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
2389                         if (!get_aim_dir(&dir)) return FALSE;
2390                         fire_ball(GF_NUKE, dir, 100, 2);
2391                         break;
2392                 }
2393                 
2394                 case ACT_DRAIN_1:
2395                 {
2396                         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);
2397                         if (!get_aim_dir(&dir)) return FALSE;
2398                         if (drain_life(dir, 100))
2399                         break;
2400                 }
2401
2402                 case ACT_DRAIN_2:
2403                 {
2404                         msg_print(_("黒く輝いている...", "It glows black..."));
2405                         if (!get_aim_dir(&dir)) return FALSE;
2406                         drain_life(dir, 120);
2407                         break;
2408                 }
2409
2410                 case ACT_VAMPIRE_1:
2411                 {
2412                         if (!get_aim_dir(&dir)) return FALSE;
2413                         for (dummy = 0; dummy < 3; dummy++)
2414                         {
2415                                 if (drain_life(dir, 50))
2416                                 hp_player(50);
2417                         }
2418                         break;
2419                 }
2420
2421                 case ACT_BO_MISS_2:
2422                 {
2423                         msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
2424                         if (!get_aim_dir(&dir)) return FALSE;
2425                         fire_bolt(GF_ARROW, dir, 150);
2426                         break;
2427                 }
2428
2429                 case ACT_WHIRLWIND:
2430                 {
2431                         {
2432                                 int y = 0, x = 0;
2433                                 cave_type       *c_ptr;
2434                                 monster_type    *m_ptr;
2435
2436                                 for (dir = 0; dir <= 9; dir++)
2437                                 {
2438                                         y = p_ptr->y + ddy[dir];
2439                                         x = p_ptr->x + ddx[dir];
2440                                         c_ptr = &cave[y][x];
2441
2442                                         /* Get the monster */
2443                                         m_ptr = &m_list[c_ptr->m_idx];
2444
2445                                         /* Hack -- attack monsters */
2446                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2447                                                 py_attack(y, x, 0);
2448                                 }
2449                         }
2450                         break;
2451                 }
2452
2453                 case ACT_VAMPIRE_2:
2454                 {
2455                         if (!get_aim_dir(&dir)) return FALSE;
2456                         for (dummy = 0; dummy < 3; dummy++)
2457                         {
2458                                 if (drain_life(dir, 100))
2459                                 hp_player(100);
2460                         }
2461                         break;
2462                 }
2463
2464
2465                 case ACT_CALL_CHAOS:
2466                 {
2467                         msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
2468                         call_chaos();
2469                         break;
2470                 }
2471
2472                 case ACT_ROCKET:
2473                 {
2474                         if (!get_aim_dir(&dir)) return FALSE;
2475                         msg_print(_("ロケットを発射した!", "You launch a rocket!"));
2476                         fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2477                         break;
2478                 }
2479
2480                 case ACT_DISP_EVIL:
2481                 {
2482                         msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
2483                         dispel_evil(p_ptr->lev * 5);
2484                         break;
2485                 }
2486
2487                 case ACT_BA_MISS_3:
2488                 {
2489                         if (!get_aim_dir(&dir)) return FALSE;
2490                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2491                         fire_ball(GF_MISSILE, dir, 300, -4);
2492                         break;
2493                 }
2494
2495                 case ACT_DISP_GOOD:
2496                 {
2497                         msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
2498                         dispel_good(p_ptr->lev * 5);
2499                         break;
2500                 }
2501
2502                 case ACT_BO_MANA:
2503                 {
2504                         msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
2505                         if (!get_aim_dir(&dir)) return FALSE;
2506                         fire_bolt(GF_ARROW, dir, 150);
2507                         break;
2508                 }
2509
2510                 case ACT_BA_WATER:
2511                 {
2512                         msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
2513                         if (!get_aim_dir(&dir)) return FALSE;
2514                         fire_ball(GF_WATER, dir, 200, 3);
2515                         break;
2516                 }
2517
2518                 case ACT_BA_DARK:
2519                 {
2520                         msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
2521                         if (!get_aim_dir(&dir)) return FALSE;
2522                         fire_ball(GF_DARK, dir, 250, 4);
2523                         break;
2524                 }
2525
2526                 case ACT_BA_MANA:
2527                 {
2528                         msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
2529                         if (!get_aim_dir(&dir)) return FALSE;
2530                         fire_ball(GF_MANA, dir, 250, 4);
2531                         break;
2532                 }
2533
2534                 case ACT_PESTICIDE:
2535                 {
2536                         msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
2537                         (void)dispel_monsters(4);
2538                         break;
2539                 }
2540
2541                 case ACT_BLINDING_LIGHT:
2542                 {
2543                         msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
2544                         fire_ball(GF_LITE, 0, 300, 6);
2545                         confuse_monsters(3 * p_ptr->lev / 2);
2546                         break;
2547                 }
2548
2549                 case ACT_BIZARRE:
2550                 {
2551                         msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
2552                         if (!get_aim_dir(&dir)) return FALSE;
2553                         ring_of_power(dir);
2554                         break;
2555                 }
2556
2557                 case ACT_CAST_BA_STAR:
2558                 {
2559                         HIT_POINT num = damroll(5, 3);
2560                         POSITION y = 0, x = 0;
2561                         int attempts;
2562                         msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
2563                         for (k = 0; k < num; k++)
2564                         {
2565                                 attempts = 1000;
2566
2567                                 while (attempts--)
2568                                 {
2569                                         scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
2570
2571                                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2572
2573                                         if (!player_bold(y, x)) break;
2574                                 }
2575
2576                                 project(0, 3, y, x, 150, GF_ELEC,
2577                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2578                         }
2579
2580                         break;
2581                 }
2582
2583                 case ACT_BLADETURNER:
2584                 {
2585                         if (!get_aim_dir(&dir)) return FALSE;
2586                         msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
2587                         fire_ball(GF_MISSILE, dir, 300, -4);
2588                         msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
2589                         (void)set_afraid(0);
2590                         (void)set_hero(randint1(50) + 50, FALSE);
2591                         (void)hp_player(10);
2592                         (void)set_blessed(randint1(50) + 50, FALSE);
2593                         (void)set_oppose_acid(randint1(50) + 50, FALSE);
2594                         (void)set_oppose_elec(randint1(50) + 50, FALSE);
2595                         (void)set_oppose_fire(randint1(50) + 50, FALSE);
2596                         (void)set_oppose_cold(randint1(50) + 50, FALSE);
2597                         (void)set_oppose_pois(randint1(50) + 50, FALSE);
2598                         break;
2599                 }
2600
2601                 case ACT_BR_FIRE:
2602                 {
2603                         if (!get_aim_dir(&dir)) return FALSE;
2604                         fire_ball(GF_FIRE, dir, 200, -2);
2605                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2606                         {
2607                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2608                         }
2609                         break;
2610                 }
2611                 case ACT_BR_COLD:
2612                 {
2613                         if (!get_aim_dir(&dir)) return FALSE;
2614                         fire_ball(GF_COLD, dir, 200, -2);
2615                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2616                         {
2617                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2618                         }
2619                         break;
2620                 }
2621                 case ACT_BR_DRAGON:
2622                 {
2623                         if (!activate_dragon_breath(o_ptr)) return FALSE;
2624                         break;
2625                 }
2626
2627                 /* Activate for other offensive action */
2628
2629                 case ACT_CONFUSE:
2630                 {
2631                         msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
2632                         if (!get_aim_dir(&dir)) return FALSE;
2633                         confuse_monster(dir, 20);
2634                         break;
2635                 }
2636
2637                 case ACT_SLEEP:
2638                 {
2639                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2640                         sleep_monsters_touch();
2641                         break;
2642                 }
2643
2644                 case ACT_QUAKE:
2645                 {
2646                         earthquake(p_ptr->y, p_ptr->x, 5);
2647                         break;
2648                 }
2649
2650                 case ACT_TERROR:
2651                 {
2652                         turn_monsters(40 + p_ptr->lev);
2653                         break;
2654                 }
2655
2656                 case ACT_TELE_AWAY:
2657                 {
2658                         if (!get_aim_dir(&dir)) return FALSE;
2659                         (void)fire_beam(GF_AWAY_ALL, dir, plev);
2660                         break;
2661                 }
2662
2663                 case ACT_BANISH_EVIL:
2664                 {
2665                         if (banish_evil(100))
2666                         {
2667                                 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!"));
2668                         }
2669                         break;
2670                 }
2671
2672                 case ACT_GENOCIDE:
2673                 {
2674                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2675                         (void)symbol_genocide(200, TRUE);
2676                         break;
2677                 }
2678
2679                 case ACT_MASS_GENO:
2680                 {
2681                         msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
2682                         (void)mass_genocide(200, TRUE);
2683                         break;
2684                 }
2685
2686                 case ACT_SCARE_AREA:
2687                 {
2688                         if (music_singing_any()) stop_singing();
2689                         if (hex_spelling_any()) stop_hex_spell_all();
2690                         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!",
2691                                         "You wind a mighty blast; your enemies tremble!"));
2692                         (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2693                         break;
2694                 }
2695
2696                 case ACT_AGGRAVATE:
2697                 {
2698                         if (o_ptr->name1 == ART_HYOUSIGI)
2699                         {
2700                                 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
2701                         }
2702                         else
2703                         {
2704                                 msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
2705                         }
2706                         aggravate_monsters(0);
2707                         break;
2708                 }
2709
2710                 /* Activate for summoning / charming */
2711
2712                 case ACT_CHARM_ANIMAL:
2713                 {
2714                         if (!get_aim_dir(&dir)) return FALSE;
2715                         (void)charm_animal(dir, plev * 2);
2716                         break;
2717                 }
2718
2719                 case ACT_CHARM_UNDEAD:
2720                 {
2721                         if (!get_aim_dir(&dir)) return FALSE;
2722                         (void)control_one_undead(dir, plev * 2);
2723                         break;
2724                 }
2725
2726                 case ACT_CHARM_OTHER:
2727                 {
2728                         if (!get_aim_dir(&dir)) return FALSE;
2729                         (void)charm_monster(dir, plev * 2);
2730                         break;
2731                 }
2732
2733                 case ACT_CHARM_ANIMALS:
2734                 {
2735                         (void)charm_animals(plev * 2);
2736                         break;
2737                 }
2738
2739                 case ACT_CHARM_OTHERS:
2740                 {
2741                         charm_monsters(plev * 2);
2742                         break;
2743                 }
2744
2745                 case ACT_SUMMON_ANIMAL:
2746                 {
2747                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2748                         break;
2749                 }
2750
2751                 case ACT_SUMMON_PHANTOM:
2752                 {
2753                         msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
2754                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2755                         break;
2756                 }
2757
2758                 case ACT_SUMMON_ELEMENTAL:
2759                 {
2760                         bool pet = one_in_(3);
2761                         u32b mode = 0L;
2762
2763                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2764                         if (pet) mode |= PM_FORCE_PET;
2765                         else mode |= PM_NO_PET;
2766
2767                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2768                         {
2769                                 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
2770                                 if (pet)
2771                                         msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
2772                                 else
2773                                         msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
2774                         }
2775
2776                         break;
2777                 }
2778
2779                 case ACT_SUMMON_DEMON:
2780                 {
2781                         bool pet = one_in_(3);
2782                         u32b mode = 0L;
2783
2784                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2785                         if (pet) mode |= PM_FORCE_PET;
2786                         else mode |= PM_NO_PET;
2787
2788                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
2789                         {
2790                                 msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
2791                                 if (pet)
2792                                         msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
2793                                 else
2794                                         msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2795                         }
2796
2797                         break;
2798                 }
2799
2800                 case ACT_SUMMON_UNDEAD:
2801                 {
2802                         bool pet = one_in_(3);
2803                         int type;
2804                         u32b mode = 0L;
2805
2806                         type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2807
2808                         if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2809                         if (pet) mode |= PM_FORCE_PET;
2810                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2811
2812                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
2813                         {
2814                                 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...",
2815                                                 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2816                                 if (pet)
2817                                 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!",
2818                                                 "Ancient, long-dead forms arise from the ground to serve you!"));
2819                                 else
2820                                 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
2821                                                 "'The dead arise... to punish you for disturbing them!'"));
2822                         }
2823
2824                         break;
2825                 }
2826
2827                 case ACT_SUMMON_HOUND:
2828                 {
2829                         u32b mode = PM_ALLOW_GROUP;
2830                         bool pet = !one_in_(5);
2831                         if (pet) mode |= PM_FORCE_PET;
2832                         else mode |= PM_NO_PET;
2833
2834                         if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2835                         {
2836
2837                                 if (pet)
2838                                         msg_print(_("ハウンドがあなたの下僕として出現した。",
2839                                                 "A group of hounds appear as your servant."));
2840                                 else
2841                                         msg_print(_("ハウンドはあなたに牙を向けている!",
2842                                                 "A group of hounds appear as your enemy!"));
2843                         }
2844
2845                         break;
2846                 }
2847
2848                 case ACT_SUMMON_DAWN:
2849                 {
2850                         msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
2851                         (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2852                         break;
2853                 }
2854
2855                 case ACT_SUMMON_OCTOPUS:
2856                 {
2857                         u32b mode = PM_ALLOW_GROUP;
2858                         bool pet = !one_in_(5);
2859                         if (pet) mode |= PM_FORCE_PET;
2860
2861                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
2862                         {
2863                                 if (pet)
2864                                         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."));
2865                                 else
2866                                         msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
2867                         }
2868
2869                         break;
2870                 }
2871
2872                 /* Activate for healing */
2873
2874                 case ACT_CHOIR_SINGS:
2875                 {
2876                         msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
2877                         (void)set_poisoned(0);
2878                         (void)set_cut(0);
2879                         (void)set_stun(0);
2880                         (void)set_confused(0);
2881                         (void)set_blind(0);
2882                         (void)set_afraid(0);
2883                         (void)set_hero(randint1(25) + 25, FALSE);
2884                         (void)hp_player(777);
2885                         break;
2886                 }
2887
2888                 case ACT_CURE_LW:
2889                 {
2890                         (void)set_afraid(0);
2891                         (void)hp_player(30);
2892                         break;
2893                 }
2894
2895                 case ACT_CURE_MW:
2896                 {
2897                         msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
2898                         hp_player(damroll(4, 8));
2899                         (void)set_cut((p_ptr->cut / 2) - 50);
2900                         break;
2901                 }
2902
2903                 case ACT_CURE_POISON:
2904                 {
2905                         msg_print(_("深青色に輝いている...", "It glows deep blue..."));
2906                         (void)set_afraid(0);
2907                         (void)set_poisoned(0);
2908                         break;
2909                 }
2910
2911                 case ACT_REST_EXP:
2912                 {
2913                         msg_print(_("深紅に輝いている...", "It glows a deep red..."));
2914                         restore_level();
2915                         break;
2916                 }
2917
2918                 case ACT_REST_ALL:
2919                 {
2920                         msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
2921                         (void)do_res_stat(A_STR);
2922                         (void)do_res_stat(A_INT);
2923                         (void)do_res_stat(A_WIS);
2924                         (void)do_res_stat(A_DEX);
2925                         (void)do_res_stat(A_CON);
2926                         (void)do_res_stat(A_CHR);
2927                         (void)restore_level();
2928                         break;
2929                 }
2930
2931                 case ACT_CURE_700:
2932                 {
2933                         msg_print(_("深青色に輝いている...","It glows deep blue..."));
2934                         msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
2935                         (void)hp_player(700);
2936                         (void)set_cut(0);
2937                         break;
2938                 }
2939
2940                 case ACT_CURE_1000:
2941                 {
2942                         msg_print(_("白く明るく輝いている...","It glows a bright white..."));
2943                         msg_print(_("ひじょうに気分がよい...","You feel much better..."));
2944                         (void)hp_player(1000);
2945                         (void)set_cut(0);
2946                         break;
2947                 }
2948
2949                 case ACT_CURING:
2950                 {
2951                         msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
2952                         (void)set_poisoned(0);
2953                         (void)set_confused(0);
2954                         (void)set_blind(0);
2955                         (void)set_stun(0);
2956                         (void)set_cut(0);
2957                         (void)set_image(0);
2958
2959                         break;
2960                 }
2961
2962                 case ACT_CURE_MANA_FULL:
2963                 {
2964                         msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
2965                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2966                         {
2967                                 int i;
2968                                 for (i = 0; i < EATER_EXT*2; i++)
2969                                 {
2970                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2971                                         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;
2972                                 }
2973                                 for (; i < EATER_EXT*3; i++)
2974                                 {
2975                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2976                                         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;
2977                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2978                                 }
2979                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2980                                 p_ptr->window |= (PW_PLAYER);
2981                         }
2982                         else if (p_ptr->csp < p_ptr->msp)
2983                         {
2984                                 p_ptr->csp = p_ptr->msp;
2985                                 p_ptr->csp_frac = 0;
2986                                 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
2987                                 p_ptr->redraw |= (PR_MANA);
2988                                 p_ptr->window |= (PW_PLAYER);
2989                                 p_ptr->window |= (PW_SPELL);
2990                         }
2991                         break;
2992                 }
2993
2994                 /* Activate for timed effect */
2995
2996                 case ACT_ESP:
2997                 {
2998                         (void)set_tim_esp(randint1(30) + 25, FALSE);
2999                         break;
3000                 }
3001
3002                 case ACT_BERSERK:
3003                 {
3004                         (void)set_afraid(0);
3005                         (void)set_shero(randint1(25) + 25, FALSE);
3006                         /* (void)set_afraid(0);
3007                         (void)set_hero(randint1(50) + 50, FALSE);
3008                         (void)set_blessed(randint1(50) + 50, FALSE);
3009                         o_ptr->timeout = 100 + randint1(100); */
3010                         break;
3011                 }
3012
3013                 case ACT_PROT_EVIL:
3014                 {
3015                         msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
3016                         k = 3 * p_ptr->lev;
3017                         (void)set_protevil(randint1(25) + k, FALSE);
3018                         break;
3019                 }
3020
3021                 case ACT_RESIST_ALL:
3022                 {
3023                         msg_print(_("様々な色に輝いている...", "It glows many colours..."));
3024                         (void)set_oppose_acid(randint1(40) + 40, FALSE);
3025                         (void)set_oppose_elec(randint1(40) + 40, FALSE);
3026                         (void)set_oppose_fire(randint1(40) + 40, FALSE);
3027                         (void)set_oppose_cold(randint1(40) + 40, FALSE);
3028                         (void)set_oppose_pois(randint1(40) + 40, FALSE);
3029                         break;
3030                 }
3031
3032                 case ACT_SPEED:
3033                 {
3034                         msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
3035                         (void)set_fast(randint1(20) + 20, FALSE);
3036                         break;
3037                 }
3038
3039                 case ACT_XTRA_SPEED:
3040                 {
3041                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3042                         (void)set_fast(randint1(75) + 75, FALSE);
3043                         break;
3044                 }
3045
3046                 case ACT_WRAITH:
3047                 {
3048                         set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3049                         break;
3050                 }
3051
3052                 case ACT_INVULN:
3053                 {
3054                         (void)set_invuln(randint1(8) + 8, FALSE);
3055                         break;
3056                 }
3057
3058                 case ACT_HELO:
3059                 {
3060                         (void)set_afraid(0);
3061                         set_hero(randint1(25)+25, FALSE);
3062                         hp_player(10);
3063                         break;
3064                 }
3065
3066                 case ACT_HELO_SPEED:
3067                 {
3068                         (void)set_fast(randint1(50) + 50, FALSE);
3069                         hp_player(10);
3070                         set_afraid(0);
3071                         set_hero(randint1(50) + 50, FALSE);
3072                         break;
3073                 }
3074
3075                 case ACT_RESIST_ACID:
3076                 {
3077                         msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
3078                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3079                         {
3080                                 if (!get_aim_dir(&dir)) return FALSE;
3081                                 fire_ball(GF_ACID, dir, 100, 2);
3082                         }
3083                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
3084                         break;
3085                 }
3086
3087                 case ACT_RESIST_FIRE:
3088                 {
3089                         msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
3090                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3091                         {
3092                                 if (!get_aim_dir(&dir)) return FALSE;
3093                                 fire_ball(GF_FIRE, dir, 100, 2);
3094                         }
3095                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
3096                         break;
3097                 }
3098
3099                 case ACT_RESIST_COLD:
3100                 {
3101                         msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
3102                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3103                         {
3104                                 if (!get_aim_dir(&dir)) return FALSE;
3105                                 fire_ball(GF_COLD, dir, 100, 2);
3106                         }
3107                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
3108                         break;
3109                 }
3110
3111                 case ACT_RESIST_ELEC:
3112                 {
3113                         msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
3114                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3115                         {
3116                                 if (!get_aim_dir(&dir)) return FALSE;
3117                                 fire_ball(GF_ELEC, dir, 100, 2);
3118                         }
3119                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
3120                         break;
3121                 }
3122
3123                 case ACT_RESIST_POIS:
3124                 {
3125                         msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
3126                         (void)set_oppose_pois(randint1(20) + 20, FALSE);
3127                         break;
3128                 }
3129
3130                 /* Activate for general purpose effect (detection etc.) */
3131
3132                 case ACT_LIGHT:
3133                 {
3134                         msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
3135                         lite_area(damroll(2, 15), 3);
3136                         break;
3137                 }
3138
3139                 case ACT_MAP_LIGHT:
3140                 {
3141                         msg_print(_("眩しく輝いた...", "It shines brightly..."));
3142                         map_area(DETECT_RAD_MAP);
3143                         lite_area(damroll(2, 15), 3);
3144                         break;
3145                 }
3146
3147                 case ACT_DETECT_ALL:
3148                 {
3149                         msg_print(_("白く明るく輝いている...", "It glows bright white..."));
3150                         msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
3151                         detect_all(DETECT_RAD_DEFAULT);
3152                         break;
3153                 }
3154
3155                 case ACT_DETECT_XTRA:
3156                 {
3157                         msg_print(_("明るく輝いている...", "It glows brightly..."));
3158                         detect_all(DETECT_RAD_DEFAULT);
3159                         probing();
3160                         identify_fully(FALSE);
3161                         break;
3162                 }
3163
3164                 case ACT_ID_FULL:
3165                 {
3166                         msg_print(_("黄色く輝いている...", "It glows yellow..."));
3167                         identify_fully(FALSE);
3168                         break;
3169                 }
3170
3171                 case ACT_ID_PLAIN:
3172                 {
3173                         if (!ident_spell(FALSE)) return FALSE;
3174                         break;
3175                 }
3176
3177                 case ACT_RUNE_EXPLO:
3178                 {
3179                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3180                         explosive_rune();
3181                         break;
3182                 }
3183
3184                 case ACT_RUNE_PROT:
3185                 {
3186                         msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
3187                         warding_glyph();
3188                         break;
3189                 }
3190
3191                 case ACT_SATIATE:
3192                 {
3193                         (void)set_food(PY_FOOD_MAX - 1);
3194                         break;
3195                 }
3196
3197                 case ACT_DEST_DOOR:
3198                 {
3199                         msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
3200                         destroy_doors_touch();
3201                         break;
3202                 }
3203
3204                 case ACT_STONE_MUD:
3205                 {
3206                         msg_print(_("鼓動している...", "It pulsates..."));
3207                         if (!get_aim_dir(&dir)) return FALSE;
3208                         wall_to_mud(dir, 20 + randint1(30));
3209                         break;
3210                 }
3211
3212                 case ACT_RECHARGE:
3213                 {
3214                         recharge(130);
3215                         break;
3216                 }
3217
3218                 case ACT_ALCHEMY:
3219                 {
3220                         msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
3221                         (void)alchemy();
3222                         break;
3223                 }
3224
3225                 case ACT_DIM_DOOR:
3226                 {
3227                         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."));
3228                         if (!dimension_door()) return FALSE;
3229                         break;
3230                 }
3231
3232
3233                 case ACT_TELEPORT:
3234                 {
3235                         msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
3236                         teleport_player(100, 0L);
3237                         break;
3238                 }
3239
3240                 case ACT_RECALL:
3241                 {
3242                         msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
3243                         if (!word_of_recall()) return FALSE;
3244                         break;
3245                 }
3246
3247                 case ACT_JUDGE:
3248                 {
3249                         msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
3250                         chg_virtue(V_KNOWLEDGE, 1);
3251                         chg_virtue(V_ENLIGHTEN, 1);
3252                         wiz_lite(FALSE);
3253                         
3254                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3255                         take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
3256                         
3257                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3258                         (void)detect_doors(DETECT_RAD_DEFAULT);
3259                         (void)detect_stairs(DETECT_RAD_DEFAULT);
3260                         
3261                         if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
3262                         {
3263                                 (void)word_of_recall();
3264                         }
3265
3266                         break;
3267                 }
3268
3269                 case ACT_TELEKINESIS:
3270                 {
3271                         if (!get_aim_dir(&dir)) return FALSE;
3272                         msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
3273                         fetch(dir, 500, TRUE);
3274                         break;
3275                 }
3276
3277                 case ACT_DETECT_UNIQUE:
3278                 {
3279                         int i;
3280                         monster_type *m_ptr;
3281                         monster_race *r_ptr;
3282                         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 ..."));
3283                         /* Process the monsters (backwards) */
3284                         for (i = m_max - 1; i >= 1; i--)
3285                         {
3286                                 /* Access the monster */
3287                                 m_ptr = &m_list[i];
3288
3289                                 /* Ignore "dead" monsters */
3290                                 if (!m_ptr->r_idx) continue;
3291
3292                                 r_ptr = &r_info[m_ptr->r_idx];
3293
3294                                 if(r_ptr->flags1 & RF1_UNIQUE)
3295                                 {
3296                                         msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
3297                                 }
3298                         }
3299                         break;
3300                 }
3301
3302                 case ACT_ESCAPE:
3303                 {
3304                         switch (randint1(13))
3305                         {
3306                         case 1: case 2: case 3: case 4: case 5:
3307                                 teleport_player(10, 0L);
3308                                 break;
3309                         case 6: case 7: case 8: case 9: case 10:
3310                                 teleport_player(222, 0L);
3311                                 break;
3312                         case 11: case 12:
3313                                 (void)stair_creation();
3314                                 break;
3315                         default:
3316                                 if (get_check(_("この階を去りますか?", "Leave this level? ")))
3317                                 {
3318                                         if (autosave_l) do_cmd_save_game(TRUE);
3319
3320                                         /* Leaving */
3321                                         p_ptr->leaving = TRUE;
3322                                 }
3323                         }
3324                         break;
3325                 }
3326
3327                 case ACT_DISP_CURSE_XTRA:
3328                 {
3329                         msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
3330                         if (remove_all_curse())
3331                         {
3332                                 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."));
3333                         }
3334                         (void)probing();
3335                         break;
3336                 }
3337
3338                 case ACT_BRAND_FIRE_BOLTS:
3339                 {
3340                         msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
3341                         (void)brand_bolts();
3342                         break;
3343                 }
3344
3345                 case ACT_RECHARGE_XTRA:
3346                 {
3347                         msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
3348                         if (!recharge(1000)) return FALSE;
3349                         break;
3350                 }
3351
3352                 case ACT_LORE:
3353                 {
3354                         msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
3355                         if (!ident_spell(FALSE)) return FALSE;
3356
3357                         if (mp_ptr->spell_book)
3358                         {
3359                                 /* Sufficient mana */
3360                                 if (20 <= p_ptr->csp)
3361                                 {
3362                                         /* Use some mana */
3363                                         p_ptr->csp -= 20;
3364                                 }
3365
3366                                 /* Over-exert the player */
3367                                 else
3368                                 {
3369                                         int oops = 20 - p_ptr->csp;
3370
3371                                         /* No mana left */
3372                                         p_ptr->csp = 0;
3373                                         p_ptr->csp_frac = 0;
3374
3375                                         /* Message */
3376                                         msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
3377                                         /* Hack -- Bypass free action */
3378                                         (void)set_paralyzed(p_ptr->paralyzed +
3379                                                 randint1(5 * oops + 1));
3380
3381                                         /* Confusing. */
3382                                         (void)set_confused(p_ptr->confused +
3383                                                 randint1(5 * oops + 1));
3384                                 }
3385
3386                                 /* Redraw mana */
3387                                 p_ptr->redraw |= (PR_MANA);
3388                         }
3389                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
3390                         /* Confusing. */
3391                         if (one_in_(5)) (void)set_confused(p_ptr->confused +
3392                                 randint1(10));
3393
3394                         /* Exercise a little care... */
3395                         if (one_in_(20))
3396                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
3397                         break;
3398                 }
3399
3400                 case ACT_SHIKOFUMI:
3401                 {
3402                         msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
3403                         (void)set_afraid(0);
3404                         (void)set_hero(randint1(20) + 20, FALSE);
3405                         dispel_evil(p_ptr->lev * 3);
3406                         break;
3407                 }
3408
3409                 case ACT_PHASE_DOOR:
3410                 {
3411                         teleport_player(10, 0L);
3412                         break;
3413                 }
3414
3415                 case ACT_DETECT_ALL_MONS:
3416                 {
3417                         (void)detect_monsters_invis(255);
3418                         (void)detect_monsters_normal(255);
3419                         break;
3420                 }
3421
3422                 case ACT_ULTIMATE_RESIST:
3423                 {
3424                         TIME_EFFECT v = randint1(25)+25;
3425                         (void)set_afraid(0);
3426                         (void)set_hero(v, FALSE);
3427                         (void)hp_player(10);
3428                         (void)set_blessed(v, FALSE);
3429                         (void)set_oppose_acid(v, FALSE);
3430                         (void)set_oppose_elec(v, FALSE);
3431                         (void)set_oppose_fire(v, FALSE);
3432                         (void)set_oppose_cold(v, FALSE);
3433                         (void)set_oppose_pois(v, FALSE);
3434                         (void)set_ultimate_res(v, FALSE);
3435                         break;
3436                 }
3437
3438
3439                 /* Unique activation */
3440                 case ACT_CAST_OFF:
3441                 {
3442                         int inv, o_idx, t;
3443                         char o_name[MAX_NLEN];
3444                         object_type forge;
3445
3446                         /* Cast off activated item */
3447                         for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3448                         {
3449                                 if (o_ptr == &inventory[inv]) break;
3450                         }
3451
3452                         /* Paranoia */
3453                         if (inv > INVEN_FEET) return FALSE;
3454
3455                         object_copy(&forge, o_ptr);
3456                         inven_item_increase(inv, (0 - o_ptr->number));
3457                         inven_item_optimize(inv);
3458                         o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
3459                         o_ptr = &o_list[o_idx];
3460
3461                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3462                         msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
3463
3464                         /* Get effects */
3465                         msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
3466                         t = 20 + randint1(20);
3467                         (void)set_blind(p_ptr->blind + t);
3468                         (void)set_afraid(0);
3469                         (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3470                         (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3471                         (void)set_hero(p_ptr->hero + t, FALSE);
3472                         (void)set_blessed(p_ptr->blessed + t, FALSE);
3473                         (void)set_fast(p_ptr->fast + t, FALSE);
3474                         (void)set_shero(p_ptr->shero + t, FALSE);
3475                         if (p_ptr->pclass == CLASS_FORCETRAINER)
3476                         {
3477                                 P_PTR_KI = plev * 5 + 190;
3478                                 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
3479                         }
3480
3481                         break;
3482                 }
3483
3484                 case ACT_FALLING_STAR:
3485                 {
3486                         msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
3487                         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.'"));
3488                         massacre();
3489                         break;
3490                 }
3491
3492                 case ACT_GRAND_CROSS:
3493                 {
3494                         msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
3495                         project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3496                         break;
3497                 }
3498
3499                 case ACT_TELEPORT_LEVEL:
3500                 {
3501                         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;
3502                         teleport_level(0);
3503                         break;
3504                 }
3505
3506                 case ACT_STRAIN_HASTE:
3507                 {
3508                         int t;
3509                         msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
3510                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
3511                         t = 25 + randint1(25);
3512                         (void)set_fast(p_ptr->fast + t, FALSE);
3513                         break;
3514                 }
3515
3516                 case ACT_FISHING:
3517                 {
3518                         int x, y;
3519
3520                         if (!get_rep_dir2(&dir)) return FALSE;
3521                         y = p_ptr->y+ddy[dir];
3522                         x = p_ptr->x+ddx[dir];
3523                         tsuri_dir = dir;
3524                         if (!cave_have_flag_bold(y, x, FF_WATER))
3525                         {
3526                                 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
3527                                 return FALSE;
3528                         }
3529                         else if (cave[y][x].m_idx)
3530                         {
3531                                 char m_name[80];
3532                                 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3533                                 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
3534                                 p_ptr->energy_use = 0;
3535                                 return FALSE;
3536                         }
3537                         set_action(ACTION_FISH);
3538                         p_ptr->redraw |= (PR_STATE);
3539                         break;
3540                 }
3541
3542                 case ACT_INROU:
3543                 {
3544                         int count = 0, i;
3545                         monster_type *m_ptr;
3546                         cptr kakusan = "";
3547                         
3548                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
3549                         {
3550                                 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
3551                                 kakusan = "Suke-san";
3552                                 count++;
3553                         }
3554                         if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
3555                         {
3556                                 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
3557                                 kakusan = "Kaku-san";
3558                                 count++;
3559                         }
3560                         if (!count)
3561                         {
3562                                 for (i = m_max - 1; i > 0; i--)
3563                                 {
3564                                         m_ptr = &m_list[i];
3565                                         if (!m_ptr->r_idx) continue;
3566                                         if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3567                                         if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3568                                         if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
3569                                         count++;
3570                                         break;
3571                                 }
3572                         }
3573
3574                         if (count)
3575                         {
3576                                 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。」", 
3577                                                         "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
3578                                 sukekaku = TRUE;
3579                                 stun_monsters(120);
3580                                 confuse_monsters(120);
3581                                 turn_monsters(120);
3582                                 stasis_monsters(120);
3583                                 sukekaku = FALSE;
3584                         }
3585                         else
3586                         {
3587                                 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
3588                         }
3589                         break;
3590                 }
3591
3592                 case ACT_MURAMASA:
3593                 {
3594                         /* Only for Muramasa */
3595                         if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3596                         if (get_check(_("本当に使いますか?", "Are you sure?!")))
3597                         {
3598                                 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
3599                                 do_inc_stat(A_STR);
3600                                 if (one_in_(2))
3601                                 {
3602                                         msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
3603                                         curse_weapon_object(TRUE, o_ptr);
3604                                 }
3605                         }
3606                         break;
3607                 }
3608
3609                 case ACT_BLOODY_MOON:
3610                 {
3611                         /* Only for Bloody Moon */
3612                         if (o_ptr->name1 != ART_BLOOD) return FALSE;
3613                         msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
3614                         get_bloody_moon_flags(o_ptr);
3615                         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3616                         p_ptr->update |= (PU_BONUS | PU_HP);
3617                         break;
3618                 }
3619
3620                 case ACT_CRIMSON:
3621                 {
3622                         int num = 1;
3623                         int i;
3624                         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3625                         int tx, ty;
3626
3627                         /* Only for Crimson */
3628                         if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3629
3630                         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!"));
3631
3632                         if (!get_aim_dir(&dir)) return FALSE;
3633
3634                         /* Use the given direction */
3635                         tx = p_ptr->x + 99 * ddx[dir];
3636                         ty = p_ptr->y + 99 * ddy[dir];
3637
3638                         /* Hack -- Use an actual "target" */
3639                         if ((dir == 5) && target_okay())
3640                         {
3641                                 tx = target_col;
3642                                 ty = target_row;
3643                         }
3644
3645                         if (p_ptr->pclass == CLASS_ARCHER)
3646                         {
3647                                 /* Extra shot at level 10 */
3648                                 if (p_ptr->lev >= 10) num++;
3649
3650                                 /* Extra shot at level 30 */
3651                                 if (p_ptr->lev >= 30) num++;
3652
3653                                 /* Extra shot at level 45 */
3654                                 if (p_ptr->lev >= 45) num++;
3655                         }
3656
3657                         for (i = 0; i < num; i++)
3658                                 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3659                         break;
3660                 }
3661
3662                 default:
3663                 {
3664                         msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
3665                         return FALSE;
3666                 }
3667         }
3668
3669         /* Set activation timeout */
3670         if (act_ptr->timeout.constant >= 0) {
3671                 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
3672                 if (act_ptr->timeout.dice > 0) {
3673                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
3674                 }
3675         } else {
3676                 /* Activations that have special timeout */
3677                 switch (act_ptr->index) {
3678                 case ACT_BR_FIRE:
3679                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3680                         break;
3681                 case ACT_BR_COLD:
3682                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3683                         break;
3684                 case ACT_TERROR:
3685                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
3686                         break;
3687                 case ACT_MURAMASA:
3688                         /* Nothing to do */
3689                         break;
3690                 default:
3691                         msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3692                         return FALSE;
3693                 }
3694         }
3695
3696         return TRUE;
3697 }
3698
3699 /*!
3700  * @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。
3701  * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
3702  * @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
3703  * @return なし
3704  */
3705 void get_bloody_moon_flags(object_type *o_ptr)
3706 {
3707         int dummy, i;
3708
3709         for (i = 0; i < TR_FLAG_SIZE; i++)
3710                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3711
3712         dummy = randint1(2) + randint1(2);
3713         for (i = 0; i < dummy; i++)
3714         {
3715                 int flag = randint0(26);
3716                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3717                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3718                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3719                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3720         }
3721
3722         dummy = randint1(2);
3723         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3724
3725         for (i = 0; i < 2; i++)
3726         {
3727                 int tmp = randint0(11);
3728                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3729                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3730         }
3731 }
3732
3733 /*!
3734  * @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。.
3735  * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
3736  * 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、
3737  * その他追加耐性、特性追加処理。
3738  * @attention プレイヤーの各種ステータスに依存した処理がある。
3739  * @todo 折を見て関数名を変更すること。
3740  * @param o_ptr 対象のオブジェクト構造体ポインタ
3741  * @param a_ptr 生成する固定アーティファクト構造体ポインタ
3742  * @return なし
3743  */
3744 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3745 {
3746         bool give_resistance = FALSE, give_power = FALSE;
3747
3748         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3749         {
3750                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3751                 {
3752                         give_power = TRUE;
3753                         give_resistance = TRUE;
3754                 }
3755                 else
3756                 {
3757                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3758                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
3759                         o_ptr->curse_flags |=
3760                             (TRC_CURSED | TRC_HEAVY_CURSE);
3761                         o_ptr->curse_flags |= get_curse(2, o_ptr);
3762                         return;
3763                 }
3764         }
3765
3766         if (o_ptr->name1 == ART_MURAMASA)
3767         {
3768                 if (p_ptr->pclass != CLASS_SAMURAI)
3769                 {
3770                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3771                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3772                 }
3773         }
3774
3775         if (o_ptr->name1 == ART_ROBINTON)
3776         {
3777                 if (p_ptr->pclass == CLASS_BARD)
3778                 {
3779                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
3780                 }
3781         }
3782
3783         if (o_ptr->name1 == ART_XIAOLONG)
3784         {
3785                 if (p_ptr->pclass == CLASS_MONK)
3786                         add_flag(o_ptr->art_flags, TR_BLOWS);
3787         }
3788
3789         if (o_ptr->name1 == ART_BLOOD)
3790         {
3791                 get_bloody_moon_flags(o_ptr);
3792         }
3793
3794         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3795         {
3796                 if (p_ptr->psex != SEX_FEMALE)
3797                 {
3798                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3799                 }
3800         }
3801
3802         if (o_ptr->name1 == ART_MILIM)
3803         {
3804                 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3805                 {
3806                         o_ptr->pval = 3;
3807                         add_flag(o_ptr->art_flags, TR_STR);
3808                         add_flag(o_ptr->art_flags, TR_INT);
3809                         add_flag(o_ptr->art_flags, TR_WIS);
3810                         add_flag(o_ptr->art_flags, TR_DEX);
3811                         add_flag(o_ptr->art_flags, TR_CON);
3812                         add_flag(o_ptr->art_flags, TR_CHR);
3813                 }
3814         }
3815
3816         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3817         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3818         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3819         {
3820                 /* Give a resistance OR a power */
3821                 if (one_in_(2)) give_resistance = TRUE;
3822                 else give_power = TRUE;
3823         }
3824
3825         if (give_power)
3826         {
3827                 one_ability(o_ptr);
3828         }
3829
3830         if (give_resistance)
3831         {
3832                 one_high_resistance(o_ptr);
3833         }
3834 }
3835
3836
3837 /*!
3838  * @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
3839  * @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。
3840  * @param a_idx 生成する固定アーティファクト構造体のID
3841  * @param y アイテムを落とす地点のy座標
3842  * @param x アイテムを落とす地点のx座標
3843  * @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。
3844  * @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.
3845  * 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
3846  * drop_near()関数の返り値は信用できなくなる.
3847  */
3848 bool create_named_art(int a_idx, int y, int x)
3849 {
3850         object_type forge;
3851         object_type *q_ptr;
3852         IDX i;
3853
3854         artifact_type *a_ptr = &a_info[a_idx];
3855
3856         /* Get local object */
3857         q_ptr = &forge;
3858
3859         /* Ignore "empty" artifacts */
3860         if (!a_ptr->name) return FALSE;
3861
3862         /* Acquire the "kind" index */
3863         i = lookup_kind(a_ptr->tval, a_ptr->sval);
3864
3865         /* Oops */
3866         if (!i) return FALSE;
3867
3868         /* Create the artifact */
3869         object_prep(q_ptr, i);
3870
3871         /* Save the name */
3872         q_ptr->name1 = (byte_hack)a_idx;
3873
3874         /* Extract the fields */
3875         q_ptr->pval = a_ptr->pval;
3876         q_ptr->ac = a_ptr->ac;
3877         q_ptr->dd = a_ptr->dd;
3878         q_ptr->ds = a_ptr->ds;
3879         q_ptr->to_a = a_ptr->to_a;
3880         q_ptr->to_h = a_ptr->to_h;
3881         q_ptr->to_d = a_ptr->to_d;
3882         q_ptr->weight = a_ptr->weight;
3883
3884         /* Hack -- extract the "cursed" flag */
3885         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3886         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3887         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3888         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3889         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3890         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3891
3892         random_artifact_resistance(q_ptr, a_ptr);
3893
3894         /* Drop the artifact from heaven */
3895         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3896 }
3897 /*対邪平均ダメージの計算処理*/
3898 int calc_arm_avgdamage(object_type *o_ptr)
3899 {
3900         u32b flgs[TR_FLAG_SIZE];
3901         object_flags(o_ptr, flgs);
3902
3903         int dam, base, s_evil, forced, vorpal;
3904         dam = base = s_evil = forced = vorpal = 0;
3905
3906         dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
3907
3908         if(have_flag(flgs, TR_KILL_EVIL))
3909         {
3910                 dam = s_evil = dam * 7 / 2;
3911         }
3912         else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
3913         {       
3914                 dam = s_evil = dam * 2;
3915         }
3916         else s_evil = dam;
3917
3918         if (have_flag(flgs, TR_FORCE_WEAPON))
3919         {
3920                 dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
3921         }
3922         else forced = dam;
3923
3924         if(have_flag(flgs, TR_VORPAL))
3925         {
3926                 dam = vorpal = dam * 11 / 9;
3927         }
3928         else vorpal = dam;
3929
3930         dam = dam + o_ptr->to_d;
3931
3932         msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
3933                 base, s_evil, forced, vorpal, dam);
3934
3935         return(dam);
3936 }
3937
3938 static int suppression_evil_dam(object_type *o_ptr)
3939 {
3940         int num = FALSE;
3941         u32b flgs[TR_FLAG_SIZE];
3942         object_flags(o_ptr, flgs);
3943
3944         if (have_flag(flgs, TR_VAMPIRIC))
3945         {
3946                 if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
3947                 {
3948                         num = TRUE;
3949                 }
3950                 else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
3951                 {
3952                         num = TRUE;
3953                 }
3954                 else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
3955                 {
3956                         num = TRUE;
3957                 }
3958                 else if (calc_arm_avgdamage(o_ptr) > 63)
3959                 {
3960                         num = TRUE;
3961                 }
3962         }
3963         else
3964         {
3965                 if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
3966                 {
3967                         num = TRUE;
3968                 }
3969                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
3970                 {
3971                         num = TRUE;
3972                 }
3973                 else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
3974                 {
3975                         num = TRUE;
3976                 }
3977                 else if (calc_arm_avgdamage(o_ptr) > 75)
3978                 {
3979                         num = TRUE;
3980                 }
3981         }
3982         return(num);
3983 }
3984
3985 static int weakening_artifact(object_type *o_ptr)
3986 {
3987          int k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
3988          object_kind *k_ptr = &k_info[k_idx];
3989
3990          if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
3991          {
3992                 int pre_dd = o_ptr->dd;
3993                 int pre_ds = o_ptr->ds;
3994
3995                 if (o_ptr->dd > o_ptr->ds)
3996                 {
3997                         o_ptr->dd--;
3998                 }
3999                 else
4000                 {
4001                         o_ptr->ds--;
4002                 }
4003
4004                 msg_format_wizard(CHEAT_OBJECT, 
4005                         _("ダイスが抑制されました。%dd%d -> %dd%d", "Dice Supress %dd%d -> %dd%d"),
4006                         pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
4007                 return 1;
4008         }
4009         
4010         if (o_ptr->to_d > 10)
4011         {
4012                 int pre_damage = o_ptr->to_d;
4013
4014                 o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
4015                 if (o_ptr->to_d < 10)
4016                 {
4017                         o_ptr->to_d = 10;
4018                 }
4019
4020                 msg_format_wizard(CHEAT_OBJECT,
4021                         _("ダメージ修正が抑制されました。 %d -> %d", "Plus-Damage Supress %d -> %d"),
4022                         pre_damage, o_ptr->to_d);
4023
4024                 return 1;
4025          }
4026          return 0;
4027 }