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