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1 /*!
2     @file artifact.c
3     @brief ¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÀ¸À®¤È´ÉÍý / 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 /*!< ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë¥·¥ó¥À¥ê¥óÌäò¤Ä¤±¤ë¾ò·ïʬ´ô */
18 #define TABLE_NAME      20 /*!< ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë´Á»úÌäò¤Ä¤±¤ë¾ò·ïʬ´ô */
19 #define A_CURSED        13 /*!< 1/n¤Î³ÎΨ¤ÇÀ¸À®¤Î´¬Êª°Ê³°¤Î¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬¼ö¤¤¤Ä¤­¤Ë¤Ê¤ë¡£ */
20 #define WEIRD_LUCK      12 /*!< 1/n¤Î³ÎΨ¤Çrandom_resistance()¤Î½èÍýÃæ¥Ð¥¤¥¢¥¹³°¤ÎÂÑÀ­¤¬¤Ä¤­¡¢create_artifact¤Ç4¤òĶ¤¨¤ëpval¤¬µö²Ä¤µ¤ì¤ë¡£*/
21 #define BIAS_LUCK       20 /*!< 1/n¤Î³ÎΨ¤Çrandom_resistance()¤ÇÉղ乤븵ÁÇÂÑÀ­¤¬Ìȱ֤ˤʤë */
22 #define IM_LUCK         7 /*!< 1/n¤Î³ÎΨ¤Çrandom_resistance()¤ÇÊ£¿ôÌȱ֤νüµî½èÍý¤¬ÌȽü¤µ¤ì¤ë */
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¤Î³ÎΨ¤Ç¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ëȯư¤¬Éղ䵤ì¤ë¡£¤¿¤À¤·Ëɶñ¤Ï¤µ¤é¤Ë1/2 */
30
31
32 /*!
33  * ¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î¥Ð¥¤¥¢¥¹ID¤òÊݴɤ¹¤ë¡£ / Use for biased artifact creation
34  */
35 static int artifact_bias;
36
37
38 /*!
39  * ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΤ˥é¥ó¥À¥à¤ÊǽÎÏ°Ý»ý¤ò°ì¤ÄÉղ乤롣 / Choose one random sustain
40  *  @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂÎ
41  *  @return ¤Ê¤·
42  */
43 void one_sustain(object_type *o_ptr)
44 {
45         switch (randint0(6))
46         {
47                 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
48                 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
49                 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
50                 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
51                 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
52                 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
53         }
54 }
55
56
57 /*
58  * Choose one random high resistance
59  */
60 void one_high_resistance(object_type *o_ptr)
61 {
62         switch (randint0(12))
63         {
64                 case  0: add_flag(o_ptr->art_flags, TR_RES_POIS);   break;
65                 case  1: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
66                 case  2: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
67                 case  3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
68                 case  4: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
69                 case  5: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
70                 case  6: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
71                 case  7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
72                 case  8: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
73                 case  9: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
74                 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN);  break;
75                 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
76         }
77 }
78
79
80 /*
81  * Choose one random high resistance ( except poison and disenchantment )
82  */
83 void one_lordly_high_resistance(object_type *o_ptr)
84 {
85         switch (randint0(10))
86         {
87                 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
88                 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
89                 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
90                 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
91                 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
92                 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
93                 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
94                 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
95                 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
96                 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
97         }
98 }
99
100
101 /*
102  * Choose one random element resistance
103  */
104 void one_ele_resistance(object_type *o_ptr)
105 {
106         switch (randint0(4))
107         {
108                 case  0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
109                 case  1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
110                 case  2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
111                 case  3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
112         }
113 }
114
115
116 /*
117  * Choose one random element or poison resistance
118  */
119 void one_dragon_ele_resistance(object_type *o_ptr)
120 {
121         if (one_in_(7))
122         {
123                 add_flag(o_ptr->art_flags, TR_RES_POIS);
124         }
125         else
126         {
127                 one_ele_resistance(o_ptr);
128         }
129 }
130
131
132 /*
133  * Choose one lower rank esp
134  */
135 void one_low_esp(object_type *o_ptr)
136 {
137         switch (randint1(10))
138         {
139         case 1:  add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);   break;
140         case 2:  add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);   break;
141         case 3:  add_flag(o_ptr->art_flags, TR_ESP_DEMON);   break;
142         case 4:  add_flag(o_ptr->art_flags, TR_ESP_ORC);   break;
143         case 5:  add_flag(o_ptr->art_flags, TR_ESP_TROLL);   break;
144         case 6:  add_flag(o_ptr->art_flags, TR_ESP_GIANT);   break;
145         case 7:  add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
146         case 8:  add_flag(o_ptr->art_flags, TR_ESP_HUMAN);   break;
147         case 9:  add_flag(o_ptr->art_flags, TR_ESP_GOOD);   break;
148         case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);   break;
149         }
150 }
151
152
153
154 /*
155  * Choose one random resistance
156  */
157 void one_resistance(object_type *o_ptr)
158 {
159         if (one_in_(3))
160         {
161                 one_ele_resistance(o_ptr);
162         }
163         else
164         {
165                 one_high_resistance(o_ptr);
166         }
167 }
168
169
170 /*
171  * Choose one random ability
172  */
173 void one_ability(object_type *o_ptr)
174 {
175         switch (randint0(10))
176         {
177         case 0: add_flag(o_ptr->art_flags, TR_LEVITATION);     break;
178         case 1: add_flag(o_ptr->art_flags, TR_LITE_1);        break;
179         case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS);   break;
180         case 3: add_flag(o_ptr->art_flags, TR_WARNING);     break;
181         case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
182         case 5: add_flag(o_ptr->art_flags, TR_REGEN);       break;
183         case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT);    break;
184         case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE);   break;
185         case 8:
186         case 9:
187                 one_low_esp(o_ptr);
188                 break;
189         }
190 }
191
192 /*
193  * Choose one random activation
194  */
195 void one_activation(object_type *o_ptr)
196 {
197         int type = 0;
198         int chance = 0;
199
200         while (randint1(100) >= chance)
201         {
202                 type = randint1(255);
203                 switch (type)
204                 {
205                         case ACT_SUNLIGHT:
206                         case ACT_BO_MISS_1:
207                         case ACT_BA_POIS_1:
208                         case ACT_BO_ELEC_1:
209                         case ACT_BO_ACID_1:
210                         case ACT_BO_COLD_1:
211                         case ACT_BO_FIRE_1:
212                         case ACT_CONFUSE:
213                         case ACT_SLEEP:
214                         case ACT_QUAKE:
215                         case ACT_CURE_LW:
216                         case ACT_CURE_MW:
217                         case ACT_CURE_POISON:
218                         case ACT_BERSERK:
219                         case ACT_LIGHT:
220                         case ACT_MAP_LIGHT:
221                         case ACT_DEST_DOOR:
222                         case ACT_STONE_MUD:
223                         case ACT_TELEPORT:
224                                 chance = 101;
225                                 break;
226                         case ACT_BA_COLD_1:
227                         case ACT_BA_FIRE_1:
228                         case ACT_DRAIN_1:
229                         case ACT_TELE_AWAY:
230                         case ACT_ESP:
231                         case ACT_RESIST_ALL:
232                         case ACT_DETECT_ALL:
233                         case ACT_RECALL:
234                         case ACT_SATIATE:
235                         case ACT_RECHARGE:
236                                 chance = 85;
237                                 break;
238                         case ACT_TERROR:
239                         case ACT_PROT_EVIL:
240                         case ACT_ID_PLAIN:
241                                 chance = 75;
242                                 break;
243                         case ACT_DRAIN_2:
244                         case ACT_VAMPIRE_1:
245                         case ACT_BO_MISS_2:
246                         case ACT_BA_FIRE_2:
247                         case ACT_REST_LIFE:
248                                 chance = 66;
249                                 break;
250                         case ACT_BA_FIRE_3:
251                         case ACT_BA_COLD_3:
252                         case ACT_BA_ELEC_3:
253                         case ACT_WHIRLWIND:
254                         case ACT_VAMPIRE_2:
255                         case ACT_CHARM_ANIMAL:
256                                 chance = 50;
257                                 break;
258                         case ACT_SUMMON_ANIMAL:
259                                 chance = 40;
260                                 break;
261                         case ACT_DISP_EVIL:
262                         case ACT_BA_MISS_3:
263                         case ACT_DISP_GOOD:
264                         case ACT_BANISH_EVIL:
265                         case ACT_GENOCIDE:
266                         case ACT_MASS_GENO:
267                         case ACT_CHARM_UNDEAD:
268                         case ACT_CHARM_OTHER:
269                         case ACT_SUMMON_PHANTOM:
270                         case ACT_REST_ALL:
271                         case ACT_RUNE_EXPLO:
272                                 chance = 33;
273                                 break;
274                         case ACT_CALL_CHAOS:
275                         case ACT_ROCKET:
276                         case ACT_CHARM_ANIMALS:
277                         case ACT_CHARM_OTHERS:
278                         case ACT_SUMMON_ELEMENTAL:
279                         case ACT_CURE_700:
280                         case ACT_SPEED:
281                         case ACT_ID_FULL:
282                         case ACT_RUNE_PROT:
283                                 chance = 25;
284                                 break;
285                         case ACT_CURE_1000:
286                         case ACT_XTRA_SPEED:
287                         case ACT_DETECT_XTRA:
288                         case ACT_DIM_DOOR:
289                                 chance = 10;
290                                 break;
291                         case ACT_SUMMON_UNDEAD:
292                         case ACT_SUMMON_DEMON:
293                         case ACT_WRAITH:
294                         case ACT_INVULN:
295                         case ACT_ALCHEMY:
296                                 chance = 5;
297                                 break;
298                         default:
299                                 chance = 0;
300                 }
301         }
302
303         /* A type was chosen... */
304         o_ptr->xtra2 = type;
305         add_flag(o_ptr->art_flags, TR_ACTIVATE);
306         o_ptr->timeout = 0;
307 }
308
309 static void curse_artifact(object_type * o_ptr)
310 {
311         if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
312         if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
313         if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
314         if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
315
316         o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
317         remove_flag(o_ptr->art_flags, TR_BLESSED);
318
319         if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
320         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
321         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
322         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
323         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
324         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
325         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
326         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
327         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
328         else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
329
330         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))
331                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
332 }
333
334
335 static void random_plus(object_type * o_ptr)
336 {
337         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
338
339         switch (artifact_bias)
340         {
341         case BIAS_WARRIOR:
342                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
343                 {
344                         add_flag(o_ptr->art_flags, TR_STR);
345                         if (one_in_(2)) return;
346                 }
347
348                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
349                 {
350                         add_flag(o_ptr->art_flags, TR_CON);
351                         if (one_in_(2)) return;
352                 }
353
354                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
355                 {
356                         add_flag(o_ptr->art_flags, TR_DEX);
357                         if (one_in_(2)) return;
358                 }
359                 break;
360
361         case BIAS_MAGE:
362                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
363                 {
364                         add_flag(o_ptr->art_flags, TR_INT);
365                         if (one_in_(2)) return;
366                 }
367                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
368                 {
369                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
370                         if (one_in_(2)) return;
371                 }
372                 break;
373
374         case BIAS_PRIESTLY:
375                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
376                 {
377                         add_flag(o_ptr->art_flags, TR_WIS);
378                         if (one_in_(2)) return;
379                 }
380                 break;
381
382         case BIAS_RANGER:
383                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
384                 {
385                         add_flag(o_ptr->art_flags, TR_DEX);
386                         if (one_in_(2)) return;
387                 }
388
389                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
390                 {
391                         add_flag(o_ptr->art_flags, TR_CON);
392                         if (one_in_(2)) return;
393                 }
394
395                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
396                 {
397                         add_flag(o_ptr->art_flags, TR_STR);
398                         if (one_in_(2)) return;
399                 }
400                 break;
401
402         case BIAS_ROGUE:
403                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
404                 {
405                         add_flag(o_ptr->art_flags, TR_STEALTH);
406                         if (one_in_(2)) return;
407                 }
408                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
409                 {
410                         add_flag(o_ptr->art_flags, TR_SEARCH);
411                         if (one_in_(2)) return;
412                 }
413                 break;
414
415         case BIAS_STR:
416                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
417                 {
418                         add_flag(o_ptr->art_flags, TR_STR);
419                         if (one_in_(2)) return;
420                 }
421                 break;
422
423         case BIAS_WIS:
424                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
425                 {
426                         add_flag(o_ptr->art_flags, TR_WIS);
427                         if (one_in_(2)) return;
428                 }
429                 break;
430
431         case BIAS_INT:
432                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
433                 {
434                         add_flag(o_ptr->art_flags, TR_INT);
435                         if (one_in_(2)) return;
436                 }
437                 break;
438
439         case BIAS_DEX:
440                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
441                 {
442                         add_flag(o_ptr->art_flags, TR_DEX);
443                         if (one_in_(2)) return;
444                 }
445                 break;
446
447         case BIAS_CON:
448                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
449                 {
450                         add_flag(o_ptr->art_flags, TR_CON);
451                         if (one_in_(2)) return;
452                 }
453                 break;
454
455         case BIAS_CHR:
456                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
457                 {
458                         add_flag(o_ptr->art_flags, TR_CHR);
459                         if (one_in_(2)) return;
460                 }
461                 break;
462         }
463
464         if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
465         {
466                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
467                 {
468                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
469                         if (one_in_(2)) return;
470                 }
471         }
472
473         switch (randint1(this_type))
474         {
475         case 1: case 2:
476                 add_flag(o_ptr->art_flags, TR_STR);
477                 if (!artifact_bias && !one_in_(13))
478                         artifact_bias = BIAS_STR;
479                 else if (!artifact_bias && one_in_(7))
480                         artifact_bias = BIAS_WARRIOR;
481                 break;
482         case 3: case 4:
483                 add_flag(o_ptr->art_flags, TR_INT);
484                 if (!artifact_bias && !one_in_(13))
485                         artifact_bias = BIAS_INT;
486                 else if (!artifact_bias && one_in_(7))
487                         artifact_bias = BIAS_MAGE;
488                 break;
489         case 5: case 6:
490                 add_flag(o_ptr->art_flags, TR_WIS);
491                 if (!artifact_bias && !one_in_(13))
492                         artifact_bias = BIAS_WIS;
493                 else if (!artifact_bias && one_in_(7))
494                         artifact_bias = BIAS_PRIESTLY;
495                 break;
496         case 7: case 8:
497                 add_flag(o_ptr->art_flags, TR_DEX);
498                 if (!artifact_bias && !one_in_(13))
499                         artifact_bias = BIAS_DEX;
500                 else if (!artifact_bias && one_in_(7))
501                         artifact_bias = BIAS_ROGUE;
502                 break;
503         case 9: case 10:
504                 add_flag(o_ptr->art_flags, TR_CON);
505                 if (!artifact_bias && !one_in_(13))
506                         artifact_bias = BIAS_CON;
507                 else if (!artifact_bias && one_in_(9))
508                         artifact_bias = BIAS_RANGER;
509                 break;
510         case 11: case 12:
511                 add_flag(o_ptr->art_flags, TR_CHR);
512                 if (!artifact_bias && !one_in_(13))
513                         artifact_bias = BIAS_CHR;
514                 break;
515         case 13: case 14:
516                 add_flag(o_ptr->art_flags, TR_STEALTH);
517                 if (!artifact_bias && one_in_(3))
518                         artifact_bias = BIAS_ROGUE;
519                 break;
520         case 15: case 16:
521                 add_flag(o_ptr->art_flags, TR_SEARCH);
522                 if (!artifact_bias && one_in_(9))
523                         artifact_bias = BIAS_RANGER;
524                 break;
525         case 17: case 18:
526                 add_flag(o_ptr->art_flags, TR_INFRA);
527                 break;
528         case 19:
529                 add_flag(o_ptr->art_flags, TR_SPEED);
530                 if (!artifact_bias && one_in_(11))
531                         artifact_bias = BIAS_ROGUE;
532                 break;
533         case 20: case 21:
534                 add_flag(o_ptr->art_flags, TR_TUNNEL);
535                 break;
536         case 22: case 23:
537                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
538                 else
539                 {
540                         add_flag(o_ptr->art_flags, TR_BLOWS);
541                         if (!artifact_bias && one_in_(11))
542                                 artifact_bias = BIAS_WARRIOR;
543                 }
544                 break;
545         }
546 }
547
548
549 static void random_resistance(object_type * o_ptr)
550 {
551         switch (artifact_bias)
552         {
553         case BIAS_ACID:
554                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
555                 {
556                         add_flag(o_ptr->art_flags, TR_RES_ACID);
557                         if (one_in_(2)) return;
558                 }
559                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
560                 {
561                         add_flag(o_ptr->art_flags, TR_IM_ACID);
562                         if (!one_in_(IM_LUCK))
563                         {
564                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
565                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
566                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
567                         }
568                         if (one_in_(2)) return;
569                 }
570                 break;
571
572         case BIAS_ELEC:
573                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
574                 {
575                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
576                         if (one_in_(2)) return;
577                 }
578                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
579                     !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
580                 {
581                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
582                         if (one_in_(2)) return;
583                 }
584                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
585                 {
586                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
587                         if (!one_in_(IM_LUCK))
588                         {
589                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
590                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
591                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
592                         }
593
594                         if (one_in_(2)) return;
595                 }
596                 break;
597
598         case BIAS_FIRE:
599                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
600                 {
601                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
602                         if (one_in_(2)) return;
603                 }
604                 if ((o_ptr->tval >= TV_CLOAK) &&
605                     (o_ptr->tval <= TV_HARD_ARMOR) &&
606                     !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
607                 {
608                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
609                         if (one_in_(2)) return;
610                 }
611                 if (one_in_(BIAS_LUCK) &&
612                     !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
613                 {
614                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
615                         if (!one_in_(IM_LUCK))
616                         {
617                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
618                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
619                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
620                         }
621                         if (one_in_(2)) return;
622                 }
623                 break;
624
625         case BIAS_COLD:
626                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
627                 {
628                         add_flag(o_ptr->art_flags, TR_RES_COLD);
629                         if (one_in_(2)) return;
630                 }
631                 if ((o_ptr->tval >= TV_CLOAK) &&
632                     (o_ptr->tval <= TV_HARD_ARMOR) &&
633                     !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
634                 {
635                         add_flag(o_ptr->art_flags, TR_SH_COLD);
636                         if (one_in_(2)) return;
637                 }
638                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
639                 {
640                         add_flag(o_ptr->art_flags, TR_IM_COLD);
641                         if (!one_in_(IM_LUCK))
642                         {
643                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
644                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
645                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
646                         }
647                         if (one_in_(2)) return;
648                 }
649                 break;
650
651         case BIAS_POIS:
652                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
653                 {
654                         add_flag(o_ptr->art_flags, TR_RES_POIS);
655                         if (one_in_(2)) return;
656                 }
657                 break;
658
659         case BIAS_WARRIOR:
660                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
661                 {
662                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
663                         if (one_in_(2)) return;
664                 }
665                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
666                 {
667                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
668                         if (one_in_(2)) return;
669                 }
670                 break;
671
672         case BIAS_NECROMANTIC:
673                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
674                 {
675                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
676                         if (one_in_(2)) return;
677                 }
678                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
679                 {
680                         add_flag(o_ptr->art_flags, TR_RES_POIS);
681                         if (one_in_(2)) return;
682                 }
683                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
684                 {
685                         add_flag(o_ptr->art_flags, TR_RES_DARK);
686                         if (one_in_(2)) return;
687                 }
688                 break;
689
690         case BIAS_CHAOS:
691                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
692                 {
693                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
694                         if (one_in_(2)) return;
695                 }
696                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
697                 {
698                         add_flag(o_ptr->art_flags, TR_RES_CONF);
699                         if (one_in_(2)) return;
700                 }
701                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
702                 {
703                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
704                         if (one_in_(2)) return;
705                 }
706                 break;
707         }
708
709         switch (randint1(42))
710         {
711                 case 1:
712                         if (!one_in_(WEIRD_LUCK))
713                                 random_resistance(o_ptr);
714                         else
715                         {
716                                 add_flag(o_ptr->art_flags, TR_IM_ACID);
717                                 if (!artifact_bias)
718                                         artifact_bias = BIAS_ACID;
719                         }
720                         break;
721                 case 2:
722                         if (!one_in_(WEIRD_LUCK))
723                                 random_resistance(o_ptr);
724                         else
725                         {
726                                 add_flag(o_ptr->art_flags, TR_IM_ELEC);
727                                 if (!artifact_bias)
728                                         artifact_bias = BIAS_ELEC;
729                         }
730                         break;
731                 case 3:
732                         if (!one_in_(WEIRD_LUCK))
733                                 random_resistance(o_ptr);
734                         else
735                         {
736                                 add_flag(o_ptr->art_flags, TR_IM_COLD);
737                                 if (!artifact_bias)
738                                         artifact_bias = BIAS_COLD;
739                         }
740                         break;
741                 case 4:
742                         if (!one_in_(WEIRD_LUCK))
743                                 random_resistance(o_ptr);
744                         else
745                         {
746                                 add_flag(o_ptr->art_flags, TR_IM_FIRE);
747                                 if (!artifact_bias)
748                                         artifact_bias = BIAS_FIRE;
749                         }
750                         break;
751                 case 5:
752                 case 6:
753                 case 13:
754                         add_flag(o_ptr->art_flags, TR_RES_ACID);
755                         if (!artifact_bias)
756                                 artifact_bias = BIAS_ACID;
757                         break;
758                 case 7:
759                 case 8:
760                 case 14:
761                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
762                         if (!artifact_bias)
763                                 artifact_bias = BIAS_ELEC;
764                         break;
765                 case 9:
766                 case 10:
767                 case 15:
768                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
769                         if (!artifact_bias)
770                                 artifact_bias = BIAS_FIRE;
771                         break;
772                 case 11:
773                 case 12:
774                 case 16:
775                         add_flag(o_ptr->art_flags, TR_RES_COLD);
776                         if (!artifact_bias)
777                                 artifact_bias = BIAS_COLD;
778                         break;
779                 case 17:
780                 case 18:
781                         add_flag(o_ptr->art_flags, TR_RES_POIS);
782                         if (!artifact_bias && !one_in_(4))
783                                 artifact_bias = BIAS_POIS;
784                         else if (!artifact_bias && one_in_(2))
785                                 artifact_bias = BIAS_NECROMANTIC;
786                         else if (!artifact_bias && one_in_(2))
787                                 artifact_bias = BIAS_ROGUE;
788                         break;
789                 case 19:
790                 case 20:
791                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
792                         if (!artifact_bias && one_in_(3))
793                                 artifact_bias = BIAS_WARRIOR;
794                         break;
795                 case 21:
796                         add_flag(o_ptr->art_flags, TR_RES_LITE);
797                         break;
798                 case 22:
799                         add_flag(o_ptr->art_flags, TR_RES_DARK);
800                         break;
801                 case 23:
802                 case 24:
803                         add_flag(o_ptr->art_flags, TR_RES_BLIND);
804                         break;
805                 case 25:
806                 case 26:
807                         add_flag(o_ptr->art_flags, TR_RES_CONF);
808                         if (!artifact_bias && one_in_(6))
809                                 artifact_bias = BIAS_CHAOS;
810                         break;
811                 case 27:
812                 case 28:
813                         add_flag(o_ptr->art_flags, TR_RES_SOUND);
814                         break;
815                 case 29:
816                 case 30:
817                         add_flag(o_ptr->art_flags, TR_RES_SHARDS);
818                         break;
819                 case 31:
820                 case 32:
821                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
822                         if (!artifact_bias && one_in_(3))
823                                 artifact_bias = BIAS_NECROMANTIC;
824                         break;
825                 case 33:
826                 case 34:
827                         add_flag(o_ptr->art_flags, TR_RES_NEXUS);
828                         break;
829                 case 35:
830                 case 36:
831                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
832                         if (!artifact_bias && one_in_(2))
833                                 artifact_bias = BIAS_CHAOS;
834                         break;
835                 case 37:
836                 case 38:
837                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
838                         break;
839                 case 39:
840                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
841                                 add_flag(o_ptr->art_flags, TR_SH_ELEC);
842                         else
843                                 random_resistance(o_ptr);
844                         if (!artifact_bias)
845                                 artifact_bias = BIAS_ELEC;
846                         break;
847                 case 40:
848                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
849                                 add_flag(o_ptr->art_flags, TR_SH_FIRE);
850                         else
851                                 random_resistance(o_ptr);
852                         if (!artifact_bias)
853                                 artifact_bias = BIAS_FIRE;
854                         break;
855                 case 41:
856                         if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
857                             o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
858                                 add_flag(o_ptr->art_flags, TR_REFLECT);
859                         else
860                                 random_resistance(o_ptr);
861                         break;
862                 case 42:
863                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
864                                 add_flag(o_ptr->art_flags, TR_SH_COLD);
865                         else
866                                 random_resistance(o_ptr);
867                         if (!artifact_bias)
868                                 artifact_bias = BIAS_COLD;
869                         break;
870         }
871 }
872
873
874
875 static void random_misc(object_type * o_ptr)
876 {
877         switch (artifact_bias)
878         {
879         case BIAS_RANGER:
880                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
881                 {
882                         add_flag(o_ptr->art_flags, TR_SUST_CON);
883                         if (one_in_(2)) return;
884                 }
885                 break;
886
887         case BIAS_STR:
888                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
889                 {
890                         add_flag(o_ptr->art_flags, TR_SUST_STR);
891                         if (one_in_(2)) return;
892                 }
893                 break;
894
895         case BIAS_WIS:
896                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
897                 {
898                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
899                         if (one_in_(2)) return;
900                 }
901                 break;
902
903         case BIAS_INT:
904                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
905                 {
906                         add_flag(o_ptr->art_flags, TR_SUST_INT);
907                         if (one_in_(2)) return;
908                 }
909                 break;
910
911         case BIAS_DEX:
912                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
913                 {
914                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
915                         if (one_in_(2)) return;
916                 }
917                 break;
918
919         case BIAS_CON:
920                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
921                 {
922                         add_flag(o_ptr->art_flags, TR_SUST_CON);
923                         if (one_in_(2)) return;
924                 }
925                 break;
926
927         case BIAS_CHR:
928                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
929                 {
930                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
931                         if (one_in_(2)) return;
932                 }
933                 break;
934
935         case BIAS_CHAOS:
936                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
937                 {
938                         add_flag(o_ptr->art_flags, TR_TELEPORT);
939                         if (one_in_(2)) return;
940                 }
941                 break;
942
943         case BIAS_FIRE:
944                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
945                 {
946                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
947                 }
948                 break;
949         }
950
951         switch (randint1(33))
952         {
953                 case 1:
954                         add_flag(o_ptr->art_flags, TR_SUST_STR);
955                         if (!artifact_bias)
956                                 artifact_bias = BIAS_STR;
957                         break;
958                 case 2:
959                         add_flag(o_ptr->art_flags, TR_SUST_INT);
960                         if (!artifact_bias)
961                                 artifact_bias = BIAS_INT;
962                         break;
963                 case 3:
964                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
965                         if (!artifact_bias)
966                                 artifact_bias = BIAS_WIS;
967                         break;
968                 case 4:
969                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
970                         if (!artifact_bias)
971                                 artifact_bias = BIAS_DEX;
972                         break;
973                 case 5:
974                         add_flag(o_ptr->art_flags, TR_SUST_CON);
975                         if (!artifact_bias)
976                                 artifact_bias = BIAS_CON;
977                         break;
978                 case 6:
979                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
980                         if (!artifact_bias)
981                                 artifact_bias = BIAS_CHR;
982                         break;
983                 case 7:
984                 case 8:
985                 case 14:
986                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
987                         break;
988                 case 9:
989                         add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
990                         if (!artifact_bias && one_in_(5))
991                                 artifact_bias = BIAS_PRIESTLY;
992                         else if (!artifact_bias && one_in_(6))
993                                 artifact_bias = BIAS_NECROMANTIC;
994                         break;
995                 case 10:
996                 case 11:
997                         add_flag(o_ptr->art_flags, TR_LITE_1);
998                         break;
999                 case 12:
1000                 case 13:
1001                         add_flag(o_ptr->art_flags, TR_LEVITATION);
1002                         break;
1003                 case 15:
1004                 case 16:
1005                 case 17:
1006                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1007                         break;
1008                 case 19:
1009                 case 20:
1010                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1011                         break;
1012                 case 21:
1013                 case 22:
1014                         add_flag(o_ptr->art_flags, TR_REGEN);
1015                         break;
1016                 case 23:
1017                         add_flag(o_ptr->art_flags, TR_TELEPORT);
1018                         break;
1019                 case 24:
1020                 case 25:
1021                 case 26:
1022                         if (object_is_armour(o_ptr))
1023                                 random_misc(o_ptr);
1024                         else
1025                         {
1026                                 o_ptr->to_a = 4 + randint1(11);
1027                         }
1028                         break;
1029                 case 27:
1030                 case 28:
1031                 case 29:
1032                 {
1033                         int bonus_h, bonus_d;
1034                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1035                         bonus_h = 4 + (randint1(11));
1036                         bonus_d = 4 + (randint1(11));
1037                         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))
1038                         {
1039                                 bonus_h /= 2;
1040                                 bonus_d /= 2;
1041                         }
1042                         o_ptr->to_h += bonus_h;
1043                         o_ptr->to_d += bonus_d;
1044                         break;
1045                 }
1046                 case 30:
1047                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1048                         break;
1049                 case 31:
1050                         add_flag(o_ptr->art_flags, TR_NO_TELE);
1051                         break;
1052                 case 32:
1053                         add_flag(o_ptr->art_flags, TR_WARNING);
1054                         break;
1055
1056                 case 18:
1057                         switch (randint1(3))
1058                         {
1059                         case 1:
1060                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1061                                 if (!artifact_bias && one_in_(3))
1062                                         artifact_bias = BIAS_LAW;
1063                                 break;
1064                         case 2:
1065                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1066                                 if (!artifact_bias && one_in_(3))
1067                                         artifact_bias = BIAS_MAGE;
1068                                 break;
1069                         case 3:
1070                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1071                                 if (!artifact_bias && one_in_(9))
1072                                         artifact_bias = BIAS_MAGE;
1073                                 break;
1074                         }
1075                         break;
1076
1077                 case 33:
1078                 {
1079                         int idx[3];
1080                         int n = randint1(3);
1081
1082                         idx[0] = randint1(8);
1083
1084                         idx[1] = randint1(7);
1085                         if (idx[1] >= idx[0]) idx[1]++;
1086
1087                         idx[2] = randint1(6);
1088                         if (idx[2] >= idx[0]) idx[2]++;
1089                         if (idx[2] >= idx[1]) idx[2]++;
1090
1091                         while (n--) switch (idx[n])
1092                         {
1093                         case 1:
1094                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1095                                 if (!artifact_bias && one_in_(4))
1096                                         artifact_bias = BIAS_RANGER;
1097                                 break;
1098                         case 2:
1099                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1100                                 if (!artifact_bias && one_in_(3))
1101                                         artifact_bias = BIAS_PRIESTLY;
1102                                 else if (!artifact_bias && one_in_(6))
1103                                         artifact_bias = BIAS_NECROMANTIC;
1104                                 break;
1105                         case 3:
1106                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1107                                 break;
1108                         case 4:
1109                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1110                                 break;
1111                         case 5:
1112                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1113                                 break;
1114                         case 6:
1115                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1116                                 break;
1117                         case 7:
1118                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1119                                 if (!artifact_bias && one_in_(6))
1120                                         artifact_bias = BIAS_ROGUE;
1121                                 break;
1122                         case 8:
1123                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1124                                 if (!artifact_bias && one_in_(3))
1125                                         artifact_bias = BIAS_LAW;
1126                                 break;
1127                         case 9:
1128                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1129                                 if (!artifact_bias && one_in_(3))
1130                                         artifact_bias = BIAS_LAW;
1131                                 break;
1132                         }
1133                         break;
1134                 }
1135         }
1136 }
1137
1138
1139 static void random_slay(object_type *o_ptr)
1140 {
1141         if (o_ptr->tval == TV_BOW)
1142         {
1143                 switch (randint1(6))
1144                 {
1145                         case 1:
1146                         case 2:
1147                         case 3:
1148                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1149                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1150                                 if (!artifact_bias && one_in_(9))
1151                                         artifact_bias = BIAS_RANGER;
1152                                 break;
1153                         default:
1154                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1155                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1156                                 if (!artifact_bias && one_in_(9))
1157                                         artifact_bias = BIAS_RANGER;
1158                         break;
1159                 }
1160
1161                 return;
1162         }
1163
1164         switch (artifact_bias)
1165         {
1166         case BIAS_CHAOS:
1167                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1168                 {
1169                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1170                         if (one_in_(2)) return;
1171                 }
1172                 break;
1173
1174         case BIAS_PRIESTLY:
1175                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1176                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1177                 {
1178                         /* A free power for "priestly" random artifacts */
1179                         add_flag(o_ptr->art_flags, TR_BLESSED);
1180                 }
1181                 break;
1182
1183         case BIAS_NECROMANTIC:
1184                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1185                 {
1186                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1187                         if (one_in_(2)) return;
1188                 }
1189                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1190                 {
1191                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1192                         if (one_in_(2)) return;
1193                 }
1194                 break;
1195
1196         case BIAS_RANGER:
1197                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1198                 {
1199                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1200                         if (one_in_(2)) return;
1201                 }
1202                 break;
1203
1204         case BIAS_ROGUE:
1205                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1206                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1207                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1208                 {
1209                         /* Free power for rogues... */
1210                         add_flag(o_ptr->art_flags, TR_THROW);
1211                 }
1212                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1213                 {
1214                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1215                         if (one_in_(2)) return;
1216                 }
1217                 break;
1218
1219         case BIAS_POIS:
1220                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1221                 {
1222                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1223                         if (one_in_(2)) return;
1224                 }
1225                 break;
1226
1227         case BIAS_FIRE:
1228                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1229                 {
1230                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1231                         if (one_in_(2)) return;
1232                 }
1233                 break;
1234
1235         case BIAS_COLD:
1236                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1237                 {
1238                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1239                         if (one_in_(2)) return;
1240                 }
1241                 break;
1242
1243         case BIAS_ELEC:
1244                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1245                 {
1246                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1247                         if (one_in_(2)) return;
1248                 }
1249                 break;
1250
1251         case BIAS_ACID:
1252                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1253                 {
1254                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1255                         if (one_in_(2)) return;
1256                 }
1257                 break;
1258
1259         case BIAS_LAW:
1260                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1261                 {
1262                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1263                         if (one_in_(2)) return;
1264                 }
1265                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1266                 {
1267                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1268                         if (one_in_(2)) return;
1269                 }
1270                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1271                 {
1272                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1273                         if (one_in_(2)) return;
1274                 }
1275                 break;
1276         }
1277
1278         switch (randint1(36))
1279         {
1280                 case 1:
1281                 case 2:
1282                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1283                         break;
1284                 case 3:
1285                 case 4:
1286                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1287                         if (!artifact_bias && one_in_(2))
1288                                 artifact_bias = BIAS_LAW;
1289                         else if (!artifact_bias && one_in_(9))
1290                                 artifact_bias = BIAS_PRIESTLY;
1291                         break;
1292                 case 5:
1293                 case 6:
1294                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1295                         if (!artifact_bias && one_in_(9))
1296                                 artifact_bias = BIAS_PRIESTLY;
1297                         break;
1298                 case 7:
1299                 case 8:
1300                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1301                         if (!artifact_bias && one_in_(9))
1302                                 artifact_bias = BIAS_PRIESTLY;
1303                         break;
1304                 case 9:
1305                 case 10:
1306                         add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1307                         break;
1308                 case 11:
1309                 case 12:
1310                         add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1311                         break;
1312                 case 13:
1313                 case 14:
1314                         add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1315                         break;
1316                 case 15:
1317                 case 16:
1318                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1319                         break;
1320                 case 17:
1321                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1322                         break;
1323                 case 18:
1324                 case 19:
1325                         if (o_ptr->tval == TV_SWORD)
1326                         {
1327                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1328                                 if (!artifact_bias && one_in_(9))
1329                                         artifact_bias = BIAS_WARRIOR;
1330                         }
1331                         else
1332                                 random_slay(o_ptr);
1333                         break;
1334                 case 20:
1335                         add_flag(o_ptr->art_flags, TR_IMPACT);
1336                         break;
1337                 case 21:
1338                 case 22:
1339                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1340                         if (!artifact_bias)
1341                                 artifact_bias = BIAS_FIRE;
1342                         break;
1343                 case 23:
1344                 case 24:
1345                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1346                         if (!artifact_bias)
1347                                 artifact_bias = BIAS_COLD;
1348                         break;
1349                 case 25:
1350                 case 26:
1351                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1352                         if (!artifact_bias)
1353                                 artifact_bias = BIAS_ELEC;
1354                         break;
1355                 case 27:
1356                 case 28:
1357                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1358                         if (!artifact_bias)
1359                                 artifact_bias = BIAS_ACID;
1360                         break;
1361                 case 29:
1362                 case 30:
1363                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1364                         if (!artifact_bias && !one_in_(3))
1365                                 artifact_bias = BIAS_POIS;
1366                         else if (!artifact_bias && one_in_(6))
1367                                 artifact_bias = BIAS_NECROMANTIC;
1368                         else if (!artifact_bias)
1369                                 artifact_bias = BIAS_ROGUE;
1370                         break;
1371                 case 31:
1372                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1373                         if (!artifact_bias)
1374                                 artifact_bias = BIAS_NECROMANTIC;
1375                         break;
1376                 case 32:
1377                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1378                         if (!artifact_bias)
1379                                 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1380                         break;
1381                 case 33:
1382                 case 34:
1383                         add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1384                         break;
1385                 default:
1386                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1387                         if (!artifact_bias)
1388                                 artifact_bias = BIAS_CHAOS;
1389                         break;
1390         }
1391 }
1392
1393
1394 static void give_activation_power(object_type *o_ptr)
1395 {
1396         int type = 0, chance = 0;
1397
1398         switch (artifact_bias)
1399         {
1400                 case BIAS_ELEC:
1401                         if (!one_in_(3))
1402                         {
1403                                 type = ACT_BO_ELEC_1;
1404                         }
1405                         else if (!one_in_(5))
1406                         {
1407                                 type = ACT_BA_ELEC_2;
1408                         }
1409                         else
1410                         {
1411                                 type = ACT_BA_ELEC_3;
1412                         }
1413                         chance = 101;
1414                         break;
1415
1416                 case BIAS_POIS:
1417                         type = ACT_BA_POIS_1;
1418                         chance = 101;
1419                         break;
1420
1421                 case BIAS_FIRE:
1422                         if (!one_in_(3))
1423                         {
1424                                 type = ACT_BO_FIRE_1;
1425                         }
1426                         else if (!one_in_(5))
1427                         {
1428                                 type = ACT_BA_FIRE_1;
1429                         }
1430                         else
1431                         {
1432                                 type = ACT_BA_FIRE_2;
1433                         }
1434                         chance = 101;
1435                         break;
1436
1437                 case BIAS_COLD:
1438                         chance = 101;
1439                         if (!one_in_(3))
1440                                 type = ACT_BO_COLD_1;
1441                         else if (!one_in_(3))
1442                                 type = ACT_BA_COLD_1;
1443                         else if (!one_in_(3))
1444                                 type = ACT_BA_COLD_2;
1445                         else
1446                                 type = ACT_BA_COLD_3;
1447                         break;
1448
1449                 case BIAS_CHAOS:
1450                         chance = 50;
1451                         if (one_in_(6))
1452                                 type = ACT_SUMMON_DEMON;
1453                         else
1454                                 type = ACT_CALL_CHAOS;
1455                         break;
1456
1457                 case BIAS_PRIESTLY:
1458                         chance = 101;
1459
1460                         if (one_in_(13))
1461                                 type = ACT_CHARM_UNDEAD;
1462                         else if (one_in_(12))
1463                                 type = ACT_BANISH_EVIL;
1464                         else if (one_in_(11))
1465                                 type = ACT_DISP_EVIL;
1466                         else if (one_in_(10))
1467                                 type = ACT_PROT_EVIL;
1468                         else if (one_in_(9))
1469                                 type = ACT_CURE_1000;
1470                         else if (one_in_(8))
1471                                 type = ACT_CURE_700;
1472                         else if (one_in_(7))
1473                                 type = ACT_REST_ALL;
1474                         else if (one_in_(6))
1475                                 type = ACT_REST_LIFE;
1476                         else
1477                                 type = ACT_CURE_MW;
1478                         break;
1479
1480                 case BIAS_NECROMANTIC:
1481                         chance = 101;
1482                         if (one_in_(66))
1483                                 type = ACT_WRAITH;
1484                         else if (one_in_(13))
1485                                 type = ACT_DISP_GOOD;
1486                         else if (one_in_(9))
1487                                 type = ACT_MASS_GENO;
1488                         else if (one_in_(8))
1489                                 type = ACT_GENOCIDE;
1490                         else if (one_in_(13))
1491                                 type = ACT_SUMMON_UNDEAD;
1492                         else if (one_in_(9))
1493                                 type = ACT_VAMPIRE_2;
1494                         else if (one_in_(6))
1495                                 type = ACT_CHARM_UNDEAD;
1496                         else
1497                                 type = ACT_VAMPIRE_1;
1498                         break;
1499
1500                 case BIAS_LAW:
1501                         chance = 101;
1502                         if (one_in_(8))
1503                                 type = ACT_BANISH_EVIL;
1504                         else if (one_in_(4))
1505                                 type = ACT_DISP_EVIL;
1506                         else
1507                                 type = ACT_PROT_EVIL;
1508                         break;
1509
1510                 case BIAS_ROGUE:
1511                         chance = 101;
1512                         if (one_in_(50))
1513                                 type = ACT_SPEED;
1514                         else if (one_in_(4))
1515                                 type = ACT_SLEEP;
1516                         else if (one_in_(3))
1517                                 type = ACT_DETECT_ALL;
1518                         else if (one_in_(8))
1519                                 type = ACT_ID_FULL;
1520                         else
1521                                 type = ACT_ID_PLAIN;
1522                         break;
1523
1524                 case BIAS_MAGE:
1525                         chance = 66;
1526                         if (one_in_(20))
1527                                 type = ACT_SUMMON_ELEMENTAL;
1528                         else if (one_in_(10))
1529                                 type = ACT_SUMMON_PHANTOM;
1530                         else if (one_in_(5))
1531                                 type = ACT_RUNE_EXPLO;
1532                         else
1533                                 type = ACT_ESP;
1534                         break;
1535
1536                 case BIAS_WARRIOR:
1537                         chance = 80;
1538                         if (one_in_(100))
1539                                 type = ACT_INVULN;
1540                         else
1541                                 type = ACT_BERSERK;
1542                         break;
1543
1544                 case BIAS_RANGER:
1545                         chance = 101;
1546                         if (one_in_(20))
1547                                 type = ACT_CHARM_ANIMALS;
1548                         else if (one_in_(7))
1549                                 type = ACT_SUMMON_ANIMAL;
1550                         else if (one_in_(6))
1551                                 type = ACT_CHARM_ANIMAL;
1552                         else if (one_in_(4))
1553                                 type = ACT_RESIST_ALL;
1554                         else if (one_in_(3))
1555                                 type = ACT_SATIATE;
1556                         else
1557                                 type = ACT_CURE_POISON;
1558                         break;
1559         }
1560
1561         if (!type || (randint1(100) >= chance))
1562         {
1563                 one_activation(o_ptr);
1564                 return;
1565         }
1566
1567         /* A type was chosen... */
1568         o_ptr->xtra2 = type;
1569         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1570         o_ptr->timeout = 0;
1571 }
1572
1573
1574 static void get_random_name(char *return_name, bool armour, int power)
1575 {
1576         int prob = randint1(100);
1577
1578         if (prob <= SINDARIN_NAME)
1579         {
1580                 get_table_sindarin(return_name);
1581         }
1582         else if (prob <= TABLE_NAME)
1583         {
1584                 get_table_name(return_name);
1585         }
1586         else
1587         {
1588                 cptr filename;
1589
1590                 switch (armour)
1591                 {
1592                         case 1:
1593                                 switch (power)
1594                                 {
1595                                         case 0:
1596 #ifdef JP
1597                                                 filename = "a_cursed_j.txt";
1598 #else
1599                                                 filename = "a_cursed.txt";
1600 #endif
1601                                                 break;
1602                                         case 1:
1603 #ifdef JP
1604                                                 filename = "a_low_j.txt";
1605 #else
1606                                                 filename = "a_low.txt";
1607 #endif
1608                                                 break;
1609                                         case 2:
1610 #ifdef JP
1611                                                 filename = "a_med_j.txt";
1612 #else
1613                                                 filename = "a_med.txt";
1614 #endif
1615                                                 break;
1616                                         default:
1617 #ifdef JP
1618                                                 filename = "a_high_j.txt";
1619 #else
1620                                                 filename = "a_high.txt";
1621 #endif
1622                                 }
1623                                 break;
1624                         default:
1625                                 switch (power)
1626                                 {
1627                                         case 0:
1628 #ifdef JP
1629                                                 filename = "w_cursed_j.txt";
1630 #else
1631                                                 filename = "w_cursed.txt";
1632 #endif
1633                                                 break;
1634                                         case 1:
1635 #ifdef JP
1636                                                 filename = "w_low_j.txt";
1637 #else
1638                                                 filename = "w_low.txt";
1639 #endif
1640                                                 break;
1641                                         case 2:
1642 #ifdef JP
1643                                                 filename = "w_med_j.txt";
1644 #else
1645                                                 filename = "w_med.txt";
1646 #endif
1647                                                 break;
1648                                         default:
1649 #ifdef JP
1650                                                 filename = "w_high_j.txt";
1651 #else
1652                                                 filename = "w_high.txt";
1653 #endif
1654                                 }
1655                 }
1656
1657                 (void)get_rnd_line(filename, artifact_bias, return_name);
1658 #ifdef JP
1659                  if (return_name[0] == 0) get_table_name(return_name);
1660 #endif
1661         }
1662 }
1663
1664
1665 bool create_artifact(object_type *o_ptr, bool a_scroll)
1666 {
1667         char    new_name[1024];
1668         int     has_pval = 0;
1669         int     powers = randint1(5) + 1;
1670         int     max_powers;
1671         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1672         int     power_level;
1673         s32b    total_flags;
1674         bool    a_cursed = FALSE;
1675         int     warrior_artifact_bias = 0;
1676         int i;
1677
1678         /* Reset artifact bias */
1679         artifact_bias = 0;
1680
1681         /* Nuke enchantments */
1682         o_ptr->name1 = 0;
1683         o_ptr->name2 = 0;
1684
1685         for (i = 0; i < TR_FLAG_SIZE; i++)
1686                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1687
1688         if (o_ptr->pval) has_pval = TRUE;
1689
1690         if (a_scroll && one_in_(4))
1691         {
1692                 switch (p_ptr->pclass)
1693                 {
1694                         case CLASS_WARRIOR:
1695                         case CLASS_BERSERKER:
1696                         case CLASS_ARCHER:
1697                         case CLASS_SAMURAI:
1698                         case CLASS_CAVALRY:
1699                         case CLASS_SMITH:
1700                                 artifact_bias = BIAS_WARRIOR;
1701                                 break;
1702                         case CLASS_MAGE:
1703                         case CLASS_HIGH_MAGE:
1704                         case CLASS_SORCERER:
1705                         case CLASS_MAGIC_EATER:
1706                         case CLASS_BLUE_MAGE:
1707                                 artifact_bias = BIAS_MAGE;
1708                                 break;
1709                         case CLASS_PRIEST:
1710                                 artifact_bias = BIAS_PRIESTLY;
1711                                 break;
1712                         case CLASS_ROGUE:
1713                         case CLASS_NINJA:
1714                                 artifact_bias = BIAS_ROGUE;
1715                                 warrior_artifact_bias = 25;
1716                                 break;
1717                         case CLASS_RANGER:
1718                         case CLASS_SNIPER:
1719                                 artifact_bias = BIAS_RANGER;
1720                                 warrior_artifact_bias = 30;
1721                                 break;
1722                         case CLASS_PALADIN:
1723                                 artifact_bias = BIAS_PRIESTLY;
1724                                 warrior_artifact_bias = 40;
1725                                 break;
1726                         case CLASS_WARRIOR_MAGE:
1727                         case CLASS_RED_MAGE:
1728                                 artifact_bias = BIAS_MAGE;
1729                                 warrior_artifact_bias = 40;
1730                                 break;
1731                         case CLASS_CHAOS_WARRIOR:
1732                                 artifact_bias = BIAS_CHAOS;
1733                                 warrior_artifact_bias = 40;
1734                                 break;
1735                         case CLASS_MONK:
1736                         case CLASS_FORCETRAINER:
1737                                 artifact_bias = BIAS_PRIESTLY;
1738                                 break;
1739                         case CLASS_MINDCRAFTER:
1740                         case CLASS_BARD:
1741                                 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1742                                 break;
1743                         case CLASS_TOURIST:
1744                                 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1745                                 break;
1746                         case CLASS_IMITATOR:
1747                                 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1748                                 break;
1749                         case CLASS_BEASTMASTER:
1750                                 artifact_bias = BIAS_CHR;
1751                                 warrior_artifact_bias = 50;
1752                                 break;
1753                         case CLASS_MIRROR_MASTER:
1754                                 if (randint1(4) > 1) 
1755                                 {
1756                                     artifact_bias = BIAS_MAGE;
1757                                 }
1758                                 else
1759                                 {
1760                                     artifact_bias = BIAS_ROGUE;
1761                                 }
1762                                 break;
1763                 }
1764         }
1765
1766         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1767                 artifact_bias = BIAS_WARRIOR;
1768
1769         strcpy(new_name, "");
1770
1771         if (!a_scroll && one_in_(A_CURSED))
1772                 a_cursed = TRUE;
1773         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1774                 a_cursed = TRUE;
1775
1776         while (one_in_(powers) || one_in_(7) || one_in_(10))
1777                 powers++;
1778
1779         if (!a_cursed && one_in_(WEIRD_LUCK))
1780                 powers *= 2;
1781
1782         if (a_cursed) powers /= 2;
1783
1784         max_powers = powers;
1785         /* Main loop */
1786         while (powers--)
1787         {
1788                 switch (randint1(max_type))
1789                 {
1790                         case 1: case 2:
1791                                 random_plus(o_ptr);
1792                                 has_pval = TRUE;
1793                                 break;
1794                         case 3: case 4:
1795                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1796                                 {
1797                                         if (a_cursed && !one_in_(13)) break;
1798                                         if (one_in_(13))
1799                                         {
1800                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1801                                         }
1802                                         else
1803                                         {
1804                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1805                                         }
1806                                 }
1807                                 else
1808                                         random_resistance(o_ptr);
1809                                 break;
1810                         case 5:
1811                                 random_misc(o_ptr);
1812                                 break;
1813                         case 6: case 7:
1814                                 random_slay(o_ptr);
1815                                 break;
1816                         default:
1817                                 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1818                                 powers++;
1819                 }
1820         };
1821
1822         if (has_pval)
1823         {
1824 #if 0
1825                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1826
1827                 /* This one commented out by gw's request... */
1828                 if (!a_scroll)
1829                         add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1830 #endif
1831
1832                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1833                 {
1834                         o_ptr->pval = randint1(2);
1835                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1836                                 o_ptr->pval++;
1837                 }
1838                 else
1839                 {
1840                         do
1841                         {
1842                                 o_ptr->pval++;
1843                         }
1844                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1845                 }
1846
1847                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1848                         o_ptr->pval = 4;
1849         }
1850
1851         /* give it some plusses... */
1852         if (object_is_armour(o_ptr))
1853                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1854         else if (object_is_weapon_ammo(o_ptr))
1855         {
1856                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1857                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1858                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1859         }
1860
1861         /* Just to be sure */
1862         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1863         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1864         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1865         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1866
1867         total_flags = flag_cost(o_ptr, o_ptr->pval);
1868
1869         if (a_cursed) curse_artifact(o_ptr);
1870
1871         if (!a_cursed &&
1872             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1873         {
1874                 o_ptr->xtra2 = 0;
1875                 give_activation_power(o_ptr);
1876         }
1877
1878         if (object_is_armour(o_ptr))
1879         {
1880                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1881                 {
1882                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1883                         o_ptr->to_d -= (s16b)randint0(3);
1884                         o_ptr->to_h -= (s16b)randint0(3);
1885                 }
1886                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1887                 {
1888                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1889                         o_ptr->to_d -= (s16b)randint0(3);
1890                         o_ptr->to_h -= (s16b)randint0(3);
1891                 }
1892         }
1893
1894         if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1895
1896         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1897         {
1898                 o_ptr->to_h = 0;
1899                 o_ptr->to_d = 0;
1900                 remove_flag(o_ptr->art_flags, TR_BLOWS);
1901                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1902                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1903                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1904                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1905                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1906                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1907                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1908                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1909                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1910                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1911                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1912                 remove_flag(o_ptr->art_flags, TR_VORPAL);
1913                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1914                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1915                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1916                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1917                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1918         }
1919
1920         if (!object_is_weapon_ammo(o_ptr))
1921         {
1922                 /* For armors */
1923                 if (a_cursed) power_level = 0;
1924                 else if (total_flags < 15000) power_level = 1;
1925                 else if (total_flags < 35000) power_level = 2;
1926                 else power_level = 3;
1927         }
1928
1929         else
1930         {
1931                 /* For weapons */
1932                 if (a_cursed) power_level = 0;
1933                 else if (total_flags < 20000) power_level = 1;
1934                 else if (total_flags < 45000) power_level = 2;
1935                 else power_level = 3;
1936         }
1937
1938         if (a_scroll)
1939         {
1940                 char dummy_name[80] = "";
1941 #ifdef JP
1942                 cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
1943 #else
1944                 cptr ask_msg = "What do you want to call the artifact? ";
1945 #endif
1946
1947                 /* Identify it fully */
1948                 object_aware(o_ptr);
1949                 object_known(o_ptr);
1950
1951                 /* Mark the item as fully known */
1952                 o_ptr->ident |= (IDENT_MENTAL);
1953
1954                 /* For being treated as random artifact in screen_object() */
1955                 o_ptr->art_name = quark_add("");
1956
1957                 (void)screen_object(o_ptr, 0L);
1958
1959                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
1960                     || !dummy_name[0])
1961                 {
1962                         /* Cancelled */
1963                         if (one_in_(2))
1964                         {
1965                                 get_table_sindarin_aux(dummy_name);
1966                         }
1967                         else
1968                         {
1969                                 get_table_name_aux(dummy_name);
1970                         }
1971                 }
1972
1973 #ifdef JP
1974                 sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
1975 #else
1976                 sprintf(new_name, "'%s'", dummy_name);
1977 #endif
1978
1979                 chg_virtue(V_INDIVIDUALISM, 2);
1980                 chg_virtue(V_ENCHANT, 5);
1981         }
1982         else
1983         {
1984                 get_random_name(new_name, object_is_armour(o_ptr), power_level);
1985         }
1986
1987         /* Save the inscription */
1988         o_ptr->art_name = quark_add(new_name);
1989
1990         if (cheat_xtra)
1991         {
1992                 char o_name[MAX_NLEN];
1993
1994                 object_aware(o_ptr);
1995                 object_known(o_ptr);
1996
1997                 /* Mark the item as fully known */
1998                 o_ptr->ident |= (IDENT_MENTAL);
1999
2000                 /* Description */
2001                 object_desc(o_name, o_ptr, 0);
2002
2003 #ifdef JP
2004                 msg_format("¥Ñ¥ï¡¼ %d ¤Ç ²ÁÃÍ%ld ¤Î¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À® ¥Ð¥¤¥¢¥¹¤Ï¡Ö%s¡×:", max_powers, total_flags, artifact_bias_name[artifact_bias]);
2005 #else
2006                 msg_format("Random artifact generated '%s'. (Power:%d, Value:%ld) :", artifact_bias_name[artifact_bias], max_powers, total_flags);
2007 #endif
2008                 msg_format("%s", o_name);
2009         }
2010
2011         /* Window stuff */
2012         p_ptr->window |= (PW_INVEN | PW_EQUIP);
2013
2014         return TRUE;
2015 }
2016
2017
2018 int activation_index(object_type *o_ptr)
2019 {
2020         /* Give priority to weaponsmith's essential activations */
2021         if (object_is_smith(o_ptr))
2022         {
2023                 switch (o_ptr->xtra3-1)
2024                 {
2025                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2026                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2027                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2028                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2029                 case TR_IMPACT: return ACT_QUAKE;
2030                 }
2031         }
2032
2033         if (object_is_fixed_artifact(o_ptr))
2034         {
2035                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2036                 {
2037                         return a_info[o_ptr->name1].act_idx;
2038                 }
2039         }
2040         if (object_is_ego(o_ptr))
2041         {
2042                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2043                 {
2044                         return e_info[o_ptr->name2].act_idx;
2045                 }
2046         }
2047         if (!object_is_random_artifact(o_ptr))
2048         {
2049                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2050                 {
2051                         return k_info[o_ptr->k_idx].act_idx;
2052                 }
2053         }
2054
2055         return o_ptr->xtra2;
2056 }
2057
2058 const activation_type* find_activation_info(object_type *o_ptr)
2059 {
2060         const int index = activation_index(o_ptr);
2061         const activation_type* p;
2062
2063         for (p = activation_info; p->flag != NULL; ++ p) {
2064                 if (p->index == index)
2065                 {
2066                         return p;
2067                 }
2068         }
2069
2070         return NULL;
2071 }
2072
2073
2074 /* Dragon breath activation */
2075 static bool activate_dragon_breath(object_type *o_ptr)
2076 {
2077         u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2078         int type[20];
2079         cptr name[20];
2080         int i, dir, t, n = 0;
2081
2082         if (!get_aim_dir(&dir)) return FALSE;
2083
2084         object_flags(o_ptr, flgs);
2085
2086         for (i = 0; dragonbreath_info[i].flag != 0; i++)
2087         {
2088                 if (have_flag(flgs, dragonbreath_info[i].flag))
2089                 {
2090                         type[n] = dragonbreath_info[i].type;
2091                         name[n] = dragonbreath_info[i].name;
2092                         n++;
2093                 }
2094         }
2095
2096         /* Paranoia */
2097         if (n == 0) return FALSE;
2098
2099         /* Stop speaking */
2100         if (music_singing_any()) stop_singing();
2101         if (hex_spelling_any()) stop_hex_spell_all();
2102
2103         t = randint0(n);
2104         msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
2105         fire_ball(type[t], dir, 250, -4);
2106
2107         return TRUE;
2108 }
2109
2110
2111 bool activate_random_artifact(object_type *o_ptr)
2112 {
2113         int plev = p_ptr->lev;
2114         int k, dir, dummy = 0;
2115         cptr name = k_name + k_info[o_ptr->k_idx].name;
2116         const activation_type* const act_ptr = find_activation_info(o_ptr);
2117
2118         /* Paranoia */
2119         if (!act_ptr) {
2120                 /* Maybe forgot adding information to activation_info table ? */
2121                 msg_print("Activation information is not found.");
2122                 return FALSE;
2123         }
2124
2125         /* Activate for attack */
2126         switch (act_ptr->index)
2127         {
2128                 case ACT_SUNLIGHT:
2129                 {
2130                         if (!get_aim_dir(&dir)) return FALSE;
2131                         msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears."));
2132                         (void)lite_line(dir, damroll(6, 8));
2133                         break;
2134                 }
2135
2136                 case ACT_BO_MISS_1:
2137                 {
2138                         msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly..."));
2139                         if (!get_aim_dir(&dir)) return FALSE;
2140                         fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2141                         break;
2142                 }
2143
2144                 case ACT_BA_POIS_1:
2145                 {
2146                         msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green..."));
2147                         if (!get_aim_dir(&dir)) return FALSE;
2148                         fire_ball(GF_POIS, dir, 12, 3);
2149                         break;
2150                 }
2151
2152                 case ACT_BO_ELEC_1:
2153                 {
2154                         msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks..."));
2155                         if (!get_aim_dir(&dir)) return FALSE;
2156                         fire_bolt(GF_ELEC, dir, damroll(4, 8));
2157                         break;
2158                 }
2159
2160                 case ACT_BO_ACID_1:
2161                 {
2162                         msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid..."));
2163                         if (!get_aim_dir(&dir)) return FALSE;
2164                         fire_bolt(GF_ACID, dir, damroll(5, 8));
2165                         break;
2166                 }
2167
2168                 case ACT_BO_COLD_1:
2169                 {
2170                         msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2171                         if (!get_aim_dir(&dir)) return FALSE;
2172                         fire_bolt(GF_COLD, dir, damroll(6, 8));
2173                         break;
2174                 }
2175
2176                 case ACT_BO_FIRE_1:
2177                 {
2178                         msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire..."));
2179                         if (!get_aim_dir(&dir)) return FALSE;
2180                         fire_bolt(GF_FIRE, dir, damroll(9, 8));
2181                         break;
2182                 }
2183
2184                 case ACT_BA_COLD_1:
2185                 {
2186                         msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2187                         if (!get_aim_dir(&dir)) return FALSE;
2188                         fire_ball(GF_COLD, dir, 48, 2);
2189                         break;
2190                 }
2191                 
2192                 case ACT_BA_COLD_2:
2193                 {
2194                         msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue..."));
2195                         if (!get_aim_dir(&dir)) return FALSE;
2196                         fire_ball(GF_COLD, dir, 100, 2);
2197                         break;
2198                 }
2199                 
2200                 case ACT_BA_COLD_3:
2201                 {
2202                         msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white..."));
2203                         if (!get_aim_dir(&dir)) return FALSE;
2204                         fire_ball(GF_COLD, dir, 400, 3);
2205                         break;
2206                 }
2207
2208                 case ACT_BA_FIRE_1:
2209                 {
2210                         msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2211                         if (!get_aim_dir(&dir)) return FALSE;
2212                         fire_ball(GF_FIRE, dir, 72, 2);
2213                         break;
2214                 }
2215                 
2216                 case ACT_BA_FIRE_2:
2217                 {
2218                         msg_format(_("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", "The %s rages in fire..."), name);
2219                         if (!get_aim_dir(&dir)) return FALSE;
2220                         fire_ball(GF_FIRE, dir, 120, 3);
2221                         break;
2222                 }
2223                 
2224                 case ACT_BA_FIRE_3:
2225                 {
2226                         msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red..."));
2227                         if (!get_aim_dir(&dir)) return FALSE;
2228                         fire_ball(GF_FIRE, dir, 300, 3);
2229                         break;
2230                 }
2231                 
2232                 case ACT_BA_FIRE_4:
2233                 {
2234                         msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2235                         if (!get_aim_dir(&dir)) return FALSE;
2236                         fire_ball(GF_FIRE, dir, 100, 2);
2237                         break;
2238                 }
2239                 
2240                 case ACT_BA_ELEC_2:
2241                 {
2242                         msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity..."));
2243                         if (!get_aim_dir(&dir)) return FALSE;
2244                         fire_ball(GF_ELEC, dir, 100, 3);
2245                         break;
2246                 }
2247                 
2248                 case ACT_BA_ELEC_3:
2249                 {
2250                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2251                         if (!get_aim_dir(&dir)) return FALSE;
2252                         fire_ball(GF_ELEC, dir, 500, 3);
2253                         break;
2254                 }
2255                 
2256                 case ACT_BA_ACID_1:
2257                 {
2258                         msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black..."));
2259                         if (!get_aim_dir(&dir)) return FALSE;
2260                         fire_ball(GF_ACID, dir, 100, 2);
2261                         break;
2262                 }
2263                 
2264                 case ACT_BA_NUKE_1:
2265                 {
2266                         msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green..."));
2267                         if (!get_aim_dir(&dir)) return FALSE;
2268                         fire_ball(GF_NUKE, dir, 100, 2);
2269                         break;
2270                 }
2271                 
2272                 case ACT_DRAIN_1:
2273                 {
2274                         msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name);
2275                         if (!get_aim_dir(&dir)) return FALSE;
2276                         if (drain_life(dir, 100))
2277                         break;
2278                 }
2279
2280                 case ACT_DRAIN_2:
2281                 {
2282                         msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black..."));
2283                         if (!get_aim_dir(&dir)) return FALSE;
2284                         drain_life(dir, 120);
2285                         break;
2286                 }
2287
2288                 case ACT_VAMPIRE_1:
2289                 {
2290                         if (!get_aim_dir(&dir)) return FALSE;
2291                         for (dummy = 0; dummy < 3; dummy++)
2292                         {
2293                                 if (drain_life(dir, 50))
2294                                 hp_player(50);
2295                         }
2296                         break;
2297                 }
2298
2299                 case ACT_BO_MISS_2:
2300                 {
2301                         msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes..."));
2302                         if (!get_aim_dir(&dir)) return FALSE;
2303                         fire_bolt(GF_ARROW, dir, 150);
2304                         break;
2305                 }
2306
2307                 case ACT_WHIRLWIND:
2308                 {
2309                         {
2310                                 int y = 0, x = 0;
2311                                 cave_type       *c_ptr;
2312                                 monster_type    *m_ptr;
2313
2314                                 for (dir = 0; dir <= 9; dir++)
2315                                 {
2316                                         y = py + ddy[dir];
2317                                         x = px + ddx[dir];
2318                                         c_ptr = &cave[y][x];
2319
2320                                         /* Get the monster */
2321                                         m_ptr = &m_list[c_ptr->m_idx];
2322
2323                                         /* Hack -- attack monsters */
2324                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2325                                                 py_attack(y, x, 0);
2326                                 }
2327                         }
2328                         break;
2329                 }
2330
2331                 case ACT_VAMPIRE_2:
2332                 {
2333                         if (!get_aim_dir(&dir)) return FALSE;
2334                         for (dummy = 0; dummy < 3; dummy++)
2335                         {
2336                                 if (drain_life(dir, 100))
2337                                 hp_player(100);
2338                         }
2339                         break;
2340                 }
2341
2342
2343                 case ACT_CALL_CHAOS:
2344                 {
2345                         msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours..."));
2346                         call_chaos();
2347                         break;
2348                 }
2349
2350                 case ACT_ROCKET:
2351                 {
2352                         if (!get_aim_dir(&dir)) return FALSE;
2353                         msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!"));
2354                         fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2355                         break;
2356                 }
2357
2358                 case ACT_DISP_EVIL:
2359                 {
2360                         msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness..."));
2361                         dispel_evil(p_ptr->lev * 5);
2362                         break;
2363                 }
2364
2365                 case ACT_BA_MISS_3:
2366                 {
2367                         if (!get_aim_dir(&dir)) return FALSE;
2368                         msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2369                         fire_ball(GF_MISSILE, dir, 300, -4);
2370                         break;
2371                 }
2372
2373                 case ACT_DISP_GOOD:
2374                 {
2375                         msg_print(_("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil..."));
2376                         dispel_good(p_ptr->lev * 5);
2377                         break;
2378                 }
2379
2380                 case ACT_BO_MANA:
2381                 {
2382                         msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name);
2383                         if (!get_aim_dir(&dir)) return FALSE;
2384                         fire_bolt(GF_ARROW, dir, 150);
2385                         break;
2386                 }
2387
2388                 case ACT_BA_WATER:
2389                 {
2390                         msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name);
2391                         if (!get_aim_dir(&dir)) return FALSE;
2392                         fire_ball(GF_WATER, dir, 200, 3);
2393                         break;
2394                 }
2395
2396                 case ACT_BA_DARK:
2397                 {
2398                         msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name);
2399                         if (!get_aim_dir(&dir)) return FALSE;
2400                         fire_ball(GF_DARK, dir, 250, 4);
2401                         break;
2402                 }
2403
2404                 case ACT_BA_MANA:
2405                 {
2406                         msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name);
2407                         if (!get_aim_dir(&dir)) return FALSE;
2408                         fire_ball(GF_MANA, dir, 250, 4);
2409                         break;
2410                 }
2411
2412                 case ACT_PESTICIDE:
2413                 {
2414                         msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life."));
2415                         (void)dispel_monsters(4);
2416                         break;
2417                 }
2418
2419                 case ACT_BLINDING_LIGHT:
2420                 {
2421                         msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name);
2422                         fire_ball(GF_LITE, 0, 300, 6);
2423                         confuse_monsters(3 * p_ptr->lev / 2);
2424                         break;
2425                 }
2426
2427                 case ACT_BIZARRE:
2428                 {
2429                         msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name);
2430                         if (!get_aim_dir(&dir)) return FALSE;
2431                         ring_of_power(dir);
2432                         break;
2433                 }
2434
2435                 case ACT_CAST_BA_STAR:
2436                 {
2437                         int num = damroll(5, 3);
2438                         int y, x;
2439                         int attempts;
2440                         msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name);
2441                         for (k = 0; k < num; k++)
2442                         {
2443                                 attempts = 1000;
2444
2445                                 while (attempts--)
2446                                 {
2447                                         scatter(&y, &x, py, px, 4, 0);
2448
2449                                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2450
2451                                         if (!player_bold(y, x)) break;
2452                                 }
2453
2454                                 project(0, 3, y, x, 150, GF_ELEC,
2455                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2456                         }
2457
2458                         break;
2459                 }
2460
2461                 case ACT_BLADETURNER:
2462                 {
2463                         if (!get_aim_dir(&dir)) return FALSE;
2464                         msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2465                         fire_ball(GF_MISSILE, dir, 300, -4);
2466                         msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours..."));
2467                         (void)set_afraid(0);
2468                         (void)set_hero(randint1(50) + 50, FALSE);
2469                         (void)hp_player(10);
2470                         (void)set_blessed(randint1(50) + 50, FALSE);
2471                         (void)set_oppose_acid(randint1(50) + 50, FALSE);
2472                         (void)set_oppose_elec(randint1(50) + 50, FALSE);
2473                         (void)set_oppose_fire(randint1(50) + 50, FALSE);
2474                         (void)set_oppose_cold(randint1(50) + 50, FALSE);
2475                         (void)set_oppose_pois(randint1(50) + 50, FALSE);
2476                         break;
2477                 }
2478
2479                 case ACT_BR_FIRE:
2480                 {
2481                         if (!get_aim_dir(&dir)) return FALSE;
2482                         fire_ball(GF_FIRE, dir, 200, -2);
2483                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2484                         {
2485                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2486                         }
2487                         break;
2488                 }
2489                 case ACT_BR_COLD:
2490                 {
2491                         if (!get_aim_dir(&dir)) return FALSE;
2492                         fire_ball(GF_COLD, dir, 200, -2);
2493                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2494                         {
2495                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2496                         }
2497                         break;
2498                 }
2499                 case ACT_BR_DRAGON:
2500                 {
2501                         if (!activate_dragon_breath(o_ptr)) return FALSE;
2502                         break;
2503                 }
2504
2505                 /* Activate for other offensive action */
2506
2507                 case ACT_CONFUSE:
2508                 {
2509                         msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours..."));
2510                         if (!get_aim_dir(&dir)) return FALSE;
2511                         confuse_monster(dir, 20);
2512                         break;
2513                 }
2514
2515                 case ACT_SLEEP:
2516                 {
2517                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2518                         sleep_monsters_touch();
2519                         break;
2520                 }
2521
2522                 case ACT_QUAKE:
2523                 {
2524                         earthquake(py, px, 5);
2525                         break;
2526                 }
2527
2528                 case ACT_TERROR:
2529                 {
2530                         turn_monsters(40 + p_ptr->lev);
2531                         break;
2532                 }
2533
2534                 case ACT_TELE_AWAY:
2535                 {
2536                         if (!get_aim_dir(&dir)) return FALSE;
2537                         (void)fire_beam(GF_AWAY_ALL, dir, plev);
2538                         break;
2539                 }
2540
2541                 case ACT_BANISH_EVIL:
2542                 {
2543                         if (banish_evil(100))
2544                         {
2545                                 msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!"));
2546                         }
2547                         break;
2548                 }
2549
2550                 case ACT_GENOCIDE:
2551                 {
2552                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2553                         (void)symbol_genocide(200, TRUE);
2554                         break;
2555                 }
2556
2557                 case ACT_MASS_GENO:
2558                 {
2559                         msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note..."));
2560                         (void)mass_genocide(200, TRUE);
2561                         break;
2562                 }
2563
2564                 case ACT_SCARE_AREA:
2565                 {
2566                         if (music_singing_any()) stop_singing();
2567                         if (hex_spelling_any()) stop_hex_spell_all();
2568                         msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!",
2569                                         "You wind a mighty blast; your enemies tremble!"));
2570                         (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2571                         break;
2572                 }
2573
2574                 case ACT_AGGRAVATE:
2575                 {
2576                         if (o_ptr->name1 == ART_HYOUSIGI)
2577                         {
2578                                 msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers."));
2579                         }
2580                         else
2581                         {
2582                                 msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name);
2583                         }
2584                         aggravate_monsters(0);
2585                         break;
2586                 }
2587
2588                 /* Activate for summoning / charming */
2589
2590                 case ACT_CHARM_ANIMAL:
2591                 {
2592                         if (!get_aim_dir(&dir)) return FALSE;
2593                         (void)charm_animal(dir, plev * 2);
2594                         break;
2595                 }
2596
2597                 case ACT_CHARM_UNDEAD:
2598                 {
2599                         if (!get_aim_dir(&dir)) return FALSE;
2600                         (void)control_one_undead(dir, plev * 2);
2601                         break;
2602                 }
2603
2604                 case ACT_CHARM_OTHER:
2605                 {
2606                         if (!get_aim_dir(&dir)) return FALSE;
2607                         (void)charm_monster(dir, plev * 2);
2608                         break;
2609                 }
2610
2611                 case ACT_CHARM_ANIMALS:
2612                 {
2613                         (void)charm_animals(plev * 2);
2614                         break;
2615                 }
2616
2617                 case ACT_CHARM_OTHERS:
2618                 {
2619                         charm_monsters(plev * 2);
2620                         break;
2621                 }
2622
2623                 case ACT_SUMMON_ANIMAL:
2624                 {
2625                         (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2626                         break;
2627                 }
2628
2629                 case ACT_SUMMON_PHANTOM:
2630                 {
2631                         msg_print(_("¸¸Îî¤ò¾¤´­¤·¤¿¡£", "You summon a phantasmal servant."));
2632                         (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2633                         break;
2634                 }
2635
2636                 case ACT_SUMMON_ELEMENTAL:
2637                 {
2638                         bool pet = one_in_(3);
2639                         u32b mode = 0L;
2640
2641                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2642                         if (pet) mode |= PM_FORCE_PET;
2643                         else mode |= PM_NO_PET;
2644
2645                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2646                         {
2647                                 msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes..."));
2648                                 if (pet)
2649                                         msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you."));
2650                                 else
2651                                         msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!"));
2652                         }
2653
2654                         break;
2655                 }
2656
2657                 case ACT_SUMMON_DEMON:
2658                 {
2659                         bool pet = one_in_(3);
2660                         u32b mode = 0L;
2661
2662                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2663                         if (pet) mode |= PM_FORCE_PET;
2664                         else mode |= PM_NO_PET;
2665
2666                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
2667                         {
2668                                 msg_print(_("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone."));
2669                                 if (pet)
2670                                         msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'"));
2671                                 else
2672                                         msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2673                         }
2674
2675                         break;
2676                 }
2677
2678                 case ACT_SUMMON_UNDEAD:
2679                 {
2680                         bool pet = one_in_(3);
2681                         int type;
2682                         u32b mode = 0L;
2683
2684                         type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2685
2686                         if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2687                         if (pet) mode |= PM_FORCE_PET;
2688                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2689
2690                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
2691                         {
2692                                 msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë...",
2693                                                 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2694                                 if (pet)
2695                                 msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª",
2696                                                 "Ancient, long-dead forms arise from the ground to serve you!"));
2697                                 else
2698                                 msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª",
2699                                                 "'The dead arise... to punish you for disturbing them!'"));
2700                         }
2701
2702                         break;
2703                 }
2704
2705                 case ACT_SUMMON_HOUND:
2706                 {
2707                         u32b mode = PM_ALLOW_GROUP;
2708                         bool pet = !one_in_(5);
2709                         if (pet) mode |= PM_FORCE_PET;
2710                         else mode |= PM_NO_PET;
2711
2712                         if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2713                         {
2714
2715                                 if (pet)
2716                                         msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£",
2717                                                 "A group of hounds appear as your servant."));
2718                                 else
2719                                         msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª",
2720                                                 "A group of hounds appear as your enemy!"));
2721                         }
2722
2723                         break;
2724                 }
2725
2726                 case ACT_SUMMON_DAWN:
2727                 {
2728                         msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£","You summon the Legion of the Dawn."));
2729                         (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2730                         break;
2731                 }
2732
2733                 case ACT_SUMMON_OCTOPUS:
2734                 {
2735                         u32b mode = PM_ALLOW_GROUP;
2736                         bool pet = !one_in_(5);
2737                         if (pet) mode |= PM_FORCE_PET;
2738
2739                         if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
2740                         {
2741                                 if (pet)
2742                                         msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant."));
2743                                 else
2744                                         msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!"));
2745                         }
2746
2747                         break;
2748                 }
2749
2750                 /* Activate for healing */
2751
2752                 case ACT_CHOIR_SINGS:
2753                 {
2754                         msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings..."));
2755                         (void)set_poisoned(0);
2756                         (void)set_cut(0);
2757                         (void)set_stun(0);
2758                         (void)set_confused(0);
2759                         (void)set_blind(0);
2760                         (void)set_afraid(0);
2761                         (void)set_hero(randint1(25) + 25, FALSE);
2762                         (void)hp_player(777);
2763                         break;
2764                 }
2765
2766                 case ACT_CURE_LW:
2767                 {
2768                         (void)set_afraid(0);
2769                         (void)hp_player(30);
2770                         break;
2771                 }
2772
2773                 case ACT_CURE_MW:
2774                 {
2775                         msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple..."));
2776                         hp_player(damroll(4, 8));
2777                         (void)set_cut((p_ptr->cut / 2) - 50);
2778                         break;
2779                 }
2780
2781                 case ACT_CURE_POISON:
2782                 {
2783                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2784                         (void)set_afraid(0);
2785                         (void)set_poisoned(0);
2786                         break;
2787                 }
2788
2789                 case ACT_REST_LIFE:
2790                 {
2791                         msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red..."));
2792                         restore_level();
2793                         break;
2794                 }
2795
2796                 case ACT_REST_ALL:
2797                 {
2798                         msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green..."));
2799                         (void)do_res_stat(A_STR);
2800                         (void)do_res_stat(A_INT);
2801                         (void)do_res_stat(A_WIS);
2802                         (void)do_res_stat(A_DEX);
2803                         (void)do_res_stat(A_CON);
2804                         (void)do_res_stat(A_CHR);
2805                         (void)restore_level();
2806                         break;
2807                 }
2808
2809                 case ACT_CURE_700:
2810                 {
2811                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue..."));
2812                         msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside..."));
2813                         (void)hp_player(700);
2814                         (void)set_cut(0);
2815                         break;
2816                 }
2817
2818                 case ACT_CURE_1000:
2819                 {
2820                         msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white..."));
2821                         msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better..."));
2822                         (void)hp_player(1000);
2823                         (void)set_cut(0);
2824                         break;
2825                 }
2826
2827                 case ACT_CURING:
2828                 {
2829                         msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name);
2830                         (void)set_poisoned(0);
2831                         (void)set_confused(0);
2832                         (void)set_blind(0);
2833                         (void)set_stun(0);
2834                         (void)set_cut(0);
2835                         (void)set_image(0);
2836
2837                         break;
2838                 }
2839
2840                 case ACT_CURE_MANA_FULL:
2841                 {
2842                         msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name);
2843                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2844                         {
2845                                 int i;
2846                                 for (i = 0; i < EATER_EXT*2; i++)
2847                                 {
2848                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2849                                         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;
2850                                 }
2851                                 for (; i < EATER_EXT*3; i++)
2852                                 {
2853                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2854                                         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;
2855                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2856                                 }
2857                                 msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2858                                 p_ptr->window |= (PW_PLAYER);
2859                         }
2860                         else if (p_ptr->csp < p_ptr->msp)
2861                         {
2862                                 p_ptr->csp = p_ptr->msp;
2863                                 p_ptr->csp_frac = 0;
2864                                 msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2865                                 p_ptr->redraw |= (PR_MANA);
2866                                 p_ptr->window |= (PW_PLAYER);
2867                                 p_ptr->window |= (PW_SPELL);
2868                         }
2869                         break;
2870                 }
2871
2872                 /* Activate for timed effect */
2873
2874                 case ACT_ESP:
2875                 {
2876                         (void)set_tim_esp(randint1(30) + 25, FALSE);
2877                         break;
2878                 }
2879
2880                 case ACT_BERSERK:
2881                 {
2882                         (void)set_afraid(0);
2883                         (void)set_shero(randint1(25) + 25, FALSE);
2884                         /* (void)set_afraid(0);
2885                         (void)set_hero(randint1(50) + 50, FALSE);
2886                         (void)set_blessed(randint1(50) + 50, FALSE);
2887                         o_ptr->timeout = 100 + randint1(100); */
2888                         break;
2889                 }
2890
2891                 case ACT_PROT_EVIL:
2892                 {
2893                         msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name);
2894                         k = 3 * p_ptr->lev;
2895                         (void)set_protevil(randint1(25) + k, FALSE);
2896                         break;
2897                 }
2898
2899                 case ACT_RESIST_ALL:
2900                 {
2901                         msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours..."));
2902                         (void)set_oppose_acid(randint1(40) + 40, FALSE);
2903                         (void)set_oppose_elec(randint1(40) + 40, FALSE);
2904                         (void)set_oppose_fire(randint1(40) + 40, FALSE);
2905                         (void)set_oppose_cold(randint1(40) + 40, FALSE);
2906                         (void)set_oppose_pois(randint1(40) + 40, FALSE);
2907                         break;
2908                 }
2909
2910                 case ACT_SPEED:
2911                 {
2912                         msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green..."));
2913                         (void)set_fast(randint1(20) + 20, FALSE);
2914                         break;
2915                 }
2916
2917                 case ACT_XTRA_SPEED:
2918                 {
2919                         msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly..."));
2920                         (void)set_fast(randint1(75) + 75, FALSE);
2921                         break;
2922                 }
2923
2924                 case ACT_WRAITH:
2925                 {
2926                         set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
2927                         break;
2928                 }
2929
2930                 case ACT_INVULN:
2931                 {
2932                         (void)set_invuln(randint1(8) + 8, FALSE);
2933                         break;
2934                 }
2935
2936                 case ACT_HELO:
2937                 {
2938                         (void)set_afraid(0);
2939                         set_hero(randint1(25)+25, FALSE);
2940                         hp_player(10);
2941                         break;
2942                 }
2943
2944                 case ACT_HELO_SPEED:
2945                 {
2946                         (void)set_fast(randint1(50) + 50, FALSE);
2947                         hp_player(10);
2948                         set_afraid(0);
2949                         set_hero(randint1(50) + 50, FALSE);
2950                         break;
2951                 }
2952
2953                 case ACT_RESIST_ACID:
2954                 {
2955                         msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name);
2956                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
2957                         {
2958                                 if (!get_aim_dir(&dir)) return FALSE;
2959                                 fire_ball(GF_ACID, dir, 100, 2);
2960                         }
2961                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
2962                         break;
2963                 }
2964
2965                 case ACT_RESIST_FIRE:
2966                 {
2967                         msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name);
2968                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2969                         {
2970                                 if (!get_aim_dir(&dir)) return FALSE;
2971                                 fire_ball(GF_FIRE, dir, 100, 2);
2972                         }
2973                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
2974                         break;
2975                 }
2976
2977                 case ACT_RESIST_COLD:
2978                 {
2979                         msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name);
2980                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2981                         {
2982                                 if (!get_aim_dir(&dir)) return FALSE;
2983                                 fire_ball(GF_COLD, dir, 100, 2);
2984                         }
2985                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
2986                         break;
2987                 }
2988
2989                 case ACT_RESIST_ELEC:
2990                 {
2991                         msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name);
2992                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
2993                         {
2994                                 if (!get_aim_dir(&dir)) return FALSE;
2995                                 fire_ball(GF_ELEC, dir, 100, 2);
2996                         }
2997                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
2998                         break;
2999                 }
3000
3001                 case ACT_RESIST_POIS:
3002                 {
3003                         msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name);
3004                         (void)set_oppose_pois(randint1(20) + 20, FALSE);
3005                         break;
3006                 }
3007
3008                 /* Activate for general purpose effect (detection etc.) */
3009
3010                 case ACT_LIGHT:
3011                 {
3012 #ifdef JP
3013                         msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
3014 #else
3015                         msg_format("The %s wells with clear light...", name);
3016 #endif
3017                         lite_area(damroll(2, 15), 3);
3018                         break;
3019                 }
3020
3021                 case ACT_MAP_LIGHT:
3022                 {
3023 #ifdef JP
3024                         msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
3025 #else
3026                         msg_print("It shines brightly...");
3027 #endif
3028                         map_area(DETECT_RAD_MAP);
3029                         lite_area(damroll(2, 15), 3);
3030                         break;
3031                 }
3032
3033                 case ACT_DETECT_ALL:
3034                 {
3035 #ifdef JP
3036                         msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3037                         msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿...");
3038 #else
3039                         msg_print("It glows bright white...");
3040                         msg_print("An image forms in your mind...");
3041 #endif
3042                         detect_all(DETECT_RAD_DEFAULT);
3043                         break;
3044                 }
3045
3046                 case ACT_DETECT_XTRA:
3047                 {
3048 #ifdef JP
3049                         msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3050 #else
3051                         msg_print("It glows brightly...");
3052 #endif
3053                         detect_all(DETECT_RAD_DEFAULT);
3054                         probing();
3055                         identify_fully(FALSE);
3056                         break;
3057                 }
3058
3059                 case ACT_ID_FULL:
3060                 {
3061 #ifdef JP
3062                         msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
3063 #else
3064                         msg_print("It glows yellow...");
3065 #endif
3066                         identify_fully(FALSE);
3067                         break;
3068                 }
3069
3070                 case ACT_ID_PLAIN:
3071                 {
3072                         if (!ident_spell(FALSE)) return FALSE;
3073                         break;
3074                 }
3075
3076                 case ACT_RUNE_EXPLO:
3077                 {
3078 #ifdef JP
3079                         msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3080 #else
3081                         msg_print("It glows bright red...");
3082 #endif
3083                         explosive_rune();
3084                         break;
3085                 }
3086
3087                 case ACT_RUNE_PROT:
3088                 {
3089 #ifdef JP
3090                         msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3091 #else
3092                         msg_print("It glows light blue...");
3093 #endif
3094                         warding_glyph();
3095                         break;
3096                 }
3097
3098                 case ACT_SATIATE:
3099                 {
3100                         (void)set_food(PY_FOOD_MAX - 1);
3101                         break;
3102                 }
3103
3104                 case ACT_DEST_DOOR:
3105                 {
3106 #ifdef JP
3107                         msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3108 #else
3109                         msg_print("It glows bright red...");
3110 #endif
3111                         destroy_doors_touch();
3112                         break;
3113                 }
3114
3115                 case ACT_STONE_MUD:
3116                 {
3117 #ifdef JP
3118                         msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
3119 #else
3120                         msg_print("It pulsates...");
3121 #endif
3122                         if (!get_aim_dir(&dir)) return FALSE;
3123                         wall_to_mud(dir, 20 + randint1(30));
3124                         break;
3125                 }
3126
3127                 case ACT_RECHARGE:
3128                 {
3129                         recharge(130);
3130                         break;
3131                 }
3132
3133                 case ACT_ALCHEMY:
3134                 {
3135 #ifdef JP
3136                         msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3137 #else
3138                         msg_print("It glows bright yellow...");
3139 #endif
3140                         (void)alchemy();
3141                         break;
3142                 }
3143
3144                 case ACT_DIM_DOOR:
3145                 {
3146 #ifdef JP
3147                         msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
3148 #else
3149                         msg_print("You open a dimensional gate. Choose a destination.");
3150 #endif
3151                         if (!dimension_door()) return FALSE;
3152                         break;
3153                 }
3154
3155
3156                 case ACT_TELEPORT:
3157                 {
3158 #ifdef JP
3159                         msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
3160 #else
3161                         msg_print("It twists space around you...");
3162 #endif
3163                         teleport_player(100, 0L);
3164                         break;
3165                 }
3166
3167                 case ACT_RECALL:
3168                 {
3169 #ifdef JP
3170                         msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3171 #else
3172                         msg_print("It glows soft white...");
3173 #endif
3174                         if (!word_of_recall()) return FALSE;
3175                         break;
3176                 }
3177
3178                 case ACT_JUDGE:
3179                 {
3180 #ifdef JP
3181                         msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
3182 #else
3183                         msg_format("The %s flashes bright red!", name);
3184 #endif
3185                         chg_virtue(V_KNOWLEDGE, 1);
3186                         chg_virtue(V_ENLIGHTEN, 1);
3187                         wiz_lite(FALSE);
3188 #ifdef JP
3189                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3190                         take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
3191 #else
3192                         msg_format("The %s drains your vitality...", name);
3193                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
3194 #endif
3195                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3196                         (void)detect_doors(DETECT_RAD_DEFAULT);
3197                         (void)detect_stairs(DETECT_RAD_DEFAULT);
3198 #ifdef JP
3199                         if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
3200 #else
3201                         if (get_check("Activate recall? "))
3202 #endif
3203                         {
3204                                 (void)word_of_recall();
3205                         }
3206
3207                         break;
3208                 }
3209
3210                 case ACT_TELEKINESIS:
3211                 {
3212                         if (!get_aim_dir(&dir)) return FALSE;
3213 #ifdef JP
3214                         msg_format("%s¤ò¿­¤Ð¤·¤¿¡£", name);
3215 #else
3216                         msg_format("You stretched your %s.", name);
3217 #endif
3218                         fetch(dir, 500, TRUE);
3219                         break;
3220                 }
3221
3222                 case ACT_DETECT_UNIQUE:
3223                 {
3224                         int i;
3225                         monster_type *m_ptr;
3226                         monster_race *r_ptr;
3227 #ifdef JP
3228                         msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
3229 #else
3230                         msg_print("Some strange places show up in your mind. And you see ...");
3231 #endif
3232                         /* Process the monsters (backwards) */
3233                         for (i = m_max - 1; i >= 1; i--)
3234                         {
3235                                 /* Access the monster */
3236                                 m_ptr = &m_list[i];
3237
3238                                 /* Ignore "dead" monsters */
3239                                 if (!m_ptr->r_idx) continue;
3240
3241                                 r_ptr = &r_info[m_ptr->r_idx];
3242
3243                                 if(r_ptr->flags1 & RF1_UNIQUE)
3244                                 {
3245 #ifdef JP
3246                                         msg_format("%s¡¥ ",r_name + r_ptr->name);
3247 #else
3248                                         msg_format("%s. ",r_name + r_ptr->name);
3249 #endif
3250                                 }
3251                         }
3252                         break;
3253                 }
3254
3255                 case ACT_ESCAPE:
3256                 {
3257                         switch (randint1(13))
3258                         {
3259                         case 1: case 2: case 3: case 4: case 5:
3260                                 teleport_player(10, 0L);
3261                                 break;
3262                         case 6: case 7: case 8: case 9: case 10:
3263                                 teleport_player(222, 0L);
3264                                 break;
3265                         case 11: case 12:
3266                                 (void)stair_creation();
3267                                 break;
3268                         default:
3269 #ifdef JP
3270                                 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
3271 #else
3272                                 if (get_check("Leave this level? "))
3273 #endif
3274                                 {
3275                                         if (autosave_l) do_cmd_save_game(TRUE);
3276
3277                                         /* Leaving */
3278                                         p_ptr->leaving = TRUE;
3279                                 }
3280                         }
3281                         break;
3282                 }
3283
3284                 case ACT_DISP_CURSE_XTRA:
3285                 {
3286 #ifdef JP
3287                         msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
3288 #else
3289                         msg_format("The %s exhibits the truth...", name);
3290 #endif
3291                         if (remove_all_curse())
3292                         {
3293 #ifdef JP
3294                                 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
3295 #else
3296                                 msg_print("You feel as if someone is watching over you.");
3297 #endif
3298                         }
3299                         (void)probing();
3300                         break;
3301                 }
3302
3303                 case ACT_BRAND_FIRE_BOLTS:
3304                 {
3305 #ifdef JP
3306                         msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
3307 #else
3308                         msg_format("Your %s glows deep red...", name);
3309 #endif
3310                         (void)brand_bolts();
3311                         break;
3312                 }
3313
3314                 case ACT_RECHARGE_XTRA:
3315                 {
3316 #ifdef JP
3317                         msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
3318 #else
3319                         msg_format("The %s gleams with blinding light...", name);
3320 #endif
3321                         if (!recharge(1000)) return FALSE;
3322                         break;
3323                 }
3324
3325                 case ACT_LORE:
3326                 {
3327 #ifdef JP
3328                         msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
3329 #else
3330                         msg_print("The stone reveals hidden mysteries...");
3331 #endif
3332                         if (!ident_spell(FALSE)) return FALSE;
3333
3334                         if (mp_ptr->spell_book)
3335                         {
3336                                 /* Sufficient mana */
3337                                 if (20 <= p_ptr->csp)
3338                                 {
3339                                         /* Use some mana */
3340                                         p_ptr->csp -= 20;
3341                                 }
3342
3343                                 /* Over-exert the player */
3344                                 else
3345                                 {
3346                                         int oops = 20 - p_ptr->csp;
3347
3348                                         /* No mana left */
3349                                         p_ptr->csp = 0;
3350                                         p_ptr->csp_frac = 0;
3351
3352                                         /* Message */
3353 #ifdef JP
3354                                         msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
3355 #else
3356                                         msg_print("You are too weak to control the stone!");
3357 #endif
3358                                         /* Hack -- Bypass free action */
3359                                         (void)set_paralyzed(p_ptr->paralyzed +
3360                                                 randint1(5 * oops + 1));
3361
3362                                         /* Confusing. */
3363                                         (void)set_confused(p_ptr->confused +
3364                                                 randint1(5 * oops + 1));
3365                                 }
3366
3367                                 /* Redraw mana */
3368                                 p_ptr->redraw |= (PR_MANA);
3369                         }
3370 #ifdef JP
3371                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
3372 #else
3373                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
3374 #endif
3375                         /* Confusing. */
3376                         if (one_in_(5)) (void)set_confused(p_ptr->confused +
3377                                 randint1(10));
3378
3379                         /* Exercise a little care... */
3380                         if (one_in_(20))
3381 #ifdef JP
3382                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
3383 #else
3384                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
3385 #endif
3386                         break;
3387                 }
3388
3389                 case ACT_SHIKOFUMI:
3390                 {
3391 #ifdef JP
3392                         msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
3393 #else
3394                         msg_print("You stamp. (as if you are in a ring.)");
3395 #endif
3396                         (void)set_afraid(0);
3397                         (void)set_hero(randint1(20) + 20, FALSE);
3398                         dispel_evil(p_ptr->lev * 3);
3399                         break;
3400                 }
3401
3402                 case ACT_PHASE_DOOR:
3403                 {
3404                         teleport_player(10, 0L);
3405                         break;
3406                 }
3407
3408                 case ACT_DETECT_ALL_MONS:
3409                 {
3410                         (void)detect_monsters_invis(255);
3411                         (void)detect_monsters_normal(255);
3412                         break;
3413                 }
3414
3415                 case ACT_ULTIMATE_RESIST:
3416                 {
3417                         int v = randint1(25)+25;
3418                         (void)set_afraid(0);
3419                         (void)set_hero(v, FALSE);
3420                         (void)hp_player(10);
3421                         (void)set_blessed(v, FALSE);
3422                         (void)set_oppose_acid(v, FALSE);
3423                         (void)set_oppose_elec(v, FALSE);
3424                         (void)set_oppose_fire(v, FALSE);
3425                         (void)set_oppose_cold(v, FALSE);
3426                         (void)set_oppose_pois(v, FALSE);
3427                         (void)set_ultimate_res(v, FALSE);
3428                         break;
3429                 }
3430
3431
3432                 /* Unique activation */
3433                 case ACT_CAST_OFF:
3434                 {
3435                         int inv, o_idx, t;
3436                         char o_name[MAX_NLEN];
3437                         object_type forge;
3438
3439                         /* Cast off activated item */
3440                         for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3441                         {
3442                                 if (o_ptr == &inventory[inv]) break;
3443                         }
3444
3445                         /* Paranoia */
3446                         if (inv > INVEN_FEET) return FALSE;
3447
3448                         object_copy(&forge, o_ptr);
3449                         inven_item_increase(inv, (0 - o_ptr->number));
3450                         inven_item_optimize(inv);
3451                         o_idx = drop_near(&forge, 0, py, px);
3452                         o_ptr = &o_list[o_idx];
3453
3454                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3455                         msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
3456
3457                         /* Get effects */
3458                         msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
3459                         t = 20 + randint1(20);
3460                         (void)set_blind(p_ptr->blind + t);
3461                         (void)set_afraid(0);
3462                         (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3463                         (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3464                         (void)set_hero(p_ptr->hero + t, FALSE);
3465                         (void)set_blessed(p_ptr->blessed + t, FALSE);
3466                         (void)set_fast(p_ptr->fast + t, FALSE);
3467                         (void)set_shero(p_ptr->shero + t, FALSE);
3468                         if (p_ptr->pclass == CLASS_FORCETRAINER)
3469                         {
3470                                 p_ptr->magic_num1[0] = plev * 5 + 190;
3471                                 msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
3472                         }
3473
3474                         break;
3475                 }
3476
3477                 case ACT_FALLING_STAR:
3478                 {
3479                         msg_print(_("¤¢¤Ê¤¿¤ÏÍÅÅá¤ËÌ¥Æþ¤é¤ì¤¿¡Ä", "You are enchanted by cursed blade..."));
3480                         msg_print(_("¡Ö¶¸¤Û¤·¤¯ ·ì¤Î¤´¤È¤­ ·î¤Ï¤Î¤Ü¤ì¤ê Èë¤á¤ª¤­¤· Ëâ·õ ¤¤¤º¤³¤¾¤ä¡×", "'Behold the blade arts.'"));
3481                         massacre(py, px);
3482                         break;
3483                 }
3484
3485                 case ACT_GRAND_CROSS:
3486                 {
3487                         msg_print(_("¡Ö°Ç¤Ë´Ô¤ì¡ª¡×", "You say, 'Return to darkness!'"));
3488                         project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3489                         break;
3490                 }
3491
3492                 case ACT_TELEPORT_LEVEL:
3493                 {
3494 #ifdef JP
3495                         if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
3496 #else
3497                         if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
3498 #endif
3499                         teleport_level(0);
3500                         break;
3501                 }
3502
3503                 case ACT_STRAIN_HASTE:
3504                 {
3505                         int t;
3506 #ifdef JP
3507                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3508                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "²Ã®¤·¤¿ÈèÏ«", -1);
3509 #else
3510                         msg_format("The %s drains your vitality...", name);
3511                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1);
3512 #endif
3513                         t = 25 + randint1(25);
3514                         (void)set_fast(p_ptr->fast + t, FALSE);
3515                         break;
3516                 }
3517
3518                 case ACT_FISHING:
3519                 {
3520                         int x, y;
3521
3522                         if (!get_rep_dir2(&dir)) return FALSE;
3523                         y = py+ddy[dir];
3524                         x = px+ddx[dir];
3525                         tsuri_dir = dir;
3526                         if (!cave_have_flag_bold(y, x, FF_WATER))
3527                         {
3528 #ifdef JP
3529                                 msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
3530 #else
3531                                 msg_print("There is no fishing place.");
3532 #endif
3533                                 return FALSE;
3534                         }
3535                         else if (cave[y][x].m_idx)
3536                         {
3537                                 char m_name[80];
3538                                 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3539 #ifdef JP
3540                                 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
3541 #else
3542                                 msg_format("%^s is stand in your way.", m_name);
3543 #endif
3544                                 energy_use = 0;
3545                                 return FALSE;
3546                         }
3547                         set_action(ACTION_FISH);
3548                         p_ptr->redraw |= (PR_STATE);
3549                         break;
3550                 }
3551
3552                 case ACT_INROU:
3553                 {
3554                         int count = 0, i;
3555                         monster_type *m_ptr;
3556 #ifndef JP
3557                         cptr kakusan = "";
3558 #endif
3559                         if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
3560                         {
3561 #ifdef JP
3562                                 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3563 #else
3564                                 msg_print("Suke-san apperars.");
3565                                 kakusan = "Suke-san";
3566 #endif
3567                                 count++;
3568                         }
3569                         if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
3570                         {
3571 #ifdef JP
3572                                 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3573 #else
3574                                 msg_print("Kaku-san appears.");
3575                                 kakusan = "Kaku-san";
3576 #endif
3577                                 count++;
3578                         }
3579                         if (!count)
3580                         {
3581                                 for (i = m_max - 1; i > 0; i--)
3582                                 {
3583                                         m_ptr = &m_list[i];
3584                                         if (!m_ptr->r_idx) continue;
3585                                         if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3586                                         if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
3587                                         if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
3588                                         count++;
3589                                         break;
3590                                 }
3591                         }
3592
3593                         if (count)
3594                         {
3595 #ifdef JP
3596                                 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
3597 #else
3598                                 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
3599 #endif
3600                                 sukekaku = TRUE;
3601                                 stun_monsters(120);
3602                                 confuse_monsters(120);
3603                                 turn_monsters(120);
3604                                 stasis_monsters(120);
3605                                 sukekaku = FALSE;
3606                         }
3607                         else
3608                         {
3609 #ifdef JP
3610                                 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£");
3611 #else
3612                                 msg_print("Nothing happen.");
3613 #endif
3614                         }
3615                         break;
3616                 }
3617
3618                 case ACT_MURAMASA:
3619                 {
3620                         /* Only for Muramasa */
3621                         if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3622 #ifdef JP
3623                         if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
3624 #else
3625                         if (get_check("Are you sure?!"))
3626 #endif
3627                         {
3628 #ifdef JP
3629                                 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
3630 #else
3631                                 msg_print("The Muramasa pulsates...");
3632 #endif
3633                                 do_inc_stat(A_STR);
3634                                 if (one_in_(2))
3635                                 {
3636 #ifdef JP
3637                                         msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
3638 #else
3639                                         msg_print("The Muramasa is destroyed!");
3640 #endif
3641                                         curse_weapon_object(TRUE, o_ptr);
3642                                 }
3643                         }
3644                         break;
3645                 }
3646
3647                 case ACT_BLOODY_MOON:
3648                 {
3649                         /* Only for Bloody Moon */
3650                         if (o_ptr->name1 != ART_BLOOD) return FALSE;
3651 #ifdef JP
3652                         msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
3653 #else
3654                         msg_print("Your scythe glows brightly!");
3655 #endif
3656                         get_bloody_moon_flags(o_ptr);
3657                         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3658                         p_ptr->update |= (PU_BONUS | PU_HP);
3659                         break;
3660                 }
3661
3662                 case ACT_CRIMSON:
3663                 {
3664                         int num = 1;
3665                         int i;
3666                         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3667                         int tx, ty;
3668
3669                         /* Only for Crimson */
3670                         if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3671
3672 #ifdef JP
3673                         msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
3674 #else
3675                         msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
3676 #endif
3677
3678                         if (!get_aim_dir(&dir)) return FALSE;
3679
3680                         /* Use the given direction */
3681                         tx = px + 99 * ddx[dir];
3682                         ty = py + 99 * ddy[dir];
3683
3684                         /* Hack -- Use an actual "target" */
3685                         if ((dir == 5) && target_okay())
3686                         {
3687                                 tx = target_col;
3688                                 ty = target_row;
3689                         }
3690
3691                         if (p_ptr->pclass == CLASS_ARCHER)
3692                         {
3693                                 /* Extra shot at level 10 */
3694                                 if (p_ptr->lev >= 10) num++;
3695
3696                                 /* Extra shot at level 30 */
3697                                 if (p_ptr->lev >= 30) num++;
3698
3699                                 /* Extra shot at level 45 */
3700                                 if (p_ptr->lev >= 45) num++;
3701                         }
3702
3703                         for (i = 0; i < num; i++)
3704                                 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3705                         break;
3706                 }
3707
3708                 default:
3709                 {
3710 #ifdef JP
3711                         msg_format("Unknown activation effect: %d.", act_ptr->index);
3712 #else
3713                         msg_format("Unknown activation effect: %d.", act_ptr->index);
3714 #endif
3715                         return FALSE;
3716                 }
3717         }
3718
3719         /* Set activation timeout */
3720         if (act_ptr->timeout.constant >= 0) {
3721                 o_ptr->timeout = act_ptr->timeout.constant;
3722                 if (act_ptr->timeout.dice > 0) {
3723                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
3724                 }
3725         } else {
3726                 /* Activations that have special timeout */
3727                 switch (act_ptr->index) {
3728                 case ACT_BR_FIRE:
3729                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3730                         break;
3731                 case ACT_BR_COLD:
3732                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3733                         break;
3734                 case ACT_TERROR:
3735                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
3736                         break;
3737                 case ACT_MURAMASA:
3738                         /* Nothing to do */
3739                         break;
3740                 default:
3741                         msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3742                         return FALSE;
3743                 }
3744         }
3745
3746         return TRUE;
3747 }
3748
3749
3750 void get_bloody_moon_flags(object_type *o_ptr)
3751 {
3752         int dummy, i;
3753
3754         for (i = 0; i < TR_FLAG_SIZE; i++)
3755                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3756
3757         dummy = randint1(2) + randint1(2);
3758         for (i = 0; i < dummy; i++)
3759         {
3760                 int flag = randint0(26);
3761                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3762                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3763                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3764                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3765         }
3766
3767         dummy = randint1(2);
3768         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3769
3770         for (i = 0; i < 2; i++)
3771         {
3772                 int tmp = randint0(11);
3773                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3774                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3775         }
3776 }
3777
3778
3779 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3780 {
3781         bool give_resistance = FALSE, give_power = FALSE;
3782
3783         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3784         {
3785                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3786                 {
3787                         give_power = TRUE;
3788                         give_resistance = TRUE;
3789                 }
3790                 else
3791                 {
3792                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3793                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
3794                         o_ptr->curse_flags |=
3795                             (TRC_CURSED | TRC_HEAVY_CURSE);
3796                         o_ptr->curse_flags |= get_curse(2, o_ptr);
3797                         return;
3798                 }
3799         }
3800
3801         if (o_ptr->name1 == ART_MURAMASA)
3802         {
3803                 if (p_ptr->pclass != CLASS_SAMURAI)
3804                 {
3805                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3806                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3807                 }
3808         }
3809
3810         if (o_ptr->name1 == ART_ROBINTON)
3811         {
3812                 if (p_ptr->pclass == CLASS_BARD)
3813                 {
3814                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
3815                 }
3816         }
3817
3818         if (o_ptr->name1 == ART_XIAOLONG)
3819         {
3820                 if (p_ptr->pclass == CLASS_MONK)
3821                         add_flag(o_ptr->art_flags, TR_BLOWS);
3822         }
3823
3824         if (o_ptr->name1 == ART_BLOOD)
3825         {
3826                 get_bloody_moon_flags(o_ptr);
3827         }
3828
3829         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3830         {
3831                 if (p_ptr->psex != SEX_FEMALE)
3832                 {
3833                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3834                 }
3835         }
3836
3837         if (o_ptr->name1 == ART_MILIM)
3838         {
3839                 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3840                 {
3841                         o_ptr->pval = 3;
3842                         add_flag(o_ptr->art_flags, TR_STR);
3843                         add_flag(o_ptr->art_flags, TR_INT);
3844                         add_flag(o_ptr->art_flags, TR_WIS);
3845                         add_flag(o_ptr->art_flags, TR_DEX);
3846                         add_flag(o_ptr->art_flags, TR_CON);
3847                         add_flag(o_ptr->art_flags, TR_CHR);
3848                 }
3849         }
3850
3851         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3852         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3853         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3854         {
3855                 /* Give a resistance OR a power */
3856                 if (one_in_(2)) give_resistance = TRUE;
3857                 else give_power = TRUE;
3858         }
3859
3860         if (give_power)
3861         {
3862                 one_ability(o_ptr);
3863         }
3864
3865         if (give_resistance)
3866         {
3867                 one_high_resistance(o_ptr);
3868         }
3869 }
3870
3871
3872 /*
3873  * Create the artifact of the specified number
3874  */
3875 bool create_named_art(int a_idx, int y, int x)
3876 {
3877         object_type forge;
3878         object_type *q_ptr;
3879         int i;
3880
3881         artifact_type *a_ptr = &a_info[a_idx];
3882
3883         /* Get local object */
3884         q_ptr = &forge;
3885
3886         /* Ignore "empty" artifacts */
3887         if (!a_ptr->name) return FALSE;
3888
3889         /* Acquire the "kind" index */
3890         i = lookup_kind(a_ptr->tval, a_ptr->sval);
3891
3892         /* Oops */
3893         if (!i) return FALSE;
3894
3895         /* Create the artifact */
3896         object_prep(q_ptr, i);
3897
3898         /* Save the name */
3899         q_ptr->name1 = a_idx;
3900
3901         /* Extract the fields */
3902         q_ptr->pval = a_ptr->pval;
3903         q_ptr->ac = a_ptr->ac;
3904         q_ptr->dd = a_ptr->dd;
3905         q_ptr->ds = a_ptr->ds;
3906         q_ptr->to_a = a_ptr->to_a;
3907         q_ptr->to_h = a_ptr->to_h;
3908         q_ptr->to_d = a_ptr->to_d;
3909         q_ptr->weight = a_ptr->weight;
3910
3911         /* Hack -- extract the "cursed" flag */
3912         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3913         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3914         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3915         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3916         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3917         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3918
3919         random_artifact_resistance(q_ptr, a_ptr);
3920
3921         /*
3922          * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À­¼Á¤Ë°Í¸¤¹¤ë.
3923          * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
3924          * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ­¤Ê¤¯¤Ê¤ë.
3925          */
3926
3927         /* Drop the artifact from heaven */
3928         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3929 }