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[hengband/hengband.git] / src / artifact.c
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  * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥é¥ó¥À¥à¤ÊǽÎÏ°Ý»ý¤ò°ì¤ÄÉղ乤롣/ Choose one random sustain
40  * @details ½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
41  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
42  * @return ¤Ê¤·
43  */
44 void one_sustain(object_type *o_ptr)
45 {
46         switch (randint0(6))
47         {
48                 case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
49                 case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
50                 case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
51                 case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
52                 case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
53                 case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
54         }
55 }
56
57
58 /*!
59  * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥é¥ó¥À¥à¤Ê¾å°ÌÂÑÀ­¤ò°ì¤ÄÉղ乤롣/ Choose one random high resistance
60  * @details ½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£¸õÊä¤ÏÆÇ¡¢Á®¸÷¡¢°Å¹õ¡¢ÇËÊÒ¡¢ÌÕÌÜ¡¢º®Íð¡¢ÃϹö¡¢°ø²Ìº®Íð¡¢¥«¥ª¥¹¡¢Îô²½¡¢¶²ÉݤΤ¤¤º¤ì¤«¡£
61  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
62  * @return ¤Ê¤·
63  */
64 void one_high_resistance(object_type *o_ptr)
65 {
66         switch (randint0(12))
67         {
68                 case  0: add_flag(o_ptr->art_flags, TR_RES_POIS);   break;
69                 case  1: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
70                 case  2: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
71                 case  3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
72                 case  4: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
73                 case  5: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
74                 case  6: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
75                 case  7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
76                 case  8: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
77                 case  9: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
78                 case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN);  break;
79                 case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
80         }
81 }
82
83 /*!
84  * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë²¦¼Ô¤Î»ØÎظþ¤±¤Î¾å°ÌÂÑÀ­¤ò°ì¤ÄÉղ乤롣/ Choose one random high resistance
85  * @details ¸õÊä¤ÏÁ®¸÷¡¢°Å¹õ¡¢ÇËÊÒ¡¢ÌÕÌÜ¡¢º®Íð¡¢ÃϹö¡¢°ø²Ìº®Íð¡¢¥«¥ª¥¹¡¢¶²ÉݤǤ¢¤ê
86  * ²¦¼Ô¤Î»ØÎؤˤ¢¤é¤«¤¸¤á¤Ä¤¤¤Æ¤¤¤ëÂÑÀ­¤òone_high_resistance()¤«¤é½ü³°¤·¤¿¤â¤Î¤Ç¤¢¤ë¡£
87  * ¥é¥ó¥À¥àÉղ佤Τâ¤Î¤Ë½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
88  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
89  * @return ¤Ê¤·
90  */
91 void one_lordly_high_resistance(object_type *o_ptr)
92 {
93         switch (randint0(10))
94         {
95                 case 0: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
96                 case 1: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
97                 case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
98                 case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
99                 case 4: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
100                 case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
101                 case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
102                 case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
103                 case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
104                 case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
105         }
106 }
107
108 /*!
109  * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¸µÁÇÂÑÀ­¤ò°ì¤ÄÉղ乤롣/ Choose one random element resistance
110  * @details ¸õÊä¤Ï²Ð±ê¡¢Î䵤¡¢ÅÅ·â¡¢»À¤Î¤¤¤º¤ì¤«¤Ç¤¢¤ê¡¢½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
111  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
112  * @return ¤Ê¤·
113  */
114 void one_ele_resistance(object_type *o_ptr)
115 {
116         switch (randint0(4))
117         {
118                 case  0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
119                 case  1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
120                 case  2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
121                 case  3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
122         }
123 }
124
125 /*!
126  * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥É¥é¥´¥óÁõÈ÷¸þ¤±¸µÁÇÂÑÀ­¤ò°ì¤ÄÉղ乤롣/ Choose one random element or poison resistance
127  * @details ¸õÊä¤Ï1/7¤Î³ÎΨ¤ÇÆÇ¡¢6/7¤Î³ÎΨ¤Ç²Ð±ê¡¢Î䵤¡¢ÅÅ·â¡¢»À¤Î¤¤¤º¤ì¤«(one_ele_resistance()¤Î¥³¡¼¥ë)¤Ç¤¢¤ê¡¢½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
128  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
129  * @return ¤Ê¤·
130  */
131 void one_dragon_ele_resistance(object_type *o_ptr)
132 {
133         if (one_in_(7))
134         {
135                 add_flag(o_ptr->art_flags, TR_RES_POIS);
136         }
137         else
138         {
139                 one_ele_resistance(o_ptr);
140         }
141 }
142
143 /*!
144  * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¼å¤¤ESP¤ò°ì¤ÄÉղ乤롣/ Choose one lower rank esp
145  * @details ¸õÊä¤Ïưʪ¡¢¥¢¥ó¥Ç¥Ã¥É¡¢°­Ëâ¡¢¥ª¡¼¥¯¡¢¥È¥í¥ë¡¢µð¿Í¡¢
146  * ¥É¥é¥´¥ó¡¢¿Í´Ö¡¢Á±ÎÉ¡¢¥æ¥Ë¡¼¥¯ESP¤Î¤¤¤º¤ì¤«¤Ç¤¢¤ê¡¢½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
147  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
148  * @return ¤Ê¤·
149  */
150 void one_low_esp(object_type *o_ptr)
151 {
152         switch (randint1(10))
153         {
154         case 1:  add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);   break;
155         case 2:  add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);   break;
156         case 3:  add_flag(o_ptr->art_flags, TR_ESP_DEMON);   break;
157         case 4:  add_flag(o_ptr->art_flags, TR_ESP_ORC);   break;
158         case 5:  add_flag(o_ptr->art_flags, TR_ESP_TROLL);   break;
159         case 6:  add_flag(o_ptr->art_flags, TR_ESP_GIANT);   break;
160         case 7:  add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
161         case 8:  add_flag(o_ptr->art_flags, TR_ESP_HUMAN);   break;
162         case 9:  add_flag(o_ptr->art_flags, TR_ESP_GOOD);   break;
163         case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);   break;
164         }
165 }
166
167
168 /*!
169  * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ËÂÑÀ­¤ò°ì¤ÄÉղ乤롣/ Choose one random resistance
170  * @details 1/3¤Ç¸µÁÇÂÑÀ­(one_ele_resistance())¡¢2/3¤Ç¾å°ÌÂÑÀ­(one_high_resistance)
171  * ¤ò¥³¡¼¥ë¤¹¤ë¡£½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
172  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
173  * @return ¤Ê¤·
174  */
175 void one_resistance(object_type *o_ptr)
176 {
177         if (one_in_(3))
178         {
179                 one_ele_resistance(o_ptr);
180         }
181         else
182         {
183                 one_high_resistance(o_ptr);
184         }
185 }
186
187
188 /*!
189  * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ËǽÎϤò°ì¤ÄÉղ乤롣/ Choose one random ability
190  * @details ¸õÊä¤ÏÉâÍ·¡¢±Êµ×¸÷¸»+1¡¢Æ©ÌÀ»ë¡¢·Ù¹ð¡¢Ãپò½¡¢µÞ²óÉü¡¢ËãáãÃΤ餺¡¢À¸Ì¿ÎÏ°Ý»ý¤Î¤¤¤º¤ì¤«¡£
191  * ½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
192  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
193  * @return ¤Ê¤·
194  */
195 void one_ability(object_type *o_ptr)
196 {
197         switch (randint0(10))
198         {
199         case 0: add_flag(o_ptr->art_flags, TR_LEVITATION);  break;
200         case 1: add_flag(o_ptr->art_flags, TR_LITE_1);      break;
201         case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS);   break;
202         case 3: add_flag(o_ptr->art_flags, TR_WARNING);     break;
203         case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
204         case 5: add_flag(o_ptr->art_flags, TR_REGEN);       break;
205         case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT);    break;
206         case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE);   break;
207         case 8:
208         case 9:
209                 one_low_esp(o_ptr);
210                 break;
211         }
212 }
213
214 /*!
215  * @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ëȯư¤ò°ì¤ÄÉղ乤롣/ Choose one random activation
216  * @details ¸õÊä¿¿ô¡£¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î¥Ð¥¤¥¢¥¹¤Ë¤Ï°ìÀڰ͸¤»¤º¡¢
217  * while¥ë¡¼¥×¤Ë¤è¤ë¹½Â¤¤ÇǽÎÏŪ¤Ë¶¯ÎϤʤâ¤Î¤Û¤É³ÎΨ¤òÍî¤È¤·¤Æ¤¤¤ë¡£
218  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
219  * @return ¤Ê¤·
220  */
221 void one_activation(object_type *o_ptr)
222 {
223         int type = 0;
224         int chance = 0;
225
226         while (randint1(100) >= chance)
227         {
228                 type = randint1(255);
229                 switch (type)
230                 {
231                         case ACT_SUNLIGHT:
232                         case ACT_BO_MISS_1:
233                         case ACT_BA_POIS_1:
234                         case ACT_BO_ELEC_1:
235                         case ACT_BO_ACID_1:
236                         case ACT_BO_COLD_1:
237                         case ACT_BO_FIRE_1:
238                         case ACT_CONFUSE:
239                         case ACT_SLEEP:
240                         case ACT_QUAKE:
241                         case ACT_CURE_LW:
242                         case ACT_CURE_MW:
243                         case ACT_CURE_POISON:
244                         case ACT_BERSERK:
245                         case ACT_LIGHT:
246                         case ACT_MAP_LIGHT:
247                         case ACT_DEST_DOOR:
248                         case ACT_STONE_MUD:
249                         case ACT_TELEPORT:
250                                 chance = 101;
251                                 break;
252                         case ACT_BA_COLD_1:
253                         case ACT_BA_FIRE_1:
254                         case ACT_DRAIN_1:
255                         case ACT_TELE_AWAY:
256                         case ACT_ESP:
257                         case ACT_RESIST_ALL:
258                         case ACT_DETECT_ALL:
259                         case ACT_RECALL:
260                         case ACT_SATIATE:
261                         case ACT_RECHARGE:
262                                 chance = 85;
263                                 break;
264                         case ACT_TERROR:
265                         case ACT_PROT_EVIL:
266                         case ACT_ID_PLAIN:
267                                 chance = 75;
268                                 break;
269                         case ACT_DRAIN_2:
270                         case ACT_VAMPIRE_1:
271                         case ACT_BO_MISS_2:
272                         case ACT_BA_FIRE_2:
273                         case ACT_REST_LIFE:
274                                 chance = 66;
275                                 break;
276                         case ACT_BA_FIRE_3:
277                         case ACT_BA_COLD_3:
278                         case ACT_BA_ELEC_3:
279                         case ACT_WHIRLWIND:
280                         case ACT_VAMPIRE_2:
281                         case ACT_CHARM_ANIMAL:
282                                 chance = 50;
283                                 break;
284                         case ACT_SUMMON_ANIMAL:
285                                 chance = 40;
286                                 break;
287                         case ACT_DISP_EVIL:
288                         case ACT_BA_MISS_3:
289                         case ACT_DISP_GOOD:
290                         case ACT_BANISH_EVIL:
291                         case ACT_GENOCIDE:
292                         case ACT_MASS_GENO:
293                         case ACT_CHARM_UNDEAD:
294                         case ACT_CHARM_OTHER:
295                         case ACT_SUMMON_PHANTOM:
296                         case ACT_REST_ALL:
297                         case ACT_RUNE_EXPLO:
298                                 chance = 33;
299                                 break;
300                         case ACT_CALL_CHAOS:
301                         case ACT_ROCKET:
302                         case ACT_CHARM_ANIMALS:
303                         case ACT_CHARM_OTHERS:
304                         case ACT_SUMMON_ELEMENTAL:
305                         case ACT_CURE_700:
306                         case ACT_SPEED:
307                         case ACT_ID_FULL:
308                         case ACT_RUNE_PROT:
309                                 chance = 25;
310                                 break;
311                         case ACT_CURE_1000:
312                         case ACT_XTRA_SPEED:
313                         case ACT_DETECT_XTRA:
314                         case ACT_DIM_DOOR:
315                                 chance = 10;
316                                 break;
317                         case ACT_SUMMON_UNDEAD:
318                         case ACT_SUMMON_DEMON:
319                         case ACT_WRAITH:
320                         case ACT_INVULN:
321                         case ACT_ALCHEMY:
322                                 chance = 5;
323                                 break;
324                         default:
325                                 chance = 0;
326                 }
327         }
328
329         /* A type was chosen... */
330         o_ptr->xtra2 = type;
331         add_flag(o_ptr->art_flags, TR_ACTIVATE);
332         o_ptr->timeout = 0;
333 }
334
335 /*!
336  * @brief ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®Ãæ¡¢ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ò¼ö¤¤¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë¤¹¤ë·Ð²á½èÍý¡£/ generation process of cursed artifact.
337  * @details pval¡¢AC¡¢Ì¿Ãæ¡¢¥À¥á¡¼¥¸¤¬Àµ¤Î¾ì¹ç¡¢Éä¹æȿž¤Î¾å1d4¤À¤±°­²½¤µ¤»¡¢½Å¤¤¼ö¤¤¡¢¼ö¤¤¥Õ¥é¥°¤òɬ¤ºÉղá£
338  * ½ËÊ¡¤ò̵¸ú¡£³ÎΨ¤Ë±þ¤¸¤Æ¡¢±Ê±ó¤Î¼ö¤¤¡¢ÂÀ¸Å¤Î±åÇ°¡¢·Ð¸³Ã͵ۼý¡¢¼å¤¤¼ö¤¤¤Î·Ñ³ŪÉղᢶ¯¤¤¼ö¤¤¤Î·Ñ³ŪÉղá¢HPµÛ¼ý¤Î¼ö¤¤¡¢
339  * MPµÛ¼ý¤Î¼ö¤¤¡¢Íð¥Æ¥ì¥Ý¡¼¥È¡¢È¿¥Æ¥ì¥Ý¡¼¥È¡¢È¿ËâË¡¤ò¤Ä¤±¤ë¡£
340  * @attention ¥×¥ì¥¤¥ä¡¼¤Î¿¦¶È°Í¸½èÍý¤¢¤ê¡£
341  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
342  * @return ¤Ê¤·
343  */
344 static void curse_artifact(object_type * o_ptr)
345 {
346         if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
347         if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
348         if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
349         if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
350
351         o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
352         remove_flag(o_ptr->art_flags, TR_BLESSED);
353
354         if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
355         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
356         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
357         if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
358         if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
359         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
360         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
361         if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
362         if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
363         else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
364
365         if ((p_ptr->pclass != CLASS_WARRIOR) && (p_ptr->pclass != CLASS_ARCHER) && (p_ptr->pclass != CLASS_CAVALRY) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH) && one_in_(3))
366                 add_flag(o_ptr->art_flags, TR_NO_MAGIC);
367 }
368
369 /*!
370  * @brief ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®Ãæ¡¢ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ËpvalǽÎϤòÉղ乤롣/ Add one pval on generation of randam artifact.
371  * @details Í¥ÀèŪ¤ËÉղ䵤ì¤ëpval¤¬¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¥Ð¥¤¥¢¥¹¤Ë°Í¸¤·¤Æ¸ºß¤¹¤ë¡£
372  * ¸¶Â§Åª¸õÊä¤ÏÏÓÎÏ¡¢ÃÎÎÏ¡¢¸­¤µ¡¢´ïÍѤµ¡¢Âѵס¢Ì¥ÎÏ¡¢Ãµº÷¡¢±£Ì©¡¢ÀÖ³°Àþ»ëÎÏ¡¢²Ã®¡£Éð´ï¤Î¤ßºÎ·¡¡¢Äɲù¶·â¤â¸õÊä¤ËÆþ¤ë¡£
373  * @attension ¥ª¥Ö¥¸¥§¥¯¥È¤Îtval¡¢sval¤Ë°Í¸¤·¤¿¥Ï¡¼¥É¥³¡¼¥Ç¥£¥ó¥°½èÍý¤¬¤¢¤ë¡£
374  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
375  * @return ¤Ê¤·
376  */
377 static void random_plus(object_type * o_ptr)
378 {
379         int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
380
381         switch (artifact_bias)
382         {
383         case BIAS_WARRIOR:
384                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
385                 {
386                         add_flag(o_ptr->art_flags, TR_STR);
387                         if (one_in_(2)) return;
388                 }
389
390                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
391                 {
392                         add_flag(o_ptr->art_flags, TR_CON);
393                         if (one_in_(2)) return;
394                 }
395
396                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
397                 {
398                         add_flag(o_ptr->art_flags, TR_DEX);
399                         if (one_in_(2)) return;
400                 }
401                 break;
402
403         case BIAS_MAGE:
404                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
405                 {
406                         add_flag(o_ptr->art_flags, TR_INT);
407                         if (one_in_(2)) return;
408                 }
409                 if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
410                 {
411                         add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
412                         if (one_in_(2)) return;
413                 }
414                 break;
415
416         case BIAS_PRIESTLY:
417                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
418                 {
419                         add_flag(o_ptr->art_flags, TR_WIS);
420                         if (one_in_(2)) return;
421                 }
422                 break;
423
424         case BIAS_RANGER:
425                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
426                 {
427                         add_flag(o_ptr->art_flags, TR_DEX);
428                         if (one_in_(2)) return;
429                 }
430
431                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
432                 {
433                         add_flag(o_ptr->art_flags, TR_CON);
434                         if (one_in_(2)) return;
435                 }
436
437                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
438                 {
439                         add_flag(o_ptr->art_flags, TR_STR);
440                         if (one_in_(2)) return;
441                 }
442                 break;
443
444         case BIAS_ROGUE:
445                 if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
446                 {
447                         add_flag(o_ptr->art_flags, TR_STEALTH);
448                         if (one_in_(2)) return;
449                 }
450                 if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
451                 {
452                         add_flag(o_ptr->art_flags, TR_SEARCH);
453                         if (one_in_(2)) return;
454                 }
455                 break;
456
457         case BIAS_STR:
458                 if (!(have_flag(o_ptr->art_flags, TR_STR)))
459                 {
460                         add_flag(o_ptr->art_flags, TR_STR);
461                         if (one_in_(2)) return;
462                 }
463                 break;
464
465         case BIAS_WIS:
466                 if (!(have_flag(o_ptr->art_flags, TR_WIS)))
467                 {
468                         add_flag(o_ptr->art_flags, TR_WIS);
469                         if (one_in_(2)) return;
470                 }
471                 break;
472
473         case BIAS_INT:
474                 if (!(have_flag(o_ptr->art_flags, TR_INT)))
475                 {
476                         add_flag(o_ptr->art_flags, TR_INT);
477                         if (one_in_(2)) return;
478                 }
479                 break;
480
481         case BIAS_DEX:
482                 if (!(have_flag(o_ptr->art_flags, TR_DEX)))
483                 {
484                         add_flag(o_ptr->art_flags, TR_DEX);
485                         if (one_in_(2)) return;
486                 }
487                 break;
488
489         case BIAS_CON:
490                 if (!(have_flag(o_ptr->art_flags, TR_CON)))
491                 {
492                         add_flag(o_ptr->art_flags, TR_CON);
493                         if (one_in_(2)) return;
494                 }
495                 break;
496
497         case BIAS_CHR:
498                 if (!(have_flag(o_ptr->art_flags, TR_CHR)))
499                 {
500                         add_flag(o_ptr->art_flags, TR_CHR);
501                         if (one_in_(2)) return;
502                 }
503                 break;
504         }
505
506         if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
507         {
508                 if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
509                 {
510                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
511                         if (one_in_(2)) return;
512                 }
513         }
514
515         switch (randint1(this_type))
516         {
517         case 1: case 2:
518                 add_flag(o_ptr->art_flags, TR_STR);
519                 if (!artifact_bias && !one_in_(13))
520                         artifact_bias = BIAS_STR;
521                 else if (!artifact_bias && one_in_(7))
522                         artifact_bias = BIAS_WARRIOR;
523                 break;
524         case 3: case 4:
525                 add_flag(o_ptr->art_flags, TR_INT);
526                 if (!artifact_bias && !one_in_(13))
527                         artifact_bias = BIAS_INT;
528                 else if (!artifact_bias && one_in_(7))
529                         artifact_bias = BIAS_MAGE;
530                 break;
531         case 5: case 6:
532                 add_flag(o_ptr->art_flags, TR_WIS);
533                 if (!artifact_bias && !one_in_(13))
534                         artifact_bias = BIAS_WIS;
535                 else if (!artifact_bias && one_in_(7))
536                         artifact_bias = BIAS_PRIESTLY;
537                 break;
538         case 7: case 8:
539                 add_flag(o_ptr->art_flags, TR_DEX);
540                 if (!artifact_bias && !one_in_(13))
541                         artifact_bias = BIAS_DEX;
542                 else if (!artifact_bias && one_in_(7))
543                         artifact_bias = BIAS_ROGUE;
544                 break;
545         case 9: case 10:
546                 add_flag(o_ptr->art_flags, TR_CON);
547                 if (!artifact_bias && !one_in_(13))
548                         artifact_bias = BIAS_CON;
549                 else if (!artifact_bias && one_in_(9))
550                         artifact_bias = BIAS_RANGER;
551                 break;
552         case 11: case 12:
553                 add_flag(o_ptr->art_flags, TR_CHR);
554                 if (!artifact_bias && !one_in_(13))
555                         artifact_bias = BIAS_CHR;
556                 break;
557         case 13: case 14:
558                 add_flag(o_ptr->art_flags, TR_STEALTH);
559                 if (!artifact_bias && one_in_(3))
560                         artifact_bias = BIAS_ROGUE;
561                 break;
562         case 15: case 16:
563                 add_flag(o_ptr->art_flags, TR_SEARCH);
564                 if (!artifact_bias && one_in_(9))
565                         artifact_bias = BIAS_RANGER;
566                 break;
567         case 17: case 18:
568                 add_flag(o_ptr->art_flags, TR_INFRA);
569                 break;
570         case 19:
571                 add_flag(o_ptr->art_flags, TR_SPEED);
572                 if (!artifact_bias && one_in_(11))
573                         artifact_bias = BIAS_ROGUE;
574                 break;
575         case 20: case 21:
576                 add_flag(o_ptr->art_flags, TR_TUNNEL);
577                 break;
578         case 22: case 23:
579                 if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
580                 else
581                 {
582                         add_flag(o_ptr->art_flags, TR_BLOWS);
583                         if (!artifact_bias && one_in_(11))
584                                 artifact_bias = BIAS_WARRIOR;
585                 }
586                 break;
587         }
588 }
589
590 /*!
591  * @brief ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®Ãæ¡¢ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ËÂÑÀ­¤òÉղ乤롣/ Add one resistance on generation of randam artifact.
592  * @details Í¥ÀèŪ¤ËÉղ䵤ì¤ëÂÑÀ­¤¬¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¥Ð¥¤¥¢¥¹¤Ë°Í¸¤·¤Æ¸ºß¤¹¤ë¡£
593  * ¸¶Â§Åª¸õÊä¤Ï²Ð±ê¡¢Î䵤¡¢ÅÅ·â¡¢»À¡Ê°Ê¾åÌȱ֤βÄǽÀ­¤â¤¢¤ê¡Ë¡¢
594  * ÆÇ¡¢Á®¸÷¡¢°Å¹õ¡¢ÇËÊÒ¡¢¹ì²»¡¢ÌÕÌÜ¡¢º®Íð¡¢ÃϹö¡¢¥«¥ª¥¹¡¢Îô²½¡¢¶²ÉÝ¡¢²Ð¥ª¡¼¥é¡¢Î䵤¥ª¡¼¥é¡¢Åŷ⥪¡¼¥é¡¢È¿¼Í¡£
595  * Àï»Î·Ï¥Ð¥¤¥¢¥¹¤Î¤ßÈ¿Ëâ¤â¤Ä¤¯¡£
596  * @attension ¥ª¥Ö¥¸¥§¥¯¥È¤Îtval¡¢sval¤Ë°Í¸¤·¤¿¥Ï¡¼¥É¥³¡¼¥Ç¥£¥ó¥°½èÍý¤¬¤¢¤ë¡£
597  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
598  * @return ¤Ê¤·
599  */
600 static void random_resistance(object_type * o_ptr)
601 {
602         switch (artifact_bias)
603         {
604         case BIAS_ACID:
605                 if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
606                 {
607                         add_flag(o_ptr->art_flags, TR_RES_ACID);
608                         if (one_in_(2)) return;
609                 }
610                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
611                 {
612                         add_flag(o_ptr->art_flags, TR_IM_ACID);
613                         if (!one_in_(IM_LUCK))
614                         {
615                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
616                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
617                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
618                         }
619                         if (one_in_(2)) return;
620                 }
621                 break;
622
623         case BIAS_ELEC:
624                 if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
625                 {
626                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
627                         if (one_in_(2)) return;
628                 }
629                 if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
630                     !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
631                 {
632                         add_flag(o_ptr->art_flags, TR_SH_ELEC);
633                         if (one_in_(2)) return;
634                 }
635                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
636                 {
637                         add_flag(o_ptr->art_flags, TR_IM_ELEC);
638                         if (!one_in_(IM_LUCK))
639                         {
640                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
641                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
642                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
643                         }
644
645                         if (one_in_(2)) return;
646                 }
647                 break;
648
649         case BIAS_FIRE:
650                 if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
651                 {
652                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
653                         if (one_in_(2)) return;
654                 }
655                 if ((o_ptr->tval >= TV_CLOAK) &&
656                     (o_ptr->tval <= TV_HARD_ARMOR) &&
657                     !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
658                 {
659                         add_flag(o_ptr->art_flags, TR_SH_FIRE);
660                         if (one_in_(2)) return;
661                 }
662                 if (one_in_(BIAS_LUCK) &&
663                     !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
664                 {
665                         add_flag(o_ptr->art_flags, TR_IM_FIRE);
666                         if (!one_in_(IM_LUCK))
667                         {
668                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
669                                 remove_flag(o_ptr->art_flags, TR_IM_COLD);
670                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
671                         }
672                         if (one_in_(2)) return;
673                 }
674                 break;
675
676         case BIAS_COLD:
677                 if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
678                 {
679                         add_flag(o_ptr->art_flags, TR_RES_COLD);
680                         if (one_in_(2)) return;
681                 }
682                 if ((o_ptr->tval >= TV_CLOAK) &&
683                     (o_ptr->tval <= TV_HARD_ARMOR) &&
684                     !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
685                 {
686                         add_flag(o_ptr->art_flags, TR_SH_COLD);
687                         if (one_in_(2)) return;
688                 }
689                 if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
690                 {
691                         add_flag(o_ptr->art_flags, TR_IM_COLD);
692                         if (!one_in_(IM_LUCK))
693                         {
694                                 remove_flag(o_ptr->art_flags, TR_IM_ELEC);
695                                 remove_flag(o_ptr->art_flags, TR_IM_ACID);
696                                 remove_flag(o_ptr->art_flags, TR_IM_FIRE);
697                         }
698                         if (one_in_(2)) return;
699                 }
700                 break;
701
702         case BIAS_POIS:
703                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
704                 {
705                         add_flag(o_ptr->art_flags, TR_RES_POIS);
706                         if (one_in_(2)) return;
707                 }
708                 break;
709
710         case BIAS_WARRIOR:
711                 if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
712                 {
713                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
714                         if (one_in_(2)) return;
715                 }
716                 if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
717                 {
718                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
719                         if (one_in_(2)) return;
720                 }
721                 break;
722
723         case BIAS_NECROMANTIC:
724                 if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
725                 {
726                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
727                         if (one_in_(2)) return;
728                 }
729                 if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
730                 {
731                         add_flag(o_ptr->art_flags, TR_RES_POIS);
732                         if (one_in_(2)) return;
733                 }
734                 if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
735                 {
736                         add_flag(o_ptr->art_flags, TR_RES_DARK);
737                         if (one_in_(2)) return;
738                 }
739                 break;
740
741         case BIAS_CHAOS:
742                 if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
743                 {
744                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
745                         if (one_in_(2)) return;
746                 }
747                 if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
748                 {
749                         add_flag(o_ptr->art_flags, TR_RES_CONF);
750                         if (one_in_(2)) return;
751                 }
752                 if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
753                 {
754                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
755                         if (one_in_(2)) return;
756                 }
757                 break;
758         }
759
760         switch (randint1(42))
761         {
762                 case 1:
763                         if (!one_in_(WEIRD_LUCK))
764                                 random_resistance(o_ptr);
765                         else
766                         {
767                                 add_flag(o_ptr->art_flags, TR_IM_ACID);
768                                 if (!artifact_bias)
769                                         artifact_bias = BIAS_ACID;
770                         }
771                         break;
772                 case 2:
773                         if (!one_in_(WEIRD_LUCK))
774                                 random_resistance(o_ptr);
775                         else
776                         {
777                                 add_flag(o_ptr->art_flags, TR_IM_ELEC);
778                                 if (!artifact_bias)
779                                         artifact_bias = BIAS_ELEC;
780                         }
781                         break;
782                 case 3:
783                         if (!one_in_(WEIRD_LUCK))
784                                 random_resistance(o_ptr);
785                         else
786                         {
787                                 add_flag(o_ptr->art_flags, TR_IM_COLD);
788                                 if (!artifact_bias)
789                                         artifact_bias = BIAS_COLD;
790                         }
791                         break;
792                 case 4:
793                         if (!one_in_(WEIRD_LUCK))
794                                 random_resistance(o_ptr);
795                         else
796                         {
797                                 add_flag(o_ptr->art_flags, TR_IM_FIRE);
798                                 if (!artifact_bias)
799                                         artifact_bias = BIAS_FIRE;
800                         }
801                         break;
802                 case 5:
803                 case 6:
804                 case 13:
805                         add_flag(o_ptr->art_flags, TR_RES_ACID);
806                         if (!artifact_bias)
807                                 artifact_bias = BIAS_ACID;
808                         break;
809                 case 7:
810                 case 8:
811                 case 14:
812                         add_flag(o_ptr->art_flags, TR_RES_ELEC);
813                         if (!artifact_bias)
814                                 artifact_bias = BIAS_ELEC;
815                         break;
816                 case 9:
817                 case 10:
818                 case 15:
819                         add_flag(o_ptr->art_flags, TR_RES_FIRE);
820                         if (!artifact_bias)
821                                 artifact_bias = BIAS_FIRE;
822                         break;
823                 case 11:
824                 case 12:
825                 case 16:
826                         add_flag(o_ptr->art_flags, TR_RES_COLD);
827                         if (!artifact_bias)
828                                 artifact_bias = BIAS_COLD;
829                         break;
830                 case 17:
831                 case 18:
832                         add_flag(o_ptr->art_flags, TR_RES_POIS);
833                         if (!artifact_bias && !one_in_(4))
834                                 artifact_bias = BIAS_POIS;
835                         else if (!artifact_bias && one_in_(2))
836                                 artifact_bias = BIAS_NECROMANTIC;
837                         else if (!artifact_bias && one_in_(2))
838                                 artifact_bias = BIAS_ROGUE;
839                         break;
840                 case 19:
841                 case 20:
842                         add_flag(o_ptr->art_flags, TR_RES_FEAR);
843                         if (!artifact_bias && one_in_(3))
844                                 artifact_bias = BIAS_WARRIOR;
845                         break;
846                 case 21:
847                         add_flag(o_ptr->art_flags, TR_RES_LITE);
848                         break;
849                 case 22:
850                         add_flag(o_ptr->art_flags, TR_RES_DARK);
851                         break;
852                 case 23:
853                 case 24:
854                         add_flag(o_ptr->art_flags, TR_RES_BLIND);
855                         break;
856                 case 25:
857                 case 26:
858                         add_flag(o_ptr->art_flags, TR_RES_CONF);
859                         if (!artifact_bias && one_in_(6))
860                                 artifact_bias = BIAS_CHAOS;
861                         break;
862                 case 27:
863                 case 28:
864                         add_flag(o_ptr->art_flags, TR_RES_SOUND);
865                         break;
866                 case 29:
867                 case 30:
868                         add_flag(o_ptr->art_flags, TR_RES_SHARDS);
869                         break;
870                 case 31:
871                 case 32:
872                         add_flag(o_ptr->art_flags, TR_RES_NETHER);
873                         if (!artifact_bias && one_in_(3))
874                                 artifact_bias = BIAS_NECROMANTIC;
875                         break;
876                 case 33:
877                 case 34:
878                         add_flag(o_ptr->art_flags, TR_RES_NEXUS);
879                         break;
880                 case 35:
881                 case 36:
882                         add_flag(o_ptr->art_flags, TR_RES_CHAOS);
883                         if (!artifact_bias && one_in_(2))
884                                 artifact_bias = BIAS_CHAOS;
885                         break;
886                 case 37:
887                 case 38:
888                         add_flag(o_ptr->art_flags, TR_RES_DISEN);
889                         break;
890                 case 39:
891                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
892                                 add_flag(o_ptr->art_flags, TR_SH_ELEC);
893                         else
894                                 random_resistance(o_ptr);
895                         if (!artifact_bias)
896                                 artifact_bias = BIAS_ELEC;
897                         break;
898                 case 40:
899                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
900                                 add_flag(o_ptr->art_flags, TR_SH_FIRE);
901                         else
902                                 random_resistance(o_ptr);
903                         if (!artifact_bias)
904                                 artifact_bias = BIAS_FIRE;
905                         break;
906                 case 41:
907                         if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
908                             o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
909                                 add_flag(o_ptr->art_flags, TR_REFLECT);
910                         else
911                                 random_resistance(o_ptr);
912                         break;
913                 case 42:
914                         if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
915                                 add_flag(o_ptr->art_flags, TR_SH_COLD);
916                         else
917                                 random_resistance(o_ptr);
918                         if (!artifact_bias)
919                                 artifact_bias = BIAS_COLD;
920                         break;
921         }
922 }
923
924
925
926 static void random_misc(object_type * o_ptr)
927 {
928         switch (artifact_bias)
929         {
930         case BIAS_RANGER:
931                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
932                 {
933                         add_flag(o_ptr->art_flags, TR_SUST_CON);
934                         if (one_in_(2)) return;
935                 }
936                 break;
937
938         case BIAS_STR:
939                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
940                 {
941                         add_flag(o_ptr->art_flags, TR_SUST_STR);
942                         if (one_in_(2)) return;
943                 }
944                 break;
945
946         case BIAS_WIS:
947                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
948                 {
949                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
950                         if (one_in_(2)) return;
951                 }
952                 break;
953
954         case BIAS_INT:
955                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
956                 {
957                         add_flag(o_ptr->art_flags, TR_SUST_INT);
958                         if (one_in_(2)) return;
959                 }
960                 break;
961
962         case BIAS_DEX:
963                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
964                 {
965                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
966                         if (one_in_(2)) return;
967                 }
968                 break;
969
970         case BIAS_CON:
971                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
972                 {
973                         add_flag(o_ptr->art_flags, TR_SUST_CON);
974                         if (one_in_(2)) return;
975                 }
976                 break;
977
978         case BIAS_CHR:
979                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
980                 {
981                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
982                         if (one_in_(2)) return;
983                 }
984                 break;
985
986         case BIAS_CHAOS:
987                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
988                 {
989                         add_flag(o_ptr->art_flags, TR_TELEPORT);
990                         if (one_in_(2)) return;
991                 }
992                 break;
993
994         case BIAS_FIRE:
995                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
996                 {
997                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
998                 }
999                 break;
1000         }
1001
1002         switch (randint1(33))
1003         {
1004                 case 1:
1005                         add_flag(o_ptr->art_flags, TR_SUST_STR);
1006                         if (!artifact_bias)
1007                                 artifact_bias = BIAS_STR;
1008                         break;
1009                 case 2:
1010                         add_flag(o_ptr->art_flags, TR_SUST_INT);
1011                         if (!artifact_bias)
1012                                 artifact_bias = BIAS_INT;
1013                         break;
1014                 case 3:
1015                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
1016                         if (!artifact_bias)
1017                                 artifact_bias = BIAS_WIS;
1018                         break;
1019                 case 4:
1020                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
1021                         if (!artifact_bias)
1022                                 artifact_bias = BIAS_DEX;
1023                         break;
1024                 case 5:
1025                         add_flag(o_ptr->art_flags, TR_SUST_CON);
1026                         if (!artifact_bias)
1027                                 artifact_bias = BIAS_CON;
1028                         break;
1029                 case 6:
1030                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
1031                         if (!artifact_bias)
1032                                 artifact_bias = BIAS_CHR;
1033                         break;
1034                 case 7:
1035                 case 8:
1036                 case 14:
1037                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
1038                         break;
1039                 case 9:
1040                         add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
1041                         if (!artifact_bias && one_in_(5))
1042                                 artifact_bias = BIAS_PRIESTLY;
1043                         else if (!artifact_bias && one_in_(6))
1044                                 artifact_bias = BIAS_NECROMANTIC;
1045                         break;
1046                 case 10:
1047                 case 11:
1048                         add_flag(o_ptr->art_flags, TR_LITE_1);
1049                         break;
1050                 case 12:
1051                 case 13:
1052                         add_flag(o_ptr->art_flags, TR_LEVITATION);
1053                         break;
1054                 case 15:
1055                 case 16:
1056                 case 17:
1057                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1058                         break;
1059                 case 19:
1060                 case 20:
1061                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1062                         break;
1063                 case 21:
1064                 case 22:
1065                         add_flag(o_ptr->art_flags, TR_REGEN);
1066                         break;
1067                 case 23:
1068                         add_flag(o_ptr->art_flags, TR_TELEPORT);
1069                         break;
1070                 case 24:
1071                 case 25:
1072                 case 26:
1073                         if (object_is_armour(o_ptr))
1074                                 random_misc(o_ptr);
1075                         else
1076                         {
1077                                 o_ptr->to_a = 4 + randint1(11);
1078                         }
1079                         break;
1080                 case 27:
1081                 case 28:
1082                 case 29:
1083                 {
1084                         int bonus_h, bonus_d;
1085                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1086                         bonus_h = 4 + (randint1(11));
1087                         bonus_d = 4 + (randint1(11));
1088                         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))
1089                         {
1090                                 bonus_h /= 2;
1091                                 bonus_d /= 2;
1092                         }
1093                         o_ptr->to_h += bonus_h;
1094                         o_ptr->to_d += bonus_d;
1095                         break;
1096                 }
1097                 case 30:
1098                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1099                         break;
1100                 case 31:
1101                         add_flag(o_ptr->art_flags, TR_NO_TELE);
1102                         break;
1103                 case 32:
1104                         add_flag(o_ptr->art_flags, TR_WARNING);
1105                         break;
1106
1107                 case 18:
1108                         switch (randint1(3))
1109                         {
1110                         case 1:
1111                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1112                                 if (!artifact_bias && one_in_(3))
1113                                         artifact_bias = BIAS_LAW;
1114                                 break;
1115                         case 2:
1116                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1117                                 if (!artifact_bias && one_in_(3))
1118                                         artifact_bias = BIAS_MAGE;
1119                                 break;
1120                         case 3:
1121                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1122                                 if (!artifact_bias && one_in_(9))
1123                                         artifact_bias = BIAS_MAGE;
1124                                 break;
1125                         }
1126                         break;
1127
1128                 case 33:
1129                 {
1130                         int idx[3];
1131                         int n = randint1(3);
1132
1133                         idx[0] = randint1(8);
1134
1135                         idx[1] = randint1(7);
1136                         if (idx[1] >= idx[0]) idx[1]++;
1137
1138                         idx[2] = randint1(6);
1139                         if (idx[2] >= idx[0]) idx[2]++;
1140                         if (idx[2] >= idx[1]) idx[2]++;
1141
1142                         while (n--) switch (idx[n])
1143                         {
1144                         case 1:
1145                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1146                                 if (!artifact_bias && one_in_(4))
1147                                         artifact_bias = BIAS_RANGER;
1148                                 break;
1149                         case 2:
1150                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1151                                 if (!artifact_bias && one_in_(3))
1152                                         artifact_bias = BIAS_PRIESTLY;
1153                                 else if (!artifact_bias && one_in_(6))
1154                                         artifact_bias = BIAS_NECROMANTIC;
1155                                 break;
1156                         case 3:
1157                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1158                                 break;
1159                         case 4:
1160                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1161                                 break;
1162                         case 5:
1163                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1164                                 break;
1165                         case 6:
1166                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1167                                 break;
1168                         case 7:
1169                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1170                                 if (!artifact_bias && one_in_(6))
1171                                         artifact_bias = BIAS_ROGUE;
1172                                 break;
1173                         case 8:
1174                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1175                                 if (!artifact_bias && one_in_(3))
1176                                         artifact_bias = BIAS_LAW;
1177                                 break;
1178                         case 9:
1179                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1180                                 if (!artifact_bias && one_in_(3))
1181                                         artifact_bias = BIAS_LAW;
1182                                 break;
1183                         }
1184                         break;
1185                 }
1186         }
1187 }
1188
1189
1190 static void random_slay(object_type *o_ptr)
1191 {
1192         if (o_ptr->tval == TV_BOW)
1193         {
1194                 switch (randint1(6))
1195                 {
1196                         case 1:
1197                         case 2:
1198                         case 3:
1199                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1200                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1201                                 if (!artifact_bias && one_in_(9))
1202                                         artifact_bias = BIAS_RANGER;
1203                                 break;
1204                         default:
1205                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1206                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1207                                 if (!artifact_bias && one_in_(9))
1208                                         artifact_bias = BIAS_RANGER;
1209                         break;
1210                 }
1211
1212                 return;
1213         }
1214
1215         switch (artifact_bias)
1216         {
1217         case BIAS_CHAOS:
1218                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1219                 {
1220                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1221                         if (one_in_(2)) return;
1222                 }
1223                 break;
1224
1225         case BIAS_PRIESTLY:
1226                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1227                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1228                 {
1229                         /* A free power for "priestly" random artifacts */
1230                         add_flag(o_ptr->art_flags, TR_BLESSED);
1231                 }
1232                 break;
1233
1234         case BIAS_NECROMANTIC:
1235                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1236                 {
1237                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1238                         if (one_in_(2)) return;
1239                 }
1240                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1241                 {
1242                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1243                         if (one_in_(2)) return;
1244                 }
1245                 break;
1246
1247         case BIAS_RANGER:
1248                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1249                 {
1250                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1251                         if (one_in_(2)) return;
1252                 }
1253                 break;
1254
1255         case BIAS_ROGUE:
1256                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1257                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1258                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1259                 {
1260                         /* Free power for rogues... */
1261                         add_flag(o_ptr->art_flags, TR_THROW);
1262                 }
1263                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1264                 {
1265                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1266                         if (one_in_(2)) return;
1267                 }
1268                 break;
1269
1270         case BIAS_POIS:
1271                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1272                 {
1273                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1274                         if (one_in_(2)) return;
1275                 }
1276                 break;
1277
1278         case BIAS_FIRE:
1279                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1280                 {
1281                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1282                         if (one_in_(2)) return;
1283                 }
1284                 break;
1285
1286         case BIAS_COLD:
1287                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1288                 {
1289                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1290                         if (one_in_(2)) return;
1291                 }
1292                 break;
1293
1294         case BIAS_ELEC:
1295                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1296                 {
1297                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1298                         if (one_in_(2)) return;
1299                 }
1300                 break;
1301
1302         case BIAS_ACID:
1303                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1304                 {
1305                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1306                         if (one_in_(2)) return;
1307                 }
1308                 break;
1309
1310         case BIAS_LAW:
1311                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1312                 {
1313                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1314                         if (one_in_(2)) return;
1315                 }
1316                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1317                 {
1318                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1319                         if (one_in_(2)) return;
1320                 }
1321                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1322                 {
1323                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1324                         if (one_in_(2)) return;
1325                 }
1326                 break;
1327         }
1328
1329         switch (randint1(36))
1330         {
1331                 case 1:
1332                 case 2:
1333                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1334                         break;
1335                 case 3:
1336                 case 4:
1337                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1338                         if (!artifact_bias && one_in_(2))
1339                                 artifact_bias = BIAS_LAW;
1340                         else if (!artifact_bias && one_in_(9))
1341                                 artifact_bias = BIAS_PRIESTLY;
1342                         break;
1343                 case 5:
1344                 case 6:
1345                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1346                         if (!artifact_bias && one_in_(9))
1347                                 artifact_bias = BIAS_PRIESTLY;
1348                         break;
1349                 case 7:
1350                 case 8:
1351                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1352                         if (!artifact_bias && one_in_(9))
1353                                 artifact_bias = BIAS_PRIESTLY;
1354                         break;
1355                 case 9:
1356                 case 10:
1357                         add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1358                         break;
1359                 case 11:
1360                 case 12:
1361                         add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1362                         break;
1363                 case 13:
1364                 case 14:
1365                         add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1366                         break;
1367                 case 15:
1368                 case 16:
1369                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1370                         break;
1371                 case 17:
1372                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1373                         break;
1374                 case 18:
1375                 case 19:
1376                         if (o_ptr->tval == TV_SWORD)
1377                         {
1378                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1379                                 if (!artifact_bias && one_in_(9))
1380                                         artifact_bias = BIAS_WARRIOR;
1381                         }
1382                         else
1383                                 random_slay(o_ptr);
1384                         break;
1385                 case 20:
1386                         add_flag(o_ptr->art_flags, TR_IMPACT);
1387                         break;
1388                 case 21:
1389                 case 22:
1390                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1391                         if (!artifact_bias)
1392                                 artifact_bias = BIAS_FIRE;
1393                         break;
1394                 case 23:
1395                 case 24:
1396                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1397                         if (!artifact_bias)
1398                                 artifact_bias = BIAS_COLD;
1399                         break;
1400                 case 25:
1401                 case 26:
1402                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1403                         if (!artifact_bias)
1404                                 artifact_bias = BIAS_ELEC;
1405                         break;
1406                 case 27:
1407                 case 28:
1408                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1409                         if (!artifact_bias)
1410                                 artifact_bias = BIAS_ACID;
1411                         break;
1412                 case 29:
1413                 case 30:
1414                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1415                         if (!artifact_bias && !one_in_(3))
1416                                 artifact_bias = BIAS_POIS;
1417                         else if (!artifact_bias && one_in_(6))
1418                                 artifact_bias = BIAS_NECROMANTIC;
1419                         else if (!artifact_bias)
1420                                 artifact_bias = BIAS_ROGUE;
1421                         break;
1422                 case 31:
1423                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1424                         if (!artifact_bias)
1425                                 artifact_bias = BIAS_NECROMANTIC;
1426                         break;
1427                 case 32:
1428                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1429                         if (!artifact_bias)
1430                                 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1431                         break;
1432                 case 33:
1433                 case 34:
1434                         add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1435                         break;
1436                 default:
1437                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1438                         if (!artifact_bias)
1439                                 artifact_bias = BIAS_CHAOS;
1440                         break;
1441         }
1442 }
1443
1444
1445 static void give_activation_power(object_type *o_ptr)
1446 {
1447         int type = 0, chance = 0;
1448
1449         switch (artifact_bias)
1450         {
1451                 case BIAS_ELEC:
1452                         if (!one_in_(3))
1453                         {
1454                                 type = ACT_BO_ELEC_1;
1455                         }
1456                         else if (!one_in_(5))
1457                         {
1458                                 type = ACT_BA_ELEC_2;
1459                         }
1460                         else
1461                         {
1462                                 type = ACT_BA_ELEC_3;
1463                         }
1464                         chance = 101;
1465                         break;
1466
1467                 case BIAS_POIS:
1468                         type = ACT_BA_POIS_1;
1469                         chance = 101;
1470                         break;
1471
1472                 case BIAS_FIRE:
1473                         if (!one_in_(3))
1474                         {
1475                                 type = ACT_BO_FIRE_1;
1476                         }
1477                         else if (!one_in_(5))
1478                         {
1479                                 type = ACT_BA_FIRE_1;
1480                         }
1481                         else
1482                         {
1483                                 type = ACT_BA_FIRE_2;
1484                         }
1485                         chance = 101;
1486                         break;
1487
1488                 case BIAS_COLD:
1489                         chance = 101;
1490                         if (!one_in_(3))
1491                                 type = ACT_BO_COLD_1;
1492                         else if (!one_in_(3))
1493                                 type = ACT_BA_COLD_1;
1494                         else if (!one_in_(3))
1495                                 type = ACT_BA_COLD_2;
1496                         else
1497                                 type = ACT_BA_COLD_3;
1498                         break;
1499
1500                 case BIAS_CHAOS:
1501                         chance = 50;
1502                         if (one_in_(6))
1503                                 type = ACT_SUMMON_DEMON;
1504                         else
1505                                 type = ACT_CALL_CHAOS;
1506                         break;
1507
1508                 case BIAS_PRIESTLY:
1509                         chance = 101;
1510
1511                         if (one_in_(13))
1512                                 type = ACT_CHARM_UNDEAD;
1513                         else if (one_in_(12))
1514                                 type = ACT_BANISH_EVIL;
1515                         else if (one_in_(11))
1516                                 type = ACT_DISP_EVIL;
1517                         else if (one_in_(10))
1518                                 type = ACT_PROT_EVIL;
1519                         else if (one_in_(9))
1520                                 type = ACT_CURE_1000;
1521                         else if (one_in_(8))
1522                                 type = ACT_CURE_700;
1523                         else if (one_in_(7))
1524                                 type = ACT_REST_ALL;
1525                         else if (one_in_(6))
1526                                 type = ACT_REST_LIFE;
1527                         else
1528                                 type = ACT_CURE_MW;
1529                         break;
1530
1531                 case BIAS_NECROMANTIC:
1532                         chance = 101;
1533                         if (one_in_(66))
1534                                 type = ACT_WRAITH;
1535                         else if (one_in_(13))
1536                                 type = ACT_DISP_GOOD;
1537                         else if (one_in_(9))
1538                                 type = ACT_MASS_GENO;
1539                         else if (one_in_(8))
1540                                 type = ACT_GENOCIDE;
1541                         else if (one_in_(13))
1542                                 type = ACT_SUMMON_UNDEAD;
1543                         else if (one_in_(9))
1544                                 type = ACT_VAMPIRE_2;
1545                         else if (one_in_(6))
1546                                 type = ACT_CHARM_UNDEAD;
1547                         else
1548                                 type = ACT_VAMPIRE_1;
1549                         break;
1550
1551                 case BIAS_LAW:
1552                         chance = 101;
1553                         if (one_in_(8))
1554                                 type = ACT_BANISH_EVIL;
1555                         else if (one_in_(4))
1556                                 type = ACT_DISP_EVIL;
1557                         else
1558                                 type = ACT_PROT_EVIL;
1559                         break;
1560
1561                 case BIAS_ROGUE:
1562                         chance = 101;
1563                         if (one_in_(50))
1564                                 type = ACT_SPEED;
1565                         else if (one_in_(4))
1566                                 type = ACT_SLEEP;
1567                         else if (one_in_(3))
1568                                 type = ACT_DETECT_ALL;
1569                         else if (one_in_(8))
1570                                 type = ACT_ID_FULL;
1571                         else
1572                                 type = ACT_ID_PLAIN;
1573                         break;
1574
1575                 case BIAS_MAGE:
1576                         chance = 66;
1577                         if (one_in_(20))
1578                                 type = ACT_SUMMON_ELEMENTAL;
1579                         else if (one_in_(10))
1580                                 type = ACT_SUMMON_PHANTOM;
1581                         else if (one_in_(5))
1582                                 type = ACT_RUNE_EXPLO;
1583                         else
1584                                 type = ACT_ESP;
1585                         break;
1586
1587                 case BIAS_WARRIOR:
1588                         chance = 80;
1589                         if (one_in_(100))
1590                                 type = ACT_INVULN;
1591                         else
1592                                 type = ACT_BERSERK;
1593                         break;
1594
1595                 case BIAS_RANGER:
1596                         chance = 101;
1597                         if (one_in_(20))
1598                                 type = ACT_CHARM_ANIMALS;
1599                         else if (one_in_(7))
1600                                 type = ACT_SUMMON_ANIMAL;
1601                         else if (one_in_(6))
1602                                 type = ACT_CHARM_ANIMAL;
1603                         else if (one_in_(4))
1604                                 type = ACT_RESIST_ALL;
1605                         else if (one_in_(3))
1606                                 type = ACT_SATIATE;
1607                         else
1608                                 type = ACT_CURE_POISON;
1609                         break;
1610         }
1611
1612         if (!type || (randint1(100) >= chance))
1613         {
1614                 one_activation(o_ptr);
1615                 return;
1616         }
1617
1618         /* A type was chosen... */
1619         o_ptr->xtra2 = type;
1620         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1621         o_ptr->timeout = 0;
1622 }
1623
1624
1625 static void get_random_name(char *return_name, bool armour, int power)
1626 {
1627         int prob = randint1(100);
1628
1629         if (prob <= SINDARIN_NAME)
1630         {
1631                 get_table_sindarin(return_name);
1632         }
1633         else if (prob <= TABLE_NAME)
1634         {
1635                 get_table_name(return_name);
1636         }
1637         else
1638         {
1639                 cptr filename;
1640
1641                 switch (armour)
1642                 {
1643                         case 1:
1644                                 switch (power)
1645                                 {
1646                                         case 0:
1647 #ifdef JP
1648                                                 filename = "a_cursed_j.txt";
1649 #else
1650                                                 filename = "a_cursed.txt";
1651 #endif
1652                                                 break;
1653                                         case 1:
1654 #ifdef JP
1655                                                 filename = "a_low_j.txt";
1656 #else
1657                                                 filename = "a_low.txt";
1658 #endif
1659                                                 break;
1660                                         case 2:
1661 #ifdef JP
1662                                                 filename = "a_med_j.txt";
1663 #else
1664                                                 filename = "a_med.txt";
1665 #endif
1666                                                 break;
1667                                         default:
1668 #ifdef JP
1669                                                 filename = "a_high_j.txt";
1670 #else
1671                                                 filename = "a_high.txt";
1672 #endif
1673                                 }
1674                                 break;
1675                         default:
1676                                 switch (power)
1677                                 {
1678                                         case 0:
1679 #ifdef JP
1680                                                 filename = "w_cursed_j.txt";
1681 #else
1682                                                 filename = "w_cursed.txt";
1683 #endif
1684                                                 break;
1685                                         case 1:
1686 #ifdef JP
1687                                                 filename = "w_low_j.txt";
1688 #else
1689                                                 filename = "w_low.txt";
1690 #endif
1691                                                 break;
1692                                         case 2:
1693 #ifdef JP
1694                                                 filename = "w_med_j.txt";
1695 #else
1696                                                 filename = "w_med.txt";
1697 #endif
1698                                                 break;
1699                                         default:
1700 #ifdef JP
1701                                                 filename = "w_high_j.txt";
1702 #else
1703                                                 filename = "w_high.txt";
1704 #endif
1705                                 }
1706                 }
1707
1708                 (void)get_rnd_line(filename, artifact_bias, return_name);
1709 #ifdef JP
1710                  if (return_name[0] == 0) get_table_name(return_name);
1711 #endif
1712         }
1713 }
1714
1715
1716 bool create_artifact(object_type *o_ptr, bool a_scroll)
1717 {
1718         char    new_name[1024];
1719         int     has_pval = 0;
1720         int     powers = randint1(5) + 1;
1721         int     max_powers;
1722         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1723         int     power_level;
1724         s32b    total_flags;
1725         bool    a_cursed = FALSE;
1726         int     warrior_artifact_bias = 0;
1727         int i;
1728
1729         /* Reset artifact bias */
1730         artifact_bias = 0;
1731
1732         /* Nuke enchantments */
1733         o_ptr->name1 = 0;
1734         o_ptr->name2 = 0;
1735
1736         for (i = 0; i < TR_FLAG_SIZE; i++)
1737                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1738
1739         if (o_ptr->pval) has_pval = TRUE;
1740
1741         if (a_scroll && one_in_(4))
1742         {
1743                 switch (p_ptr->pclass)
1744                 {
1745                         case CLASS_WARRIOR:
1746                         case CLASS_BERSERKER:
1747                         case CLASS_ARCHER:
1748                         case CLASS_SAMURAI:
1749                         case CLASS_CAVALRY:
1750                         case CLASS_SMITH:
1751                                 artifact_bias = BIAS_WARRIOR;
1752                                 break;
1753                         case CLASS_MAGE:
1754                         case CLASS_HIGH_MAGE:
1755                         case CLASS_SORCERER:
1756                         case CLASS_MAGIC_EATER:
1757                         case CLASS_BLUE_MAGE:
1758                                 artifact_bias = BIAS_MAGE;
1759                                 break;
1760                         case CLASS_PRIEST:
1761                                 artifact_bias = BIAS_PRIESTLY;
1762                                 break;
1763                         case CLASS_ROGUE:
1764                         case CLASS_NINJA:
1765                                 artifact_bias = BIAS_ROGUE;
1766                                 warrior_artifact_bias = 25;
1767                                 break;
1768                         case CLASS_RANGER:
1769                         case CLASS_SNIPER:
1770                                 artifact_bias = BIAS_RANGER;
1771                                 warrior_artifact_bias = 30;
1772                                 break;
1773                         case CLASS_PALADIN:
1774                                 artifact_bias = BIAS_PRIESTLY;
1775                                 warrior_artifact_bias = 40;
1776                                 break;
1777                         case CLASS_WARRIOR_MAGE:
1778                         case CLASS_RED_MAGE:
1779                                 artifact_bias = BIAS_MAGE;
1780                                 warrior_artifact_bias = 40;
1781                                 break;
1782                         case CLASS_CHAOS_WARRIOR:
1783                                 artifact_bias = BIAS_CHAOS;
1784                                 warrior_artifact_bias = 40;
1785                                 break;
1786                         case CLASS_MONK:
1787                         case CLASS_FORCETRAINER:
1788                                 artifact_bias = BIAS_PRIESTLY;
1789                                 break;
1790                         case CLASS_MINDCRAFTER:
1791                         case CLASS_BARD:
1792                                 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1793                                 break;
1794                         case CLASS_TOURIST:
1795                                 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1796                                 break;
1797                         case CLASS_IMITATOR:
1798                                 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1799                                 break;
1800                         case CLASS_BEASTMASTER:
1801                                 artifact_bias = BIAS_CHR;
1802                                 warrior_artifact_bias = 50;
1803                                 break;
1804                         case CLASS_MIRROR_MASTER:
1805                                 if (randint1(4) > 1) 
1806                                 {
1807                                     artifact_bias = BIAS_MAGE;
1808                                 }
1809                                 else
1810                                 {
1811                                     artifact_bias = BIAS_ROGUE;
1812                                 }
1813                                 break;
1814                 }
1815         }
1816
1817         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1818                 artifact_bias = BIAS_WARRIOR;
1819
1820         strcpy(new_name, "");
1821
1822         if (!a_scroll && one_in_(A_CURSED))
1823                 a_cursed = TRUE;
1824         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1825                 a_cursed = TRUE;
1826
1827         while (one_in_(powers) || one_in_(7) || one_in_(10))
1828                 powers++;
1829
1830         if (!a_cursed && one_in_(WEIRD_LUCK))
1831                 powers *= 2;
1832
1833         if (a_cursed) powers /= 2;
1834
1835         max_powers = powers;
1836         /* Main loop */
1837         while (powers--)
1838         {
1839                 switch (randint1(max_type))
1840                 {
1841                         case 1: case 2:
1842                                 random_plus(o_ptr);
1843                                 has_pval = TRUE;
1844                                 break;
1845                         case 3: case 4:
1846                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1847                                 {
1848                                         if (a_cursed && !one_in_(13)) break;
1849                                         if (one_in_(13))
1850                                         {
1851                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1852                                         }
1853                                         else
1854                                         {
1855                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1856                                         }
1857                                 }
1858                                 else
1859                                         random_resistance(o_ptr);
1860                                 break;
1861                         case 5:
1862                                 random_misc(o_ptr);
1863                                 break;
1864                         case 6: case 7:
1865                                 random_slay(o_ptr);
1866                                 break;
1867                         default:
1868                                 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1869                                 powers++;
1870                 }
1871         };
1872
1873         if (has_pval)
1874         {
1875 #if 0
1876                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1877
1878                 /* This one commented out by gw's request... */
1879                 if (!a_scroll)
1880                         add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1881 #endif
1882
1883                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1884                 {
1885                         o_ptr->pval = randint1(2);
1886                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1887                                 o_ptr->pval++;
1888                 }
1889                 else
1890                 {
1891                         do
1892                         {
1893                                 o_ptr->pval++;
1894                         }
1895                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1896                 }
1897
1898                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1899                         o_ptr->pval = 4;
1900         }
1901
1902         /* give it some plusses... */
1903         if (object_is_armour(o_ptr))
1904                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1905         else if (object_is_weapon_ammo(o_ptr))
1906         {
1907                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1908                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1909                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1910         }
1911
1912         /* Just to be sure */
1913         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1914         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1915         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1916         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1917
1918         total_flags = flag_cost(o_ptr, o_ptr->pval);
1919
1920         if (a_cursed) curse_artifact(o_ptr);
1921
1922         if (!a_cursed &&
1923             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1924         {
1925                 o_ptr->xtra2 = 0;
1926                 give_activation_power(o_ptr);
1927         }
1928
1929         if (object_is_armour(o_ptr))
1930         {
1931                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1932                 {
1933                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1934                         o_ptr->to_d -= (s16b)randint0(3);
1935                         o_ptr->to_h -= (s16b)randint0(3);
1936                 }
1937                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1938                 {
1939                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1940                         o_ptr->to_d -= (s16b)randint0(3);
1941                         o_ptr->to_h -= (s16b)randint0(3);
1942                 }
1943         }
1944
1945         if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1946
1947         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1948         {
1949                 o_ptr->to_h = 0;
1950                 o_ptr->to_d = 0;
1951                 remove_flag(o_ptr->art_flags, TR_BLOWS);
1952                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1953                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1954                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1955                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1956                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1957                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1958                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1959                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1960                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1961                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1962                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1963                 remove_flag(o_ptr->art_flags, TR_VORPAL);
1964                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
1965                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
1966                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1967                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1968                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
1969         }
1970
1971         if (!object_is_weapon_ammo(o_ptr))
1972         {
1973                 /* For armors */
1974                 if (a_cursed) power_level = 0;
1975                 else if (total_flags < 15000) power_level = 1;
1976                 else if (total_flags < 35000) power_level = 2;
1977                 else power_level = 3;
1978         }
1979
1980         else
1981         {
1982                 /* For weapons */
1983                 if (a_cursed) power_level = 0;
1984                 else if (total_flags < 20000) power_level = 1;
1985                 else if (total_flags < 45000) power_level = 2;
1986                 else power_level = 3;
1987         }
1988
1989         if (a_scroll)
1990         {
1991                 char dummy_name[80] = "";
1992 #ifdef JP
1993                 cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
1994 #else
1995                 cptr ask_msg = "What do you want to call the artifact? ";
1996 #endif
1997
1998                 /* Identify it fully */
1999                 object_aware(o_ptr);
2000                 object_known(o_ptr);
2001
2002                 /* Mark the item as fully known */
2003                 o_ptr->ident |= (IDENT_MENTAL);
2004
2005                 /* For being treated as random artifact in screen_object() */
2006                 o_ptr->art_name = quark_add("");
2007
2008                 (void)screen_object(o_ptr, 0L);
2009
2010                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2011                     || !dummy_name[0])
2012                 {
2013                         /* Cancelled */
2014                         if (one_in_(2))
2015                         {
2016                                 get_table_sindarin_aux(dummy_name);
2017                         }
2018                         else
2019                         {
2020                                 get_table_name_aux(dummy_name);
2021                         }
2022                 }
2023
2024 #ifdef JP
2025                 sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
2026 #else
2027                 sprintf(new_name, "'%s'", dummy_name);
2028 #endif
2029
2030                 chg_virtue(V_INDIVIDUALISM, 2);
2031                 chg_virtue(V_ENCHANT, 5);
2032         }
2033         else
2034         {
2035                 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2036         }
2037
2038         /* Save the inscription */
2039         o_ptr->art_name = quark_add(new_name);
2040
2041         if (cheat_xtra)
2042         {
2043                 char o_name[MAX_NLEN];
2044
2045                 object_aware(o_ptr);
2046                 object_known(o_ptr);
2047
2048                 /* Mark the item as fully known */
2049                 o_ptr->ident |= (IDENT_MENTAL);
2050
2051                 /* Description */
2052                 object_desc(o_name, o_ptr, 0);
2053
2054 #ifdef JP
2055                 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]);
2056 #else
2057                 msg_format("Random artifact generated '%s'. (Power:%d, Value:%ld) :", artifact_bias_name[artifact_bias], max_powers, total_flags);
2058 #endif
2059                 msg_format("%s", o_name);
2060         }
2061
2062         /* Window stuff */
2063         p_ptr->window |= (PW_INVEN | PW_EQUIP);
2064
2065         return TRUE;
2066 }
2067
2068
2069 int activation_index(object_type *o_ptr)
2070 {
2071         /* Give priority to weaponsmith's essential activations */
2072         if (object_is_smith(o_ptr))
2073         {
2074                 switch (o_ptr->xtra3-1)
2075                 {
2076                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2077                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2078                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2079                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2080                 case TR_IMPACT: return ACT_QUAKE;
2081                 }
2082         }
2083
2084         if (object_is_fixed_artifact(o_ptr))
2085         {
2086                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2087                 {
2088                         return a_info[o_ptr->name1].act_idx;
2089                 }
2090         }
2091         if (object_is_ego(o_ptr))
2092         {
2093                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2094                 {
2095                         return e_info[o_ptr->name2].act_idx;
2096                 }
2097         }
2098         if (!object_is_random_artifact(o_ptr))
2099         {
2100                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2101                 {
2102                         return k_info[o_ptr->k_idx].act_idx;
2103                 }
2104         }
2105
2106         return o_ptr->xtra2;
2107 }
2108
2109 const activation_type* find_activation_info(object_type *o_ptr)
2110 {
2111         const int index = activation_index(o_ptr);
2112         const activation_type* p;
2113
2114         for (p = activation_info; p->flag != NULL; ++ p) {
2115                 if (p->index == index)
2116                 {
2117                         return p;
2118                 }
2119         }
2120
2121         return NULL;
2122 }
2123
2124
2125 /* Dragon breath activation */
2126 static bool activate_dragon_breath(object_type *o_ptr)
2127 {
2128         u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2129         int type[20];
2130         cptr name[20];
2131         int i, dir, t, n = 0;
2132
2133         if (!get_aim_dir(&dir)) return FALSE;
2134
2135         object_flags(o_ptr, flgs);
2136
2137         for (i = 0; dragonbreath_info[i].flag != 0; i++)
2138         {
2139                 if (have_flag(flgs, dragonbreath_info[i].flag))
2140                 {
2141                         type[n] = dragonbreath_info[i].type;
2142                         name[n] = dragonbreath_info[i].name;
2143                         n++;
2144                 }
2145         }
2146
2147         /* Paranoia */
2148         if (n == 0) return FALSE;
2149
2150         /* Stop speaking */
2151         if (music_singing_any()) stop_singing();
2152         if (hex_spelling_any()) stop_hex_spell_all();
2153
2154         t = randint0(n);
2155         msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
2156         fire_ball(type[t], dir, 250, -4);
2157
2158         return TRUE;
2159 }
2160
2161
2162 bool activate_random_artifact(object_type *o_ptr)
2163 {
2164         int plev = p_ptr->lev;
2165         int k, dir, dummy = 0;
2166         cptr name = k_name + k_info[o_ptr->k_idx].name;
2167         const activation_type* const act_ptr = find_activation_info(o_ptr);
2168
2169         /* Paranoia */
2170         if (!act_ptr) {
2171                 /* Maybe forgot adding information to activation_info table ? */
2172                 msg_print("Activation information is not found.");
2173                 return FALSE;
2174         }
2175
2176         /* Activate for attack */
2177         switch (act_ptr->index)
2178         {
2179                 case ACT_SUNLIGHT:
2180                 {
2181                         if (!get_aim_dir(&dir)) return FALSE;
2182                         msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears."));
2183                         (void)lite_line(dir, damroll(6, 8));
2184                         break;
2185                 }
2186
2187                 case ACT_BO_MISS_1:
2188                 {
2189                         msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly..."));
2190                         if (!get_aim_dir(&dir)) return FALSE;
2191                         fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2192                         break;
2193                 }
2194
2195                 case ACT_BA_POIS_1:
2196                 {
2197                         msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green..."));
2198                         if (!get_aim_dir(&dir)) return FALSE;
2199                         fire_ball(GF_POIS, dir, 12, 3);
2200                         break;
2201                 }
2202
2203                 case ACT_BO_ELEC_1:
2204                 {
2205                         msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks..."));
2206                         if (!get_aim_dir(&dir)) return FALSE;
2207                         fire_bolt(GF_ELEC, dir, damroll(4, 8));
2208                         break;
2209                 }
2210
2211                 case ACT_BO_ACID_1:
2212                 {
2213                         msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid..."));
2214                         if (!get_aim_dir(&dir)) return FALSE;
2215                         fire_bolt(GF_ACID, dir, damroll(5, 8));
2216                         break;
2217                 }
2218
2219                 case ACT_BO_COLD_1:
2220                 {
2221                         msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2222                         if (!get_aim_dir(&dir)) return FALSE;
2223                         fire_bolt(GF_COLD, dir, damroll(6, 8));
2224                         break;
2225                 }
2226
2227                 case ACT_BO_FIRE_1:
2228                 {
2229                         msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire..."));
2230                         if (!get_aim_dir(&dir)) return FALSE;
2231                         fire_bolt(GF_FIRE, dir, damroll(9, 8));
2232                         break;
2233                 }
2234
2235                 case ACT_BA_COLD_1:
2236                 {
2237                         msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2238                         if (!get_aim_dir(&dir)) return FALSE;
2239                         fire_ball(GF_COLD, dir, 48, 2);
2240                         break;
2241                 }
2242                 
2243                 case ACT_BA_COLD_2:
2244                 {
2245                         msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue..."));
2246                         if (!get_aim_dir(&dir)) return FALSE;
2247                         fire_ball(GF_COLD, dir, 100, 2);
2248                         break;
2249                 }
2250                 
2251                 case ACT_BA_COLD_3:
2252                 {
2253                         msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white..."));
2254                         if (!get_aim_dir(&dir)) return FALSE;
2255                         fire_ball(GF_COLD, dir, 400, 3);
2256                         break;
2257                 }
2258
2259                 case ACT_BA_FIRE_1:
2260                 {
2261                         msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2262                         if (!get_aim_dir(&dir)) return FALSE;
2263                         fire_ball(GF_FIRE, dir, 72, 2);
2264                         break;
2265                 }
2266                 
2267                 case ACT_BA_FIRE_2:
2268                 {
2269                         msg_format(_("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", "The %s rages in fire..."), name);
2270                         if (!get_aim_dir(&dir)) return FALSE;
2271                         fire_ball(GF_FIRE, dir, 120, 3);
2272                         break;
2273                 }
2274                 
2275                 case ACT_BA_FIRE_3:
2276                 {
2277                         msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red..."));
2278                         if (!get_aim_dir(&dir)) return FALSE;
2279                         fire_ball(GF_FIRE, dir, 300, 3);
2280                         break;
2281                 }
2282                 
2283                 case ACT_BA_FIRE_4:
2284                 {
2285                         msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2286                         if (!get_aim_dir(&dir)) return FALSE;
2287                         fire_ball(GF_FIRE, dir, 100, 2);
2288                         break;
2289                 }
2290                 
2291                 case ACT_BA_ELEC_2:
2292                 {
2293                         msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity..."));
2294                         if (!get_aim_dir(&dir)) return FALSE;
2295                         fire_ball(GF_ELEC, dir, 100, 3);
2296                         break;
2297                 }
2298                 
2299                 case ACT_BA_ELEC_3:
2300                 {
2301                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2302                         if (!get_aim_dir(&dir)) return FALSE;
2303                         fire_ball(GF_ELEC, dir, 500, 3);
2304                         break;
2305                 }
2306                 
2307                 case ACT_BA_ACID_1:
2308                 {
2309                         msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black..."));
2310                         if (!get_aim_dir(&dir)) return FALSE;
2311                         fire_ball(GF_ACID, dir, 100, 2);
2312                         break;
2313                 }
2314                 
2315                 case ACT_BA_NUKE_1:
2316                 {
2317                         msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green..."));
2318                         if (!get_aim_dir(&dir)) return FALSE;
2319                         fire_ball(GF_NUKE, dir, 100, 2);
2320                         break;
2321                 }
2322                 
2323                 case ACT_DRAIN_1:
2324                 {
2325                         msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name);
2326                         if (!get_aim_dir(&dir)) return FALSE;
2327                         if (drain_life(dir, 100))
2328                         break;
2329                 }
2330
2331                 case ACT_DRAIN_2:
2332                 {
2333                         msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black..."));
2334                         if (!get_aim_dir(&dir)) return FALSE;
2335                         drain_life(dir, 120);
2336                         break;
2337                 }
2338
2339                 case ACT_VAMPIRE_1:
2340                 {
2341                         if (!get_aim_dir(&dir)) return FALSE;
2342                         for (dummy = 0; dummy < 3; dummy++)
2343                         {
2344                                 if (drain_life(dir, 50))
2345                                 hp_player(50);
2346                         }
2347                         break;
2348                 }
2349
2350                 case ACT_BO_MISS_2:
2351                 {
2352                         msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes..."));
2353                         if (!get_aim_dir(&dir)) return FALSE;
2354                         fire_bolt(GF_ARROW, dir, 150);
2355                         break;
2356                 }
2357
2358                 case ACT_WHIRLWIND:
2359                 {
2360                         {
2361                                 int y = 0, x = 0;
2362                                 cave_type       *c_ptr;
2363                                 monster_type    *m_ptr;
2364
2365                                 for (dir = 0; dir <= 9; dir++)
2366                                 {
2367                                         y = py + ddy[dir];
2368                                         x = px + ddx[dir];
2369                                         c_ptr = &cave[y][x];
2370
2371                                         /* Get the monster */
2372                                         m_ptr = &m_list[c_ptr->m_idx];
2373
2374                                         /* Hack -- attack monsters */
2375                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2376                                                 py_attack(y, x, 0);
2377                                 }
2378                         }
2379                         break;
2380                 }
2381
2382                 case ACT_VAMPIRE_2:
2383                 {
2384                         if (!get_aim_dir(&dir)) return FALSE;
2385                         for (dummy = 0; dummy < 3; dummy++)
2386                         {
2387                                 if (drain_life(dir, 100))
2388                                 hp_player(100);
2389                         }
2390                         break;
2391                 }
2392
2393
2394                 case ACT_CALL_CHAOS:
2395                 {
2396                         msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours..."));
2397                         call_chaos();
2398                         break;
2399                 }
2400
2401                 case ACT_ROCKET:
2402                 {
2403                         if (!get_aim_dir(&dir)) return FALSE;
2404                         msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!"));
2405                         fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2406                         break;
2407                 }
2408
2409                 case ACT_DISP_EVIL:
2410                 {
2411                         msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness..."));
2412                         dispel_evil(p_ptr->lev * 5);
2413                         break;
2414                 }
2415
2416                 case ACT_BA_MISS_3:
2417                 {
2418                         if (!get_aim_dir(&dir)) return FALSE;
2419                         msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2420                         fire_ball(GF_MISSILE, dir, 300, -4);
2421                         break;
2422                 }
2423
2424                 case ACT_DISP_GOOD:
2425                 {
2426                         msg_print(_("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil..."));
2427                         dispel_good(p_ptr->lev * 5);
2428                         break;
2429                 }
2430
2431                 case ACT_BO_MANA:
2432                 {
2433                         msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name);
2434                         if (!get_aim_dir(&dir)) return FALSE;
2435                         fire_bolt(GF_ARROW, dir, 150);
2436                         break;
2437                 }
2438
2439                 case ACT_BA_WATER:
2440                 {
2441                         msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name);
2442                         if (!get_aim_dir(&dir)) return FALSE;
2443                         fire_ball(GF_WATER, dir, 200, 3);
2444                         break;
2445                 }
2446
2447                 case ACT_BA_DARK:
2448                 {
2449                         msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name);
2450                         if (!get_aim_dir(&dir)) return FALSE;
2451                         fire_ball(GF_DARK, dir, 250, 4);
2452                         break;
2453                 }
2454
2455                 case ACT_BA_MANA:
2456                 {
2457                         msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name);
2458                         if (!get_aim_dir(&dir)) return FALSE;
2459                         fire_ball(GF_MANA, dir, 250, 4);
2460                         break;
2461                 }
2462
2463                 case ACT_PESTICIDE:
2464                 {
2465                         msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life."));
2466                         (void)dispel_monsters(4);
2467                         break;
2468                 }
2469
2470                 case ACT_BLINDING_LIGHT:
2471                 {
2472                         msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name);
2473                         fire_ball(GF_LITE, 0, 300, 6);
2474                         confuse_monsters(3 * p_ptr->lev / 2);
2475                         break;
2476                 }
2477
2478                 case ACT_BIZARRE:
2479                 {
2480                         msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name);
2481                         if (!get_aim_dir(&dir)) return FALSE;
2482                         ring_of_power(dir);
2483                         break;
2484                 }
2485
2486                 case ACT_CAST_BA_STAR:
2487                 {
2488                         int num = damroll(5, 3);
2489                         int y, x;
2490                         int attempts;
2491                         msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name);
2492                         for (k = 0; k < num; k++)
2493                         {
2494                                 attempts = 1000;
2495
2496                                 while (attempts--)
2497                                 {
2498                                         scatter(&y, &x, py, px, 4, 0);
2499
2500                                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2501
2502                                         if (!player_bold(y, x)) break;
2503                                 }
2504
2505                                 project(0, 3, y, x, 150, GF_ELEC,
2506                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2507                         }
2508
2509                         break;
2510                 }
2511
2512                 case ACT_BLADETURNER:
2513                 {
2514                         if (!get_aim_dir(&dir)) return FALSE;
2515                         msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2516                         fire_ball(GF_MISSILE, dir, 300, -4);
2517                         msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours..."));
2518                         (void)set_afraid(0);
2519                         (void)set_hero(randint1(50) + 50, FALSE);
2520                         (void)hp_player(10);
2521                         (void)set_blessed(randint1(50) + 50, FALSE);
2522                         (void)set_oppose_acid(randint1(50) + 50, FALSE);
2523                         (void)set_oppose_elec(randint1(50) + 50, FALSE);
2524                         (void)set_oppose_fire(randint1(50) + 50, FALSE);
2525                         (void)set_oppose_cold(randint1(50) + 50, FALSE);
2526                         (void)set_oppose_pois(randint1(50) + 50, FALSE);
2527                         break;
2528                 }
2529
2530                 case ACT_BR_FIRE:
2531                 {
2532                         if (!get_aim_dir(&dir)) return FALSE;
2533                         fire_ball(GF_FIRE, dir, 200, -2);
2534                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2535                         {
2536                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2537                         }
2538                         break;
2539                 }
2540                 case ACT_BR_COLD:
2541                 {
2542                         if (!get_aim_dir(&dir)) return FALSE;
2543                         fire_ball(GF_COLD, dir, 200, -2);
2544                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2545                         {
2546                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2547                         }
2548                         break;
2549                 }
2550                 case ACT_BR_DRAGON:
2551                 {
2552                         if (!activate_dragon_breath(o_ptr)) return FALSE;
2553                         break;
2554                 }
2555
2556                 /* Activate for other offensive action */
2557
2558                 case ACT_CONFUSE:
2559                 {
2560                         msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours..."));
2561                         if (!get_aim_dir(&dir)) return FALSE;
2562                         confuse_monster(dir, 20);
2563                         break;
2564                 }
2565
2566                 case ACT_SLEEP:
2567                 {
2568                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2569                         sleep_monsters_touch();
2570                         break;
2571                 }
2572
2573                 case ACT_QUAKE:
2574                 {
2575                         earthquake(py, px, 5);
2576                         break;
2577                 }
2578
2579                 case ACT_TERROR:
2580                 {
2581                         turn_monsters(40 + p_ptr->lev);
2582                         break;
2583                 }
2584
2585                 case ACT_TELE_AWAY:
2586                 {
2587                         if (!get_aim_dir(&dir)) return FALSE;
2588                         (void)fire_beam(GF_AWAY_ALL, dir, plev);
2589                         break;
2590                 }
2591
2592                 case ACT_BANISH_EVIL:
2593                 {
2594                         if (banish_evil(100))
2595                         {
2596                                 msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!"));
2597                         }
2598                         break;
2599                 }
2600
2601                 case ACT_GENOCIDE:
2602                 {
2603                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2604                         (void)symbol_genocide(200, TRUE);
2605                         break;
2606                 }
2607
2608                 case ACT_MASS_GENO:
2609                 {
2610                         msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note..."));
2611                         (void)mass_genocide(200, TRUE);
2612                         break;
2613                 }
2614
2615                 case ACT_SCARE_AREA:
2616                 {
2617                         if (music_singing_any()) stop_singing();
2618                         if (hex_spelling_any()) stop_hex_spell_all();
2619                         msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!",
2620                                         "You wind a mighty blast; your enemies tremble!"));
2621                         (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2622                         break;
2623                 }
2624
2625                 case ACT_AGGRAVATE:
2626                 {
2627                         if (o_ptr->name1 == ART_HYOUSIGI)
2628                         {
2629                                 msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers."));
2630                         }
2631                         else
2632                         {
2633                                 msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name);
2634                         }
2635                         aggravate_monsters(0);
2636                         break;
2637                 }
2638
2639                 /* Activate for summoning / charming */
2640
2641                 case ACT_CHARM_ANIMAL:
2642                 {
2643                         if (!get_aim_dir(&dir)) return FALSE;
2644                         (void)charm_animal(dir, plev * 2);
2645                         break;
2646                 }
2647
2648                 case ACT_CHARM_UNDEAD:
2649                 {
2650                         if (!get_aim_dir(&dir)) return FALSE;
2651                         (void)control_one_undead(dir, plev * 2);
2652                         break;
2653                 }
2654
2655                 case ACT_CHARM_OTHER:
2656                 {
2657                         if (!get_aim_dir(&dir)) return FALSE;
2658                         (void)charm_monster(dir, plev * 2);
2659                         break;
2660                 }
2661
2662                 case ACT_CHARM_ANIMALS:
2663                 {
2664                         (void)charm_animals(plev * 2);
2665                         break;
2666                 }
2667
2668                 case ACT_CHARM_OTHERS:
2669                 {
2670                         charm_monsters(plev * 2);
2671                         break;
2672                 }
2673
2674                 case ACT_SUMMON_ANIMAL:
2675                 {
2676                         (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2677                         break;
2678                 }
2679
2680                 case ACT_SUMMON_PHANTOM:
2681                 {
2682                         msg_print(_("¸¸Îî¤ò¾¤´­¤·¤¿¡£", "You summon a phantasmal servant."));
2683                         (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2684                         break;
2685                 }
2686
2687                 case ACT_SUMMON_ELEMENTAL:
2688                 {
2689                         bool pet = one_in_(3);
2690                         u32b mode = 0L;
2691
2692                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2693                         if (pet) mode |= PM_FORCE_PET;
2694                         else mode |= PM_NO_PET;
2695
2696                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2697                         {
2698                                 msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes..."));
2699                                 if (pet)
2700                                         msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you."));
2701                                 else
2702                                         msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!"));
2703                         }
2704
2705                         break;
2706                 }
2707
2708                 case ACT_SUMMON_DEMON:
2709                 {
2710                         bool pet = one_in_(3);
2711                         u32b mode = 0L;
2712
2713                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2714                         if (pet) mode |= PM_FORCE_PET;
2715                         else mode |= PM_NO_PET;
2716
2717                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
2718                         {
2719                                 msg_print(_("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone."));
2720                                 if (pet)
2721                                         msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'"));
2722                                 else
2723                                         msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2724                         }
2725
2726                         break;
2727                 }
2728
2729                 case ACT_SUMMON_UNDEAD:
2730                 {
2731                         bool pet = one_in_(3);
2732                         int type;
2733                         u32b mode = 0L;
2734
2735                         type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2736
2737                         if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2738                         if (pet) mode |= PM_FORCE_PET;
2739                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2740
2741                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
2742                         {
2743                                 msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë...",
2744                                                 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2745                                 if (pet)
2746                                 msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª",
2747                                                 "Ancient, long-dead forms arise from the ground to serve you!"));
2748                                 else
2749                                 msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª",
2750                                                 "'The dead arise... to punish you for disturbing them!'"));
2751                         }
2752
2753                         break;
2754                 }
2755
2756                 case ACT_SUMMON_HOUND:
2757                 {
2758                         u32b mode = PM_ALLOW_GROUP;
2759                         bool pet = !one_in_(5);
2760                         if (pet) mode |= PM_FORCE_PET;
2761                         else mode |= PM_NO_PET;
2762
2763                         if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2764                         {
2765
2766                                 if (pet)
2767                                         msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£",
2768                                                 "A group of hounds appear as your servant."));
2769                                 else
2770                                         msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª",
2771                                                 "A group of hounds appear as your enemy!"));
2772                         }
2773
2774                         break;
2775                 }
2776
2777                 case ACT_SUMMON_DAWN:
2778                 {
2779                         msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£","You summon the Legion of the Dawn."));
2780                         (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2781                         break;
2782                 }
2783
2784                 case ACT_SUMMON_OCTOPUS:
2785                 {
2786                         u32b mode = PM_ALLOW_GROUP;
2787                         bool pet = !one_in_(5);
2788                         if (pet) mode |= PM_FORCE_PET;
2789
2790                         if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
2791                         {
2792                                 if (pet)
2793                                         msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant."));
2794                                 else
2795                                         msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!"));
2796                         }
2797
2798                         break;
2799                 }
2800
2801                 /* Activate for healing */
2802
2803                 case ACT_CHOIR_SINGS:
2804                 {
2805                         msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings..."));
2806                         (void)set_poisoned(0);
2807                         (void)set_cut(0);
2808                         (void)set_stun(0);
2809                         (void)set_confused(0);
2810                         (void)set_blind(0);
2811                         (void)set_afraid(0);
2812                         (void)set_hero(randint1(25) + 25, FALSE);
2813                         (void)hp_player(777);
2814                         break;
2815                 }
2816
2817                 case ACT_CURE_LW:
2818                 {
2819                         (void)set_afraid(0);
2820                         (void)hp_player(30);
2821                         break;
2822                 }
2823
2824                 case ACT_CURE_MW:
2825                 {
2826                         msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple..."));
2827                         hp_player(damroll(4, 8));
2828                         (void)set_cut((p_ptr->cut / 2) - 50);
2829                         break;
2830                 }
2831
2832                 case ACT_CURE_POISON:
2833                 {
2834                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2835                         (void)set_afraid(0);
2836                         (void)set_poisoned(0);
2837                         break;
2838                 }
2839
2840                 case ACT_REST_LIFE:
2841                 {
2842                         msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red..."));
2843                         restore_level();
2844                         break;
2845                 }
2846
2847                 case ACT_REST_ALL:
2848                 {
2849                         msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green..."));
2850                         (void)do_res_stat(A_STR);
2851                         (void)do_res_stat(A_INT);
2852                         (void)do_res_stat(A_WIS);
2853                         (void)do_res_stat(A_DEX);
2854                         (void)do_res_stat(A_CON);
2855                         (void)do_res_stat(A_CHR);
2856                         (void)restore_level();
2857                         break;
2858                 }
2859
2860                 case ACT_CURE_700:
2861                 {
2862                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue..."));
2863                         msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside..."));
2864                         (void)hp_player(700);
2865                         (void)set_cut(0);
2866                         break;
2867                 }
2868
2869                 case ACT_CURE_1000:
2870                 {
2871                         msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white..."));
2872                         msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better..."));
2873                         (void)hp_player(1000);
2874                         (void)set_cut(0);
2875                         break;
2876                 }
2877
2878                 case ACT_CURING:
2879                 {
2880                         msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name);
2881                         (void)set_poisoned(0);
2882                         (void)set_confused(0);
2883                         (void)set_blind(0);
2884                         (void)set_stun(0);
2885                         (void)set_cut(0);
2886                         (void)set_image(0);
2887
2888                         break;
2889                 }
2890
2891                 case ACT_CURE_MANA_FULL:
2892                 {
2893                         msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name);
2894                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2895                         {
2896                                 int i;
2897                                 for (i = 0; i < EATER_EXT*2; i++)
2898                                 {
2899                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2900                                         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;
2901                                 }
2902                                 for (; i < EATER_EXT*3; i++)
2903                                 {
2904                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2905                                         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;
2906                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2907                                 }
2908                                 msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2909                                 p_ptr->window |= (PW_PLAYER);
2910                         }
2911                         else if (p_ptr->csp < p_ptr->msp)
2912                         {
2913                                 p_ptr->csp = p_ptr->msp;
2914                                 p_ptr->csp_frac = 0;
2915                                 msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2916                                 p_ptr->redraw |= (PR_MANA);
2917                                 p_ptr->window |= (PW_PLAYER);
2918                                 p_ptr->window |= (PW_SPELL);
2919                         }
2920                         break;
2921                 }
2922
2923                 /* Activate for timed effect */
2924
2925                 case ACT_ESP:
2926                 {
2927                         (void)set_tim_esp(randint1(30) + 25, FALSE);
2928                         break;
2929                 }
2930
2931                 case ACT_BERSERK:
2932                 {
2933                         (void)set_afraid(0);
2934                         (void)set_shero(randint1(25) + 25, FALSE);
2935                         /* (void)set_afraid(0);
2936                         (void)set_hero(randint1(50) + 50, FALSE);
2937                         (void)set_blessed(randint1(50) + 50, FALSE);
2938                         o_ptr->timeout = 100 + randint1(100); */
2939                         break;
2940                 }
2941
2942                 case ACT_PROT_EVIL:
2943                 {
2944                         msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name);
2945                         k = 3 * p_ptr->lev;
2946                         (void)set_protevil(randint1(25) + k, FALSE);
2947                         break;
2948                 }
2949
2950                 case ACT_RESIST_ALL:
2951                 {
2952                         msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours..."));
2953                         (void)set_oppose_acid(randint1(40) + 40, FALSE);
2954                         (void)set_oppose_elec(randint1(40) + 40, FALSE);
2955                         (void)set_oppose_fire(randint1(40) + 40, FALSE);
2956                         (void)set_oppose_cold(randint1(40) + 40, FALSE);
2957                         (void)set_oppose_pois(randint1(40) + 40, FALSE);
2958                         break;
2959                 }
2960
2961                 case ACT_SPEED:
2962                 {
2963                         msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green..."));
2964                         (void)set_fast(randint1(20) + 20, FALSE);
2965                         break;
2966                 }
2967
2968                 case ACT_XTRA_SPEED:
2969                 {
2970                         msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly..."));
2971                         (void)set_fast(randint1(75) + 75, FALSE);
2972                         break;
2973                 }
2974
2975                 case ACT_WRAITH:
2976                 {
2977                         set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
2978                         break;
2979                 }
2980
2981                 case ACT_INVULN:
2982                 {
2983                         (void)set_invuln(randint1(8) + 8, FALSE);
2984                         break;
2985                 }
2986
2987                 case ACT_HELO:
2988                 {
2989                         (void)set_afraid(0);
2990                         set_hero(randint1(25)+25, FALSE);
2991                         hp_player(10);
2992                         break;
2993                 }
2994
2995                 case ACT_HELO_SPEED:
2996                 {
2997                         (void)set_fast(randint1(50) + 50, FALSE);
2998                         hp_player(10);
2999                         set_afraid(0);
3000                         set_hero(randint1(50) + 50, FALSE);
3001                         break;
3002                 }
3003
3004                 case ACT_RESIST_ACID:
3005                 {
3006                         msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name);
3007                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3008                         {
3009                                 if (!get_aim_dir(&dir)) return FALSE;
3010                                 fire_ball(GF_ACID, dir, 100, 2);
3011                         }
3012                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
3013                         break;
3014                 }
3015
3016                 case ACT_RESIST_FIRE:
3017                 {
3018                         msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name);
3019                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3020                         {
3021                                 if (!get_aim_dir(&dir)) return FALSE;
3022                                 fire_ball(GF_FIRE, dir, 100, 2);
3023                         }
3024                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
3025                         break;
3026                 }
3027
3028                 case ACT_RESIST_COLD:
3029                 {
3030                         msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name);
3031                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3032                         {
3033                                 if (!get_aim_dir(&dir)) return FALSE;
3034                                 fire_ball(GF_COLD, dir, 100, 2);
3035                         }
3036                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
3037                         break;
3038                 }
3039
3040                 case ACT_RESIST_ELEC:
3041                 {
3042                         msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name);
3043                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3044                         {
3045                                 if (!get_aim_dir(&dir)) return FALSE;
3046                                 fire_ball(GF_ELEC, dir, 100, 2);
3047                         }
3048                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
3049                         break;
3050                 }
3051
3052                 case ACT_RESIST_POIS:
3053                 {
3054                         msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name);
3055                         (void)set_oppose_pois(randint1(20) + 20, FALSE);
3056                         break;
3057                 }
3058
3059                 /* Activate for general purpose effect (detection etc.) */
3060
3061                 case ACT_LIGHT:
3062                 {
3063 #ifdef JP
3064                         msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
3065 #else
3066                         msg_format("The %s wells with clear light...", name);
3067 #endif
3068                         lite_area(damroll(2, 15), 3);
3069                         break;
3070                 }
3071
3072                 case ACT_MAP_LIGHT:
3073                 {
3074 #ifdef JP
3075                         msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
3076 #else
3077                         msg_print("It shines brightly...");
3078 #endif
3079                         map_area(DETECT_RAD_MAP);
3080                         lite_area(damroll(2, 15), 3);
3081                         break;
3082                 }
3083
3084                 case ACT_DETECT_ALL:
3085                 {
3086 #ifdef JP
3087                         msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3088                         msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿...");
3089 #else
3090                         msg_print("It glows bright white...");
3091                         msg_print("An image forms in your mind...");
3092 #endif
3093                         detect_all(DETECT_RAD_DEFAULT);
3094                         break;
3095                 }
3096
3097                 case ACT_DETECT_XTRA:
3098                 {
3099 #ifdef JP
3100                         msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3101 #else
3102                         msg_print("It glows brightly...");
3103 #endif
3104                         detect_all(DETECT_RAD_DEFAULT);
3105                         probing();
3106                         identify_fully(FALSE);
3107                         break;
3108                 }
3109
3110                 case ACT_ID_FULL:
3111                 {
3112 #ifdef JP
3113                         msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
3114 #else
3115                         msg_print("It glows yellow...");
3116 #endif
3117                         identify_fully(FALSE);
3118                         break;
3119                 }
3120
3121                 case ACT_ID_PLAIN:
3122                 {
3123                         if (!ident_spell(FALSE)) return FALSE;
3124                         break;
3125                 }
3126
3127                 case ACT_RUNE_EXPLO:
3128                 {
3129 #ifdef JP
3130                         msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3131 #else
3132                         msg_print("It glows bright red...");
3133 #endif
3134                         explosive_rune();
3135                         break;
3136                 }
3137
3138                 case ACT_RUNE_PROT:
3139                 {
3140 #ifdef JP
3141                         msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3142 #else
3143                         msg_print("It glows light blue...");
3144 #endif
3145                         warding_glyph();
3146                         break;
3147                 }
3148
3149                 case ACT_SATIATE:
3150                 {
3151                         (void)set_food(PY_FOOD_MAX - 1);
3152                         break;
3153                 }
3154
3155                 case ACT_DEST_DOOR:
3156                 {
3157 #ifdef JP
3158                         msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3159 #else
3160                         msg_print("It glows bright red...");
3161 #endif
3162                         destroy_doors_touch();
3163                         break;
3164                 }
3165
3166                 case ACT_STONE_MUD:
3167                 {
3168 #ifdef JP
3169                         msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
3170 #else
3171                         msg_print("It pulsates...");
3172 #endif
3173                         if (!get_aim_dir(&dir)) return FALSE;
3174                         wall_to_mud(dir, 20 + randint1(30));
3175                         break;
3176                 }
3177
3178                 case ACT_RECHARGE:
3179                 {
3180                         recharge(130);
3181                         break;
3182                 }
3183
3184                 case ACT_ALCHEMY:
3185                 {
3186 #ifdef JP
3187                         msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3188 #else
3189                         msg_print("It glows bright yellow...");
3190 #endif
3191                         (void)alchemy();
3192                         break;
3193                 }
3194
3195                 case ACT_DIM_DOOR:
3196                 {
3197 #ifdef JP
3198                         msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
3199 #else
3200                         msg_print("You open a dimensional gate. Choose a destination.");
3201 #endif
3202                         if (!dimension_door()) return FALSE;
3203                         break;
3204                 }
3205
3206
3207                 case ACT_TELEPORT:
3208                 {
3209 #ifdef JP
3210                         msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
3211 #else
3212                         msg_print("It twists space around you...");
3213 #endif
3214                         teleport_player(100, 0L);
3215                         break;
3216                 }
3217
3218                 case ACT_RECALL:
3219                 {
3220 #ifdef JP
3221                         msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3222 #else
3223                         msg_print("It glows soft white...");
3224 #endif
3225                         if (!word_of_recall()) return FALSE;
3226                         break;
3227                 }
3228
3229                 case ACT_JUDGE:
3230                 {
3231 #ifdef JP
3232                         msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
3233 #else
3234                         msg_format("The %s flashes bright red!", name);
3235 #endif
3236                         chg_virtue(V_KNOWLEDGE, 1);
3237                         chg_virtue(V_ENLIGHTEN, 1);
3238                         wiz_lite(FALSE);
3239 #ifdef JP
3240                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3241                         take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
3242 #else
3243                         msg_format("The %s drains your vitality...", name);
3244                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
3245 #endif
3246                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3247                         (void)detect_doors(DETECT_RAD_DEFAULT);
3248                         (void)detect_stairs(DETECT_RAD_DEFAULT);
3249 #ifdef JP
3250                         if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
3251 #else
3252                         if (get_check("Activate recall? "))
3253 #endif
3254                         {
3255                                 (void)word_of_recall();
3256                         }
3257
3258                         break;
3259                 }
3260
3261                 case ACT_TELEKINESIS:
3262                 {
3263                         if (!get_aim_dir(&dir)) return FALSE;
3264 #ifdef JP
3265                         msg_format("%s¤ò¿­¤Ð¤·¤¿¡£", name);
3266 #else
3267                         msg_format("You stretched your %s.", name);
3268 #endif
3269                         fetch(dir, 500, TRUE);
3270                         break;
3271                 }
3272
3273                 case ACT_DETECT_UNIQUE:
3274                 {
3275                         int i;
3276                         monster_type *m_ptr;
3277                         monster_race *r_ptr;
3278 #ifdef JP
3279                         msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
3280 #else
3281                         msg_print("Some strange places show up in your mind. And you see ...");
3282 #endif
3283                         /* Process the monsters (backwards) */
3284                         for (i = m_max - 1; i >= 1; i--)
3285                         {
3286                                 /* Access the monster */
3287                                 m_ptr = &m_list[i];
3288
3289                                 /* Ignore "dead" monsters */
3290                                 if (!m_ptr->r_idx) continue;
3291
3292                                 r_ptr = &r_info[m_ptr->r_idx];
3293
3294                                 if(r_ptr->flags1 & RF1_UNIQUE)
3295                                 {
3296 #ifdef JP
3297                                         msg_format("%s¡¥ ",r_name + r_ptr->name);
3298 #else
3299                                         msg_format("%s. ",r_name + r_ptr->name);
3300 #endif
3301                                 }
3302                         }
3303                         break;
3304                 }
3305
3306                 case ACT_ESCAPE:
3307                 {
3308                         switch (randint1(13))
3309                         {
3310                         case 1: case 2: case 3: case 4: case 5:
3311                                 teleport_player(10, 0L);
3312                                 break;
3313                         case 6: case 7: case 8: case 9: case 10:
3314                                 teleport_player(222, 0L);
3315                                 break;
3316                         case 11: case 12:
3317                                 (void)stair_creation();
3318                                 break;
3319                         default:
3320 #ifdef JP
3321                                 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
3322 #else
3323                                 if (get_check("Leave this level? "))
3324 #endif
3325                                 {
3326                                         if (autosave_l) do_cmd_save_game(TRUE);
3327
3328                                         /* Leaving */
3329                                         p_ptr->leaving = TRUE;
3330                                 }
3331                         }
3332                         break;
3333                 }
3334
3335                 case ACT_DISP_CURSE_XTRA:
3336                 {
3337 #ifdef JP
3338                         msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
3339 #else
3340                         msg_format("The %s exhibits the truth...", name);
3341 #endif
3342                         if (remove_all_curse())
3343                         {
3344 #ifdef JP
3345                                 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
3346 #else
3347                                 msg_print("You feel as if someone is watching over you.");
3348 #endif
3349                         }
3350                         (void)probing();
3351                         break;
3352                 }
3353
3354                 case ACT_BRAND_FIRE_BOLTS:
3355                 {
3356 #ifdef JP
3357                         msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
3358 #else
3359                         msg_format("Your %s glows deep red...", name);
3360 #endif
3361                         (void)brand_bolts();
3362                         break;
3363                 }
3364
3365                 case ACT_RECHARGE_XTRA:
3366                 {
3367 #ifdef JP
3368                         msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
3369 #else
3370                         msg_format("The %s gleams with blinding light...", name);
3371 #endif
3372                         if (!recharge(1000)) return FALSE;
3373                         break;
3374                 }
3375
3376                 case ACT_LORE:
3377                 {
3378 #ifdef JP
3379                         msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
3380 #else
3381                         msg_print("The stone reveals hidden mysteries...");
3382 #endif
3383                         if (!ident_spell(FALSE)) return FALSE;
3384
3385                         if (mp_ptr->spell_book)
3386                         {
3387                                 /* Sufficient mana */
3388                                 if (20 <= p_ptr->csp)
3389                                 {
3390                                         /* Use some mana */
3391                                         p_ptr->csp -= 20;
3392                                 }
3393
3394                                 /* Over-exert the player */
3395                                 else
3396                                 {
3397                                         int oops = 20 - p_ptr->csp;
3398
3399                                         /* No mana left */
3400                                         p_ptr->csp = 0;
3401                                         p_ptr->csp_frac = 0;
3402
3403                                         /* Message */
3404 #ifdef JP
3405                                         msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
3406 #else
3407                                         msg_print("You are too weak to control the stone!");
3408 #endif
3409                                         /* Hack -- Bypass free action */
3410                                         (void)set_paralyzed(p_ptr->paralyzed +
3411                                                 randint1(5 * oops + 1));
3412
3413                                         /* Confusing. */
3414                                         (void)set_confused(p_ptr->confused +
3415                                                 randint1(5 * oops + 1));
3416                                 }
3417
3418                                 /* Redraw mana */
3419                                 p_ptr->redraw |= (PR_MANA);
3420                         }
3421 #ifdef JP
3422                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
3423 #else
3424                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
3425 #endif
3426                         /* Confusing. */
3427                         if (one_in_(5)) (void)set_confused(p_ptr->confused +
3428                                 randint1(10));
3429
3430                         /* Exercise a little care... */
3431                         if (one_in_(20))
3432 #ifdef JP
3433                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
3434 #else
3435                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
3436 #endif
3437                         break;
3438                 }
3439
3440                 case ACT_SHIKOFUMI:
3441                 {
3442 #ifdef JP
3443                         msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
3444 #else
3445                         msg_print("You stamp. (as if you are in a ring.)");
3446 #endif
3447                         (void)set_afraid(0);
3448                         (void)set_hero(randint1(20) + 20, FALSE);
3449                         dispel_evil(p_ptr->lev * 3);
3450                         break;
3451                 }
3452
3453                 case ACT_PHASE_DOOR:
3454                 {
3455                         teleport_player(10, 0L);
3456                         break;
3457                 }
3458
3459                 case ACT_DETECT_ALL_MONS:
3460                 {
3461                         (void)detect_monsters_invis(255);
3462                         (void)detect_monsters_normal(255);
3463                         break;
3464                 }
3465
3466                 case ACT_ULTIMATE_RESIST:
3467                 {
3468                         int v = randint1(25)+25;
3469                         (void)set_afraid(0);
3470                         (void)set_hero(v, FALSE);
3471                         (void)hp_player(10);
3472                         (void)set_blessed(v, FALSE);
3473                         (void)set_oppose_acid(v, FALSE);
3474                         (void)set_oppose_elec(v, FALSE);
3475                         (void)set_oppose_fire(v, FALSE);
3476                         (void)set_oppose_cold(v, FALSE);
3477                         (void)set_oppose_pois(v, FALSE);
3478                         (void)set_ultimate_res(v, FALSE);
3479                         break;
3480                 }
3481
3482
3483                 /* Unique activation */
3484                 case ACT_CAST_OFF:
3485                 {
3486                         int inv, o_idx, t;
3487                         char o_name[MAX_NLEN];
3488                         object_type forge;
3489
3490                         /* Cast off activated item */
3491                         for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3492                         {
3493                                 if (o_ptr == &inventory[inv]) break;
3494                         }
3495
3496                         /* Paranoia */
3497                         if (inv > INVEN_FEET) return FALSE;
3498
3499                         object_copy(&forge, o_ptr);
3500                         inven_item_increase(inv, (0 - o_ptr->number));
3501                         inven_item_optimize(inv);
3502                         o_idx = drop_near(&forge, 0, py, px);
3503                         o_ptr = &o_list[o_idx];
3504
3505                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3506                         msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
3507
3508                         /* Get effects */
3509                         msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
3510                         t = 20 + randint1(20);
3511                         (void)set_blind(p_ptr->blind + t);
3512                         (void)set_afraid(0);
3513                         (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3514                         (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3515                         (void)set_hero(p_ptr->hero + t, FALSE);
3516                         (void)set_blessed(p_ptr->blessed + t, FALSE);
3517                         (void)set_fast(p_ptr->fast + t, FALSE);
3518                         (void)set_shero(p_ptr->shero + t, FALSE);
3519                         if (p_ptr->pclass == CLASS_FORCETRAINER)
3520                         {
3521                                 p_ptr->magic_num1[0] = plev * 5 + 190;
3522                                 msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
3523                         }
3524
3525                         break;
3526                 }
3527
3528                 case ACT_FALLING_STAR:
3529                 {
3530                         msg_print(_("¤¢¤Ê¤¿¤ÏÍÅÅá¤ËÌ¥Æþ¤é¤ì¤¿¡Ä", "You are enchanted by cursed blade..."));
3531                         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.'"));
3532                         massacre(py, px);
3533                         break;
3534                 }
3535
3536                 case ACT_GRAND_CROSS:
3537                 {
3538                         msg_print(_("¡Ö°Ç¤Ë´Ô¤ì¡ª¡×", "You say, 'Return to darkness!'"));
3539                         project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3540                         break;
3541                 }
3542
3543                 case ACT_TELEPORT_LEVEL:
3544                 {
3545 #ifdef JP
3546                         if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
3547 #else
3548                         if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
3549 #endif
3550                         teleport_level(0);
3551                         break;
3552                 }
3553
3554                 case ACT_STRAIN_HASTE:
3555                 {
3556                         int t;
3557 #ifdef JP
3558                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3559                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "²Ã®¤·¤¿ÈèÏ«", -1);
3560 #else
3561                         msg_format("The %s drains your vitality...", name);
3562                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1);
3563 #endif
3564                         t = 25 + randint1(25);
3565                         (void)set_fast(p_ptr->fast + t, FALSE);
3566                         break;
3567                 }
3568
3569                 case ACT_FISHING:
3570                 {
3571                         int x, y;
3572
3573                         if (!get_rep_dir2(&dir)) return FALSE;
3574                         y = py+ddy[dir];
3575                         x = px+ddx[dir];
3576                         tsuri_dir = dir;
3577                         if (!cave_have_flag_bold(y, x, FF_WATER))
3578                         {
3579 #ifdef JP
3580                                 msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
3581 #else
3582                                 msg_print("There is no fishing place.");
3583 #endif
3584                                 return FALSE;
3585                         }
3586                         else if (cave[y][x].m_idx)
3587                         {
3588                                 char m_name[80];
3589                                 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3590 #ifdef JP
3591                                 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
3592 #else
3593                                 msg_format("%^s is stand in your way.", m_name);
3594 #endif
3595                                 energy_use = 0;
3596                                 return FALSE;
3597                         }
3598                         set_action(ACTION_FISH);
3599                         p_ptr->redraw |= (PR_STATE);
3600                         break;
3601                 }
3602
3603                 case ACT_INROU:
3604                 {
3605                         int count = 0, i;
3606                         monster_type *m_ptr;
3607 #ifndef JP
3608                         cptr kakusan = "";
3609 #endif
3610                         if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
3611                         {
3612 #ifdef JP
3613                                 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3614 #else
3615                                 msg_print("Suke-san apperars.");
3616                                 kakusan = "Suke-san";
3617 #endif
3618                                 count++;
3619                         }
3620                         if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
3621                         {
3622 #ifdef JP
3623                                 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3624 #else
3625                                 msg_print("Kaku-san appears.");
3626                                 kakusan = "Kaku-san";
3627 #endif
3628                                 count++;
3629                         }
3630                         if (!count)
3631                         {
3632                                 for (i = m_max - 1; i > 0; i--)
3633                                 {
3634                                         m_ptr = &m_list[i];
3635                                         if (!m_ptr->r_idx) continue;
3636                                         if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3637                                         if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
3638                                         if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
3639                                         count++;
3640                                         break;
3641                                 }
3642                         }
3643
3644                         if (count)
3645                         {
3646 #ifdef JP
3647                                 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
3648 #else
3649                                 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
3650 #endif
3651                                 sukekaku = TRUE;
3652                                 stun_monsters(120);
3653                                 confuse_monsters(120);
3654                                 turn_monsters(120);
3655                                 stasis_monsters(120);
3656                                 sukekaku = FALSE;
3657                         }
3658                         else
3659                         {
3660 #ifdef JP
3661                                 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£");
3662 #else
3663                                 msg_print("Nothing happen.");
3664 #endif
3665                         }
3666                         break;
3667                 }
3668
3669                 case ACT_MURAMASA:
3670                 {
3671                         /* Only for Muramasa */
3672                         if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3673 #ifdef JP
3674                         if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
3675 #else
3676                         if (get_check("Are you sure?!"))
3677 #endif
3678                         {
3679 #ifdef JP
3680                                 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
3681 #else
3682                                 msg_print("The Muramasa pulsates...");
3683 #endif
3684                                 do_inc_stat(A_STR);
3685                                 if (one_in_(2))
3686                                 {
3687 #ifdef JP
3688                                         msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
3689 #else
3690                                         msg_print("The Muramasa is destroyed!");
3691 #endif
3692                                         curse_weapon_object(TRUE, o_ptr);
3693                                 }
3694                         }
3695                         break;
3696                 }
3697
3698                 case ACT_BLOODY_MOON:
3699                 {
3700                         /* Only for Bloody Moon */
3701                         if (o_ptr->name1 != ART_BLOOD) return FALSE;
3702 #ifdef JP
3703                         msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
3704 #else
3705                         msg_print("Your scythe glows brightly!");
3706 #endif
3707                         get_bloody_moon_flags(o_ptr);
3708                         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3709                         p_ptr->update |= (PU_BONUS | PU_HP);
3710                         break;
3711                 }
3712
3713                 case ACT_CRIMSON:
3714                 {
3715                         int num = 1;
3716                         int i;
3717                         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3718                         int tx, ty;
3719
3720                         /* Only for Crimson */
3721                         if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3722
3723 #ifdef JP
3724                         msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
3725 #else
3726                         msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
3727 #endif
3728
3729                         if (!get_aim_dir(&dir)) return FALSE;
3730
3731                         /* Use the given direction */
3732                         tx = px + 99 * ddx[dir];
3733                         ty = py + 99 * ddy[dir];
3734
3735                         /* Hack -- Use an actual "target" */
3736                         if ((dir == 5) && target_okay())
3737                         {
3738                                 tx = target_col;
3739                                 ty = target_row;
3740                         }
3741
3742                         if (p_ptr->pclass == CLASS_ARCHER)
3743                         {
3744                                 /* Extra shot at level 10 */
3745                                 if (p_ptr->lev >= 10) num++;
3746
3747                                 /* Extra shot at level 30 */
3748                                 if (p_ptr->lev >= 30) num++;
3749
3750                                 /* Extra shot at level 45 */
3751                                 if (p_ptr->lev >= 45) num++;
3752                         }
3753
3754                         for (i = 0; i < num; i++)
3755                                 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3756                         break;
3757                 }
3758
3759                 default:
3760                 {
3761 #ifdef JP
3762                         msg_format("Unknown activation effect: %d.", act_ptr->index);
3763 #else
3764                         msg_format("Unknown activation effect: %d.", act_ptr->index);
3765 #endif
3766                         return FALSE;
3767                 }
3768         }
3769
3770         /* Set activation timeout */
3771         if (act_ptr->timeout.constant >= 0) {
3772                 o_ptr->timeout = act_ptr->timeout.constant;
3773                 if (act_ptr->timeout.dice > 0) {
3774                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
3775                 }
3776         } else {
3777                 /* Activations that have special timeout */
3778                 switch (act_ptr->index) {
3779                 case ACT_BR_FIRE:
3780                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3781                         break;
3782                 case ACT_BR_COLD:
3783                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3784                         break;
3785                 case ACT_TERROR:
3786                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
3787                         break;
3788                 case ACT_MURAMASA:
3789                         /* Nothing to do */
3790                         break;
3791                 default:
3792                         msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3793                         return FALSE;
3794                 }
3795         }
3796
3797         return TRUE;
3798 }
3799
3800
3801 void get_bloody_moon_flags(object_type *o_ptr)
3802 {
3803         int dummy, i;
3804
3805         for (i = 0; i < TR_FLAG_SIZE; i++)
3806                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3807
3808         dummy = randint1(2) + randint1(2);
3809         for (i = 0; i < dummy; i++)
3810         {
3811                 int flag = randint0(26);
3812                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3813                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3814                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3815                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3816         }
3817
3818         dummy = randint1(2);
3819         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3820
3821         for (i = 0; i < 2; i++)
3822         {
3823                 int tmp = randint0(11);
3824                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3825                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3826         }
3827 }
3828
3829
3830 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3831 {
3832         bool give_resistance = FALSE, give_power = FALSE;
3833
3834         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3835         {
3836                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3837                 {
3838                         give_power = TRUE;
3839                         give_resistance = TRUE;
3840                 }
3841                 else
3842                 {
3843                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3844                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
3845                         o_ptr->curse_flags |=
3846                             (TRC_CURSED | TRC_HEAVY_CURSE);
3847                         o_ptr->curse_flags |= get_curse(2, o_ptr);
3848                         return;
3849                 }
3850         }
3851
3852         if (o_ptr->name1 == ART_MURAMASA)
3853         {
3854                 if (p_ptr->pclass != CLASS_SAMURAI)
3855                 {
3856                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3857                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3858                 }
3859         }
3860
3861         if (o_ptr->name1 == ART_ROBINTON)
3862         {
3863                 if (p_ptr->pclass == CLASS_BARD)
3864                 {
3865                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
3866                 }
3867         }
3868
3869         if (o_ptr->name1 == ART_XIAOLONG)
3870         {
3871                 if (p_ptr->pclass == CLASS_MONK)
3872                         add_flag(o_ptr->art_flags, TR_BLOWS);
3873         }
3874
3875         if (o_ptr->name1 == ART_BLOOD)
3876         {
3877                 get_bloody_moon_flags(o_ptr);
3878         }
3879
3880         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3881         {
3882                 if (p_ptr->psex != SEX_FEMALE)
3883                 {
3884                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3885                 }
3886         }
3887
3888         if (o_ptr->name1 == ART_MILIM)
3889         {
3890                 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3891                 {
3892                         o_ptr->pval = 3;
3893                         add_flag(o_ptr->art_flags, TR_STR);
3894                         add_flag(o_ptr->art_flags, TR_INT);
3895                         add_flag(o_ptr->art_flags, TR_WIS);
3896                         add_flag(o_ptr->art_flags, TR_DEX);
3897                         add_flag(o_ptr->art_flags, TR_CON);
3898                         add_flag(o_ptr->art_flags, TR_CHR);
3899                 }
3900         }
3901
3902         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3903         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3904         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3905         {
3906                 /* Give a resistance OR a power */
3907                 if (one_in_(2)) give_resistance = TRUE;
3908                 else give_power = TRUE;
3909         }
3910
3911         if (give_power)
3912         {
3913                 one_ability(o_ptr);
3914         }
3915
3916         if (give_resistance)
3917         {
3918                 one_high_resistance(o_ptr);
3919         }
3920 }
3921
3922
3923 /*
3924  * Create the artifact of the specified number
3925  */
3926 bool create_named_art(int a_idx, int y, int x)
3927 {
3928         object_type forge;
3929         object_type *q_ptr;
3930         int i;
3931
3932         artifact_type *a_ptr = &a_info[a_idx];
3933
3934         /* Get local object */
3935         q_ptr = &forge;
3936
3937         /* Ignore "empty" artifacts */
3938         if (!a_ptr->name) return FALSE;
3939
3940         /* Acquire the "kind" index */
3941         i = lookup_kind(a_ptr->tval, a_ptr->sval);
3942
3943         /* Oops */
3944         if (!i) return FALSE;
3945
3946         /* Create the artifact */
3947         object_prep(q_ptr, i);
3948
3949         /* Save the name */
3950         q_ptr->name1 = a_idx;
3951
3952         /* Extract the fields */
3953         q_ptr->pval = a_ptr->pval;
3954         q_ptr->ac = a_ptr->ac;
3955         q_ptr->dd = a_ptr->dd;
3956         q_ptr->ds = a_ptr->ds;
3957         q_ptr->to_a = a_ptr->to_a;
3958         q_ptr->to_h = a_ptr->to_h;
3959         q_ptr->to_d = a_ptr->to_d;
3960         q_ptr->weight = a_ptr->weight;
3961
3962         /* Hack -- extract the "cursed" flag */
3963         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
3964         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3965         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
3966         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
3967         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
3968         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
3969
3970         random_artifact_resistance(q_ptr, a_ptr);
3971
3972         /*
3973          * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À­¼Á¤Ë°Í¸¤¹¤ë.
3974          * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
3975          * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ­¤Ê¤¯¤Ê¤ë.
3976          */
3977
3978         /* Drop the artifact from heaven */
3979         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
3980 }