OSDN Git Service

Add Doxygen comment to store.c.
[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¤±¤ë³ÎΨ */
18 #define TABLE_NAME      20 /*!< ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë´Á»úÌäò¤Ä¤±¤ë³ÎΨ(Àµ³Î¤Ë¤Ï TABLE_NAME - SINDARIN_NAME %)¤È¤Ê¤ë */
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  * @attention ¥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  * @attention ¥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  * @brief ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®Ãæ¡¢ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¤½¤Î¾ÆÃÀ­¤òÉղ乤롣/ Add one misc flag on generation of randam artifact.
927  * @details Í¥ÀèŪ¤ËÉղ䵤ì¤ëÂÑÀ­¤¬¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¥Ð¥¤¥¢¥¹¤Ë°Í¸¤·¤Æ¸ºß¤¹¤ë¡£
928  * ¸¶Â§Åª¸õÊä¤Ï³Æ¼ïǽÎÏ°Ý»ý¡¢±Êµ×¸÷¸»+1¡¢ËãáãÃΤ餺¡¢À¸Ì¿ÎÏ°Ý»ý¡¢ÉâÍ·¡¢Æ©ÌÀ»ë¡¢µÞ²óÉü¡¢Ãپò½¡¢
929  * Íð¥Æ¥ì¥Ý¡¼¥È¡¢È¿ËâË¡¡¢È¿¥Æ¥ì¥Ý¡¼¥È¡¢·Ù¹ð¡¢¥Æ¥ì¥Ñ¥·¡¼¡¢³Æ¼ïESP¡¢°ìÉôÁõÈ÷¤Ë»¦Ù¤½¤Àµ¡£
930  * @attention ¥ª¥Ö¥¸¥§¥¯¥È¤Îtval¡¢sval¤Ë°Í¸¤·¤¿¥Ï¡¼¥É¥³¡¼¥Ç¥£¥ó¥°½èÍý¤¬¤¢¤ë¡£
931  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
932  * @return ¤Ê¤·
933  */
934 static void random_misc(object_type * o_ptr)
935 {
936         switch (artifact_bias)
937         {
938         case BIAS_RANGER:
939                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
940                 {
941                         add_flag(o_ptr->art_flags, TR_SUST_CON);
942                         if (one_in_(2)) return;
943                 }
944                 break;
945
946         case BIAS_STR:
947                 if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
948                 {
949                         add_flag(o_ptr->art_flags, TR_SUST_STR);
950                         if (one_in_(2)) return;
951                 }
952                 break;
953
954         case BIAS_WIS:
955                 if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
956                 {
957                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
958                         if (one_in_(2)) return;
959                 }
960                 break;
961
962         case BIAS_INT:
963                 if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
964                 {
965                         add_flag(o_ptr->art_flags, TR_SUST_INT);
966                         if (one_in_(2)) return;
967                 }
968                 break;
969
970         case BIAS_DEX:
971                 if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
972                 {
973                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
974                         if (one_in_(2)) return;
975                 }
976                 break;
977
978         case BIAS_CON:
979                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
980                 {
981                         add_flag(o_ptr->art_flags, TR_SUST_CON);
982                         if (one_in_(2)) return;
983                 }
984                 break;
985
986         case BIAS_CHR:
987                 if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
988                 {
989                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
990                         if (one_in_(2)) return;
991                 }
992                 break;
993
994         case BIAS_CHAOS:
995                 if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
996                 {
997                         add_flag(o_ptr->art_flags, TR_TELEPORT);
998                         if (one_in_(2)) return;
999                 }
1000                 break;
1001
1002         case BIAS_FIRE:
1003                 if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
1004                 {
1005                         add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
1006                 }
1007                 break;
1008         }
1009
1010         switch (randint1(33))
1011         {
1012                 case 1:
1013                         add_flag(o_ptr->art_flags, TR_SUST_STR);
1014                         if (!artifact_bias)
1015                                 artifact_bias = BIAS_STR;
1016                         break;
1017                 case 2:
1018                         add_flag(o_ptr->art_flags, TR_SUST_INT);
1019                         if (!artifact_bias)
1020                                 artifact_bias = BIAS_INT;
1021                         break;
1022                 case 3:
1023                         add_flag(o_ptr->art_flags, TR_SUST_WIS);
1024                         if (!artifact_bias)
1025                                 artifact_bias = BIAS_WIS;
1026                         break;
1027                 case 4:
1028                         add_flag(o_ptr->art_flags, TR_SUST_DEX);
1029                         if (!artifact_bias)
1030                                 artifact_bias = BIAS_DEX;
1031                         break;
1032                 case 5:
1033                         add_flag(o_ptr->art_flags, TR_SUST_CON);
1034                         if (!artifact_bias)
1035                                 artifact_bias = BIAS_CON;
1036                         break;
1037                 case 6:
1038                         add_flag(o_ptr->art_flags, TR_SUST_CHR);
1039                         if (!artifact_bias)
1040                                 artifact_bias = BIAS_CHR;
1041                         break;
1042                 case 7:
1043                 case 8:
1044                 case 14:
1045                         add_flag(o_ptr->art_flags, TR_FREE_ACT);
1046                         break;
1047                 case 9:
1048                         add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
1049                         if (!artifact_bias && one_in_(5))
1050                                 artifact_bias = BIAS_PRIESTLY;
1051                         else if (!artifact_bias && one_in_(6))
1052                                 artifact_bias = BIAS_NECROMANTIC;
1053                         break;
1054                 case 10:
1055                 case 11:
1056                         add_flag(o_ptr->art_flags, TR_LITE_1);
1057                         break;
1058                 case 12:
1059                 case 13:
1060                         add_flag(o_ptr->art_flags, TR_LEVITATION);
1061                         break;
1062                 case 15:
1063                 case 16:
1064                 case 17:
1065                         add_flag(o_ptr->art_flags, TR_SEE_INVIS);
1066                         break;
1067                 case 19:
1068                 case 20:
1069                         add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
1070                         break;
1071                 case 21:
1072                 case 22:
1073                         add_flag(o_ptr->art_flags, TR_REGEN);
1074                         break;
1075                 case 23:
1076                         add_flag(o_ptr->art_flags, TR_TELEPORT);
1077                         break;
1078                 case 24:
1079                 case 25:
1080                 case 26:
1081                         if (object_is_armour(o_ptr))
1082                                 random_misc(o_ptr);
1083                         else
1084                         {
1085                                 o_ptr->to_a = 4 + randint1(11);
1086                         }
1087                         break;
1088                 case 27:
1089                 case 28:
1090                 case 29:
1091                 {
1092                         int bonus_h, bonus_d;
1093                         add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1094                         bonus_h = 4 + (randint1(11));
1095                         bonus_d = 4 + (randint1(11));
1096                         if ((o_ptr->tval != TV_SWORD) && (o_ptr->tval != TV_POLEARM) && (o_ptr->tval != TV_HAFTED) && (o_ptr->tval != TV_DIGGING) && (o_ptr->tval != TV_GLOVES) && (o_ptr->tval != TV_RING))
1097                         {
1098                                 bonus_h /= 2;
1099                                 bonus_d /= 2;
1100                         }
1101                         o_ptr->to_h += bonus_h;
1102                         o_ptr->to_d += bonus_d;
1103                         break;
1104                 }
1105                 case 30:
1106                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
1107                         break;
1108                 case 31:
1109                         add_flag(o_ptr->art_flags, TR_NO_TELE);
1110                         break;
1111                 case 32:
1112                         add_flag(o_ptr->art_flags, TR_WARNING);
1113                         break;
1114
1115                 case 18:
1116                         switch (randint1(3))
1117                         {
1118                         case 1:
1119                                 add_flag(o_ptr->art_flags, TR_ESP_EVIL);
1120                                 if (!artifact_bias && one_in_(3))
1121                                         artifact_bias = BIAS_LAW;
1122                                 break;
1123                         case 2:
1124                                 add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
1125                                 if (!artifact_bias && one_in_(3))
1126                                         artifact_bias = BIAS_MAGE;
1127                                 break;
1128                         case 3:
1129                                 add_flag(o_ptr->art_flags, TR_TELEPATHY);
1130                                 if (!artifact_bias && one_in_(9))
1131                                         artifact_bias = BIAS_MAGE;
1132                                 break;
1133                         }
1134                         break;
1135
1136                 case 33:
1137                 {
1138                         int idx[3];
1139                         int n = randint1(3);
1140
1141                         idx[0] = randint1(8);
1142
1143                         idx[1] = randint1(7);
1144                         if (idx[1] >= idx[0]) idx[1]++;
1145
1146                         idx[2] = randint1(6);
1147                         if (idx[2] >= idx[0]) idx[2]++;
1148                         if (idx[2] >= idx[1]) idx[2]++;
1149
1150                         while (n--) switch (idx[n])
1151                         {
1152                         case 1:
1153                                 add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
1154                                 if (!artifact_bias && one_in_(4))
1155                                         artifact_bias = BIAS_RANGER;
1156                                 break;
1157                         case 2:
1158                                 add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
1159                                 if (!artifact_bias && one_in_(3))
1160                                         artifact_bias = BIAS_PRIESTLY;
1161                                 else if (!artifact_bias && one_in_(6))
1162                                         artifact_bias = BIAS_NECROMANTIC;
1163                                 break;
1164                         case 3:
1165                                 add_flag(o_ptr->art_flags, TR_ESP_DEMON);
1166                                 break;
1167                         case 4:
1168                                 add_flag(o_ptr->art_flags, TR_ESP_ORC);
1169                                 break;
1170                         case 5:
1171                                 add_flag(o_ptr->art_flags, TR_ESP_TROLL);
1172                                 break;
1173                         case 6:
1174                                 add_flag(o_ptr->art_flags, TR_ESP_GIANT);
1175                                 break;
1176                         case 7:
1177                                 add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
1178                                 if (!artifact_bias && one_in_(6))
1179                                         artifact_bias = BIAS_ROGUE;
1180                                 break;
1181                         case 8:
1182                                 add_flag(o_ptr->art_flags, TR_ESP_GOOD);
1183                                 if (!artifact_bias && one_in_(3))
1184                                         artifact_bias = BIAS_LAW;
1185                                 break;
1186                         case 9:
1187                                 add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
1188                                 if (!artifact_bias && one_in_(3))
1189                                         artifact_bias = BIAS_LAW;
1190                                 break;
1191                         }
1192                         break;
1193                 }
1194         }
1195 }
1196
1197 /*!
1198  * @brief ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®Ãæ¡¢ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥¹¥ì¥¤¸ú²Ì¤òÉղ乤롣/ Add one slaying on generation of randam artifact.
1199  * @details Í¥ÀèŪ¤ËÉղ䵤ì¤ëÂÑÀ­¤¬¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¥Ð¥¤¥¢¥¹¤Ë°Í¸¤·¤Æ¸ºß¤¹¤ë¡£
1200  * ¸¶Â§Åª¸õÊä¤Ï¶¯Îϼ͡¢¹â®¼Í¡¢º®ÆÙ¸ú²Ì¡¢µÛ·ì¸ú²Ì¡¢½ËÊ¡¡¢ÅêÚ³¤·¤ä¤¹¤¤¡¢¾Æ´þ¡¢Åà·ë¡¢ÅÅ·â¡¢Íϲò¡¢ÆÇ»¦¡¢
1201  * Æ°Êª¥¹¥ì¥¤¡¢¼Ù°­¥¹¥ì¥¤¡¢°­Ë⥹¥ì¥¤¡¢ÉԻॹ¥ì¥¤¡¢¥ª¡¼¥¯¥¹¥ì¥¤¡¢¥È¥í¥ë¥¹¥ì¥¤¡¢µð¿Í¥¹¥ì¥¤¡¢¥É¥é¥´¥ó¥¹¥ì¥¤¡¢
1202  * *¥É¥é¥´¥ó¥¹¥ì¥¤*¡¢¿Í´Ö¥¹¥ì¥¤¡¢ÀÚ¤ìÌ£¡¢ÃÏ¿Ì¡¢ÍýÎÏ¡£
1203  * @attention ¥ª¥Ö¥¸¥§¥¯¥È¤Îtval¡¢sval¤Ë°Í¸¤·¤¿¥Ï¡¼¥É¥³¡¼¥Ç¥£¥ó¥°½èÍý¤¬¤¢¤ë¡£
1204  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
1205  * @return ¤Ê¤·
1206  */
1207 static void random_slay(object_type *o_ptr)
1208 {
1209         if (o_ptr->tval == TV_BOW)
1210         {
1211                 switch (randint1(6))
1212                 {
1213                         case 1:
1214                         case 2:
1215                         case 3:
1216                                 add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1217                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1218                                 if (!artifact_bias && one_in_(9))
1219                                         artifact_bias = BIAS_RANGER;
1220                                 break;
1221                         default:
1222                                 add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
1223                                 if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
1224                                 if (!artifact_bias && one_in_(9))
1225                                         artifact_bias = BIAS_RANGER;
1226                         break;
1227                 }
1228
1229                 return;
1230         }
1231
1232         switch (artifact_bias)
1233         {
1234         case BIAS_CHAOS:
1235                 if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
1236                 {
1237                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1238                         if (one_in_(2)) return;
1239                 }
1240                 break;
1241
1242         case BIAS_PRIESTLY:
1243                 if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
1244                    !(have_flag(o_ptr->art_flags, TR_BLESSED)))
1245                 {
1246                         /* A free power for "priestly" random artifacts */
1247                         add_flag(o_ptr->art_flags, TR_BLESSED);
1248                 }
1249                 break;
1250
1251         case BIAS_NECROMANTIC:
1252                 if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
1253                 {
1254                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1255                         if (one_in_(2)) return;
1256                 }
1257                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
1258                 {
1259                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1260                         if (one_in_(2)) return;
1261                 }
1262                 break;
1263
1264         case BIAS_RANGER:
1265                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
1266                 {
1267                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1268                         if (one_in_(2)) return;
1269                 }
1270                 break;
1271
1272         case BIAS_ROGUE:
1273                 if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
1274                      ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
1275                          !(have_flag(o_ptr->art_flags, TR_THROW)))
1276                 {
1277                         /* Free power for rogues... */
1278                         add_flag(o_ptr->art_flags, TR_THROW);
1279                 }
1280                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1281                 {
1282                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1283                         if (one_in_(2)) return;
1284                 }
1285                 break;
1286
1287         case BIAS_POIS:
1288                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
1289                 {
1290                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1291                         if (one_in_(2)) return;
1292                 }
1293                 break;
1294
1295         case BIAS_FIRE:
1296                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
1297                 {
1298                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1299                         if (one_in_(2)) return;
1300                 }
1301                 break;
1302
1303         case BIAS_COLD:
1304                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
1305                 {
1306                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1307                         if (one_in_(2)) return;
1308                 }
1309                 break;
1310
1311         case BIAS_ELEC:
1312                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
1313                 {
1314                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1315                         if (one_in_(2)) return;
1316                 }
1317                 break;
1318
1319         case BIAS_ACID:
1320                 if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
1321                 {
1322                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1323                         if (one_in_(2)) return;
1324                 }
1325                 break;
1326
1327         case BIAS_LAW:
1328                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
1329                 {
1330                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1331                         if (one_in_(2)) return;
1332                 }
1333                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
1334                 {
1335                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1336                         if (one_in_(2)) return;
1337                 }
1338                 if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
1339                 {
1340                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1341                         if (one_in_(2)) return;
1342                 }
1343                 break;
1344         }
1345
1346         switch (randint1(36))
1347         {
1348                 case 1:
1349                 case 2:
1350                         add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1351                         break;
1352                 case 3:
1353                 case 4:
1354                         add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1355                         if (!artifact_bias && one_in_(2))
1356                                 artifact_bias = BIAS_LAW;
1357                         else if (!artifact_bias && one_in_(9))
1358                                 artifact_bias = BIAS_PRIESTLY;
1359                         break;
1360                 case 5:
1361                 case 6:
1362                         add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1363                         if (!artifact_bias && one_in_(9))
1364                                 artifact_bias = BIAS_PRIESTLY;
1365                         break;
1366                 case 7:
1367                 case 8:
1368                         add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1369                         if (!artifact_bias && one_in_(9))
1370                                 artifact_bias = BIAS_PRIESTLY;
1371                         break;
1372                 case 9:
1373                 case 10:
1374                         add_flag(o_ptr->art_flags, TR_SLAY_ORC);
1375                         break;
1376                 case 11:
1377                 case 12:
1378                         add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1379                         break;
1380                 case 13:
1381                 case 14:
1382                         add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1383                         break;
1384                 case 15:
1385                 case 16:
1386                         add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1387                         break;
1388                 case 17:
1389                         add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1390                         break;
1391                 case 18:
1392                 case 19:
1393                         if (o_ptr->tval == TV_SWORD)
1394                         {
1395                                 add_flag(o_ptr->art_flags, TR_VORPAL);
1396                                 if (!artifact_bias && one_in_(9))
1397                                         artifact_bias = BIAS_WARRIOR;
1398                         }
1399                         else
1400                                 random_slay(o_ptr);
1401                         break;
1402                 case 20:
1403                         add_flag(o_ptr->art_flags, TR_IMPACT);
1404                         break;
1405                 case 21:
1406                 case 22:
1407                         add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
1408                         if (!artifact_bias)
1409                                 artifact_bias = BIAS_FIRE;
1410                         break;
1411                 case 23:
1412                 case 24:
1413                         add_flag(o_ptr->art_flags, TR_BRAND_COLD);
1414                         if (!artifact_bias)
1415                                 artifact_bias = BIAS_COLD;
1416                         break;
1417                 case 25:
1418                 case 26:
1419                         add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
1420                         if (!artifact_bias)
1421                                 artifact_bias = BIAS_ELEC;
1422                         break;
1423                 case 27:
1424                 case 28:
1425                         add_flag(o_ptr->art_flags, TR_BRAND_ACID);
1426                         if (!artifact_bias)
1427                                 artifact_bias = BIAS_ACID;
1428                         break;
1429                 case 29:
1430                 case 30:
1431                         add_flag(o_ptr->art_flags, TR_BRAND_POIS);
1432                         if (!artifact_bias && !one_in_(3))
1433                                 artifact_bias = BIAS_POIS;
1434                         else if (!artifact_bias && one_in_(6))
1435                                 artifact_bias = BIAS_NECROMANTIC;
1436                         else if (!artifact_bias)
1437                                 artifact_bias = BIAS_ROGUE;
1438                         break;
1439                 case 31:
1440                         add_flag(o_ptr->art_flags, TR_VAMPIRIC);
1441                         if (!artifact_bias)
1442                                 artifact_bias = BIAS_NECROMANTIC;
1443                         break;
1444                 case 32:
1445                         add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1446                         if (!artifact_bias)
1447                                 artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
1448                         break;
1449                 case 33:
1450                 case 34:
1451                         add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1452                         break;
1453                 default:
1454                         add_flag(o_ptr->art_flags, TR_CHAOTIC);
1455                         if (!artifact_bias)
1456                                 artifact_bias = BIAS_CHAOS;
1457                         break;
1458         }
1459 }
1460
1461 /*!
1462  * @brief ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®Ãæ¡¢ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¥Ð¥¤¥¢¥¹¤Ë°Í¸¤·¤¿È¯Æ°¤òÍ¿¤¨¤ë¡£/ Add one activaton of randam artifact depend on bias.
1463  * @details ¥Ð¥¤¥¢¥¹¤¬Ìµ¤¤¾ì¹ç¡¢°ìÉô¤Î¥Ð¥¤¥¢¥¹¤Î³ÎΨ¤Ë¤è¤Ã¤Æ¤Ï one_ability() ¤Ë½èÍý¤¬°Ü¹Ô¤¹¤ë¡£
1464  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
1465  * @return ¤Ê¤·
1466  */
1467 static void give_activation_power(object_type *o_ptr)
1468 {
1469         int type = 0, chance = 0;
1470
1471         switch (artifact_bias)
1472         {
1473                 case BIAS_ELEC:
1474                         if (!one_in_(3))
1475                         {
1476                                 type = ACT_BO_ELEC_1;
1477                         }
1478                         else if (!one_in_(5))
1479                         {
1480                                 type = ACT_BA_ELEC_2;
1481                         }
1482                         else
1483                         {
1484                                 type = ACT_BA_ELEC_3;
1485                         }
1486                         chance = 101;
1487                         break;
1488
1489                 case BIAS_POIS:
1490                         type = ACT_BA_POIS_1;
1491                         chance = 101;
1492                         break;
1493
1494                 case BIAS_FIRE:
1495                         if (!one_in_(3))
1496                         {
1497                                 type = ACT_BO_FIRE_1;
1498                         }
1499                         else if (!one_in_(5))
1500                         {
1501                                 type = ACT_BA_FIRE_1;
1502                         }
1503                         else
1504                         {
1505                                 type = ACT_BA_FIRE_2;
1506                         }
1507                         chance = 101;
1508                         break;
1509
1510                 case BIAS_COLD:
1511                         chance = 101;
1512                         if (!one_in_(3))
1513                                 type = ACT_BO_COLD_1;
1514                         else if (!one_in_(3))
1515                                 type = ACT_BA_COLD_1;
1516                         else if (!one_in_(3))
1517                                 type = ACT_BA_COLD_2;
1518                         else
1519                                 type = ACT_BA_COLD_3;
1520                         break;
1521
1522                 case BIAS_CHAOS:
1523                         chance = 50;
1524                         if (one_in_(6))
1525                                 type = ACT_SUMMON_DEMON;
1526                         else
1527                                 type = ACT_CALL_CHAOS;
1528                         break;
1529
1530                 case BIAS_PRIESTLY:
1531                         chance = 101;
1532
1533                         if (one_in_(13))
1534                                 type = ACT_CHARM_UNDEAD;
1535                         else if (one_in_(12))
1536                                 type = ACT_BANISH_EVIL;
1537                         else if (one_in_(11))
1538                                 type = ACT_DISP_EVIL;
1539                         else if (one_in_(10))
1540                                 type = ACT_PROT_EVIL;
1541                         else if (one_in_(9))
1542                                 type = ACT_CURE_1000;
1543                         else if (one_in_(8))
1544                                 type = ACT_CURE_700;
1545                         else if (one_in_(7))
1546                                 type = ACT_REST_ALL;
1547                         else if (one_in_(6))
1548                                 type = ACT_REST_LIFE;
1549                         else
1550                                 type = ACT_CURE_MW;
1551                         break;
1552
1553                 case BIAS_NECROMANTIC:
1554                         chance = 101;
1555                         if (one_in_(66))
1556                                 type = ACT_WRAITH;
1557                         else if (one_in_(13))
1558                                 type = ACT_DISP_GOOD;
1559                         else if (one_in_(9))
1560                                 type = ACT_MASS_GENO;
1561                         else if (one_in_(8))
1562                                 type = ACT_GENOCIDE;
1563                         else if (one_in_(13))
1564                                 type = ACT_SUMMON_UNDEAD;
1565                         else if (one_in_(9))
1566                                 type = ACT_VAMPIRE_2;
1567                         else if (one_in_(6))
1568                                 type = ACT_CHARM_UNDEAD;
1569                         else
1570                                 type = ACT_VAMPIRE_1;
1571                         break;
1572
1573                 case BIAS_LAW:
1574                         chance = 101;
1575                         if (one_in_(8))
1576                                 type = ACT_BANISH_EVIL;
1577                         else if (one_in_(4))
1578                                 type = ACT_DISP_EVIL;
1579                         else
1580                                 type = ACT_PROT_EVIL;
1581                         break;
1582
1583                 case BIAS_ROGUE:
1584                         chance = 101;
1585                         if (one_in_(50))
1586                                 type = ACT_SPEED;
1587                         else if (one_in_(4))
1588                                 type = ACT_SLEEP;
1589                         else if (one_in_(3))
1590                                 type = ACT_DETECT_ALL;
1591                         else if (one_in_(8))
1592                                 type = ACT_ID_FULL;
1593                         else
1594                                 type = ACT_ID_PLAIN;
1595                         break;
1596
1597                 case BIAS_MAGE:
1598                         chance = 66;
1599                         if (one_in_(20))
1600                                 type = ACT_SUMMON_ELEMENTAL;
1601                         else if (one_in_(10))
1602                                 type = ACT_SUMMON_PHANTOM;
1603                         else if (one_in_(5))
1604                                 type = ACT_RUNE_EXPLO;
1605                         else
1606                                 type = ACT_ESP;
1607                         break;
1608
1609                 case BIAS_WARRIOR:
1610                         chance = 80;
1611                         if (one_in_(100))
1612                                 type = ACT_INVULN;
1613                         else
1614                                 type = ACT_BERSERK;
1615                         break;
1616
1617                 case BIAS_RANGER:
1618                         chance = 101;
1619                         if (one_in_(20))
1620                                 type = ACT_CHARM_ANIMALS;
1621                         else if (one_in_(7))
1622                                 type = ACT_SUMMON_ANIMAL;
1623                         else if (one_in_(6))
1624                                 type = ACT_CHARM_ANIMAL;
1625                         else if (one_in_(4))
1626                                 type = ACT_RESIST_ALL;
1627                         else if (one_in_(3))
1628                                 type = ACT_SATIATE;
1629                         else
1630                                 type = ACT_CURE_POISON;
1631                         break;
1632         }
1633
1634         if (!type || (randint1(100) >= chance))
1635         {
1636                 one_activation(o_ptr);
1637                 return;
1638         }
1639
1640         /* A type was chosen... */
1641         o_ptr->xtra2 = type;
1642         add_flag(o_ptr->art_flags, TR_ACTIVATE);
1643         o_ptr->timeout = 0;
1644 }
1645
1646 /*!
1647  * @brief ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®Ãæ¡¢ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë̾Á°¤òÍ¿¤¨¤ë¡£/ Set name of randomartifact.
1648  * @details ³ÎΨ¤Ë¤è¤Ã¤Æ¡¢¥·¥ó¥À¥ê¥óÌᢴÁ»úÌᢸÇÄê̾¤Î¤¤¤º¤ì¤«°ì¤Ä¤¬Í¿¤¨¤é¤ì¤ë¡£
1649  * @param return_name Ì¾Á°¤òÊÖ¤¹¤¿¤á¤Îʸ»úÎ󻲾ȥݥ¤¥ó¥¿
1650  * @param armour ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤¬Ëɶñ¤¬Èݤ«
1651  * @param power Ìäδð½à¤È¤Ê¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î²ÁÃÍ¥ì¥Ù¥ë(0=¼ö¤¤¡¢1=Äã°Ì¡¢2=Ãæ°Ì¡¢3°Ê¾å=¹â°Ì)
1652  * @return ¤Ê¤·
1653  */
1654 static void get_random_name(char *return_name, bool armour, int power)
1655 {
1656         int prob = randint1(100);
1657
1658         if (prob <= SINDARIN_NAME)
1659         {
1660                 get_table_sindarin(return_name);
1661         }
1662         else if (prob <= TABLE_NAME)
1663         {
1664                 get_table_name(return_name);
1665         }
1666         else
1667         {
1668                 cptr filename;
1669
1670                 switch (armour)
1671                 {
1672                         case 1:
1673                                 switch (power)
1674                                 {
1675                                         case 0:
1676 #ifdef JP
1677                                                 filename = "a_cursed_j.txt";
1678 #else
1679                                                 filename = "a_cursed.txt";
1680 #endif
1681                                                 break;
1682                                         case 1:
1683 #ifdef JP
1684                                                 filename = "a_low_j.txt";
1685 #else
1686                                                 filename = "a_low.txt";
1687 #endif
1688                                                 break;
1689                                         case 2:
1690 #ifdef JP
1691                                                 filename = "a_med_j.txt";
1692 #else
1693                                                 filename = "a_med.txt";
1694 #endif
1695                                                 break;
1696                                         default:
1697 #ifdef JP
1698                                                 filename = "a_high_j.txt";
1699 #else
1700                                                 filename = "a_high.txt";
1701 #endif
1702                                 }
1703                                 break;
1704                         default:
1705                                 switch (power)
1706                                 {
1707                                         case 0:
1708 #ifdef JP
1709                                                 filename = "w_cursed_j.txt";
1710 #else
1711                                                 filename = "w_cursed.txt";
1712 #endif
1713                                                 break;
1714                                         case 1:
1715 #ifdef JP
1716                                                 filename = "w_low_j.txt";
1717 #else
1718                                                 filename = "w_low.txt";
1719 #endif
1720                                                 break;
1721                                         case 2:
1722 #ifdef JP
1723                                                 filename = "w_med_j.txt";
1724 #else
1725                                                 filename = "w_med.txt";
1726 #endif
1727                                                 break;
1728                                         default:
1729 #ifdef JP
1730                                                 filename = "w_high_j.txt";
1731 #else
1732                                                 filename = "w_high.txt";
1733 #endif
1734                                 }
1735                 }
1736
1737                 (void)get_rnd_line(filename, artifact_bias, return_name);
1738 #ifdef JP
1739                  if (return_name[0] == 0) get_table_name(return_name);
1740 #endif
1741         }
1742 }
1743
1744 /*!
1745  * @brief ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó
1746  * @details ´û¤ËÀ¸À®¤¬ºÑ¤ó¤Ç¤¤¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤ÂΤò¡¢¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤È¤·¤Æ¶¯²½¤¹¤ë¡£
1747  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
1748  * @param a_scroll ¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®¤Î´¬Êª¾å¤Î½èÍý¡£¼ö¤¤¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬À¸À®Âоݳ°¤È¤Ê¤ë¡£
1749  * @return ¾ï¤ËTRUE(1)¤òÊÖ¤¹
1750  */
1751 bool create_artifact(object_type *o_ptr, bool a_scroll)
1752 {
1753         char    new_name[1024];
1754         int     has_pval = 0;
1755         int     powers = randint1(5) + 1;
1756         int     max_powers;
1757         int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
1758         int     power_level;
1759         s32b    total_flags;
1760         bool    a_cursed = FALSE;
1761         int     warrior_artifact_bias = 0;
1762         int i;
1763
1764         /* Reset artifact bias */
1765         artifact_bias = 0;
1766
1767         /* Nuke enchantments */
1768         o_ptr->name1 = 0;
1769         o_ptr->name2 = 0;
1770
1771         for (i = 0; i < TR_FLAG_SIZE; i++)
1772                 o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
1773
1774         if (o_ptr->pval) has_pval = TRUE;
1775
1776         if (a_scroll && one_in_(4))
1777         {
1778                 switch (p_ptr->pclass)
1779                 {
1780                         case CLASS_WARRIOR:
1781                         case CLASS_BERSERKER:
1782                         case CLASS_ARCHER:
1783                         case CLASS_SAMURAI:
1784                         case CLASS_CAVALRY:
1785                         case CLASS_SMITH:
1786                                 artifact_bias = BIAS_WARRIOR;
1787                                 break;
1788                         case CLASS_MAGE:
1789                         case CLASS_HIGH_MAGE:
1790                         case CLASS_SORCERER:
1791                         case CLASS_MAGIC_EATER:
1792                         case CLASS_BLUE_MAGE:
1793                                 artifact_bias = BIAS_MAGE;
1794                                 break;
1795                         case CLASS_PRIEST:
1796                                 artifact_bias = BIAS_PRIESTLY;
1797                                 break;
1798                         case CLASS_ROGUE:
1799                         case CLASS_NINJA:
1800                                 artifact_bias = BIAS_ROGUE;
1801                                 warrior_artifact_bias = 25;
1802                                 break;
1803                         case CLASS_RANGER:
1804                         case CLASS_SNIPER:
1805                                 artifact_bias = BIAS_RANGER;
1806                                 warrior_artifact_bias = 30;
1807                                 break;
1808                         case CLASS_PALADIN:
1809                                 artifact_bias = BIAS_PRIESTLY;
1810                                 warrior_artifact_bias = 40;
1811                                 break;
1812                         case CLASS_WARRIOR_MAGE:
1813                         case CLASS_RED_MAGE:
1814                                 artifact_bias = BIAS_MAGE;
1815                                 warrior_artifact_bias = 40;
1816                                 break;
1817                         case CLASS_CHAOS_WARRIOR:
1818                                 artifact_bias = BIAS_CHAOS;
1819                                 warrior_artifact_bias = 40;
1820                                 break;
1821                         case CLASS_MONK:
1822                         case CLASS_FORCETRAINER:
1823                                 artifact_bias = BIAS_PRIESTLY;
1824                                 break;
1825                         case CLASS_MINDCRAFTER:
1826                         case CLASS_BARD:
1827                                 if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
1828                                 break;
1829                         case CLASS_TOURIST:
1830                                 if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
1831                                 break;
1832                         case CLASS_IMITATOR:
1833                                 if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
1834                                 break;
1835                         case CLASS_BEASTMASTER:
1836                                 artifact_bias = BIAS_CHR;
1837                                 warrior_artifact_bias = 50;
1838                                 break;
1839                         case CLASS_MIRROR_MASTER:
1840                                 if (randint1(4) > 1) 
1841                                 {
1842                                     artifact_bias = BIAS_MAGE;
1843                                 }
1844                                 else
1845                                 {
1846                                     artifact_bias = BIAS_ROGUE;
1847                                 }
1848                                 break;
1849                 }
1850         }
1851
1852         if (a_scroll && (randint1(100) <= warrior_artifact_bias))
1853                 artifact_bias = BIAS_WARRIOR;
1854
1855         strcpy(new_name, "");
1856
1857         if (!a_scroll && one_in_(A_CURSED))
1858                 a_cursed = TRUE;
1859         if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
1860                 a_cursed = TRUE;
1861
1862         while (one_in_(powers) || one_in_(7) || one_in_(10))
1863                 powers++;
1864
1865         if (!a_cursed && one_in_(WEIRD_LUCK))
1866                 powers *= 2;
1867
1868         if (a_cursed) powers /= 2;
1869
1870         max_powers = powers;
1871         /* Main loop */
1872         while (powers--)
1873         {
1874                 switch (randint1(max_type))
1875                 {
1876                         case 1: case 2:
1877                                 random_plus(o_ptr);
1878                                 has_pval = TRUE;
1879                                 break;
1880                         case 3: case 4:
1881                                 if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
1882                                 {
1883                                         if (a_cursed && !one_in_(13)) break;
1884                                         if (one_in_(13))
1885                                         {
1886                                                 if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
1887                                         }
1888                                         else
1889                                         {
1890                                                 if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
1891                                         }
1892                                 }
1893                                 else
1894                                         random_resistance(o_ptr);
1895                                 break;
1896                         case 5:
1897                                 random_misc(o_ptr);
1898                                 break;
1899                         case 6: case 7:
1900                                 random_slay(o_ptr);
1901                                 break;
1902                         default:
1903                                 if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
1904                                 powers++;
1905                 }
1906         };
1907
1908         if (has_pval)
1909         {
1910 #if 0
1911                 add_flag(o_ptr->art_flags, TR_SHOW_MODS);
1912
1913                 /* This one commented out by gw's request... */
1914                 if (!a_scroll)
1915                         add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
1916 #endif
1917
1918                 if (have_flag(o_ptr->art_flags, TR_BLOWS))
1919                 {
1920                         o_ptr->pval = randint1(2);
1921                         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
1922                                 o_ptr->pval++;
1923                 }
1924                 else
1925                 {
1926                         do
1927                         {
1928                                 o_ptr->pval++;
1929                         }
1930                         while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
1931                 }
1932
1933                 if ((o_ptr->pval > 4) && !one_in_(WEIRD_LUCK))
1934                         o_ptr->pval = 4;
1935         }
1936
1937         /* give it some plusses... */
1938         if (object_is_armour(o_ptr))
1939                 o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
1940         else if (object_is_weapon_ammo(o_ptr))
1941         {
1942                 o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
1943                 o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
1944                 if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
1945         }
1946
1947         /* Just to be sure */
1948         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1949         add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
1950         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1951         add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
1952
1953         total_flags = flag_cost(o_ptr, o_ptr->pval);
1954
1955         if (a_cursed) curse_artifact(o_ptr);
1956
1957         if (!a_cursed &&
1958             one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
1959         {
1960                 o_ptr->xtra2 = 0;
1961                 give_activation_power(o_ptr);
1962         }
1963
1964         if (object_is_armour(o_ptr))
1965         {
1966                 while ((o_ptr->to_d+o_ptr->to_h) > 20)
1967                 {
1968                         if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
1969                         o_ptr->to_d -= (s16b)randint0(3);
1970                         o_ptr->to_h -= (s16b)randint0(3);
1971                 }
1972                 while ((o_ptr->to_d+o_ptr->to_h) > 10)
1973                 {
1974                         if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
1975                         o_ptr->to_d -= (s16b)randint0(3);
1976                         o_ptr->to_h -= (s16b)randint0(3);
1977                 }
1978         }
1979
1980         if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
1981
1982         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
1983         {
1984                 o_ptr->to_h = 0;
1985                 o_ptr->to_d = 0;
1986                 remove_flag(o_ptr->art_flags, TR_BLOWS);
1987                 remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
1988                 remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
1989                 remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
1990                 remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
1991                 remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
1992                 remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
1993                 remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
1994                 remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
1995                 remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
1996                 remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
1997                 remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1998                 remove_flag(o_ptr->art_flags, TR_VORPAL);
1999                 remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
2000                 remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
2001                 remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
2002                 remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
2003                 remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
2004         }
2005
2006         if (!object_is_weapon_ammo(o_ptr))
2007         {
2008                 /* For armors */
2009                 if (a_cursed) power_level = 0;
2010                 else if (total_flags < 15000) power_level = 1;
2011                 else if (total_flags < 35000) power_level = 2;
2012                 else power_level = 3;
2013         }
2014
2015         else
2016         {
2017                 /* For weapons */
2018                 if (a_cursed) power_level = 0;
2019                 else if (total_flags < 20000) power_level = 1;
2020                 else if (total_flags < 45000) power_level = 2;
2021                 else power_level = 3;
2022         }
2023
2024         if (a_scroll)
2025         {
2026                 char dummy_name[80] = "";
2027 #ifdef JP
2028                 cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
2029 #else
2030                 cptr ask_msg = "What do you want to call the artifact? ";
2031 #endif
2032
2033                 /* Identify it fully */
2034                 object_aware(o_ptr);
2035                 object_known(o_ptr);
2036
2037                 /* Mark the item as fully known */
2038                 o_ptr->ident |= (IDENT_MENTAL);
2039
2040                 /* For being treated as random artifact in screen_object() */
2041                 o_ptr->art_name = quark_add("");
2042
2043                 (void)screen_object(o_ptr, 0L);
2044
2045                 if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
2046                     || !dummy_name[0])
2047                 {
2048                         /* Cancelled */
2049                         if (one_in_(2))
2050                         {
2051                                 get_table_sindarin_aux(dummy_name);
2052                         }
2053                         else
2054                         {
2055                                 get_table_name_aux(dummy_name);
2056                         }
2057                 }
2058
2059 #ifdef JP
2060                 sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
2061 #else
2062                 sprintf(new_name, "'%s'", dummy_name);
2063 #endif
2064
2065                 chg_virtue(V_INDIVIDUALISM, 2);
2066                 chg_virtue(V_ENCHANT, 5);
2067         }
2068         else
2069         {
2070                 get_random_name(new_name, object_is_armour(o_ptr), power_level);
2071         }
2072
2073         /* Save the inscription */
2074         o_ptr->art_name = quark_add(new_name);
2075
2076         if (cheat_xtra)
2077         {
2078                 char o_name[MAX_NLEN];
2079
2080                 object_aware(o_ptr);
2081                 object_known(o_ptr);
2082
2083                 /* Mark the item as fully known */
2084                 o_ptr->ident |= (IDENT_MENTAL);
2085
2086                 /* Description */
2087                 object_desc(o_name, o_ptr, 0);
2088
2089 #ifdef JP
2090                 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]);
2091 #else
2092                 msg_format("Random artifact generated '%s'. (Power:%d, Value:%ld) :", artifact_bias_name[artifact_bias], max_powers, total_flags);
2093 #endif
2094                 msg_format("%s", o_name);
2095         }
2096
2097         /* Window stuff */
2098         p_ptr->window |= (PW_INVEN | PW_EQUIP);
2099
2100         return TRUE;
2101 }
2102
2103 /*!
2104  * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤«¤éǽÎÏȯưID¤ò¼èÆÀ¤¹¤ë¡£
2105  * @details ¤¤¤¯¤Ä¤«¤Î¥±¡¼¥¹¤ÇÄêµÁ¤µ¤ì¤Æ¤¤¤ëȯư¸ú²Ì¤«¤é¡¢
2106  * ÃÃÌê»Õ¤Ë¤è¤ëÉÕÍ¿¡ä¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¡ä¥¨¥´¡ä¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¡ä¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤ÎÍ¥Àè½ç°Ì¤ÇÁöºº¤·¤Æ¤¤¤¯¡£
2107  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
2108  * @return È¯Æ°¸ú²Ì¤ÎID¤òÊÖ¤¹
2109  */
2110 int activation_index(object_type *o_ptr)
2111 {
2112         /* Give priority to weaponsmith's essential activations */
2113         if (object_is_smith(o_ptr))
2114         {
2115                 switch (o_ptr->xtra3-1)
2116                 {
2117                 case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
2118                 case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
2119                 case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
2120                 case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
2121                 case TR_IMPACT: return ACT_QUAKE;
2122                 }
2123         }
2124
2125         if (object_is_fixed_artifact(o_ptr))
2126         {
2127                 if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
2128                 {
2129                         return a_info[o_ptr->name1].act_idx;
2130                 }
2131         }
2132         if (object_is_ego(o_ptr))
2133         {
2134                 if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
2135                 {
2136                         return e_info[o_ptr->name2].act_idx;
2137                 }
2138         }
2139         if (!object_is_random_artifact(o_ptr))
2140         {
2141                 if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
2142                 {
2143                         return k_info[o_ptr->k_idx].act_idx;
2144                 }
2145         }
2146
2147         return o_ptr->xtra2;
2148 }
2149
2150 /*!
2151  * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤«¤éȯư¸ú²Ì¹½Â¤ÂΤΥݥ¤¥ó¥¿¤ò¼èÆÀ¤¹¤ë¡£
2152  * @details activation_index() ´Ø¿ô¤Î·ë²Ì¤«¤é»²¾È¤¹¤ë¡£
2153  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
2154  * @return È¯Æ°¸ú²Ì¹½Â¤ÂΤΥݥ¤¥ó¥¿¤òÊÖ¤¹
2155  */
2156 const activation_type* find_activation_info(object_type *o_ptr)
2157 {
2158         const int index = activation_index(o_ptr);
2159         const activation_type* p;
2160
2161         for (p = activation_info; p->flag != NULL; ++ p) {
2162                 if (p->index == index)
2163                 {
2164                         return p;
2165                 }
2166         }
2167
2168         return NULL;
2169 }
2170
2171 /*!
2172  * @brief È¯Æ°¤Ë¤è¤ë¥Ö¥ì¥¹¤Î°À­¤ò¥¢¥¤¥Æ¥à¤ÎÂÑÀ­¤«¤éÁªÂò¤·¡¢¼Â¹Ô¤ò½èÍý¤¹¤ë¡£/ Dragon breath activation
2173  * @details ÂоݤȤʤëÂÑÀ­¤Ï dragonbreath_info ¥Æ¡¼¥Ö¥ë¤ò»²¾È¤Î¤³¤È¡£
2174  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
2175  * @return È¯Æ°¼Â¹Ô¤ÎÀ§Èó¤òÊÖ¤¹¡£
2176  */
2177 static bool activate_dragon_breath(object_type *o_ptr)
2178 {
2179         u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
2180         int type[20];
2181         cptr name[20];
2182         int i, dir, t, n = 0;
2183
2184         if (!get_aim_dir(&dir)) return FALSE;
2185
2186         object_flags(o_ptr, flgs);
2187
2188         for (i = 0; dragonbreath_info[i].flag != 0; i++)
2189         {
2190                 if (have_flag(flgs, dragonbreath_info[i].flag))
2191                 {
2192                         type[n] = dragonbreath_info[i].type;
2193                         name[n] = dragonbreath_info[i].name;
2194                         n++;
2195                 }
2196         }
2197
2198         /* Paranoia */
2199         if (n == 0) return FALSE;
2200
2201         /* Stop speaking */
2202         if (music_singing_any()) stop_singing();
2203         if (hex_spelling_any()) stop_hex_spell_all();
2204
2205         t = randint0(n);
2206         msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
2207         fire_ball(type[t], dir, 250, -4);
2208
2209         return TRUE;
2210 }
2211
2212 /*!
2213  * @brief ¥¢¥¤¥Æ¥à¤Îȯư¸ú²Ì¤ò½èÍý¤¹¤ë¡£
2214  * @details activate_random_artifact()¤È¤µ¤ì¤Æ¤¤¤ë¤¬¡¢¼ÂºÝ¤ÏÁ´È¯Æ°¤¬Åý¹ç¤µ¤ì¤¿¡£
2215  * @todo ÀÞ¤ò¸«¤Æ´Ø¿ô̾¤ò½¤Àµ¤¹¤ë¤³¤È¡£
2216  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
2217  * @return È¯Æ°¼Â¹Ô¤ÎÀ§Èó¤òÊÖ¤¹¡£
2218  */
2219 bool activate_random_artifact(object_type *o_ptr)
2220 {
2221         int plev = p_ptr->lev;
2222         int k, dir, dummy = 0;
2223         cptr name = k_name + k_info[o_ptr->k_idx].name;
2224         const activation_type* const act_ptr = find_activation_info(o_ptr);
2225
2226         /* Paranoia */
2227         if (!act_ptr) {
2228                 /* Maybe forgot adding information to activation_info table ? */
2229                 msg_print("Activation information is not found.");
2230                 return FALSE;
2231         }
2232
2233         /* Activate for attack */
2234         switch (act_ptr->index)
2235         {
2236                 case ACT_SUNLIGHT:
2237                 {
2238                         if (!get_aim_dir(&dir)) return FALSE;
2239                         msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears."));
2240                         (void)lite_line(dir, damroll(6, 8));
2241                         break;
2242                 }
2243
2244                 case ACT_BO_MISS_1:
2245                 {
2246                         msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly..."));
2247                         if (!get_aim_dir(&dir)) return FALSE;
2248                         fire_bolt(GF_MISSILE, dir, damroll(2, 6));
2249                         break;
2250                 }
2251
2252                 case ACT_BA_POIS_1:
2253                 {
2254                         msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green..."));
2255                         if (!get_aim_dir(&dir)) return FALSE;
2256                         fire_ball(GF_POIS, dir, 12, 3);
2257                         break;
2258                 }
2259
2260                 case ACT_BO_ELEC_1:
2261                 {
2262                         msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks..."));
2263                         if (!get_aim_dir(&dir)) return FALSE;
2264                         fire_bolt(GF_ELEC, dir, damroll(4, 8));
2265                         break;
2266                 }
2267
2268                 case ACT_BO_ACID_1:
2269                 {
2270                         msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid..."));
2271                         if (!get_aim_dir(&dir)) return FALSE;
2272                         fire_bolt(GF_ACID, dir, damroll(5, 8));
2273                         break;
2274                 }
2275
2276                 case ACT_BO_COLD_1:
2277                 {
2278                         msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2279                         if (!get_aim_dir(&dir)) return FALSE;
2280                         fire_bolt(GF_COLD, dir, damroll(6, 8));
2281                         break;
2282                 }
2283
2284                 case ACT_BO_FIRE_1:
2285                 {
2286                         msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire..."));
2287                         if (!get_aim_dir(&dir)) return FALSE;
2288                         fire_bolt(GF_FIRE, dir, damroll(9, 8));
2289                         break;
2290                 }
2291
2292                 case ACT_BA_COLD_1:
2293                 {
2294                         msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
2295                         if (!get_aim_dir(&dir)) return FALSE;
2296                         fire_ball(GF_COLD, dir, 48, 2);
2297                         break;
2298                 }
2299                 
2300                 case ACT_BA_COLD_2:
2301                 {
2302                         msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue..."));
2303                         if (!get_aim_dir(&dir)) return FALSE;
2304                         fire_ball(GF_COLD, dir, 100, 2);
2305                         break;
2306                 }
2307                 
2308                 case ACT_BA_COLD_3:
2309                 {
2310                         msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white..."));
2311                         if (!get_aim_dir(&dir)) return FALSE;
2312                         fire_ball(GF_COLD, dir, 400, 3);
2313                         break;
2314                 }
2315
2316                 case ACT_BA_FIRE_1:
2317                 {
2318                         msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2319                         if (!get_aim_dir(&dir)) return FALSE;
2320                         fire_ball(GF_FIRE, dir, 72, 2);
2321                         break;
2322                 }
2323                 
2324                 case ACT_BA_FIRE_2:
2325                 {
2326                         msg_format(_("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", "The %s rages in fire..."), name);
2327                         if (!get_aim_dir(&dir)) return FALSE;
2328                         fire_ball(GF_FIRE, dir, 120, 3);
2329                         break;
2330                 }
2331                 
2332                 case ACT_BA_FIRE_3:
2333                 {
2334                         msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red..."));
2335                         if (!get_aim_dir(&dir)) return FALSE;
2336                         fire_ball(GF_FIRE, dir, 300, 3);
2337                         break;
2338                 }
2339                 
2340                 case ACT_BA_FIRE_4:
2341                 {
2342                         msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
2343                         if (!get_aim_dir(&dir)) return FALSE;
2344                         fire_ball(GF_FIRE, dir, 100, 2);
2345                         break;
2346                 }
2347                 
2348                 case ACT_BA_ELEC_2:
2349                 {
2350                         msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity..."));
2351                         if (!get_aim_dir(&dir)) return FALSE;
2352                         fire_ball(GF_ELEC, dir, 100, 3);
2353                         break;
2354                 }
2355                 
2356                 case ACT_BA_ELEC_3:
2357                 {
2358                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2359                         if (!get_aim_dir(&dir)) return FALSE;
2360                         fire_ball(GF_ELEC, dir, 500, 3);
2361                         break;
2362                 }
2363                 
2364                 case ACT_BA_ACID_1:
2365                 {
2366                         msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black..."));
2367                         if (!get_aim_dir(&dir)) return FALSE;
2368                         fire_ball(GF_ACID, dir, 100, 2);
2369                         break;
2370                 }
2371                 
2372                 case ACT_BA_NUKE_1:
2373                 {
2374                         msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green..."));
2375                         if (!get_aim_dir(&dir)) return FALSE;
2376                         fire_ball(GF_NUKE, dir, 100, 2);
2377                         break;
2378                 }
2379                 
2380                 case ACT_DRAIN_1:
2381                 {
2382                         msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name);
2383                         if (!get_aim_dir(&dir)) return FALSE;
2384                         if (drain_life(dir, 100))
2385                         break;
2386                 }
2387
2388                 case ACT_DRAIN_2:
2389                 {
2390                         msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black..."));
2391                         if (!get_aim_dir(&dir)) return FALSE;
2392                         drain_life(dir, 120);
2393                         break;
2394                 }
2395
2396                 case ACT_VAMPIRE_1:
2397                 {
2398                         if (!get_aim_dir(&dir)) return FALSE;
2399                         for (dummy = 0; dummy < 3; dummy++)
2400                         {
2401                                 if (drain_life(dir, 50))
2402                                 hp_player(50);
2403                         }
2404                         break;
2405                 }
2406
2407                 case ACT_BO_MISS_2:
2408                 {
2409                         msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes..."));
2410                         if (!get_aim_dir(&dir)) return FALSE;
2411                         fire_bolt(GF_ARROW, dir, 150);
2412                         break;
2413                 }
2414
2415                 case ACT_WHIRLWIND:
2416                 {
2417                         {
2418                                 int y = 0, x = 0;
2419                                 cave_type       *c_ptr;
2420                                 monster_type    *m_ptr;
2421
2422                                 for (dir = 0; dir <= 9; dir++)
2423                                 {
2424                                         y = py + ddy[dir];
2425                                         x = px + ddx[dir];
2426                                         c_ptr = &cave[y][x];
2427
2428                                         /* Get the monster */
2429                                         m_ptr = &m_list[c_ptr->m_idx];
2430
2431                                         /* Hack -- attack monsters */
2432                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
2433                                                 py_attack(y, x, 0);
2434                                 }
2435                         }
2436                         break;
2437                 }
2438
2439                 case ACT_VAMPIRE_2:
2440                 {
2441                         if (!get_aim_dir(&dir)) return FALSE;
2442                         for (dummy = 0; dummy < 3; dummy++)
2443                         {
2444                                 if (drain_life(dir, 100))
2445                                 hp_player(100);
2446                         }
2447                         break;
2448                 }
2449
2450
2451                 case ACT_CALL_CHAOS:
2452                 {
2453                         msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours..."));
2454                         call_chaos();
2455                         break;
2456                 }
2457
2458                 case ACT_ROCKET:
2459                 {
2460                         if (!get_aim_dir(&dir)) return FALSE;
2461                         msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!"));
2462                         fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
2463                         break;
2464                 }
2465
2466                 case ACT_DISP_EVIL:
2467                 {
2468                         msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness..."));
2469                         dispel_evil(p_ptr->lev * 5);
2470                         break;
2471                 }
2472
2473                 case ACT_BA_MISS_3:
2474                 {
2475                         if (!get_aim_dir(&dir)) return FALSE;
2476                         msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2477                         fire_ball(GF_MISSILE, dir, 300, -4);
2478                         break;
2479                 }
2480
2481                 case ACT_DISP_GOOD:
2482                 {
2483                         msg_print(_("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil..."));
2484                         dispel_good(p_ptr->lev * 5);
2485                         break;
2486                 }
2487
2488                 case ACT_BO_MANA:
2489                 {
2490                         msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name);
2491                         if (!get_aim_dir(&dir)) return FALSE;
2492                         fire_bolt(GF_ARROW, dir, 150);
2493                         break;
2494                 }
2495
2496                 case ACT_BA_WATER:
2497                 {
2498                         msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name);
2499                         if (!get_aim_dir(&dir)) return FALSE;
2500                         fire_ball(GF_WATER, dir, 200, 3);
2501                         break;
2502                 }
2503
2504                 case ACT_BA_DARK:
2505                 {
2506                         msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name);
2507                         if (!get_aim_dir(&dir)) return FALSE;
2508                         fire_ball(GF_DARK, dir, 250, 4);
2509                         break;
2510                 }
2511
2512                 case ACT_BA_MANA:
2513                 {
2514                         msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name);
2515                         if (!get_aim_dir(&dir)) return FALSE;
2516                         fire_ball(GF_MANA, dir, 250, 4);
2517                         break;
2518                 }
2519
2520                 case ACT_PESTICIDE:
2521                 {
2522                         msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life."));
2523                         (void)dispel_monsters(4);
2524                         break;
2525                 }
2526
2527                 case ACT_BLINDING_LIGHT:
2528                 {
2529                         msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name);
2530                         fire_ball(GF_LITE, 0, 300, 6);
2531                         confuse_monsters(3 * p_ptr->lev / 2);
2532                         break;
2533                 }
2534
2535                 case ACT_BIZARRE:
2536                 {
2537                         msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name);
2538                         if (!get_aim_dir(&dir)) return FALSE;
2539                         ring_of_power(dir);
2540                         break;
2541                 }
2542
2543                 case ACT_CAST_BA_STAR:
2544                 {
2545                         int num = damroll(5, 3);
2546                         int y, x;
2547                         int attempts;
2548                         msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name);
2549                         for (k = 0; k < num; k++)
2550                         {
2551                                 attempts = 1000;
2552
2553                                 while (attempts--)
2554                                 {
2555                                         scatter(&y, &x, py, px, 4, 0);
2556
2557                                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
2558
2559                                         if (!player_bold(y, x)) break;
2560                                 }
2561
2562                                 project(0, 3, y, x, 150, GF_ELEC,
2563                                                         (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
2564                         }
2565
2566                         break;
2567                 }
2568
2569                 case ACT_BLADETURNER:
2570                 {
2571                         if (!get_aim_dir(&dir)) return FALSE;
2572                         msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
2573                         fire_ball(GF_MISSILE, dir, 300, -4);
2574                         msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours..."));
2575                         (void)set_afraid(0);
2576                         (void)set_hero(randint1(50) + 50, FALSE);
2577                         (void)hp_player(10);
2578                         (void)set_blessed(randint1(50) + 50, FALSE);
2579                         (void)set_oppose_acid(randint1(50) + 50, FALSE);
2580                         (void)set_oppose_elec(randint1(50) + 50, FALSE);
2581                         (void)set_oppose_fire(randint1(50) + 50, FALSE);
2582                         (void)set_oppose_cold(randint1(50) + 50, FALSE);
2583                         (void)set_oppose_pois(randint1(50) + 50, FALSE);
2584                         break;
2585                 }
2586
2587                 case ACT_BR_FIRE:
2588                 {
2589                         if (!get_aim_dir(&dir)) return FALSE;
2590                         fire_ball(GF_FIRE, dir, 200, -2);
2591                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
2592                         {
2593                                 (void)set_oppose_fire(randint1(20) + 20, FALSE);
2594                         }
2595                         break;
2596                 }
2597                 case ACT_BR_COLD:
2598                 {
2599                         if (!get_aim_dir(&dir)) return FALSE;
2600                         fire_ball(GF_COLD, dir, 200, -2);
2601                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
2602                         {
2603                                 (void)set_oppose_cold(randint1(20) + 20, FALSE);
2604                         }
2605                         break;
2606                 }
2607                 case ACT_BR_DRAGON:
2608                 {
2609                         if (!activate_dragon_breath(o_ptr)) return FALSE;
2610                         break;
2611                 }
2612
2613                 /* Activate for other offensive action */
2614
2615                 case ACT_CONFUSE:
2616                 {
2617                         msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours..."));
2618                         if (!get_aim_dir(&dir)) return FALSE;
2619                         confuse_monster(dir, 20);
2620                         break;
2621                 }
2622
2623                 case ACT_SLEEP:
2624                 {
2625                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2626                         sleep_monsters_touch();
2627                         break;
2628                 }
2629
2630                 case ACT_QUAKE:
2631                 {
2632                         earthquake(py, px, 5);
2633                         break;
2634                 }
2635
2636                 case ACT_TERROR:
2637                 {
2638                         turn_monsters(40 + p_ptr->lev);
2639                         break;
2640                 }
2641
2642                 case ACT_TELE_AWAY:
2643                 {
2644                         if (!get_aim_dir(&dir)) return FALSE;
2645                         (void)fire_beam(GF_AWAY_ALL, dir, plev);
2646                         break;
2647                 }
2648
2649                 case ACT_BANISH_EVIL:
2650                 {
2651                         if (banish_evil(100))
2652                         {
2653                                 msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!"));
2654                         }
2655                         break;
2656                 }
2657
2658                 case ACT_GENOCIDE:
2659                 {
2660                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2661                         (void)symbol_genocide(200, TRUE);
2662                         break;
2663                 }
2664
2665                 case ACT_MASS_GENO:
2666                 {
2667                         msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note..."));
2668                         (void)mass_genocide(200, TRUE);
2669                         break;
2670                 }
2671
2672                 case ACT_SCARE_AREA:
2673                 {
2674                         if (music_singing_any()) stop_singing();
2675                         if (hex_spelling_any()) stop_hex_spell_all();
2676                         msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!",
2677                                         "You wind a mighty blast; your enemies tremble!"));
2678                         (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
2679                         break;
2680                 }
2681
2682                 case ACT_AGGRAVATE:
2683                 {
2684                         if (o_ptr->name1 == ART_HYOUSIGI)
2685                         {
2686                                 msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers."));
2687                         }
2688                         else
2689                         {
2690                                 msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name);
2691                         }
2692                         aggravate_monsters(0);
2693                         break;
2694                 }
2695
2696                 /* Activate for summoning / charming */
2697
2698                 case ACT_CHARM_ANIMAL:
2699                 {
2700                         if (!get_aim_dir(&dir)) return FALSE;
2701                         (void)charm_animal(dir, plev * 2);
2702                         break;
2703                 }
2704
2705                 case ACT_CHARM_UNDEAD:
2706                 {
2707                         if (!get_aim_dir(&dir)) return FALSE;
2708                         (void)control_one_undead(dir, plev * 2);
2709                         break;
2710                 }
2711
2712                 case ACT_CHARM_OTHER:
2713                 {
2714                         if (!get_aim_dir(&dir)) return FALSE;
2715                         (void)charm_monster(dir, plev * 2);
2716                         break;
2717                 }
2718
2719                 case ACT_CHARM_ANIMALS:
2720                 {
2721                         (void)charm_animals(plev * 2);
2722                         break;
2723                 }
2724
2725                 case ACT_CHARM_OTHERS:
2726                 {
2727                         charm_monsters(plev * 2);
2728                         break;
2729                 }
2730
2731                 case ACT_SUMMON_ANIMAL:
2732                 {
2733                         (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
2734                         break;
2735                 }
2736
2737                 case ACT_SUMMON_PHANTOM:
2738                 {
2739                         msg_print(_("¸¸Îî¤ò¾¤´­¤·¤¿¡£", "You summon a phantasmal servant."));
2740                         (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
2741                         break;
2742                 }
2743
2744                 case ACT_SUMMON_ELEMENTAL:
2745                 {
2746                         bool pet = one_in_(3);
2747                         u32b mode = 0L;
2748
2749                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2750                         if (pet) mode |= PM_FORCE_PET;
2751                         else mode |= PM_NO_PET;
2752
2753                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
2754                         {
2755                                 msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes..."));
2756                                 if (pet)
2757                                         msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you."));
2758                                 else
2759                                         msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!"));
2760                         }
2761
2762                         break;
2763                 }
2764
2765                 case ACT_SUMMON_DEMON:
2766                 {
2767                         bool pet = one_in_(3);
2768                         u32b mode = 0L;
2769
2770                         if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
2771                         if (pet) mode |= PM_FORCE_PET;
2772                         else mode |= PM_NO_PET;
2773
2774                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
2775                         {
2776                                 msg_print(_("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone."));
2777                                 if (pet)
2778                                         msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'"));
2779                                 else
2780                                         msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
2781                         }
2782
2783                         break;
2784                 }
2785
2786                 case ACT_SUMMON_UNDEAD:
2787                 {
2788                         bool pet = one_in_(3);
2789                         int type;
2790                         u32b mode = 0L;
2791
2792                         type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
2793
2794                         if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
2795                         if (pet) mode |= PM_FORCE_PET;
2796                         else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
2797
2798                         if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
2799                         {
2800                                 msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë...",
2801                                                 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
2802                                 if (pet)
2803                                 msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª",
2804                                                 "Ancient, long-dead forms arise from the ground to serve you!"));
2805                                 else
2806                                 msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª",
2807                                                 "'The dead arise... to punish you for disturbing them!'"));
2808                         }
2809
2810                         break;
2811                 }
2812
2813                 case ACT_SUMMON_HOUND:
2814                 {
2815                         u32b mode = PM_ALLOW_GROUP;
2816                         bool pet = !one_in_(5);
2817                         if (pet) mode |= PM_FORCE_PET;
2818                         else mode |= PM_NO_PET;
2819
2820                         if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
2821                         {
2822
2823                                 if (pet)
2824                                         msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£",
2825                                                 "A group of hounds appear as your servant."));
2826                                 else
2827                                         msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª",
2828                                                 "A group of hounds appear as your enemy!"));
2829                         }
2830
2831                         break;
2832                 }
2833
2834                 case ACT_SUMMON_DAWN:
2835                 {
2836                         msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£","You summon the Legion of the Dawn."));
2837                         (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
2838                         break;
2839                 }
2840
2841                 case ACT_SUMMON_OCTOPUS:
2842                 {
2843                         u32b mode = PM_ALLOW_GROUP;
2844                         bool pet = !one_in_(5);
2845                         if (pet) mode |= PM_FORCE_PET;
2846
2847                         if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
2848                         {
2849                                 if (pet)
2850                                         msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant."));
2851                                 else
2852                                         msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!"));
2853                         }
2854
2855                         break;
2856                 }
2857
2858                 /* Activate for healing */
2859
2860                 case ACT_CHOIR_SINGS:
2861                 {
2862                         msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings..."));
2863                         (void)set_poisoned(0);
2864                         (void)set_cut(0);
2865                         (void)set_stun(0);
2866                         (void)set_confused(0);
2867                         (void)set_blind(0);
2868                         (void)set_afraid(0);
2869                         (void)set_hero(randint1(25) + 25, FALSE);
2870                         (void)hp_player(777);
2871                         break;
2872                 }
2873
2874                 case ACT_CURE_LW:
2875                 {
2876                         (void)set_afraid(0);
2877                         (void)hp_player(30);
2878                         break;
2879                 }
2880
2881                 case ACT_CURE_MW:
2882                 {
2883                         msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple..."));
2884                         hp_player(damroll(4, 8));
2885                         (void)set_cut((p_ptr->cut / 2) - 50);
2886                         break;
2887                 }
2888
2889                 case ACT_CURE_POISON:
2890                 {
2891                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
2892                         (void)set_afraid(0);
2893                         (void)set_poisoned(0);
2894                         break;
2895                 }
2896
2897                 case ACT_REST_LIFE:
2898                 {
2899                         msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red..."));
2900                         restore_level();
2901                         break;
2902                 }
2903
2904                 case ACT_REST_ALL:
2905                 {
2906                         msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green..."));
2907                         (void)do_res_stat(A_STR);
2908                         (void)do_res_stat(A_INT);
2909                         (void)do_res_stat(A_WIS);
2910                         (void)do_res_stat(A_DEX);
2911                         (void)do_res_stat(A_CON);
2912                         (void)do_res_stat(A_CHR);
2913                         (void)restore_level();
2914                         break;
2915                 }
2916
2917                 case ACT_CURE_700:
2918                 {
2919                         msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue..."));
2920                         msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside..."));
2921                         (void)hp_player(700);
2922                         (void)set_cut(0);
2923                         break;
2924                 }
2925
2926                 case ACT_CURE_1000:
2927                 {
2928                         msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white..."));
2929                         msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better..."));
2930                         (void)hp_player(1000);
2931                         (void)set_cut(0);
2932                         break;
2933                 }
2934
2935                 case ACT_CURING:
2936                 {
2937                         msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name);
2938                         (void)set_poisoned(0);
2939                         (void)set_confused(0);
2940                         (void)set_blind(0);
2941                         (void)set_stun(0);
2942                         (void)set_cut(0);
2943                         (void)set_image(0);
2944
2945                         break;
2946                 }
2947
2948                 case ACT_CURE_MANA_FULL:
2949                 {
2950                         msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name);
2951                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2952                         {
2953                                 int i;
2954                                 for (i = 0; i < EATER_EXT*2; i++)
2955                                 {
2956                                         p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
2957                                         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;
2958                                 }
2959                                 for (; i < EATER_EXT*3; i++)
2960                                 {
2961                                         int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
2962                                         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;
2963                                         if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
2964                                 }
2965                                 msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2966                                 p_ptr->window |= (PW_PLAYER);
2967                         }
2968                         else if (p_ptr->csp < p_ptr->msp)
2969                         {
2970                                 p_ptr->csp = p_ptr->msp;
2971                                 p_ptr->csp_frac = 0;
2972                                 msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear."));
2973                                 p_ptr->redraw |= (PR_MANA);
2974                                 p_ptr->window |= (PW_PLAYER);
2975                                 p_ptr->window |= (PW_SPELL);
2976                         }
2977                         break;
2978                 }
2979
2980                 /* Activate for timed effect */
2981
2982                 case ACT_ESP:
2983                 {
2984                         (void)set_tim_esp(randint1(30) + 25, FALSE);
2985                         break;
2986                 }
2987
2988                 case ACT_BERSERK:
2989                 {
2990                         (void)set_afraid(0);
2991                         (void)set_shero(randint1(25) + 25, FALSE);
2992                         /* (void)set_afraid(0);
2993                         (void)set_hero(randint1(50) + 50, FALSE);
2994                         (void)set_blessed(randint1(50) + 50, FALSE);
2995                         o_ptr->timeout = 100 + randint1(100); */
2996                         break;
2997                 }
2998
2999                 case ACT_PROT_EVIL:
3000                 {
3001                         msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name);
3002                         k = 3 * p_ptr->lev;
3003                         (void)set_protevil(randint1(25) + k, FALSE);
3004                         break;
3005                 }
3006
3007                 case ACT_RESIST_ALL:
3008                 {
3009                         msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours..."));
3010                         (void)set_oppose_acid(randint1(40) + 40, FALSE);
3011                         (void)set_oppose_elec(randint1(40) + 40, FALSE);
3012                         (void)set_oppose_fire(randint1(40) + 40, FALSE);
3013                         (void)set_oppose_cold(randint1(40) + 40, FALSE);
3014                         (void)set_oppose_pois(randint1(40) + 40, FALSE);
3015                         break;
3016                 }
3017
3018                 case ACT_SPEED:
3019                 {
3020                         msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green..."));
3021                         (void)set_fast(randint1(20) + 20, FALSE);
3022                         break;
3023                 }
3024
3025                 case ACT_XTRA_SPEED:
3026                 {
3027                         msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly..."));
3028                         (void)set_fast(randint1(75) + 75, FALSE);
3029                         break;
3030                 }
3031
3032                 case ACT_WRAITH:
3033                 {
3034                         set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
3035                         break;
3036                 }
3037
3038                 case ACT_INVULN:
3039                 {
3040                         (void)set_invuln(randint1(8) + 8, FALSE);
3041                         break;
3042                 }
3043
3044                 case ACT_HELO:
3045                 {
3046                         (void)set_afraid(0);
3047                         set_hero(randint1(25)+25, FALSE);
3048                         hp_player(10);
3049                         break;
3050                 }
3051
3052                 case ACT_HELO_SPEED:
3053                 {
3054                         (void)set_fast(randint1(50) + 50, FALSE);
3055                         hp_player(10);
3056                         set_afraid(0);
3057                         set_hero(randint1(50) + 50, FALSE);
3058                         break;
3059                 }
3060
3061                 case ACT_RESIST_ACID:
3062                 {
3063                         msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name);
3064                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
3065                         {
3066                                 if (!get_aim_dir(&dir)) return FALSE;
3067                                 fire_ball(GF_ACID, dir, 100, 2);
3068                         }
3069                         (void)set_oppose_acid(randint1(20) + 20, FALSE);
3070                         break;
3071                 }
3072
3073                 case ACT_RESIST_FIRE:
3074                 {
3075                         msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name);
3076                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
3077                         {
3078                                 if (!get_aim_dir(&dir)) return FALSE;
3079                                 fire_ball(GF_FIRE, dir, 100, 2);
3080                         }
3081                         (void)set_oppose_fire(randint1(20) + 20, FALSE);
3082                         break;
3083                 }
3084
3085                 case ACT_RESIST_COLD:
3086                 {
3087                         msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name);
3088                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
3089                         {
3090                                 if (!get_aim_dir(&dir)) return FALSE;
3091                                 fire_ball(GF_COLD, dir, 100, 2);
3092                         }
3093                         (void)set_oppose_cold(randint1(20) + 20, FALSE);
3094                         break;
3095                 }
3096
3097                 case ACT_RESIST_ELEC:
3098                 {
3099                         msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name);
3100                         if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
3101                         {
3102                                 if (!get_aim_dir(&dir)) return FALSE;
3103                                 fire_ball(GF_ELEC, dir, 100, 2);
3104                         }
3105                         (void)set_oppose_elec(randint1(20) + 20, FALSE);
3106                         break;
3107                 }
3108
3109                 case ACT_RESIST_POIS:
3110                 {
3111                         msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name);
3112                         (void)set_oppose_pois(randint1(20) + 20, FALSE);
3113                         break;
3114                 }
3115
3116                 /* Activate for general purpose effect (detection etc.) */
3117
3118                 case ACT_LIGHT:
3119                 {
3120 #ifdef JP
3121                         msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
3122 #else
3123                         msg_format("The %s wells with clear light...", name);
3124 #endif
3125                         lite_area(damroll(2, 15), 3);
3126                         break;
3127                 }
3128
3129                 case ACT_MAP_LIGHT:
3130                 {
3131 #ifdef JP
3132                         msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
3133 #else
3134                         msg_print("It shines brightly...");
3135 #endif
3136                         map_area(DETECT_RAD_MAP);
3137                         lite_area(damroll(2, 15), 3);
3138                         break;
3139                 }
3140
3141                 case ACT_DETECT_ALL:
3142                 {
3143 #ifdef JP
3144                         msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3145                         msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿...");
3146 #else
3147                         msg_print("It glows bright white...");
3148                         msg_print("An image forms in your mind...");
3149 #endif
3150                         detect_all(DETECT_RAD_DEFAULT);
3151                         break;
3152                 }
3153
3154                 case ACT_DETECT_XTRA:
3155                 {
3156 #ifdef JP
3157                         msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3158 #else
3159                         msg_print("It glows brightly...");
3160 #endif
3161                         detect_all(DETECT_RAD_DEFAULT);
3162                         probing();
3163                         identify_fully(FALSE);
3164                         break;
3165                 }
3166
3167                 case ACT_ID_FULL:
3168                 {
3169 #ifdef JP
3170                         msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
3171 #else
3172                         msg_print("It glows yellow...");
3173 #endif
3174                         identify_fully(FALSE);
3175                         break;
3176                 }
3177
3178                 case ACT_ID_PLAIN:
3179                 {
3180                         if (!ident_spell(FALSE)) return FALSE;
3181                         break;
3182                 }
3183
3184                 case ACT_RUNE_EXPLO:
3185                 {
3186 #ifdef JP
3187                         msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3188 #else
3189                         msg_print("It glows bright red...");
3190 #endif
3191                         explosive_rune();
3192                         break;
3193                 }
3194
3195                 case ACT_RUNE_PROT:
3196                 {
3197 #ifdef JP
3198                         msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
3199 #else
3200                         msg_print("It glows light blue...");
3201 #endif
3202                         warding_glyph();
3203                         break;
3204                 }
3205
3206                 case ACT_SATIATE:
3207                 {
3208                         (void)set_food(PY_FOOD_MAX - 1);
3209                         break;
3210                 }
3211
3212                 case ACT_DEST_DOOR:
3213                 {
3214 #ifdef JP
3215                         msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3216 #else
3217                         msg_print("It glows bright red...");
3218 #endif
3219                         destroy_doors_touch();
3220                         break;
3221                 }
3222
3223                 case ACT_STONE_MUD:
3224                 {
3225 #ifdef JP
3226                         msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
3227 #else
3228                         msg_print("It pulsates...");
3229 #endif
3230                         if (!get_aim_dir(&dir)) return FALSE;
3231                         wall_to_mud(dir, 20 + randint1(30));
3232                         break;
3233                 }
3234
3235                 case ACT_RECHARGE:
3236                 {
3237                         recharge(130);
3238                         break;
3239                 }
3240
3241                 case ACT_ALCHEMY:
3242                 {
3243 #ifdef JP
3244                         msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3245 #else
3246                         msg_print("It glows bright yellow...");
3247 #endif
3248                         (void)alchemy();
3249                         break;
3250                 }
3251
3252                 case ACT_DIM_DOOR:
3253                 {
3254 #ifdef JP
3255                         msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
3256 #else
3257                         msg_print("You open a dimensional gate. Choose a destination.");
3258 #endif
3259                         if (!dimension_door()) return FALSE;
3260                         break;
3261                 }
3262
3263
3264                 case ACT_TELEPORT:
3265                 {
3266 #ifdef JP
3267                         msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
3268 #else
3269                         msg_print("It twists space around you...");
3270 #endif
3271                         teleport_player(100, 0L);
3272                         break;
3273                 }
3274
3275                 case ACT_RECALL:
3276                 {
3277 #ifdef JP
3278                         msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
3279 #else
3280                         msg_print("It glows soft white...");
3281 #endif
3282                         if (!word_of_recall()) return FALSE;
3283                         break;
3284                 }
3285
3286                 case ACT_JUDGE:
3287                 {
3288 #ifdef JP
3289                         msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
3290 #else
3291                         msg_format("The %s flashes bright red!", name);
3292 #endif
3293                         chg_virtue(V_KNOWLEDGE, 1);
3294                         chg_virtue(V_ENLIGHTEN, 1);
3295                         wiz_lite(FALSE);
3296 #ifdef JP
3297                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3298                         take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
3299 #else
3300                         msg_format("The %s drains your vitality...", name);
3301                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
3302 #endif
3303                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
3304                         (void)detect_doors(DETECT_RAD_DEFAULT);
3305                         (void)detect_stairs(DETECT_RAD_DEFAULT);
3306 #ifdef JP
3307                         if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
3308 #else
3309                         if (get_check("Activate recall? "))
3310 #endif
3311                         {
3312                                 (void)word_of_recall();
3313                         }
3314
3315                         break;
3316                 }
3317
3318                 case ACT_TELEKINESIS:
3319                 {
3320                         if (!get_aim_dir(&dir)) return FALSE;
3321 #ifdef JP
3322                         msg_format("%s¤ò¿­¤Ð¤·¤¿¡£", name);
3323 #else
3324                         msg_format("You stretched your %s.", name);
3325 #endif
3326                         fetch(dir, 500, TRUE);
3327                         break;
3328                 }
3329
3330                 case ACT_DETECT_UNIQUE:
3331                 {
3332                         int i;
3333                         monster_type *m_ptr;
3334                         monster_race *r_ptr;
3335 #ifdef JP
3336                         msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
3337 #else
3338                         msg_print("Some strange places show up in your mind. And you see ...");
3339 #endif
3340                         /* Process the monsters (backwards) */
3341                         for (i = m_max - 1; i >= 1; i--)
3342                         {
3343                                 /* Access the monster */
3344                                 m_ptr = &m_list[i];
3345
3346                                 /* Ignore "dead" monsters */
3347                                 if (!m_ptr->r_idx) continue;
3348
3349                                 r_ptr = &r_info[m_ptr->r_idx];
3350
3351                                 if(r_ptr->flags1 & RF1_UNIQUE)
3352                                 {
3353 #ifdef JP
3354                                         msg_format("%s¡¥ ",r_name + r_ptr->name);
3355 #else
3356                                         msg_format("%s. ",r_name + r_ptr->name);
3357 #endif
3358                                 }
3359                         }
3360                         break;
3361                 }
3362
3363                 case ACT_ESCAPE:
3364                 {
3365                         switch (randint1(13))
3366                         {
3367                         case 1: case 2: case 3: case 4: case 5:
3368                                 teleport_player(10, 0L);
3369                                 break;
3370                         case 6: case 7: case 8: case 9: case 10:
3371                                 teleport_player(222, 0L);
3372                                 break;
3373                         case 11: case 12:
3374                                 (void)stair_creation();
3375                                 break;
3376                         default:
3377 #ifdef JP
3378                                 if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
3379 #else
3380                                 if (get_check("Leave this level? "))
3381 #endif
3382                                 {
3383                                         if (autosave_l) do_cmd_save_game(TRUE);
3384
3385                                         /* Leaving */
3386                                         p_ptr->leaving = TRUE;
3387                                 }
3388                         }
3389                         break;
3390                 }
3391
3392                 case ACT_DISP_CURSE_XTRA:
3393                 {
3394 #ifdef JP
3395                         msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
3396 #else
3397                         msg_format("The %s exhibits the truth...", name);
3398 #endif
3399                         if (remove_all_curse())
3400                         {
3401 #ifdef JP
3402                                 msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
3403 #else
3404                                 msg_print("You feel as if someone is watching over you.");
3405 #endif
3406                         }
3407                         (void)probing();
3408                         break;
3409                 }
3410
3411                 case ACT_BRAND_FIRE_BOLTS:
3412                 {
3413 #ifdef JP
3414                         msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
3415 #else
3416                         msg_format("Your %s glows deep red...", name);
3417 #endif
3418                         (void)brand_bolts();
3419                         break;
3420                 }
3421
3422                 case ACT_RECHARGE_XTRA:
3423                 {
3424 #ifdef JP
3425                         msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
3426 #else
3427                         msg_format("The %s gleams with blinding light...", name);
3428 #endif
3429                         if (!recharge(1000)) return FALSE;
3430                         break;
3431                 }
3432
3433                 case ACT_LORE:
3434                 {
3435 #ifdef JP
3436                         msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
3437 #else
3438                         msg_print("The stone reveals hidden mysteries...");
3439 #endif
3440                         if (!ident_spell(FALSE)) return FALSE;
3441
3442                         if (mp_ptr->spell_book)
3443                         {
3444                                 /* Sufficient mana */
3445                                 if (20 <= p_ptr->csp)
3446                                 {
3447                                         /* Use some mana */
3448                                         p_ptr->csp -= 20;
3449                                 }
3450
3451                                 /* Over-exert the player */
3452                                 else
3453                                 {
3454                                         int oops = 20 - p_ptr->csp;
3455
3456                                         /* No mana left */
3457                                         p_ptr->csp = 0;
3458                                         p_ptr->csp_frac = 0;
3459
3460                                         /* Message */
3461 #ifdef JP
3462                                         msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª");
3463 #else
3464                                         msg_print("You are too weak to control the stone!");
3465 #endif
3466                                         /* Hack -- Bypass free action */
3467                                         (void)set_paralyzed(p_ptr->paralyzed +
3468                                                 randint1(5 * oops + 1));
3469
3470                                         /* Confusing. */
3471                                         (void)set_confused(p_ptr->confused +
3472                                                 randint1(5 * oops + 1));
3473                                 }
3474
3475                                 /* Redraw mana */
3476                                 p_ptr->redraw |= (PR_MANA);
3477                         }
3478 #ifdef JP
3479                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
3480 #else
3481                         take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
3482 #endif
3483                         /* Confusing. */
3484                         if (one_in_(5)) (void)set_confused(p_ptr->confused +
3485                                 randint1(10));
3486
3487                         /* Exercise a little care... */
3488                         if (one_in_(20))
3489 #ifdef JP
3490                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
3491 #else
3492                                 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
3493 #endif
3494                         break;
3495                 }
3496
3497                 case ACT_SHIKOFUMI:
3498                 {
3499 #ifdef JP
3500                         msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
3501 #else
3502                         msg_print("You stamp. (as if you are in a ring.)");
3503 #endif
3504                         (void)set_afraid(0);
3505                         (void)set_hero(randint1(20) + 20, FALSE);
3506                         dispel_evil(p_ptr->lev * 3);
3507                         break;
3508                 }
3509
3510                 case ACT_PHASE_DOOR:
3511                 {
3512                         teleport_player(10, 0L);
3513                         break;
3514                 }
3515
3516                 case ACT_DETECT_ALL_MONS:
3517                 {
3518                         (void)detect_monsters_invis(255);
3519                         (void)detect_monsters_normal(255);
3520                         break;
3521                 }
3522
3523                 case ACT_ULTIMATE_RESIST:
3524                 {
3525                         int v = randint1(25)+25;
3526                         (void)set_afraid(0);
3527                         (void)set_hero(v, FALSE);
3528                         (void)hp_player(10);
3529                         (void)set_blessed(v, FALSE);
3530                         (void)set_oppose_acid(v, FALSE);
3531                         (void)set_oppose_elec(v, FALSE);
3532                         (void)set_oppose_fire(v, FALSE);
3533                         (void)set_oppose_cold(v, FALSE);
3534                         (void)set_oppose_pois(v, FALSE);
3535                         (void)set_ultimate_res(v, FALSE);
3536                         break;
3537                 }
3538
3539
3540                 /* Unique activation */
3541                 case ACT_CAST_OFF:
3542                 {
3543                         int inv, o_idx, t;
3544                         char o_name[MAX_NLEN];
3545                         object_type forge;
3546
3547                         /* Cast off activated item */
3548                         for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
3549                         {
3550                                 if (o_ptr == &inventory[inv]) break;
3551                         }
3552
3553                         /* Paranoia */
3554                         if (inv > INVEN_FEET) return FALSE;
3555
3556                         object_copy(&forge, o_ptr);
3557                         inven_item_increase(inv, (0 - o_ptr->number));
3558                         inven_item_optimize(inv);
3559                         o_idx = drop_near(&forge, 0, py, px);
3560                         o_ptr = &o_list[o_idx];
3561
3562                         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3563                         msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
3564
3565                         /* Get effects */
3566                         msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
3567                         t = 20 + randint1(20);
3568                         (void)set_blind(p_ptr->blind + t);
3569                         (void)set_afraid(0);
3570                         (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
3571                         (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
3572                         (void)set_hero(p_ptr->hero + t, FALSE);
3573                         (void)set_blessed(p_ptr->blessed + t, FALSE);
3574                         (void)set_fast(p_ptr->fast + t, FALSE);
3575                         (void)set_shero(p_ptr->shero + t, FALSE);
3576                         if (p_ptr->pclass == CLASS_FORCETRAINER)
3577                         {
3578                                 p_ptr->magic_num1[0] = plev * 5 + 190;
3579                                 msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
3580                         }
3581
3582                         break;
3583                 }
3584
3585                 case ACT_FALLING_STAR:
3586                 {
3587                         msg_print(_("¤¢¤Ê¤¿¤ÏÍÅÅá¤ËÌ¥Æþ¤é¤ì¤¿¡Ä", "You are enchanted by cursed blade..."));
3588                         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.'"));
3589                         massacre(py, px);
3590                         break;
3591                 }
3592
3593                 case ACT_GRAND_CROSS:
3594                 {
3595                         msg_print(_("¡Ö°Ç¤Ë´Ô¤ì¡ª¡×", "You say, 'Return to darkness!'"));
3596                         project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
3597                         break;
3598                 }
3599
3600                 case ACT_TELEPORT_LEVEL:
3601                 {
3602 #ifdef JP
3603                         if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
3604 #else
3605                         if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
3606 #endif
3607                         teleport_level(0);
3608                         break;
3609                 }
3610
3611                 case ACT_STRAIN_HASTE:
3612                 {
3613                         int t;
3614 #ifdef JP
3615                         msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
3616                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "²Ã®¤·¤¿ÈèÏ«", -1);
3617 #else
3618                         msg_format("The %s drains your vitality...", name);
3619                         take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1);
3620 #endif
3621                         t = 25 + randint1(25);
3622                         (void)set_fast(p_ptr->fast + t, FALSE);
3623                         break;
3624                 }
3625
3626                 case ACT_FISHING:
3627                 {
3628                         int x, y;
3629
3630                         if (!get_rep_dir2(&dir)) return FALSE;
3631                         y = py+ddy[dir];
3632                         x = px+ddx[dir];
3633                         tsuri_dir = dir;
3634                         if (!cave_have_flag_bold(y, x, FF_WATER))
3635                         {
3636 #ifdef JP
3637                                 msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
3638 #else
3639                                 msg_print("There is no fishing place.");
3640 #endif
3641                                 return FALSE;
3642                         }
3643                         else if (cave[y][x].m_idx)
3644                         {
3645                                 char m_name[80];
3646                                 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
3647 #ifdef JP
3648                                 msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
3649 #else
3650                                 msg_format("%^s is stand in your way.", m_name);
3651 #endif
3652                                 energy_use = 0;
3653                                 return FALSE;
3654                         }
3655                         set_action(ACTION_FISH);
3656                         p_ptr->redraw |= (PR_STATE);
3657                         break;
3658                 }
3659
3660                 case ACT_INROU:
3661                 {
3662                         int count = 0, i;
3663                         monster_type *m_ptr;
3664 #ifndef JP
3665                         cptr kakusan = "";
3666 #endif
3667                         if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
3668                         {
3669 #ifdef JP
3670                                 msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3671 #else
3672                                 msg_print("Suke-san apperars.");
3673                                 kakusan = "Suke-san";
3674 #endif
3675                                 count++;
3676                         }
3677                         if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
3678                         {
3679 #ifdef JP
3680                                 msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
3681 #else
3682                                 msg_print("Kaku-san appears.");
3683                                 kakusan = "Kaku-san";
3684 #endif
3685                                 count++;
3686                         }
3687                         if (!count)
3688                         {
3689                                 for (i = m_max - 1; i > 0; i--)
3690                                 {
3691                                         m_ptr = &m_list[i];
3692                                         if (!m_ptr->r_idx) continue;
3693                                         if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
3694                                         if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
3695                                         if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
3696                                         count++;
3697                                         break;
3698                                 }
3699                         }
3700
3701                         if (count)
3702                         {
3703 #ifdef JP
3704                                 msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
3705 #else
3706                                 msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
3707 #endif
3708                                 sukekaku = TRUE;
3709                                 stun_monsters(120);
3710                                 confuse_monsters(120);
3711                                 turn_monsters(120);
3712                                 stasis_monsters(120);
3713                                 sukekaku = FALSE;
3714                         }
3715                         else
3716                         {
3717 #ifdef JP
3718                                 msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£");
3719 #else
3720                                 msg_print("Nothing happen.");
3721 #endif
3722                         }
3723                         break;
3724                 }
3725
3726                 case ACT_MURAMASA:
3727                 {
3728                         /* Only for Muramasa */
3729                         if (o_ptr->name1 != ART_MURAMASA) return FALSE;
3730 #ifdef JP
3731                         if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
3732 #else
3733                         if (get_check("Are you sure?!"))
3734 #endif
3735                         {
3736 #ifdef JP
3737                                 msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
3738 #else
3739                                 msg_print("The Muramasa pulsates...");
3740 #endif
3741                                 do_inc_stat(A_STR);
3742                                 if (one_in_(2))
3743                                 {
3744 #ifdef JP
3745                                         msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
3746 #else
3747                                         msg_print("The Muramasa is destroyed!");
3748 #endif
3749                                         curse_weapon_object(TRUE, o_ptr);
3750                                 }
3751                         }
3752                         break;
3753                 }
3754
3755                 case ACT_BLOODY_MOON:
3756                 {
3757                         /* Only for Bloody Moon */
3758                         if (o_ptr->name1 != ART_BLOOD) return FALSE;
3759 #ifdef JP
3760                         msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
3761 #else
3762                         msg_print("Your scythe glows brightly!");
3763 #endif
3764                         get_bloody_moon_flags(o_ptr);
3765                         if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
3766                         p_ptr->update |= (PU_BONUS | PU_HP);
3767                         break;
3768                 }
3769
3770                 case ACT_CRIMSON:
3771                 {
3772                         int num = 1;
3773                         int i;
3774                         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
3775                         int tx, ty;
3776
3777                         /* Only for Crimson */
3778                         if (o_ptr->name1 != ART_CRIMSON) return FALSE;
3779
3780 #ifdef JP
3781                         msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
3782 #else
3783                         msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
3784 #endif
3785
3786                         if (!get_aim_dir(&dir)) return FALSE;
3787
3788                         /* Use the given direction */
3789                         tx = px + 99 * ddx[dir];
3790                         ty = py + 99 * ddy[dir];
3791
3792                         /* Hack -- Use an actual "target" */
3793                         if ((dir == 5) && target_okay())
3794                         {
3795                                 tx = target_col;
3796                                 ty = target_row;
3797                         }
3798
3799                         if (p_ptr->pclass == CLASS_ARCHER)
3800                         {
3801                                 /* Extra shot at level 10 */
3802                                 if (p_ptr->lev >= 10) num++;
3803
3804                                 /* Extra shot at level 30 */
3805                                 if (p_ptr->lev >= 30) num++;
3806
3807                                 /* Extra shot at level 45 */
3808                                 if (p_ptr->lev >= 45) num++;
3809                         }
3810
3811                         for (i = 0; i < num; i++)
3812                                 project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
3813                         break;
3814                 }
3815
3816                 default:
3817                 {
3818 #ifdef JP
3819                         msg_format("Unknown activation effect: %d.", act_ptr->index);
3820 #else
3821                         msg_format("Unknown activation effect: %d.", act_ptr->index);
3822 #endif
3823                         return FALSE;
3824                 }
3825         }
3826
3827         /* Set activation timeout */
3828         if (act_ptr->timeout.constant >= 0) {
3829                 o_ptr->timeout = act_ptr->timeout.constant;
3830                 if (act_ptr->timeout.dice > 0) {
3831                         o_ptr->timeout += randint1(act_ptr->timeout.dice);
3832                 }
3833         } else {
3834                 /* Activations that have special timeout */
3835                 switch (act_ptr->index) {
3836                 case ACT_BR_FIRE:
3837                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
3838                         break;
3839                 case ACT_BR_COLD:
3840                         o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
3841                         break;
3842                 case ACT_TERROR:
3843                         o_ptr->timeout = 3 * (p_ptr->lev + 10);
3844                         break;
3845                 case ACT_MURAMASA:
3846                         /* Nothing to do */
3847                         break;
3848                 default:
3849                         msg_format("Special timeout is not implemented: %d.", act_ptr->index);
3850                         return FALSE;
3851                 }
3852         }
3853
3854         return TRUE;
3855 }
3856
3857 /*!
3858  * @brief ¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¡Ø¥Ö¥é¥Ã¥Ç¥£¥à¡¼¥ó¡Ù¤ÎÆÃÀ­¤òÊѹ¹¤¹¤ë¡£
3859  * @details ¥¹¥ì¥¤2d2¼ï¡¢µÚ¤Óone_resistance()¤Ë¤è¤ëÂÑÀ­1d2¼ï¡¢pval2¼ï¤òÆÀ¤ë¡£
3860  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΡʥ֥é¥Ã¥Ç¥£¥à¡¼¥ó¡Ë¤Î¥Ý¥¤¥ó¥¿
3861  * @return ¤Ê¤·
3862  */
3863 void get_bloody_moon_flags(object_type *o_ptr)
3864 {
3865         int dummy, i;
3866
3867         for (i = 0; i < TR_FLAG_SIZE; i++)
3868                 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
3869
3870         dummy = randint1(2) + randint1(2);
3871         for (i = 0; i < dummy; i++)
3872         {
3873                 int flag = randint0(26);
3874                 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
3875                 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
3876                 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
3877                 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
3878         }
3879
3880         dummy = randint1(2);
3881         for (i = 0; i < dummy; i++) one_resistance(o_ptr);
3882
3883         for (i = 0; i < 2; i++)
3884         {
3885                 int tmp = randint0(11);
3886                 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
3887                 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
3888         }
3889 }
3890
3891 /*!
3892  * @brief ¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®»þ¤ÎÆÃÊ̤ʥϡ¼¥É¥³¡¼¥Ç¥£¥ó¥°½èÍý¤ò¹Ô¤¦¡£.
3893  * @details random_artifact_resistance()¤È¤¢¤ë¤¬¼ÂºÝ¤Ï¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ç¤¢¤ë¡£
3894  * Âоݤ϶²Éݤβ¾ÌÌ¡¢Â¼Àµ¡¢¥í¥Ó¥ó¥È¥ó¤Î¥Ï¡¼¥×¡¢Î¶Áè¸×ò¬¡¢¥Ö¥é¥Ã¥Ç¥£¥à¡¼¥ó¡¢±©°á¡¢Å·½÷¤Î±©°á¡¢¥ß¥ê¥à¡¢
3895  * ¤½¤Î¾ÄɲÃÂÑÀ­¡¢ÆÃÀ­ÄɲýèÍý¡£
3896  * @attention ¥×¥ì¥¤¥ä¡¼¤Î³Æ¼ï¥¹¥Æ¡¼¥¿¥¹¤Ë°Í¸¤·¤¿½èÍý¤¬¤¢¤ë¡£
3897  * @todo ÀÞ¤ò¸«¤Æ´Ø¿ô̾¤òÊѹ¹¤¹¤ë¤³¤È¡£
3898  * @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
3899  * @param a_ptr À¸À®¤¹¤ë¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
3900  * @return ¤Ê¤·
3901  */
3902 void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
3903 {
3904         bool give_resistance = FALSE, give_power = FALSE;
3905
3906         if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
3907         {
3908                 if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
3909                 {
3910                         give_power = TRUE;
3911                         give_resistance = TRUE;
3912                 }
3913                 else
3914                 {
3915                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3916                         add_flag(o_ptr->art_flags, TR_TY_CURSE);
3917                         o_ptr->curse_flags |=
3918                             (TRC_CURSED | TRC_HEAVY_CURSE);
3919                         o_ptr->curse_flags |= get_curse(2, o_ptr);
3920                         return;
3921                 }
3922         }
3923
3924         if (o_ptr->name1 == ART_MURAMASA)
3925         {
3926                 if (p_ptr->pclass != CLASS_SAMURAI)
3927                 {
3928                         add_flag(o_ptr->art_flags, TR_NO_MAGIC);
3929                         o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
3930                 }
3931         }
3932
3933         if (o_ptr->name1 == ART_ROBINTON)
3934         {
3935                 if (p_ptr->pclass == CLASS_BARD)
3936                 {
3937                         add_flag(o_ptr->art_flags, TR_DEC_MANA);
3938                 }
3939         }
3940
3941         if (o_ptr->name1 == ART_XIAOLONG)
3942         {
3943                 if (p_ptr->pclass == CLASS_MONK)
3944                         add_flag(o_ptr->art_flags, TR_BLOWS);
3945         }
3946
3947         if (o_ptr->name1 == ART_BLOOD)
3948         {
3949                 get_bloody_moon_flags(o_ptr);
3950         }
3951
3952         if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
3953         {
3954                 if (p_ptr->psex != SEX_FEMALE)
3955                 {
3956                         add_flag(o_ptr->art_flags, TR_AGGRAVATE);
3957                 }
3958         }
3959
3960         if (o_ptr->name1 == ART_MILIM)
3961         {
3962                 if (p_ptr->pseikaku == SEIKAKU_SEXY)
3963                 {
3964                         o_ptr->pval = 3;
3965                         add_flag(o_ptr->art_flags, TR_STR);
3966                         add_flag(o_ptr->art_flags, TR_INT);
3967                         add_flag(o_ptr->art_flags, TR_WIS);
3968                         add_flag(o_ptr->art_flags, TR_DEX);
3969                         add_flag(o_ptr->art_flags, TR_CON);
3970                         add_flag(o_ptr->art_flags, TR_CHR);
3971                 }
3972         }
3973
3974         if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
3975         if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
3976         if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
3977         {
3978                 /* Give a resistance OR a power */
3979                 if (one_in_(2)) give_resistance = TRUE;
3980                 else give_power = TRUE;
3981         }
3982
3983         if (give_power)
3984         {
3985                 one_ability(o_ptr);
3986         }
3987
3988         if (give_resistance)
3989         {
3990                 one_high_resistance(o_ptr);
3991         }
3992 }
3993
3994
3995 /*!
3996  * @brief ¥Õ¥í¥¢¤Î»ØÄꤵ¤ì¤¿°ÌÃ֤˸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤òÀ¸À®¤¹¤ë¡£ / Create the artifact of the specified number
3997  * @details ¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¹½Â¤ÂΤ«¤é´ðËÜ¥¹¥Æ¡¼¥¿¥¹¤ò¥³¥Ô¡¼¤·¤¿¸å¡¢½êÄê¤ÎºÂɸ¤Çdrop_item()¤ÇÍî¤È¤¹¡£
3998  * @param a_idx À¸À®¤¹¤ë¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¹½Â¤ÂΤÎID
3999  * @param y ¥¢¥¤¥Æ¥à¤òÍî¤È¤¹ÃÏÅÀ¤ÎyºÂɸ
4000  * @param x ¥¢¥¤¥Æ¥à¤òÍî¤È¤¹ÃÏÅÀ¤ÎxºÂɸ
4001  * @return À¸À®¤¬À®¸ù¤·¤¿¤«Èݤ«¡¢¼ºÇÔ¤ÏID¤ÎÉÔÁ´¡¢¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤ÎÉÔÁ´¡¢drop_item()¤Î¼ºÇÔ»þ¤Ëµ¯¤³¤ë¡£
4002  * @attention ¤³¤Î½èÍý¤Ïdrop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À­¼Á¤Ë°Í¸¤¹¤ë.
4003  * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
4004  * drop_near()´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ­¤Ê¤¯¤Ê¤ë.
4005
4006  */
4007 bool create_named_art(int a_idx, int y, int x)
4008 {
4009         object_type forge;
4010         object_type *q_ptr;
4011         int i;
4012
4013         artifact_type *a_ptr = &a_info[a_idx];
4014
4015         /* Get local object */
4016         q_ptr = &forge;
4017
4018         /* Ignore "empty" artifacts */
4019         if (!a_ptr->name) return FALSE;
4020
4021         /* Acquire the "kind" index */
4022         i = lookup_kind(a_ptr->tval, a_ptr->sval);
4023
4024         /* Oops */
4025         if (!i) return FALSE;
4026
4027         /* Create the artifact */
4028         object_prep(q_ptr, i);
4029
4030         /* Save the name */
4031         q_ptr->name1 = a_idx;
4032
4033         /* Extract the fields */
4034         q_ptr->pval = a_ptr->pval;
4035         q_ptr->ac = a_ptr->ac;
4036         q_ptr->dd = a_ptr->dd;
4037         q_ptr->ds = a_ptr->ds;
4038         q_ptr->to_a = a_ptr->to_a;
4039         q_ptr->to_h = a_ptr->to_h;
4040         q_ptr->to_d = a_ptr->to_d;
4041         q_ptr->weight = a_ptr->weight;
4042
4043         /* Hack -- extract the "cursed" flag */
4044         if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
4045         if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
4046         if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
4047         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
4048         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
4049         if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
4050
4051         random_artifact_resistance(q_ptr, a_ptr);
4052
4053         /* Drop the artifact from heaven */
4054         return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
4055 }