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