OSDN Git Service

#37353 狂戦士化の効果をberserk()にまとめる。
[hengband/hengband.git] / src / artifact.c
index 90e4e99..37f82a2 100644 (file)
  */
 
 #include "angband.h"
+#include "cmd-activate.h"
 
 static int suppression_evil_dam(object_type *o_ptr);
 static int weakening_artifact(object_type *o_ptr);
 
 
-/* Chance of using syllables to form the name instead of the "template" files */
-#define SINDARIN_NAME   10 /*!< ランダムアーティファクトにシンダリン銘をつける確率 */
-#define TABLE_NAME      20 /*!< ランダムアーティファクトに漢字銘をつける確率(正確には TABLE_NAME - SINDARIN_NAME %)となる */
-#define A_CURSED        13 /*!< 1/nの確率で生成の巻物以外のランダムアーティファクトが呪いつきになる。 */
-#define WEIRD_LUCK      12 /*!< 1/nの確率でrandom_resistance()の処理中バイアス外の耐性がつき、create_artifactで4を超えるpvalが許可される。*/
-#define BIAS_LUCK       20 /*!< 1/nの確率でrandom_resistance()で付加する元素耐性が免疫になる */
-#define IM_LUCK         7 /*!< 1/nの確率でrandom_resistance()で複数免疫の除去処理が免除される */
-
-/*! @note
- * Bias luck needs to be higher than weird luck,
- * since it is usually tested several times...
- */
-
-#define ACTIVATION_CHANCE 3 /*!< 1/nの確率でランダムアーティファクトに発動が付加される。ただし防具はさらに1/2 */
-
 
 /*!
  * @brief 対象のオブジェクトにランダムな上位耐性を一つ付加する。/ Choose one random high resistance
@@ -228,7 +214,7 @@ void one_activation(object_type *o_ptr)
                                break;
                        case ACT_BA_COLD_1:
                        case ACT_BA_FIRE_1:
-                       case ACT_DRAIN_1:
+                       case ACT_HYPODYNAMIA_1:
                        case ACT_TELE_AWAY:
                        case ACT_ESP:
                        case ACT_RESIST_ALL:
@@ -243,8 +229,8 @@ void one_activation(object_type *o_ptr)
                        case ACT_ID_PLAIN:
                                chance = 75;
                                break;
-                       case ACT_DRAIN_2:
-                       case ACT_VAMPIRE_1:
+                       case ACT_HYPODYNAMIA_2:
+                       case ACT_DRAIN_1:
                        case ACT_BO_MISS_2:
                        case ACT_BA_FIRE_2:
                        case ACT_REST_EXP:
@@ -254,7 +240,7 @@ void one_activation(object_type *o_ptr)
                        case ACT_BA_COLD_3:
                        case ACT_BA_ELEC_3:
                        case ACT_WHIRLWIND:
-                       case ACT_VAMPIRE_2:
+                       case ACT_DRAIN_2:
                        case ACT_CHARM_ANIMAL:
                                chance = 50;
                                break;
@@ -1600,11 +1586,11 @@ static void give_activation_power(object_type *o_ptr)
                        else if (one_in_(13))
                                type = ACT_SUMMON_UNDEAD;
                        else if (one_in_(9))
-                               type = ACT_VAMPIRE_2;
+                               type = ACT_DRAIN_2;
                        else if (one_in_(6))
                                type = ACT_CHARM_UNDEAD;
                        else
-                               type = ACT_VAMPIRE_1;
+                               type = ACT_DRAIN_1;
                        break;
 
                case BIAS_LAW:
@@ -2158,1719 +2144,170 @@ const activation_type* find_activation_info(object_type *o_ptr)
 }
 
 /*!
- * @brief 発動によるブレスの属性をアイテムの耐性から選択し、実行を処理する。/ Dragon breath activation
- * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動実行の是非を返す。
- */
-static bool activate_dragon_breath(object_type *o_ptr)
-{
-       u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
-       int type[20];
-       cptr name[20];
-       int i, dir, t, n = 0;
-
-       if (!get_aim_dir(&dir)) return FALSE;
-
-       object_flags(o_ptr, flgs);
-
-       for (i = 0; dragonbreath_info[i].flag != 0; i++)
-       {
-               if (have_flag(flgs, dragonbreath_info[i].flag))
-               {
-                       type[n] = dragonbreath_info[i].type;
-                       name[n] = dragonbreath_info[i].name;
-                       n++;
-               }
-       }
-
-       /* Paranoia */
-       if (n == 0) return FALSE;
-
-       /* Stop speaking */
-       if (music_singing_any()) stop_singing();
-       if (hex_spelling_any()) stop_hex_spell_all();
-
-       t = randint0(n);
-       msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
-       fire_ball(type[t], dir, 250, -4);
-
-       return TRUE;
-}
-
-/*!
- * @brief アイテムの発動効果を処理する。
- * @details activate_random_artifact()とされているが、実際は全発動が統合された。
- * @todo 折を見て関数名を修正すること。
+ * @brief 固定アーティファクト生成時の特別なハードコーディング処理を行う。.
+ * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
+ * 対象は恐怖の仮面、村正、ロビントンのハープ、龍争虎鬪、ブラッディムーン、羽衣、天女の羽衣、ミリム、
+ * その他追加耐性、特性追加処理。
+ * @attention プレイヤーの各種ステータスに依存した処理がある。
+ * @todo 折を見て関数名を変更すること。
  * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動実行の是非を返す。
+ * @param a_ptr 生成する固定アーティファクト構造体ポインタ
+ * @return なし
  */
-bool activate_random_artifact(object_type *o_ptr)
+void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
 {
-       PLAYER_LEVEL plev = p_ptr->lev;
-       int k, dummy = 0;
-       DIRECTION dir;
-       cptr name = k_name + k_info[o_ptr->k_idx].name;
-       const activation_type* const act_ptr = find_activation_info(o_ptr);
-
-       /* Paranoia */
-       if (!act_ptr) {
-               /* Maybe forgot adding information to activation_info table ? */
-               msg_print("Activation information is not found.");
-               return FALSE;
-       }
+       bool give_resistance = FALSE, give_power = FALSE;
 
-       /* Activate for attack */
-       switch (act_ptr->index)
+       if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
        {
-               case ACT_SUNLIGHT:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
-                       (void)lite_line(dir, damroll(6, 8));
-                       break;
-               }
-
-               case ACT_BO_MISS_1:
-               {
-                       msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_MISSILE, dir, damroll(2, 6));
-                       break;
-               }
-
-               case ACT_BA_POIS_1:
-               {
-                       msg_print(_("それは濃緑色に脈動している...","It throbs deep green..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_POIS, dir, 12, 3);
-                       break;
-               }
-
-               case ACT_BO_ELEC_1:
-               {
-                       msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_ELEC, dir, damroll(4, 8));
-                       break;
-               }
-
-               case ACT_BO_ACID_1:
+               if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
                {
-                       msg_print(_("それは酸に覆われた...","It is covered in acid..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_ACID, dir, damroll(5, 8));
-                       break;
+                       give_power = TRUE;
+                       give_resistance = TRUE;
                }
-
-               case ACT_BO_COLD_1:
+               else
                {
-                       msg_print(_("それは霜に覆われた...","It is covered in frost..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_COLD, dir, damroll(6, 8));
-                       break;
+                       add_flag(o_ptr->art_flags, TR_AGGRAVATE);
+                       add_flag(o_ptr->art_flags, TR_TY_CURSE);
+                       o_ptr->curse_flags |=
+                           (TRC_CURSED | TRC_HEAVY_CURSE);
+                       o_ptr->curse_flags |= get_curse(2, o_ptr);
+                       return;
                }
+       }
 
-               case ACT_BO_FIRE_1:
+       if (o_ptr->name1 == ART_MURAMASA)
+       {
+               if (p_ptr->pclass != CLASS_SAMURAI)
                {
-                       msg_print(_("それは炎に覆われた...","It is covered in fire..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_FIRE, dir, damroll(9, 8));
-                       break;
+                       add_flag(o_ptr->art_flags, TR_NO_MAGIC);
+                       o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
                }
+       }
 
-               case ACT_BA_COLD_1:
-               {
-                       msg_print(_("それは霜に覆われた...","It is covered in frost..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_COLD, dir, 48, 2);
-                       break;
-               }
-               
-               case ACT_BA_COLD_2:
-               {
-                       msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_COLD, dir, 100, 2);
-                       break;
-               }
-               
-               case ACT_BA_COLD_3:
+       if (o_ptr->name1 == ART_ROBINTON)
+       {
+               if (p_ptr->pclass == CLASS_BARD)
                {
-                       msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_COLD, dir, 400, 3);
-                       break;
+                       add_flag(o_ptr->art_flags, TR_DEC_MANA);
                }
+       }
 
-               case ACT_BA_FIRE_1:
-               {
-                       msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 72, 2);
-                       break;
-               }
-               
-               case ACT_BA_FIRE_2:
-               {
-                       msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 120, 3);
-                       break;
-               }
-               
-               case ACT_BA_FIRE_3:
-               {
-                       msg_print(_("深赤色に輝いている...", "It glows deep red..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 300, 3);
-                       break;
-               }
-               
-               case ACT_BA_FIRE_4:
-               {
-                       msg_print(_("それは赤く激しく輝いた...","It glows an intense red..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 100, 2);
-                       break;
-               }
-               
-               case ACT_BA_ELEC_2:
-               {
-                       msg_print(_("電気がパチパチ音を立てた...","It crackles with electricity..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_ELEC, dir, 100, 3);
-                       break;
-               }
-               
-               case ACT_BA_ELEC_3:
-               {
-                       msg_print(_("深青色に輝いている...", "It glows deep blue..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_ELEC, dir, 500, 3);
-                       break;
-               }
-               
-               case ACT_BA_ACID_1:
-               {
-                       msg_print(_("それは黒く激しく輝いた...","It glows an intense black..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_ACID, dir, 100, 2);
-                       break;
-               }
-               
-               case ACT_BA_NUKE_1:
-               {
-                       msg_print(_("それは緑に激しく輝いた...","It glows an intense green..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_NUKE, dir, 100, 2);
-                       break;
-               }
-               
-               case ACT_DRAIN_1:
-               {
-                       msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       if (drain_life(dir, 100))
-                       break;
-               }
+       if (o_ptr->name1 == ART_XIAOLONG)
+       {
+               if (p_ptr->pclass == CLASS_MONK)
+                       add_flag(o_ptr->art_flags, TR_BLOWS);
+       }
 
-               case ACT_DRAIN_2:
-               {
-                       msg_print(_("黒く輝いている...", "It glows black..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       drain_life(dir, 120);
-                       break;
-               }
+       if (o_ptr->name1 == ART_BLOOD)
+       {
+               get_bloody_moon_flags(o_ptr);
+       }
 
-               case ACT_VAMPIRE_1:
+       if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
+       {
+               if (p_ptr->psex != SEX_FEMALE)
                {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       for (dummy = 0; dummy < 3; dummy++)
-                       {
-                               if (drain_life(dir, 50))
-                               hp_player(50);
-                       }
-                       break;
+                       add_flag(o_ptr->art_flags, TR_AGGRAVATE);
                }
+       }
 
-               case ACT_BO_MISS_2:
+       if (o_ptr->name1 == ART_MILIM)
+       {
+               if (p_ptr->pseikaku == SEIKAKU_SEXY)
                {
-                       msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_ARROW, dir, 150);
-                       break;
+                       o_ptr->pval = 3;
+                       add_flag(o_ptr->art_flags, TR_STR);
+                       add_flag(o_ptr->art_flags, TR_INT);
+                       add_flag(o_ptr->art_flags, TR_WIS);
+                       add_flag(o_ptr->art_flags, TR_DEX);
+                       add_flag(o_ptr->art_flags, TR_CON);
+                       add_flag(o_ptr->art_flags, TR_CHR);
                }
+       }
 
-               case ACT_WHIRLWIND:
-               {
-                       {
-                               int y = 0, x = 0;
-                               cave_type       *c_ptr;
-                               monster_type    *m_ptr;
+       if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
+       if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
+       if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
+       {
+               /* Give a resistance OR a power */
+               if (one_in_(2)) give_resistance = TRUE;
+               else give_power = TRUE;
+       }
 
-                               for (dir = 0; dir <= 9; dir++)
-                               {
-                                       y = p_ptr->y + ddy[dir];
-                                       x = p_ptr->x + ddx[dir];
-                                       c_ptr = &cave[y][x];
+       if (give_power)
+       {
+               one_ability(o_ptr);
+       }
 
-                                       /* Get the monster */
-                                       m_ptr = &m_list[c_ptr->m_idx];
+       if (give_resistance)
+       {
+               one_high_resistance(o_ptr);
+       }
+}
 
-                                       /* Hack -- attack monsters */
-                                       if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
-                                               py_attack(y, x, 0);
-                               }
-                       }
-                       break;
-               }
 
-               case ACT_VAMPIRE_2:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       for (dummy = 0; dummy < 3; dummy++)
-                       {
-                               if (drain_life(dir, 100))
-                               hp_player(100);
-                       }
-                       break;
-               }
+/*!
+ * @brief フロアの指定された位置に固定アーティファクトを生成する。 / Create the artifact of the specified number
+ * @details 固定アーティファクト構造体から基本ステータスをコピーした後、所定の座標でdrop_item()で落とす。
+ * @param a_idx 生成する固定アーティファクト構造体のID
+ * @param y アイテムを落とす地点のy座標
+ * @param x アイテムを落とす地点のx座標
+ * @return 生成が成功したか否か、失敗はIDの不全、ベースアイテムの不全、drop_item()の失敗時に起こる。
+ * @attention この処理はdrop_near()内で普通の固定アーティファクトが重ならない性質に依存する.
+ * 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
+ * drop_near()関数の返り値は信用できなくなる.
+ */
+bool create_named_art(int a_idx, int y, int x)
+{
+       object_type forge;
+       object_type *q_ptr;
+       IDX i;
 
+       artifact_type *a_ptr = &a_info[a_idx];
 
-               case ACT_CALL_CHAOS:
-               {
-                       msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
-                       call_chaos();
-                       break;
-               }
+       /* Get local object */
+       q_ptr = &forge;
 
-               case ACT_ROCKET:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       msg_print(_("ロケットを発射した!", "You launch a rocket!"));
-                       fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
-                       break;
-               }
+       /* Ignore "empty" artifacts */
+       if (!a_ptr->name) return FALSE;
 
-               case ACT_DISP_EVIL:
-               {
-                       msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
-                       dispel_evil(p_ptr->lev * 5);
-                       break;
-               }
+       /* Acquire the "kind" index */
+       i = lookup_kind(a_ptr->tval, a_ptr->sval);
 
-               case ACT_BA_MISS_3:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
-                       fire_ball(GF_MISSILE, dir, 300, -4);
-                       break;
-               }
+       /* Oops */
+       if (!i) return FALSE;
 
-               case ACT_DISP_GOOD:
-               {
-                       msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
-                       dispel_good(p_ptr->lev * 5);
-                       break;
-               }
+       /* Create the artifact */
+       object_prep(q_ptr, i);
 
-               case ACT_BO_MANA:
-               {
-                       msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_ARROW, dir, 150);
-                       break;
-               }
+       /* Save the name */
+       q_ptr->name1 = (byte_hack)a_idx;
 
-               case ACT_BA_WATER:
-               {
-                       msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_WATER, dir, 200, 3);
-                       break;
-               }
+       /* Extract the fields */
+       q_ptr->pval = a_ptr->pval;
+       q_ptr->ac = a_ptr->ac;
+       q_ptr->dd = a_ptr->dd;
+       q_ptr->ds = a_ptr->ds;
+       q_ptr->to_a = a_ptr->to_a;
+       q_ptr->to_h = a_ptr->to_h;
+       q_ptr->to_d = a_ptr->to_d;
+       q_ptr->weight = a_ptr->weight;
 
-               case ACT_BA_DARK:
-               {
-                       msg_format(_("%sが深い闇に覆われた...","The %s is coverd in pitch-darkness..."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_DARK, dir, 250, 4);
-                       break;
-               }
+       /* Hack -- extract the "cursed" flag */
+       if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
+       if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+       if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
+       if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
+       if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
+       if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
 
-               case ACT_BA_MANA:
-               {
-                       msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_MANA, dir, 250, 4);
-                       break;
-               }
+       random_artifact_resistance(q_ptr, a_ptr);
 
-               case ACT_PESTICIDE:
-               {
-                       msg_print(_("あなたは害虫を一掃した。","You exterminate small life."));
-                       (void)dispel_monsters(4);
-                       break;
-               }
+       /* Drop the artifact from heaven */
+       return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
+}
 
-               case ACT_BLINDING_LIGHT:
-               {
-                       msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
-                       fire_ball(GF_LITE, 0, 300, 6);
-                       confuse_monsters(3 * p_ptr->lev / 2);
-                       break;
-               }
-
-               case ACT_BIZARRE:
-               {
-                       msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       ring_of_power(dir);
-                       break;
-               }
-
-               case ACT_CAST_BA_STAR:
-               {
-                       HIT_POINT num = damroll(5, 3);
-                       POSITION y = 0, x = 0;
-                       int attempts;
-                       msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
-                       for (k = 0; k < num; k++)
-                       {
-                               attempts = 1000;
-
-                               while (attempts--)
-                               {
-                                       scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
-
-                                       if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
-
-                                       if (!player_bold(y, x)) break;
-                               }
-
-                               project(0, 3, y, x, 150, GF_ELEC,
-                                                       (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
-                       }
-
-                       break;
-               }
-
-               case ACT_BLADETURNER:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
-                       fire_ball(GF_MISSILE, dir, 300, -4);
-                       msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
-                       (void)set_afraid(0);
-                       (void)set_hero(randint1(50) + 50, FALSE);
-                       (void)hp_player(10);
-                       (void)set_blessed(randint1(50) + 50, FALSE);
-                       (void)set_oppose_acid(randint1(50) + 50, FALSE);
-                       (void)set_oppose_elec(randint1(50) + 50, FALSE);
-                       (void)set_oppose_fire(randint1(50) + 50, FALSE);
-                       (void)set_oppose_cold(randint1(50) + 50, FALSE);
-                       (void)set_oppose_pois(randint1(50) + 50, FALSE);
-                       break;
-               }
-
-               case ACT_BR_FIRE:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 200, -2);
-                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
-                       {
-                               (void)set_oppose_fire(randint1(20) + 20, FALSE);
-                       }
-                       break;
-               }
-               case ACT_BR_COLD:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_COLD, dir, 200, -2);
-                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
-                       {
-                               (void)set_oppose_cold(randint1(20) + 20, FALSE);
-                       }
-                       break;
-               }
-               case ACT_BR_DRAGON:
-               {
-                       if (!activate_dragon_breath(o_ptr)) return FALSE;
-                       break;
-               }
-
-               /* Activate for other offensive action */
-
-               case ACT_CONFUSE:
-               {
-                       msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       confuse_monster(dir, 20);
-                       break;
-               }
-
-               case ACT_SLEEP:
-               {
-                       msg_print(_("深青色に輝いている...", "It glows deep blue..."));
-                       sleep_monsters_touch();
-                       break;
-               }
-
-               case ACT_QUAKE:
-               {
-                       earthquake(p_ptr->y, p_ptr->x, 5);
-                       break;
-               }
-
-               case ACT_TERROR:
-               {
-                       turn_monsters(40 + p_ptr->lev);
-                       break;
-               }
-
-               case ACT_TELE_AWAY:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       (void)fire_beam(GF_AWAY_ALL, dir, plev);
-                       break;
-               }
-
-               case ACT_BANISH_EVIL:
-               {
-                       if (banish_evil(100))
-                       {
-                               msg_print(_("アーティファクトの力が邪悪を打ち払った!", "The power of the artifact banishes evil!"));
-                       }
-                       break;
-               }
-
-               case ACT_GENOCIDE:
-               {
-                       msg_print(_("深青色に輝いている...", "It glows deep blue..."));
-                       (void)symbol_genocide(200, TRUE);
-                       break;
-               }
-
-               case ACT_MASS_GENO:
-               {
-                       msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
-                       (void)mass_genocide(200, TRUE);
-                       break;
-               }
-
-               case ACT_SCARE_AREA:
-               {
-                       if (music_singing_any()) stop_singing();
-                       if (hex_spelling_any()) stop_hex_spell_all();
-                       msg_print(_("あなたは力強い突風を吹き鳴らした。周囲の敵が震え上っている!",
-                                       "You wind a mighty blast; your enemies tremble!"));
-                       (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
-                       break;
-               }
-
-               case ACT_AGGRAVATE:
-               {
-                       if (o_ptr->name1 == ART_HYOUSIGI)
-                       {
-                               msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
-                       }
-                       else
-                       {
-                               msg_format(_("%sは不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
-                       }
-                       aggravate_monsters(0);
-                       break;
-               }
-
-               /* Activate for summoning / charming */
-
-               case ACT_CHARM_ANIMAL:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       (void)charm_animal(dir, plev * 2);
-                       break;
-               }
-
-               case ACT_CHARM_UNDEAD:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       (void)control_one_undead(dir, plev * 2);
-                       break;
-               }
-
-               case ACT_CHARM_OTHER:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       (void)charm_monster(dir, plev * 2);
-                       break;
-               }
-
-               case ACT_CHARM_ANIMALS:
-               {
-                       (void)charm_animals(plev * 2);
-                       break;
-               }
-
-               case ACT_CHARM_OTHERS:
-               {
-                       charm_monsters(plev * 2);
-                       break;
-               }
-
-               case ACT_SUMMON_ANIMAL:
-               {
-                       (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
-                       break;
-               }
-
-               case ACT_SUMMON_PHANTOM:
-               {
-                       msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
-                       (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
-                       break;
-               }
-
-               case ACT_SUMMON_ELEMENTAL:
-               {
-                       bool pet = one_in_(3);
-                       BIT_FLAGS mode = 0L;
-
-                       if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
-                       if (pet) mode |= PM_FORCE_PET;
-                       else mode |= PM_NO_PET;
-
-                       if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
-                       {
-                               msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
-                               if (pet)
-                                       msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
-                               else
-                                       msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
-                       }
-
-                       break;
-               }
-
-               case ACT_SUMMON_DEMON:
-               {
-                       bool pet = one_in_(3);
-                       BIT_FLAGS mode = 0L;
-
-                       if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
-                       if (pet) mode |= PM_FORCE_PET;
-                       else mode |= PM_NO_PET;
-
-                       if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
-                       {
-                               msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
-                               if (pet)
-                                       msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
-                               else
-                                       msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
-                       }
-
-                       break;
-               }
-
-               case ACT_SUMMON_UNDEAD:
-               {
-                       bool pet = one_in_(3);
-                       int type;
-                       BIT_FLAGS mode = 0L;
-
-                       type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
-
-                       if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
-                       if (pet) mode |= PM_FORCE_PET;
-                       else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
-
-                       if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
-                       {
-                               msg_print(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
-                                               "Cold winds begin to blow around you, carrying with them the stench of decay..."));
-                               if (pet)
-                               msg_print(_("古えの死せる者共があなたに仕えるため土から甦った!",
-                                               "Ancient, long-dead forms arise from the ground to serve you!"));
-                               else
-                               msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
-                                               "'The dead arise... to punish you for disturbing them!'"));
-                       }
-
-                       break;
-               }
-
-               case ACT_SUMMON_HOUND:
-               {
-                       BIT_FLAGS mode = PM_ALLOW_GROUP;
-                       bool pet = !one_in_(5);
-                       if (pet) mode |= PM_FORCE_PET;
-                       else mode |= PM_NO_PET;
-
-                       if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
-                       {
-
-                               if (pet)
-                                       msg_print(_("ハウンドがあなたの下僕として出現した。",
-                                               "A group of hounds appear as your servant."));
-                               else
-                                       msg_print(_("ハウンドはあなたに牙を向けている!",
-                                               "A group of hounds appear as your enemy!"));
-                       }
-
-                       break;
-               }
-
-               case ACT_SUMMON_DAWN:
-               {
-                       msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
-                       (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
-                       break;
-               }
-
-               case ACT_SUMMON_OCTOPUS:
-               {
-                       BIT_FLAGS mode = PM_ALLOW_GROUP;
-                       bool pet = !one_in_(5);
-                       if (pet) mode |= PM_FORCE_PET;
-
-                       if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
-                       {
-                               if (pet)
-                                       msg_print(_("蛸があなたの下僕として出現した。", "A group of octopuses appear as your servant."));
-                               else
-                                       msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
-                       }
-
-                       break;
-               }
-
-               /* Activate for healing */
-
-               case ACT_CHOIR_SINGS:
-               {
-                       msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
-                       (void)set_poisoned(0);
-                       (void)set_cut(0);
-                       (void)set_stun(0);
-                       (void)set_confused(0);
-                       (void)set_blind(0);
-                       (void)set_afraid(0);
-                       (void)set_hero(randint1(25) + 25, FALSE);
-                       (void)hp_player(777);
-                       break;
-               }
-
-               case ACT_CURE_LW:
-               {
-                       (void)set_afraid(0);
-                       (void)hp_player(30);
-                       break;
-               }
-
-               case ACT_CURE_MW:
-               {
-                       msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
-                       hp_player(damroll(4, 8));
-                       (void)set_cut((p_ptr->cut / 2) - 50);
-                       break;
-               }
-
-               case ACT_CURE_POISON:
-               {
-                       msg_print(_("深青色に輝いている...", "It glows deep blue..."));
-                       (void)set_afraid(0);
-                       (void)set_poisoned(0);
-                       break;
-               }
-
-               case ACT_REST_EXP:
-               {
-                       msg_print(_("深紅に輝いている...", "It glows a deep red..."));
-                       restore_level();
-                       break;
-               }
-
-               case ACT_REST_ALL:
-               {
-                       msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
-                       (void)do_res_stat(A_STR);
-                       (void)do_res_stat(A_INT);
-                       (void)do_res_stat(A_WIS);
-                       (void)do_res_stat(A_DEX);
-                       (void)do_res_stat(A_CON);
-                       (void)do_res_stat(A_CHR);
-                       (void)restore_level();
-                       break;
-               }
-
-               case ACT_CURE_700:
-               {
-                       msg_print(_("深青色に輝いている...","It glows deep blue..."));
-                       msg_print(_("体内に暖かい鼓動が感じられる...","You feel a warm tingling inside..."));
-                       (void)hp_player(700);
-                       (void)set_cut(0);
-                       break;
-               }
-
-               case ACT_CURE_1000:
-               {
-                       msg_print(_("白く明るく輝いている...","It glows a bright white..."));
-                       msg_print(_("ひじょうに気分がよい...","You feel much better..."));
-                       (void)hp_player(1000);
-                       (void)set_cut(0);
-                       break;
-               }
-
-               case ACT_CURING:
-               {
-                       msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
-                       (void)set_poisoned(0);
-                       (void)set_confused(0);
-                       (void)set_blind(0);
-                       (void)set_stun(0);
-                       (void)set_cut(0);
-                       (void)set_image(0);
-
-                       break;
-               }
-
-               case ACT_CURE_MANA_FULL:
-               {
-                       msg_format(_("%sが青白く光った...","The %s glows pale..."), name);
-                       if (p_ptr->pclass == CLASS_MAGIC_EATER)
-                       {
-                               int i;
-                               for (i = 0; i < EATER_EXT*2; i++)
-                               {
-                                       p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
-                                       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;
-                               }
-                               for (; i < EATER_EXT*3; i++)
-                               {
-                                       KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
-                                       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;
-                                       if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
-                               }
-                               msg_print(_("頭がハッキリとした。", "You feel your head clear."));
-                               p_ptr->window |= (PW_PLAYER);
-                       }
-                       else if (p_ptr->csp < p_ptr->msp)
-                       {
-                               p_ptr->csp = p_ptr->msp;
-                               p_ptr->csp_frac = 0;
-                               msg_print(_("頭がハッキリとした。", "You feel your head clear."));
-                               p_ptr->redraw |= (PR_MANA);
-                               p_ptr->window |= (PW_PLAYER);
-                               p_ptr->window |= (PW_SPELL);
-                       }
-                       break;
-               }
-
-               /* Activate for timed effect */
-
-               case ACT_ESP:
-               {
-                       (void)set_tim_esp(randint1(30) + 25, FALSE);
-                       break;
-               }
-
-               case ACT_BERSERK:
-               {
-                       (void)set_afraid(0);
-                       (void)set_shero(randint1(25) + 25, FALSE);
-                       /* (void)set_afraid(0);
-                       (void)set_hero(randint1(50) + 50, FALSE);
-                       (void)set_blessed(randint1(50) + 50, FALSE);
-                       o_ptr->timeout = 100 + randint1(100); */
-                       break;
-               }
-
-               case ACT_PROT_EVIL:
-               {
-                       msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
-                       k = 3 * p_ptr->lev;
-                       (void)set_protevil(randint1(25) + k, FALSE);
-                       break;
-               }
-
-               case ACT_RESIST_ALL:
-               {
-                       msg_print(_("様々な色に輝いている...", "It glows many colours..."));
-                       (void)set_oppose_acid(randint1(40) + 40, FALSE);
-                       (void)set_oppose_elec(randint1(40) + 40, FALSE);
-                       (void)set_oppose_fire(randint1(40) + 40, FALSE);
-                       (void)set_oppose_cold(randint1(40) + 40, FALSE);
-                       (void)set_oppose_pois(randint1(40) + 40, FALSE);
-                       break;
-               }
-
-               case ACT_SPEED:
-               {
-                       msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
-                       (void)set_fast(randint1(20) + 20, FALSE);
-                       break;
-               }
-
-               case ACT_XTRA_SPEED:
-               {
-                       msg_print(_("明るく輝いている...", "It glows brightly..."));
-                       (void)set_fast(randint1(75) + 75, FALSE);
-                       break;
-               }
-
-               case ACT_WRAITH:
-               {
-                       set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
-                       break;
-               }
-
-               case ACT_INVULN:
-               {
-                       (void)set_invuln(randint1(8) + 8, FALSE);
-                       break;
-               }
-
-               case ACT_HELO:
-               {
-                       (void)set_afraid(0);
-                       set_hero(randint1(25)+25, FALSE);
-                       hp_player(10);
-                       break;
-               }
-
-               case ACT_HELO_SPEED:
-               {
-                       (void)set_fast(randint1(50) + 50, FALSE);
-                       hp_player(10);
-                       set_afraid(0);
-                       set_hero(randint1(50) + 50, FALSE);
-                       break;
-               }
-
-               case ACT_RESIST_ACID:
-               {
-                       msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
-                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
-                       {
-                               if (!get_aim_dir(&dir)) return FALSE;
-                               fire_ball(GF_ACID, dir, 100, 2);
-                       }
-                       (void)set_oppose_acid(randint1(20) + 20, FALSE);
-                       break;
-               }
-
-               case ACT_RESIST_FIRE:
-               {
-                       msg_format(_("%sが赤く輝いた...","The %s grows red."), name);
-                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
-                       {
-                               if (!get_aim_dir(&dir)) return FALSE;
-                               fire_ball(GF_FIRE, dir, 100, 2);
-                       }
-                       (void)set_oppose_fire(randint1(20) + 20, FALSE);
-                       break;
-               }
-
-               case ACT_RESIST_COLD:
-               {
-                       msg_format(_("%sが白く輝いた...","The %s grows white.") , name);
-                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
-                       {
-                               if (!get_aim_dir(&dir)) return FALSE;
-                               fire_ball(GF_COLD, dir, 100, 2);
-                       }
-                       (void)set_oppose_cold(randint1(20) + 20, FALSE);
-                       break;
-               }
-
-               case ACT_RESIST_ELEC:
-               {
-                       msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
-                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
-                       {
-                               if (!get_aim_dir(&dir)) return FALSE;
-                               fire_ball(GF_ELEC, dir, 100, 2);
-                       }
-                       (void)set_oppose_elec(randint1(20) + 20, FALSE);
-                       break;
-               }
-
-               case ACT_RESIST_POIS:
-               {
-                       msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
-                       (void)set_oppose_pois(randint1(20) + 20, FALSE);
-                       break;
-               }
-
-               /* Activate for general purpose effect (detection etc.) */
-
-               case ACT_LIGHT:
-               {
-                       msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
-                       lite_area(damroll(2, 15), 3);
-                       break;
-               }
-
-               case ACT_MAP_LIGHT:
-               {
-                       msg_print(_("眩しく輝いた...", "It shines brightly..."));
-                       map_area(DETECT_RAD_MAP);
-                       lite_area(damroll(2, 15), 3);
-                       break;
-               }
-
-               case ACT_DETECT_ALL:
-               {
-                       msg_print(_("白く明るく輝いている...", "It glows bright white..."));
-                       msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
-                       detect_all(DETECT_RAD_DEFAULT);
-                       break;
-               }
-
-               case ACT_DETECT_XTRA:
-               {
-                       msg_print(_("明るく輝いている...", "It glows brightly..."));
-                       detect_all(DETECT_RAD_DEFAULT);
-                       probing();
-                       identify_fully(FALSE);
-                       break;
-               }
-
-               case ACT_ID_FULL:
-               {
-                       msg_print(_("黄色く輝いている...", "It glows yellow..."));
-                       identify_fully(FALSE);
-                       break;
-               }
-
-               case ACT_ID_PLAIN:
-               {
-                       if (!ident_spell(FALSE)) return FALSE;
-                       break;
-               }
-
-               case ACT_RUNE_EXPLO:
-               {
-                       msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
-                       explosive_rune();
-                       break;
-               }
-
-               case ACT_RUNE_PROT:
-               {
-                       msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
-                       warding_glyph();
-                       break;
-               }
-
-               case ACT_SATIATE:
-               {
-                       (void)set_food(PY_FOOD_MAX - 1);
-                       break;
-               }
-
-               case ACT_DEST_DOOR:
-               {
-                       msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
-                       destroy_doors_touch();
-                       break;
-               }
-
-               case ACT_STONE_MUD:
-               {
-                       msg_print(_("鼓動している...", "It pulsates..."));
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       wall_to_mud(dir, 20 + randint1(30));
-                       break;
-               }
-
-               case ACT_RECHARGE:
-               {
-                       recharge(130);
-                       break;
-               }
-
-               case ACT_ALCHEMY:
-               {
-                       msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
-                       (void)alchemy();
-                       break;
-               }
-
-               case ACT_DIM_DOOR:
-               {
-                       msg_print(_("次元の扉が開いた。目的地を選んで下さい。", "You open a dimensional gate. Choose a destination."));
-                       if (!dimension_door()) return FALSE;
-                       break;
-               }
-
-
-               case ACT_TELEPORT:
-               {
-                       msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
-                       teleport_player(100, 0L);
-                       break;
-               }
-
-               case ACT_RECALL:
-               {
-                       msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
-                       if (!word_of_recall()) return FALSE;
-                       break;
-               }
-
-               case ACT_JUDGE:
-               {
-                       msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
-                       chg_virtue(V_KNOWLEDGE, 1);
-                       chg_virtue(V_ENLIGHTEN, 1);
-                       wiz_lite(FALSE);
-                       
-                       msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
-                       take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
-                       
-                       (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
-                       (void)detect_doors(DETECT_RAD_DEFAULT);
-                       (void)detect_stairs(DETECT_RAD_DEFAULT);
-                       
-                       if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
-                       {
-                               (void)word_of_recall();
-                       }
-
-                       break;
-               }
-
-               case ACT_TELEKINESIS:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
-                       fetch(dir, 500, TRUE);
-                       break;
-               }
-
-               case ACT_DETECT_UNIQUE:
-               {
-                       int i;
-                       monster_type *m_ptr;
-                       monster_race *r_ptr;
-                       msg_print(_("奇妙な場所が頭の中に浮かんだ...", "Some strange places show up in your mind. And you see ..."));
-                       /* Process the monsters (backwards) */
-                       for (i = m_max - 1; i >= 1; i--)
-                       {
-                               /* Access the monster */
-                               m_ptr = &m_list[i];
-
-                               /* Ignore "dead" monsters */
-                               if (!m_ptr->r_idx) continue;
-
-                               r_ptr = &r_info[m_ptr->r_idx];
-
-                               if(r_ptr->flags1 & RF1_UNIQUE)
-                               {
-                                       msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
-                               }
-                       }
-                       break;
-               }
-
-               case ACT_ESCAPE:
-               {
-                       switch (randint1(13))
-                       {
-                       case 1: case 2: case 3: case 4: case 5:
-                               teleport_player(10, 0L);
-                               break;
-                       case 6: case 7: case 8: case 9: case 10:
-                               teleport_player(222, 0L);
-                               break;
-                       case 11: case 12:
-                               (void)stair_creation();
-                               break;
-                       default:
-                               if (get_check(_("この階を去りますか?", "Leave this level? ")))
-                               {
-                                       if (autosave_l) do_cmd_save_game(TRUE);
-
-                                       /* Leaving */
-                                       p_ptr->leaving = TRUE;
-                               }
-                       }
-                       break;
-               }
-
-               case ACT_DISP_CURSE_XTRA:
-               {
-                       msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
-                       if (remove_all_curse())
-                       {
-                               msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
-                       }
-                       (void)probing();
-                       break;
-               }
-
-               case ACT_BRAND_FIRE_BOLTS:
-               {
-                       msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
-                       (void)brand_bolts();
-                       break;
-               }
-
-               case ACT_RECHARGE_XTRA:
-               {
-                       msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
-                       if (!recharge(1000)) return FALSE;
-                       break;
-               }
-
-               case ACT_LORE:
-               {
-                       msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
-                       if (!ident_spell(FALSE)) return FALSE;
-
-                       if (mp_ptr->spell_book)
-                       {
-                               /* Sufficient mana */
-                               if (20 <= p_ptr->csp)
-                               {
-                                       /* Use some mana */
-                                       p_ptr->csp -= 20;
-                               }
-
-                               /* Over-exert the player */
-                               else
-                               {
-                                       int oops = 20 - p_ptr->csp;
-
-                                       /* No mana left */
-                                       p_ptr->csp = 0;
-                                       p_ptr->csp_frac = 0;
-
-                                       /* Message */
-                                       msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
-                                       /* Hack -- Bypass free action */
-                                       (void)set_paralyzed(p_ptr->paralyzed +
-                                               randint1(5 * oops + 1));
-
-                                       /* Confusing. */
-                                       (void)set_confused(p_ptr->confused +
-                                               randint1(5 * oops + 1));
-                               }
-
-                               /* Redraw mana */
-                               p_ptr->redraw |= (PR_MANA);
-                       }
-                       take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
-                       /* Confusing. */
-                       if (one_in_(5)) (void)set_confused(p_ptr->confused +
-                               randint1(10));
-
-                       /* Exercise a little care... */
-                       if (one_in_(20))
-                               take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
-                       break;
-               }
-
-               case ACT_SHIKOFUMI:
-               {
-                       msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
-                       (void)set_afraid(0);
-                       (void)set_hero(randint1(20) + 20, FALSE);
-                       dispel_evil(p_ptr->lev * 3);
-                       break;
-               }
-
-               case ACT_PHASE_DOOR:
-               {
-                       teleport_player(10, 0L);
-                       break;
-               }
-
-               case ACT_DETECT_ALL_MONS:
-               {
-                       (void)detect_monsters_invis(255);
-                       (void)detect_monsters_normal(255);
-                       break;
-               }
-
-               case ACT_ULTIMATE_RESIST:
-               {
-                       TIME_EFFECT v = randint1(25)+25;
-                       (void)set_afraid(0);
-                       (void)set_hero(v, FALSE);
-                       (void)hp_player(10);
-                       (void)set_blessed(v, FALSE);
-                       (void)set_oppose_acid(v, FALSE);
-                       (void)set_oppose_elec(v, FALSE);
-                       (void)set_oppose_fire(v, FALSE);
-                       (void)set_oppose_cold(v, FALSE);
-                       (void)set_oppose_pois(v, FALSE);
-                       (void)set_ultimate_res(v, FALSE);
-                       break;
-               }
-
-
-               /* Unique activation */
-               case ACT_CAST_OFF:
-               {
-                       int inv, t;
-                       OBJECT_IDX o_idx;
-                       char o_name[MAX_NLEN];
-                       object_type forge;
-
-                       /* Cast off activated item */
-                       for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
-                       {
-                               if (o_ptr == &inventory[inv]) break;
-                       }
-
-                       /* Paranoia */
-                       if (inv > INVEN_FEET) return FALSE;
-
-                       object_copy(&forge, o_ptr);
-                       inven_item_increase(inv, (0 - o_ptr->number));
-                       inven_item_optimize(inv);
-                       o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
-                       o_ptr = &o_list[o_idx];
-
-                       object_desc(o_name, o_ptr, OD_NAME_ONLY);
-                       msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
-
-                       /* Get effects */
-                       msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
-                       t = 20 + randint1(20);
-                       (void)set_blind(p_ptr->blind + t);
-                       (void)set_afraid(0);
-                       (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
-                       (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
-                       (void)set_hero(p_ptr->hero + t, FALSE);
-                       (void)set_blessed(p_ptr->blessed + t, FALSE);
-                       (void)set_fast(p_ptr->fast + t, FALSE);
-                       (void)set_shero(p_ptr->shero + t, FALSE);
-                       if (p_ptr->pclass == CLASS_FORCETRAINER)
-                       {
-                               P_PTR_KI = plev * 5 + 190;
-                               msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
-                       }
-
-                       break;
-               }
-
-               case ACT_FALLING_STAR:
-               {
-                       msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
-                       msg_print(_("「狂ほしく 血のごとき 月はのぼれり 秘めおきし 魔剣 いずこぞや」", "'Behold the blade arts.'"));
-                       massacre();
-                       break;
-               }
-
-               case ACT_GRAND_CROSS:
-               {
-                       msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
-                       project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
-                       break;
-               }
-
-               case ACT_TELEPORT_LEVEL:
-               {
-                       if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)"))) return FALSE;
-                       teleport_level(0);
-                       break;
-               }
-
-               case ACT_STRAIN_HASTE:
-               {
-                       int t;
-                       msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
-                       take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
-                       t = 25 + randint1(25);
-                       (void)set_fast(p_ptr->fast + t, FALSE);
-                       break;
-               }
-
-               case ACT_FISHING:
-               {
-                       int x, y;
-
-                       if (!get_rep_dir2(&dir)) return FALSE;
-                       y = p_ptr->y+ddy[dir];
-                       x = p_ptr->x+ddx[dir];
-                       tsuri_dir = dir;
-                       if (!cave_have_flag_bold(y, x, FF_WATER))
-                       {
-                               msg_print(_("そこは水辺ではない。", "There is no fishing place."));
-                               return FALSE;
-                       }
-                       else if (cave[y][x].m_idx)
-                       {
-                               char m_name[80];
-                               monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
-                               msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
-                               p_ptr->energy_use = 0;
-                               return FALSE;
-                       }
-                       set_action(ACTION_FISH);
-                       p_ptr->redraw |= (PR_STATE);
-                       break;
-               }
-
-               case ACT_INROU:
-               {
-                       int count = 0, i;
-                       monster_type *m_ptr;
-                       cptr kakusan = "";
-                       
-                       if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
-                       {
-                               msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
-                               kakusan = "Suke-san";
-                               count++;
-                       }
-                       if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
-                       {
-                               msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
-                               kakusan = "Kaku-san";
-                               count++;
-                       }
-                       if (!count)
-                       {
-                               for (i = m_max - 1; i > 0; i--)
-                               {
-                                       m_ptr = &m_list[i];
-                                       if (!m_ptr->r_idx) continue;
-                                       if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
-                                       if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
-                                       if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
-                                       count++;
-                                       break;
-                               }
-                       }
-
-                       if (count)
-                       {
-                               msg_format(_("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」", 
-                                                       "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
-                               sukekaku = TRUE;
-                               stun_monsters(120);
-                               confuse_monsters(120);
-                               turn_monsters(120);
-                               stasis_monsters(120);
-                               sukekaku = FALSE;
-                       }
-                       else
-                       {
-                               msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
-                       }
-                       break;
-               }
-
-               case ACT_MURAMASA:
-               {
-                       /* Only for Muramasa */
-                       if (o_ptr->name1 != ART_MURAMASA) return FALSE;
-                       if (get_check(_("本当に使いますか?", "Are you sure?!")))
-                       {
-                               msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
-                               do_inc_stat(A_STR);
-                               if (one_in_(2))
-                               {
-                                       msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
-                                       curse_weapon_object(TRUE, o_ptr);
-                               }
-                       }
-                       break;
-               }
-
-               case ACT_BLOODY_MOON:
-               {
-                       /* Only for Bloody Moon */
-                       if (o_ptr->name1 != ART_BLOOD) return FALSE;
-                       msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
-                       get_bloody_moon_flags(o_ptr);
-                       if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
-                       p_ptr->update |= (PU_BONUS | PU_HP);
-                       break;
-               }
-
-               case ACT_CRIMSON:
-               {
-                       int num = 1;
-                       int i;
-                       int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       int tx, ty;
-
-                       /* Only for Crimson */
-                       if (o_ptr->name1 != ART_CRIMSON) return FALSE;
-
-                       msg_print(_("せっかくだから『クリムゾン』をぶっぱなすぜ!", "I'll fire CRIMSON! SEKKAKUDAKARA!"));
-
-                       if (!get_aim_dir(&dir)) return FALSE;
-
-                       /* Use the given direction */
-                       tx = p_ptr->x + 99 * ddx[dir];
-                       ty = p_ptr->y + 99 * ddy[dir];
-
-                       /* Hack -- Use an actual "target" */
-                       if ((dir == 5) && target_okay())
-                       {
-                               tx = target_col;
-                               ty = target_row;
-                       }
-
-                       if (p_ptr->pclass == CLASS_ARCHER)
-                       {
-                               /* Extra shot at level 10 */
-                               if (p_ptr->lev >= 10) num++;
-
-                               /* Extra shot at level 30 */
-                               if (p_ptr->lev >= 30) num++;
-
-                               /* Extra shot at level 45 */
-                               if (p_ptr->lev >= 45) num++;
-                       }
-
-                       for (i = 0; i < num; i++)
-                               project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
-                       break;
-               }
-
-               default:
-               {
-                       msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
-                       return FALSE;
-               }
-       }
-
-       /* Set activation timeout */
-       if (act_ptr->timeout.constant >= 0) {
-               o_ptr->timeout = (s16b)act_ptr->timeout.constant;
-               if (act_ptr->timeout.dice > 0) {
-                       o_ptr->timeout += randint1(act_ptr->timeout.dice);
-               }
-       } else {
-               /* Activations that have special timeout */
-               switch (act_ptr->index) {
-               case ACT_BR_FIRE:
-                       o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
-                       break;
-               case ACT_BR_COLD:
-                       o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
-                       break;
-               case ACT_TERROR:
-                       o_ptr->timeout = 3 * (p_ptr->lev + 10);
-                       break;
-               case ACT_MURAMASA:
-                       /* Nothing to do */
-                       break;
-               default:
-                       msg_format("Special timeout is not implemented: %d.", act_ptr->index);
-                       return FALSE;
-               }
-       }
-
-       return TRUE;
-}
-
-/*!
- * @brief 固定アーティファクト『ブラッディムーン』の特性を変更する。
- * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
- * @param o_ptr 対象のオブジェクト構造体(ブラッディムーン)のポインタ
- * @return なし
- */
-void get_bloody_moon_flags(object_type *o_ptr)
-{
-       int dummy, i;
-
-       for (i = 0; i < TR_FLAG_SIZE; i++)
-               o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
-
-       dummy = randint1(2) + randint1(2);
-       for (i = 0; i < dummy; i++)
-       {
-               int flag = randint0(26);
-               if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
-               else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
-               else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
-               else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
-       }
-
-       dummy = randint1(2);
-       for (i = 0; i < dummy; i++) one_resistance(o_ptr);
-
-       for (i = 0; i < 2; i++)
-       {
-               int tmp = randint0(11);
-               if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
-               else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
-       }
-}
-
-/*!
- * @brief 固定アーティファクト生成時の特別なハードコーディング処理を行う。.
- * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
- * 対象は恐怖の仮面、村正、ロビントンのハープ、龍争虎鬪、ブラッディムーン、羽衣、天女の羽衣、ミリム、
- * その他追加耐性、特性追加処理。
- * @attention プレイヤーの各種ステータスに依存した処理がある。
- * @todo 折を見て関数名を変更すること。
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @param a_ptr 生成する固定アーティファクト構造体ポインタ
- * @return なし
- */
-void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
-{
-       bool give_resistance = FALSE, give_power = FALSE;
-
-       if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
-       {
-               if (p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pclass == CLASS_BERSERKER)
-               {
-                       give_power = TRUE;
-                       give_resistance = TRUE;
-               }
-               else
-               {
-                       add_flag(o_ptr->art_flags, TR_AGGRAVATE);
-                       add_flag(o_ptr->art_flags, TR_TY_CURSE);
-                       o_ptr->curse_flags |=
-                           (TRC_CURSED | TRC_HEAVY_CURSE);
-                       o_ptr->curse_flags |= get_curse(2, o_ptr);
-                       return;
-               }
-       }
-
-       if (o_ptr->name1 == ART_MURAMASA)
-       {
-               if (p_ptr->pclass != CLASS_SAMURAI)
-               {
-                       add_flag(o_ptr->art_flags, TR_NO_MAGIC);
-                       o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
-               }
-       }
-
-       if (o_ptr->name1 == ART_ROBINTON)
-       {
-               if (p_ptr->pclass == CLASS_BARD)
-               {
-                       add_flag(o_ptr->art_flags, TR_DEC_MANA);
-               }
-       }
-
-       if (o_ptr->name1 == ART_XIAOLONG)
-       {
-               if (p_ptr->pclass == CLASS_MONK)
-                       add_flag(o_ptr->art_flags, TR_BLOWS);
-       }
-
-       if (o_ptr->name1 == ART_BLOOD)
-       {
-               get_bloody_moon_flags(o_ptr);
-       }
-
-       if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
-       {
-               if (p_ptr->psex != SEX_FEMALE)
-               {
-                       add_flag(o_ptr->art_flags, TR_AGGRAVATE);
-               }
-       }
-
-       if (o_ptr->name1 == ART_MILIM)
-       {
-               if (p_ptr->pseikaku == SEIKAKU_SEXY)
-               {
-                       o_ptr->pval = 3;
-                       add_flag(o_ptr->art_flags, TR_STR);
-                       add_flag(o_ptr->art_flags, TR_INT);
-                       add_flag(o_ptr->art_flags, TR_WIS);
-                       add_flag(o_ptr->art_flags, TR_DEX);
-                       add_flag(o_ptr->art_flags, TR_CON);
-                       add_flag(o_ptr->art_flags, TR_CHR);
-               }
-       }
-
-       if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
-       if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
-       if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
-       {
-               /* Give a resistance OR a power */
-               if (one_in_(2)) give_resistance = TRUE;
-               else give_power = TRUE;
-       }
-
-       if (give_power)
-       {
-               one_ability(o_ptr);
-       }
-
-       if (give_resistance)
-       {
-               one_high_resistance(o_ptr);
-       }
-}
-
-
-/*!
- * @brief フロアの指定された位置に固定アーティファクトを生成する。 / Create the artifact of the specified number
- * @details 固定アーティファクト構造体から基本ステータスをコピーした後、所定の座標でdrop_item()で落とす。
- * @param a_idx 生成する固定アーティファクト構造体のID
- * @param y アイテムを落とす地点のy座標
- * @param x アイテムを落とす地点のx座標
- * @return 生成が成功したか否か、失敗はIDの不全、ベースアイテムの不全、drop_item()の失敗時に起こる。
- * @attention この処理はdrop_near()内で普通の固定アーティファクトが重ならない性質に依存する.
- * 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
- * drop_near()関数の返り値は信用できなくなる.
- */
-bool create_named_art(int a_idx, int y, int x)
-{
-       object_type forge;
-       object_type *q_ptr;
-       IDX i;
-
-       artifact_type *a_ptr = &a_info[a_idx];
-
-       /* Get local object */
-       q_ptr = &forge;
-
-       /* Ignore "empty" artifacts */
-       if (!a_ptr->name) return FALSE;
-
-       /* Acquire the "kind" index */
-       i = lookup_kind(a_ptr->tval, a_ptr->sval);
-
-       /* Oops */
-       if (!i) return FALSE;
-
-       /* Create the artifact */
-       object_prep(q_ptr, i);
-
-       /* Save the name */
-       q_ptr->name1 = (byte_hack)a_idx;
-
-       /* Extract the fields */
-       q_ptr->pval = a_ptr->pval;
-       q_ptr->ac = a_ptr->ac;
-       q_ptr->dd = a_ptr->dd;
-       q_ptr->ds = a_ptr->ds;
-       q_ptr->to_a = a_ptr->to_a;
-       q_ptr->to_h = a_ptr->to_h;
-       q_ptr->to_d = a_ptr->to_d;
-       q_ptr->weight = a_ptr->weight;
-
-       /* Hack -- extract the "cursed" flag */
-       if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
-       if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
-       if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
-       if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
-       if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
-       if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
-
-       random_artifact_resistance(q_ptr, a_ptr);
-
-       /* Drop the artifact from heaven */
-       return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
-}
 /*対邪平均ダメージの計算処理*/
 int calc_arm_avgdamage(object_type *o_ptr)
 {