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#37359 (2.2.0.48) ランダム・アーティファクトの*スレイ*による生成強化とそれに伴う対邪などの極端な汎用最終ダメージの抑止を追加。 / Boost...
[hengband/hengband.git] / src / artifact.c
index 23cc909..6ffd032 100644 (file)
-/* Purpose: Artifact code */
-
-/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+/*!
+ * @file artifact.c
+ * @brief アーティファクトの生成と管理 / Artifact code
+ * @date 2013/12/11
+ * @author
+ * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research, and\n
+ * not for profit purposes provided that this copyright and statement are\n
+ * included in all such copies.\n
+ * 2013 Deskull rearranged comment for Doxygen.
  */
 
 #include "angband.h"
 
 
 /* Chance of using syllables to form the name instead of the "template" files */
-#define TABLE_NAME      20
-#define A_CURSED        13
-#define WEIRD_LUCK      12
-#define BIAS_LUCK       20
-#define IM_LUCK         7
-
-/*
+#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
+
+#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 */
 
 
-/*
- * Use for biased artifact creation
+/*!
+ * アーティファクトのバイアスIDを保管する。 / Use for biased artifact creation
  */
 static int artifact_bias;
 
 
-/*
- * Choose one random sustain
+/*!
+ * @brief 対象のオブジェクトにランダムな能力維持を一つ付加する。/ Choose one random sustain
+ * @details 重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
  */
 void one_sustain(object_type *o_ptr)
 {
        switch (randint0(6))
        {
-               case 0: o_ptr->art_flags2 |= (TR2_SUST_STR); break;
-               case 1: o_ptr->art_flags2 |= (TR2_SUST_INT); break;
-               case 2: o_ptr->art_flags2 |= (TR2_SUST_WIS); break;
-               case 3: o_ptr->art_flags2 |= (TR2_SUST_DEX); break;
-               case 4: o_ptr->art_flags2 |= (TR2_SUST_CON); break;
-               case 5: o_ptr->art_flags2 |= (TR2_SUST_CHR); break;
+               case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
+               case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
+               case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
+               case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
+               case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
+               case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
        }
 }
 
 
-/*
- * Choose one random high resistance
+/*!
+ * @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
+ * @details 重複の抑止はない。候補は毒、閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、劣化、恐怖のいずれか。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
  */
 void one_high_resistance(object_type *o_ptr)
 {
        switch (randint0(12))
        {
-               case  0: o_ptr->art_flags2 |= (TR2_RES_POIS);   break;
-               case  1: o_ptr->art_flags2 |= (TR2_RES_LITE);   break;
-               case  2: o_ptr->art_flags2 |= (TR2_RES_DARK);   break;
-               case  3: o_ptr->art_flags2 |= (TR2_RES_SHARDS); break;
-               case  4: o_ptr->art_flags2 |= (TR2_RES_BLIND);  break;
-               case  5: o_ptr->art_flags2 |= (TR2_RES_CONF);   break;
-               case  6: o_ptr->art_flags2 |= (TR2_RES_SOUND);  break;
-               case  7: o_ptr->art_flags2 |= (TR2_RES_NETHER); break;
-               case  8: o_ptr->art_flags2 |= (TR2_RES_NEXUS);  break;
-               case  9: o_ptr->art_flags2 |= (TR2_RES_CHAOS);  break;
-               case 10: o_ptr->art_flags2 |= (TR2_RES_DISEN);  break;
-               case 11: o_ptr->art_flags2 |= (TR2_RES_FEAR);   break;
+               case  0: add_flag(o_ptr->art_flags, TR_RES_POIS);   break;
+               case  1: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
+               case  2: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
+               case  3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
+               case  4: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
+               case  5: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
+               case  6: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
+               case  7: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
+               case  8: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
+               case  9: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
+               case 10: add_flag(o_ptr->art_flags, TR_RES_DISEN);  break;
+               case 11: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
        }
 }
 
-
-/*
- * Choose one random high resistance ( except poison and disenchantment )
+/*!
+ * @brief 対象のオブジェクトに王者の指輪向けの上位耐性を一つ付加する。/ Choose one random high resistance
+ * @details 候補は閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、恐怖であり
+ * 王者の指輪にあらかじめついている耐性をone_high_resistance()から除外したものである。
+ * ランダム付加そのものに重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
  */
 void one_lordly_high_resistance(object_type *o_ptr)
 {
        switch (randint0(10))
        {
-               case 0: o_ptr->art_flags2 |= (TR2_RES_LITE);   break;
-               case 1: o_ptr->art_flags2 |= (TR2_RES_DARK);   break;
-               case 2: o_ptr->art_flags2 |= (TR2_RES_SHARDS); break;
-               case 3: o_ptr->art_flags2 |= (TR2_RES_BLIND);  break;
-               case 4: o_ptr->art_flags2 |= (TR2_RES_CONF);   break;
-               case 5: o_ptr->art_flags2 |= (TR2_RES_SOUND);  break;
-               case 6: o_ptr->art_flags2 |= (TR2_RES_NETHER); break;
-               case 7: o_ptr->art_flags2 |= (TR2_RES_NEXUS);  break;
-               case 8: o_ptr->art_flags2 |= (TR2_RES_CHAOS);  break;
-               case 9: o_ptr->art_flags2 |= (TR2_RES_FEAR);   break;
+               case 0: add_flag(o_ptr->art_flags, TR_RES_LITE);   break;
+               case 1: add_flag(o_ptr->art_flags, TR_RES_DARK);   break;
+               case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
+               case 3: add_flag(o_ptr->art_flags, TR_RES_BLIND);  break;
+               case 4: add_flag(o_ptr->art_flags, TR_RES_CONF);   break;
+               case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND);  break;
+               case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
+               case 7: add_flag(o_ptr->art_flags, TR_RES_NEXUS);  break;
+               case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS);  break;
+               case 9: add_flag(o_ptr->art_flags, TR_RES_FEAR);   break;
        }
 }
 
-
-/*
- * Choose one random element resistance
+/*!
+ * @brief 対象のオブジェクトに元素耐性を一つ付加する。/ Choose one random element resistance
+ * @details 候補は火炎、冷気、電撃、酸のいずれかであり、重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
  */
 void one_ele_resistance(object_type *o_ptr)
 {
        switch (randint0(4))
        {
-               case  0: o_ptr->art_flags2 |= (TR2_RES_ACID); break;
-               case  1: o_ptr->art_flags2 |= (TR2_RES_ELEC); break;
-               case  2: o_ptr->art_flags2 |= (TR2_RES_COLD); break;
-               case  3: o_ptr->art_flags2 |= (TR2_RES_FIRE); break;
+               case  0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
+               case  1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
+               case  2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
+               case  3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
        }
 }
 
-
-/*
- * Choose one random element or poison resistance
+/*!
+ * @brief 対象のオブジェクトにドラゴン装備向け元素耐性を一つ付加する。/ Choose one random element or poison resistance
+ * @details 候補は1/7の確率で毒、6/7の確率で火炎、冷気、電撃、酸のいずれか(one_ele_resistance()のコール)であり、重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
  */
 void one_dragon_ele_resistance(object_type *o_ptr)
 {
        if (one_in_(7))
        {
-               o_ptr->art_flags2 |= (TR2_RES_POIS);
+               add_flag(o_ptr->art_flags, TR_RES_POIS);
        }
        else
        {
@@ -122,9 +140,37 @@ void one_dragon_ele_resistance(object_type *o_ptr)
        }
 }
 
+/*!
+ * @brief 対象のオブジェクトに弱いESPを一つ付加する。/ Choose one lower rank esp
+ * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
+ * ドラゴン、人間、善良、ユニークESPのいずれかであり、重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
+void one_low_esp(object_type *o_ptr)
+{
+       switch (randint1(10))
+       {
+       case 1:  add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);   break;
+       case 2:  add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);   break;
+       case 3:  add_flag(o_ptr->art_flags, TR_ESP_DEMON);   break;
+       case 4:  add_flag(o_ptr->art_flags, TR_ESP_ORC);   break;
+       case 5:  add_flag(o_ptr->art_flags, TR_ESP_TROLL);   break;
+       case 6:  add_flag(o_ptr->art_flags, TR_ESP_GIANT);   break;
+       case 7:  add_flag(o_ptr->art_flags, TR_ESP_DRAGON);   break;
+       case 8:  add_flag(o_ptr->art_flags, TR_ESP_HUMAN);   break;
+       case 9:  add_flag(o_ptr->art_flags, TR_ESP_GOOD);   break;
+       case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);   break;
+       }
+}
+
 
-/*
- * Choose one random resistance
+/*!
+ * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
+ * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
+ * をコールする。重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
  */
 void one_resistance(object_type *o_ptr)
 {
@@ -139,25 +185,162 @@ void one_resistance(object_type *o_ptr)
 }
 
 
-/*
- * Choose one random ability
+/*!
+ * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
+ * @details 候補は浮遊、永久光源+1、透明視、警告、遅消化、急回復、麻痺知らず、経験値維持のいずれか。
+ * 重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
  */
 void one_ability(object_type *o_ptr)
 {
-       switch (randint0(8))
+       switch (randint0(10))
        {
-               case 0: o_ptr->art_flags3 |= (TR3_FEATHER);     break;
-               case 1: o_ptr->art_flags3 |= (TR3_LITE);        break;
-               case 2: o_ptr->art_flags3 |= (TR3_SEE_INVIS);   break;
-               case 3: o_ptr->art_flags3 |= (TR3_WARNING);     break;
-               case 4: o_ptr->art_flags3 |= (TR3_SLOW_DIGEST); break;
-               case 5: o_ptr->art_flags3 |= (TR3_REGEN);       break;
-               case 6: o_ptr->art_flags2 |= (TR2_FREE_ACT);    break;
-               case 7: o_ptr->art_flags2 |= (TR2_HOLD_LIFE);   break;
+       case 0: add_flag(o_ptr->art_flags, TR_LEVITATION);  break;
+       case 1: add_flag(o_ptr->art_flags, TR_LITE_1);      break;
+       case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS);   break;
+       case 3: add_flag(o_ptr->art_flags, TR_WARNING);     break;
+       case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
+       case 5: add_flag(o_ptr->art_flags, TR_REGEN);       break;
+       case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT);    break;
+       case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP);   break;
+       case 8:
+       case 9:
+               one_low_esp(o_ptr);
+               break;
        }
 }
 
+/*!
+ * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
+ * @details 候補多数。ランダムアーティファクトのバイアスには一切依存せず、
+ * whileループによる構造で能力的に強力なものほど確率を落としている。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
+void one_activation(object_type *o_ptr)
+{
+       int type = 0;
+       int chance = 0;
+
+       while (randint1(100) >= chance)
+       {
+               type = randint1(255);
+               switch (type)
+               {
+                       case ACT_SUNLIGHT:
+                       case ACT_BO_MISS_1:
+                       case ACT_BA_POIS_1:
+                       case ACT_BO_ELEC_1:
+                       case ACT_BO_ACID_1:
+                       case ACT_BO_COLD_1:
+                       case ACT_BO_FIRE_1:
+                       case ACT_CONFUSE:
+                       case ACT_SLEEP:
+                       case ACT_QUAKE:
+                       case ACT_CURE_LW:
+                       case ACT_CURE_MW:
+                       case ACT_CURE_POISON:
+                       case ACT_BERSERK:
+                       case ACT_LIGHT:
+                       case ACT_MAP_LIGHT:
+                       case ACT_DEST_DOOR:
+                       case ACT_STONE_MUD:
+                       case ACT_TELEPORT:
+                               chance = 101;
+                               break;
+                       case ACT_BA_COLD_1:
+                       case ACT_BA_FIRE_1:
+                       case ACT_DRAIN_1:
+                       case ACT_TELE_AWAY:
+                       case ACT_ESP:
+                       case ACT_RESIST_ALL:
+                       case ACT_DETECT_ALL:
+                       case ACT_RECALL:
+                       case ACT_SATIATE:
+                       case ACT_RECHARGE:
+                               chance = 85;
+                               break;
+                       case ACT_TERROR:
+                       case ACT_PROT_EVIL:
+                       case ACT_ID_PLAIN:
+                               chance = 75;
+                               break;
+                       case ACT_DRAIN_2:
+                       case ACT_VAMPIRE_1:
+                       case ACT_BO_MISS_2:
+                       case ACT_BA_FIRE_2:
+                       case ACT_REST_EXP:
+                               chance = 66;
+                               break;
+                       case ACT_BA_FIRE_3:
+                       case ACT_BA_COLD_3:
+                       case ACT_BA_ELEC_3:
+                       case ACT_WHIRLWIND:
+                       case ACT_VAMPIRE_2:
+                       case ACT_CHARM_ANIMAL:
+                               chance = 50;
+                               break;
+                       case ACT_SUMMON_ANIMAL:
+                               chance = 40;
+                               break;
+                       case ACT_DISP_EVIL:
+                       case ACT_BA_MISS_3:
+                       case ACT_DISP_GOOD:
+                       case ACT_BANISH_EVIL:
+                       case ACT_GENOCIDE:
+                       case ACT_MASS_GENO:
+                       case ACT_CHARM_UNDEAD:
+                       case ACT_CHARM_OTHER:
+                       case ACT_SUMMON_PHANTOM:
+                       case ACT_REST_ALL:
+                       case ACT_RUNE_EXPLO:
+                               chance = 33;
+                               break;
+                       case ACT_CALL_CHAOS:
+                       case ACT_ROCKET:
+                       case ACT_CHARM_ANIMALS:
+                       case ACT_CHARM_OTHERS:
+                       case ACT_SUMMON_ELEMENTAL:
+                       case ACT_CURE_700:
+                       case ACT_SPEED:
+                       case ACT_ID_FULL:
+                       case ACT_RUNE_PROT:
+                               chance = 25;
+                               break;
+                       case ACT_CURE_1000:
+                       case ACT_XTRA_SPEED:
+                       case ACT_DETECT_XTRA:
+                       case ACT_DIM_DOOR:
+                               chance = 10;
+                               break;
+                       case ACT_SUMMON_UNDEAD:
+                       case ACT_SUMMON_DEMON:
+                       case ACT_WRAITH:
+                       case ACT_INVULN:
+                       case ACT_ALCHEMY:
+                               chance = 5;
+                               break;
+                       default:
+                               chance = 0;
+               }
+       }
+
+       /* A type was chosen... */
+       o_ptr->xtra2 = type;
+       add_flag(o_ptr->art_flags, TR_ACTIVATE);
+       o_ptr->timeout = 0;
+}
 
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact.
+ * @details pval、AC、命中、ダメージが正の場合、符号反転の上1d4だけ悪化させ、重い呪い、呪いフラグを必ず付加。
+ * 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、
+ * MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。
+ * @attention プレイヤーの職業依存処理あり。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
 static void curse_artifact(object_type * o_ptr)
 {
        if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
@@ -165,146 +348,156 @@ static void curse_artifact(object_type * o_ptr)
        if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
        if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
 
-       o_ptr->art_flags3 |= (TR3_HEAVY_CURSE | TR3_CURSED);
+       o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
+       remove_flag(o_ptr->art_flags, TR_BLESSED);
 
-       if (one_in_(4)) o_ptr->art_flags3 |= TR3_PERMA_CURSE;
-       if (one_in_(3)) o_ptr->art_flags3 |= TR3_TY_CURSE;
-       if (one_in_(2)) o_ptr->art_flags3 |= TR3_AGGRAVATE;
-       if (one_in_(3)) o_ptr->art_flags3 |= TR3_DRAIN_EXP;
-       if (one_in_(2)) o_ptr->art_flags3 |= TR3_TELEPORT;
-       else if (one_in_(3)) o_ptr->art_flags3 |= TR3_NO_TELE;
+       if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
+       if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
+       if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
+       if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
+       if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
+       if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+       if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
+       if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
+       if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
+       else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
 
        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))
-               o_ptr->art_flags3 |= TR3_NO_MAGIC;
-
-       o_ptr->ident |= IDENT_CURSED;
+               add_flag(o_ptr->art_flags, TR_NO_MAGIC);
 }
 
-
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトにpval能力を付加する。/ Add one pval on generation of randam artifact.
+ * @details 優先的に付加されるpvalがランダムアーティファクトバイアスに依存して存在する。
+ * 原則的候補は腕力、知力、賢さ、器用さ、耐久、魅力、探索、隠密、赤外線視力、加速。武器のみ採掘、追加攻撃も候補に入る。
+ * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
 static void random_plus(object_type * o_ptr)
 {
-       int this_type = (o_ptr->tval < TV_BOOTS ? 23 : 19);
+       int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
 
        switch (artifact_bias)
        {
        case BIAS_WARRIOR:
-               if (!(o_ptr->art_flags1 & TR1_STR))
+               if (!(have_flag(o_ptr->art_flags, TR_STR)))
                {
-                       o_ptr->art_flags1 |= TR1_STR;
+                       add_flag(o_ptr->art_flags, TR_STR);
                        if (one_in_(2)) return;
                }
 
-               if (!(o_ptr->art_flags1 & TR1_CON))
+               if (!(have_flag(o_ptr->art_flags, TR_CON)))
                {
-                       o_ptr->art_flags1 |= TR1_CON;
+                       add_flag(o_ptr->art_flags, TR_CON);
                        if (one_in_(2)) return;
                }
 
-               if (!(o_ptr->art_flags1 & TR1_DEX))
+               if (!(have_flag(o_ptr->art_flags, TR_DEX)))
                {
-                       o_ptr->art_flags1 |= TR1_DEX;
+                       add_flag(o_ptr->art_flags, TR_DEX);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_MAGE:
-               if (!(o_ptr->art_flags1 & TR1_INT))
+               if (!(have_flag(o_ptr->art_flags, TR_INT)))
                {
-                       o_ptr->art_flags1 |= TR1_INT;
+                       add_flag(o_ptr->art_flags, TR_INT);
                        if (one_in_(2)) return;
                }
-               if ((o_ptr->tval == TV_GLOVES) && !(o_ptr->art_flags1 & TR1_MAGIC_MASTERY))
+               if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
                {
-                       o_ptr->art_flags1 |= TR1_MAGIC_MASTERY;
+                       add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_PRIESTLY:
-               if (!(o_ptr->art_flags1 & TR1_WIS))
+               if (!(have_flag(o_ptr->art_flags, TR_WIS)))
                {
-                       o_ptr->art_flags1 |= TR1_WIS;
+                       add_flag(o_ptr->art_flags, TR_WIS);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_RANGER:
-               if (!(o_ptr->art_flags1 & TR1_DEX))
+               if (!(have_flag(o_ptr->art_flags, TR_DEX)))
                {
-                       o_ptr->art_flags1 |= TR1_DEX;
+                       add_flag(o_ptr->art_flags, TR_DEX);
                        if (one_in_(2)) return;
                }
 
-               if (!(o_ptr->art_flags1 & TR1_CON))
+               if (!(have_flag(o_ptr->art_flags, TR_CON)))
                {
-                       o_ptr->art_flags1 |= TR1_CON;
+                       add_flag(o_ptr->art_flags, TR_CON);
                        if (one_in_(2)) return;
                }
 
-               if (!(o_ptr->art_flags1 & TR1_STR))
+               if (!(have_flag(o_ptr->art_flags, TR_STR)))
                {
-                       o_ptr->art_flags1 |= TR1_STR;
+                       add_flag(o_ptr->art_flags, TR_STR);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_ROGUE:
-               if (!(o_ptr->art_flags1 & TR1_STEALTH))
+               if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
                {
-                       o_ptr->art_flags1 |= TR1_STEALTH;
+                       add_flag(o_ptr->art_flags, TR_STEALTH);
                        if (one_in_(2)) return;
                }
-               if (!(o_ptr->art_flags1 & TR1_SEARCH))
+               if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
                {
-                       o_ptr->art_flags1 |= TR1_SEARCH;
+                       add_flag(o_ptr->art_flags, TR_SEARCH);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_STR:
-               if (!(o_ptr->art_flags1 & TR1_STR))
+               if (!(have_flag(o_ptr->art_flags, TR_STR)))
                {
-                       o_ptr->art_flags1 |= TR1_STR;
+                       add_flag(o_ptr->art_flags, TR_STR);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_WIS:
-               if (!(o_ptr->art_flags1 & TR1_WIS))
+               if (!(have_flag(o_ptr->art_flags, TR_WIS)))
                {
-                       o_ptr->art_flags1 |= TR1_WIS;
+                       add_flag(o_ptr->art_flags, TR_WIS);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_INT:
-               if (!(o_ptr->art_flags1 & TR1_INT))
+               if (!(have_flag(o_ptr->art_flags, TR_INT)))
                {
-                       o_ptr->art_flags1 |= TR1_INT;
+                       add_flag(o_ptr->art_flags, TR_INT);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_DEX:
-               if (!(o_ptr->art_flags1 & TR1_DEX))
+               if (!(have_flag(o_ptr->art_flags, TR_DEX)))
                {
-                       o_ptr->art_flags1 |= TR1_DEX;
+                       add_flag(o_ptr->art_flags, TR_DEX);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_CON:
-               if (!(o_ptr->art_flags1 & TR1_CON))
+               if (!(have_flag(o_ptr->art_flags, TR_CON)))
                {
-                       o_ptr->art_flags1 |= TR1_CON;
+                       add_flag(o_ptr->art_flags, TR_CON);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_CHR:
-               if (!(o_ptr->art_flags1 & TR1_CHR))
+               if (!(have_flag(o_ptr->art_flags, TR_CHR)))
                {
-                       o_ptr->art_flags1 |= TR1_CHR;
+                       add_flag(o_ptr->art_flags, TR_CHR);
                        if (one_in_(2)) return;
                }
                break;
@@ -312,9 +505,9 @@ static void random_plus(object_type * o_ptr)
 
        if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
        {
-               if (!(o_ptr->art_flags3 & TR3_DEC_MANA) && one_in_(3))
+               if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
                {
-                       o_ptr->art_flags3 |= TR3_DEC_MANA;
+                       add_flag(o_ptr->art_flags, TR_DEC_MANA);
                        if (one_in_(2)) return;
                }
        }
@@ -322,71 +515,71 @@ static void random_plus(object_type * o_ptr)
        switch (randint1(this_type))
        {
        case 1: case 2:
-               o_ptr->art_flags1 |= TR1_STR;
+               add_flag(o_ptr->art_flags, TR_STR);
                if (!artifact_bias && !one_in_(13))
                        artifact_bias = BIAS_STR;
                else if (!artifact_bias && one_in_(7))
                        artifact_bias = BIAS_WARRIOR;
                break;
        case 3: case 4:
-               o_ptr->art_flags1 |= TR1_INT;
+               add_flag(o_ptr->art_flags, TR_INT);
                if (!artifact_bias && !one_in_(13))
                        artifact_bias = BIAS_INT;
                else if (!artifact_bias && one_in_(7))
                        artifact_bias = BIAS_MAGE;
                break;
        case 5: case 6:
-               o_ptr->art_flags1 |= TR1_WIS;
+               add_flag(o_ptr->art_flags, TR_WIS);
                if (!artifact_bias && !one_in_(13))
                        artifact_bias = BIAS_WIS;
                else if (!artifact_bias && one_in_(7))
                        artifact_bias = BIAS_PRIESTLY;
                break;
        case 7: case 8:
-               o_ptr->art_flags1 |= TR1_DEX;
+               add_flag(o_ptr->art_flags, TR_DEX);
                if (!artifact_bias && !one_in_(13))
                        artifact_bias = BIAS_DEX;
                else if (!artifact_bias && one_in_(7))
                        artifact_bias = BIAS_ROGUE;
                break;
        case 9: case 10:
-               o_ptr->art_flags1 |= TR1_CON;
+               add_flag(o_ptr->art_flags, TR_CON);
                if (!artifact_bias && !one_in_(13))
                        artifact_bias = BIAS_CON;
                else if (!artifact_bias && one_in_(9))
                        artifact_bias = BIAS_RANGER;
                break;
        case 11: case 12:
-               o_ptr->art_flags1 |= TR1_CHR;
+               add_flag(o_ptr->art_flags, TR_CHR);
                if (!artifact_bias && !one_in_(13))
                        artifact_bias = BIAS_CHR;
                break;
        case 13: case 14:
-               o_ptr->art_flags1 |= TR1_STEALTH;
+               add_flag(o_ptr->art_flags, TR_STEALTH);
                if (!artifact_bias && one_in_(3))
                        artifact_bias = BIAS_ROGUE;
                break;
        case 15: case 16:
-               o_ptr->art_flags1 |= TR1_SEARCH;
+               add_flag(o_ptr->art_flags, TR_SEARCH);
                if (!artifact_bias && one_in_(9))
                        artifact_bias = BIAS_RANGER;
                break;
        case 17: case 18:
-               o_ptr->art_flags1 |= TR1_INFRA;
+               add_flag(o_ptr->art_flags, TR_INFRA);
                break;
        case 19:
-               o_ptr->art_flags1 |= TR1_SPEED;
+               add_flag(o_ptr->art_flags, TR_SPEED);
                if (!artifact_bias && one_in_(11))
                        artifact_bias = BIAS_ROGUE;
                break;
        case 20: case 21:
-               o_ptr->art_flags1 |= TR1_TUNNEL;
+               add_flag(o_ptr->art_flags, TR_TUNNEL);
                break;
        case 22: case 23:
                if (o_ptr->tval == TV_BOW) random_plus(o_ptr);
                else
                {
-                       o_ptr->art_flags1 |= TR1_BLOWS;
+                       add_flag(o_ptr->art_flags, TR_BLOWS);
                        if (!artifact_bias && one_in_(11))
                                artifact_bias = BIAS_WARRIOR;
                }
@@ -394,141 +587,171 @@ static void random_plus(object_type * o_ptr)
        }
 }
 
-
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトに耐性を付加する。/ Add one resistance on generation of randam artifact.
+ * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
+ * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
+ * 毒、閃光、暗黒、破片、轟音、盲目、混乱、地獄、カオス、劣化、恐怖、火オーラ、冷気オーラ、電撃オーラ、反射。
+ * 戦士系バイアスのみ反魔もつく。
+ * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
 static void random_resistance(object_type * o_ptr)
 {
        switch (artifact_bias)
        {
        case BIAS_ACID:
-               if (!(o_ptr->art_flags2 & TR2_RES_ACID))
+               if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
                {
-                       o_ptr->art_flags2 |= TR2_RES_ACID;
+                       add_flag(o_ptr->art_flags, TR_RES_ACID);
                        if (one_in_(2)) return;
                }
-               if (one_in_(BIAS_LUCK) && !(o_ptr->art_flags2 & TR2_IM_ACID))
+               if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
                {
-                       o_ptr->art_flags2 |= TR2_IM_ACID;
-                       if (!one_in_(IM_LUCK)) o_ptr->art_flags2 &= ~(TR2_IM_ELEC | TR2_IM_COLD | TR2_IM_FIRE);
+                       add_flag(o_ptr->art_flags, TR_IM_ACID);
+                       if (!one_in_(IM_LUCK))
+                       {
+                               remove_flag(o_ptr->art_flags, TR_IM_ELEC);
+                               remove_flag(o_ptr->art_flags, TR_IM_COLD);
+                               remove_flag(o_ptr->art_flags, TR_IM_FIRE);
+                       }
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_ELEC:
-               if (!(o_ptr->art_flags2 & TR2_RES_ELEC))
+               if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
                {
-                       o_ptr->art_flags2 |= TR2_RES_ELEC;
+                       add_flag(o_ptr->art_flags, TR_RES_ELEC);
                        if (one_in_(2)) return;
                }
                if ((o_ptr->tval >= TV_CLOAK) && (o_ptr->tval <= TV_HARD_ARMOR) &&
-                   !(o_ptr->art_flags3 & TR3_SH_ELEC))
+                   !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
                {
-                       o_ptr->art_flags3 |= TR3_SH_ELEC;
+                       add_flag(o_ptr->art_flags, TR_SH_ELEC);
                        if (one_in_(2)) return;
                }
-               if (one_in_(BIAS_LUCK) && !(o_ptr->art_flags2 & TR2_IM_ELEC))
+               if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
                {
-                       o_ptr->art_flags2 |= TR2_IM_ELEC;
-                       if (!one_in_(IM_LUCK)) o_ptr->art_flags2 &= ~(TR2_IM_ACID | TR2_IM_COLD | TR2_IM_FIRE);
+                       add_flag(o_ptr->art_flags, TR_IM_ELEC);
+                       if (!one_in_(IM_LUCK))
+                       {
+                               remove_flag(o_ptr->art_flags, TR_IM_ACID);
+                               remove_flag(o_ptr->art_flags, TR_IM_COLD);
+                               remove_flag(o_ptr->art_flags, TR_IM_FIRE);
+                       }
+
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_FIRE:
-               if (!(o_ptr->art_flags2 & TR2_RES_FIRE))
+               if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
                {
-                       o_ptr->art_flags2 |= TR2_RES_FIRE;
+                       add_flag(o_ptr->art_flags, TR_RES_FIRE);
                        if (one_in_(2)) return;
                }
                if ((o_ptr->tval >= TV_CLOAK) &&
                    (o_ptr->tval <= TV_HARD_ARMOR) &&
-                   !(o_ptr->art_flags3 & TR3_SH_FIRE))
+                   !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
                {
-                       o_ptr->art_flags3 |= TR3_SH_FIRE;
+                       add_flag(o_ptr->art_flags, TR_SH_FIRE);
                        if (one_in_(2)) return;
                }
                if (one_in_(BIAS_LUCK) &&
-                   !(o_ptr->art_flags2 & TR2_IM_FIRE))
+                   !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
                {
-                       o_ptr->art_flags2 |= TR2_IM_FIRE;
-                       if (!one_in_(IM_LUCK)) o_ptr->art_flags2 &= ~(TR2_IM_ELEC | TR2_IM_COLD | TR2_IM_ACID);
+                       add_flag(o_ptr->art_flags, TR_IM_FIRE);
+                       if (!one_in_(IM_LUCK))
+                       {
+                               remove_flag(o_ptr->art_flags, TR_IM_ELEC);
+                               remove_flag(o_ptr->art_flags, TR_IM_COLD);
+                               remove_flag(o_ptr->art_flags, TR_IM_ACID);
+                       }
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_COLD:
-               if (!(o_ptr->art_flags2 & TR2_RES_COLD))
+               if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
                {
-                       o_ptr->art_flags2 |= TR2_RES_COLD;
+                       add_flag(o_ptr->art_flags, TR_RES_COLD);
                        if (one_in_(2)) return;
                }
                if ((o_ptr->tval >= TV_CLOAK) &&
                    (o_ptr->tval <= TV_HARD_ARMOR) &&
-                   !(o_ptr->art_flags3 & TR3_SH_COLD))
+                   !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
                {
-                       o_ptr->art_flags3 |= TR3_SH_COLD;
+                       add_flag(o_ptr->art_flags, TR_SH_COLD);
                        if (one_in_(2)) return;
                }
-               if (one_in_(BIAS_LUCK) && !(o_ptr->art_flags2 & TR2_IM_COLD))
+               if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
                {
-                       o_ptr->art_flags2 |= TR2_IM_COLD;
-                       if (!one_in_(IM_LUCK)) o_ptr->art_flags2 &= ~(TR2_IM_ELEC | TR2_IM_ACID | TR2_IM_FIRE);
+                       add_flag(o_ptr->art_flags, TR_IM_COLD);
+                       if (!one_in_(IM_LUCK))
+                       {
+                               remove_flag(o_ptr->art_flags, TR_IM_ELEC);
+                               remove_flag(o_ptr->art_flags, TR_IM_ACID);
+                               remove_flag(o_ptr->art_flags, TR_IM_FIRE);
+                       }
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_POIS:
-               if (!(o_ptr->art_flags2 & TR2_RES_POIS))
+               if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
                {
-                       o_ptr->art_flags2 |= TR2_RES_POIS;
+                       add_flag(o_ptr->art_flags, TR_RES_POIS);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_WARRIOR:
-               if (!one_in_(3) && (!(o_ptr->art_flags2 & TR2_RES_FEAR)))
+               if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
                {
-                       o_ptr->art_flags2 |= TR2_RES_FEAR;
+                       add_flag(o_ptr->art_flags, TR_RES_FEAR);
                        if (one_in_(2)) return;
                }
-               if (one_in_(3) && (!(o_ptr->art_flags3 & TR3_NO_MAGIC)))
+               if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
                {
-                       o_ptr->art_flags3 |= TR3_NO_MAGIC;
+                       add_flag(o_ptr->art_flags, TR_NO_MAGIC);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_NECROMANTIC:
-               if (!(o_ptr->art_flags2 & TR2_RES_NETHER))
+               if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
                {
-                       o_ptr->art_flags2 |= TR2_RES_NETHER;
+                       add_flag(o_ptr->art_flags, TR_RES_NETHER);
                        if (one_in_(2)) return;
                }
-               if (!(o_ptr->art_flags2 & TR2_RES_POIS))
+               if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
                {
-                       o_ptr->art_flags2 |= TR2_RES_POIS;
+                       add_flag(o_ptr->art_flags, TR_RES_POIS);
                        if (one_in_(2)) return;
                }
-               if (!(o_ptr->art_flags2 & TR2_RES_DARK))
+               if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
                {
-                       o_ptr->art_flags2 |= TR2_RES_DARK;
+                       add_flag(o_ptr->art_flags, TR_RES_DARK);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_CHAOS:
-               if (!(o_ptr->art_flags2 & TR2_RES_CHAOS))
+               if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
                {
-                       o_ptr->art_flags2 |= TR2_RES_CHAOS;
+                       add_flag(o_ptr->art_flags, TR_RES_CHAOS);
                        if (one_in_(2)) return;
                }
-               if (!(o_ptr->art_flags2 & TR2_RES_CONF))
+               if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
                {
-                       o_ptr->art_flags2 |= TR2_RES_CONF;
+                       add_flag(o_ptr->art_flags, TR_RES_CONF);
                        if (one_in_(2)) return;
                }
-               if (!(o_ptr->art_flags2 & TR2_RES_DISEN))
+               if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
                {
-                       o_ptr->art_flags2 |= TR2_RES_DISEN;
+                       add_flag(o_ptr->art_flags, TR_RES_DISEN);
                        if (one_in_(2)) return;
                }
                break;
@@ -541,7 +764,7 @@ static void random_resistance(object_type * o_ptr)
                                random_resistance(o_ptr);
                        else
                        {
-                               o_ptr->art_flags2 |= TR2_IM_ACID;
+                               add_flag(o_ptr->art_flags, TR_IM_ACID);
                                if (!artifact_bias)
                                        artifact_bias = BIAS_ACID;
                        }
@@ -551,7 +774,7 @@ static void random_resistance(object_type * o_ptr)
                                random_resistance(o_ptr);
                        else
                        {
-                               o_ptr->art_flags2 |= TR2_IM_ELEC;
+                               add_flag(o_ptr->art_flags, TR_IM_ELEC);
                                if (!artifact_bias)
                                        artifact_bias = BIAS_ELEC;
                        }
@@ -561,7 +784,7 @@ static void random_resistance(object_type * o_ptr)
                                random_resistance(o_ptr);
                        else
                        {
-                               o_ptr->art_flags2 |= TR2_IM_COLD;
+                               add_flag(o_ptr->art_flags, TR_IM_COLD);
                                if (!artifact_bias)
                                        artifact_bias = BIAS_COLD;
                        }
@@ -571,7 +794,7 @@ static void random_resistance(object_type * o_ptr)
                                random_resistance(o_ptr);
                        else
                        {
-                               o_ptr->art_flags2 |= TR2_IM_FIRE;
+                               add_flag(o_ptr->art_flags, TR_IM_FIRE);
                                if (!artifact_bias)
                                        artifact_bias = BIAS_FIRE;
                        }
@@ -579,34 +802,34 @@ static void random_resistance(object_type * o_ptr)
                case 5:
                case 6:
                case 13:
-                       o_ptr->art_flags2 |= TR2_RES_ACID;
+                       add_flag(o_ptr->art_flags, TR_RES_ACID);
                        if (!artifact_bias)
                                artifact_bias = BIAS_ACID;
                        break;
                case 7:
                case 8:
                case 14:
-                       o_ptr->art_flags2 |= TR2_RES_ELEC;
+                       add_flag(o_ptr->art_flags, TR_RES_ELEC);
                        if (!artifact_bias)
                                artifact_bias = BIAS_ELEC;
                        break;
                case 9:
                case 10:
                case 15:
-                       o_ptr->art_flags2 |= TR2_RES_FIRE;
+                       add_flag(o_ptr->art_flags, TR_RES_FIRE);
                        if (!artifact_bias)
                                artifact_bias = BIAS_FIRE;
                        break;
                case 11:
                case 12:
                case 16:
-                       o_ptr->art_flags2 |= TR2_RES_COLD;
+                       add_flag(o_ptr->art_flags, TR_RES_COLD);
                        if (!artifact_bias)
                                artifact_bias = BIAS_COLD;
                        break;
                case 17:
                case 18:
-                       o_ptr->art_flags2 |= TR2_RES_POIS;
+                       add_flag(o_ptr->art_flags, TR_RES_POIS);
                        if (!artifact_bias && !one_in_(4))
                                artifact_bias = BIAS_POIS;
                        else if (!artifact_bias && one_in_(2))
@@ -616,57 +839,57 @@ static void random_resistance(object_type * o_ptr)
                        break;
                case 19:
                case 20:
-                       o_ptr->art_flags2 |= TR2_RES_FEAR;
+                       add_flag(o_ptr->art_flags, TR_RES_FEAR);
                        if (!artifact_bias && one_in_(3))
                                artifact_bias = BIAS_WARRIOR;
                        break;
                case 21:
-                       o_ptr->art_flags2 |= TR2_RES_LITE;
+                       add_flag(o_ptr->art_flags, TR_RES_LITE);
                        break;
                case 22:
-                       o_ptr->art_flags2 |= TR2_RES_DARK;
+                       add_flag(o_ptr->art_flags, TR_RES_DARK);
                        break;
                case 23:
                case 24:
-                       o_ptr->art_flags2 |= TR2_RES_BLIND;
+                       add_flag(o_ptr->art_flags, TR_RES_BLIND);
                        break;
                case 25:
                case 26:
-                       o_ptr->art_flags2 |= TR2_RES_CONF;
+                       add_flag(o_ptr->art_flags, TR_RES_CONF);
                        if (!artifact_bias && one_in_(6))
                                artifact_bias = BIAS_CHAOS;
                        break;
                case 27:
                case 28:
-                       o_ptr->art_flags2 |= TR2_RES_SOUND;
+                       add_flag(o_ptr->art_flags, TR_RES_SOUND);
                        break;
                case 29:
                case 30:
-                       o_ptr->art_flags2 |= TR2_RES_SHARDS;
+                       add_flag(o_ptr->art_flags, TR_RES_SHARDS);
                        break;
                case 31:
                case 32:
-                       o_ptr->art_flags2 |= TR2_RES_NETHER;
+                       add_flag(o_ptr->art_flags, TR_RES_NETHER);
                        if (!artifact_bias && one_in_(3))
                                artifact_bias = BIAS_NECROMANTIC;
                        break;
                case 33:
                case 34:
-                       o_ptr->art_flags2 |= TR2_RES_NEXUS;
+                       add_flag(o_ptr->art_flags, TR_RES_NEXUS);
                        break;
                case 35:
                case 36:
-                       o_ptr->art_flags2 |= TR2_RES_CHAOS;
+                       add_flag(o_ptr->art_flags, TR_RES_CHAOS);
                        if (!artifact_bias && one_in_(2))
                                artifact_bias = BIAS_CHAOS;
                        break;
                case 37:
                case 38:
-                       o_ptr->art_flags2 |= TR2_RES_DISEN;
+                       add_flag(o_ptr->art_flags, TR_RES_DISEN);
                        break;
                case 39:
                        if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
-                               o_ptr->art_flags3 |= TR3_SH_ELEC;
+                               add_flag(o_ptr->art_flags, TR_SH_ELEC);
                        else
                                random_resistance(o_ptr);
                        if (!artifact_bias)
@@ -674,7 +897,7 @@ static void random_resistance(object_type * o_ptr)
                        break;
                case 40:
                        if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
-                               o_ptr->art_flags3 |= TR3_SH_FIRE;
+                               add_flag(o_ptr->art_flags, TR_SH_FIRE);
                        else
                                random_resistance(o_ptr);
                        if (!artifact_bias)
@@ -683,13 +906,13 @@ static void random_resistance(object_type * o_ptr)
                case 41:
                        if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
                            o_ptr->tval == TV_HELM || o_ptr->tval == TV_HARD_ARMOR)
-                               o_ptr->art_flags2 |= TR2_REFLECT;
+                               add_flag(o_ptr->art_flags, TR_REFLECT);
                        else
                                random_resistance(o_ptr);
                        break;
                case 42:
                        if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
-                               o_ptr->art_flags3 |= TR3_SH_COLD;
+                               add_flag(o_ptr->art_flags, TR_SH_COLD);
                        else
                                random_resistance(o_ptr);
                        if (!artifact_bias)
@@ -699,122 +922,130 @@ static void random_resistance(object_type * o_ptr)
 }
 
 
-
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
+ * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
+ * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
+ * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
+ * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
 static void random_misc(object_type * o_ptr)
 {
        switch (artifact_bias)
        {
        case BIAS_RANGER:
-               if (!(o_ptr->art_flags2 & TR2_SUST_CON))
+               if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
                {
-                       o_ptr->art_flags2 |= TR2_SUST_CON;
+                       add_flag(o_ptr->art_flags, TR_SUST_CON);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_STR:
-               if (!(o_ptr->art_flags2 & TR2_SUST_STR))
+               if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
                {
-                       o_ptr->art_flags2 |= TR2_SUST_STR;
+                       add_flag(o_ptr->art_flags, TR_SUST_STR);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_WIS:
-               if (!(o_ptr->art_flags2 & TR2_SUST_WIS))
+               if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
                {
-                       o_ptr->art_flags2 |= TR2_SUST_WIS;
+                       add_flag(o_ptr->art_flags, TR_SUST_WIS);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_INT:
-               if (!(o_ptr->art_flags2 & TR2_SUST_INT))
+               if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
                {
-                       o_ptr->art_flags2 |= TR2_SUST_INT;
+                       add_flag(o_ptr->art_flags, TR_SUST_INT);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_DEX:
-               if (!(o_ptr->art_flags2 & TR2_SUST_DEX))
+               if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
                {
-                       o_ptr->art_flags2 |= TR2_SUST_DEX;
+                       add_flag(o_ptr->art_flags, TR_SUST_DEX);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_CON:
-               if (!(o_ptr->art_flags2 & TR2_SUST_CON))
+               if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
                {
-                       o_ptr->art_flags2 |= TR2_SUST_CON;
+                       add_flag(o_ptr->art_flags, TR_SUST_CON);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_CHR:
-               if (!(o_ptr->art_flags2 & TR2_SUST_CHR))
+               if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
                {
-                       o_ptr->art_flags2 |= TR2_SUST_CHR;
+                       add_flag(o_ptr->art_flags, TR_SUST_CHR);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_CHAOS:
-               if (!(o_ptr->art_flags3 & TR3_TELEPORT))
+               if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
                {
-                       o_ptr->art_flags3 |= TR3_TELEPORT;
+                       add_flag(o_ptr->art_flags, TR_TELEPORT);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_FIRE:
-               if (!(o_ptr->art_flags3 & TR3_LITE))
+               if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
                {
-                       o_ptr->art_flags3 |= TR3_LITE; /* Freebie */
+                       add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
                }
                break;
        }
 
-       switch (randint1(31))
+       switch (randint1(33))
        {
                case 1:
-                       o_ptr->art_flags2 |= TR2_SUST_STR;
+                       add_flag(o_ptr->art_flags, TR_SUST_STR);
                        if (!artifact_bias)
                                artifact_bias = BIAS_STR;
                        break;
                case 2:
-                       o_ptr->art_flags2 |= TR2_SUST_INT;
+                       add_flag(o_ptr->art_flags, TR_SUST_INT);
                        if (!artifact_bias)
                                artifact_bias = BIAS_INT;
                        break;
                case 3:
-                       o_ptr->art_flags2 |= TR2_SUST_WIS;
+                       add_flag(o_ptr->art_flags, TR_SUST_WIS);
                        if (!artifact_bias)
                                artifact_bias = BIAS_WIS;
                        break;
                case 4:
-                       o_ptr->art_flags2 |= TR2_SUST_DEX;
+                       add_flag(o_ptr->art_flags, TR_SUST_DEX);
                        if (!artifact_bias)
                                artifact_bias = BIAS_DEX;
                        break;
                case 5:
-                       o_ptr->art_flags2 |= TR2_SUST_CON;
+                       add_flag(o_ptr->art_flags, TR_SUST_CON);
                        if (!artifact_bias)
                                artifact_bias = BIAS_CON;
                        break;
                case 6:
-                       o_ptr->art_flags2 |= TR2_SUST_CHR;
+                       add_flag(o_ptr->art_flags, TR_SUST_CHR);
                        if (!artifact_bias)
                                artifact_bias = BIAS_CHR;
                        break;
                case 7:
                case 8:
                case 14:
-                       o_ptr->art_flags2 |= TR2_FREE_ACT;
+                       add_flag(o_ptr->art_flags, TR_FREE_ACT);
                        break;
                case 9:
-                       o_ptr->art_flags2 |= TR2_HOLD_LIFE;
+                       add_flag(o_ptr->art_flags, TR_HOLD_EXP);
                        if (!artifact_bias && one_in_(5))
                                artifact_bias = BIAS_PRIESTLY;
                        else if (!artifact_bias && one_in_(6))
@@ -822,38 +1053,32 @@ static void random_misc(object_type * o_ptr)
                        break;
                case 10:
                case 11:
-                       o_ptr->art_flags3 |= TR3_LITE;
+                       add_flag(o_ptr->art_flags, TR_LITE_1);
                        break;
                case 12:
                case 13:
-                       o_ptr->art_flags3 |= TR3_FEATHER;
+                       add_flag(o_ptr->art_flags, TR_LEVITATION);
                        break;
                case 15:
                case 16:
                case 17:
-                       o_ptr->art_flags3 |= TR3_SEE_INVIS;
-                       break;
-               case 18:
-                       if (one_in_(3)) break;
-                       o_ptr->art_flags3 |= TR3_TELEPATHY;
-                       if (!artifact_bias && one_in_(9))
-                               artifact_bias = BIAS_MAGE;
+                       add_flag(o_ptr->art_flags, TR_SEE_INVIS);
                        break;
                case 19:
                case 20:
-                       o_ptr->art_flags3 |= TR3_SLOW_DIGEST;
+                       add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
                        break;
                case 21:
                case 22:
-                       o_ptr->art_flags3 |= TR3_REGEN;
+                       add_flag(o_ptr->art_flags, TR_REGEN);
                        break;
                case 23:
-                       o_ptr->art_flags3 |= TR3_TELEPORT;
+                       add_flag(o_ptr->art_flags, TR_TELEPORT);
                        break;
                case 24:
                case 25:
                case 26:
-                       if (o_ptr->tval >= TV_BOOTS && o_ptr->tval <= TV_DRAG_ARMOR)
+                       if (object_is_armour(o_ptr))
                                random_misc(o_ptr);
                        else
                        {
@@ -865,7 +1090,7 @@ static void random_misc(object_type * o_ptr)
                case 29:
                {
                        int bonus_h, bonus_d;
-                       o_ptr->art_flags3 |= TR3_SHOW_MODS;
+                       add_flag(o_ptr->art_flags, TR_SHOW_MODS);
                        bonus_h = 4 + (randint1(11));
                        bonus_d = 4 + (randint1(11));
                        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))
@@ -878,15 +1103,107 @@ static void random_misc(object_type * o_ptr)
                        break;
                }
                case 30:
-                       o_ptr->art_flags3 |= TR3_NO_MAGIC;
+                       add_flag(o_ptr->art_flags, TR_NO_MAGIC);
                        break;
                case 31:
-                       o_ptr->art_flags3 |= TR3_NO_TELE;
+                       add_flag(o_ptr->art_flags, TR_NO_TELE);
+                       break;
+               case 32:
+                       add_flag(o_ptr->art_flags, TR_WARNING);
+                       break;
+
+               case 18:
+                       switch (randint1(3))
+                       {
+                       case 1:
+                               add_flag(o_ptr->art_flags, TR_ESP_EVIL);
+                               if (!artifact_bias && one_in_(3))
+                                       artifact_bias = BIAS_LAW;
+                               break;
+                       case 2:
+                               add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
+                               if (!artifact_bias && one_in_(3))
+                                       artifact_bias = BIAS_MAGE;
+                               break;
+                       case 3:
+                               add_flag(o_ptr->art_flags, TR_TELEPATHY);
+                               if (!artifact_bias && one_in_(9))
+                                       artifact_bias = BIAS_MAGE;
+                               break;
+                       }
+                       break;
+
+               case 33:
+               {
+                       int idx[3];
+                       int n = randint1(3);
+
+                       idx[0] = randint1(8);
+
+                       idx[1] = randint1(7);
+                       if (idx[1] >= idx[0]) idx[1]++;
+
+                       idx[2] = randint1(6);
+                       if (idx[2] >= idx[0]) idx[2]++;
+                       if (idx[2] >= idx[1]) idx[2]++;
+
+                       while (n--) switch (idx[n])
+                       {
+                       case 1:
+                               add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
+                               if (!artifact_bias && one_in_(4))
+                                       artifact_bias = BIAS_RANGER;
+                               break;
+                       case 2:
+                               add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
+                               if (!artifact_bias && one_in_(3))
+                                       artifact_bias = BIAS_PRIESTLY;
+                               else if (!artifact_bias && one_in_(6))
+                                       artifact_bias = BIAS_NECROMANTIC;
+                               break;
+                       case 3:
+                               add_flag(o_ptr->art_flags, TR_ESP_DEMON);
+                               break;
+                       case 4:
+                               add_flag(o_ptr->art_flags, TR_ESP_ORC);
+                               break;
+                       case 5:
+                               add_flag(o_ptr->art_flags, TR_ESP_TROLL);
+                               break;
+                       case 6:
+                               add_flag(o_ptr->art_flags, TR_ESP_GIANT);
+                               break;
+                       case 7:
+                               add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
+                               if (!artifact_bias && one_in_(6))
+                                       artifact_bias = BIAS_ROGUE;
+                               break;
+                       case 8:
+                               add_flag(o_ptr->art_flags, TR_ESP_GOOD);
+                               if (!artifact_bias && one_in_(3))
+                                       artifact_bias = BIAS_LAW;
+                               break;
+                       case 9:
+                               add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
+                               if (!artifact_bias && one_in_(3))
+                                       artifact_bias = BIAS_LAW;
+                               break;
+                       }
                        break;
+               }
        }
 }
 
-
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトにスレイ効果を付加する。/ Add one slaying on generation of randam artifact.
+ * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
+ * 原則的候補は強力射、高速射、混沌効果、吸血効果、祝福、投擲しやすい、焼棄、凍結、電撃、溶解、毒殺、
+ * 動物スレイ、邪悪スレイ、悪魔スレイ、不死スレイ、オークスレイ、トロルスレイ、巨人スレイ、ドラゴンスレイ、
+ * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
+ * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
 static void random_slay(object_type *o_ptr)
 {
        if (o_ptr->tval == TV_BOW)
@@ -896,14 +1213,14 @@ static void random_slay(object_type *o_ptr)
                        case 1:
                        case 2:
                        case 3:
-                               o_ptr->art_flags3 |= TR3_XTRA_MIGHT;
-                               if (!one_in_(7)) o_ptr->art_flags3 &= ~(TR3_XTRA_SHOTS);
+                               add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
+                               if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
                                if (!artifact_bias && one_in_(9))
                                        artifact_bias = BIAS_RANGER;
                                break;
                        default:
-                               o_ptr->art_flags3 |= TR3_XTRA_SHOTS;
-                               if (!one_in_(7)) o_ptr->art_flags3 &= ~(TR3_XTRA_MIGHT);
+                               add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
+                               if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
                                if (!artifact_bias && one_in_(9))
                                        artifact_bias = BIAS_RANGER;
                        break;
@@ -915,39 +1232,39 @@ static void random_slay(object_type *o_ptr)
        switch (artifact_bias)
        {
        case BIAS_CHAOS:
-               if (!(o_ptr->art_flags1 & TR1_CHAOTIC))
+               if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
                {
-                       o_ptr->art_flags1 |= TR1_CHAOTIC;
+                       add_flag(o_ptr->art_flags, TR_CHAOTIC);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_PRIESTLY:
                if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM) &&
-                  !(o_ptr->art_flags3 & TR3_BLESSED))
+                  !(have_flag(o_ptr->art_flags, TR_BLESSED)))
                {
                        /* A free power for "priestly" random artifacts */
-                       o_ptr->art_flags3 |= TR3_BLESSED;
+                       add_flag(o_ptr->art_flags, TR_BLESSED);
                }
                break;
 
        case BIAS_NECROMANTIC:
-               if (!(o_ptr->art_flags1 & TR1_VAMPIRIC))
+               if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
                {
-                       o_ptr->art_flags1 |= TR1_VAMPIRIC;
+                       add_flag(o_ptr->art_flags, TR_VAMPIRIC);
                        if (one_in_(2)) return;
                }
-               if (!(o_ptr->art_flags1 & TR1_BRAND_POIS) && one_in_(2))
+               if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
                {
-                       o_ptr->art_flags1 |= TR1_BRAND_POIS;
+                       add_flag(o_ptr->art_flags, TR_BRAND_POIS);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_RANGER:
-               if (!(o_ptr->art_flags1 & TR1_SLAY_ANIMAL))
+               if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
                {
-                       o_ptr->art_flags1 |= TR1_SLAY_ANIMAL;
+                       add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
                        if (one_in_(2)) return;
                }
                break;
@@ -955,86 +1272,100 @@ static void random_slay(object_type *o_ptr)
        case BIAS_ROGUE:
                if ((((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DAGGER)) ||
                     ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_SPEAR))) &&
-                        !(o_ptr->art_flags2 & TR2_THROW))
+                        !(have_flag(o_ptr->art_flags, TR_THROW)))
                {
                        /* Free power for rogues... */
-                       o_ptr->art_flags2 |= TR2_THROW;
+                       add_flag(o_ptr->art_flags, TR_THROW);
                }
-               if (!(o_ptr->art_flags1 & TR1_BRAND_POIS))
+               if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
                {
-                       o_ptr->art_flags1 |= TR1_BRAND_POIS;
+                       add_flag(o_ptr->art_flags, TR_BRAND_POIS);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_POIS:
-               if (!(o_ptr->art_flags1 & TR1_BRAND_POIS))
+               if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
                {
-                       o_ptr->art_flags1 |= TR1_BRAND_POIS;
+                       add_flag(o_ptr->art_flags, TR_BRAND_POIS);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_FIRE:
-               if (!(o_ptr->art_flags1 & TR1_BRAND_FIRE))
+               if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
                {
-                       o_ptr->art_flags1 |= TR1_BRAND_FIRE;
+                       add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_COLD:
-               if (!(o_ptr->art_flags1 & TR1_BRAND_COLD))
+               if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
                {
-                       o_ptr->art_flags1 |= TR1_BRAND_COLD;
+                       add_flag(o_ptr->art_flags, TR_BRAND_COLD);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_ELEC:
-               if (!(o_ptr->art_flags1 & TR1_BRAND_ELEC))
+               if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
                {
-                       o_ptr->art_flags1 |= TR1_BRAND_ELEC;
+                       add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_ACID:
-               if (!(o_ptr->art_flags1 & TR1_BRAND_ACID))
+               if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
                {
-                       o_ptr->art_flags1 |= TR1_BRAND_ACID;
+                       add_flag(o_ptr->art_flags, TR_BRAND_ACID);
                        if (one_in_(2)) return;
                }
                break;
 
        case BIAS_LAW:
-               if (!(o_ptr->art_flags1 & TR1_SLAY_EVIL))
+               if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
                {
-                       o_ptr->art_flags1 |= TR1_SLAY_EVIL;
+                       add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
                        if (one_in_(2)) return;
                }
-               if (!(o_ptr->art_flags1 & TR1_SLAY_UNDEAD))
+               if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
                {
-                       o_ptr->art_flags1 |= TR1_SLAY_UNDEAD;
+                       add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
                        if (one_in_(2)) return;
                }
-               if (!(o_ptr->art_flags1 & TR1_SLAY_DEMON))
+               if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
                {
-                       o_ptr->art_flags1 |= TR1_SLAY_DEMON;
+                       add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
                        if (one_in_(2)) return;
                }
                break;
        }
 
-       switch (randint1(34))
+       switch (randint1(36))
        {
                case 1:
                case 2:
-                       o_ptr->art_flags1 |= TR1_SLAY_ANIMAL;
+                       if (one_in_(4))
+                       {
+                               add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
+                       }
+                       else
+                       {
+                               add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+                       }
                        break;
                case 3:
                case 4:
-                       o_ptr->art_flags1 |= TR1_SLAY_EVIL;
+                       if (one_in_(4))
+                       {
+                               add_flag(o_ptr->art_flags, TR_KILL_EVIL);
+                       }
+                       else
+                       {
+                       add_flag(o_ptr->art_flags, TR_SLAY_EVIL); 
+                       }
                        if (!artifact_bias && one_in_(2))
                                artifact_bias = BIAS_LAW;
                        else if (!artifact_bias && one_in_(9))
@@ -1042,40 +1373,75 @@ static void random_slay(object_type *o_ptr)
                        break;
                case 5:
                case 6:
-                       o_ptr->art_flags1 |= TR1_SLAY_UNDEAD;
+                       if (one_in_(4))
+                       {
+                               add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
+                       }
+                       else
+                       {
+                               add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+                       }
                        if (!artifact_bias && one_in_(9))
                                artifact_bias = BIAS_PRIESTLY;
                        break;
                case 7:
                case 8:
-                       o_ptr->art_flags1 |= TR1_SLAY_DEMON;
+                       if (one_in_(4))
+                       {
+                               add_flag(o_ptr->art_flags, TR_KILL_DEMON);
+                       }
+                       else
+                       {
+                               add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+                       }
                        if (!artifact_bias && one_in_(9))
                                artifact_bias = BIAS_PRIESTLY;
                        break;
                case 9:
                case 10:
-                       o_ptr->art_flags1 |= TR1_SLAY_ORC;
+                       if (one_in_(4))
+                       {
+                               add_flag(o_ptr->art_flags, TR_KILL_ORC);
+                       }
+                       else
+                       {
+                               add_flag(o_ptr->art_flags, TR_SLAY_ORC);
+                       }
                        break;
                case 11:
                case 12:
-                       o_ptr->art_flags1 |= TR1_SLAY_TROLL;
+                       if (one_in_(4))
+                       {
+                               add_flag(o_ptr->art_flags, TR_KILL_TROLL);
+                       }
+                       else
+                       {
+                               add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+                       }
                        break;
                case 13:
                case 14:
-                       o_ptr->art_flags1 |= TR1_SLAY_GIANT;
+                       if (one_in_(4))
+                       {
+                               add_flag(o_ptr->art_flags, TR_KILL_GIANT);
+                       }
+                       else
+                       {
+                               add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
+                       }
                        break;
                case 15:
                case 16:
-                       o_ptr->art_flags1 |= TR1_SLAY_DRAGON;
+                       add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
                        break;
                case 17:
-                       o_ptr->art_flags1 |= TR1_KILL_DRAGON;
+                       add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
                        break;
                case 18:
                case 19:
                        if (o_ptr->tval == TV_SWORD)
                        {
-                               o_ptr->art_flags1 |= TR1_VORPAL;
+                               add_flag(o_ptr->art_flags, TR_VORPAL);
                                if (!artifact_bias && one_in_(9))
                                        artifact_bias = BIAS_WARRIOR;
                        }
@@ -1083,35 +1449,35 @@ static void random_slay(object_type *o_ptr)
                                random_slay(o_ptr);
                        break;
                case 20:
-                       o_ptr->art_flags1 |= TR1_IMPACT;
+                       add_flag(o_ptr->art_flags, TR_IMPACT);
                        break;
                case 21:
                case 22:
-                       o_ptr->art_flags1 |= TR1_BRAND_FIRE;
+                       add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
                        if (!artifact_bias)
                                artifact_bias = BIAS_FIRE;
                        break;
                case 23:
                case 24:
-                       o_ptr->art_flags1 |= TR1_BRAND_COLD;
+                       add_flag(o_ptr->art_flags, TR_BRAND_COLD);
                        if (!artifact_bias)
                                artifact_bias = BIAS_COLD;
                        break;
                case 25:
                case 26:
-                       o_ptr->art_flags1 |= TR1_BRAND_ELEC;
+                       add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
                        if (!artifact_bias)
                                artifact_bias = BIAS_ELEC;
                        break;
                case 27:
                case 28:
-                       o_ptr->art_flags1 |= TR1_BRAND_ACID;
+                       add_flag(o_ptr->art_flags, TR_BRAND_ACID);
                        if (!artifact_bias)
                                artifact_bias = BIAS_ACID;
                        break;
                case 29:
                case 30:
-                       o_ptr->art_flags1 |= TR1_BRAND_POIS;
+                       add_flag(o_ptr->art_flags, TR_BRAND_POIS);
                        if (!artifact_bias && !one_in_(3))
                                artifact_bias = BIAS_POIS;
                        else if (!artifact_bias && one_in_(6))
@@ -1120,24 +1486,40 @@ static void random_slay(object_type *o_ptr)
                                artifact_bias = BIAS_ROGUE;
                        break;
                case 31:
-                       o_ptr->art_flags1 |= TR1_VAMPIRIC;
+                       add_flag(o_ptr->art_flags, TR_VAMPIRIC);
                        if (!artifact_bias)
                                artifact_bias = BIAS_NECROMANTIC;
                        break;
                case 32:
-                       o_ptr->art_flags1 |= TR1_FORCE_WEAPON;
+                       add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
                        if (!artifact_bias)
                                artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
                        break;
+               case 33:
+               case 34:
+                       if (one_in_(4))
+                       {
+                               add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
+                       }
+                       else
+                       {
+                               add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+                       }
+                       break;
                default:
-                       o_ptr->art_flags1 |= TR1_CHAOTIC;
+                       add_flag(o_ptr->art_flags, TR_CHAOTIC);
                        if (!artifact_bias)
                                artifact_bias = BIAS_CHAOS;
                        break;
        }
 }
 
-
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトにバイアスに依存した発動を与える。/ Add one activaton of randam artifact depend on bias.
+ * @details バイアスが無い場合、一部のバイアスの確率によっては one_ability() に処理が移行する。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
 static void give_activation_power(object_type *o_ptr)
 {
        int type = 0, chance = 0;
@@ -1219,7 +1601,7 @@ static void give_activation_power(object_type *o_ptr)
                        else if (one_in_(7))
                                type = ACT_REST_ALL;
                        else if (one_in_(6))
-                               type = ACT_REST_LIFE;
+                               type = ACT_REST_EXP;
                        else
                                type = ACT_CURE_MW;
                        break;
@@ -1305,218 +1687,103 @@ static void give_activation_power(object_type *o_ptr)
                        break;
        }
 
-       while (!type || (randint1(100) >= chance))
+       if (!type || (randint1(100) >= chance))
        {
-               type = randint1(255);
-               switch (type)
-               {
-                       case ACT_SUNLIGHT:
-                       case ACT_BO_MISS_1:
-                       case ACT_BA_POIS_1:
-                       case ACT_BO_ELEC_1:
-                       case ACT_BO_ACID_1:
-                       case ACT_BO_COLD_1:
-                       case ACT_BO_FIRE_1:
-                       case ACT_CONFUSE:
-                       case ACT_SLEEP:
-                       case ACT_QUAKE:
-                       case ACT_CURE_LW:
-                       case ACT_CURE_MW:
-                       case ACT_CURE_POISON:
-                       case ACT_BERSERK:
-                       case ACT_LIGHT:
-                       case ACT_MAP_LIGHT:
-                       case ACT_DEST_DOOR:
-                       case ACT_STONE_MUD:
-                       case ACT_TELEPORT:
-                               chance = 101;
-                               break;
-                       case ACT_BA_COLD_1:
-                       case ACT_BA_FIRE_1:
-                       case ACT_DRAIN_1:
-                       case ACT_TELE_AWAY:
-                       case ACT_ESP:
-                       case ACT_RESIST_ALL:
-                       case ACT_DETECT_ALL:
-                       case ACT_RECALL:
-                       case ACT_SATIATE:
-                       case ACT_RECHARGE:
-                               chance = 85;
-                               break;
-                       case ACT_TERROR:
-                       case ACT_PROT_EVIL:
-                       case ACT_ID_PLAIN:
-                               chance = 75;
-                               break;
-                       case ACT_DRAIN_2:
-                       case ACT_VAMPIRE_1:
-                       case ACT_BO_MISS_2:
-                       case ACT_BA_FIRE_2:
-                       case ACT_REST_LIFE:
-                               chance = 66;
-                               break;
-                       case ACT_BA_COLD_3:
-                       case ACT_BA_ELEC_3:
-                       case ACT_WHIRLWIND:
-                       case ACT_VAMPIRE_2:
-                       case ACT_CHARM_ANIMAL:
-                               chance = 50;
-                               break;
-                       case ACT_SUMMON_ANIMAL:
-                               chance = 40;
-                               break;
-                       case ACT_DISP_EVIL:
-                       case ACT_BA_MISS_3:
-                       case ACT_DISP_GOOD:
-                       case ACT_BANISH_EVIL:
-                       case ACT_GENOCIDE:
-                       case ACT_MASS_GENO:
-                       case ACT_CHARM_UNDEAD:
-                       case ACT_CHARM_OTHER:
-                       case ACT_SUMMON_PHANTOM:
-                       case ACT_REST_ALL:
-                       case ACT_RUNE_EXPLO:
-                               chance = 33;
-                               break;
-                       case ACT_CALL_CHAOS:
-                       case ACT_ROCKET:
-                       case ACT_CHARM_ANIMALS:
-                       case ACT_CHARM_OTHERS:
-                       case ACT_SUMMON_ELEMENTAL:
-                       case ACT_CURE_700:
-                       case ACT_SPEED:
-                       case ACT_ID_FULL:
-                       case ACT_RUNE_PROT:
-                               chance = 25;
-                               break;
-                       case ACT_CURE_1000:
-                       case ACT_XTRA_SPEED:
-                       case ACT_DETECT_XTRA:
-                       case ACT_DIM_DOOR:
-                               chance = 10;
-                               break;
-                       case ACT_SUMMON_UNDEAD:
-                       case ACT_SUMMON_DEMON:
-                       case ACT_WRAITH:
-                       case ACT_INVULN:
-                       case ACT_ALCHEMY:
-                               chance = 5;
-                               break;
-                       default:
-                               chance = 0;
-               }
-       }
-
-       /* A type was chosen... */
-       o_ptr->xtra2 = type;
-       o_ptr->art_flags3 |= TR3_ACTIVATE;
-       o_ptr->timeout = 0;
-}
-
-
-static void get_random_name(char *return_name, bool armour, int power)
-{
-       if (randint1(100) <= TABLE_NAME)
-       {
-               get_table_name(return_name);
-       }
-       else
-       {
-               cptr filename;
-
-               switch (armour)
+               one_activation(o_ptr);
+               return;
+       }
+
+       /* A type was chosen... */
+       o_ptr->xtra2 = type;
+       add_flag(o_ptr->art_flags, TR_ACTIVATE);
+       o_ptr->timeout = 0;
+}
+
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトに名前を与える。/ Set name of randomartifact.
+ * @details 確率によって、シンダリン銘、漢字銘、固定名のいずれか一つが与えられる。
+ * @param return_name 名前を返すための文字列参照ポインタ
+ * @param armour 対象のオブジェクトが防具が否か
+ * @param power 銘の基準となるオブジェクトの価値レベル(0=呪い、1=低位、2=中位、3以上=高位)
+ * @return なし
+ */
+static void get_random_name(char *return_name, bool armour, int power)
+{
+       int prob = randint1(100);
+
+       if (prob <= SINDARIN_NAME)
+       {
+               get_table_sindarin(return_name);
+       }
+       else if (prob <= TABLE_NAME)
+       {
+               get_table_name(return_name);
+       }
+       else
+       {
+               cptr filename;
+
+               switch (armour)
                {
                        case 1:
                                switch (power)
                                {
                                        case 0:
-#ifdef JP
-filename = "a_cursed_j.txt";
-#else
-                                               filename = "a_cursed.txt";
-#endif
-
+                                               filename = _("a_cursed_j.txt", "a_cursed.txt");
                                                break;
                                        case 1:
-#ifdef JP
-filename = "a_low_j.txt";
-#else
-                                               filename = "a_low.txt";
-#endif
-
+                                               filename = _("a_low_j.txt", "a_low.txt");
                                                break;
                                        case 2:
-#ifdef JP
-filename = "a_med_j.txt";
-#else
-                                               filename = "a_med.txt";
-#endif
-
+                                               filename = _("a_med_j.txt", "a_med.txt");
                                                break;
                                        default:
-#ifdef JP
-filename = "a_high_j.txt";
-#else
-                                               filename = "a_high.txt";
-#endif
-
+                                               filename = _("a_high_j.txt", "a_high.txt");
                                }
                                break;
                        default:
                                switch (power)
                                {
                                        case 0:
-#ifdef JP
-filename = "w_cursed_j.txt";
-#else
-                                               filename = "w_cursed.txt";
-#endif
-
+                                               filename = _("w_cursed_j.txt", "w_cursed.txt");
                                                break;
                                        case 1:
-#ifdef JP
-filename = "w_low_j.txt";
-#else
-                                               filename = "w_low.txt";
-#endif
-
+                                               filename = _("w_low_j.txt", "w_low.txt");
                                                break;
                                        case 2:
-#ifdef JP
-filename = "w_med_j.txt";
-#else
-                                               filename = "w_med.txt";
-#endif
-
+                                               filename = _("w_med_j.txt", "w_med.txt");
                                                break;
                                        default:
-#ifdef JP
-filename = "w_high_j.txt";
-#else
-                                               filename = "w_high.txt";
-#endif
-
+                                               filename = _("w_high_j.txt", "w_high.txt");
                                }
                }
 
                (void)get_rnd_line(filename, artifact_bias, return_name);
 #ifdef JP
if(return_name[0]==0)get_table_name(return_name);
               if (return_name[0] == 0) get_table_name(return_name);
 #endif
        }
 }
 
-
+/*!
+ * @brief ランダムアーティファクト生成のメインルーチン
+ * @details 既に生成が済んでいるオブジェクトの構造体を、アーティファクトとして強化する。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @param a_scroll アーティファクト生成の巻物上の処理。呪いのアーティファクトが生成対象外となる。
+ * @return 常にTRUE(1)を返す
+ */
 bool create_artifact(object_type *o_ptr, bool a_scroll)
 {
        char    new_name[1024];
        int     has_pval = 0;
        int     powers = randint1(5) + 1;
-       int     max_type = (o_ptr->tval < TV_BOOTS ? 7 : 5);
+       int     max_powers;
+       int     max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
        int     power_level;
        s32b    total_flags;
        bool    a_cursed = FALSE;
        int     warrior_artifact_bias = 0;
+       int i;
 
        /* Reset artifact bias */
        artifact_bias = 0;
@@ -1525,9 +1792,9 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
        o_ptr->name1 = 0;
        o_ptr->name2 = 0;
 
-       o_ptr->art_flags1 |= k_info[o_ptr->k_idx].flags1;
-       o_ptr->art_flags2 |= k_info[o_ptr->k_idx].flags2;
-       o_ptr->art_flags3 |= k_info[o_ptr->k_idx].flags3;
+       for (i = 0; i < TR_FLAG_SIZE; i++)
+               o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
+
        if (o_ptr->pval) has_pval = TRUE;
 
        if (a_scroll && one_in_(4))
@@ -1558,6 +1825,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                                warrior_artifact_bias = 25;
                                break;
                        case CLASS_RANGER:
+                       case CLASS_SNIPER:
                                artifact_bias = BIAS_RANGER;
                                warrior_artifact_bias = 30;
                                break;
@@ -1612,7 +1880,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
 
        if (!a_scroll && one_in_(A_CURSED))
                a_cursed = TRUE;
-       if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && cursed_p(o_ptr))
+       if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
                a_cursed = TRUE;
 
        while (one_in_(powers) || one_in_(7) || one_in_(10))
@@ -1623,6 +1891,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
 
        if (a_cursed) powers /= 2;
 
+       max_powers = powers;
        /* Main loop */
        while (powers--)
        {
@@ -1633,7 +1902,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                                has_pval = TRUE;
                                break;
                        case 3: case 4:
-                               if (one_in_(2) && (o_ptr->tval < TV_BOOTS) && (o_ptr->tval != TV_BOW))
+                               if (one_in_(2) && object_is_weapon_ammo(o_ptr) && (o_ptr->tval != TV_BOW))
                                {
                                        if (a_cursed && !one_in_(13)) break;
                                        if (one_in_(13))
@@ -1655,7 +1924,7 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                                random_slay(o_ptr);
                                break;
                        default:
-                               if (wizard) msg_print("Switch error in create_artifact!");
+                               if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
                                powers++;
                }
        };
@@ -1663,14 +1932,14 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
        if (has_pval)
        {
 #if 0
-               o_ptr->art_flags3 |= TR3_SHOW_MODS;
+               add_flag(o_ptr->art_flags, TR_SHOW_MODS);
 
                /* This one commented out by gw's request... */
                if (!a_scroll)
-                       o_ptr->art_flags3 |= TR3_HIDE_TYPE;
+                       add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
 #endif
 
-               if (o_ptr->art_flags1 & TR1_BLOWS)
+               if (have_flag(o_ptr->art_flags, TR_BLOWS))
                {
                        o_ptr->pval = randint1(2);
                        if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
@@ -1689,34 +1958,35 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                        o_ptr->pval = 4;
        }
 
+
        /* give it some plusses... */
-       if (o_ptr->tval >= TV_BOOTS && o_ptr->tval <= TV_DRAG_ARMOR)
+       if (object_is_armour(o_ptr))
                o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
-       else if (o_ptr->tval <= TV_SWORD)
+       else if (object_is_weapon_ammo(o_ptr))
        {
                o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
                o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
-               if ((o_ptr->art_flags1 & TR1_WIS) && (o_ptr->pval > 0)) o_ptr->art_flags3 |= TR3_BLESSED;
+               if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
        }
 
        /* Just to be sure */
-       o_ptr->art_flags3 |= (TR3_IGNORE_ACID | TR3_IGNORE_ELEC |
-                             TR3_IGNORE_FIRE | TR3_IGNORE_COLD);
+       add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
+       add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
+       add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
+       add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
 
        total_flags = flag_cost(o_ptr, o_ptr->pval);
-       if (cheat_peek) msg_format("%ld", total_flags);
 
        if (a_cursed) curse_artifact(o_ptr);
 
        if (!a_cursed &&
-           (randint1((o_ptr->tval >= TV_BOOTS)
-           ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE) == 1))
+           one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
        {
                o_ptr->xtra2 = 0;
                give_activation_power(o_ptr);
        }
 
-       if ((o_ptr->tval >= TV_BOOTS) && (o_ptr->tval <= TV_DRAG_ARMOR))
+       if (object_is_armour(o_ptr))
        {
                while ((o_ptr->to_d+o_ptr->to_h) > 20)
                {
@@ -1732,50 +2002,69 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                }
        }
 
-       if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) o_ptr->art_flags2 |= TR2_FREE_ACT;
+       if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
 
        if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
        {
                o_ptr->to_h = 0;
                o_ptr->to_d = 0;
-               o_ptr->art_flags1 &= ~(TR1_BLOWS);
-               o_ptr->art_flags1 &= ~(TR1_FORCE_WEAPON);
-               o_ptr->art_flags1 &= ~(TR1_SLAY_ANIMAL);
-               o_ptr->art_flags1 &= ~(TR1_SLAY_EVIL);
-               o_ptr->art_flags1 &= ~(TR1_SLAY_UNDEAD);
-               o_ptr->art_flags1 &= ~(TR1_SLAY_DEMON);
-               o_ptr->art_flags1 &= ~(TR1_SLAY_ORC);
-               o_ptr->art_flags1 &= ~(TR1_SLAY_TROLL);
-               o_ptr->art_flags1 &= ~(TR1_SLAY_GIANT);
-               o_ptr->art_flags1 &= ~(TR1_SLAY_DRAGON);
-               o_ptr->art_flags1 &= ~(TR1_KILL_DRAGON);
-               o_ptr->art_flags1 &= ~(TR1_VORPAL);
-               o_ptr->art_flags1 &= ~(TR1_BRAND_POIS);
-               o_ptr->art_flags1 &= ~(TR1_BRAND_ACID);
-               o_ptr->art_flags1 &= ~(TR1_BRAND_ELEC);
-               o_ptr->art_flags1 &= ~(TR1_BRAND_FIRE);
-               o_ptr->art_flags1 &= ~(TR1_BRAND_COLD);
-       }
-
-       if (o_ptr->tval >= TV_BOOTS)
+               remove_flag(o_ptr->art_flags, TR_BLOWS);
+               remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
+               remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+               remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+               remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+               remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+               remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
+               remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+               remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
+               remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
+               remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
+               remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+               remove_flag(o_ptr->art_flags, TR_VORPAL);
+               remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
+               remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
+               remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
+               remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
+               remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
+       }
+
+       if (!object_is_weapon_ammo(o_ptr))
        {
+               /* For armors */
                if (a_cursed) power_level = 0;
                else if (total_flags < 15000) power_level = 1;
-               else if (total_flags < 25000) power_level = 2;
+               else if (total_flags < 35000) power_level = 2;
                else power_level = 3;
        }
 
        else
        {
+               /* For weapons */
                if (a_cursed) power_level = 0;
                else if (total_flags < 20000) power_level = 1;
-               else if (total_flags < 35000) power_level = 2;
+               else if (total_flags < 45000) power_level = 2;
                else power_level = 3;
        }
 
+       /*平均対邪ダメージが一定以上なら11/12でダメージ抑制処理を行う*/
+       if(suppression_evil_dam(o_ptr) && !one_in_(12) && object_is_weapon)
+       {
+               msg_format("抑制処理");
+               do
+               {
+                       if (weakening_artifact(o_ptr) == 0)
+                       {
+                               break;
+                       }
+
+               } while (suppression_evil_dam(o_ptr));
+       }
+
        if (a_scroll)
        {
-               char dummy_name[80];
+               char dummy_name[80] = "";
+               cptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
+
                /* Identify it fully */
                object_aware(o_ptr);
                object_known(o_ptr);
@@ -1783,329 +2072,372 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                /* Mark the item as fully known */
                o_ptr->ident |= (IDENT_MENTAL);
 
-               strcpy(dummy_name, "");
-               (void)identify_fully_aux(o_ptr);
+               /* For being treated as random artifact in screen_object() */
+               o_ptr->art_name = quark_add("");
 
-#ifdef JP
-               if (!(get_string("¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©", dummy_name, 80)))
-#else
-               if (!(get_string("What do you want to call the artifact? ", dummy_name, 80)))
-#endif
+               (void)screen_object(o_ptr, 0L);
 
+               if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
+                   || !dummy_name[0])
                {
-                       get_random_name(new_name, (bool)(o_ptr->tval >= TV_BOOTS), power_level);
-               }
-               else
-               {
-#ifdef JP
-                       strcpy(new_name, "¡Ô");
-#else
-                       strcpy(new_name, "'");
-#endif
-
-                       strcat(new_name, dummy_name);
-#ifdef JP
-                       strcat(new_name, "¡Õ¤È¤¤¤¦Ì¾¤Î");
-#else
-                       strcat(new_name, "'");
-#endif
-
+                       /* Cancelled */
+                       if (one_in_(2))
+                       {
+                               get_table_sindarin_aux(dummy_name);
+                       }
+                       else
+                       {
+                               get_table_name_aux(dummy_name);
+                       }
                }
-
+               sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
                chg_virtue(V_INDIVIDUALISM, 2);
                chg_virtue(V_ENCHANT, 5);
-
        }
        else
        {
-               get_random_name(new_name, (bool)(o_ptr->tval >= TV_BOOTS), power_level);
+               get_random_name(new_name, object_is_armour(o_ptr), power_level);
        }
 
+       /* Save the inscription */
+       o_ptr->art_name = quark_add(new_name);
+
        if (cheat_xtra)
        {
-               if (artifact_bias)
-#ifdef JP
-msg_format("±¿¤ÎÊФä¿¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È: %d¡£", artifact_bias);
-#else
-                       msg_format("Biased artifact: %d.", artifact_bias);
-#endif
+               char o_name[MAX_NLEN];
+
+               object_aware(o_ptr);
+               object_known(o_ptr);
+
+               /* Mark the item as fully known */
+               o_ptr->ident |= (IDENT_MENTAL);
+
+               /* Description */
+               object_desc(o_name, o_ptr, 0);
 
-               else
 #ifdef JP
-msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£");
+               msg_format("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」対邪%d:", max_powers, total_flags, artifact_bias_name[artifact_bias], calc_arm_avgdamage(o_ptr));
 #else
-                       msg_print("No bias in artifact.");
+               msg_format("Random artifact generated '%s'. (Power:%d, Value:%ld) :", artifact_bias_name[artifact_bias], max_powers, total_flags);
 #endif
-
+               msg_format("%s", o_name);
        }
 
-       /* Save the inscription */
-       o_ptr->art_name = quark_add(new_name);
-
        /* Window stuff */
        p_ptr->window |= (PW_INVEN | PW_EQUIP);
 
        return TRUE;
 }
 
+/*!
+ * @brief オブジェクトから能力発動IDを取得する。
+ * @details いくつかのケースで定義されている発動効果から、
+ * 鍛冶師による付与>固定アーティファクト>エゴ>ランダムアーティファクト>ベースアイテムの優先順位で走査していく。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return 発動効果のIDを返す
+ */
+int activation_index(object_type *o_ptr)
+{
+       /* Give priority to weaponsmith's essential activations */
+       if (object_is_smith(o_ptr))
+       {
+               switch (o_ptr->xtra3-1)
+               {
+               case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
+               case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
+               case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
+               case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
+               case TR_IMPACT: return ACT_QUAKE;
+               }
+       }
+
+       if (object_is_fixed_artifact(o_ptr))
+       {
+               if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
+               {
+                       return a_info[o_ptr->name1].act_idx;
+               }
+       }
+       if (object_is_ego(o_ptr))
+       {
+               if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
+               {
+                       return e_info[o_ptr->name2].act_idx;
+               }
+       }
+       if (!object_is_random_artifact(o_ptr))
+       {
+               if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
+               {
+                       return k_info[o_ptr->k_idx].act_idx;
+               }
+       }
+
+       return o_ptr->xtra2;
+}
+
+/*!
+ * @brief オブジェクトから発動効果構造体のポインタを取得する。
+ * @details activation_index() 関数の結果から参照する。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return 発動効果構造体のポインタを返す
+ */
+const activation_type* find_activation_info(object_type *o_ptr)
+{
+       const int index = activation_index(o_ptr);
+       const activation_type* p;
+
+       for (p = activation_info; p->flag != NULL; ++ p) {
+               if (p->index == index)
+               {
+                       return p;
+               }
+       }
+
+       return NULL;
+}
+
+/*!
+ * @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);
 
-bool activate_random_artifact(object_type * o_ptr)
+       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。
+ * @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。
+ */
+bool activate_random_artifact(object_type *o_ptr)
 {
        int plev = p_ptr->lev;
        int k, dir, dummy = 0;
-
-       if (!o_ptr->art_name) return FALSE; /* oops? */
+       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;
+       }
 
        /* Activate for attack */
-       switch (o_ptr->xtra2)
+       switch (act_ptr->index)
        {
                case ACT_SUNLIGHT:
                {
                        if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-                       msg_print("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
-#else
-                       msg_print("A line of sunlight appears.");
-#endif
-
-                       (void)lite_line(dir);
-                       o_ptr->timeout = 10;
+                       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:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows extremely brightly...");
-#endif
-
+                       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));
-                       o_ptr->timeout = 2;
                        break;
                }
 
                case ACT_BA_POIS_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...");
-#else
-                       msg_print("It throbs deep green...");
-#endif
-
+                       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);
-                       o_ptr->timeout = randint0(4) + 4;
                        break;
                }
 
                case ACT_BO_ELEC_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
-#else
-                       msg_print("It is covered in sparks...");
-#endif
-
+                       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));
-                       o_ptr->timeout = randint0(5) + 5;
                        break;
                }
 
                case ACT_BO_ACID_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...");
-#else
-                       msg_print("It is covered in acid...");
-#endif
-
+                       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));
-                       o_ptr->timeout = randint0(6) + 6;
                        break;
                }
 
                case ACT_BO_COLD_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
-#else
-                       msg_print("It is covered in frost...");
-#endif
-
+                       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));
-                       o_ptr->timeout = randint0(7) + 7;
                        break;
                }
 
                case ACT_BO_FIRE_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...");
-#else
-                       msg_print("It is covered in fire...");
-#endif
-
+                       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));
-                       o_ptr->timeout = randint0(8) + 8;
                        break;
                }
 
                case ACT_BA_COLD_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
-#else
-                       msg_print("It is covered in frost...");
-#endif
-
+                       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);
-                       o_ptr->timeout = 400;
+                       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:
+               {
+                       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;
                }
 
                case ACT_BA_FIRE_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
-                       msg_print("It glows an intense red...");
-#endif
-
+                       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);
-                       o_ptr->timeout = 400;
                        break;
                }
-
-               case ACT_DRAIN_1:
+               
+               case ACT_BA_FIRE_2:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤Ï¹õ¤¯µ±¤¤¤¿...");
-#else
-                       msg_print("It glows black...");
-#endif
-
+                       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;
-                       if (drain_life(dir, 100))
-                       o_ptr->timeout = randint0(100) + 100;
+                       fire_ball(GF_FIRE, dir, 120, 3);
                        break;
                }
-
-               case ACT_BA_COLD_2:
+               
+               case ACT_BA_FIRE_3:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
-                       msg_print("It glows an intense blue...");
-#endif
-
+                       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_COLD, dir, 100, 2);
-                       o_ptr->timeout = 300;
+                       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:
                {
-#ifdef JP
-                       msg_print("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...");
-#else
-                       msg_print("It crackles with electricity...");
-#endif
-
+                       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);
-                       o_ptr->timeout = 500;
                        break;
                }
-
-               case ACT_DRAIN_2:
+               
+               case ACT_BA_ELEC_3:
                {
-#ifdef JP
-                       msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows black...");
-#endif
-
+                       msg_print(_("深青色に輝いている...", "It glows deep blue..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       drain_life(dir, 120);
-                       o_ptr->timeout = 400;
+                       fire_ball(GF_ELEC, dir, 500, 3);
                        break;
                }
-
-               case ACT_VAMPIRE_1:
+               
+               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;
-                       for (dummy = 0; dummy < 3; dummy++)
-                       {
-                               if (drain_life(dir, 50))
-                               hp_player(50);
-                       }
-                       o_ptr->timeout = 400;
+                       fire_ball(GF_ACID, dir, 100, 2);
                        break;
                }
-
-               case ACT_BO_MISS_2:
+               
+               case ACT_BA_NUKE_1:
                {
-#ifdef JP
-                       msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
-#else
-                       msg_print("It grows magical spikes...");
-#endif
-
+                       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_bolt(GF_ARROW, dir, 150);
-                       o_ptr->timeout = randint0(90) + 90;
+                       fire_ball(GF_NUKE, dir, 100, 2);
                        break;
                }
-
-               case ACT_BA_FIRE_2:
+               
+               case ACT_DRAIN_1:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows deep red...");
-#endif
-
+                       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;
-                       fire_ball(GF_FIRE, dir, 120, 3);
-                       o_ptr->timeout = randint0(225) + 225;
+                       if (drain_life(dir, 100))
                        break;
                }
 
-               case ACT_BA_COLD_3:
+               case ACT_DRAIN_2:
                {
-#ifdef JP
-                       msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows bright white...");
-#endif
-
+                       msg_print(_("黒く輝いている...", "It glows black..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_COLD, dir, 200, 3);
-                       o_ptr->timeout = randint0(325) + 325;
+                       drain_life(dir, 120);
                        break;
                }
 
-               case ACT_BA_ELEC_3:
+               case ACT_VAMPIRE_1:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows deep blue...");
-#endif
+                       if (!get_aim_dir(&dir)) return FALSE;
+                       for (dummy = 0; dummy < 3; dummy++)
+                       {
+                               if (drain_life(dir, 50))
+                               hp_player(50);
+                       }
+                       break;
+               }
 
+               case ACT_BO_MISS_2:
+               {
+                       msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_ELEC, dir, 250, 3);
-                       o_ptr->timeout = randint0(425) + 425;
+                       fire_bolt(GF_ARROW, dir, 150);
                        break;
                }
 
@@ -2118,19 +2450,18 @@ bool activate_random_artifact(object_type * o_ptr)
 
                                for (dir = 0; dir <= 9; dir++)
                                {
-                                       y = py + ddy[dir];
-                                       x = px + ddx[dir];
+                                       y = p_ptr->y + ddy[dir];
+                                       x = p_ptr->x + ddx[dir];
                                        c_ptr = &cave[y][x];
 
                                        /* Get the monster */
                                        m_ptr = &m_list[c_ptr->m_idx];
 
                                        /* Hack -- attack monsters */
-                                       if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x)))
+                                       if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
                                                py_attack(y, x, 0);
                                }
                        }
-                       o_ptr->timeout = 250;
                        break;
                }
 
@@ -2142,76 +2473,169 @@ bool activate_random_artifact(object_type * o_ptr)
                                if (drain_life(dir, 100))
                                hp_player(100);
                        }
-
-                       o_ptr->timeout = 400;
                        break;
                }
 
 
                case ACT_CALL_CHAOS:
                {
-#ifdef JP
-                       msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows in scintillating colours...");
-#endif
-
+                       msg_print(_("様々な色の火花を発している...","It glows in scintillating colours..."));
                        call_chaos();
-                       o_ptr->timeout = 350;
                        break;
                }
 
                case ACT_ROCKET:
                {
                        if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-                       msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
-#else
-                       msg_print("You launch a rocket!");
-#endif
-
+                       msg_print(_("ロケットを発射した!", "You launch a rocket!"));
                        fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
-                       o_ptr->timeout = 400;
                        break;
                }
 
                case ACT_DISP_EVIL:
                {
-#ifdef JP
-                       msg_print("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
-#else
-                       msg_print("It floods the area with goodness...");
-#endif
-
+                       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);
-                       o_ptr->timeout = randint0(300) + 300;
                        break;
                }
 
-               case ACT_DISP_GOOD:
+               case ACT_BA_MISS_3:
                {
-#ifdef JP
-                       msg_print("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
-#else
-                       msg_print("It floods the area with evil...");
-#endif
+                       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;
+               }
 
+               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);
-                       o_ptr->timeout = randint0(300) + 300;
                        break;
                }
 
-               case ACT_BA_MISS_3:
+               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;
-#ifdef JP
-                       msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
-                       msg_print("You breathe the elements.");
-#endif
+                       fire_bolt(GF_ARROW, dir, 150);
+                       break;
+               }
+
+               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;
+               }
+
+               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;
+               }
+
+               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;
+               }
+
+               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;
+               }
+
+               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:
+               {
+                       int num = damroll(5, 3);
+                       int 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;
+               }
 
-                       fire_ball(GF_MISSILE, dir, 300, 4);
-                       o_ptr->timeout = 500;
+               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;
                }
 
@@ -2219,42 +2643,28 @@ bool activate_random_artifact(object_type * o_ptr)
 
                case ACT_CONFUSE:
                {
-#ifdef JP
-                       msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows in scintillating colours...");
-#endif
-
+                       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);
-                       o_ptr->timeout = 15;
                        break;
                }
 
                case ACT_SLEEP:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows deep blue...");
-#endif
-
+                       msg_print(_("深青色に輝いている...", "It glows deep blue..."));
                        sleep_monsters_touch();
-                       o_ptr->timeout = 55;
                        break;
                }
 
                case ACT_QUAKE:
                {
-                       earthquake(py, px, 10);
-                       o_ptr->timeout = 50;
+                       earthquake(p_ptr->y, p_ptr->x, 5);
                        break;
                }
 
                case ACT_TERROR:
                {
                        turn_monsters(40 + p_ptr->lev);
-                       o_ptr->timeout = 3 * (p_ptr->lev + 10);
                        break;
                }
 
@@ -2262,7 +2672,6 @@ bool activate_random_artifact(object_type * o_ptr)
                {
                        if (!get_aim_dir(&dir)) return FALSE;
                        (void)fire_beam(GF_AWAY_ALL, dir, plev);
-                       o_ptr->timeout = 200;
                        break;
                }
 
@@ -2270,40 +2679,46 @@ bool activate_random_artifact(object_type * o_ptr)
                {
                        if (banish_evil(100))
                        {
-#ifdef JP
-                               msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁÅݤ·¤¿¡ª");
-#else
-                               msg_print("The power of the artifact banishes evil!");
-#endif
-
+                               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!"));
                        }
-                       o_ptr->timeout = 250 + randint1(250);
                        break;
                }
 
                case ACT_GENOCIDE:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows deep blue...");
-#endif
-
+                       msg_print(_("深青色に輝いている...", "It glows deep blue..."));
                        (void)symbol_genocide(200, TRUE);
-                       o_ptr->timeout = 500;
                        break;
                }
 
                case ACT_MASS_GENO:
                {
-#ifdef JP
-                       msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
-                       msg_print("It lets out a long, shrill note...");
-#endif
-
+                       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);
-                       o_ptr->timeout = 1000;
+                       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;
                }
 
@@ -2312,235 +2727,212 @@ bool activate_random_artifact(object_type * o_ptr)
                case ACT_CHARM_ANIMAL:
                {
                        if (!get_aim_dir(&dir)) return FALSE;
-                       (void)charm_animal(dir, plev);
-                       o_ptr->timeout = 300;
+                       (void)charm_animal(dir, plev * 2);
                        break;
                }
 
                case ACT_CHARM_UNDEAD:
                {
                        if (!get_aim_dir(&dir)) return FALSE;
-                       (void)control_one_undead(dir, plev);
-                       o_ptr->timeout = 333;
+                       (void)control_one_undead(dir, plev * 2);
                        break;
                }
 
                case ACT_CHARM_OTHER:
                {
                        if (!get_aim_dir(&dir)) return FALSE;
-                       (void)charm_monster(dir, plev);
-                       o_ptr->timeout = 400;
+                       (void)charm_monster(dir, plev * 2);
                        break;
                }
 
                case ACT_CHARM_ANIMALS:
                {
                        (void)charm_animals(plev * 2);
-                       o_ptr->timeout = 500;
                        break;
                }
 
                case ACT_CHARM_OTHERS:
                {
                        charm_monsters(plev * 2);
-                       o_ptr->timeout = 750;
                        break;
                }
 
                case ACT_SUMMON_ANIMAL:
                {
-                       (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, TRUE, TRUE, TRUE, FALSE, FALSE);
-                       o_ptr->timeout = 200 + randint1(300);
+                       (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:
                {
-#ifdef JP
-                       msg_print("¸¸Îî¤ò¾¤´­¤·¤¿¡£");
-#else
-                       msg_print("You summon a phantasmal servant.");
-#endif
-
-                       (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, TRUE, TRUE, TRUE, FALSE, FALSE);
-                       o_ptr->timeout = 200 + randint1(200);
+                       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);
-                       bool group = !(pet && (plev < 50));
-
-                       if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, group, FALSE, pet, FALSE, (bool)(!pet)))
-                       {
-#ifdef JP
-                               msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...");
-#else
-                               msg_print("An elemental materializes...");
-#endif
+                       u32b 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)
-#ifdef JP
-                                       msg_print("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
-                                       msg_print("It seems obedient to you.");
-#endif
-
+                                       msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
                                else
-#ifdef JP
-                                       msg_print("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª");
-#else
-                                       msg_print("You fail to control it!");
-#endif
-
+                                       msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
                        }
 
-                       o_ptr->timeout = 750;
                        break;
                }
 
                case ACT_SUMMON_DEMON:
                {
                        bool pet = one_in_(3);
-                       bool group = !(pet && (plev < 50));
+                       u32b mode = 0L;
 
-                       if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, group, FALSE, pet, FALSE, (bool)(!pet)))
-                       {
-#ifdef JP
-                               msg_print("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£");
-#else
-                               msg_print("The area fills with a stench of sulphur and brimstone.");
-#endif
+                       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)
-#ifdef JP
-                                       msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
-#else
-                                       msg_print("'What is thy bidding... Master?'");
-#endif
-
+                                       msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
                                else
-#ifdef JP
-                                       msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
-#else
-                                       msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
-#endif
-
+                                       msg_print(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
                        }
 
-                       o_ptr->timeout = 666 + randint1(333);
                        break;
                }
 
                case ACT_SUMMON_UNDEAD:
                {
                        bool pet = one_in_(3);
-                       bool group;
-                       bool unique_okay;
                        int type;
+                       u32b mode = 0L;
 
                        type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
-                       if (pet)
-                       {
-                               group = (((plev > 24) && one_in_(3)) ? TRUE : FALSE);
-                               unique_okay = FALSE;
-                       }
-                       else
+
+                       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))
                        {
-                               group = TRUE;
-                               unique_okay = TRUE;
+                               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!'"));
                        }
 
-                       if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type,
-                                           group, FALSE, pet, unique_okay, (bool)(!pet)))
+                       break;
+               }
+
+               case ACT_SUMMON_HOUND:
+               {
+                       u32b 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))
                        {
-#ifdef JP
-                               msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë...");
-#else
-                               msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
-#endif
 
                                if (pet)
-#ifdef JP
-                                       msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª");
-#else
-                                       msg_print("Ancient, long-dead forms arise from the ground to serve you!");
-#endif
-
+                                       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
-#ifdef JP
-                                       msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª");
-#else
-                                       msg_print("'The dead arise... to punish you for disturbing them!'");
-#endif
+                                       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:
+               {
+                       u32b 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!"));
                        }
 
-                       o_ptr->timeout = 666 + randint1(333);
                        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);
-                       o_ptr->timeout = 10;
                        break;
                }
 
                case ACT_CURE_MW:
                {
-#ifdef JP
-                       msg_print("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...");
-#else
-                       msg_print("It radiates deep purple...");
-#endif
-
+                       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);
-                       o_ptr->timeout = randint0(3) + 3;
                        break;
                }
 
                case ACT_CURE_POISON:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows deep blue...");
-#endif
-
+                       msg_print(_("深青色に輝いている...", "It glows deep blue..."));
                        (void)set_afraid(0);
                        (void)set_poisoned(0);
-                       o_ptr->timeout = 5;
                        break;
                }
 
-               case ACT_REST_LIFE:
+               case ACT_REST_EXP:
                {
-#ifdef JP
-                       msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows a deep red...");
-#endif
-
+                       msg_print(_("深紅に輝いている...", "It glows a deep red..."));
                        restore_level();
-                       o_ptr->timeout = 450;
                        break;
                }
 
                case ACT_REST_ALL:
                {
-#ifdef JP
-                       msg_print("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows a deep green...");
-#endif
-
+                       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);
@@ -2548,47 +2940,69 @@ bool activate_random_artifact(object_type * o_ptr)
                        (void)do_res_stat(A_CON);
                        (void)do_res_stat(A_CHR);
                        (void)restore_level();
-                       o_ptr->timeout = 750;
                        break;
                }
 
                case ACT_CURE_700:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows deep blue...");
-#endif
-
-#ifdef JP
-                       msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
-#else
-                       msg_print("You feel a warm tingling inside...");
-#endif
-
+                       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);
-                       o_ptr->timeout = 250;
                        break;
                }
 
                case ACT_CURE_1000:
                {
-#ifdef JP
-                       msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows a bright white...");
-#endif
-
-#ifdef JP
-                       msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
-#else
-                       msg_print("You feel much better...");
-#endif
-
+                       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);
-                       o_ptr->timeout = 888;
+                       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++)
+                               {
+                                       int 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;
                }
 
@@ -2597,86 +3011,134 @@ bool activate_random_artifact(object_type * o_ptr)
                case ACT_ESP:
                {
                        (void)set_tim_esp(randint1(30) + 25, FALSE);
-                       o_ptr->timeout = 200;
                        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);
+                       o_ptr->timeout = 100 + randint1(100); */
                        break;
                }
 
                case ACT_PROT_EVIL:
                {
-#ifdef JP
-                       msg_print("±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
-                       msg_print("It lets out a shrill wail...");
-#endif
-
+                       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);
-                       o_ptr->timeout = randint0(225) + 225;
                        break;
                }
 
                case ACT_RESIST_ALL:
                {
-#ifdef JP
-                       msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows many colours...");
-#endif
-
+                       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);
-                       o_ptr->timeout = 200;
                        break;
                }
 
                case ACT_SPEED:
                {
-#ifdef JP
-                       msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows bright green...");
-#endif
-
+                       msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
                        (void)set_fast(randint1(20) + 20, FALSE);
-                       o_ptr->timeout = 250;
                        break;
                }
 
                case ACT_XTRA_SPEED:
                {
-#ifdef JP
-                       msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows brightly...");
-#endif
-
+                       msg_print(_("明るく輝いている...", "It glows brightly..."));
                        (void)set_fast(randint1(75) + 75, FALSE);
-                       o_ptr->timeout = randint0(200) + 200;
                        break;
                }
 
                case ACT_WRAITH:
                {
                        set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
-                       o_ptr->timeout = 1000;
                        break;
                }
 
                case ACT_INVULN:
                {
                        (void)set_invuln(randint1(8) + 8, FALSE);
-                       o_ptr->timeout = 1000;
+                       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;
                }
 
@@ -2684,212 +3146,564 @@ bool activate_random_artifact(object_type * o_ptr)
 
                case ACT_LIGHT:
                {
-#ifdef JP
-                       msg_print("À¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...");
-#else
-                       msg_print("It wells with clear light...");
-#endif
-
+                       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);
-                       o_ptr->timeout = randint0(10) + 10;
                        break;
                }
 
                case ACT_MAP_LIGHT:
                {
-#ifdef JP
-                       msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
-#else
-                       msg_print("It shines brightly...");
-#endif
-
+                       msg_print(_("眩しく輝いた...", "It shines brightly..."));
                        map_area(DETECT_RAD_MAP);
                        lite_area(damroll(2, 15), 3);
-                       o_ptr->timeout = randint0(50) + 50;
                        break;
                }
 
                case ACT_DETECT_ALL:
                {
-#ifdef JP
-                       msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows bright white...");
-#endif
-
-#ifdef JP
-                       msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤­¤¿...");
-#else
-                       msg_print("An image forms in your mind...");
-#endif
-
+                       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);
-                       o_ptr->timeout = randint0(55) + 55;
                        break;
                }
 
                case ACT_DETECT_XTRA:
                {
-#ifdef JP
-                       msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows brightly...");
-#endif
-
+                       msg_print(_("明るく輝いている...", "It glows brightly..."));
                        detect_all(DETECT_RAD_DEFAULT);
                        probing();
                        identify_fully(FALSE);
-                       o_ptr->timeout = 1000;
                        break;
                }
 
                case ACT_ID_FULL:
                {
-#ifdef JP
-                       msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows yellow...");
-#endif
-
+                       msg_print(_("黄色く輝いている...", "It glows yellow..."));
                        identify_fully(FALSE);
-                       o_ptr->timeout = 750;
                        break;
                }
 
                case ACT_ID_PLAIN:
                {
                        if (!ident_spell(FALSE)) return FALSE;
-                       o_ptr->timeout = 10;
                        break;
                }
 
                case ACT_RUNE_EXPLO:
                {
-#ifdef JP
-                       msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows bright red...");
-#endif
-
+                       msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
                        explosive_rune();
-                       o_ptr->timeout = 200;
                        break;
                }
 
                case ACT_RUNE_PROT:
                {
-#ifdef JP
-                       msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows light blue...");
-#endif
-
+                       msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
                        warding_glyph();
-                       o_ptr->timeout = 400;
                        break;
                }
 
                case ACT_SATIATE:
                {
                        (void)set_food(PY_FOOD_MAX - 1);
-                       o_ptr->timeout = 200;
                        break;
                }
 
                case ACT_DEST_DOOR:
                {
-#ifdef JP
-                       msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows bright red...");
-#endif
-
+                       msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
                        destroy_doors_touch();
-                       o_ptr->timeout = 10;
                        break;
                }
 
                case ACT_STONE_MUD:
                {
-#ifdef JP
-                       msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
-#else
-                       msg_print("It pulsates...");
-#endif
-
+                       msg_print(_("鼓動している...", "It pulsates..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       wall_to_mud(dir);
-                       o_ptr->timeout = 5;
+                       wall_to_mud(dir, 20 + randint1(30));
                        break;
                }
 
                case ACT_RECHARGE:
                {
                        recharge(130);
-                       o_ptr->timeout = 70;
                        break;
                }
 
                case ACT_ALCHEMY:
                {
-#ifdef JP
-                       msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows bright yellow...");
-#endif
-
+                       msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
                        (void)alchemy();
-                       o_ptr->timeout = 500;
                        break;
                }
 
                case ACT_DIM_DOOR:
                {
-#ifdef JP
-                       msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
-#else
-                       msg_print("You open a dimensional gate. Choose a destination.");
-#endif
-
+                       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;
-                       o_ptr->timeout = 100;
                        break;
                }
 
 
                case ACT_TELEPORT:
                {
-#ifdef JP
-                       msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
-#else
-                       msg_print("It twists space around you...");
-#endif
-
-                       teleport_player(100);
-                       o_ptr->timeout = 45;
+                       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:
                {
-#ifdef JP
-                       msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows soft white...");
-#endif
+                       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;
-                       o_ptr->timeout = 200;
+                       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:
+               {
+                       int 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, o_idx, t;
+                       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->magic_num1[0] = 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:
                {
-#ifdef JP
-                       msg_format("Unknown activation effect: %d.", o_ptr->xtra2);
-#else
-                       msg_format("Unknown activation effect: %d.", o_ptr->xtra2);
-#endif
+                       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 = 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;
                }
        }
@@ -2897,7 +3711,51 @@ bool activate_random_artifact(object_type * o_ptr)
        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;
@@ -2911,42 +3769,62 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
                }
                else
                {
-                       o_ptr->art_flags3 |=
-                           (TR3_CURSED | TR3_HEAVY_CURSE | TR3_AGGRAVATE | TR3_TY_CURSE);
-                       o_ptr->ident |= IDENT_CURSED;
+                       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)
                {
-                       o_ptr->art_flags3 |= (TR3_NO_MAGIC | TR3_HEAVY_CURSE);
-                       o_ptr->ident |= IDENT_CURSED;
+                       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)
-                       o_ptr->art_flags1 |= TR1_BLOWS;
+                       add_flag(o_ptr->art_flags, TR_BLOWS);
        }
 
        if (o_ptr->name1 == ART_BLOOD)
        {
-               int dummy, i;
-               dummy = randint1(2)+randint1(2);
-               for (i = 0; i < dummy; i++)
-                       o_ptr->art_flags1 |= (TR1_CHAOTIC << randint0(18));
-               dummy = randint1(2);
-               for (i = 0; i < dummy; i++)
-                       one_resistance(o_ptr);
-               dummy = 2;
-               for (i = 0; i < dummy; i++)
+               get_bloody_moon_flags(o_ptr);
+       }
+
+       if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
+       {
+               if (p_ptr->psex != SEX_FEMALE)
                {
-                       int tmp = randint0(11);
-                       if (tmp < 6) o_ptr->art_flags1 |= (TR1_STR << tmp);
-                       else o_ptr->art_flags1 |= (TR1_STEALTH << (tmp - 6));
+                       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);
                }
        }
 
@@ -2958,72 +3836,6 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
                if (one_in_(2)) give_resistance = TRUE;
                else give_power = TRUE;
        }
-#if 0
-       switch (o_ptr->name1)
-       {
-               case ART_JULIAN:
-               case ART_ARVEDUI:
-               case ART_CASPANION:
-               case ART_HITHLOMIR:
-               case ART_ROHIRRIM:
-               case ART_CELEGORM:
-               case ART_ANARION:
-               case ART_THRANDUIL:
-               case ART_LUTHIEN:
-               case ART_THROR:
-               case ART_THORIN:
-               case ART_NIMTHANC:
-               case ART_DETHANC:
-               case ART_NARTHANC:
-               case ART_STING:
-               case ART_TURMIL:
-               case ART_THALKETTOTH:
-               case ART_JIZO:
-                       {
-                               /* Give a resistance */
-                               give_resistance = TRUE;
-                       }
-                       break;
-               case ART_MAEDHROS:
-               case ART_GLAMDRING:
-               case ART_ORCRIST:
-               case ART_ANDURIL:
-               case ART_ZARCUTHRA:
-               case ART_GURTHANG:
-               case ART_SOULSWORD:
-               case ART_BRAND:
-               case ART_DAWN:
-               case ART_BUCKLAND:
-               case ART_AZAGHAL:
-                       {
-                               /* Give a resistance OR a power */
-                               if (one_in_(2)) give_resistance = TRUE;
-                               else give_power = TRUE;
-                       }
-                       break;
-               case ART_NENYA:
-               case ART_VILYA:
-               case ART_BERUTHIEL:
-               case ART_THINGOL:
-               case ART_ULMO:
-               case ART_GANDALF:
-                       {
-                               /* Give a power */
-                               give_power = TRUE;
-                       }
-                       break;
-               case ART_CRIMSON:
-               case ART_POWER:
-               case ART_AMBER:
-               case ART_AULE:
-                       {
-                               /* Give both */
-                               give_power = TRUE;
-                               give_resistance = TRUE;
-                       }
-                       break;
-       }
-#endif
 
        if (give_power)
        {
@@ -3037,10 +3849,18 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
 }
 
 
-/*
- * Create the artifact of the specified number
+/*!
+ * @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.
  */
-void create_named_art(int a_idx, int y, int x)
+bool create_named_art(int a_idx, int y, int x)
 {
        object_type forge;
        object_type *q_ptr;
@@ -3052,13 +3872,13 @@ void create_named_art(int a_idx, int y, int x)
        q_ptr = &forge;
 
        /* Ignore "empty" artifacts */
-       if (!a_ptr->name) return;
+       if (!a_ptr->name) return FALSE;
 
        /* Acquire the "kind" index */
        i = lookup_kind(a_ptr->tval, a_ptr->sval);
 
        /* Oops */
-       if (!i) return;
+       if (!i) return FALSE;
 
        /* Create the artifact */
        object_prep(q_ptr, i);
@@ -3076,11 +3896,141 @@ void create_named_art(int a_idx, int y, int x)
        q_ptr->to_d = a_ptr->to_d;
        q_ptr->weight = a_ptr->weight;
 
-       /* Hack -- acquire "cursed" flag */
-       if (a_ptr->flags3 & TR3_CURSED) q_ptr->ident |= (IDENT_CURSED);
+       /* 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 */
-       (void)drop_near(q_ptr, -1, y, x);
+       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)
+{
+       u32b flgs[TR_FLAG_SIZE];
+       object_flags(o_ptr, flgs);
+
+       int dam = 0;
+       dam = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
+
+       if(cheat_xtra) msg_format("素平均%d ", dam);
+       if (have_flag(flgs, TR_KILL_EVIL))
+       {
+
+               if (have_flag(flgs,TR_FORCE_WEAPON))
+               {
+                       dam = dam * 1.5 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
+               }
+               else
+               {
+                       dam = dam * 3.5;
+               }
+               if (cheat_xtra) msg_format("X邪計算後%d ", dam);
+       }
+       else if (!have_flag(flgs, TR_KILL_EVIL) &&  have_flag(flgs, TR_SLAY_EVIL))
+       {
+               
+               if (have_flag(flgs, TR_FORCE_WEAPON))
+               {
+                       dam = dam * 1.5 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
+               }
+               else
+               {
+                       dam = dam * 2;
+               }
+               if (cheat_xtra) msg_format("/邪計算後%d ", dam);
+       }
+
+
+       if (have_flag(flgs, TR_VORPAL))
+       {
+               dam = dam * 1.21;
+               if (cheat_xtra) msg_format("/切計算後%d ", dam);
+       }
+
+       dam = dam + o_ptr->to_d;
+       if (cheat_xtra) msg_format("最終対邪%d ", dam);
+       return(dam);
+}
+
+int suppression_evil_dam(object_type *o_ptr)
+{
+       int num = 0;
+       u32b flgs[TR_FLAG_SIZE];
+       object_flags(o_ptr, flgs);
+
+       if (o_ptr->art_flags, TR_VAMPIRIC)
+       {
+               if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
+               {
+                       num = 1;
+               }
+               else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
+               {
+                       num = 1;
+               }
+               else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
+               {
+                       num = 1;
+               }
+               else if (calc_arm_avgdamage(o_ptr) > 63)
+               {
+                       num = 1;
+               }
+       }
+       else
+       {
+               if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
+               {
+                       num = 1;
+               }
+               else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
+               {
+               num = 1;
+               }
+               else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
+               {
+               num = 1;
+               }
+               else if (calc_arm_avgdamage(o_ptr) > 75)
+               {
+               num = 1;
+               }
+       }
+       return(num);
+}
+
+int weakening_artifact(object_type *o_ptr)
+{
+        int k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
+        object_kind *k_ptr = &k_info[k_idx];
+
+        if ((k_info[k_idx].dd > o_ptr->dd) || (k_info[k_idx].ds > o_ptr->ds)) 
+        {
+                if (o_ptr->dd > o_ptr->ds)
+                {
+                        o_ptr->dd--;
+                }
+                else
+                {
+                        o_ptr->ds--;
+                }
+                return 1;
+        }
+        
+        if (o_ptr->to_d > 11)
+        {
+                o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
+                if (o_ptr->to_d < 10)
+                {
+                        o_ptr->to_d = 10;
+                }
+                return 1;
+        }
+        return 0;
+}
\ No newline at end of file