3 * @brief プレイヤーの発動コマンド実装
10 #include "main/sound-definitions-table.h"
12 #include "cmd/cmd-activate.h"
13 #include "cmd/cmd-basic.h"
14 #include "cmd/cmd-save.h"
15 #include "object-hook.h"
19 #include "spells-summon.h"
20 #include "spells-status.h"
21 #include "spells-object.h"
22 #include "spells-floor.h"
23 #include "player-effects.h"
24 #include "realm/realm-hex.h"
25 #include "player-damage.h"
26 #include "player-inventory.h"
27 #include "monster-status.h"
29 #include "object/object-kind.h"
30 #include "object-ego.h"
31 #include "targeting.h"
33 #include "effect/spells-effect-util.h"
36 * @brief 装備耐性に準じたブレス効果の選択テーブル /
37 * Define flags, effect type, name for dragon breath activation
39 const dragonbreath_type dragonbreath_info[] = {
40 { TR_RES_ACID, GF_ACID, _("酸", "acid") },
41 { TR_RES_ELEC, GF_ELEC, _("電撃", "lightning") },
42 { TR_RES_FIRE, GF_FIRE, _("火炎", "fire") },
43 { TR_RES_COLD, GF_COLD, _("冷気", "cold") },
44 { TR_RES_POIS, GF_POIS, _("毒", "poison") },
45 { TR_RES_LITE, GF_LITE, _("閃光", "light") },
46 { TR_RES_DARK, GF_DARK, _("暗黒", "dark") },
47 { TR_RES_SHARDS, GF_SHARDS, _("破片", "shard") },
48 { TR_RES_CONF, GF_CONFUSION, _("混乱", "confusion") },
49 { TR_RES_SOUND, GF_SOUND, _("轟音", "sound") },
50 { TR_RES_NEXUS, GF_NEXUS, _("因果混乱", "nexus") },
51 { TR_RES_NETHER, GF_NETHER, _("地獄", "nether") },
52 { TR_RES_CHAOS, GF_CHAOS, _("カオス", "chaos") },
53 { TR_RES_DISEN, GF_DISENCHANT, _("劣化", "disenchant") },
58 * @brief アイテムの発動効果テーブル /
59 * Define flags, levels, values of activations
61 const activation_type activation_info[] =
63 { "SUNLIGHT", ACT_SUNLIGHT, 10, 250, {10, 0},
64 _("太陽光線", "beam of sunlight") },
65 { "BO_MISS_1", ACT_BO_MISS_1, 10, 250, {2, 0},
66 _("マジック・ミサイル(2d6)", "magic missile (2d6)") },
67 { "BA_POIS_1", ACT_BA_POIS_1, 10, 300, {4, 0},
68 _("悪臭雲(12)", "stinking cloud (12)") },
69 { "BO_ELEC_1", ACT_BO_ELEC_1, 20, 250, {5, 0},
70 _("サンダー・ボルト(4d8)", "lightning bolt (4d8)") },
71 { "BO_ACID_1", ACT_BO_ACID_1, 20, 250, {6, 0},
72 _("アシッド・ボルト(5d8)", "acid bolt (5d8)") },
73 { "BO_COLD_1", ACT_BO_COLD_1, 20, 250, {7, 0},
74 _("アイス・ボルト(6d8)", "frost bolt (6d8)") },
75 { "BO_FIRE_1", ACT_BO_FIRE_1, 20, 250, {8, 0},
76 _("ファイア・ボルト(9d8)", "fire bolt (9d8)") },
77 { "BA_COLD_1", ACT_BA_COLD_1, 30, 750, {6, 0},
78 _("アイス・ボール(48)", "ball of cold (48)") },
79 { "BA_COLD_2", ACT_BA_COLD_2, 40, 1000, {12, 0},
80 _("アイス・ボール(100)", "ball of cold (100)") },
81 { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {50, 0},
82 _("巨大アイス・ボール(400)", "ball of cold (400)") },
83 { "BA_FIRE_1", ACT_BA_FIRE_1, 30, 1000, {9, 0},
84 _("ファイア・ボール(72)", "ball of fire (72)") },
85 { "BA_FIRE_2", ACT_BA_FIRE_2, 40, 1500, {15, 0},
86 _("巨大ファイア・ボール(120)", "large fire ball (120)") },
87 { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {40, 0},
88 _("巨大ファイア・ボール(300)", "fire ball (300)") },
89 { "BA_FIRE_4", ACT_BA_FIRE_4, 40, 1000, {12, 0},
90 _("ファイア・ボール(100)", "fire ball (100)") },
91 { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1000, {12, 0},
92 _("サンダー・ボール(100)", "ball of lightning (100)") },
93 { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {70, 0},
94 _("巨大サンダー・ボール(500)", "ball of lightning (500)") },
95 { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 0},
96 _("アシッド・ボール(100)", "ball of acid (100)") },
97 { "BA_NUKE_1", ACT_BA_NUKE_1, 50, 1000, {12, 0},
98 _("放射能球(100)", "ball of nuke (100)") },
99 { "HYPODYNAMIA_1", ACT_HYPODYNAMIA_1, 30, 500, {12, 0},
100 _("窒息攻撃(100)", "a strangling attack (100)") },
101 { "HYPODYNAMIA_2", ACT_HYPODYNAMIA_2, 40, 750, {15, 0},
102 _("衰弱の矢(120)", "hypodynamic bolt (120)") },
103 { "DRAIN_1", ACT_DRAIN_1, 40, 1000, {20, 0},
104 _("吸収の矢(3*50)", "drain bolt (3*50)") },
105 { "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {20, 0},
106 _("矢(150)", "arrows (150)") },
107 { "WHIRLWIND", ACT_WHIRLWIND, 50, 7500, {25, 0},
108 _("カマイタチ", "whirlwind attack") },
109 { "DRAIN_2", ACT_DRAIN_2, 50, 2500, {40, 0},
110 _("吸収の矢(3*100)", "drain bolt (3*100)") },
111 { "CALL_CHAOS", ACT_CALL_CHAOS, 70, 5000, {35, 0},
112 _("混沌召来", "call chaos") },
113 { "ROCKET", ACT_ROCKET, 70, 5000, {20, 0},
114 _("ロケット(120+レベル)", "launch rocket (120+level)") },
115 { "DISP_EVIL", ACT_DISP_EVIL, 50, 4000, {50, 0},
116 _("邪悪退散(x5)", "dispel evil (x5)") },
117 { "BA_MISS_3", ACT_BA_MISS_3, 50, 1500, {50, 0},
118 _("エレメントのブレス(300)", "elemental breath (300)") },
119 { "DISP_GOOD", ACT_DISP_GOOD, 50, 3500, {50, 0},
120 _("善良退散(x5)", "dispel good (x5)") },
121 { "BO_MANA", ACT_BO_MANA, 40, 1500, {20, 0},
122 _("魔法の矢(150)", "a magical arrow (150)") },
123 { "BA_WATER", ACT_BA_WATER, 50, 2000, {25, 0},
124 _("ウォーター・ボール(200)", "water ball (200)") },
125 { "BA_STAR", ACT_BA_STAR, 50, 2200, {25, 0},
126 _("巨大スター・ボール(200)", "large star ball (200)") },
127 { "BA_DARK", ACT_BA_DARK, 50, 2200, {30, 0},
128 _("暗黒の嵐(250)", "darkness storm (250)") },
129 { "BA_MANA", ACT_BA_MANA, 70, 2500, {30, 0},
130 _("魔力の嵐(250)", "a mana storm (250)") },
131 { "PESTICIDE", ACT_PESTICIDE, 10, 500, {10, 0},
132 _("害虫の駆除", "dispel small life") },
133 { "BLINDING_LIGHT", ACT_BLINDING_LIGHT, 30, 5000, {40, 0},
134 _("眩しい光", "blinding light") },
135 { "BIZARRE", ACT_BIZARRE, 90, 10000, {50, 0},
136 _("信じ難いこと", "bizarre things") },
137 { "CAST_BA_STAR", ACT_CAST_BA_STAR, 70, 7500, {100, 0},
138 _("スター・ボール・ダスト(150)", "cast star balls (150)") },
139 { "BLADETURNER", ACT_BLADETURNER, 80, 20000, {80, 0},
140 _("エレメントのブレス(300), 士気高揚、祝福、耐性", "breathe elements (300), hero, bless, and resistance") },
141 { "BR_FIRE", ACT_BR_FIRE, 50, 5000, {-1, 0},
142 _("火炎のブレス (200)", "fire breath (200)") },
143 { "BR_COLD", ACT_BR_COLD, 50, 5000, {-1, 0},
144 _("冷気のブレス (200)", "cold breath (200)") },
145 { "BR_DRAGON", ACT_BR_DRAGON, 70, 10000, { 30, 0 },
146 "" /* built by item_activation_dragon_breath() */ },
148 { "CONFUSE", ACT_CONFUSE, 10, 500, {10, 0},
149 _("パニック・モンスター", "confuse monster") },
150 { "SLEEP", ACT_SLEEP, 10, 750, {15, 0},
151 _("周囲のモンスターを眠らせる", "sleep nearby monsters") },
152 { "QUAKE", ACT_QUAKE, 30, 600, {20, 0},
153 _("地震", "earthquake") },
154 { "TERROR", ACT_TERROR, 20, 2500, {-1, 0},
156 { "TELE_AWAY", ACT_TELE_AWAY, 20, 2000, {15, 0},
157 _("テレポート・アウェイ", "teleport away") },
158 { "BANISH_EVIL", ACT_BANISH_EVIL, 40, 2000, {250, 0},
159 _("邪悪消滅", "banish evil") },
160 { "GENOCIDE", ACT_GENOCIDE, 50, 10000, {500, 0},
161 _("抹殺", "genocide") },
162 { "MASS_GENO", ACT_MASS_GENO, 50, 10000, {1000, 0},
163 _("周辺抹殺", "mass genocide") },
164 { "SCARE_AREA", ACT_SCARE_AREA, 20, 2500, {20, 0},
165 _("モンスター恐慌", "frighten monsters") },
166 { "AGGRAVATE", ACT_AGGRAVATE, 0, 100, {0, 0},
167 _("モンスターを怒らせる", "aggravete monsters") },
169 { "CHARM_ANIMAL", ACT_CHARM_ANIMAL, 40, 7500, {200, 0},
170 _("動物魅了", "charm animal") },
171 { "CHARM_UNDEAD", ACT_CHARM_UNDEAD, 40, 10000, {333, 0},
172 _("アンデッド従属", "enslave undead") },
173 { "CHARM_OTHER", ACT_CHARM_OTHER, 40, 10000, {400, 0},
174 _("モンスター魅了", "charm monster") },
175 { "CHARM_ANIMALS", ACT_CHARM_ANIMALS, 40, 12500, {500, 0},
176 _("動物友和", "animal friendship") },
177 { "CHARM_OTHERS", ACT_CHARM_OTHERS, 40, 17500, {750, 0},
178 _("周辺魅了", "mass charm") },
179 { "SUMMON_ANIMAL", ACT_SUMMON_ANIMAL, 50, 10000, {200, 300},
180 _("動物召喚", "summon animal") },
181 { "SUMMON_PHANTOM", ACT_SUMMON_PHANTOM, 50, 12000, {200, 200},
182 _("幻霊召喚", "summon phantasmal servant") },
183 { "SUMMON_ELEMENTAL", ACT_SUMMON_ELEMENTAL, 50, 15000, {750, 0},
184 _("エレメンタル召喚", "summon elemental") },
185 { "SUMMON_DEMON", ACT_SUMMON_DEMON, 50, 20000, {666, 0},
186 _("悪魔召喚", "summon demon") },
187 { "SUMMON_UNDEAD", ACT_SUMMON_UNDEAD, 50, 20000, {666, 0},
188 _("アンデッド召喚", "summon undead") },
189 { "SUMMON_HOUND", ACT_SUMMON_HOUND, 50, 15000, {300, 0},
190 _("ハウンド召喚", "summon hound") },
191 { "SUMMON_DAWN", ACT_SUMMON_DAWN, 50, 15000, {500, 0},
192 _("暁の師団召喚", "summon the Legion of the Dawn") },
193 { "SUMMON_OCTOPUS", ACT_SUMMON_OCTOPUS, 50, 15000, {300, 0},
194 _("蛸の大群召喚", "summon octopus") },
196 { "CHOIR_SINGS", ACT_CHOIR_SINGS, 60, 20000, {300, 0},
197 _("回復(777)、癒し、士気高揚", "heal 777 hit points, curing and HEROism") },
198 { "CURE_LW", ACT_CURE_LW, 10, 500, {10, 0},
199 _("恐怖除去/体力回復(30)", "remove fear and heal 30 hp") },
200 { "CURE_MW", ACT_CURE_MW, 20, 750, {3, 3},
201 _("傷回復(4d8)", "heal 4d8 and wounds") },
202 { "CURE_POISON", ACT_CURE_POISON, 10, 1000, {5, 0},
203 _("恐怖除去/毒消し", "remove fear and cure poison") },
204 { "REST_LIFE", ACT_REST_EXP, 40, 7500, {450, 0},
205 _("経験値復活", "restore experience") },
206 { "REST_ALL", ACT_REST_ALL, 30, 15000, {750, 0},
207 _("全ステータスと経験値復活", "restore stats and experience") },
208 { "CURE_700", ACT_CURE_700, 40, 10000, {250, 0},
209 _("体力回復(700)", "heal 700 hit points") },
210 { "CURE_1000", ACT_CURE_1000, 50, 15000, {888, 0},
211 _("体力回復(1000)", "heal 1000 hit points") },
212 { "CURING", ACT_CURING, 30, 5000, {100, 0},
214 { "CURE_MANA_FULL", ACT_CURE_MANA_FULL, 60, 20000, {777, 0},
215 _("魔力復活", "restore mana") },
217 { "ESP", ACT_ESP, 30, 1500, {100, 0},
218 _("テレパシー(期間 25+d30)", "telepathy (dur 25+d30)") },
219 { "BERSERK", ACT_BERSERK, 10, 800, {75, 0},
220 _("狂戦士化(25+d25ターン)", "berserk (25+d25 turns)") },
221 { "PROT_EVIL", ACT_PROT_EVIL, 30, 5000, {100, 0},
222 _("対邪悪結界(期間 3*レベル+d25)", "protect evil (dur level*3 + d25)") },
223 { "RESIST_ALL", ACT_RESIST_ALL, 30, 5000, {111, 0},
224 _("全耐性(期間 20+d20)", "resist elements (dur 20+d20)") },
225 { "SPEED", ACT_SPEED, 40, 15000, {250, 0},
226 _("加速(期間 20+d20)", "speed (dur 20+d20)") },
227 { "XTRA_SPEED", ACT_XTRA_SPEED, 40, 25000, {200, 200},
228 _("加速(期間 75+d75)", "speed (dur 75+d75)") },
229 { "WRAITH", ACT_WRAITH, 90, 25000, {1000, 0},
230 _("幽体化(期間 (レベル/2)+d(レベル/2))", "wraith form (dur level/2 + d(level/2))") },
231 { "INVULN", ACT_INVULN, 90, 25000, {1000, 0},
232 _("無敵化(期間 8+d8)", "invulnerability (dur 8+d8)") },
233 { "HERO", ACT_HERO, 10, 500, {30, 30},
234 _("士気高揚", "heroism") },
235 { "HERO_SPEED", ACT_HERO_SPEED, 30, 20000, {100, 200},
236 _("士気高揚, スピード(期間 50+d50ターン)", "hero and +10 to speed (50)") },
237 { "RESIST_ACID", ACT_RESIST_ACID, 20, 2000, {40, 40},
238 _("酸への耐性(期間 20+d20)", "resist acid (dur 20+d20)") },
239 { "RESIST_FIRE", ACT_RESIST_FIRE, 20, 2000, {40, 40},
240 _("火炎への耐性(期間 20+d20)", "resist fire (dur 20+d20)") },
241 { "RESIST_COLD", ACT_RESIST_COLD, 20, 2000, {40, 40},
242 _("冷気への耐性(期間 20+d20)", "resist cold (dur 20+d20)") },
243 { "RESIST_ELEC", ACT_RESIST_ELEC, 20, 2000, {40, 40},
244 _("電撃への耐性(期間 20+d20)", "resist elec (dur 20+d20)") },
245 { "RESIST_POIS", ACT_RESIST_POIS, 20, 2000, {40, 40},
246 _("毒への耐性(期間 20+d20)", "resist poison (dur 20+d20)") },
248 { "LIGHT", ACT_LIGHT, 10, 150, {10, 10},
249 _("イルミネーション", "light area (dam 2d15)") },
250 { "MAP_LIGHT", ACT_MAP_LIGHT, 30, 500, {50, 50},
251 _("魔法の地図と光", "light (dam 2d15) & map area") },
252 { "DETECT_ALL", ACT_DETECT_ALL, 30, 1000, {55, 55},
253 _("全感知", "detection") },
254 { "DETECT_XTRA", ACT_DETECT_XTRA, 50, 12500, {100, 0},
255 _("全感知、探索、*鑑定*", "detection, probing and identify true") },
256 { "ID_FULL", ACT_ID_FULL, 50, 10000, {75, 0},
257 _("*鑑定*", "identify true") },
258 { "ID_PLAIN", ACT_ID_PLAIN, 20, 1250, {10, 0},
259 _("鑑定", "identify spell") },
260 { "RUNE_EXPLO", ACT_RUNE_EXPLO, 40, 4000, {200, 0},
261 _("爆発のルーン", "explosive rune") },
262 { "RUNE_PROT", ACT_RUNE_PROT, 60, 10000, {400, 0},
263 _("守りのルーン", "rune of protection") },
264 { "SATIATE", ACT_SATIATE, 10, 2000, {200, 0},
265 _("空腹充足", "satisfy hunger") },
266 { "DEST_DOOR", ACT_DEST_DOOR, 10, 100, {10, 0},
267 _("ドア破壊", "destroy doors") },
268 { "STONE_MUD", ACT_STONE_MUD, 20, 1000, {3, 0},
269 _("岩石溶解", "stone to mud") },
270 { "RECHARGE", ACT_RECHARGE, 30, 1000, {70, 0},
271 _("魔力充填", "recharging") },
272 { "ALCHEMY", ACT_ALCHEMY, 50, 10000, {500, 0},
273 _("錬金術", "alchemy") },
274 { "DIM_DOOR", ACT_DIM_DOOR, 50, 10000, {100, 0},
275 _("次元の扉", "dimension door") },
276 { "TELEPORT", ACT_TELEPORT, 10, 2000, {25, 0},
277 _("テレポート", "teleport") },
278 { "RECALL", ACT_RECALL, 30, 7500, {200, 0},
279 _("帰還の詔", "word of recall") },
280 { "JUDGE", ACT_JUDGE, 90, 50000, {20, 20},
281 _("体力と引き替えに千里眼と帰還", "a telekinesis (500 lb)") },
282 { "TELEKINESIS", ACT_TELEKINESIS, 20, 5500, {25, 25},
283 _("物体を引き寄せる(重量25kgまで)", "clairvoyance and recall, draining you") },
284 { "DETECT_UNIQUE", ACT_DETECT_UNIQUE, 40, 10000, {200, 0},
285 _("この階にいるユニークモンスターを表示", "list of the uniques on the level") },
286 { "ESCAPE", ACT_ESCAPE, 10, 3000, {35, 0},
287 _("逃走", "a getaway") },
288 { "DISP_CURSE_XTRA", ACT_DISP_CURSE_XTRA, 40, 30000, {0, 0},
289 _("*解呪*と調査", "dispel curse and probing") },
290 { "BRAND_FIRE_BOLTS", ACT_BRAND_FIRE_BOLTS, 40, 20000, {999, 0},
291 _("刃先のファイア・ボルト", "fire branding of bolts") },
292 { "RECHARGE_XTRA", ACT_RECHARGE_XTRA, 70, 30000, {200, 0},
293 _("魔力充填", "recharge item") },
294 { "LORE", ACT_LORE, 10, 30000, {0, 0},
295 _("危険を伴う鑑定", "perilous identify") },
296 { "SHIKOFUMI", ACT_SHIKOFUMI, 10, 10000, {100, 100},
297 _("四股踏み", "shiko") },
298 { "PHASE_DOOR", ACT_PHASE_DOOR, 10, 1500, {10, 0},
299 _("ショート・テレポート", "blink") },
300 { "DETECT_ALL_MONS", ACT_DETECT_ALL_MONS, 30, 3000, {150, 0},
301 _("全モンスター感知", "detect all monsters") },
302 { "ULTIMATE_RESIST", ACT_ULTIMATE_RESIST, 90, 20000, {777, 0},
303 _("士気高揚、祝福、究極の耐性", "hero, bless, and ultimate resistance") },
305 { "CAST_OFF", ACT_CAST_OFF, 30, 15000, {100, 0},
306 _("脱衣と小宇宙燃焼", "cast it off and cosmic heroism") },
307 { "FISHING", ACT_FISHING, 0, 100, {0, 0},
308 _("釣りをする", "fishing") },
309 { "INROU", ACT_INROU, 40, 15000, {150, 150},
310 _("例のアレ", "reveal your identity") },
311 { "MURAMASA", ACT_MURAMASA, 0, 0, {-1, 0},
312 _("腕力の上昇", "increase STR") },
313 { "BLOODY_MOON", ACT_BLOODY_MOON, 0, 0, {3333, 0},
314 _("属性変更", "change zokusei") },
315 { "CRIMSON", ACT_CRIMSON, 0, 50000, {15, 0},
316 _("ファイア!", "fire!") },
318 { "STRAIN_HASTE", ACT_STRAIN_HASTE, 10, 1000, {120, 100},
319 _("体力と引き換えに加速", "haste with strain") },
320 { "GRAND_CROSS", ACT_GRAND_CROSS, 30, 15000, {250, 200},
321 _("グランド・クロス", "grand cross") },
322 { "TELEPORT_LEVEL", ACT_TELEPORT_LEVEL, 10, 1500, {100, 200},
323 _("テレポート・レベル", "teleort level") },
324 { "ARTS_FALLING_STAR", ACT_FALLING_STAR, 20, 5500, {30, 50},
325 _("魔剣・流れ星", "blade arts 'falling star'") },
326 { NULL, 0, 0, 0, {0, 0},
331 * @brief 装備を発動するコマンドのサブルーチン /
332 * Activate a wielded object. Wielded objects never stack.
333 * And even if they did, activatable objects never stack.
334 * @param item 発動するオブジェクトの所持品ID
338 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
339 * But one could, for example, easily make an activatable "Ring of Plasma".
340 * Note that it always takes a turn to activate an artifact, even if
341 * the user hits "escape" at the "direction" prompt.
344 void exe_activate(player_type *user_ptr, INVENTORY_IDX item)
352 o_ptr = REF_ITEM(user_ptr, user_ptr->current_floor_ptr, item);
353 take_turn(user_ptr, 100);
354 lev = k_info[o_ptr->k_idx].level;
356 /* Hack -- use artifact level instead */
357 if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
358 else if (object_is_random_artifact(o_ptr))
360 const activation_type* const act_ptr = find_activation_info(o_ptr);
362 lev = act_ptr->level;
365 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
367 /* Base chance of success */
368 chance = user_ptr->skill_dev;
370 /* Confusion hurts skill */
371 if (user_ptr->confused) chance = chance / 2;
374 if (chance > fail) fail -= (chance - fail) * 2;
375 else chance -= (fail - chance) * 2;
376 if (fail < USE_DEVICE) fail = USE_DEVICE;
377 if (chance < USE_DEVICE) chance = USE_DEVICE;
379 if (cmd_limit_time_walk(user_ptr)) return;
381 if (user_ptr->pclass == CLASS_BERSERKER) success = FALSE;
382 else if (chance > fail)
384 if (randint0(chance * 2) < fail) success = FALSE;
389 if (randint0(fail * 2) < chance) success = TRUE;
390 else success = FALSE;
396 if (flush_failure) flush();
397 msg_print(_("うまく始動させることができなかった。", "You failed to activate it properly."));
402 /* Check the recharge */
405 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
409 /* Some lights need enough fuel for activation */
410 if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
411 ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
413 msg_print(_("燃料がない。", "It has no fuel."));
418 /* Activate the artifact */
419 msg_print(_("始動させた...", "You activate it..."));
423 /* Activate object */
424 if (activation_index(o_ptr))
426 (void)activate_artifact(user_ptr, o_ptr);
428 user_ptr->window |= (PW_INVEN | PW_EQUIP);
435 else if (o_ptr->tval == TV_WHISTLE)
437 if (music_singing_any(user_ptr)) stop_singing(user_ptr);
438 if (hex_spelling_any(user_ptr)) stop_hex_spell_all(user_ptr);
441 MONSTER_IDX pet_ctr, i;
446 /* Allocate the "who" array */
447 C_MAKE(who, current_world_ptr->max_m_idx, MONSTER_IDX);
449 /* Process the monsters (backwards) */
450 for (pet_ctr = user_ptr->current_floor_ptr->m_max - 1; pet_ctr >= 1; pet_ctr--)
452 if (is_pet(&user_ptr->current_floor_ptr->m_list[pet_ctr]) && (user_ptr->riding != pet_ctr))
453 who[max_pet++] = pet_ctr;
456 ang_sort(who, &dummy_why, max_pet, ang_sort_comp_pet, ang_sort_swap_hook);
458 /* Process the monsters (backwards) */
459 for (i = 0; i < max_pet; i++)
462 teleport_monster_to(user_ptr, pet_ctr, user_ptr->y, user_ptr->x, 100, TELEPORT_PASSIVE);
465 /* Free the "who" array */
466 C_KILL(who, current_world_ptr->max_m_idx, MONSTER_IDX);
468 o_ptr->timeout = 100 + randint1(100);
471 else if (o_ptr->tval == TV_CAPTURE)
475 bool old_target_pet = target_pet;
477 if (!get_aim_dir(user_ptr, &dir))
479 target_pet = old_target_pet;
482 target_pet = old_target_pet;
484 if (fire_ball(user_ptr, GF_CAPTURE, dir, 0, 0))
486 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
487 o_ptr->xtra3 = (XTRA8)cap_mspeed;
488 o_ptr->xtra4 = (XTRA16)cap_hp;
489 o_ptr->xtra5 = (XTRA16)cap_maxhp;
496 if (o_ptr->inscription)
497 strcpy(buf, quark_str(o_ptr->inscription));
499 for (s = buf; *s && (*s != '#'); s++)
502 if (iskanji(*s)) s++;
512 t = quark_str(cap_nickname);
525 o_ptr->inscription = quark_add(buf);
532 if (!get_direction(user_ptr, &dir, FALSE, FALSE)) return;
533 if (monster_can_enter(user_ptr, user_ptr->y + ddy[dir], user_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
535 if (place_monster_aux(user_ptr, 0, user_ptr->y + ddy[dir], user_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
537 if (o_ptr->xtra3) user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
538 if (o_ptr->xtra5) user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
539 if (o_ptr->xtra4) user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
540 user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].maxhp = user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp;
541 if (o_ptr->inscription)
550 t = quark_str(o_ptr->inscription);
551 for (t = quark_str(o_ptr->inscription); *t && (*t != '#'); t++)
554 if (iskanji(*t)) t++;
579 if (quote && *(s - 1) == '\'')
583 user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].nickname = quark_add(buf);
584 t = quark_str(o_ptr->inscription);
586 while (*t && (*t != '#'))
593 o_ptr->inscription = quark_add(buf);
604 msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
606 calc_android_exp(user_ptr);
611 msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
615 * @brief 装備を発動するコマンドのメインルーチン /
616 * @param user_ptr プレーヤーへの参照ポインタ
619 void do_cmd_activate(player_type *user_ptr)
624 if (user_ptr->wild_mode) return;
625 if (cmd_limit_arena(user_ptr)) return;
627 if (user_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
629 set_action(user_ptr, ACTION_NONE);
632 item_tester_hook = item_tester_hook_activate;
634 q = _("どのアイテムを始動させますか? ", "Activate which item? ");
635 s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
637 if (!choose_object(user_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0)) return;
639 /* Activate the item */
640 exe_activate(user_ptr, item);
644 * @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
645 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
646 * @param user_ptr プレーヤーへの参照ポインタ
647 * @param o_ptr 対象のオブジェクト構造体ポインタ
648 * @return 発動実行の是非を返す。
650 static bool activate_dragon_breath(player_type *user_ptr, object_type *o_ptr)
652 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
658 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
660 object_flags(o_ptr, flgs);
662 for (i = 0; dragonbreath_info[i].flag != 0; i++)
664 if (have_flag(flgs, dragonbreath_info[i].flag))
666 type[n] = dragonbreath_info[i].type;
667 name[n] = dragonbreath_info[i].name;
671 if (n == 0) return FALSE;
674 if (music_singing_any(user_ptr)) stop_singing(user_ptr);
675 if (hex_spelling_any(user_ptr)) stop_hex_spell_all(user_ptr);
678 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
679 fire_breath(user_ptr, type[t], dir, 250, 4);
686 * @brief アイテムの発動効果を処理する。
687 * @param user_ptr プレーヤーへの参照ポインタ
688 * @param o_ptr 対象のオブジェクト構造体ポインタ
689 * @return 発動実行の是非を返す。
691 bool activate_artifact(player_type *user_ptr, object_type *o_ptr)
693 PLAYER_LEVEL plev = user_ptr->lev;
696 concptr name = k_name + k_info[o_ptr->k_idx].name;
697 const activation_type* const act_ptr = find_activation_info(o_ptr);
699 /* Maybe forgot adding information to activation_info table ? */
700 msg_print("Activation information is not found.");
704 /* Activate for attack */
705 switch (act_ptr->index)
709 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
710 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
711 (void)lite_line(user_ptr, dir, damroll(6, 8));
717 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
718 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
719 fire_bolt(user_ptr, GF_MISSILE, dir, damroll(2, 6));
725 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
726 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
727 fire_ball(user_ptr, GF_POIS, dir, 12, 3);
733 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
734 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
735 fire_bolt(user_ptr, GF_ELEC, dir, damroll(4, 8));
741 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
742 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
743 fire_bolt(user_ptr, GF_ACID, dir, damroll(5, 8));
749 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
750 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
751 fire_bolt(user_ptr, GF_COLD, dir, damroll(6, 8));
757 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
758 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
759 fire_bolt(user_ptr, GF_FIRE, dir, damroll(9, 8));
765 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
766 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
767 fire_ball(user_ptr, GF_COLD, dir, 48, 2);
773 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
774 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
775 fire_ball(user_ptr, GF_COLD, dir, 100, 2);
781 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
782 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
783 fire_ball(user_ptr, GF_COLD, dir, 400, 3);
789 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
790 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
791 fire_ball(user_ptr, GF_FIRE, dir, 72, 2);
797 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
798 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
799 fire_ball(user_ptr, GF_FIRE, dir, 120, 3);
805 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
806 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
807 fire_ball(user_ptr, GF_FIRE, dir, 300, 3);
813 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
814 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
815 fire_ball(user_ptr, GF_FIRE, dir, 100, 2);
821 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
822 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
823 fire_ball(user_ptr, GF_ELEC, dir, 100, 3);
829 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
830 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
831 fire_ball(user_ptr, GF_ELEC, dir, 500, 3);
837 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
838 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
839 fire_ball(user_ptr, GF_ACID, dir, 100, 2);
845 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
846 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
847 fire_ball(user_ptr, GF_NUKE, dir, 100, 2);
851 case ACT_HYPODYNAMIA_1:
853 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);
854 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
855 hypodynamic_bolt(user_ptr, dir, 100);
859 case ACT_HYPODYNAMIA_2:
861 msg_print(_("黒く輝いている...", "It glows black..."));
862 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
863 hypodynamic_bolt(user_ptr, dir, 120);
869 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
870 for (dummy = 0; dummy < 3; dummy++)
872 if (hypodynamic_bolt(user_ptr, dir, 50))
873 hp_player(user_ptr, 50);
880 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
881 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
882 fire_bolt(user_ptr, GF_ARROW, dir, 150);
894 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
895 for (dummy = 0; dummy < 3; dummy++)
897 if (hypodynamic_bolt(user_ptr, dir, 100))
898 hp_player(user_ptr, 100);
906 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
907 call_chaos(user_ptr);
913 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
914 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
915 fire_ball(user_ptr, GF_ROCKET, dir, 250 + plev * 3, 2);
921 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
922 dispel_evil(user_ptr, user_ptr->lev * 5);
928 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
929 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
930 fire_breath(user_ptr, GF_MISSILE, dir, 300, 4);
936 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
937 dispel_good(user_ptr, user_ptr->lev * 5);
943 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
944 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
945 fire_bolt(user_ptr, GF_ARROW, dir, 150);
951 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
952 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
953 fire_ball(user_ptr, GF_WATER, dir, 200, 3);
959 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
960 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
961 fire_ball(user_ptr, GF_DARK, dir, 250, 4);
967 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
968 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
969 fire_ball(user_ptr, GF_MANA, dir, 250, 4);
975 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
976 (void)dispel_monsters(user_ptr, 4);
980 case ACT_BLINDING_LIGHT:
982 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
983 fire_ball(user_ptr, GF_LITE, 0, 300, 6);
984 confuse_monsters(user_ptr, 3 * user_ptr->lev / 2);
990 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
991 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
992 ring_of_power(user_ptr, dir);
996 case ACT_CAST_BA_STAR:
998 HIT_POINT num = damroll(5, 3);
999 POSITION y = 0, x = 0;
1001 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
1002 for (k = 0; k < num; k++)
1008 scatter(user_ptr, &y, &x, user_ptr->y, user_ptr->x, 4, 0);
1009 if (!cave_have_flag_bold(user_ptr->current_floor_ptr, y, x, FF_PROJECT)) continue;
1010 if (!player_bold(user_ptr, y, x)) break;
1013 project(user_ptr, 0, 3, y, x, 150, GF_ELEC,
1014 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
1020 case ACT_BLADETURNER:
1022 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1023 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
1024 fire_breath(user_ptr, GF_MISSILE, dir, 300, 4);
1025 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
1026 (void)set_afraid(user_ptr, 0);
1027 (void)set_hero(user_ptr, randint1(50) + 50, FALSE);
1028 (void)hp_player(user_ptr, 10);
1029 (void)set_blessed(user_ptr, randint1(50) + 50, FALSE);
1030 (void)set_oppose_acid(user_ptr, randint1(50) + 50, FALSE);
1031 (void)set_oppose_elec(user_ptr, randint1(50) + 50, FALSE);
1032 (void)set_oppose_fire(user_ptr, randint1(50) + 50, FALSE);
1033 (void)set_oppose_cold(user_ptr, randint1(50) + 50, FALSE);
1034 (void)set_oppose_pois(user_ptr, randint1(50) + 50, FALSE);
1040 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1041 fire_breath(user_ptr, GF_FIRE, dir, 200, 2);
1042 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1044 (void)set_oppose_fire(user_ptr, randint1(20) + 20, FALSE);
1051 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1052 fire_breath(user_ptr, GF_COLD, dir, 200, 2);
1053 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1055 (void)set_oppose_cold(user_ptr, randint1(20) + 20, FALSE);
1062 if (!activate_dragon_breath(user_ptr, o_ptr)) return FALSE;
1066 /* Activate for other offensive action */
1069 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
1070 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1071 confuse_monster(user_ptr, dir, 20);
1077 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1078 sleep_monsters_touch(user_ptr);
1084 earthquake(user_ptr, user_ptr->y, user_ptr->x, 5, 0);
1090 turn_monsters(user_ptr, 40 + user_ptr->lev);
1096 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1097 (void)fire_beam(user_ptr, GF_AWAY_ALL, dir, plev);
1101 case ACT_BANISH_EVIL:
1103 if (banish_evil(user_ptr, 100))
1105 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!"));
1112 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1113 (void)symbol_genocide(user_ptr, 200, TRUE);
1119 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
1120 (void)mass_genocide(user_ptr, 200, TRUE);
1124 case ACT_SCARE_AREA:
1126 if (music_singing_any(user_ptr)) stop_singing(user_ptr);
1127 if (hex_spelling_any(user_ptr)) stop_hex_spell_all(user_ptr);
1128 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!",
1129 "You wind a mighty blast; your enemies tremble!"));
1130 (void)turn_monsters(user_ptr, (3 * user_ptr->lev / 2) + 10);
1136 if (o_ptr->name1 == ART_HYOUSIGI)
1138 msg_print(_("拍子木を打った。", "You beat your wooden clappers."));
1142 msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
1144 aggravate_monsters(user_ptr, 0);
1148 /* Activate for summoning / charming */
1150 case ACT_CHARM_ANIMAL:
1152 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1153 (void)charm_animal(user_ptr, dir, plev);
1157 case ACT_CHARM_UNDEAD:
1159 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1160 (void)control_one_undead(user_ptr, dir, plev);
1164 case ACT_CHARM_OTHER:
1166 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1167 (void)charm_monster(user_ptr, dir, plev * 2);
1171 case ACT_CHARM_ANIMALS:
1173 (void)charm_animals(user_ptr, plev * 2);
1177 case ACT_CHARM_OTHERS:
1179 charm_monsters(user_ptr, plev * 2);
1183 case ACT_SUMMON_ANIMAL:
1185 (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
1189 case ACT_SUMMON_PHANTOM:
1191 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
1192 (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, user_ptr->current_floor_ptr->dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
1196 case ACT_SUMMON_ELEMENTAL:
1197 if (!cast_summon_elemental(user_ptr, (plev * 3) / 2)) return FALSE;
1200 case ACT_SUMMON_DEMON:
1202 cast_summon_demon(user_ptr, (plev * 3) / 2);
1206 case ACT_SUMMON_UNDEAD:
1207 if (!cast_summon_undead(user_ptr, (plev * 3) / 2)) return FALSE;
1210 case ACT_SUMMON_HOUND:
1211 if (!cast_summon_hound(user_ptr, (plev * 3) / 2)) return FALSE;
1214 case ACT_SUMMON_DAWN:
1216 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1217 (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, user_ptr->current_floor_ptr->dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
1221 case ACT_SUMMON_OCTOPUS:
1222 if (!cast_summon_octopus(user_ptr)) return FALSE;
1225 /* Activate for healing */
1227 case ACT_CHOIR_SINGS:
1229 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1230 (void)cure_critical_wounds(user_ptr, 777);
1231 (void)set_hero(user_ptr, randint1(25) + 25, FALSE);
1237 (void)set_afraid(user_ptr, 0);
1238 (void)hp_player(user_ptr, 30);
1244 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1245 (void)cure_serious_wounds(user_ptr, 4, 8);
1249 case ACT_CURE_POISON:
1251 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1252 (void)set_afraid(user_ptr, 0);
1253 (void)set_poisoned(user_ptr, 0);
1259 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1260 restore_level(user_ptr);
1266 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1267 (void)restore_all_status(user_ptr);
1268 (void)restore_level(user_ptr);
1274 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1275 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1276 (void)cure_critical_wounds(user_ptr, 700);
1282 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1283 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1284 (void)cure_critical_wounds(user_ptr, 1000);
1290 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1291 true_healing(user_ptr, 0);
1295 case ACT_CURE_MANA_FULL:
1297 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1298 restore_mana(user_ptr, TRUE);
1302 /* Activate for timed effect */
1306 (void)set_tim_esp(user_ptr, randint1(30) + 25, FALSE);
1312 (void)berserk(user_ptr, randint1(25) + 25);
1318 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1319 k = 3 * user_ptr->lev;
1320 (void)set_protevil(user_ptr, randint1(25) + k, FALSE);
1324 case ACT_RESIST_ALL:
1326 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1327 (void)set_oppose_acid(user_ptr, randint1(40) + 40, FALSE);
1328 (void)set_oppose_elec(user_ptr, randint1(40) + 40, FALSE);
1329 (void)set_oppose_fire(user_ptr, randint1(40) + 40, FALSE);
1330 (void)set_oppose_cold(user_ptr, randint1(40) + 40, FALSE);
1331 (void)set_oppose_pois(user_ptr, randint1(40) + 40, FALSE);
1337 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1338 (void)set_fast(user_ptr, randint1(20) + 20, FALSE);
1342 case ACT_XTRA_SPEED:
1344 msg_print(_("明るく輝いている...", "It glows brightly..."));
1345 (void)set_fast(user_ptr, randint1(75) + 75, FALSE);
1351 set_wraith_form(user_ptr, randint1(plev / 2) + (plev / 2), FALSE);
1357 (void)set_invuln(user_ptr, randint1(8) + 8, FALSE);
1363 (void)heroism(user_ptr, 25);
1367 case ACT_HERO_SPEED:
1369 (void)set_fast(user_ptr, randint1(50) + 50, FALSE);
1370 (void)heroism(user_ptr, 50);
1374 case ACT_RESIST_ACID:
1376 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1377 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1379 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1380 fire_ball(user_ptr, GF_ACID, dir, 100, 2);
1382 (void)set_oppose_acid(user_ptr, randint1(20) + 20, FALSE);
1386 case ACT_RESIST_FIRE:
1388 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1389 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1391 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1392 fire_ball(user_ptr, GF_FIRE, dir, 100, 2);
1394 (void)set_oppose_fire(user_ptr, randint1(20) + 20, FALSE);
1398 case ACT_RESIST_COLD:
1400 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1401 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1403 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1404 fire_ball(user_ptr, GF_COLD, dir, 100, 2);
1406 (void)set_oppose_cold(user_ptr, randint1(20) + 20, FALSE);
1410 case ACT_RESIST_ELEC:
1412 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1413 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1415 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1416 fire_ball(user_ptr, GF_ELEC, dir, 100, 2);
1418 (void)set_oppose_elec(user_ptr, randint1(20) + 20, FALSE);
1422 case ACT_RESIST_POIS:
1424 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1425 (void)set_oppose_pois(user_ptr, randint1(20) + 20, FALSE);
1429 /* Activate for general purpose effect (detection etc.) */
1433 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1434 lite_area(user_ptr, damroll(2, 15), 3);
1440 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1441 map_area(user_ptr, DETECT_RAD_MAP);
1442 lite_area(user_ptr, damroll(2, 15), 3);
1446 case ACT_DETECT_ALL:
1448 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1449 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1450 detect_all(user_ptr, DETECT_RAD_DEFAULT);
1454 case ACT_DETECT_XTRA:
1456 msg_print(_("明るく輝いている...", "It glows brightly..."));
1457 detect_all(user_ptr, DETECT_RAD_DEFAULT);
1459 identify_fully(user_ptr, FALSE);
1465 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1466 identify_fully(user_ptr, FALSE);
1472 if (!ident_spell(user_ptr, FALSE)) return FALSE;
1476 case ACT_RUNE_EXPLO:
1478 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1479 explosive_rune(user_ptr, user_ptr->y, user_ptr->x);
1485 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1486 warding_glyph(user_ptr);
1492 (void)set_food(user_ptr, PY_FOOD_MAX - 1);
1498 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1499 destroy_doors_touch(user_ptr);
1505 msg_print(_("鼓動している...", "It pulsates..."));
1506 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1507 wall_to_mud(user_ptr, dir, 20 + randint1(30));
1513 recharge(user_ptr, 130);
1519 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1520 (void)alchemy(user_ptr);
1526 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."));
1527 if (!dimension_door(user_ptr)) return FALSE;
1534 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1535 teleport_player(user_ptr, 100, 0L);
1541 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1542 if (!recall_player(user_ptr, randint0(21) + 15)) return FALSE;
1548 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1549 chg_virtue(user_ptr, V_KNOWLEDGE, 1);
1550 chg_virtue(user_ptr, V_ENLIGHTEN, 1);
1551 wiz_lite(user_ptr, FALSE);
1553 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1554 take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1556 (void)detect_traps(user_ptr, DETECT_RAD_DEFAULT, TRUE);
1557 (void)detect_doors(user_ptr, DETECT_RAD_DEFAULT);
1558 (void)detect_stairs(user_ptr, DETECT_RAD_DEFAULT);
1560 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1562 (void)recall_player(user_ptr, randint0(21) + 15);
1568 case ACT_TELEKINESIS:
1570 if (!get_aim_dir(user_ptr, &dir)) return FALSE;
1571 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1572 fetch(user_ptr, dir, 500, TRUE);
1576 case ACT_DETECT_UNIQUE:
1579 monster_type *m_ptr;
1580 monster_race *r_ptr;
1581 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 ..."));
1582 /* Process the monsters (backwards) */
1583 for (i = user_ptr->current_floor_ptr->m_max - 1; i >= 1; i--)
1585 m_ptr = &user_ptr->current_floor_ptr->m_list[i];
1587 /* Ignore "dead" monsters */
1588 if (!monster_is_valid(m_ptr)) continue;
1590 r_ptr = &r_info[m_ptr->r_idx];
1592 if (r_ptr->flags1 & RF1_UNIQUE)
1594 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1602 switch (randint1(13))
1604 case 1: case 2: case 3: case 4: case 5:
1605 teleport_player(user_ptr, 10, 0L);
1607 case 6: case 7: case 8: case 9: case 10:
1608 teleport_player(user_ptr, 222, 0L);
1611 (void)stair_creation(user_ptr);
1614 if (get_check(_("この階を去りますか?", "Leave this level? ")))
1616 if (autosave_l) do_cmd_save_game(user_ptr, TRUE);
1617 user_ptr->leaving = TRUE;
1623 case ACT_DISP_CURSE_XTRA:
1625 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1626 (void)remove_all_curse(user_ptr);
1627 (void)probing(user_ptr);
1631 case ACT_BRAND_FIRE_BOLTS:
1633 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1634 brand_bolts(user_ptr);
1638 case ACT_RECHARGE_XTRA:
1640 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1641 if (!recharge(user_ptr, 1000)) return FALSE;
1646 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1647 if (!perilous_secrets(user_ptr)) return FALSE;
1652 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1653 (void)set_afraid(user_ptr, 0);
1654 (void)set_hero(user_ptr, randint1(20) + 20, FALSE);
1655 dispel_evil(user_ptr, user_ptr->lev * 3);
1659 case ACT_PHASE_DOOR:
1661 teleport_player(user_ptr, 10, 0L);
1665 case ACT_DETECT_ALL_MONS:
1667 (void)detect_monsters_invis(user_ptr, 255);
1668 (void)detect_monsters_normal(user_ptr, 255);
1672 case ACT_ULTIMATE_RESIST:
1674 TIME_EFFECT v = randint1(25) + 25;
1675 (void)set_afraid(user_ptr, 0);
1676 (void)set_hero(user_ptr, v, FALSE);
1677 (void)hp_player(user_ptr, 10);
1678 (void)set_blessed(user_ptr, v, FALSE);
1679 (void)set_oppose_acid(user_ptr, v, FALSE);
1680 (void)set_oppose_elec(user_ptr, v, FALSE);
1681 (void)set_oppose_fire(user_ptr, v, FALSE);
1682 (void)set_oppose_cold(user_ptr, v, FALSE);
1683 (void)set_oppose_pois(user_ptr, v, FALSE);
1684 (void)set_ultimate_res(user_ptr, v, FALSE);
1689 cosmic_cast_off(user_ptr, o_ptr);
1692 case ACT_FALLING_STAR:
1694 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1695 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.'"));
1700 case ACT_GRAND_CROSS:
1702 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1703 project(user_ptr, 0, 8, user_ptr->y, user_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
1707 case ACT_TELEPORT_LEVEL:
1709 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;
1710 teleport_level(user_ptr, 0);
1714 case ACT_STRAIN_HASTE:
1717 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1718 take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1719 t = 25 + randint1(25);
1720 (void)set_fast(user_ptr, user_ptr->fast + t, FALSE);
1725 if (!fishing(user_ptr)) return FALSE;
1729 mitokohmon(user_ptr);
1734 /* Only for Muramasa */
1735 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1736 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1738 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1739 do_inc_stat(user_ptr, A_STR);
1742 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1743 curse_weapon_object(user_ptr, TRUE, o_ptr);
1749 case ACT_BLOODY_MOON:
1751 /* Only for Bloody Moon */
1752 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1753 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1754 get_bloody_moon_flags(o_ptr);
1755 if (user_ptr->prace == RACE_ANDROID) calc_android_exp(user_ptr);
1756 user_ptr->update |= (PU_BONUS | PU_HP);
1761 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
1762 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!"));
1763 if (!fire_crimson(user_ptr)) return FALSE;
1768 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
1773 /* Set activation timeout */
1774 if (act_ptr->timeout.constant >= 0) {
1775 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
1776 if (act_ptr->timeout.dice > 0) {
1777 o_ptr->timeout += randint1(act_ptr->timeout.dice);
1781 /* Activations that have special timeout */
1782 switch (act_ptr->index) {
1784 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
1787 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
1790 o_ptr->timeout = 3 * (user_ptr->lev + 10);
1796 msg_format("Special timeout is not implemented: %d.", act_ptr->index);