3 * @brief プレイヤーの発動コマンド実装
12 #include "cmd-activate.h"
14 #include "cmd-basic.h"
16 #include "object-hook.h"
21 #include "spells-summon.h"
22 #include "spells-status.h"
23 #include "spells-object.h"
24 #include "spells-floor.h"
25 #include "player-effects.h"
26 #include "realm-hex.h"
27 #include "player-status.h"
28 #include "player-damage.h"
29 #include "player-inventory.h"
30 #include "monster-status.h"
32 #include "objectkind.h"
33 #include "object-ego.h"
35 #include "targeting.h"
36 #include "realm-song.h"
37 #include "player-race.h"
38 #include "player-class.h"
39 #include "view-mainwindow.h"
43 * @brief 装備耐性に準じたブレス効果の選択テーブル /
44 * Define flags, effect type, name for dragon breath activation
46 const dragonbreath_type dragonbreath_info[] = {
47 { TR_RES_ACID, GF_ACID, _("酸", "acid") },
48 { TR_RES_ELEC, GF_ELEC, _("電撃", "lightning") },
49 { TR_RES_FIRE, GF_FIRE, _("火炎", "fire") },
50 { TR_RES_COLD, GF_COLD, _("冷気", "cold") },
51 { TR_RES_POIS, GF_POIS, _("毒", "poison") },
52 { TR_RES_LITE, GF_LITE, _("閃光", "light") },
53 { TR_RES_DARK, GF_DARK, _("暗黒", "dark") },
54 { TR_RES_SHARDS, GF_SHARDS, _("破片", "shard") },
55 { TR_RES_CONF, GF_CONFUSION, _("混乱", "confusion") },
56 { TR_RES_SOUND, GF_SOUND, _("轟音", "sound") },
57 { TR_RES_NEXUS, GF_NEXUS, _("因果混乱", "nexus") },
58 { TR_RES_NETHER, GF_NETHER, _("地獄", "nether") },
59 { TR_RES_CHAOS, GF_CHAOS, _("カオス", "chaos") },
60 { TR_RES_DISEN, GF_DISENCHANT, _("劣化", "disenchant") },
65 * @brief アイテムの発動効果テーブル /
66 * Define flags, levels, values of activations
68 const activation_type activation_info[] =
70 { "SUNLIGHT", ACT_SUNLIGHT, 10, 250, {10, 0},
71 _("太陽光線", "beam of sunlight") },
72 { "BO_MISS_1", ACT_BO_MISS_1, 10, 250, {2, 0},
73 _("マジック・ミサイル(2d6)", "magic missile (2d6)") },
74 { "BA_POIS_1", ACT_BA_POIS_1, 10, 300, {4, 0},
75 _("悪臭雲(12)", "stinking cloud (12)") },
76 { "BO_ELEC_1", ACT_BO_ELEC_1, 20, 250, {5, 0},
77 _("サンダー・ボルト(4d8)", "lightning bolt (4d8)") },
78 { "BO_ACID_1", ACT_BO_ACID_1, 20, 250, {6, 0},
79 _("アシッド・ボルト(5d8)", "acid bolt (5d8)") },
80 { "BO_COLD_1", ACT_BO_COLD_1, 20, 250, {7, 0},
81 _("アイス・ボルト(6d8)", "frost bolt (6d8)") },
82 { "BO_FIRE_1", ACT_BO_FIRE_1, 20, 250, {8, 0},
83 _("ファイア・ボルト(9d8)", "fire bolt (9d8)") },
84 { "BA_COLD_1", ACT_BA_COLD_1, 30, 750, {6, 0},
85 _("アイス・ボール(48)", "ball of cold (48)") },
86 { "BA_COLD_2", ACT_BA_COLD_2, 40, 1000, {12, 0},
87 _("アイス・ボール(100)", "ball of cold (100)") },
88 { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {50, 0},
89 _("巨大アイス・ボール(400)", "ball of cold (400)") },
90 { "BA_FIRE_1", ACT_BA_FIRE_1, 30, 1000, {9, 0},
91 _("ファイア・ボール(72)", "ball of fire (72)") },
92 { "BA_FIRE_2", ACT_BA_FIRE_2, 40, 1500, {15, 0},
93 _("巨大ファイア・ボール(120)", "large fire ball (120)") },
94 { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {40, 0},
95 _("巨大ファイア・ボール(300)", "fire ball (300)") },
96 { "BA_FIRE_4", ACT_BA_FIRE_4, 40, 1000, {12, 0},
97 _("ファイア・ボール(100)", "fire ball (100)") },
98 { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1000, {12, 0},
99 _("サンダー・ボール(100)", "ball of lightning (100)") },
100 { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {70, 0},
101 _("巨大サンダー・ボール(500)", "ball of lightning (500)") },
102 { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 0},
103 _("アシッド・ボール(100)", "ball of acid (100)") },
104 { "BA_NUKE_1", ACT_BA_NUKE_1, 50, 1000, {12, 0},
105 _("放射能球(100)", "ball of nuke (100)") },
106 { "HYPODYNAMIA_1", ACT_HYPODYNAMIA_1, 30, 500, {12, 0},
107 _("窒息攻撃(100)", "a strangling attack (100)") },
108 { "HYPODYNAMIA_2", ACT_HYPODYNAMIA_2, 40, 750, {15, 0},
109 _("衰弱の矢(120)", "hypodynamic bolt (120)") },
110 { "DRAIN_1", ACT_DRAIN_1, 40, 1000, {20, 0},
111 _("吸収の矢(3*50)", "drain bolt (3*50)") },
112 { "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {20, 0},
113 _("矢(150)", "arrows (150)") },
114 { "WHIRLWIND", ACT_WHIRLWIND, 50, 7500, {25, 0},
115 _("カマイタチ", "whirlwind attack") },
116 { "DRAIN_2", ACT_DRAIN_2, 50, 2500, {40, 0},
117 _("吸収の矢(3*100)", "drain bolt (3*100)") },
118 { "CALL_CHAOS", ACT_CALL_CHAOS, 70, 5000, {35, 0},
119 _("混沌召来", "call chaos") },
120 { "ROCKET", ACT_ROCKET, 70, 5000, {20, 0},
121 _("ロケット(120+レベル)", "launch rocket (120+level)") },
122 { "DISP_EVIL", ACT_DISP_EVIL, 50, 4000, {50, 0},
123 _("邪悪退散(x5)", "dispel evil (x5)") },
124 { "BA_MISS_3", ACT_BA_MISS_3, 50, 1500, {50, 0},
125 _("エレメントのブレス(300)", "elemental breath (300)") },
126 { "DISP_GOOD", ACT_DISP_GOOD, 50, 3500, {50, 0},
127 _("善良退散(x5)", "dispel good (x5)") },
128 { "BO_MANA", ACT_BO_MANA, 40, 1500, {20, 0},
129 _("魔法の矢(150)", "a magical arrow (150)") },
130 { "BA_WATER", ACT_BA_WATER, 50, 2000, {25, 0},
131 _("ウォーター・ボール(200)", "water ball (200)") },
132 { "BA_STAR", ACT_BA_STAR, 50, 2200, {25, 0},
133 _("巨大スター・ボール(200)", "large star ball (200)") },
134 { "BA_DARK", ACT_BA_DARK, 50, 2200, {30, 0},
135 _("暗黒の嵐(250)", "darkness storm (250)") },
136 { "BA_MANA", ACT_BA_MANA, 70, 2500, {30, 0},
137 _("魔力の嵐(250)", "a mana storm (250)") },
138 { "PESTICIDE", ACT_PESTICIDE, 10, 500, {10, 0},
139 _("害虫の駆除", "dispel small life") },
140 { "BLINDING_LIGHT", ACT_BLINDING_LIGHT, 30, 5000, {40, 0},
141 _("眩しい光", "blinding light") },
142 { "BIZARRE", ACT_BIZARRE, 90, 10000, {50, 0},
143 _("信じ難いこと", "bizarre things") },
144 { "CAST_BA_STAR", ACT_CAST_BA_STAR, 70, 7500, {100, 0},
145 _("スター・ボール・ダスト(150)", "cast star balls (150)") },
146 { "BLADETURNER", ACT_BLADETURNER, 80, 20000, {80, 0},
147 _("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") },
148 { "BR_FIRE", ACT_BR_FIRE, 50, 5000, {-1, 0},
149 _("火炎のブレス (200)", "fire breath (200)") },
150 { "BR_COLD", ACT_BR_COLD, 50, 5000, {-1, 0},
151 _("冷気のブレス (200)", "cold breath (200)") },
152 { "BR_DRAGON", ACT_BR_DRAGON, 70, 10000, { 30, 0 },
153 "" /* built by item_activation_dragon_breath() */ },
155 { "CONFUSE", ACT_CONFUSE, 10, 500, {10, 0},
156 _("パニック・モンスター", "confuse monster") },
157 { "SLEEP", ACT_SLEEP, 10, 750, {15, 0},
158 _("周囲のモンスターを眠らせる", "sleep nearby monsters") },
159 { "QUAKE", ACT_QUAKE, 30, 600, {20, 0},
160 _("地震", "earthquake") },
161 { "TERROR", ACT_TERROR, 20, 2500, {-1, 0},
163 { "TELE_AWAY", ACT_TELE_AWAY, 20, 2000, {15, 0},
164 _("テレポート・アウェイ", "teleport away") },
165 { "BANISH_EVIL", ACT_BANISH_EVIL, 40, 2000, {250, 0},
166 _("邪悪消滅", "banish evil") },
167 { "GENOCIDE", ACT_GENOCIDE, 50, 10000, {500, 0},
168 _("抹殺", "genocide") },
169 { "MASS_GENO", ACT_MASS_GENO, 50, 10000, {1000, 0},
170 _("周辺抹殺", "mass genocide") },
171 { "SCARE_AREA", ACT_SCARE_AREA, 20, 2500, {20, 0},
172 _("モンスター恐慌", "frighten monsters") },
173 { "AGGRAVATE", ACT_AGGRAVATE, 0, 100, {0, 0},
174 _("モンスターを怒らせる", "aggravete monsters") },
176 { "CHARM_ANIMAL", ACT_CHARM_ANIMAL, 40, 7500, {200, 0},
177 _("動物魅了", "charm animal") },
178 { "CHARM_UNDEAD", ACT_CHARM_UNDEAD, 40, 10000, {333, 0},
179 _("アンデッド従属", "enslave undead") },
180 { "CHARM_OTHER", ACT_CHARM_OTHER, 40, 10000, {400, 0},
181 _("モンスター魅了", "charm monster") },
182 { "CHARM_ANIMALS", ACT_CHARM_ANIMALS, 40, 12500, {500, 0},
183 _("動物友和", "animal friendship") },
184 { "CHARM_OTHERS", ACT_CHARM_OTHERS, 40, 17500, {750, 0},
185 _("周辺魅了", "mass charm") },
186 { "SUMMON_ANIMAL", ACT_SUMMON_ANIMAL, 50, 10000, {200, 300},
187 _("動物召喚", "summon animal") },
188 { "SUMMON_PHANTOM", ACT_SUMMON_PHANTOM, 50, 12000, {200, 200},
189 _("幻霊召喚", "summon phantasmal servant") },
190 { "SUMMON_ELEMENTAL", ACT_SUMMON_ELEMENTAL, 50, 15000, {750, 0},
191 _("エレメンタル召喚", "summon elemental") },
192 { "SUMMON_DEMON", ACT_SUMMON_DEMON, 50, 20000, {666, 0},
193 _("悪魔召喚", "summon demon") },
194 { "SUMMON_UNDEAD", ACT_SUMMON_UNDEAD, 50, 20000, {666, 0},
195 _("アンデッド召喚", "summon undead") },
196 { "SUMMON_HOUND", ACT_SUMMON_HOUND, 50, 15000, {300, 0},
197 _("ハウンド召喚", "summon hound") },
198 { "SUMMON_DAWN", ACT_SUMMON_DAWN, 50, 15000, {500, 0},
199 _("暁の師団召喚", "summon the Legion of the Dawn") },
200 { "SUMMON_OCTOPUS", ACT_SUMMON_OCTOPUS, 50, 15000, {300, 0},
201 _("蛸の大群召喚", "summon octopus") },
203 { "CHOIR_SINGS", ACT_CHOIR_SINGS, 60, 20000, {300, 0},
204 _("回復(777)、癒し、士気高揚", "heal 777 hit points, curing and HEROism") },
205 { "CURE_LW", ACT_CURE_LW, 10, 500, {10, 0},
206 _("恐怖除去/体力回復(30)", "remove fear and heal 30 hp") },
207 { "CURE_MW", ACT_CURE_MW, 20, 750, {3, 3},
208 _("傷回復(4d8)", "heal 4d8 and wounds") },
209 { "CURE_POISON", ACT_CURE_POISON, 10, 1000, {5, 0},
210 _("恐怖除去/毒消し", "remove fear and cure poison") },
211 { "REST_LIFE", ACT_REST_EXP, 40, 7500, {450, 0},
212 _("経験値復活", "restore experience") },
213 { "REST_ALL", ACT_REST_ALL, 30, 15000, {750, 0},
214 _("全ステータスと経験値復活", "restore stats and experience") },
215 { "CURE_700", ACT_CURE_700, 40, 10000, {250, 0},
216 _("体力回復(700)", "heal 700 hit points") },
217 { "CURE_1000", ACT_CURE_1000, 50, 15000, {888, 0},
218 _("体力回復(1000)", "heal 1000 hit points") },
219 { "CURING", ACT_CURING, 30, 5000, {100, 0},
221 { "CURE_MANA_FULL", ACT_CURE_MANA_FULL, 60, 20000, {777, 0},
222 _("魔力復活", "restore mana") },
224 { "ESP", ACT_ESP, 30, 1500, {100, 0},
225 _("テレパシー(期間 25+d30)", "telepathy (dur 25+d30)") },
226 { "BERSERK", ACT_BERSERK, 10, 800, {75, 0},
227 _("狂戦士化(25+d25ターン)", "berserk (25+d25 turns)") },
228 { "PROT_EVIL", ACT_PROT_EVIL, 30, 5000, {100, 0},
229 _("対邪悪結界(期間 3*レベル+d25)", "protect evil (dur level*3 + d25)") },
230 { "RESIST_ALL", ACT_RESIST_ALL, 30, 5000, {111, 0},
231 _("全耐性(期間 20+d20)", "resist elements (dur 20+d20)") },
232 { "SPEED", ACT_SPEED, 40, 15000, {250, 0},
233 _("加速(期間 20+d20)", "speed (dur 20+d20)") },
234 { "XTRA_SPEED", ACT_XTRA_SPEED, 40, 25000, {200, 200},
235 _("加速(期間 75+d75)", "speed (dur 75+d75)") },
236 { "WRAITH", ACT_WRAITH, 90, 25000, {1000, 0},
237 _("幽体化(期間 (レベル/2)+d(レベル/2))", "wraith form (dur level/2 + d(level/2))") },
238 { "INVULN", ACT_INVULN, 90, 25000, {1000, 0},
239 _("無敵化(期間 8+d8)", "invulnerability (dur 8+d8)") },
240 { "HERO", ACT_HERO, 10, 500, {30, 30},
241 _("士気高揚", "heroism") },
242 { "HERO_SPEED", ACT_HERO_SPEED, 30, 20000, {100, 200},
243 _("士気高揚, スピード(期間 50+d50ターン)", "hero and +10 to speed (50)") },
244 { "RESIST_ACID", ACT_RESIST_ACID, 20, 2000, {40, 40},
245 _("酸への耐性(期間 20+d20)", "resist acid (dur 20+d20)") },
246 { "RESIST_FIRE", ACT_RESIST_FIRE, 20, 2000, {40, 40},
247 _("火炎への耐性(期間 20+d20)", "resist fire (dur 20+d20)") },
248 { "RESIST_COLD", ACT_RESIST_COLD, 20, 2000, {40, 40},
249 _("冷気への耐性(期間 20+d20)", "resist cold (dur 20+d20)") },
250 { "RESIST_ELEC", ACT_RESIST_ELEC, 20, 2000, {40, 40},
251 _("電撃への耐性(期間 20+d20)", "resist elec (dur 20+d20)") },
252 { "RESIST_POIS", ACT_RESIST_POIS, 20, 2000, {40, 40},
253 _("毒への耐性(期間 20+d20)", "resist poison (dur 20+d20)") },
255 { "LIGHT", ACT_LIGHT, 10, 150, {10, 10},
256 _("イルミネーション", "light area (dam 2d15)") },
257 { "MAP_LIGHT", ACT_MAP_LIGHT, 30, 500, {50, 50},
258 _("魔法の地図と光", "light (dam 2d15) & map area") },
259 { "DETECT_ALL", ACT_DETECT_ALL, 30, 1000, {55, 55},
260 _("全感知", "detection") },
261 { "DETECT_XTRA", ACT_DETECT_XTRA, 50, 12500, {100, 0},
262 _("全感知、探索、*鑑定*", "detection, probing and identify true") },
263 { "ID_FULL", ACT_ID_FULL, 50, 10000, {75, 0},
264 _("*鑑定*", "identify true") },
265 { "ID_PLAIN", ACT_ID_PLAIN, 20, 1250, {10, 0},
266 _("鑑定", "identify spell") },
267 { "RUNE_EXPLO", ACT_RUNE_EXPLO, 40, 4000, {200, 0},
268 _("爆発のルーン", "explosive rune") },
269 { "RUNE_PROT", ACT_RUNE_PROT, 60, 10000, {400, 0},
270 _("守りのルーン", "rune of protection") },
271 { "SATIATE", ACT_SATIATE, 10, 2000, {200, 0},
272 _("空腹充足", "satisfy hunger") },
273 { "DEST_DOOR", ACT_DEST_DOOR, 10, 100, {10, 0},
274 _("ドア破壊", "destroy doors") },
275 { "STONE_MUD", ACT_STONE_MUD, 20, 1000, {3, 0},
276 _("岩石溶解", "stone to mud") },
277 { "RECHARGE", ACT_RECHARGE, 30, 1000, {70, 0},
278 _("魔力充填", "recharging") },
279 { "ALCHEMY", ACT_ALCHEMY, 50, 10000, {500, 0},
280 _("錬金術", "alchemy") },
281 { "DIM_DOOR", ACT_DIM_DOOR, 50, 10000, {100, 0},
282 _("次元の扉", "dimension door") },
283 { "TELEPORT", ACT_TELEPORT, 10, 2000, {25, 0},
284 _("テレポート", "teleport") },
285 { "RECALL", ACT_RECALL, 30, 7500, {200, 0},
286 _("帰還の詔", "word of recall") },
287 { "JUDGE", ACT_JUDGE, 90, 50000, {20, 20},
288 _("体力と引き替えに千里眼と帰還", "a telekinesis (500 lb)") },
289 { "TELEKINESIS", ACT_TELEKINESIS, 20, 5500, {25, 25},
290 _("物体を引き寄せる(重量25kgまで)", "clairvoyance and recall, draining you") },
291 { "DETECT_UNIQUE", ACT_DETECT_UNIQUE, 40, 10000, {200, 0},
292 _("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") },
293 { "ESCAPE", ACT_ESCAPE, 10, 3000, {35, 0},
294 _("逃走", "a getaway") },
295 { "DISP_CURSE_XTRA", ACT_DISP_CURSE_XTRA, 40, 30000, {0, 0},
296 _("*解呪*と調査", "dispel curse and probing") },
297 { "BRAND_FIRE_BOLTS", ACT_BRAND_FIRE_BOLTS, 40, 20000, {999, 0},
298 _("刃先のファイア・ボルト", "fire branding of bolts") },
299 { "RECHARGE_XTRA", ACT_RECHARGE_XTRA, 70, 30000, {200, 0},
300 _("魔力充填", "recharge item") },
301 { "LORE", ACT_LORE, 10, 30000, {0, 0},
302 _("危険を伴う鑑定", "perilous identify") },
303 { "SHIKOFUMI", ACT_SHIKOFUMI, 10, 10000, {100, 100},
304 _("四股踏み", "shiko") },
305 { "PHASE_DOOR", ACT_PHASE_DOOR, 10, 1500, {10, 0},
306 _("ショート・テレポート", "blink") },
307 { "DETECT_ALL_MONS", ACT_DETECT_ALL_MONS, 30, 3000, {150, 0},
308 _("全モンスター感知", "detect all monsters") },
309 { "ULTIMATE_RESIST", ACT_ULTIMATE_RESIST, 90, 20000, {777, 0},
310 _("士気高揚、祝福、究極の耐性", "hero, bless, and ultimate resistance") },
312 { "CAST_OFF", ACT_CAST_OFF, 30, 15000, {100, 0},
313 _("脱衣と小宇宙燃焼", "cast it off and cosmic heroism") },
314 { "FISHING", ACT_FISHING, 0, 100, {0, 0},
315 _("釣りをする", "fishing") },
316 { "INROU", ACT_INROU, 40, 15000, {150, 150},
317 _("例のアレ", "reveal your identity") },
318 { "MURAMASA", ACT_MURAMASA, 0, 0, {-1, 0},
319 _("腕力の上昇", "increase STR") },
320 { "BLOODY_MOON", ACT_BLOODY_MOON, 0, 0, {3333, 0},
321 _("属性変更", "change zokusei") },
322 { "CRIMSON", ACT_CRIMSON, 0, 50000, {15, 0},
323 _("ファイア!", "fire!") },
325 { "STRAIN_HASTE", ACT_STRAIN_HASTE, 10, 1000, {120, 100},
326 _("体力と引き換えに加速", "haste with strain") },
327 { "GRAND_CROSS", ACT_GRAND_CROSS, 30, 15000, {250, 200},
328 _("グランド・クロス", "grand cross") },
329 { "TELEPORT_LEVEL", ACT_TELEPORT_LEVEL, 10, 1500, {100, 200},
330 _("テレポート・レベル", "teleort level") },
331 { "ARTS_FALLING_STAR", ACT_FALLING_STAR, 20, 5500, {30, 50},
332 _("魔剣・流れ星", "blade arts 'falling star'") },
333 { NULL, 0, 0, 0, {0, 0},
338 * @brief 装備を発動するコマンドのサブルーチン /
339 * Activate a wielded object. Wielded objects never stack.
340 * And even if they did, activatable objects never stack.
341 * @param item 発動するオブジェクトの所持品ID
345 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
346 * But one could, for example, easily make an activatable "Ring of Plasma".
347 * Note that it always takes a turn to activate an artifact, even if
348 * the user hits "escape" at the "direction" prompt.
351 void exe_activate(player_type *user_ptr, INVENTORY_IDX item)
359 o_ptr = REF_ITEM(user_ptr, user_ptr->current_floor_ptr, item);
360 take_turn(user_ptr, 100);
361 lev = k_info[o_ptr->k_idx].level;
363 /* Hack -- use artifact level instead */
364 if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
365 else if (object_is_random_artifact(o_ptr))
367 const activation_type* const act_ptr = find_activation_info(o_ptr);
369 lev = act_ptr->level;
372 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
374 /* Base chance of success */
375 chance = user_ptr->skill_dev;
377 /* Confusion hurts skill */
378 if (user_ptr->confused) chance = chance / 2;
381 if (chance > fail) fail -= (chance - fail)*2;
382 else chance -= (fail - chance)*2;
383 if (fail < USE_DEVICE) fail = USE_DEVICE;
384 if (chance < USE_DEVICE) chance = USE_DEVICE;
386 if(cmd_limit_time_walk(user_ptr)) return;
388 if (user_ptr->pclass == CLASS_BERSERKER) success = FALSE;
389 else if (chance > fail)
391 if (randint0(chance*2) < fail) success = FALSE;
396 if (randint0(fail*2) < chance) success = TRUE;
397 else success = FALSE;
403 if (flush_failure) flush();
404 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."));
409 /* Check the recharge */
412 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
416 /* Some lights need enough fuel for activation */
417 if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
418 ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
420 msg_print(_("燃料がない。", "It has no fuel."));
425 /* Activate the artifact */
426 msg_print(_("始動させた...", "You activate it..."));
430 /* Activate object */
431 if (activation_index(o_ptr))
433 (void)activate_artifact(user_ptr, o_ptr);
435 user_ptr->window |= (PW_INVEN | PW_EQUIP);
442 else if (o_ptr->tval == TV_WHISTLE)
444 if (music_singing_any(user_ptr)) stop_singing(user_ptr);
445 if (hex_spelling_any(user_ptr)) stop_hex_spell_all(user_ptr);
448 MONSTER_IDX pet_ctr, i;
453 /* Allocate the "who" array */
454 C_MAKE(who, current_world_ptr->max_m_idx, MONSTER_IDX);
456 /* Process the monsters (backwards) */
457 for (pet_ctr = user_ptr->current_floor_ptr->m_max - 1; pet_ctr >= 1; pet_ctr--)
459 if (is_pet(&user_ptr->current_floor_ptr->m_list[pet_ctr]) && (user_ptr->riding != pet_ctr))
460 who[max_pet++] = pet_ctr;
463 ang_sort(who, &dummy_why, max_pet, ang_sort_comp_pet, ang_sort_swap_hook);
465 /* Process the monsters (backwards) */
466 for (i = 0; i < max_pet; i++)
469 teleport_monster_to(pet_ctr, user_ptr->y, user_ptr->x, 100, TELEPORT_PASSIVE);
472 /* Free the "who" array */
473 C_KILL(who, current_world_ptr->max_m_idx, MONSTER_IDX);
475 o_ptr->timeout = 100 + randint1(100);
478 else if (o_ptr->tval == TV_CAPTURE)
482 bool old_target_pet = target_pet;
484 if (!get_aim_dir(&dir))
486 target_pet = old_target_pet;
489 target_pet = old_target_pet;
491 if(fire_ball(user_ptr, GF_CAPTURE, dir, 0, 0))
493 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
494 o_ptr->xtra3 = (XTRA8)cap_mspeed;
495 o_ptr->xtra4 = (XTRA16)cap_hp;
496 o_ptr->xtra5 = (XTRA16)cap_maxhp;
503 if (o_ptr->inscription)
504 strcpy(buf, quark_str(o_ptr->inscription));
506 for (s = buf;*s && (*s != '#'); s++)
509 if (iskanji(*s)) s++;
519 t = quark_str(cap_nickname);
532 o_ptr->inscription = quark_add(buf);
539 if (!get_direction(user_ptr, &dir, FALSE, FALSE)) return;
540 if (monster_can_enter(user_ptr->y + ddy[dir], user_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
542 if (place_monster_aux(0, user_ptr->y + ddy[dir], user_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
544 if (o_ptr->xtra3) user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
545 if (o_ptr->xtra5) user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
546 if (o_ptr->xtra4) user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
547 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;
548 if (o_ptr->inscription)
556 t = quark_str(o_ptr->inscription);
557 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
560 if (iskanji(*t)) t++;
585 if (quote && *(s-1) =='\'')
589 user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].nickname = quark_add(buf);
590 t = quark_str(o_ptr->inscription);
592 while(*t && (*t != '#'))
599 o_ptr->inscription = quark_add(buf);
610 msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
612 calc_android_exp(user_ptr);
617 msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
621 * @brief 装備を発動するコマンドのメインルーチン /
622 * @param user_ptr プレーヤーへの参照ポインタ
625 void do_cmd_activate(player_type *user_ptr)
630 if (user_ptr->wild_mode) return;
631 if (cmd_limit_arena(user_ptr)) return;
633 if (user_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
635 set_action(user_ptr, ACTION_NONE);
638 item_tester_hook = item_tester_hook_activate;
640 q = _("どのアイテムを始動させますか? ", "Activate which item? ");
641 s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
643 if (!choose_object(user_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0)) return;
645 /* Activate the item */
646 exe_activate(user_ptr, item);
650 * @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
651 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
652 * @param user_ptr プレーヤーへの参照ポインタ
653 * @param o_ptr 対象のオブジェクト構造体ポインタ
654 * @return 発動実行の是非を返す。
656 static bool activate_dragon_breath(player_type *user_ptr, object_type *o_ptr)
658 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
664 if (!get_aim_dir(&dir)) return FALSE;
666 object_flags(o_ptr, flgs);
668 for (i = 0; dragonbreath_info[i].flag != 0; i++)
670 if (have_flag(flgs, dragonbreath_info[i].flag))
672 type[n] = dragonbreath_info[i].type;
673 name[n] = dragonbreath_info[i].name;
677 if (n == 0) return FALSE;
680 if (music_singing_any(user_ptr)) stop_singing(user_ptr);
681 if (hex_spelling_any(user_ptr)) stop_hex_spell_all(user_ptr);
684 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
685 fire_breath(user_ptr, type[t], dir, 250, 4);
692 * @brief アイテムの発動効果を処理する。
693 * @param user_ptr プレーヤーへの参照ポインタ
694 * @param o_ptr 対象のオブジェクト構造体ポインタ
695 * @return 発動実行の是非を返す。
697 bool activate_artifact(player_type *user_ptr, object_type *o_ptr)
699 PLAYER_LEVEL plev = user_ptr->lev;
702 concptr name = k_name + k_info[o_ptr->k_idx].name;
703 const activation_type* const act_ptr = find_activation_info(o_ptr);
705 /* Maybe forgot adding information to activation_info table ? */
706 msg_print("Activation information is not found.");
710 /* Activate for attack */
711 switch (act_ptr->index)
715 if (!get_aim_dir(&dir)) return FALSE;
716 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
717 (void)lite_line(dir, damroll(6, 8));
723 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
724 if (!get_aim_dir(&dir)) return FALSE;
725 fire_bolt(user_ptr, GF_MISSILE, dir, damroll(2, 6));
731 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
732 if (!get_aim_dir(&dir)) return FALSE;
733 fire_ball(user_ptr, GF_POIS, dir, 12, 3);
739 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
740 if (!get_aim_dir(&dir)) return FALSE;
741 fire_bolt(user_ptr, GF_ELEC, dir, damroll(4, 8));
747 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
748 if (!get_aim_dir(&dir)) return FALSE;
749 fire_bolt(user_ptr, GF_ACID, dir, damroll(5, 8));
755 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
756 if (!get_aim_dir(&dir)) return FALSE;
757 fire_bolt(user_ptr, GF_COLD, dir, damroll(6, 8));
763 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
764 if (!get_aim_dir(&dir)) return FALSE;
765 fire_bolt(user_ptr, GF_FIRE, dir, damroll(9, 8));
771 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
772 if (!get_aim_dir(&dir)) return FALSE;
773 fire_ball(user_ptr, GF_COLD, dir, 48, 2);
779 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
780 if (!get_aim_dir(&dir)) return FALSE;
781 fire_ball(user_ptr, GF_COLD, dir, 100, 2);
787 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
788 if (!get_aim_dir(&dir)) return FALSE;
789 fire_ball(user_ptr, GF_COLD, dir, 400, 3);
795 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
796 if (!get_aim_dir(&dir)) return FALSE;
797 fire_ball(user_ptr, GF_FIRE, dir, 72, 2);
803 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
804 if (!get_aim_dir(&dir)) return FALSE;
805 fire_ball(user_ptr, GF_FIRE, dir, 120, 3);
811 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
812 if (!get_aim_dir(&dir)) return FALSE;
813 fire_ball(user_ptr, GF_FIRE, dir, 300, 3);
819 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
820 if (!get_aim_dir(&dir)) return FALSE;
821 fire_ball(user_ptr, GF_FIRE, dir, 100, 2);
827 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
828 if (!get_aim_dir(&dir)) return FALSE;
829 fire_ball(user_ptr, GF_ELEC, dir, 100, 3);
835 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
836 if (!get_aim_dir(&dir)) return FALSE;
837 fire_ball(user_ptr, GF_ELEC, dir, 500, 3);
843 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
844 if (!get_aim_dir(&dir)) return FALSE;
845 fire_ball(user_ptr, GF_ACID, dir, 100, 2);
851 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
852 if (!get_aim_dir(&dir)) return FALSE;
853 fire_ball(user_ptr, GF_NUKE, dir, 100, 2);
857 case ACT_HYPODYNAMIA_1:
859 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);
860 if (!get_aim_dir(&dir)) return FALSE;
861 if (hypodynamic_bolt(dir, 100))
865 case ACT_HYPODYNAMIA_2:
867 msg_print(_("黒く輝いている...", "It glows black..."));
868 if (!get_aim_dir(&dir)) return FALSE;
869 hypodynamic_bolt(dir, 120);
875 if (!get_aim_dir(&dir)) return FALSE;
876 for (dummy = 0; dummy < 3; dummy++)
878 if (hypodynamic_bolt(dir, 50))
879 hp_player(user_ptr, 50);
886 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
887 if (!get_aim_dir(&dir)) return FALSE;
888 fire_bolt(user_ptr, GF_ARROW, dir, 150);
900 if (!get_aim_dir(&dir)) return FALSE;
901 for (dummy = 0; dummy < 3; dummy++)
903 if (hypodynamic_bolt(dir, 100))
904 hp_player(user_ptr, 100);
912 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
913 call_chaos(user_ptr);
919 if (!get_aim_dir(&dir)) return FALSE;
920 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
921 fire_ball(user_ptr, GF_ROCKET, dir, 250 + plev * 3, 2);
927 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
928 dispel_evil(user_ptr->lev * 5);
934 if (!get_aim_dir(&dir)) return FALSE;
935 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
936 fire_breath(user_ptr, GF_MISSILE, dir, 300, 4);
942 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
943 dispel_good(user_ptr->lev * 5);
949 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
950 if (!get_aim_dir(&dir)) return FALSE;
951 fire_bolt(user_ptr, GF_ARROW, dir, 150);
957 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
958 if (!get_aim_dir(&dir)) return FALSE;
959 fire_ball(user_ptr, GF_WATER, dir, 200, 3);
965 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
966 if (!get_aim_dir(&dir)) return FALSE;
967 fire_ball(user_ptr, GF_DARK, dir, 250, 4);
973 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
974 if (!get_aim_dir(&dir)) return FALSE;
975 fire_ball(user_ptr, GF_MANA, dir, 250, 4);
981 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
982 (void)dispel_monsters(4);
986 case ACT_BLINDING_LIGHT:
988 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
989 fire_ball(user_ptr, GF_LITE, 0, 300, 6);
990 confuse_monsters(3 * user_ptr->lev / 2);
996 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
997 if (!get_aim_dir(&dir)) return FALSE;
998 ring_of_power(user_ptr, dir);
1002 case ACT_CAST_BA_STAR:
1004 HIT_POINT num = damroll(5, 3);
1005 POSITION y = 0, x = 0;
1007 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
1008 for (k = 0; k < num; k++)
1014 scatter(&y, &x, user_ptr->y, user_ptr->x, 4, 0);
1015 if (!cave_have_flag_bold(user_ptr->current_floor_ptr, y, x, FF_PROJECT)) continue;
1016 if (!player_bold(user_ptr, y, x)) break;
1019 project(user_ptr, 0, 3, y, x, 150, GF_ELEC,
1020 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
1026 case ACT_BLADETURNER:
1028 if (!get_aim_dir(&dir)) return FALSE;
1029 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
1030 fire_breath(user_ptr, GF_MISSILE, dir, 300, 4);
1031 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
1032 (void)set_afraid(user_ptr, 0);
1033 (void)set_hero(user_ptr, randint1(50) + 50, FALSE);
1034 (void)hp_player(user_ptr, 10);
1035 (void)set_blessed(user_ptr, randint1(50) + 50, FALSE);
1036 (void)set_oppose_acid(user_ptr, randint1(50) + 50, FALSE);
1037 (void)set_oppose_elec(user_ptr, randint1(50) + 50, FALSE);
1038 (void)set_oppose_fire(user_ptr, randint1(50) + 50, FALSE);
1039 (void)set_oppose_cold(user_ptr, randint1(50) + 50, FALSE);
1040 (void)set_oppose_pois(user_ptr, randint1(50) + 50, FALSE);
1046 if (!get_aim_dir(&dir)) return FALSE;
1047 fire_breath(user_ptr, GF_FIRE, dir, 200, 2);
1048 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1050 (void)set_oppose_fire(user_ptr, randint1(20) + 20, FALSE);
1057 if (!get_aim_dir(&dir)) return FALSE;
1058 fire_breath(user_ptr, GF_COLD, dir, 200, 2);
1059 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1061 (void)set_oppose_cold(user_ptr, randint1(20) + 20, FALSE);
1068 if (!activate_dragon_breath(user_ptr, o_ptr)) return FALSE;
1072 /* Activate for other offensive action */
1075 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
1076 if (!get_aim_dir(&dir)) return FALSE;
1077 confuse_monster(dir, 20);
1083 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1084 sleep_monsters_touch();
1090 earthquake(user_ptr, user_ptr->y, user_ptr->x, 5, 0);
1096 turn_monsters(40 + user_ptr->lev);
1102 if (!get_aim_dir(&dir)) return FALSE;
1103 (void)fire_beam(user_ptr, GF_AWAY_ALL, dir, plev);
1107 case ACT_BANISH_EVIL:
1109 if (banish_evil(100))
1111 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!"));
1118 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1119 (void)symbol_genocide(user_ptr, 200, TRUE);
1125 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
1126 (void)mass_genocide(user_ptr, 200, TRUE);
1130 case ACT_SCARE_AREA:
1132 if (music_singing_any(user_ptr)) stop_singing(user_ptr);
1133 if (hex_spelling_any(user_ptr)) stop_hex_spell_all(user_ptr);
1134 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!",
1135 "You wind a mighty blast; your enemies tremble!"));
1136 (void)turn_monsters((3 * user_ptr->lev / 2) + 10);
1142 if (o_ptr->name1 == ART_HYOUSIGI)
1144 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
1148 msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
1150 aggravate_monsters(0);
1154 /* Activate for summoning / charming */
1156 case ACT_CHARM_ANIMAL:
1158 if (!get_aim_dir(&dir)) return FALSE;
1159 (void)charm_animal(dir, plev);
1163 case ACT_CHARM_UNDEAD:
1165 if (!get_aim_dir(&dir)) return FALSE;
1166 (void)control_one_undead(dir, plev);
1170 case ACT_CHARM_OTHER:
1172 if (!get_aim_dir(&dir)) return FALSE;
1173 (void)charm_monster(dir, plev * 2);
1177 case ACT_CHARM_ANIMALS:
1179 (void)charm_animals(plev * 2);
1183 case ACT_CHARM_OTHERS:
1185 charm_monsters(plev * 2);
1189 case ACT_SUMMON_ANIMAL:
1191 (void)summon_specific(-1, user_ptr->y, user_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
1195 case ACT_SUMMON_PHANTOM:
1197 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
1198 (void)summon_specific(-1, user_ptr->y, user_ptr->x, user_ptr->current_floor_ptr->dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
1202 case ACT_SUMMON_ELEMENTAL:
1203 if (!cast_summon_elemental(user_ptr, (plev * 3) / 2)) return FALSE;
1206 case ACT_SUMMON_DEMON:
1208 cast_summon_demon(user_ptr, (plev * 3) / 2);
1212 case ACT_SUMMON_UNDEAD:
1213 if (!cast_summon_undead(user_ptr, (plev * 3) / 2)) return FALSE;
1216 case ACT_SUMMON_HOUND:
1217 if (!cast_summon_hound(user_ptr, (plev * 3) / 2)) return FALSE;
1220 case ACT_SUMMON_DAWN:
1222 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1223 (void)summon_specific(-1, user_ptr->y, user_ptr->x, user_ptr->current_floor_ptr->dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
1227 case ACT_SUMMON_OCTOPUS:
1228 if (!cast_summon_octopus(user_ptr)) return FALSE;
1231 /* Activate for healing */
1233 case ACT_CHOIR_SINGS:
1235 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1236 (void)cure_critical_wounds(user_ptr, 777);
1237 (void)set_hero(user_ptr, randint1(25) + 25, FALSE);
1243 (void)set_afraid(user_ptr, 0);
1244 (void)hp_player(user_ptr, 30);
1250 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1251 (void)cure_serious_wounds(user_ptr, 4, 8);
1255 case ACT_CURE_POISON:
1257 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1258 (void)set_afraid(user_ptr, 0);
1259 (void)set_poisoned(user_ptr, 0);
1265 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1266 restore_level(user_ptr);
1272 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1273 (void)restore_all_status(user_ptr);
1274 (void)restore_level(user_ptr);
1280 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1281 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1282 (void)cure_critical_wounds(user_ptr, 700);
1288 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1289 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1290 (void)cure_critical_wounds(user_ptr, 1000);
1296 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1297 true_healing(user_ptr, 0);
1301 case ACT_CURE_MANA_FULL:
1303 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1304 restore_mana(user_ptr, TRUE);
1308 /* Activate for timed effect */
1312 (void)set_tim_esp(user_ptr, randint1(30) + 25, FALSE);
1318 (void)berserk(user_ptr, randint1(25) + 25);
1324 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1325 k = 3 * user_ptr->lev;
1326 (void)set_protevil(user_ptr, randint1(25) + k, FALSE);
1330 case ACT_RESIST_ALL:
1332 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1333 (void)set_oppose_acid(user_ptr, randint1(40) + 40, FALSE);
1334 (void)set_oppose_elec(user_ptr, randint1(40) + 40, FALSE);
1335 (void)set_oppose_fire(user_ptr, randint1(40) + 40, FALSE);
1336 (void)set_oppose_cold(user_ptr, randint1(40) + 40, FALSE);
1337 (void)set_oppose_pois(user_ptr, randint1(40) + 40, FALSE);
1343 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1344 (void)set_fast(user_ptr, randint1(20) + 20, FALSE);
1348 case ACT_XTRA_SPEED:
1350 msg_print(_("明るく輝いている...", "It glows brightly..."));
1351 (void)set_fast(user_ptr, randint1(75) + 75, FALSE);
1357 set_wraith_form(user_ptr, randint1(plev / 2) + (plev / 2), FALSE);
1363 (void)set_invuln(user_ptr, randint1(8) + 8, FALSE);
1369 (void)heroism(user_ptr, 25);
1373 case ACT_HERO_SPEED:
1375 (void)set_fast(user_ptr, randint1(50) + 50, FALSE);
1376 (void)heroism(user_ptr, 50);
1380 case ACT_RESIST_ACID:
1382 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1383 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1385 if (!get_aim_dir(&dir)) return FALSE;
1386 fire_ball(user_ptr, GF_ACID, dir, 100, 2);
1388 (void)set_oppose_acid(user_ptr, randint1(20) + 20, FALSE);
1392 case ACT_RESIST_FIRE:
1394 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1395 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1397 if (!get_aim_dir(&dir)) return FALSE;
1398 fire_ball(user_ptr, GF_FIRE, dir, 100, 2);
1400 (void)set_oppose_fire(user_ptr, randint1(20) + 20, FALSE);
1404 case ACT_RESIST_COLD:
1406 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1407 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1409 if (!get_aim_dir(&dir)) return FALSE;
1410 fire_ball(user_ptr, GF_COLD, dir, 100, 2);
1412 (void)set_oppose_cold(user_ptr, randint1(20) + 20, FALSE);
1416 case ACT_RESIST_ELEC:
1418 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1419 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1421 if (!get_aim_dir(&dir)) return FALSE;
1422 fire_ball(user_ptr, GF_ELEC, dir, 100, 2);
1424 (void)set_oppose_elec(user_ptr, randint1(20) + 20, FALSE);
1428 case ACT_RESIST_POIS:
1430 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1431 (void)set_oppose_pois(user_ptr, randint1(20) + 20, FALSE);
1435 /* Activate for general purpose effect (detection etc.) */
1439 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1440 lite_area(damroll(2, 15), 3);
1446 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1447 map_area(user_ptr, DETECT_RAD_MAP);
1448 lite_area(damroll(2, 15), 3);
1452 case ACT_DETECT_ALL:
1454 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1455 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1456 detect_all(DETECT_RAD_DEFAULT);
1460 case ACT_DETECT_XTRA:
1462 msg_print(_("明るく輝いている...", "It glows brightly..."));
1463 detect_all(DETECT_RAD_DEFAULT);
1465 identify_fully(FALSE);
1471 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1472 identify_fully(FALSE);
1478 if (!ident_spell(user_ptr, FALSE)) return FALSE;
1482 case ACT_RUNE_EXPLO:
1484 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1485 explosive_rune(user_ptr->current_floor_ptr, user_ptr->y, user_ptr->x);
1491 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1492 warding_glyph(user_ptr);
1498 (void)set_food(user_ptr, PY_FOOD_MAX - 1);
1504 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1505 destroy_doors_touch();
1511 msg_print(_("鼓動している...", "It pulsates..."));
1512 if (!get_aim_dir(&dir)) return FALSE;
1513 wall_to_mud(dir, 20 + randint1(30));
1519 recharge(user_ptr, 130);
1525 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1526 (void)alchemy(user_ptr);
1532 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."));
1533 if (!dimension_door()) return FALSE;
1540 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1541 teleport_player(user_ptr, 100, 0L);
1547 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1548 if (!recall_player(user_ptr, randint0(21) + 15)) return FALSE;
1554 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1555 chg_virtue(user_ptr, V_KNOWLEDGE, 1);
1556 chg_virtue(user_ptr, V_ENLIGHTEN, 1);
1557 wiz_lite(user_ptr, FALSE);
1559 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1560 take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1562 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1563 (void)detect_doors(DETECT_RAD_DEFAULT);
1564 (void)detect_stairs(DETECT_RAD_DEFAULT);
1566 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1568 (void)recall_player(user_ptr, randint0(21) + 15);
1574 case ACT_TELEKINESIS:
1576 if (!get_aim_dir(&dir)) return FALSE;
1577 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1578 fetch(user_ptr, dir, 500, TRUE);
1582 case ACT_DETECT_UNIQUE:
1585 monster_type *m_ptr;
1586 monster_race *r_ptr;
1587 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 ..."));
1588 /* Process the monsters (backwards) */
1589 for (i = user_ptr->current_floor_ptr->m_max - 1; i >= 1; i--)
1591 m_ptr = &user_ptr->current_floor_ptr->m_list[i];
1593 /* Ignore "dead" monsters */
1594 if (!monster_is_valid(m_ptr)) continue;
1596 r_ptr = &r_info[m_ptr->r_idx];
1598 if (r_ptr->flags1 & RF1_UNIQUE)
1600 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1608 switch (randint1(13))
1610 case 1: case 2: case 3: case 4: case 5:
1611 teleport_player(user_ptr, 10, 0L);
1613 case 6: case 7: case 8: case 9: case 10:
1614 teleport_player(user_ptr, 222, 0L);
1617 (void)stair_creation(user_ptr);
1620 if (get_check(_("この階を去りますか?", "Leave this level? ")))
1622 if (autosave_l) do_cmd_save_game(TRUE);
1623 user_ptr->leaving = TRUE;
1629 case ACT_DISP_CURSE_XTRA:
1631 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1632 (void)remove_all_curse(user_ptr);
1637 case ACT_BRAND_FIRE_BOLTS:
1639 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1640 brand_bolts(user_ptr);
1644 case ACT_RECHARGE_XTRA:
1646 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1647 if (!recharge(user_ptr, 1000)) return FALSE;
1652 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1653 if (!perilous_secrets(user_ptr)) return FALSE;
1658 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1659 (void)set_afraid(user_ptr, 0);
1660 (void)set_hero(user_ptr, randint1(20) + 20, FALSE);
1661 dispel_evil(user_ptr->lev * 3);
1665 case ACT_PHASE_DOOR:
1667 teleport_player(user_ptr, 10, 0L);
1671 case ACT_DETECT_ALL_MONS:
1673 (void)detect_monsters_invis(255);
1674 (void)detect_monsters_normal(255);
1678 case ACT_ULTIMATE_RESIST:
1680 TIME_EFFECT v = randint1(25) + 25;
1681 (void)set_afraid(user_ptr, 0);
1682 (void)set_hero(user_ptr, v, FALSE);
1683 (void)hp_player(user_ptr, 10);
1684 (void)set_blessed(user_ptr, v, FALSE);
1685 (void)set_oppose_acid(user_ptr, v, FALSE);
1686 (void)set_oppose_elec(user_ptr, v, FALSE);
1687 (void)set_oppose_fire(user_ptr, v, FALSE);
1688 (void)set_oppose_cold(user_ptr, v, FALSE);
1689 (void)set_oppose_pois(user_ptr, v, FALSE);
1690 (void)set_ultimate_res(user_ptr, v, FALSE);
1695 cosmic_cast_off(user_ptr, o_ptr);
1698 case ACT_FALLING_STAR:
1700 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1701 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.'"));
1706 case ACT_GRAND_CROSS:
1708 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1709 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);
1713 case ACT_TELEPORT_LEVEL:
1715 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;
1716 teleport_level(user_ptr, 0);
1720 case ACT_STRAIN_HASTE:
1723 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1724 take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1725 t = 25 + randint1(25);
1726 (void)set_fast(user_ptr, user_ptr->fast + t, FALSE);
1731 if (!fishing(user_ptr)) return FALSE;
1735 mitokohmon(user_ptr);
1740 /* Only for Muramasa */
1741 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1742 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1744 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1745 do_inc_stat(user_ptr, A_STR);
1748 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1749 curse_weapon_object(user_ptr, TRUE, o_ptr);
1755 case ACT_BLOODY_MOON:
1757 /* Only for Bloody Moon */
1758 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1759 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1760 get_bloody_moon_flags(o_ptr);
1761 if (user_ptr->prace == RACE_ANDROID) calc_android_exp(user_ptr);
1762 user_ptr->update |= (PU_BONUS | PU_HP);
1767 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
1768 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!"));
1769 if (!fire_crimson(user_ptr)) return FALSE;
1774 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
1779 /* Set activation timeout */
1780 if (act_ptr->timeout.constant >= 0) {
1781 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
1782 if (act_ptr->timeout.dice > 0) {
1783 o_ptr->timeout += randint1(act_ptr->timeout.dice);
1787 /* Activations that have special timeout */
1788 switch (act_ptr->index) {
1790 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
1793 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
1796 o_ptr->timeout = 3 * (user_ptr->lev + 10);
1802 msg_format("Special timeout is not implemented: %d.", act_ptr->index);