3 * @brief プレイヤーの発動コマンド実装
10 #include "cmd-activate.h"
11 #include "object-hook.h"
12 #include "spells-summon.h"
14 #include "projection.h"
19 * @brief ペット入りモンスターボールをソートするための比較関数
20 * @param u 所持品配列の参照ポインタ
24 * @return 1の方が大であればTRUE
26 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
28 u16b *who = (u16b*)(u);
33 monster_type *m_ptr1 = &m_list[w1];
34 monster_type *m_ptr2 = &m_list[w2];
35 monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
36 monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
41 if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
42 if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
44 if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
45 if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
47 if (r_ptr1->level > r_ptr2->level) return TRUE;
48 if (r_ptr2->level > r_ptr1->level) return FALSE;
50 if (m_ptr1->hp > m_ptr2->hp) return TRUE;
51 if (m_ptr2->hp > m_ptr1->hp) return FALSE;
58 * @brief 装備を発動するコマンドのサブルーチン /
59 * Activate a wielded object. Wielded objects never stack.
60 * And even if they did, activatable objects never stack.
61 * @param item 発動するオブジェクトの所持品ID
65 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
66 * But one could, for example, easily make an activatable "Ring of Plasma".
67 * Note that it always takes a turn to activate an artifact, even if
68 * the user hits "escape" at the "direction" prompt.
71 void do_cmd_activate_aux(INVENTORY_IDX item)
80 /* Get the item (in the pack) */
83 o_ptr = &inventory[item];
86 /* Get the item (on the floor) */
89 o_ptr = &o_list[0 - item];
92 p_ptr->energy_use = 100;
94 /* Extract the item level */
95 lev = k_info[o_ptr->k_idx].level;
97 /* Hack -- use artifact level instead */
98 if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
99 else if (object_is_random_artifact(o_ptr))
101 const activation_type* const act_ptr = find_activation_info(o_ptr);
103 lev = act_ptr->level;
106 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
108 /* Base chance of success */
109 chance = p_ptr->skill_dev;
111 /* Confusion hurts skill */
112 if (p_ptr->confused) chance = chance / 2;
115 if (chance > fail) fail -= (chance - fail)*2;
116 else chance -= (fail - chance)*2;
117 if (fail < USE_DEVICE) fail = USE_DEVICE;
118 if (chance < USE_DEVICE) chance = USE_DEVICE;
122 if (flush_failure) flush();
123 msg_print(_("止まった時の中ではうまく働かないようだ。", "It shows no reaction."));
128 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
129 else if (chance > fail)
131 if (randint0(chance*2) < fail) success = FALSE;
136 if (randint0(fail*2) < chance) success = TRUE;
137 else success = FALSE;
143 if (flush_failure) flush();
144 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."));
149 /* Check the recharge */
152 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
156 /* Some lights need enough fuel for activation */
157 if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
158 ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
160 msg_print(_("燃料がない。", "It has no fuel."));
161 p_ptr->energy_use = 0;
165 /* Activate the artifact */
166 msg_print(_("始動させた...", "You activate it..."));
170 /* Activate object */
171 if (activation_index(o_ptr))
173 (void)activate_artifact(o_ptr);
175 p_ptr->window |= (PW_INVEN | PW_EQUIP);
182 else if (o_ptr->tval == TV_WHISTLE)
184 if (music_singing_any()) stop_singing();
185 if (hex_spelling_any()) stop_hex_spell_all();
193 /* Allocate the "who" array */
194 C_MAKE(who, max_m_idx, MONSTER_IDX);
196 /* Process the monsters (backwards) */
197 for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
199 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
200 who[max_pet++] = pet_ctr;
203 /* Select the sort method */
204 ang_sort_comp = ang_sort_comp_pet;
205 ang_sort_swap = ang_sort_swap_hook;
207 ang_sort(who, &dummy_why, max_pet);
209 /* Process the monsters (backwards) */
210 for (i = 0; i < max_pet; i++)
213 teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
216 /* Free the "who" array */
217 C_KILL(who, max_m_idx, IDX);
219 o_ptr->timeout = 100 + randint1(100);
222 else if (o_ptr->tval == TV_CAPTURE)
226 bool old_target_pet = target_pet;
228 if (!get_aim_dir(&dir))
230 target_pet = old_target_pet;
233 target_pet = old_target_pet;
235 if(fire_ball(GF_CAPTURE, dir, 0, 0))
237 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
238 o_ptr->xtra3 = (XTRA8)cap_mspeed;
239 o_ptr->xtra4 = (XTRA16)cap_hp;
240 o_ptr->xtra5 = (XTRA16)cap_maxhp;
247 if (o_ptr->inscription)
248 strcpy(buf, quark_str(o_ptr->inscription));
250 for (s = buf;*s && (*s != '#'); s++)
253 if (iskanji(*s)) s++;
263 t = quark_str(cap_nickname);
276 o_ptr->inscription = quark_add(buf);
283 if (!get_direction(&dir, FALSE, FALSE)) return;
284 if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
286 if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
288 if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
289 if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
290 if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
291 m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
292 if (o_ptr->inscription)
300 t = quark_str(o_ptr->inscription);
301 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
304 if (iskanji(*t)) t++;
329 if (quote && *(s-1) =='\'')
333 m_list[hack_m_idx_ii].nickname = quark_add(buf);
334 t = quark_str(o_ptr->inscription);
336 while(*t && (*t != '#'))
343 o_ptr->inscription = quark_add(buf);
354 msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
361 msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
365 * @brief 装備を発動するコマンドのメインルーチン /
368 void do_cmd_activate(void)
373 if (p_ptr->wild_mode) return;
375 if (p_ptr->inside_arena)
377 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
382 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
384 set_action(ACTION_NONE);
387 item_tester_hook = item_tester_hook_activate;
389 q = _("どのアイテムを始動させますか? ", "Activate which item? ");
390 s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
392 if (!choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
394 /* Activate the item */
395 do_cmd_activate_aux(item);
399 * @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
400 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
401 * @param o_ptr 対象のオブジェクト構造体ポインタ
402 * @return 発動実行の是非を返す。
404 static bool activate_dragon_breath(object_type *o_ptr)
406 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
412 if (!get_aim_dir(&dir)) return FALSE;
414 object_flags(o_ptr, flgs);
416 for (i = 0; dragonbreath_info[i].flag != 0; i++)
418 if (have_flag(flgs, dragonbreath_info[i].flag))
420 type[n] = dragonbreath_info[i].type;
421 name[n] = dragonbreath_info[i].name;
427 if (n == 0) return FALSE;
430 if (music_singing_any()) stop_singing();
431 if (hex_spelling_any()) stop_hex_spell_all();
434 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
435 fire_breath(type[t], dir, 250, 4);
441 * @brief アイテムの発動効果を処理する。
442 * @param o_ptr 対象のオブジェクト構造体ポインタ
443 * @return 発動実行の是非を返す。
445 bool activate_artifact(object_type *o_ptr)
447 PLAYER_LEVEL plev = p_ptr->lev;
450 concptr name = k_name + k_info[o_ptr->k_idx].name;
451 const activation_type* const act_ptr = find_activation_info(o_ptr);
455 /* Maybe forgot adding information to activation_info table ? */
456 msg_print("Activation information is not found.");
460 /* Activate for attack */
461 switch (act_ptr->index)
465 if (!get_aim_dir(&dir)) return FALSE;
466 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
467 (void)lite_line(dir, damroll(6, 8));
473 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
474 if (!get_aim_dir(&dir)) return FALSE;
475 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
481 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
482 if (!get_aim_dir(&dir)) return FALSE;
483 fire_ball(GF_POIS, dir, 12, 3);
489 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
490 if (!get_aim_dir(&dir)) return FALSE;
491 fire_bolt(GF_ELEC, dir, damroll(4, 8));
497 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
498 if (!get_aim_dir(&dir)) return FALSE;
499 fire_bolt(GF_ACID, dir, damroll(5, 8));
505 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
506 if (!get_aim_dir(&dir)) return FALSE;
507 fire_bolt(GF_COLD, dir, damroll(6, 8));
513 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
514 if (!get_aim_dir(&dir)) return FALSE;
515 fire_bolt(GF_FIRE, dir, damroll(9, 8));
521 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
522 if (!get_aim_dir(&dir)) return FALSE;
523 fire_ball(GF_COLD, dir, 48, 2);
529 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
530 if (!get_aim_dir(&dir)) return FALSE;
531 fire_ball(GF_COLD, dir, 100, 2);
537 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
538 if (!get_aim_dir(&dir)) return FALSE;
539 fire_ball(GF_COLD, dir, 400, 3);
545 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
546 if (!get_aim_dir(&dir)) return FALSE;
547 fire_ball(GF_FIRE, dir, 72, 2);
553 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
554 if (!get_aim_dir(&dir)) return FALSE;
555 fire_ball(GF_FIRE, dir, 120, 3);
561 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
562 if (!get_aim_dir(&dir)) return FALSE;
563 fire_ball(GF_FIRE, dir, 300, 3);
569 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
570 if (!get_aim_dir(&dir)) return FALSE;
571 fire_ball(GF_FIRE, dir, 100, 2);
577 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
578 if (!get_aim_dir(&dir)) return FALSE;
579 fire_ball(GF_ELEC, dir, 100, 3);
585 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
586 if (!get_aim_dir(&dir)) return FALSE;
587 fire_ball(GF_ELEC, dir, 500, 3);
593 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
594 if (!get_aim_dir(&dir)) return FALSE;
595 fire_ball(GF_ACID, dir, 100, 2);
601 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
602 if (!get_aim_dir(&dir)) return FALSE;
603 fire_ball(GF_NUKE, dir, 100, 2);
607 case ACT_HYPODYNAMIA_1:
609 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);
610 if (!get_aim_dir(&dir)) return FALSE;
611 if (hypodynamic_bolt(dir, 100))
615 case ACT_HYPODYNAMIA_2:
617 msg_print(_("黒く輝いている...", "It glows black..."));
618 if (!get_aim_dir(&dir)) return FALSE;
619 hypodynamic_bolt(dir, 120);
625 if (!get_aim_dir(&dir)) return FALSE;
626 for (dummy = 0; dummy < 3; dummy++)
628 if (hypodynamic_bolt(dir, 50))
636 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
637 if (!get_aim_dir(&dir)) return FALSE;
638 fire_bolt(GF_ARROW, dir, 150);
650 if (!get_aim_dir(&dir)) return FALSE;
651 for (dummy = 0; dummy < 3; dummy++)
653 if (hypodynamic_bolt(dir, 100))
662 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
669 if (!get_aim_dir(&dir)) return FALSE;
670 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
671 fire_ball(GF_ROCKET, dir, 250 + plev * 3, 2);
677 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
678 dispel_evil(p_ptr->lev * 5);
684 if (!get_aim_dir(&dir)) return FALSE;
685 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
686 fire_breath(GF_MISSILE, dir, 300, 4);
692 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
693 dispel_good(p_ptr->lev * 5);
699 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
700 if (!get_aim_dir(&dir)) return FALSE;
701 fire_bolt(GF_ARROW, dir, 150);
707 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
708 if (!get_aim_dir(&dir)) return FALSE;
709 fire_ball(GF_WATER, dir, 200, 3);
715 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
716 if (!get_aim_dir(&dir)) return FALSE;
717 fire_ball(GF_DARK, dir, 250, 4);
723 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
724 if (!get_aim_dir(&dir)) return FALSE;
725 fire_ball(GF_MANA, dir, 250, 4);
731 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
732 (void)dispel_monsters(4);
736 case ACT_BLINDING_LIGHT:
738 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
739 fire_ball(GF_LITE, 0, 300, 6);
740 confuse_monsters(3 * p_ptr->lev / 2);
746 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
747 if (!get_aim_dir(&dir)) return FALSE;
752 case ACT_CAST_BA_STAR:
754 HIT_POINT num = damroll(5, 3);
755 POSITION y = 0, x = 0;
757 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
758 for (k = 0; k < num; k++)
764 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
765 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
766 if (!player_bold(y, x)) break;
769 project(0, 3, y, x, 150, GF_ELEC,
770 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
776 case ACT_BLADETURNER:
778 if (!get_aim_dir(&dir)) return FALSE;
779 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
780 fire_breath(GF_MISSILE, dir, 300, 4);
781 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
783 (void)set_hero(randint1(50) + 50, FALSE);
785 (void)set_blessed(randint1(50) + 50, FALSE);
786 (void)set_oppose_acid(randint1(50) + 50, FALSE);
787 (void)set_oppose_elec(randint1(50) + 50, FALSE);
788 (void)set_oppose_fire(randint1(50) + 50, FALSE);
789 (void)set_oppose_cold(randint1(50) + 50, FALSE);
790 (void)set_oppose_pois(randint1(50) + 50, FALSE);
796 if (!get_aim_dir(&dir)) return FALSE;
797 fire_breath(GF_FIRE, dir, 200, 2);
798 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
800 (void)set_oppose_fire(randint1(20) + 20, FALSE);
807 if (!get_aim_dir(&dir)) return FALSE;
808 fire_breath(GF_COLD, dir, 200, 2);
809 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
811 (void)set_oppose_cold(randint1(20) + 20, FALSE);
818 if (!activate_dragon_breath(o_ptr)) return FALSE;
822 /* Activate for other offensive action */
825 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
826 if (!get_aim_dir(&dir)) return FALSE;
827 confuse_monster(dir, 20);
833 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
834 sleep_monsters_touch();
840 earthquake(p_ptr->y, p_ptr->x, 5);
846 turn_monsters(40 + p_ptr->lev);
852 if (!get_aim_dir(&dir)) return FALSE;
853 (void)fire_beam(GF_AWAY_ALL, dir, plev);
857 case ACT_BANISH_EVIL:
859 if (banish_evil(100))
861 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!"));
868 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
869 (void)symbol_genocide(200, TRUE);
875 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
876 (void)mass_genocide(200, TRUE);
882 if (music_singing_any()) stop_singing();
883 if (hex_spelling_any()) stop_hex_spell_all();
884 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!",
885 "You wind a mighty blast; your enemies tremble!"));
886 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
892 if (o_ptr->name1 == ART_HYOUSIGI)
894 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
898 msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
900 aggravate_monsters(0);
904 /* Activate for summoning / charming */
906 case ACT_CHARM_ANIMAL:
908 if (!get_aim_dir(&dir)) return FALSE;
909 (void)charm_animal(dir, plev);
913 case ACT_CHARM_UNDEAD:
915 if (!get_aim_dir(&dir)) return FALSE;
916 (void)control_one_undead(dir, plev);
920 case ACT_CHARM_OTHER:
922 if (!get_aim_dir(&dir)) return FALSE;
923 (void)charm_monster(dir, plev * 2);
927 case ACT_CHARM_ANIMALS:
929 (void)charm_animals(plev * 2);
933 case ACT_CHARM_OTHERS:
935 charm_monsters(plev * 2);
939 case ACT_SUMMON_ANIMAL:
941 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
945 case ACT_SUMMON_PHANTOM:
947 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
948 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
952 case ACT_SUMMON_ELEMENTAL:
954 bool pet = one_in_(3);
957 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
958 if (pet) mode |= PM_FORCE_PET;
959 else mode |= PM_NO_PET;
961 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode, '\0'))
963 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
965 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
967 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
973 case ACT_SUMMON_DEMON:
975 cast_summon_demon((plev * 3) / 2);
979 case ACT_SUMMON_UNDEAD:
981 bool pet = one_in_(3);
985 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
987 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
988 if (pet) mode |= PM_FORCE_PET;
989 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
991 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode, '\0'))
993 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...",
994 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
996 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!",
997 "Ancient, long-dead forms arise from the ground to serve you!"));
999 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
1000 "'The dead arise... to punish you for disturbing them!'"));
1006 case ACT_SUMMON_HOUND:
1008 BIT_FLAGS mode = PM_ALLOW_GROUP;
1009 bool pet = !one_in_(5);
1010 if (pet) mode |= PM_FORCE_PET;
1011 else mode |= PM_NO_PET;
1013 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode, '\0'))
1017 msg_print(_("ハウンドがあなたの下僕として出現した。",
1018 "A group of hounds appear as your servant."));
1020 msg_print(_("ハウンドはあなたに牙を向けている!",
1021 "A group of hounds appear as your enemy!"));
1027 case ACT_SUMMON_DAWN:
1029 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1030 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1034 case ACT_SUMMON_OCTOPUS:
1036 BIT_FLAGS mode = PM_ALLOW_GROUP;
1037 bool pet = !one_in_(5);
1038 if (pet) mode |= PM_FORCE_PET;
1040 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
1043 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."));
1045 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
1051 /* Activate for healing */
1053 case ACT_CHOIR_SINGS:
1055 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1056 (void)cure_critical_wounds(777);
1057 (void)set_hero(randint1(25) + 25, FALSE);
1063 (void)set_afraid(0);
1064 (void)hp_player(30);
1070 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1071 (void)cure_serious_wounds(4, 8);
1075 case ACT_CURE_POISON:
1077 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1078 (void)set_afraid(0);
1079 (void)set_poisoned(0);
1085 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1092 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1093 (void)restore_all_status();
1094 (void)restore_level();
1100 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1101 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1102 (void)cure_critical_wounds(700);
1108 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1109 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1110 (void)cure_critical_wounds(1000);
1116 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1121 case ACT_CURE_MANA_FULL:
1123 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1128 /* Activate for timed effect */
1132 (void)set_tim_esp(randint1(30) + 25, FALSE);
1138 (void)berserk(randint1(25) + 25);
1144 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1146 (void)set_protevil(randint1(25) + k, FALSE);
1150 case ACT_RESIST_ALL:
1152 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1153 (void)set_oppose_acid(randint1(40) + 40, FALSE);
1154 (void)set_oppose_elec(randint1(40) + 40, FALSE);
1155 (void)set_oppose_fire(randint1(40) + 40, FALSE);
1156 (void)set_oppose_cold(randint1(40) + 40, FALSE);
1157 (void)set_oppose_pois(randint1(40) + 40, FALSE);
1163 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1164 (void)set_fast(randint1(20) + 20, FALSE);
1168 case ACT_XTRA_SPEED:
1170 msg_print(_("明るく輝いている...", "It glows brightly..."));
1171 (void)set_fast(randint1(75) + 75, FALSE);
1177 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
1183 (void)set_invuln(randint1(8) + 8, FALSE);
1193 case ACT_HERO_SPEED:
1195 (void)set_fast(randint1(50) + 50, FALSE);
1200 case ACT_RESIST_ACID:
1202 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1203 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1205 if (!get_aim_dir(&dir)) return FALSE;
1206 fire_ball(GF_ACID, dir, 100, 2);
1208 (void)set_oppose_acid(randint1(20) + 20, FALSE);
1212 case ACT_RESIST_FIRE:
1214 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1215 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1217 if (!get_aim_dir(&dir)) return FALSE;
1218 fire_ball(GF_FIRE, dir, 100, 2);
1220 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1224 case ACT_RESIST_COLD:
1226 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1227 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1229 if (!get_aim_dir(&dir)) return FALSE;
1230 fire_ball(GF_COLD, dir, 100, 2);
1232 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1236 case ACT_RESIST_ELEC:
1238 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1239 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1241 if (!get_aim_dir(&dir)) return FALSE;
1242 fire_ball(GF_ELEC, dir, 100, 2);
1244 (void)set_oppose_elec(randint1(20) + 20, FALSE);
1248 case ACT_RESIST_POIS:
1250 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1251 (void)set_oppose_pois(randint1(20) + 20, FALSE);
1255 /* Activate for general purpose effect (detection etc.) */
1259 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1260 lite_area(damroll(2, 15), 3);
1266 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1267 map_area(DETECT_RAD_MAP);
1268 lite_area(damroll(2, 15), 3);
1272 case ACT_DETECT_ALL:
1274 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1275 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1276 detect_all(DETECT_RAD_DEFAULT);
1280 case ACT_DETECT_XTRA:
1282 msg_print(_("明るく輝いている...", "It glows brightly..."));
1283 detect_all(DETECT_RAD_DEFAULT);
1285 identify_fully(FALSE);
1291 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1292 identify_fully(FALSE);
1298 if (!ident_spell(FALSE)) return FALSE;
1302 case ACT_RUNE_EXPLO:
1304 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1311 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1318 (void)set_food(PY_FOOD_MAX - 1);
1324 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1325 destroy_doors_touch();
1331 msg_print(_("鼓動している...", "It pulsates..."));
1332 if (!get_aim_dir(&dir)) return FALSE;
1333 wall_to_mud(dir, 20 + randint1(30));
1345 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1352 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."));
1353 if (!dimension_door()) return FALSE;
1360 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1361 teleport_player(100, 0L);
1367 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1368 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
1374 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1375 chg_virtue(V_KNOWLEDGE, 1);
1376 chg_virtue(V_ENLIGHTEN, 1);
1379 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1380 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1382 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1383 (void)detect_doors(DETECT_RAD_DEFAULT);
1384 (void)detect_stairs(DETECT_RAD_DEFAULT);
1386 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1388 (void)recall_player(p_ptr, randint0(21) + 15);
1394 case ACT_TELEKINESIS:
1396 if (!get_aim_dir(&dir)) return FALSE;
1397 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1398 fetch(dir, 500, TRUE);
1402 case ACT_DETECT_UNIQUE:
1405 monster_type *m_ptr;
1406 monster_race *r_ptr;
1407 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 ..."));
1408 /* Process the monsters (backwards) */
1409 for (i = m_max - 1; i >= 1; i--)
1411 /* Access the monster */
1414 /* Ignore "dead" monsters */
1415 if (!m_ptr->r_idx) continue;
1417 r_ptr = &r_info[m_ptr->r_idx];
1419 if (r_ptr->flags1 & RF1_UNIQUE)
1421 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1429 switch (randint1(13))
1431 case 1: case 2: case 3: case 4: case 5:
1432 teleport_player(10, 0L);
1434 case 6: case 7: case 8: case 9: case 10:
1435 teleport_player(222, 0L);
1438 (void)stair_creation();
1441 if (get_check(_("この階を去りますか?", "Leave this level? ")))
1443 if (autosave_l) do_cmd_save_game(TRUE);
1446 p_ptr->leaving = TRUE;
1452 case ACT_DISP_CURSE_XTRA:
1454 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1455 (void)remove_all_curse();
1460 case ACT_BRAND_FIRE_BOLTS:
1462 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1463 (void)brand_bolts();
1467 case ACT_RECHARGE_XTRA:
1469 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1470 if (!recharge(1000)) return FALSE;
1476 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1477 if (!ident_spell(FALSE)) return FALSE;
1479 if (mp_ptr->spell_book)
1481 /* Sufficient mana */
1482 if (20 <= p_ptr->csp)
1488 /* Over-exert the player */
1491 int oops = 20 - p_ptr->csp;
1495 p_ptr->csp_frac = 0;
1497 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
1498 /* Hack -- Bypass free action */
1499 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
1502 (void)set_confused(p_ptr->confused + randint1(5 * oops + 1));
1504 p_ptr->redraw |= (PR_MANA);
1506 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
1508 if (one_in_(5)) (void)set_confused(p_ptr->confused + randint1(10));
1510 /* Exercise a little care... */
1511 if (one_in_(20)) take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
1517 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1518 (void)set_afraid(0);
1519 (void)set_hero(randint1(20) + 20, FALSE);
1520 dispel_evil(p_ptr->lev * 3);
1524 case ACT_PHASE_DOOR:
1526 teleport_player(10, 0L);
1530 case ACT_DETECT_ALL_MONS:
1532 (void)detect_monsters_invis(255);
1533 (void)detect_monsters_normal(255);
1537 case ACT_ULTIMATE_RESIST:
1539 TIME_EFFECT v = randint1(25) + 25;
1540 (void)set_afraid(0);
1541 (void)set_hero(v, FALSE);
1542 (void)hp_player(10);
1543 (void)set_blessed(v, FALSE);
1544 (void)set_oppose_acid(v, FALSE);
1545 (void)set_oppose_elec(v, FALSE);
1546 (void)set_oppose_fire(v, FALSE);
1547 (void)set_oppose_cold(v, FALSE);
1548 (void)set_oppose_pois(v, FALSE);
1549 (void)set_ultimate_res(v, FALSE);
1554 /* Unique activation */
1560 GAME_TEXT o_name[MAX_NLEN];
1563 /* Cast off activated item */
1564 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
1566 if (o_ptr == &inventory[inv]) break;
1570 if (inv > INVEN_FEET) return FALSE;
1572 object_copy(&forge, o_ptr);
1573 inven_item_increase(inv, (0 - o_ptr->number));
1574 inven_item_optimize(inv);
1575 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
1576 o_ptr = &o_list[o_idx];
1578 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1579 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
1582 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
1583 t = 20 + randint1(20);
1584 (void)set_blind(p_ptr->blind + t);
1585 (void)set_afraid(0);
1586 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
1587 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
1588 (void)set_hero(p_ptr->hero + t, FALSE);
1589 (void)set_blessed(p_ptr->blessed + t, FALSE);
1590 (void)set_fast(p_ptr->fast + t, FALSE);
1591 (void)set_shero(p_ptr->shero + t, FALSE);
1592 if (p_ptr->pclass == CLASS_FORCETRAINER)
1594 P_PTR_KI = plev * 5 + 190;
1595 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
1601 case ACT_FALLING_STAR:
1603 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1604 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.'"));
1609 case ACT_GRAND_CROSS:
1611 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1612 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
1616 case ACT_TELEPORT_LEVEL:
1618 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;
1623 case ACT_STRAIN_HASTE:
1626 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1627 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1628 t = 25 + randint1(25);
1629 (void)set_fast(p_ptr->fast + t, FALSE);
1637 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1638 y = p_ptr->y + ddy[dir];
1639 x = p_ptr->x + ddx[dir];
1640 p_ptr->fishing_dir = dir;
1641 if (!cave_have_flag_bold(y, x, FF_WATER))
1643 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
1646 else if (cave[y][x].m_idx)
1648 GAME_TEXT m_name[MAX_NLEN];
1649 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
1650 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
1651 p_ptr->energy_use = 0;
1654 set_action(ACTION_FISH);
1655 p_ptr->redraw |= (PR_STATE);
1662 monster_type *m_ptr;
1663 concptr kakusan = "";
1665 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
1667 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
1668 kakusan = "Suke-san";
1671 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
1673 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
1674 kakusan = "Kaku-san";
1679 for (i = m_max - 1; i > 0; i--)
1682 if (!m_ptr->r_idx) continue;
1683 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
1684 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1685 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1693 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。」",
1694 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
1697 confuse_monsters(120);
1699 stasis_monsters(120);
1704 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
1711 /* Only for Muramasa */
1712 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1713 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1715 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1719 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1720 curse_weapon_object(TRUE, o_ptr);
1726 case ACT_BLOODY_MOON:
1728 /* Only for Bloody Moon */
1729 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1730 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1731 get_bloody_moon_flags(o_ptr);
1732 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
1733 p_ptr->update |= (PU_BONUS | PU_HP);
1741 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1744 /* Only for Crimson */
1745 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
1747 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!"));
1749 if (!get_aim_dir(&dir)) return FALSE;
1751 /* Use the given direction */
1752 tx = p_ptr->x + 99 * ddx[dir];
1753 ty = p_ptr->y + 99 * ddy[dir];
1755 /* Hack -- Use an actual "target" */
1756 if ((dir == 5) && target_okay())
1762 if (p_ptr->pclass == CLASS_ARCHER)
1764 /* Extra shot at level 10 */
1765 if (p_ptr->lev >= 10) num++;
1767 /* Extra shot at level 30 */
1768 if (p_ptr->lev >= 30) num++;
1770 /* Extra shot at level 45 */
1771 if (p_ptr->lev >= 45) num++;
1774 for (i = 0; i < num; i++)
1775 project(0, p_ptr->lev / 20 + 1, ty, tx, p_ptr->lev*p_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
1781 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
1786 /* Set activation timeout */
1787 if (act_ptr->timeout.constant >= 0) {
1788 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
1789 if (act_ptr->timeout.dice > 0) {
1790 o_ptr->timeout += randint1(act_ptr->timeout.dice);
1794 /* Activations that have special timeout */
1795 switch (act_ptr->index) {
1797 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
1800 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
1803 o_ptr->timeout = 3 * (p_ptr->lev + 10);
1809 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
1818 * @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。
1819 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
1820 * @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
1823 void get_bloody_moon_flags(object_type *o_ptr)
1827 for (i = 0; i < TR_FLAG_SIZE; i++)
1828 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
1830 dummy = randint1(2) + randint1(2);
1831 for (i = 0; i < dummy; i++)
1833 int flag = randint0(26);
1834 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
1835 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1836 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1837 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
1840 dummy = randint1(2);
1841 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
1843 for (i = 0; i < 2; i++)
1845 int tmp = randint0(11);
1846 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
1847 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);