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"
15 * @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
16 * @param u 所持品配列の参照ポインタ
20 * @return 1の方が大であればTRUE
22 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
24 u16b *who = (u16b*)(u);
29 monster_type *m_ptr1 = &m_list[w1];
30 monster_type *m_ptr2 = &m_list[w2];
31 monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
32 monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
37 if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
38 if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
40 if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
41 if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
43 if (r_ptr1->level > r_ptr2->level) return TRUE;
44 if (r_ptr2->level > r_ptr1->level) return FALSE;
46 if (m_ptr1->hp > m_ptr2->hp) return TRUE;
47 if (m_ptr2->hp > m_ptr1->hp) return FALSE;
54 * @brief 装備を発動するコマンドのサブルーチン /
55 * Activate a wielded object. Wielded objects never stack.
56 * And even if they did, activatable objects never stack.
57 * @param item 発動するオブジェクトの所持品ID
61 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
62 * But one could, for example, easily make an activatable "Ring of Plasma".
63 * Note that it always takes a turn to activate an artifact, even if
64 * the user hits "escape" at the "direction" prompt.
67 void do_cmd_activate_aux(INVENTORY_IDX item)
76 /* Get the item (in the pack) */
79 o_ptr = &inventory[item];
82 /* Get the item (on the floor) */
85 o_ptr = &o_list[0 - item];
88 p_ptr->energy_use = 100;
90 /* Extract the item level */
91 lev = k_info[o_ptr->k_idx].level;
93 /* Hack -- use artifact level instead */
94 if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
95 else if (object_is_random_artifact(o_ptr))
97 const activation_type* const act_ptr = find_activation_info(o_ptr);
102 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
104 /* Base chance of success */
105 chance = p_ptr->skill_dev;
107 /* Confusion hurts skill */
108 if (p_ptr->confused) chance = chance / 2;
111 if (chance > fail) fail -= (chance - fail)*2;
112 else chance -= (fail - chance)*2;
113 if (fail < USE_DEVICE) fail = USE_DEVICE;
114 if (chance < USE_DEVICE) chance = USE_DEVICE;
118 if (flush_failure) flush();
119 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."));
124 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
125 else if (chance > fail)
127 if (randint0(chance*2) < fail) success = FALSE;
132 if (randint0(fail*2) < chance) success = TRUE;
133 else success = FALSE;
139 if (flush_failure) flush();
140 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."));
145 /* Check the recharge */
148 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
152 /* Some lights need enough fuel for activation */
153 if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
154 ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
156 msg_print(_("燃料がない。", "It has no fuel."));
157 p_ptr->energy_use = 0;
161 /* Activate the artifact */
162 msg_print(_("始動させた...", "You activate it..."));
166 /* Activate object */
167 if (activation_index(o_ptr))
169 (void)activate_artifact(o_ptr);
171 p_ptr->window |= (PW_INVEN | PW_EQUIP);
178 else if (o_ptr->tval == TV_WHISTLE)
180 if (music_singing_any()) stop_singing();
181 if (hex_spelling_any()) stop_hex_spell_all();
189 /* Allocate the "who" array */
190 C_MAKE(who, max_m_idx, IDX);
192 /* Process the monsters (backwards) */
193 for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
195 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
196 who[max_pet++] = pet_ctr;
199 /* Select the sort method */
200 ang_sort_comp = ang_sort_comp_pet;
201 ang_sort_swap = ang_sort_swap_hook;
203 ang_sort(who, &dummy_why, max_pet);
205 /* Process the monsters (backwards) */
206 for (i = 0; i < max_pet; i++)
209 teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
212 /* Free the "who" array */
213 C_KILL(who, max_m_idx, IDX);
215 o_ptr->timeout = 100 + randint1(100);
218 else if (o_ptr->tval == TV_CAPTURE)
222 bool old_target_pet = target_pet;
224 if (!get_aim_dir(&dir))
226 target_pet = old_target_pet;
229 target_pet = old_target_pet;
231 if(fire_ball(GF_CAPTURE, dir, 0, 0))
233 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
234 o_ptr->xtra3 = (XTRA8)cap_mspeed;
235 o_ptr->xtra4 = (XTRA16)cap_hp;
236 o_ptr->xtra5 = (XTRA16)cap_maxhp;
243 if (o_ptr->inscription)
244 strcpy(buf, quark_str(o_ptr->inscription));
246 for (s = buf;*s && (*s != '#'); s++)
249 if (iskanji(*s)) s++;
259 t = quark_str(cap_nickname);
272 o_ptr->inscription = quark_add(buf);
279 if (!get_rep_dir2(&dir)) return;
280 if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
282 if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
284 if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
285 if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
286 if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
287 m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
288 if (o_ptr->inscription)
296 t = quark_str(o_ptr->inscription);
297 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
300 if (iskanji(*t)) t++;
325 if (quote && *(s-1) =='\'')
329 m_list[hack_m_idx_ii].nickname = quark_add(buf);
330 t = quark_str(o_ptr->inscription);
332 while(*t && (*t != '#'))
339 o_ptr->inscription = quark_add(buf);
350 msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
357 msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
361 * @brief 装備を発動するコマンドのメインルーチン /
364 void do_cmd_activate(void)
369 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
371 set_action(ACTION_NONE);
374 item_tester_no_ryoute = TRUE;
375 /* Prepare the hook */
376 item_tester_hook = item_tester_hook_activate;
379 q = _("どのアイテムを始動させますか? ", "Activate which item? ");
380 s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
382 if (!get_item(&item, q, s, (USE_EQUIP))) return;
384 /* Activate the item */
385 do_cmd_activate_aux(item);
389 * @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
390 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
391 * @param o_ptr 対象のオブジェクト構造体ポインタ
392 * @return 発動実行の是非を返す。
394 static bool activate_dragon_breath(object_type *o_ptr)
396 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
402 if (!get_aim_dir(&dir)) return FALSE;
404 object_flags(o_ptr, flgs);
406 for (i = 0; dragonbreath_info[i].flag != 0; i++)
408 if (have_flag(flgs, dragonbreath_info[i].flag))
410 type[n] = dragonbreath_info[i].type;
411 name[n] = dragonbreath_info[i].name;
417 if (n == 0) return FALSE;
420 if (music_singing_any()) stop_singing();
421 if (hex_spelling_any()) stop_hex_spell_all();
424 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
425 fire_breath(type[t], dir, 250, 4);
431 * @brief アイテムの発動効果を処理する。
432 * @param o_ptr 対象のオブジェクト構造体ポインタ
433 * @return 発動実行の是非を返す。
435 bool activate_artifact(object_type *o_ptr)
437 PLAYER_LEVEL plev = p_ptr->lev;
440 cptr name = k_name + k_info[o_ptr->k_idx].name;
441 const activation_type* const act_ptr = find_activation_info(o_ptr);
445 /* Maybe forgot adding information to activation_info table ? */
446 msg_print("Activation information is not found.");
450 /* Activate for attack */
451 switch (act_ptr->index)
455 if (!get_aim_dir(&dir)) return FALSE;
456 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
457 (void)lite_line(dir, damroll(6, 8));
463 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
464 if (!get_aim_dir(&dir)) return FALSE;
465 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
471 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
472 if (!get_aim_dir(&dir)) return FALSE;
473 fire_ball(GF_POIS, dir, 12, 3);
479 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
480 if (!get_aim_dir(&dir)) return FALSE;
481 fire_bolt(GF_ELEC, dir, damroll(4, 8));
487 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
488 if (!get_aim_dir(&dir)) return FALSE;
489 fire_bolt(GF_ACID, dir, damroll(5, 8));
495 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
496 if (!get_aim_dir(&dir)) return FALSE;
497 fire_bolt(GF_COLD, dir, damroll(6, 8));
503 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
504 if (!get_aim_dir(&dir)) return FALSE;
505 fire_bolt(GF_FIRE, dir, damroll(9, 8));
511 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
512 if (!get_aim_dir(&dir)) return FALSE;
513 fire_ball(GF_COLD, dir, 48, 2);
519 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
520 if (!get_aim_dir(&dir)) return FALSE;
521 fire_ball(GF_COLD, dir, 100, 2);
527 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
528 if (!get_aim_dir(&dir)) return FALSE;
529 fire_ball(GF_COLD, dir, 400, 3);
535 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
536 if (!get_aim_dir(&dir)) return FALSE;
537 fire_ball(GF_FIRE, dir, 72, 2);
543 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
544 if (!get_aim_dir(&dir)) return FALSE;
545 fire_ball(GF_FIRE, dir, 120, 3);
551 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
552 if (!get_aim_dir(&dir)) return FALSE;
553 fire_ball(GF_FIRE, dir, 300, 3);
559 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
560 if (!get_aim_dir(&dir)) return FALSE;
561 fire_ball(GF_FIRE, dir, 100, 2);
567 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
568 if (!get_aim_dir(&dir)) return FALSE;
569 fire_ball(GF_ELEC, dir, 100, 3);
575 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
576 if (!get_aim_dir(&dir)) return FALSE;
577 fire_ball(GF_ELEC, dir, 500, 3);
583 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
584 if (!get_aim_dir(&dir)) return FALSE;
585 fire_ball(GF_ACID, dir, 100, 2);
591 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
592 if (!get_aim_dir(&dir)) return FALSE;
593 fire_ball(GF_NUKE, dir, 100, 2);
597 case ACT_HYPODYNAMIA_1:
599 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);
600 if (!get_aim_dir(&dir)) return FALSE;
601 if (hypodynamic_bolt(dir, 100))
605 case ACT_HYPODYNAMIA_2:
607 msg_print(_("黒く輝いている...", "It glows black..."));
608 if (!get_aim_dir(&dir)) return FALSE;
609 hypodynamic_bolt(dir, 120);
615 if (!get_aim_dir(&dir)) return FALSE;
616 for (dummy = 0; dummy < 3; dummy++)
618 if (hypodynamic_bolt(dir, 50))
626 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
627 if (!get_aim_dir(&dir)) return FALSE;
628 fire_bolt(GF_ARROW, dir, 150);
640 if (!get_aim_dir(&dir)) return FALSE;
641 for (dummy = 0; dummy < 3; dummy++)
643 if (hypodynamic_bolt(dir, 100))
652 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
659 if (!get_aim_dir(&dir)) return FALSE;
660 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
661 fire_ball(GF_ROCKET, dir, 250 + plev * 3, 2);
667 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
668 dispel_evil(p_ptr->lev * 5);
674 if (!get_aim_dir(&dir)) return FALSE;
675 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
676 fire_breath(GF_MISSILE, dir, 300, 4);
682 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
683 dispel_good(p_ptr->lev * 5);
689 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
690 if (!get_aim_dir(&dir)) return FALSE;
691 fire_bolt(GF_ARROW, dir, 150);
697 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
698 if (!get_aim_dir(&dir)) return FALSE;
699 fire_ball(GF_WATER, dir, 200, 3);
705 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
706 if (!get_aim_dir(&dir)) return FALSE;
707 fire_ball(GF_DARK, dir, 250, 4);
713 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
714 if (!get_aim_dir(&dir)) return FALSE;
715 fire_ball(GF_MANA, dir, 250, 4);
721 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
722 (void)dispel_monsters(4);
726 case ACT_BLINDING_LIGHT:
728 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
729 fire_ball(GF_LITE, 0, 300, 6);
730 confuse_monsters(3 * p_ptr->lev / 2);
736 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
737 if (!get_aim_dir(&dir)) return FALSE;
742 case ACT_CAST_BA_STAR:
744 HIT_POINT num = damroll(5, 3);
745 POSITION y = 0, x = 0;
747 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
748 for (k = 0; k < num; k++)
754 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
755 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
756 if (!player_bold(y, x)) break;
759 project(0, 3, y, x, 150, GF_ELEC,
760 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
766 case ACT_BLADETURNER:
768 if (!get_aim_dir(&dir)) return FALSE;
769 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
770 fire_breath(GF_MISSILE, dir, 300, 4);
771 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
773 (void)set_hero(randint1(50) + 50, FALSE);
775 (void)set_blessed(randint1(50) + 50, FALSE);
776 (void)set_oppose_acid(randint1(50) + 50, FALSE);
777 (void)set_oppose_elec(randint1(50) + 50, FALSE);
778 (void)set_oppose_fire(randint1(50) + 50, FALSE);
779 (void)set_oppose_cold(randint1(50) + 50, FALSE);
780 (void)set_oppose_pois(randint1(50) + 50, FALSE);
786 if (!get_aim_dir(&dir)) return FALSE;
787 fire_breath(GF_FIRE, dir, 200, 2);
788 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
790 (void)set_oppose_fire(randint1(20) + 20, FALSE);
797 if (!get_aim_dir(&dir)) return FALSE;
798 fire_breath(GF_COLD, dir, 200, 2);
799 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
801 (void)set_oppose_cold(randint1(20) + 20, FALSE);
808 if (!activate_dragon_breath(o_ptr)) return FALSE;
812 /* Activate for other offensive action */
815 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
816 if (!get_aim_dir(&dir)) return FALSE;
817 confuse_monster(dir, 20);
823 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
824 sleep_monsters_touch();
830 earthquake(p_ptr->y, p_ptr->x, 5);
836 turn_monsters(40 + p_ptr->lev);
842 if (!get_aim_dir(&dir)) return FALSE;
843 (void)fire_beam(GF_AWAY_ALL, dir, plev);
847 case ACT_BANISH_EVIL:
849 if (banish_evil(100))
851 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!"));
858 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
859 (void)symbol_genocide(200, TRUE);
865 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
866 (void)mass_genocide(200, TRUE);
872 if (music_singing_any()) stop_singing();
873 if (hex_spelling_any()) stop_hex_spell_all();
874 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!",
875 "You wind a mighty blast; your enemies tremble!"));
876 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
882 if (o_ptr->name1 == ART_HYOUSIGI)
884 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
888 msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
890 aggravate_monsters(0);
894 /* Activate for summoning / charming */
896 case ACT_CHARM_ANIMAL:
898 if (!get_aim_dir(&dir)) return FALSE;
899 (void)charm_animal(dir, plev);
903 case ACT_CHARM_UNDEAD:
905 if (!get_aim_dir(&dir)) return FALSE;
906 (void)control_one_undead(dir, plev);
910 case ACT_CHARM_OTHER:
912 if (!get_aim_dir(&dir)) return FALSE;
913 (void)charm_monster(dir, plev * 2);
917 case ACT_CHARM_ANIMALS:
919 (void)charm_animals(plev * 2);
923 case ACT_CHARM_OTHERS:
925 charm_monsters(plev * 2);
929 case ACT_SUMMON_ANIMAL:
931 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
935 case ACT_SUMMON_PHANTOM:
937 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
938 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
942 case ACT_SUMMON_ELEMENTAL:
944 bool pet = one_in_(3);
947 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
948 if (pet) mode |= PM_FORCE_PET;
949 else mode |= PM_NO_PET;
951 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
953 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
955 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
957 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
963 case ACT_SUMMON_DEMON:
965 cast_summon_demon((plev * 3) / 2);
969 case ACT_SUMMON_UNDEAD:
971 bool pet = one_in_(3);
975 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
977 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
978 if (pet) mode |= PM_FORCE_PET;
979 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
981 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
983 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...",
984 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
986 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!",
987 "Ancient, long-dead forms arise from the ground to serve you!"));
989 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
990 "'The dead arise... to punish you for disturbing them!'"));
996 case ACT_SUMMON_HOUND:
998 BIT_FLAGS mode = PM_ALLOW_GROUP;
999 bool pet = !one_in_(5);
1000 if (pet) mode |= PM_FORCE_PET;
1001 else mode |= PM_NO_PET;
1003 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
1007 msg_print(_("ハウンドがあなたの下僕として出現した。",
1008 "A group of hounds appear as your servant."));
1010 msg_print(_("ハウンドはあなたに牙を向けている!",
1011 "A group of hounds appear as your enemy!"));
1017 case ACT_SUMMON_DAWN:
1019 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1020 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
1024 case ACT_SUMMON_OCTOPUS:
1026 BIT_FLAGS mode = PM_ALLOW_GROUP;
1027 bool pet = !one_in_(5);
1028 if (pet) mode |= PM_FORCE_PET;
1030 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
1033 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."));
1035 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
1041 /* Activate for healing */
1043 case ACT_CHOIR_SINGS:
1045 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1046 (void)cure_critical_wounds(777);
1047 (void)set_hero(randint1(25) + 25, FALSE);
1053 (void)set_afraid(0);
1054 (void)hp_player(30);
1060 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1061 (void)cure_serious_wounds(4, 8);
1065 case ACT_CURE_POISON:
1067 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1068 (void)set_afraid(0);
1069 (void)set_poisoned(0);
1075 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1082 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1083 (void)restore_all_status();
1084 (void)restore_level();
1090 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1091 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1092 (void)cure_critical_wounds(700);
1098 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1099 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1100 (void)cure_critical_wounds(1000);
1106 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1111 case ACT_CURE_MANA_FULL:
1113 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1118 /* Activate for timed effect */
1122 (void)set_tim_esp(randint1(30) + 25, FALSE);
1128 (void)berserk(randint1(25) + 25);
1134 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1136 (void)set_protevil(randint1(25) + k, FALSE);
1140 case ACT_RESIST_ALL:
1142 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1143 (void)set_oppose_acid(randint1(40) + 40, FALSE);
1144 (void)set_oppose_elec(randint1(40) + 40, FALSE);
1145 (void)set_oppose_fire(randint1(40) + 40, FALSE);
1146 (void)set_oppose_cold(randint1(40) + 40, FALSE);
1147 (void)set_oppose_pois(randint1(40) + 40, FALSE);
1153 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1154 (void)set_fast(randint1(20) + 20, FALSE);
1158 case ACT_XTRA_SPEED:
1160 msg_print(_("明るく輝いている...", "It glows brightly..."));
1161 (void)set_fast(randint1(75) + 75, FALSE);
1167 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
1173 (void)set_invuln(randint1(8) + 8, FALSE);
1183 case ACT_HERO_SPEED:
1185 (void)set_fast(randint1(50) + 50, FALSE);
1190 case ACT_RESIST_ACID:
1192 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1193 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1195 if (!get_aim_dir(&dir)) return FALSE;
1196 fire_ball(GF_ACID, dir, 100, 2);
1198 (void)set_oppose_acid(randint1(20) + 20, FALSE);
1202 case ACT_RESIST_FIRE:
1204 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1205 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1207 if (!get_aim_dir(&dir)) return FALSE;
1208 fire_ball(GF_FIRE, dir, 100, 2);
1210 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1214 case ACT_RESIST_COLD:
1216 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1217 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1219 if (!get_aim_dir(&dir)) return FALSE;
1220 fire_ball(GF_COLD, dir, 100, 2);
1222 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1226 case ACT_RESIST_ELEC:
1228 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1229 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1231 if (!get_aim_dir(&dir)) return FALSE;
1232 fire_ball(GF_ELEC, dir, 100, 2);
1234 (void)set_oppose_elec(randint1(20) + 20, FALSE);
1238 case ACT_RESIST_POIS:
1240 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1241 (void)set_oppose_pois(randint1(20) + 20, FALSE);
1245 /* Activate for general purpose effect (detection etc.) */
1249 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1250 lite_area(damroll(2, 15), 3);
1256 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1257 map_area(DETECT_RAD_MAP);
1258 lite_area(damroll(2, 15), 3);
1262 case ACT_DETECT_ALL:
1264 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1265 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1266 detect_all(DETECT_RAD_DEFAULT);
1270 case ACT_DETECT_XTRA:
1272 msg_print(_("明るく輝いている...", "It glows brightly..."));
1273 detect_all(DETECT_RAD_DEFAULT);
1275 identify_fully(FALSE);
1281 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1282 identify_fully(FALSE);
1288 if (!ident_spell(FALSE)) return FALSE;
1292 case ACT_RUNE_EXPLO:
1294 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1301 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1308 (void)set_food(PY_FOOD_MAX - 1);
1314 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1315 destroy_doors_touch();
1321 msg_print(_("鼓動している...", "It pulsates..."));
1322 if (!get_aim_dir(&dir)) return FALSE;
1323 wall_to_mud(dir, 20 + randint1(30));
1335 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1342 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."));
1343 if (!dimension_door()) return FALSE;
1350 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1351 teleport_player(100, 0L);
1357 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1358 if (!word_of_recall()) return FALSE;
1364 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1365 chg_virtue(V_KNOWLEDGE, 1);
1366 chg_virtue(V_ENLIGHTEN, 1);
1369 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1370 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1372 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1373 (void)detect_doors(DETECT_RAD_DEFAULT);
1374 (void)detect_stairs(DETECT_RAD_DEFAULT);
1376 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1378 (void)word_of_recall();
1384 case ACT_TELEKINESIS:
1386 if (!get_aim_dir(&dir)) return FALSE;
1387 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1388 fetch(dir, 500, TRUE);
1392 case ACT_DETECT_UNIQUE:
1395 monster_type *m_ptr;
1396 monster_race *r_ptr;
1397 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 ..."));
1398 /* Process the monsters (backwards) */
1399 for (i = m_max - 1; i >= 1; i--)
1401 /* Access the monster */
1404 /* Ignore "dead" monsters */
1405 if (!m_ptr->r_idx) continue;
1407 r_ptr = &r_info[m_ptr->r_idx];
1409 if (r_ptr->flags1 & RF1_UNIQUE)
1411 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1419 switch (randint1(13))
1421 case 1: case 2: case 3: case 4: case 5:
1422 teleport_player(10, 0L);
1424 case 6: case 7: case 8: case 9: case 10:
1425 teleport_player(222, 0L);
1428 (void)stair_creation();
1431 if (get_check(_("この階を去りますか?", "Leave this level? ")))
1433 if (autosave_l) do_cmd_save_game(TRUE);
1436 p_ptr->leaving = TRUE;
1442 case ACT_DISP_CURSE_XTRA:
1444 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1445 (void)remove_all_curse();
1450 case ACT_BRAND_FIRE_BOLTS:
1452 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1453 (void)brand_bolts();
1457 case ACT_RECHARGE_XTRA:
1459 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1460 if (!recharge(1000)) return FALSE;
1466 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1467 if (!ident_spell(FALSE)) return FALSE;
1469 if (mp_ptr->spell_book)
1471 /* Sufficient mana */
1472 if (20 <= p_ptr->csp)
1478 /* Over-exert the player */
1481 int oops = 20 - p_ptr->csp;
1485 p_ptr->csp_frac = 0;
1487 msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
1488 /* Hack -- Bypass free action */
1489 (void)set_paralyzed(p_ptr->paralyzed +
1490 randint1(5 * oops + 1));
1493 (void)set_confused(p_ptr->confused +
1494 randint1(5 * oops + 1));
1498 p_ptr->redraw |= (PR_MANA);
1500 take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
1502 if (one_in_(5)) (void)set_confused(p_ptr->confused +
1505 /* Exercise a little care... */
1507 take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
1513 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1514 (void)set_afraid(0);
1515 (void)set_hero(randint1(20) + 20, FALSE);
1516 dispel_evil(p_ptr->lev * 3);
1520 case ACT_PHASE_DOOR:
1522 teleport_player(10, 0L);
1526 case ACT_DETECT_ALL_MONS:
1528 (void)detect_monsters_invis(255);
1529 (void)detect_monsters_normal(255);
1533 case ACT_ULTIMATE_RESIST:
1535 TIME_EFFECT v = randint1(25) + 25;
1536 (void)set_afraid(0);
1537 (void)set_hero(v, FALSE);
1538 (void)hp_player(10);
1539 (void)set_blessed(v, FALSE);
1540 (void)set_oppose_acid(v, FALSE);
1541 (void)set_oppose_elec(v, FALSE);
1542 (void)set_oppose_fire(v, FALSE);
1543 (void)set_oppose_cold(v, FALSE);
1544 (void)set_oppose_pois(v, FALSE);
1545 (void)set_ultimate_res(v, FALSE);
1550 /* Unique activation */
1556 char o_name[MAX_NLEN];
1559 /* Cast off activated item */
1560 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
1562 if (o_ptr == &inventory[inv]) break;
1566 if (inv > INVEN_FEET) return FALSE;
1568 object_copy(&forge, o_ptr);
1569 inven_item_increase(inv, (0 - o_ptr->number));
1570 inven_item_optimize(inv);
1571 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
1572 o_ptr = &o_list[o_idx];
1574 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1575 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
1578 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
1579 t = 20 + randint1(20);
1580 (void)set_blind(p_ptr->blind + t);
1581 (void)set_afraid(0);
1582 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
1583 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
1584 (void)set_hero(p_ptr->hero + t, FALSE);
1585 (void)set_blessed(p_ptr->blessed + t, FALSE);
1586 (void)set_fast(p_ptr->fast + t, FALSE);
1587 (void)set_shero(p_ptr->shero + t, FALSE);
1588 if (p_ptr->pclass == CLASS_FORCETRAINER)
1590 P_PTR_KI = plev * 5 + 190;
1591 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
1597 case ACT_FALLING_STAR:
1599 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1600 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.'"));
1605 case ACT_GRAND_CROSS:
1607 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1608 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
1612 case ACT_TELEPORT_LEVEL:
1614 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;
1619 case ACT_STRAIN_HASTE:
1622 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1623 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1624 t = 25 + randint1(25);
1625 (void)set_fast(p_ptr->fast + t, FALSE);
1633 if (!get_rep_dir2(&dir)) return FALSE;
1634 y = p_ptr->y + ddy[dir];
1635 x = p_ptr->x + ddx[dir];
1637 if (!cave_have_flag_bold(y, x, FF_WATER))
1639 msg_print(_("そこは水辺ではない。", "There is no fishing place."));
1642 else if (cave[y][x].m_idx)
1645 monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
1646 msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
1647 p_ptr->energy_use = 0;
1650 set_action(ACTION_FISH);
1651 p_ptr->redraw |= (PR_STATE);
1658 monster_type *m_ptr;
1661 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
1663 msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
1664 kakusan = "Suke-san";
1667 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
1669 msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
1670 kakusan = "Kaku-san";
1675 for (i = m_max - 1; i > 0; i--)
1678 if (!m_ptr->r_idx) continue;
1679 if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
1680 if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1681 if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
1689 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。」",
1690 "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
1693 confuse_monsters(120);
1695 stasis_monsters(120);
1700 msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
1707 /* Only for Muramasa */
1708 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1709 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1711 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1715 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1716 curse_weapon_object(TRUE, o_ptr);
1722 case ACT_BLOODY_MOON:
1724 /* Only for Bloody Moon */
1725 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1726 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1727 get_bloody_moon_flags(o_ptr);
1728 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
1729 p_ptr->update |= (PU_BONUS | PU_HP);
1737 BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1740 /* Only for Crimson */
1741 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
1743 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!"));
1745 if (!get_aim_dir(&dir)) return FALSE;
1747 /* Use the given direction */
1748 tx = p_ptr->x + 99 * ddx[dir];
1749 ty = p_ptr->y + 99 * ddy[dir];
1751 /* Hack -- Use an actual "target" */
1752 if ((dir == 5) && target_okay())
1758 if (p_ptr->pclass == CLASS_ARCHER)
1760 /* Extra shot at level 10 */
1761 if (p_ptr->lev >= 10) num++;
1763 /* Extra shot at level 30 */
1764 if (p_ptr->lev >= 30) num++;
1766 /* Extra shot at level 45 */
1767 if (p_ptr->lev >= 45) num++;
1770 for (i = 0; i < num; i++)
1771 project(0, p_ptr->lev / 20 + 1, ty, tx, p_ptr->lev*p_ptr->lev * 6 / 50, GF_ROCKET, flg, -1);
1777 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
1782 /* Set activation timeout */
1783 if (act_ptr->timeout.constant >= 0) {
1784 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
1785 if (act_ptr->timeout.dice > 0) {
1786 o_ptr->timeout += randint1(act_ptr->timeout.dice);
1790 /* Activations that have special timeout */
1791 switch (act_ptr->index) {
1793 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
1796 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
1799 o_ptr->timeout = 3 * (p_ptr->lev + 10);
1805 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
1814 * @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。
1815 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
1816 * @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
1819 void get_bloody_moon_flags(object_type *o_ptr)
1823 for (i = 0; i < TR_FLAG_SIZE; i++)
1824 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
1826 dummy = randint1(2) + randint1(2);
1827 for (i = 0; i < dummy; i++)
1829 int flag = randint0(26);
1830 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
1831 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1832 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1833 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
1836 dummy = randint1(2);
1837 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
1839 for (i = 0; i < 2; i++)
1841 int tmp = randint0(11);
1842 if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
1843 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);