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"
17 #include "spells-status.h"
18 #include "spells-object.h"
19 #include "spells-floor.h"
20 #include "realm-hex.h"
21 #include "player-status.h"
22 #include "monster-status.h"
25 * @brief アイテムの発動効果テーブル /
26 * Define flags, levels, values of activations
28 const activation_type activation_info[] =
30 { "SUNLIGHT", ACT_SUNLIGHT, 10, 250, {10, 0},
31 _("太陽光線", "beam of sunlight") },
32 { "BO_MISS_1", ACT_BO_MISS_1, 10, 250, {2, 0},
33 _("マジック・ミサイル(2d6)", "magic missile (2d6)") },
34 { "BA_POIS_1", ACT_BA_POIS_1, 10, 300, {4, 0},
35 _("悪臭雲(12)", "stinking cloud (12)") },
36 { "BO_ELEC_1", ACT_BO_ELEC_1, 20, 250, {5, 0},
37 _("サンダー・ボルト(4d8)", "lightning bolt (4d8)") },
38 { "BO_ACID_1", ACT_BO_ACID_1, 20, 250, {6, 0},
39 _("アシッド・ボルト(5d8)", "acid bolt (5d8)") },
40 { "BO_COLD_1", ACT_BO_COLD_1, 20, 250, {7, 0},
41 _("アイス・ボルト(6d8)", "frost bolt (6d8)") },
42 { "BO_FIRE_1", ACT_BO_FIRE_1, 20, 250, {8, 0},
43 _("ファイア・ボルト(9d8)", "fire bolt (9d8)") },
44 { "BA_COLD_1", ACT_BA_COLD_1, 30, 750, {6, 0},
45 _("アイス・ボール(48)", "ball of cold (48)") },
46 { "BA_COLD_2", ACT_BA_COLD_2, 40, 1000, {12, 0},
47 _("アイス・ボール(100)", "ball of cold (100)") },
48 { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {50, 0},
49 _("巨大アイス・ボール(400)", "ball of cold (400)") },
50 { "BA_FIRE_1", ACT_BA_FIRE_1, 30, 1000, {9, 0},
51 _("ファイア・ボール(72)", "ball of fire (72)") },
52 { "BA_FIRE_2", ACT_BA_FIRE_2, 40, 1500, {15, 0},
53 _("巨大ファイア・ボール(120)", "large fire ball (120)") },
54 { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {40, 0},
55 _("巨大ファイア・ボール(300)", "fire ball (300)") },
56 { "BA_FIRE_4", ACT_BA_FIRE_4, 40, 1000, {12, 0},
57 _("ファイア・ボール(100)", "fire ball (100)") },
58 { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1000, {12, 0},
59 _("サンダー・ボール(100)", "ball of lightning (100)") },
60 { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {70, 0},
61 _("巨大サンダー・ボール(500)", "ball of lightning (500)") },
62 { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 0},
63 _("アシッド・ボール(100)", "ball of acid (100)") },
64 { "BA_NUKE_1", ACT_BA_NUKE_1, 50, 1000, {12, 0},
65 _("放射能球(100)", "ball of nuke (100)") },
66 { "HYPODYNAMIA_1", ACT_HYPODYNAMIA_1, 30, 500, {12, 0},
67 _("窒息攻撃(100)", "a strangling attack (100)") },
68 { "HYPODYNAMIA_2", ACT_HYPODYNAMIA_2, 40, 750, {15, 0},
69 _("衰弱の矢(120)", "hypodynamic bolt (120)") },
70 { "DRAIN_1", ACT_DRAIN_1, 40, 1000, {20, 0},
71 _("吸収の矢(3*50)", "drain bolt (3*50)") },
72 { "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {20, 0},
73 _("矢(150)", "arrows (150)") },
74 { "WHIRLWIND", ACT_WHIRLWIND, 50, 7500, {25, 0},
75 _("カマイタチ", "whirlwind attack") },
76 { "DRAIN_2", ACT_DRAIN_2, 50, 2500, {40, 0},
77 _("吸収の矢(3*100)", "drain bolt (3*100)") },
78 { "CALL_CHAOS", ACT_CALL_CHAOS, 70, 5000, {35, 0},
79 _("混沌召来", "call chaos") },
80 { "ROCKET", ACT_ROCKET, 70, 5000, {20, 0},
81 _("ロケット(120+レベル)", "launch rocket (120+level)") },
82 { "DISP_EVIL", ACT_DISP_EVIL, 50, 4000, {50, 0},
83 _("邪悪退散(x5)", "dispel evil (x5)") },
84 { "BA_MISS_3", ACT_BA_MISS_3, 50, 1500, {50, 0},
85 _("エレメントのブレス(300)", "elemental breath (300)") },
86 { "DISP_GOOD", ACT_DISP_GOOD, 50, 3500, {50, 0},
87 _("善良退散(x5)", "dispel good (x5)") },
88 { "BO_MANA", ACT_BO_MANA, 40, 1500, {20, 0},
89 _("魔法の矢(150)", "a magical arrow (150)") },
90 { "BA_WATER", ACT_BA_WATER, 50, 2000, {25, 0},
91 _("ウォーター・ボール(200)", "water ball (200)") },
92 { "BA_STAR", ACT_BA_STAR, 50, 2200, {25, 0},
93 _("巨大スター・ボール(200)", "large star ball (200)") },
94 { "BA_DARK", ACT_BA_DARK, 50, 2200, {30, 0},
95 _("暗黒の嵐(250)", "darkness storm (250)") },
96 { "BA_MANA", ACT_BA_MANA, 70, 2500, {30, 0},
97 _("魔力の嵐(250)", "a mana storm (250)") },
98 { "PESTICIDE", ACT_PESTICIDE, 10, 500, {10, 0},
99 _("害虫の駆除", "dispel small life") },
100 { "BLINDING_LIGHT", ACT_BLINDING_LIGHT, 30, 5000, {40, 0},
101 _("眩しい光", "blinding light") },
102 { "BIZARRE", ACT_BIZARRE, 90, 10000, {50, 0},
103 _("信じ難いこと", "bizarre things") },
104 { "CAST_BA_STAR", ACT_CAST_BA_STAR, 70, 7500, {100, 0},
105 _("スター・ボール・ダスト(150)", "cast star balls (150)") },
106 { "BLADETURNER", ACT_BLADETURNER, 80, 20000, {80, 0},
107 _("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") },
108 { "BR_FIRE", ACT_BR_FIRE, 50, 5000, {-1, 0},
109 _("火炎のブレス (200)", "fire breath (200)") },
110 { "BR_COLD", ACT_BR_COLD, 50, 5000, {-1, 0},
111 _("冷気のブレス (200)", "cold breath (200)") },
112 { "BR_DRAGON", ACT_BR_DRAGON, 70, 10000, { 30, 0 },
113 "" /* built by item_activation_dragon_breath() */ },
115 { "CONFUSE", ACT_CONFUSE, 10, 500, {10, 0},
116 _("パニック・モンスター", "confuse monster") },
117 { "SLEEP", ACT_SLEEP, 10, 750, {15, 0},
118 _("周囲のモンスターを眠らせる", "sleep nearby monsters") },
119 { "QUAKE", ACT_QUAKE, 30, 600, {20, 0},
120 _("地震", "earthquake") },
121 { "TERROR", ACT_TERROR, 20, 2500, {-1, 0},
123 { "TELE_AWAY", ACT_TELE_AWAY, 20, 2000, {15, 0},
124 _("テレポート・アウェイ", "teleport away") },
125 { "BANISH_EVIL", ACT_BANISH_EVIL, 40, 2000, {250, 0},
126 _("邪悪消滅", "banish evil") },
127 { "GENOCIDE", ACT_GENOCIDE, 50, 10000, {500, 0},
128 _("抹殺", "genocide") },
129 { "MASS_GENO", ACT_MASS_GENO, 50, 10000, {1000, 0},
130 _("周辺抹殺", "mass genocide") },
131 { "SCARE_AREA", ACT_SCARE_AREA, 20, 2500, {20, 0},
132 _("モンスター恐慌", "frighten monsters") },
133 { "AGGRAVATE", ACT_AGGRAVATE, 0, 100, {0, 0},
134 _("モンスターを怒らせる", "aggravete monsters") },
136 { "CHARM_ANIMAL", ACT_CHARM_ANIMAL, 40, 7500, {200, 0},
137 _("動物魅了", "charm animal") },
138 { "CHARM_UNDEAD", ACT_CHARM_UNDEAD, 40, 10000, {333, 0},
139 _("アンデッド従属", "enslave undead") },
140 { "CHARM_OTHER", ACT_CHARM_OTHER, 40, 10000, {400, 0},
141 _("モンスター魅了", "charm monster") },
142 { "CHARM_ANIMALS", ACT_CHARM_ANIMALS, 40, 12500, {500, 0},
143 _("動物友和", "animal friendship") },
144 { "CHARM_OTHERS", ACT_CHARM_OTHERS, 40, 17500, {750, 0},
145 _("周辺魅了", "mass charm") },
146 { "SUMMON_ANIMAL", ACT_SUMMON_ANIMAL, 50, 10000, {200, 300},
147 _("動物召喚", "summon animal") },
148 { "SUMMON_PHANTOM", ACT_SUMMON_PHANTOM, 50, 12000, {200, 200},
149 _("幻霊召喚", "summon phantasmal servant") },
150 { "SUMMON_ELEMENTAL", ACT_SUMMON_ELEMENTAL, 50, 15000, {750, 0},
151 _("エレメンタル召喚", "summon elemental") },
152 { "SUMMON_DEMON", ACT_SUMMON_DEMON, 50, 20000, {666, 0},
153 _("悪魔召喚", "summon demon") },
154 { "SUMMON_UNDEAD", ACT_SUMMON_UNDEAD, 50, 20000, {666, 0},
155 _("アンデッド召喚", "summon undead") },
156 { "SUMMON_HOUND", ACT_SUMMON_HOUND, 50, 15000, {300, 0},
157 _("ハウンド召喚", "summon hound") },
158 { "SUMMON_DAWN", ACT_SUMMON_DAWN, 50, 15000, {500, 0},
159 _("暁の師団召喚", "summon the Legion of the Dawn") },
160 { "SUMMON_OCTOPUS", ACT_SUMMON_OCTOPUS, 50, 15000, {300, 0},
161 _("蛸の大群召喚", "summon octopus") },
163 { "CHOIR_SINGS", ACT_CHOIR_SINGS, 60, 20000, {300, 0},
164 _("回復(777)、癒し、士気高揚", "heal 777 hit points, curing and HEROism") },
165 { "CURE_LW", ACT_CURE_LW, 10, 500, {10, 0},
166 _("恐怖除去/体力回復(30)", "remove fear and heal 30 hp") },
167 { "CURE_MW", ACT_CURE_MW, 20, 750, {3, 3},
168 _("傷回復(4d8)", "heal 4d8 and wounds") },
169 { "CURE_POISON", ACT_CURE_POISON, 10, 1000, {5, 0},
170 _("恐怖除去/毒消し", "remove fear and cure poison") },
171 { "REST_LIFE", ACT_REST_EXP, 40, 7500, {450, 0},
172 _("経験値復活", "restore experience") },
173 { "REST_ALL", ACT_REST_ALL, 30, 15000, {750, 0},
174 _("全ステータスと経験値復活", "restore stats and experience") },
175 { "CURE_700", ACT_CURE_700, 40, 10000, {250, 0},
176 _("体力回復(700)", "heal 700 hit points") },
177 { "CURE_1000", ACT_CURE_1000, 50, 15000, {888, 0},
178 _("体力回復(1000)", "heal 1000 hit points") },
179 { "CURING", ACT_CURING, 30, 5000, {100, 0},
181 { "CURE_MANA_FULL", ACT_CURE_MANA_FULL, 60, 20000, {777, 0},
182 _("魔力復活", "restore mana") },
184 { "ESP", ACT_ESP, 30, 1500, {100, 0},
185 _("テレパシー(期間 25+d30)", "telepathy (dur 25+d30)") },
186 { "BERSERK", ACT_BERSERK, 10, 800, {75, 0},
187 _("狂戦士化(25+d25ターン)", "berserk (25+d25 turns)") },
188 { "PROT_EVIL", ACT_PROT_EVIL, 30, 5000, {100, 0},
189 _("対邪悪結界(期間 3*レベル+d25)", "protect evil (dur level*3 + d25)") },
190 { "RESIST_ALL", ACT_RESIST_ALL, 30, 5000, {111, 0},
191 _("全耐性(期間 20+d20)", "resist elements (dur 20+d20)") },
192 { "SPEED", ACT_SPEED, 40, 15000, {250, 0},
193 _("加速(期間 20+d20)", "speed (dur 20+d20)") },
194 { "XTRA_SPEED", ACT_XTRA_SPEED, 40, 25000, {200, 200},
195 _("加速(期間 75+d75)", "speed (dur 75+d75)") },
196 { "WRAITH", ACT_WRAITH, 90, 25000, {1000, 0},
197 _("幽体化(期間 (レベル/2)+d(レベル/2))", "wraith form (dur level/2 + d(level/2))") },
198 { "INVULN", ACT_INVULN, 90, 25000, {1000, 0},
199 _("無敵化(期間 8+d8)", "invulnerability (dur 8+d8)") },
200 { "HERO", ACT_HERO, 10, 500, {30, 30},
201 _("士気高揚", "heroism") },
202 { "HERO_SPEED", ACT_HERO_SPEED, 30, 20000, {100, 200},
203 _("士気高揚, スピード(期間 50+d50ターン)", "hero and +10 to speed (50)") },
204 { "RESIST_ACID", ACT_RESIST_ACID, 20, 2000, {40, 40},
205 _("酸への耐性(期間 20+d20)", "resist acid (dur 20+d20)") },
206 { "RESIST_FIRE", ACT_RESIST_FIRE, 20, 2000, {40, 40},
207 _("火炎への耐性(期間 20+d20)", "resist fire (dur 20+d20)") },
208 { "RESIST_COLD", ACT_RESIST_COLD, 20, 2000, {40, 40},
209 _("冷気への耐性(期間 20+d20)", "resist cold (dur 20+d20)") },
210 { "RESIST_ELEC", ACT_RESIST_ELEC, 20, 2000, {40, 40},
211 _("電撃への耐性(期間 20+d20)", "resist elec (dur 20+d20)") },
212 { "RESIST_POIS", ACT_RESIST_POIS, 20, 2000, {40, 40},
213 _("毒への耐性(期間 20+d20)", "resist poison (dur 20+d20)") },
215 { "LIGHT", ACT_LIGHT, 10, 150, {10, 10},
216 _("イルミネーション", "light area (dam 2d15)") },
217 { "MAP_LIGHT", ACT_MAP_LIGHT, 30, 500, {50, 50},
218 _("魔法の地図と光", "light (dam 2d15) & map area") },
219 { "DETECT_ALL", ACT_DETECT_ALL, 30, 1000, {55, 55},
220 _("全感知", "detection") },
221 { "DETECT_XTRA", ACT_DETECT_XTRA, 50, 12500, {100, 0},
222 _("全感知、探索、*鑑定*", "detection, probing and identify true") },
223 { "ID_FULL", ACT_ID_FULL, 50, 10000, {75, 0},
224 _("*鑑定*", "identify true") },
225 { "ID_PLAIN", ACT_ID_PLAIN, 20, 1250, {10, 0},
226 _("鑑定", "identify spell") },
227 { "RUNE_EXPLO", ACT_RUNE_EXPLO, 40, 4000, {200, 0},
228 _("爆発のルーン", "explosive rune") },
229 { "RUNE_PROT", ACT_RUNE_PROT, 60, 10000, {400, 0},
230 _("守りのルーン", "rune of protection") },
231 { "SATIATE", ACT_SATIATE, 10, 2000, {200, 0},
232 _("空腹充足", "satisfy hunger") },
233 { "DEST_DOOR", ACT_DEST_DOOR, 10, 100, {10, 0},
234 _("ドア破壊", "destroy doors") },
235 { "STONE_MUD", ACT_STONE_MUD, 20, 1000, {3, 0},
236 _("岩石溶解", "stone to mud") },
237 { "RECHARGE", ACT_RECHARGE, 30, 1000, {70, 0},
238 _("魔力充填", "recharging") },
239 { "ALCHEMY", ACT_ALCHEMY, 50, 10000, {500, 0},
240 _("錬金術", "alchemy") },
241 { "DIM_DOOR", ACT_DIM_DOOR, 50, 10000, {100, 0},
242 _("次元の扉", "dimension door") },
243 { "TELEPORT", ACT_TELEPORT, 10, 2000, {25, 0},
244 _("テレポート", "teleport") },
245 { "RECALL", ACT_RECALL, 30, 7500, {200, 0},
246 _("帰還の詔", "word of recall") },
247 { "JUDGE", ACT_JUDGE, 90, 50000, {20, 20},
248 _("体力と引き替えに千里眼と帰還", "a telekinesis (500 lb)") },
249 { "TELEKINESIS", ACT_TELEKINESIS, 20, 5500, {25, 25},
250 _("物体を引き寄せる(重量25kgまで)", "clairvoyance and recall, draining you") },
251 { "DETECT_UNIQUE", ACT_DETECT_UNIQUE, 40, 10000, {200, 0},
252 _("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") },
253 { "ESCAPE", ACT_ESCAPE, 10, 3000, {35, 0},
254 _("逃走", "a getaway") },
255 { "DISP_CURSE_XTRA", ACT_DISP_CURSE_XTRA, 40, 30000, {0, 0},
256 _("*解呪*と調査", "dispel curse and probing") },
257 { "BRAND_FIRE_BOLTS", ACT_BRAND_FIRE_BOLTS, 40, 20000, {999, 0},
258 _("刃先のファイア・ボルト", "fire branding of bolts") },
259 { "RECHARGE_XTRA", ACT_RECHARGE_XTRA, 70, 30000, {200, 0},
260 _("魔力充填", "recharge item") },
261 { "LORE", ACT_LORE, 10, 30000, {0, 0},
262 _("危険を伴う鑑定", "perilous identify") },
263 { "SHIKOFUMI", ACT_SHIKOFUMI, 10, 10000, {100, 100},
264 _("四股踏み", "shiko") },
265 { "PHASE_DOOR", ACT_PHASE_DOOR, 10, 1500, {10, 0},
266 _("ショート・テレポート", "blink") },
267 { "DETECT_ALL_MONS", ACT_DETECT_ALL_MONS, 30, 3000, {150, 0},
268 _("全モンスター感知", "detect all monsters") },
269 { "ULTIMATE_RESIST", ACT_ULTIMATE_RESIST, 90, 20000, {777, 0},
270 _("士気高揚、祝福、究極の耐性", "hero, bless, and ultimate resistance") },
272 { "CAST_OFF", ACT_CAST_OFF, 30, 15000, {100, 0},
273 _("脱衣と小宇宙燃焼", "cast it off and cosmic heroism") },
274 { "FISHING", ACT_FISHING, 0, 100, {0, 0},
275 _("釣りをする", "fishing") },
276 { "INROU", ACT_INROU, 40, 15000, {150, 150},
277 _("例のアレ", "reveal your identity") },
278 { "MURAMASA", ACT_MURAMASA, 0, 0, {-1, 0},
279 _("腕力の上昇", "increase STR") },
280 { "BLOODY_MOON", ACT_BLOODY_MOON, 0, 0, {3333, 0},
281 _("属性変更", "change zokusei") },
282 { "CRIMSON", ACT_CRIMSON, 0, 50000, {15, 0},
283 _("ファイア!", "fire!") },
285 { "STRAIN_HASTE", ACT_STRAIN_HASTE, 10, 1000, {120, 100},
286 _("体力と引き換えに加速", "haste with strain") },
287 { "GRAND_CROSS", ACT_GRAND_CROSS, 30, 15000, {250, 200},
288 _("グランド・クロス", "grand cross") },
289 { "TELEPORT_LEVEL", ACT_TELEPORT_LEVEL, 10, 1500, {100, 200},
290 _("テレポート・レベル", "teleort level") },
291 { "ARTS_FALLING_STAR", ACT_FALLING_STAR, 20, 5500, {30, 50},
292 _("魔剣・流れ星", "blade arts 'falling star'") },
293 { NULL, 0, 0, 0, {0, 0},
298 * @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
299 * @param u 所持品配列の参照ポインタ
303 * @return 1の方が大であればTRUE
305 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
307 u16b *who = (u16b*)(u);
312 monster_type *m_ptr1 = ¤t_floor_ptr->m_list[w1];
313 monster_type *m_ptr2 = ¤t_floor_ptr->m_list[w2];
314 monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
315 monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
320 if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
321 if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
323 if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
324 if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
326 if (r_ptr1->level > r_ptr2->level) return TRUE;
327 if (r_ptr2->level > r_ptr1->level) return FALSE;
329 if (m_ptr1->hp > m_ptr2->hp) return TRUE;
330 if (m_ptr2->hp > m_ptr1->hp) return FALSE;
337 * @brief 装備を発動するコマンドのサブルーチン /
338 * Activate a wielded object. Wielded objects never stack.
339 * And even if they did, activatable objects never stack.
340 * @param item 発動するオブジェクトの所持品ID
344 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
345 * But one could, for example, easily make an activatable "Ring of Plasma".
346 * Note that it always takes a current_world_ptr->game_turn to activate an artifact, even if
347 * the user hits "escape" at the "direction" prompt.
350 void do_cmd_activate_aux(INVENTORY_IDX item)
359 /* Get the item (in the pack) */
362 o_ptr = &inventory[item];
365 /* Get the item (on the floor) */
368 o_ptr = ¤t_floor_ptr->o_list[0 - item];
371 take_turn(p_ptr, 100);
373 /* Extract the item level */
374 lev = k_info[o_ptr->k_idx].level;
376 /* Hack -- use artifact level instead */
377 if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
378 else if (object_is_random_artifact(o_ptr))
380 const activation_type* const act_ptr = find_activation_info(o_ptr);
382 lev = act_ptr->level;
385 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
387 /* Base chance of success */
388 chance = p_ptr->skill_dev;
390 /* Confusion hurts skill */
391 if (p_ptr->confused) chance = chance / 2;
394 if (chance > fail) fail -= (chance - fail)*2;
395 else chance -= (fail - chance)*2;
396 if (fail < USE_DEVICE) fail = USE_DEVICE;
397 if (chance < USE_DEVICE) chance = USE_DEVICE;
399 if(cmd_limit_time_walk(p_ptr)) return;
401 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
402 else if (chance > fail)
404 if (randint0(chance*2) < fail) success = FALSE;
409 if (randint0(fail*2) < chance) success = TRUE;
410 else success = FALSE;
416 if (flush_failure) flush();
417 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."));
422 /* Check the recharge */
425 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
429 /* Some lights need enough fuel for activation */
430 if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
431 ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
433 msg_print(_("燃料がない。", "It has no fuel."));
438 /* Activate the artifact */
439 msg_print(_("始動させた...", "You activate it..."));
443 /* Activate object */
444 if (activation_index(o_ptr))
446 (void)activate_artifact(o_ptr);
448 p_ptr->window |= (PW_INVEN | PW_EQUIP);
455 else if (o_ptr->tval == TV_WHISTLE)
457 if (music_singing_any()) stop_singing(p_ptr);
458 if (hex_spelling_any()) stop_hex_spell_all();
466 /* Allocate the "who" array */
467 C_MAKE(who, current_floor_ptr->max_m_idx, MONSTER_IDX);
469 /* Process the monsters (backwards) */
470 for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
472 if (is_pet(¤t_floor_ptr->m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
473 who[max_pet++] = pet_ctr;
476 /* Select the sort method */
477 ang_sort_comp = ang_sort_comp_pet;
478 ang_sort_swap = ang_sort_swap_hook;
480 ang_sort(who, &dummy_why, max_pet);
482 /* Process the monsters (backwards) */
483 for (i = 0; i < max_pet; i++)
486 teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
489 /* Free the "who" array */
490 C_KILL(who, current_floor_ptr->max_m_idx, IDX);
492 o_ptr->timeout = 100 + randint1(100);
495 else if (o_ptr->tval == TV_CAPTURE)
499 bool old_target_pet = target_pet;
501 if (!get_aim_dir(&dir))
503 target_pet = old_target_pet;
506 target_pet = old_target_pet;
508 if(fire_ball(GF_CAPTURE, dir, 0, 0))
510 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
511 o_ptr->xtra3 = (XTRA8)cap_mspeed;
512 o_ptr->xtra4 = (XTRA16)cap_hp;
513 o_ptr->xtra5 = (XTRA16)cap_maxhp;
520 if (o_ptr->inscription)
521 strcpy(buf, quark_str(o_ptr->inscription));
523 for (s = buf;*s && (*s != '#'); s++)
526 if (iskanji(*s)) s++;
536 t = quark_str(cap_nickname);
549 o_ptr->inscription = quark_add(buf);
556 if (!get_direction(&dir, FALSE, FALSE)) return;
557 if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
559 if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
561 if (o_ptr->xtra3) current_floor_ptr->m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
562 if (o_ptr->xtra5) current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
563 if (o_ptr->xtra4) current_floor_ptr->m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
564 current_floor_ptr->m_list[hack_m_idx_ii].maxhp = current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp;
565 if (o_ptr->inscription)
573 t = quark_str(o_ptr->inscription);
574 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
577 if (iskanji(*t)) t++;
602 if (quote && *(s-1) =='\'')
606 current_floor_ptr->m_list[hack_m_idx_ii].nickname = quark_add(buf);
607 t = quark_str(o_ptr->inscription);
609 while(*t && (*t != '#'))
616 o_ptr->inscription = quark_add(buf);
627 msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
634 msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
638 * @brief 装備を発動するコマンドのメインルーチン /
641 void do_cmd_activate(void)
646 if (p_ptr->wild_mode) return;
647 if (cmd_limit_arena(p_ptr)) return;
649 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
651 set_action(ACTION_NONE);
654 item_tester_hook = item_tester_hook_activate;
656 q = _("どのアイテムを始動させますか? ", "Activate which item? ");
657 s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
659 if (!choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
661 /* Activate the item */
662 do_cmd_activate_aux(item);
666 * @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
667 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
668 * @param o_ptr 対象のオブジェクト構造体ポインタ
669 * @return 発動実行の是非を返す。
671 static bool activate_dragon_breath(object_type *o_ptr)
673 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
679 if (!get_aim_dir(&dir)) return FALSE;
681 object_flags(o_ptr, flgs);
683 for (i = 0; dragonbreath_info[i].flag != 0; i++)
685 if (have_flag(flgs, dragonbreath_info[i].flag))
687 type[n] = dragonbreath_info[i].type;
688 name[n] = dragonbreath_info[i].name;
694 if (n == 0) return FALSE;
697 if (music_singing_any()) stop_singing(p_ptr);
698 if (hex_spelling_any()) stop_hex_spell_all();
701 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
702 fire_breath(type[t], dir, 250, 4);
708 * @brief アイテムの発動効果を処理する。
709 * @param o_ptr 対象のオブジェクト構造体ポインタ
710 * @return 発動実行の是非を返す。
712 bool activate_artifact(object_type *o_ptr)
714 PLAYER_LEVEL plev = p_ptr->lev;
717 concptr name = k_name + k_info[o_ptr->k_idx].name;
718 const activation_type* const act_ptr = find_activation_info(o_ptr);
722 /* Maybe forgot adding information to activation_info table ? */
723 msg_print("Activation information is not found.");
727 /* Activate for attack */
728 switch (act_ptr->index)
732 if (!get_aim_dir(&dir)) return FALSE;
733 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
734 (void)lite_line(dir, damroll(6, 8));
740 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
741 if (!get_aim_dir(&dir)) return FALSE;
742 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
748 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
749 if (!get_aim_dir(&dir)) return FALSE;
750 fire_ball(GF_POIS, dir, 12, 3);
756 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
757 if (!get_aim_dir(&dir)) return FALSE;
758 fire_bolt(GF_ELEC, dir, damroll(4, 8));
764 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
765 if (!get_aim_dir(&dir)) return FALSE;
766 fire_bolt(GF_ACID, dir, damroll(5, 8));
772 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
773 if (!get_aim_dir(&dir)) return FALSE;
774 fire_bolt(GF_COLD, dir, damroll(6, 8));
780 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
781 if (!get_aim_dir(&dir)) return FALSE;
782 fire_bolt(GF_FIRE, dir, damroll(9, 8));
788 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
789 if (!get_aim_dir(&dir)) return FALSE;
790 fire_ball(GF_COLD, dir, 48, 2);
796 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
797 if (!get_aim_dir(&dir)) return FALSE;
798 fire_ball(GF_COLD, dir, 100, 2);
804 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
805 if (!get_aim_dir(&dir)) return FALSE;
806 fire_ball(GF_COLD, dir, 400, 3);
812 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
813 if (!get_aim_dir(&dir)) return FALSE;
814 fire_ball(GF_FIRE, dir, 72, 2);
820 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
821 if (!get_aim_dir(&dir)) return FALSE;
822 fire_ball(GF_FIRE, dir, 120, 3);
828 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
829 if (!get_aim_dir(&dir)) return FALSE;
830 fire_ball(GF_FIRE, dir, 300, 3);
836 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
837 if (!get_aim_dir(&dir)) return FALSE;
838 fire_ball(GF_FIRE, dir, 100, 2);
844 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
845 if (!get_aim_dir(&dir)) return FALSE;
846 fire_ball(GF_ELEC, dir, 100, 3);
852 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
853 if (!get_aim_dir(&dir)) return FALSE;
854 fire_ball(GF_ELEC, dir, 500, 3);
860 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
861 if (!get_aim_dir(&dir)) return FALSE;
862 fire_ball(GF_ACID, dir, 100, 2);
868 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
869 if (!get_aim_dir(&dir)) return FALSE;
870 fire_ball(GF_NUKE, dir, 100, 2);
874 case ACT_HYPODYNAMIA_1:
876 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);
877 if (!get_aim_dir(&dir)) return FALSE;
878 if (hypodynamic_bolt(dir, 100))
882 case ACT_HYPODYNAMIA_2:
884 msg_print(_("黒く輝いている...", "It glows black..."));
885 if (!get_aim_dir(&dir)) return FALSE;
886 hypodynamic_bolt(dir, 120);
892 if (!get_aim_dir(&dir)) return FALSE;
893 for (dummy = 0; dummy < 3; dummy++)
895 if (hypodynamic_bolt(dir, 50))
903 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
904 if (!get_aim_dir(&dir)) return FALSE;
905 fire_bolt(GF_ARROW, dir, 150);
917 if (!get_aim_dir(&dir)) return FALSE;
918 for (dummy = 0; dummy < 3; dummy++)
920 if (hypodynamic_bolt(dir, 100))
929 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
936 if (!get_aim_dir(&dir)) return FALSE;
937 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
938 fire_ball(GF_ROCKET, dir, 250 + plev * 3, 2);
944 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
945 dispel_evil(p_ptr->lev * 5);
951 if (!get_aim_dir(&dir)) return FALSE;
952 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
953 fire_breath(GF_MISSILE, dir, 300, 4);
959 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
960 dispel_good(p_ptr->lev * 5);
966 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
967 if (!get_aim_dir(&dir)) return FALSE;
968 fire_bolt(GF_ARROW, dir, 150);
974 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
975 if (!get_aim_dir(&dir)) return FALSE;
976 fire_ball(GF_WATER, dir, 200, 3);
982 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
983 if (!get_aim_dir(&dir)) return FALSE;
984 fire_ball(GF_DARK, dir, 250, 4);
990 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
991 if (!get_aim_dir(&dir)) return FALSE;
992 fire_ball(GF_MANA, dir, 250, 4);
998 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
999 (void)dispel_monsters(4);
1003 case ACT_BLINDING_LIGHT:
1005 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
1006 fire_ball(GF_LITE, 0, 300, 6);
1007 confuse_monsters(3 * p_ptr->lev / 2);
1013 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
1014 if (!get_aim_dir(&dir)) return FALSE;
1019 case ACT_CAST_BA_STAR:
1021 HIT_POINT num = damroll(5, 3);
1022 POSITION y = 0, x = 0;
1024 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
1025 for (k = 0; k < num; k++)
1031 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1032 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
1033 if (!player_bold(y, x)) break;
1036 project(0, 3, y, x, 150, GF_ELEC,
1037 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
1043 case ACT_BLADETURNER:
1045 if (!get_aim_dir(&dir)) return FALSE;
1046 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
1047 fire_breath(GF_MISSILE, dir, 300, 4);
1048 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
1049 (void)set_afraid(0);
1050 (void)set_hero(randint1(50) + 50, FALSE);
1051 (void)hp_player(10);
1052 (void)set_blessed(randint1(50) + 50, FALSE);
1053 (void)set_oppose_acid(randint1(50) + 50, FALSE);
1054 (void)set_oppose_elec(randint1(50) + 50, FALSE);
1055 (void)set_oppose_fire(randint1(50) + 50, FALSE);
1056 (void)set_oppose_cold(randint1(50) + 50, FALSE);
1057 (void)set_oppose_pois(randint1(50) + 50, FALSE);
1063 if (!get_aim_dir(&dir)) return FALSE;
1064 fire_breath(GF_FIRE, dir, 200, 2);
1065 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1067 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1074 if (!get_aim_dir(&dir)) return FALSE;
1075 fire_breath(GF_COLD, dir, 200, 2);
1076 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1078 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1085 if (!activate_dragon_breath(o_ptr)) return FALSE;
1089 /* Activate for other offensive action */
1092 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
1093 if (!get_aim_dir(&dir)) return FALSE;
1094 confuse_monster(dir, 20);
1100 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1101 sleep_monsters_touch();
1107 earthquake(p_ptr->y, p_ptr->x, 5);
1113 turn_monsters(40 + p_ptr->lev);
1119 if (!get_aim_dir(&dir)) return FALSE;
1120 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1124 case ACT_BANISH_EVIL:
1126 if (banish_evil(100))
1128 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!"));
1135 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1136 (void)symbol_genocide(200, TRUE);
1142 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
1143 (void)mass_genocide(200, TRUE);
1147 case ACT_SCARE_AREA:
1149 if (music_singing_any()) stop_singing(p_ptr);
1150 if (hex_spelling_any()) stop_hex_spell_all();
1151 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!",
1152 "You wind a mighty blast; your enemies tremble!"));
1153 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
1159 if (o_ptr->name1 == ART_HYOUSIGI)
1161 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
1165 msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
1167 aggravate_monsters(0);
1171 /* Activate for summoning / charming */
1173 case ACT_CHARM_ANIMAL:
1175 if (!get_aim_dir(&dir)) return FALSE;
1176 (void)charm_animal(dir, plev);
1180 case ACT_CHARM_UNDEAD:
1182 if (!get_aim_dir(&dir)) return FALSE;
1183 (void)control_one_undead(dir, plev);
1187 case ACT_CHARM_OTHER:
1189 if (!get_aim_dir(&dir)) return FALSE;
1190 (void)charm_monster(dir, plev * 2);
1194 case ACT_CHARM_ANIMALS:
1196 (void)charm_animals(plev * 2);
1200 case ACT_CHARM_OTHERS:
1202 charm_monsters(plev * 2);
1206 case ACT_SUMMON_ANIMAL:
1208 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1212 case ACT_SUMMON_PHANTOM:
1214 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
1215 (void)summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1219 case ACT_SUMMON_ELEMENTAL:
1220 if (!cast_summon_elemental(p_ptr, (plev * 3) / 2)) return FALSE;
1223 case ACT_SUMMON_DEMON:
1225 cast_summon_demon((plev * 3) / 2);
1229 case ACT_SUMMON_UNDEAD:
1230 if (!cast_summon_undead(p_ptr, (plev * 3) / 2)) return FALSE;
1233 case ACT_SUMMON_HOUND:
1234 if (!cast_summon_hound(p_ptr, (plev * 3) / 2)) return FALSE;
1237 case ACT_SUMMON_DAWN:
1239 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1240 (void)summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1244 case ACT_SUMMON_OCTOPUS:
1245 if(!cast_summon_octopus(p_ptr)) return FALSE;
1248 /* Activate for healing */
1250 case ACT_CHOIR_SINGS:
1252 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1253 (void)cure_critical_wounds(777);
1254 (void)set_hero(randint1(25) + 25, FALSE);
1260 (void)set_afraid(0);
1261 (void)hp_player(30);
1267 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1268 (void)cure_serious_wounds(4, 8);
1272 case ACT_CURE_POISON:
1274 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1275 (void)set_afraid(0);
1276 (void)set_poisoned(0);
1282 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1289 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1290 (void)restore_all_status();
1291 (void)restore_level();
1297 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1298 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1299 (void)cure_critical_wounds(700);
1305 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1306 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1307 (void)cure_critical_wounds(1000);
1313 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1318 case ACT_CURE_MANA_FULL:
1320 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1325 /* Activate for timed effect */
1329 (void)set_tim_esp(randint1(30) + 25, FALSE);
1335 (void)berserk(randint1(25) + 25);
1341 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1343 (void)set_protevil(randint1(25) + k, FALSE);
1347 case ACT_RESIST_ALL:
1349 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1350 (void)set_oppose_acid(randint1(40) + 40, FALSE);
1351 (void)set_oppose_elec(randint1(40) + 40, FALSE);
1352 (void)set_oppose_fire(randint1(40) + 40, FALSE);
1353 (void)set_oppose_cold(randint1(40) + 40, FALSE);
1354 (void)set_oppose_pois(randint1(40) + 40, FALSE);
1360 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1361 (void)set_fast(randint1(20) + 20, FALSE);
1365 case ACT_XTRA_SPEED:
1367 msg_print(_("明るく輝いている...", "It glows brightly..."));
1368 (void)set_fast(randint1(75) + 75, FALSE);
1374 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
1380 (void)set_invuln(randint1(8) + 8, FALSE);
1390 case ACT_HERO_SPEED:
1392 (void)set_fast(randint1(50) + 50, FALSE);
1397 case ACT_RESIST_ACID:
1399 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1400 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1402 if (!get_aim_dir(&dir)) return FALSE;
1403 fire_ball(GF_ACID, dir, 100, 2);
1405 (void)set_oppose_acid(randint1(20) + 20, FALSE);
1409 case ACT_RESIST_FIRE:
1411 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1412 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1414 if (!get_aim_dir(&dir)) return FALSE;
1415 fire_ball(GF_FIRE, dir, 100, 2);
1417 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1421 case ACT_RESIST_COLD:
1423 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1424 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1426 if (!get_aim_dir(&dir)) return FALSE;
1427 fire_ball(GF_COLD, dir, 100, 2);
1429 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1433 case ACT_RESIST_ELEC:
1435 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1436 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1438 if (!get_aim_dir(&dir)) return FALSE;
1439 fire_ball(GF_ELEC, dir, 100, 2);
1441 (void)set_oppose_elec(randint1(20) + 20, FALSE);
1445 case ACT_RESIST_POIS:
1447 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1448 (void)set_oppose_pois(randint1(20) + 20, FALSE);
1452 /* Activate for general purpose effect (detection etc.) */
1456 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1457 lite_area(damroll(2, 15), 3);
1463 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1464 map_area(DETECT_RAD_MAP);
1465 lite_area(damroll(2, 15), 3);
1469 case ACT_DETECT_ALL:
1471 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1472 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1473 detect_all(DETECT_RAD_DEFAULT);
1477 case ACT_DETECT_XTRA:
1479 msg_print(_("明るく輝いている...", "It glows brightly..."));
1480 detect_all(DETECT_RAD_DEFAULT);
1482 identify_fully(FALSE);
1488 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1489 identify_fully(FALSE);
1495 if (!ident_spell(FALSE)) return FALSE;
1499 case ACT_RUNE_EXPLO:
1501 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1508 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1515 (void)set_food(PY_FOOD_MAX - 1);
1521 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1522 destroy_doors_touch();
1528 msg_print(_("鼓動している...", "It pulsates..."));
1529 if (!get_aim_dir(&dir)) return FALSE;
1530 wall_to_mud(dir, 20 + randint1(30));
1542 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1549 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."));
1550 if (!dimension_door()) return FALSE;
1557 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1558 teleport_player(100, 0L);
1564 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1565 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
1571 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1572 chg_virtue(V_KNOWLEDGE, 1);
1573 chg_virtue(V_ENLIGHTEN, 1);
1576 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1577 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1579 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1580 (void)detect_doors(DETECT_RAD_DEFAULT);
1581 (void)detect_stairs(DETECT_RAD_DEFAULT);
1583 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1585 (void)recall_player(p_ptr, randint0(21) + 15);
1591 case ACT_TELEKINESIS:
1593 if (!get_aim_dir(&dir)) return FALSE;
1594 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1595 fetch(dir, 500, TRUE);
1599 case ACT_DETECT_UNIQUE:
1602 monster_type *m_ptr;
1603 monster_race *r_ptr;
1604 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 ..."));
1605 /* Process the monsters (backwards) */
1606 for (i = m_max - 1; i >= 1; i--)
1608 /* Access the monster */
1609 m_ptr = ¤t_floor_ptr->m_list[i];
1611 /* Ignore "dead" monsters */
1612 if (!monster_is_valid(m_ptr)) continue;
1614 r_ptr = &r_info[m_ptr->r_idx];
1616 if (r_ptr->flags1 & RF1_UNIQUE)
1618 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1626 switch (randint1(13))
1628 case 1: case 2: case 3: case 4: case 5:
1629 teleport_player(10, 0L);
1631 case 6: case 7: case 8: case 9: case 10:
1632 teleport_player(222, 0L);
1635 (void)stair_creation();
1638 if (get_check(_("この階を去りますか?", "Leave this level? ")))
1640 if (autosave_l) do_cmd_save_game(TRUE);
1641 p_ptr->leaving = TRUE;
1647 case ACT_DISP_CURSE_XTRA:
1649 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1650 (void)remove_all_curse();
1655 case ACT_BRAND_FIRE_BOLTS:
1657 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1658 (void)brand_bolts();
1662 case ACT_RECHARGE_XTRA:
1664 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1665 if (!recharge(1000)) return FALSE;
1670 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1671 if(!perilous_secrets(p_ptr)) return FALSE;
1676 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1677 (void)set_afraid(0);
1678 (void)set_hero(randint1(20) + 20, FALSE);
1679 dispel_evil(p_ptr->lev * 3);
1683 case ACT_PHASE_DOOR:
1685 teleport_player(10, 0L);
1689 case ACT_DETECT_ALL_MONS:
1691 (void)detect_monsters_invis(255);
1692 (void)detect_monsters_normal(255);
1696 case ACT_ULTIMATE_RESIST:
1698 TIME_EFFECT v = randint1(25) + 25;
1699 (void)set_afraid(0);
1700 (void)set_hero(v, FALSE);
1701 (void)hp_player(10);
1702 (void)set_blessed(v, FALSE);
1703 (void)set_oppose_acid(v, FALSE);
1704 (void)set_oppose_elec(v, FALSE);
1705 (void)set_oppose_fire(v, FALSE);
1706 (void)set_oppose_cold(v, FALSE);
1707 (void)set_oppose_pois(v, FALSE);
1708 (void)set_ultimate_res(v, FALSE);
1713 cosmic_cast_off(p_ptr, o_ptr);
1716 case ACT_FALLING_STAR:
1718 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1719 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.'"));
1724 case ACT_GRAND_CROSS:
1726 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1727 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
1731 case ACT_TELEPORT_LEVEL:
1733 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;
1738 case ACT_STRAIN_HASTE:
1741 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1742 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1743 t = 25 + randint1(25);
1744 (void)set_fast(p_ptr->fast + t, FALSE);
1749 if(!fishing(p_ptr)) return FALSE;
1758 /* Only for Muramasa */
1759 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1760 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1762 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1766 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1767 curse_weapon_object(TRUE, o_ptr);
1773 case ACT_BLOODY_MOON:
1775 /* Only for Bloody Moon */
1776 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1777 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1778 get_bloody_moon_flags(o_ptr);
1779 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
1780 p_ptr->update |= (PU_BONUS | PU_HP);
1785 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
1786 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!"));
1787 if(!fire_crimson()) return FALSE;
1792 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
1797 /* Set activation timeout */
1798 if (act_ptr->timeout.constant >= 0) {
1799 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
1800 if (act_ptr->timeout.dice > 0) {
1801 o_ptr->timeout += randint1(act_ptr->timeout.dice);
1805 /* Activations that have special timeout */
1806 switch (act_ptr->index) {
1808 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
1811 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
1814 o_ptr->timeout = 3 * (p_ptr->lev + 10);
1820 msg_format("Special timeout is not implemented: %d.", act_ptr->index);