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"
24 * @brief アイテムの発動効果テーブル /
25 * Define flags, levels, values of activations
27 const activation_type activation_info[] =
29 { "SUNLIGHT", ACT_SUNLIGHT, 10, 250, {10, 0},
30 _("太陽光線", "beam of sunlight") },
31 { "BO_MISS_1", ACT_BO_MISS_1, 10, 250, {2, 0},
32 _("マジック・ミサイル(2d6)", "magic missile (2d6)") },
33 { "BA_POIS_1", ACT_BA_POIS_1, 10, 300, {4, 0},
34 _("悪臭雲(12)", "stinking cloud (12)") },
35 { "BO_ELEC_1", ACT_BO_ELEC_1, 20, 250, {5, 0},
36 _("サンダー・ボルト(4d8)", "lightning bolt (4d8)") },
37 { "BO_ACID_1", ACT_BO_ACID_1, 20, 250, {6, 0},
38 _("アシッド・ボルト(5d8)", "acid bolt (5d8)") },
39 { "BO_COLD_1", ACT_BO_COLD_1, 20, 250, {7, 0},
40 _("アイス・ボルト(6d8)", "frost bolt (6d8)") },
41 { "BO_FIRE_1", ACT_BO_FIRE_1, 20, 250, {8, 0},
42 _("ファイア・ボルト(9d8)", "fire bolt (9d8)") },
43 { "BA_COLD_1", ACT_BA_COLD_1, 30, 750, {6, 0},
44 _("アイス・ボール(48)", "ball of cold (48)") },
45 { "BA_COLD_2", ACT_BA_COLD_2, 40, 1000, {12, 0},
46 _("アイス・ボール(100)", "ball of cold (100)") },
47 { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {50, 0},
48 _("巨大アイス・ボール(400)", "ball of cold (400)") },
49 { "BA_FIRE_1", ACT_BA_FIRE_1, 30, 1000, {9, 0},
50 _("ファイア・ボール(72)", "ball of fire (72)") },
51 { "BA_FIRE_2", ACT_BA_FIRE_2, 40, 1500, {15, 0},
52 _("巨大ファイア・ボール(120)", "large fire ball (120)") },
53 { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {40, 0},
54 _("巨大ファイア・ボール(300)", "fire ball (300)") },
55 { "BA_FIRE_4", ACT_BA_FIRE_4, 40, 1000, {12, 0},
56 _("ファイア・ボール(100)", "fire ball (100)") },
57 { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1000, {12, 0},
58 _("サンダー・ボール(100)", "ball of lightning (100)") },
59 { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {70, 0},
60 _("巨大サンダー・ボール(500)", "ball of lightning (500)") },
61 { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 0},
62 _("アシッド・ボール(100)", "ball of acid (100)") },
63 { "BA_NUKE_1", ACT_BA_NUKE_1, 50, 1000, {12, 0},
64 _("放射能球(100)", "ball of nuke (100)") },
65 { "HYPODYNAMIA_1", ACT_HYPODYNAMIA_1, 30, 500, {12, 0},
66 _("窒息攻撃(100)", "a strangling attack (100)") },
67 { "HYPODYNAMIA_2", ACT_HYPODYNAMIA_2, 40, 750, {15, 0},
68 _("衰弱の矢(120)", "hypodynamic bolt (120)") },
69 { "DRAIN_1", ACT_DRAIN_1, 40, 1000, {20, 0},
70 _("吸収の矢(3*50)", "drain bolt (3*50)") },
71 { "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {20, 0},
72 _("矢(150)", "arrows (150)") },
73 { "WHIRLWIND", ACT_WHIRLWIND, 50, 7500, {25, 0},
74 _("カマイタチ", "whirlwind attack") },
75 { "DRAIN_2", ACT_DRAIN_2, 50, 2500, {40, 0},
76 _("吸収の矢(3*100)", "drain bolt (3*100)") },
77 { "CALL_CHAOS", ACT_CALL_CHAOS, 70, 5000, {35, 0},
78 _("混沌召来", "call chaos") },
79 { "ROCKET", ACT_ROCKET, 70, 5000, {20, 0},
80 _("ロケット(120+レベル)", "launch rocket (120+level)") },
81 { "DISP_EVIL", ACT_DISP_EVIL, 50, 4000, {50, 0},
82 _("邪悪退散(x5)", "dispel evil (x5)") },
83 { "BA_MISS_3", ACT_BA_MISS_3, 50, 1500, {50, 0},
84 _("エレメントのブレス(300)", "elemental breath (300)") },
85 { "DISP_GOOD", ACT_DISP_GOOD, 50, 3500, {50, 0},
86 _("善良退散(x5)", "dispel good (x5)") },
87 { "BO_MANA", ACT_BO_MANA, 40, 1500, {20, 0},
88 _("魔法の矢(150)", "a magical arrow (150)") },
89 { "BA_WATER", ACT_BA_WATER, 50, 2000, {25, 0},
90 _("ウォーター・ボール(200)", "water ball (200)") },
91 { "BA_STAR", ACT_BA_STAR, 50, 2200, {25, 0},
92 _("巨大スター・ボール(200)", "large star ball (200)") },
93 { "BA_DARK", ACT_BA_DARK, 50, 2200, {30, 0},
94 _("暗黒の嵐(250)", "darkness storm (250)") },
95 { "BA_MANA", ACT_BA_MANA, 70, 2500, {30, 0},
96 _("魔力の嵐(250)", "a mana storm (250)") },
97 { "PESTICIDE", ACT_PESTICIDE, 10, 500, {10, 0},
98 _("害虫の駆除", "dispel small life") },
99 { "BLINDING_LIGHT", ACT_BLINDING_LIGHT, 30, 5000, {40, 0},
100 _("眩しい光", "blinding light") },
101 { "BIZARRE", ACT_BIZARRE, 90, 10000, {50, 0},
102 _("信じ難いこと", "bizarre things") },
103 { "CAST_BA_STAR", ACT_CAST_BA_STAR, 70, 7500, {100, 0},
104 _("スター・ボール・ダスト(150)", "cast star balls (150)") },
105 { "BLADETURNER", ACT_BLADETURNER, 80, 20000, {80, 0},
106 _("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") },
107 { "BR_FIRE", ACT_BR_FIRE, 50, 5000, {-1, 0},
108 _("火炎のブレス (200)", "fire breath (200)") },
109 { "BR_COLD", ACT_BR_COLD, 50, 5000, {-1, 0},
110 _("冷気のブレス (200)", "cold breath (200)") },
111 { "BR_DRAGON", ACT_BR_DRAGON, 70, 10000, { 30, 0 },
112 "" /* built by item_activation_dragon_breath() */ },
114 { "CONFUSE", ACT_CONFUSE, 10, 500, {10, 0},
115 _("パニック・モンスター", "confuse monster") },
116 { "SLEEP", ACT_SLEEP, 10, 750, {15, 0},
117 _("周囲のモンスターを眠らせる", "sleep nearby monsters") },
118 { "QUAKE", ACT_QUAKE, 30, 600, {20, 0},
119 _("地震", "earthquake") },
120 { "TERROR", ACT_TERROR, 20, 2500, {-1, 0},
122 { "TELE_AWAY", ACT_TELE_AWAY, 20, 2000, {15, 0},
123 _("テレポート・アウェイ", "teleport away") },
124 { "BANISH_EVIL", ACT_BANISH_EVIL, 40, 2000, {250, 0},
125 _("邪悪消滅", "banish evil") },
126 { "GENOCIDE", ACT_GENOCIDE, 50, 10000, {500, 0},
127 _("抹殺", "genocide") },
128 { "MASS_GENO", ACT_MASS_GENO, 50, 10000, {1000, 0},
129 _("周辺抹殺", "mass genocide") },
130 { "SCARE_AREA", ACT_SCARE_AREA, 20, 2500, {20, 0},
131 _("モンスター恐慌", "frighten monsters") },
132 { "AGGRAVATE", ACT_AGGRAVATE, 0, 100, {0, 0},
133 _("モンスターを怒らせる", "aggravete monsters") },
135 { "CHARM_ANIMAL", ACT_CHARM_ANIMAL, 40, 7500, {200, 0},
136 _("動物魅了", "charm animal") },
137 { "CHARM_UNDEAD", ACT_CHARM_UNDEAD, 40, 10000, {333, 0},
138 _("アンデッド従属", "enslave undead") },
139 { "CHARM_OTHER", ACT_CHARM_OTHER, 40, 10000, {400, 0},
140 _("モンスター魅了", "charm monster") },
141 { "CHARM_ANIMALS", ACT_CHARM_ANIMALS, 40, 12500, {500, 0},
142 _("動物友和", "animal friendship") },
143 { "CHARM_OTHERS", ACT_CHARM_OTHERS, 40, 17500, {750, 0},
144 _("周辺魅了", "mass charm") },
145 { "SUMMON_ANIMAL", ACT_SUMMON_ANIMAL, 50, 10000, {200, 300},
146 _("動物召喚", "summon animal") },
147 { "SUMMON_PHANTOM", ACT_SUMMON_PHANTOM, 50, 12000, {200, 200},
148 _("幻霊召喚", "summon phantasmal servant") },
149 { "SUMMON_ELEMENTAL", ACT_SUMMON_ELEMENTAL, 50, 15000, {750, 0},
150 _("エレメンタル召喚", "summon elemental") },
151 { "SUMMON_DEMON", ACT_SUMMON_DEMON, 50, 20000, {666, 0},
152 _("悪魔召喚", "summon demon") },
153 { "SUMMON_UNDEAD", ACT_SUMMON_UNDEAD, 50, 20000, {666, 0},
154 _("アンデッド召喚", "summon undead") },
155 { "SUMMON_HOUND", ACT_SUMMON_HOUND, 50, 15000, {300, 0},
156 _("ハウンド召喚", "summon hound") },
157 { "SUMMON_DAWN", ACT_SUMMON_DAWN, 50, 15000, {500, 0},
158 _("暁の師団召喚", "summon the Legion of the Dawn") },
159 { "SUMMON_OCTOPUS", ACT_SUMMON_OCTOPUS, 50, 15000, {300, 0},
160 _("蛸の大群召喚", "summon octopus") },
162 { "CHOIR_SINGS", ACT_CHOIR_SINGS, 60, 20000, {300, 0},
163 _("回復(777)、癒し、士気高揚", "heal 777 hit points, curing and HEROism") },
164 { "CURE_LW", ACT_CURE_LW, 10, 500, {10, 0},
165 _("恐怖除去/体力回復(30)", "remove fear and heal 30 hp") },
166 { "CURE_MW", ACT_CURE_MW, 20, 750, {3, 3},
167 _("傷回復(4d8)", "heal 4d8 and wounds") },
168 { "CURE_POISON", ACT_CURE_POISON, 10, 1000, {5, 0},
169 _("恐怖除去/毒消し", "remove fear and cure poison") },
170 { "REST_LIFE", ACT_REST_EXP, 40, 7500, {450, 0},
171 _("経験値復活", "restore experience") },
172 { "REST_ALL", ACT_REST_ALL, 30, 15000, {750, 0},
173 _("全ステータスと経験値復活", "restore stats and experience") },
174 { "CURE_700", ACT_CURE_700, 40, 10000, {250, 0},
175 _("体力回復(700)", "heal 700 hit points") },
176 { "CURE_1000", ACT_CURE_1000, 50, 15000, {888, 0},
177 _("体力回復(1000)", "heal 1000 hit points") },
178 { "CURING", ACT_CURING, 30, 5000, {100, 0},
180 { "CURE_MANA_FULL", ACT_CURE_MANA_FULL, 60, 20000, {777, 0},
181 _("魔力復活", "restore mana") },
183 { "ESP", ACT_ESP, 30, 1500, {100, 0},
184 _("テレパシー(期間 25+d30)", "telepathy (dur 25+d30)") },
185 { "BERSERK", ACT_BERSERK, 10, 800, {75, 0},
186 _("狂戦士化(25+d25ターン)", "berserk (25+d25 turns)") },
187 { "PROT_EVIL", ACT_PROT_EVIL, 30, 5000, {100, 0},
188 _("対邪悪結界(期間 3*レベル+d25)", "protect evil (dur level*3 + d25)") },
189 { "RESIST_ALL", ACT_RESIST_ALL, 30, 5000, {111, 0},
190 _("全耐性(期間 20+d20)", "resist elements (dur 20+d20)") },
191 { "SPEED", ACT_SPEED, 40, 15000, {250, 0},
192 _("加速(期間 20+d20)", "speed (dur 20+d20)") },
193 { "XTRA_SPEED", ACT_XTRA_SPEED, 40, 25000, {200, 200},
194 _("加速(期間 75+d75)", "speed (dur 75+d75)") },
195 { "WRAITH", ACT_WRAITH, 90, 25000, {1000, 0},
196 _("幽体化(期間 (レベル/2)+d(レベル/2))", "wraith form (dur level/2 + d(level/2))") },
197 { "INVULN", ACT_INVULN, 90, 25000, {1000, 0},
198 _("無敵化(期間 8+d8)", "invulnerability (dur 8+d8)") },
199 { "HERO", ACT_HERO, 10, 500, {30, 30},
200 _("士気高揚", "heroism") },
201 { "HERO_SPEED", ACT_HERO_SPEED, 30, 20000, {100, 200},
202 _("士気高揚, スピード(期間 50+d50ターン)", "hero and +10 to speed (50)") },
203 { "RESIST_ACID", ACT_RESIST_ACID, 20, 2000, {40, 40},
204 _("酸への耐性(期間 20+d20)", "resist acid (dur 20+d20)") },
205 { "RESIST_FIRE", ACT_RESIST_FIRE, 20, 2000, {40, 40},
206 _("火炎への耐性(期間 20+d20)", "resist fire (dur 20+d20)") },
207 { "RESIST_COLD", ACT_RESIST_COLD, 20, 2000, {40, 40},
208 _("冷気への耐性(期間 20+d20)", "resist cold (dur 20+d20)") },
209 { "RESIST_ELEC", ACT_RESIST_ELEC, 20, 2000, {40, 40},
210 _("電撃への耐性(期間 20+d20)", "resist elec (dur 20+d20)") },
211 { "RESIST_POIS", ACT_RESIST_POIS, 20, 2000, {40, 40},
212 _("毒への耐性(期間 20+d20)", "resist poison (dur 20+d20)") },
214 { "LIGHT", ACT_LIGHT, 10, 150, {10, 10},
215 _("イルミネーション", "light area (dam 2d15)") },
216 { "MAP_LIGHT", ACT_MAP_LIGHT, 30, 500, {50, 50},
217 _("魔法の地図と光", "light (dam 2d15) & map area") },
218 { "DETECT_ALL", ACT_DETECT_ALL, 30, 1000, {55, 55},
219 _("全感知", "detection") },
220 { "DETECT_XTRA", ACT_DETECT_XTRA, 50, 12500, {100, 0},
221 _("全感知、探索、*鑑定*", "detection, probing and identify true") },
222 { "ID_FULL", ACT_ID_FULL, 50, 10000, {75, 0},
223 _("*鑑定*", "identify true") },
224 { "ID_PLAIN", ACT_ID_PLAIN, 20, 1250, {10, 0},
225 _("鑑定", "identify spell") },
226 { "RUNE_EXPLO", ACT_RUNE_EXPLO, 40, 4000, {200, 0},
227 _("爆発のルーン", "explosive rune") },
228 { "RUNE_PROT", ACT_RUNE_PROT, 60, 10000, {400, 0},
229 _("守りのルーン", "rune of protection") },
230 { "SATIATE", ACT_SATIATE, 10, 2000, {200, 0},
231 _("空腹充足", "satisfy hunger") },
232 { "DEST_DOOR", ACT_DEST_DOOR, 10, 100, {10, 0},
233 _("ドア破壊", "destroy doors") },
234 { "STONE_MUD", ACT_STONE_MUD, 20, 1000, {3, 0},
235 _("岩石溶解", "stone to mud") },
236 { "RECHARGE", ACT_RECHARGE, 30, 1000, {70, 0},
237 _("魔力充填", "recharging") },
238 { "ALCHEMY", ACT_ALCHEMY, 50, 10000, {500, 0},
239 _("錬金術", "alchemy") },
240 { "DIM_DOOR", ACT_DIM_DOOR, 50, 10000, {100, 0},
241 _("次元の扉", "dimension door") },
242 { "TELEPORT", ACT_TELEPORT, 10, 2000, {25, 0},
243 _("テレポート", "teleport") },
244 { "RECALL", ACT_RECALL, 30, 7500, {200, 0},
245 _("帰還の詔", "word of recall") },
246 { "JUDGE", ACT_JUDGE, 90, 50000, {20, 20},
247 _("体力と引き替えに千里眼と帰還", "a telekinesis (500 lb)") },
248 { "TELEKINESIS", ACT_TELEKINESIS, 20, 5500, {25, 25},
249 _("物体を引き寄せる(重量25kgまで)", "clairvoyance and recall, draining you") },
250 { "DETECT_UNIQUE", ACT_DETECT_UNIQUE, 40, 10000, {200, 0},
251 _("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") },
252 { "ESCAPE", ACT_ESCAPE, 10, 3000, {35, 0},
253 _("逃走", "a getaway") },
254 { "DISP_CURSE_XTRA", ACT_DISP_CURSE_XTRA, 40, 30000, {0, 0},
255 _("*解呪*と調査", "dispel curse and probing") },
256 { "BRAND_FIRE_BOLTS", ACT_BRAND_FIRE_BOLTS, 40, 20000, {999, 0},
257 _("刃先のファイア・ボルト", "fire branding of bolts") },
258 { "RECHARGE_XTRA", ACT_RECHARGE_XTRA, 70, 30000, {200, 0},
259 _("魔力充填", "recharge item") },
260 { "LORE", ACT_LORE, 10, 30000, {0, 0},
261 _("危険を伴う鑑定", "perilous identify") },
262 { "SHIKOFUMI", ACT_SHIKOFUMI, 10, 10000, {100, 100},
263 _("四股踏み", "shiko") },
264 { "PHASE_DOOR", ACT_PHASE_DOOR, 10, 1500, {10, 0},
265 _("ショート・テレポート", "blink") },
266 { "DETECT_ALL_MONS", ACT_DETECT_ALL_MONS, 30, 3000, {150, 0},
267 _("全モンスター感知", "detect all monsters") },
268 { "ULTIMATE_RESIST", ACT_ULTIMATE_RESIST, 90, 20000, {777, 0},
269 _("士気高揚、祝福、究極の耐性", "hero, bless, and ultimate resistance") },
271 { "CAST_OFF", ACT_CAST_OFF, 30, 15000, {100, 0},
272 _("脱衣と小宇宙燃焼", "cast it off and cosmic heroism") },
273 { "FISHING", ACT_FISHING, 0, 100, {0, 0},
274 _("釣りをする", "fishing") },
275 { "INROU", ACT_INROU, 40, 15000, {150, 150},
276 _("例のアレ", "reveal your identity") },
277 { "MURAMASA", ACT_MURAMASA, 0, 0, {-1, 0},
278 _("腕力の上昇", "increase STR") },
279 { "BLOODY_MOON", ACT_BLOODY_MOON, 0, 0, {3333, 0},
280 _("属性変更", "change zokusei") },
281 { "CRIMSON", ACT_CRIMSON, 0, 50000, {15, 0},
282 _("ファイア!", "fire!") },
284 { "STRAIN_HASTE", ACT_STRAIN_HASTE, 10, 1000, {120, 100},
285 _("体力と引き換えに加速", "haste with strain") },
286 { "GRAND_CROSS", ACT_GRAND_CROSS, 30, 15000, {250, 200},
287 _("グランド・クロス", "grand cross") },
288 { "TELEPORT_LEVEL", ACT_TELEPORT_LEVEL, 10, 1500, {100, 200},
289 _("テレポート・レベル", "teleort level") },
290 { "ARTS_FALLING_STAR", ACT_FALLING_STAR, 20, 5500, {30, 50},
291 _("魔剣・流れ星", "blade arts 'falling star'") },
292 { NULL, 0, 0, 0, {0, 0},
297 * @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
298 * @param u 所持品配列の参照ポインタ
302 * @return 1の方が大であればTRUE
304 static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
306 u16b *who = (u16b*)(u);
311 monster_type *m_ptr1 = &m_list[w1];
312 monster_type *m_ptr2 = &m_list[w2];
313 monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
314 monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
319 if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
320 if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
322 if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
323 if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
325 if (r_ptr1->level > r_ptr2->level) return TRUE;
326 if (r_ptr2->level > r_ptr1->level) return FALSE;
328 if (m_ptr1->hp > m_ptr2->hp) return TRUE;
329 if (m_ptr2->hp > m_ptr1->hp) return FALSE;
336 * @brief 装備を発動するコマンドのサブルーチン /
337 * Activate a wielded object. Wielded objects never stack.
338 * And even if they did, activatable objects never stack.
339 * @param item 発動するオブジェクトの所持品ID
343 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
344 * But one could, for example, easily make an activatable "Ring of Plasma".
345 * Note that it always takes a turn to activate an artifact, even if
346 * the user hits "escape" at the "direction" prompt.
349 void do_cmd_activate_aux(INVENTORY_IDX item)
358 /* Get the item (in the pack) */
361 o_ptr = &inventory[item];
364 /* Get the item (on the floor) */
367 o_ptr = &o_list[0 - item];
370 take_turn(p_ptr, 100);
372 /* Extract the item level */
373 lev = k_info[o_ptr->k_idx].level;
375 /* Hack -- use artifact level instead */
376 if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
377 else if (object_is_random_artifact(o_ptr))
379 const activation_type* const act_ptr = find_activation_info(o_ptr);
381 lev = act_ptr->level;
384 else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
386 /* Base chance of success */
387 chance = p_ptr->skill_dev;
389 /* Confusion hurts skill */
390 if (p_ptr->confused) chance = chance / 2;
393 if (chance > fail) fail -= (chance - fail)*2;
394 else chance -= (fail - chance)*2;
395 if (fail < USE_DEVICE) fail = USE_DEVICE;
396 if (chance < USE_DEVICE) chance = USE_DEVICE;
398 if(cmd_limit_time_walk(p_ptr)) return;
400 if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
401 else if (chance > fail)
403 if (randint0(chance*2) < fail) success = FALSE;
408 if (randint0(fail*2) < chance) success = TRUE;
409 else success = FALSE;
415 if (flush_failure) flush();
416 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."));
421 /* Check the recharge */
424 msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
428 /* Some lights need enough fuel for activation */
429 if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
430 ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
432 msg_print(_("燃料がない。", "It has no fuel."));
437 /* Activate the artifact */
438 msg_print(_("始動させた...", "You activate it..."));
442 /* Activate object */
443 if (activation_index(o_ptr))
445 (void)activate_artifact(o_ptr);
447 p_ptr->window |= (PW_INVEN | PW_EQUIP);
454 else if (o_ptr->tval == TV_WHISTLE)
456 if (music_singing_any()) stop_singing(p_ptr);
457 if (hex_spelling_any()) stop_hex_spell_all();
465 /* Allocate the "who" array */
466 C_MAKE(who, max_m_idx, MONSTER_IDX);
468 /* Process the monsters (backwards) */
469 for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
471 if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
472 who[max_pet++] = pet_ctr;
475 /* Select the sort method */
476 ang_sort_comp = ang_sort_comp_pet;
477 ang_sort_swap = ang_sort_swap_hook;
479 ang_sort(who, &dummy_why, max_pet);
481 /* Process the monsters (backwards) */
482 for (i = 0; i < max_pet; i++)
485 teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
488 /* Free the "who" array */
489 C_KILL(who, max_m_idx, IDX);
491 o_ptr->timeout = 100 + randint1(100);
494 else if (o_ptr->tval == TV_CAPTURE)
498 bool old_target_pet = target_pet;
500 if (!get_aim_dir(&dir))
502 target_pet = old_target_pet;
505 target_pet = old_target_pet;
507 if(fire_ball(GF_CAPTURE, dir, 0, 0))
509 o_ptr->pval = (PARAMETER_VALUE)cap_mon;
510 o_ptr->xtra3 = (XTRA8)cap_mspeed;
511 o_ptr->xtra4 = (XTRA16)cap_hp;
512 o_ptr->xtra5 = (XTRA16)cap_maxhp;
519 if (o_ptr->inscription)
520 strcpy(buf, quark_str(o_ptr->inscription));
522 for (s = buf;*s && (*s != '#'); s++)
525 if (iskanji(*s)) s++;
535 t = quark_str(cap_nickname);
548 o_ptr->inscription = quark_add(buf);
555 if (!get_direction(&dir, FALSE, FALSE)) return;
556 if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
558 if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
560 if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
561 if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
562 if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
563 m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
564 if (o_ptr->inscription)
572 t = quark_str(o_ptr->inscription);
573 for (t = quark_str(o_ptr->inscription);*t && (*t != '#'); t++)
576 if (iskanji(*t)) t++;
601 if (quote && *(s-1) =='\'')
605 m_list[hack_m_idx_ii].nickname = quark_add(buf);
606 t = quark_str(o_ptr->inscription);
608 while(*t && (*t != '#'))
615 o_ptr->inscription = quark_add(buf);
626 msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
633 msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
637 * @brief 装備を発動するコマンドのメインルーチン /
640 void do_cmd_activate(void)
645 if (p_ptr->wild_mode) return;
646 if (cmd_limit_arena(p_ptr)) return;
648 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
650 set_action(ACTION_NONE);
653 item_tester_hook = item_tester_hook_activate;
655 q = _("どのアイテムを始動させますか? ", "Activate which item? ");
656 s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
658 if (!choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
660 /* Activate the item */
661 do_cmd_activate_aux(item);
665 * @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
666 * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
667 * @param o_ptr 対象のオブジェクト構造体ポインタ
668 * @return 発動実行の是非を返す。
670 static bool activate_dragon_breath(object_type *o_ptr)
672 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
678 if (!get_aim_dir(&dir)) return FALSE;
680 object_flags(o_ptr, flgs);
682 for (i = 0; dragonbreath_info[i].flag != 0; i++)
684 if (have_flag(flgs, dragonbreath_info[i].flag))
686 type[n] = dragonbreath_info[i].type;
687 name[n] = dragonbreath_info[i].name;
693 if (n == 0) return FALSE;
696 if (music_singing_any()) stop_singing(p_ptr);
697 if (hex_spelling_any()) stop_hex_spell_all();
700 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
701 fire_breath(type[t], dir, 250, 4);
707 * @brief アイテムの発動効果を処理する。
708 * @param o_ptr 対象のオブジェクト構造体ポインタ
709 * @return 発動実行の是非を返す。
711 bool activate_artifact(object_type *o_ptr)
713 PLAYER_LEVEL plev = p_ptr->lev;
716 concptr name = k_name + k_info[o_ptr->k_idx].name;
717 const activation_type* const act_ptr = find_activation_info(o_ptr);
721 /* Maybe forgot adding information to activation_info table ? */
722 msg_print("Activation information is not found.");
726 /* Activate for attack */
727 switch (act_ptr->index)
731 if (!get_aim_dir(&dir)) return FALSE;
732 msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
733 (void)lite_line(dir, damroll(6, 8));
739 msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
740 if (!get_aim_dir(&dir)) return FALSE;
741 fire_bolt(GF_MISSILE, dir, damroll(2, 6));
747 msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
748 if (!get_aim_dir(&dir)) return FALSE;
749 fire_ball(GF_POIS, dir, 12, 3);
755 msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
756 if (!get_aim_dir(&dir)) return FALSE;
757 fire_bolt(GF_ELEC, dir, damroll(4, 8));
763 msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
764 if (!get_aim_dir(&dir)) return FALSE;
765 fire_bolt(GF_ACID, dir, damroll(5, 8));
771 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
772 if (!get_aim_dir(&dir)) return FALSE;
773 fire_bolt(GF_COLD, dir, damroll(6, 8));
779 msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
780 if (!get_aim_dir(&dir)) return FALSE;
781 fire_bolt(GF_FIRE, dir, damroll(9, 8));
787 msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
788 if (!get_aim_dir(&dir)) return FALSE;
789 fire_ball(GF_COLD, dir, 48, 2);
795 msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
796 if (!get_aim_dir(&dir)) return FALSE;
797 fire_ball(GF_COLD, dir, 100, 2);
803 msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
804 if (!get_aim_dir(&dir)) return FALSE;
805 fire_ball(GF_COLD, dir, 400, 3);
811 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
812 if (!get_aim_dir(&dir)) return FALSE;
813 fire_ball(GF_FIRE, dir, 72, 2);
819 msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
820 if (!get_aim_dir(&dir)) return FALSE;
821 fire_ball(GF_FIRE, dir, 120, 3);
827 msg_print(_("深赤色に輝いている...", "It glows deep red..."));
828 if (!get_aim_dir(&dir)) return FALSE;
829 fire_ball(GF_FIRE, dir, 300, 3);
835 msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
836 if (!get_aim_dir(&dir)) return FALSE;
837 fire_ball(GF_FIRE, dir, 100, 2);
843 msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
844 if (!get_aim_dir(&dir)) return FALSE;
845 fire_ball(GF_ELEC, dir, 100, 3);
851 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
852 if (!get_aim_dir(&dir)) return FALSE;
853 fire_ball(GF_ELEC, dir, 500, 3);
859 msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
860 if (!get_aim_dir(&dir)) return FALSE;
861 fire_ball(GF_ACID, dir, 100, 2);
867 msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
868 if (!get_aim_dir(&dir)) return FALSE;
869 fire_ball(GF_NUKE, dir, 100, 2);
873 case ACT_HYPODYNAMIA_1:
875 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);
876 if (!get_aim_dir(&dir)) return FALSE;
877 if (hypodynamic_bolt(dir, 100))
881 case ACT_HYPODYNAMIA_2:
883 msg_print(_("黒く輝いている...", "It glows black..."));
884 if (!get_aim_dir(&dir)) return FALSE;
885 hypodynamic_bolt(dir, 120);
891 if (!get_aim_dir(&dir)) return FALSE;
892 for (dummy = 0; dummy < 3; dummy++)
894 if (hypodynamic_bolt(dir, 50))
902 msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
903 if (!get_aim_dir(&dir)) return FALSE;
904 fire_bolt(GF_ARROW, dir, 150);
916 if (!get_aim_dir(&dir)) return FALSE;
917 for (dummy = 0; dummy < 3; dummy++)
919 if (hypodynamic_bolt(dir, 100))
928 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
935 if (!get_aim_dir(&dir)) return FALSE;
936 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
937 fire_ball(GF_ROCKET, dir, 250 + plev * 3, 2);
943 msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
944 dispel_evil(p_ptr->lev * 5);
950 if (!get_aim_dir(&dir)) return FALSE;
951 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
952 fire_breath(GF_MISSILE, dir, 300, 4);
958 msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
959 dispel_good(p_ptr->lev * 5);
965 msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
966 if (!get_aim_dir(&dir)) return FALSE;
967 fire_bolt(GF_ARROW, dir, 150);
973 msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
974 if (!get_aim_dir(&dir)) return FALSE;
975 fire_ball(GF_WATER, dir, 200, 3);
981 msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
982 if (!get_aim_dir(&dir)) return FALSE;
983 fire_ball(GF_DARK, dir, 250, 4);
989 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
990 if (!get_aim_dir(&dir)) return FALSE;
991 fire_ball(GF_MANA, dir, 250, 4);
997 msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
998 (void)dispel_monsters(4);
1002 case ACT_BLINDING_LIGHT:
1004 msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
1005 fire_ball(GF_LITE, 0, 300, 6);
1006 confuse_monsters(3 * p_ptr->lev / 2);
1012 msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
1013 if (!get_aim_dir(&dir)) return FALSE;
1018 case ACT_CAST_BA_STAR:
1020 HIT_POINT num = damroll(5, 3);
1021 POSITION y = 0, x = 0;
1023 msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
1024 for (k = 0; k < num; k++)
1030 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1031 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
1032 if (!player_bold(y, x)) break;
1035 project(0, 3, y, x, 150, GF_ELEC,
1036 (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
1042 case ACT_BLADETURNER:
1044 if (!get_aim_dir(&dir)) return FALSE;
1045 msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
1046 fire_breath(GF_MISSILE, dir, 300, 4);
1047 msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
1048 (void)set_afraid(0);
1049 (void)set_hero(randint1(50) + 50, FALSE);
1050 (void)hp_player(10);
1051 (void)set_blessed(randint1(50) + 50, FALSE);
1052 (void)set_oppose_acid(randint1(50) + 50, FALSE);
1053 (void)set_oppose_elec(randint1(50) + 50, FALSE);
1054 (void)set_oppose_fire(randint1(50) + 50, FALSE);
1055 (void)set_oppose_cold(randint1(50) + 50, FALSE);
1056 (void)set_oppose_pois(randint1(50) + 50, FALSE);
1062 if (!get_aim_dir(&dir)) return FALSE;
1063 fire_breath(GF_FIRE, dir, 200, 2);
1064 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1066 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1073 if (!get_aim_dir(&dir)) return FALSE;
1074 fire_breath(GF_COLD, dir, 200, 2);
1075 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1077 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1084 if (!activate_dragon_breath(o_ptr)) return FALSE;
1088 /* Activate for other offensive action */
1091 msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
1092 if (!get_aim_dir(&dir)) return FALSE;
1093 confuse_monster(dir, 20);
1099 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1100 sleep_monsters_touch();
1106 earthquake(p_ptr->y, p_ptr->x, 5);
1112 turn_monsters(40 + p_ptr->lev);
1118 if (!get_aim_dir(&dir)) return FALSE;
1119 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1123 case ACT_BANISH_EVIL:
1125 if (banish_evil(100))
1127 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!"));
1134 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1135 (void)symbol_genocide(200, TRUE);
1141 msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
1142 (void)mass_genocide(200, TRUE);
1146 case ACT_SCARE_AREA:
1148 if (music_singing_any()) stop_singing(p_ptr);
1149 if (hex_spelling_any()) stop_hex_spell_all();
1150 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!",
1151 "You wind a mighty blast; your enemies tremble!"));
1152 (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
1158 if (o_ptr->name1 == ART_HYOUSIGI)
1160 msg_print(_("拍子木を打った。", "You beat Your wooden clappers."));
1164 msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
1166 aggravate_monsters(0);
1170 /* Activate for summoning / charming */
1172 case ACT_CHARM_ANIMAL:
1174 if (!get_aim_dir(&dir)) return FALSE;
1175 (void)charm_animal(dir, plev);
1179 case ACT_CHARM_UNDEAD:
1181 if (!get_aim_dir(&dir)) return FALSE;
1182 (void)control_one_undead(dir, plev);
1186 case ACT_CHARM_OTHER:
1188 if (!get_aim_dir(&dir)) return FALSE;
1189 (void)charm_monster(dir, plev * 2);
1193 case ACT_CHARM_ANIMALS:
1195 (void)charm_animals(plev * 2);
1199 case ACT_CHARM_OTHERS:
1201 charm_monsters(plev * 2);
1205 case ACT_SUMMON_ANIMAL:
1207 (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1211 case ACT_SUMMON_PHANTOM:
1213 msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
1214 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1218 case ACT_SUMMON_ELEMENTAL:
1220 bool pet = one_in_(3);
1221 BIT_FLAGS mode = 0L;
1223 if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
1224 if (pet) mode |= PM_FORCE_PET;
1225 else mode |= PM_NO_PET;
1227 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode, '\0'))
1229 msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
1231 msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
1233 msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
1239 case ACT_SUMMON_DEMON:
1241 cast_summon_demon((plev * 3) / 2);
1245 case ACT_SUMMON_UNDEAD:
1247 bool pet = one_in_(3);
1249 BIT_FLAGS mode = 0L;
1251 type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
1253 if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
1254 if (pet) mode |= PM_FORCE_PET;
1255 else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
1257 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode, '\0'))
1259 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...",
1260 "Cold winds begin to blow around you, carrying with them the stench of decay..."));
1262 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!",
1263 "Ancient, long-dead forms arise from the ground to serve you!"));
1265 msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
1266 "'The dead arise... to punish you for disturbing them!'"));
1272 case ACT_SUMMON_HOUND:
1274 BIT_FLAGS mode = PM_ALLOW_GROUP;
1275 bool pet = !one_in_(5);
1276 if (pet) mode |= PM_FORCE_PET;
1277 else mode |= PM_NO_PET;
1279 if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode, '\0'))
1283 msg_print(_("ハウンドがあなたの下僕として出現した。",
1284 "A group of hounds appear as your servant."));
1286 msg_print(_("ハウンドはあなたに牙を向けている!",
1287 "A group of hounds appear as your enemy!"));
1293 case ACT_SUMMON_DAWN:
1295 msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
1296 (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0');
1300 case ACT_SUMMON_OCTOPUS:
1302 BIT_FLAGS mode = PM_ALLOW_GROUP;
1303 bool pet = !one_in_(5);
1304 if (pet) mode |= PM_FORCE_PET;
1306 if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
1309 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."));
1311 msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
1317 /* Activate for healing */
1319 case ACT_CHOIR_SINGS:
1321 msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
1322 (void)cure_critical_wounds(777);
1323 (void)set_hero(randint1(25) + 25, FALSE);
1329 (void)set_afraid(0);
1330 (void)hp_player(30);
1336 msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
1337 (void)cure_serious_wounds(4, 8);
1341 case ACT_CURE_POISON:
1343 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1344 (void)set_afraid(0);
1345 (void)set_poisoned(0);
1351 msg_print(_("深紅に輝いている...", "It glows a deep red..."));
1358 msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
1359 (void)restore_all_status();
1360 (void)restore_level();
1366 msg_print(_("深青色に輝いている...", "It glows deep blue..."));
1367 msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
1368 (void)cure_critical_wounds(700);
1374 msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
1375 msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
1376 (void)cure_critical_wounds(1000);
1382 msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
1387 case ACT_CURE_MANA_FULL:
1389 msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
1394 /* Activate for timed effect */
1398 (void)set_tim_esp(randint1(30) + 25, FALSE);
1404 (void)berserk(randint1(25) + 25);
1410 msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
1412 (void)set_protevil(randint1(25) + k, FALSE);
1416 case ACT_RESIST_ALL:
1418 msg_print(_("様々な色に輝いている...", "It glows many colours..."));
1419 (void)set_oppose_acid(randint1(40) + 40, FALSE);
1420 (void)set_oppose_elec(randint1(40) + 40, FALSE);
1421 (void)set_oppose_fire(randint1(40) + 40, FALSE);
1422 (void)set_oppose_cold(randint1(40) + 40, FALSE);
1423 (void)set_oppose_pois(randint1(40) + 40, FALSE);
1429 msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
1430 (void)set_fast(randint1(20) + 20, FALSE);
1434 case ACT_XTRA_SPEED:
1436 msg_print(_("明るく輝いている...", "It glows brightly..."));
1437 (void)set_fast(randint1(75) + 75, FALSE);
1443 set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
1449 (void)set_invuln(randint1(8) + 8, FALSE);
1459 case ACT_HERO_SPEED:
1461 (void)set_fast(randint1(50) + 50, FALSE);
1466 case ACT_RESIST_ACID:
1468 msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
1469 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
1471 if (!get_aim_dir(&dir)) return FALSE;
1472 fire_ball(GF_ACID, dir, 100, 2);
1474 (void)set_oppose_acid(randint1(20) + 20, FALSE);
1478 case ACT_RESIST_FIRE:
1480 msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
1481 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
1483 if (!get_aim_dir(&dir)) return FALSE;
1484 fire_ball(GF_FIRE, dir, 100, 2);
1486 (void)set_oppose_fire(randint1(20) + 20, FALSE);
1490 case ACT_RESIST_COLD:
1492 msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
1493 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
1495 if (!get_aim_dir(&dir)) return FALSE;
1496 fire_ball(GF_COLD, dir, 100, 2);
1498 (void)set_oppose_cold(randint1(20) + 20, FALSE);
1502 case ACT_RESIST_ELEC:
1504 msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
1505 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
1507 if (!get_aim_dir(&dir)) return FALSE;
1508 fire_ball(GF_ELEC, dir, 100, 2);
1510 (void)set_oppose_elec(randint1(20) + 20, FALSE);
1514 case ACT_RESIST_POIS:
1516 msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
1517 (void)set_oppose_pois(randint1(20) + 20, FALSE);
1521 /* Activate for general purpose effect (detection etc.) */
1525 msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
1526 lite_area(damroll(2, 15), 3);
1532 msg_print(_("眩しく輝いた...", "It shines brightly..."));
1533 map_area(DETECT_RAD_MAP);
1534 lite_area(damroll(2, 15), 3);
1538 case ACT_DETECT_ALL:
1540 msg_print(_("白く明るく輝いている...", "It glows bright white..."));
1541 msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
1542 detect_all(DETECT_RAD_DEFAULT);
1546 case ACT_DETECT_XTRA:
1548 msg_print(_("明るく輝いている...", "It glows brightly..."));
1549 detect_all(DETECT_RAD_DEFAULT);
1551 identify_fully(FALSE);
1557 msg_print(_("黄色く輝いている...", "It glows yellow..."));
1558 identify_fully(FALSE);
1564 if (!ident_spell(FALSE)) return FALSE;
1568 case ACT_RUNE_EXPLO:
1570 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1577 msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
1584 (void)set_food(PY_FOOD_MAX - 1);
1590 msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
1591 destroy_doors_touch();
1597 msg_print(_("鼓動している...", "It pulsates..."));
1598 if (!get_aim_dir(&dir)) return FALSE;
1599 wall_to_mud(dir, 20 + randint1(30));
1611 msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
1618 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."));
1619 if (!dimension_door()) return FALSE;
1626 msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
1627 teleport_player(100, 0L);
1633 msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
1634 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
1640 msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
1641 chg_virtue(V_KNOWLEDGE, 1);
1642 chg_virtue(V_ENLIGHTEN, 1);
1645 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1646 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
1648 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1649 (void)detect_doors(DETECT_RAD_DEFAULT);
1650 (void)detect_stairs(DETECT_RAD_DEFAULT);
1652 if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
1654 (void)recall_player(p_ptr, randint0(21) + 15);
1660 case ACT_TELEKINESIS:
1662 if (!get_aim_dir(&dir)) return FALSE;
1663 msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
1664 fetch(dir, 500, TRUE);
1668 case ACT_DETECT_UNIQUE:
1671 monster_type *m_ptr;
1672 monster_race *r_ptr;
1673 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 ..."));
1674 /* Process the monsters (backwards) */
1675 for (i = m_max - 1; i >= 1; i--)
1677 /* Access the monster */
1680 /* Ignore "dead" monsters */
1681 if (!m_ptr->r_idx) continue;
1683 r_ptr = &r_info[m_ptr->r_idx];
1685 if (r_ptr->flags1 & RF1_UNIQUE)
1687 msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
1695 switch (randint1(13))
1697 case 1: case 2: case 3: case 4: case 5:
1698 teleport_player(10, 0L);
1700 case 6: case 7: case 8: case 9: case 10:
1701 teleport_player(222, 0L);
1704 (void)stair_creation();
1707 if (get_check(_("この階を去りますか?", "Leave this level? ")))
1709 if (autosave_l) do_cmd_save_game(TRUE);
1712 p_ptr->leaving = TRUE;
1718 case ACT_DISP_CURSE_XTRA:
1720 msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
1721 (void)remove_all_curse();
1726 case ACT_BRAND_FIRE_BOLTS:
1728 msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
1729 (void)brand_bolts();
1733 case ACT_RECHARGE_XTRA:
1735 msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
1736 if (!recharge(1000)) return FALSE;
1741 msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
1742 if(!perilous_secrets(p_ptr)) return FALSE;
1747 msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
1748 (void)set_afraid(0);
1749 (void)set_hero(randint1(20) + 20, FALSE);
1750 dispel_evil(p_ptr->lev * 3);
1754 case ACT_PHASE_DOOR:
1756 teleport_player(10, 0L);
1760 case ACT_DETECT_ALL_MONS:
1762 (void)detect_monsters_invis(255);
1763 (void)detect_monsters_normal(255);
1767 case ACT_ULTIMATE_RESIST:
1769 TIME_EFFECT v = randint1(25) + 25;
1770 (void)set_afraid(0);
1771 (void)set_hero(v, FALSE);
1772 (void)hp_player(10);
1773 (void)set_blessed(v, FALSE);
1774 (void)set_oppose_acid(v, FALSE);
1775 (void)set_oppose_elec(v, FALSE);
1776 (void)set_oppose_fire(v, FALSE);
1777 (void)set_oppose_cold(v, FALSE);
1778 (void)set_oppose_pois(v, FALSE);
1779 (void)set_ultimate_res(v, FALSE);
1784 /* Unique activation */
1790 GAME_TEXT o_name[MAX_NLEN];
1793 /* Cast off activated item */
1794 for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
1796 if (o_ptr == &inventory[inv]) break;
1800 if (inv > INVEN_FEET) return FALSE;
1802 object_copy(&forge, o_ptr);
1803 inven_item_increase(inv, (0 - o_ptr->number));
1804 inven_item_optimize(inv);
1805 o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
1806 o_ptr = &o_list[o_idx];
1808 object_desc(o_name, o_ptr, OD_NAME_ONLY);
1809 msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
1812 msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
1813 t = 20 + randint1(20);
1814 (void)set_blind(p_ptr->blind + t);
1815 (void)set_afraid(0);
1816 (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
1817 (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
1818 (void)set_hero(p_ptr->hero + t, FALSE);
1819 (void)set_blessed(p_ptr->blessed + t, FALSE);
1820 (void)set_fast(p_ptr->fast + t, FALSE);
1821 (void)set_shero(p_ptr->shero + t, FALSE);
1822 if (p_ptr->pclass == CLASS_FORCETRAINER)
1824 P_PTR_KI = plev * 5 + 190;
1825 msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
1831 case ACT_FALLING_STAR:
1833 msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
1834 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.'"));
1839 case ACT_GRAND_CROSS:
1841 msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
1842 project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
1846 case ACT_TELEPORT_LEVEL:
1848 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;
1853 case ACT_STRAIN_HASTE:
1856 msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
1857 take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
1858 t = 25 + randint1(25);
1859 (void)set_fast(p_ptr->fast + t, FALSE);
1864 if(!fishing(p_ptr)) return FALSE;
1873 /* Only for Muramasa */
1874 if (o_ptr->name1 != ART_MURAMASA) return FALSE;
1875 if (get_check(_("本当に使いますか?", "Are you sure?!")))
1877 msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
1881 msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
1882 curse_weapon_object(TRUE, o_ptr);
1888 case ACT_BLOODY_MOON:
1890 /* Only for Bloody Moon */
1891 if (o_ptr->name1 != ART_BLOOD) return FALSE;
1892 msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
1893 get_bloody_moon_flags(o_ptr);
1894 if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
1895 p_ptr->update |= (PU_BONUS | PU_HP);
1900 if (o_ptr->name1 != ART_CRIMSON) return FALSE;
1901 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!"));
1902 if(!fire_crimson()) return FALSE;
1907 msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
1912 /* Set activation timeout */
1913 if (act_ptr->timeout.constant >= 0) {
1914 o_ptr->timeout = (s16b)act_ptr->timeout.constant;
1915 if (act_ptr->timeout.dice > 0) {
1916 o_ptr->timeout += randint1(act_ptr->timeout.dice);
1920 /* Activations that have special timeout */
1921 switch (act_ptr->index) {
1923 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
1926 o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
1929 o_ptr->timeout = 3 * (p_ptr->lev + 10);
1935 msg_format("Special timeout is not implemented: %d.", act_ptr->index);
1944 * @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。
1945 * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
1946 * @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
1949 void get_bloody_moon_flags(object_type *o_ptr)
1953 for (i = 0; i < TR_FLAG_SIZE; i++)
1954 o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
1956 dummy = randint1(2) + randint1(2);
1957 for (i = 0; i < dummy; i++)
1959 int flag = randint0(26);
1960 if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
1961 else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
1962 else if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
1963 else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
1966 dummy = randint1(2);
1967 for (i = 0; i < dummy; i++) one_resistance(o_ptr);
1969 for (i = 0; i < 2; i++)
1971 int tmp = randint0(11);
1972 if (tmp < A_MAX) add_flag(o_ptr->art_flags, TR_STR + tmp);
1973 else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);