}
-static const activation_type* find_activation_info(const object_type *o_ptr)
+const activation_type* find_activation_info(const object_type *o_ptr)
{
const activation_type* p;
/* Unique activation */
+ case ACT_CAST_OFF:
+ {
+ int inv, o_idx, t;
+ char o_name[MAX_NLEN];
+ object_type forge;
+
+ /* Cast off activated item */
+ for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
+ {
+ if (o_ptr == &inventory[inv]) break;
+ }
+
+ /* Paranoia */
+ if (inv > INVEN_FEET) return FALSE;
+
+ object_copy(&forge, o_ptr);
+ inven_item_increase(inv, (0 - o_ptr->number));
+ inven_item_optimize(inv);
+ o_idx = drop_near(&forge, 0, py, px);
+ o_ptr = &o_list[o_idx];
+
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %d."), o_name);
+
+ /* Get effects */
+ msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
+ t = 20 + randint1(20);
+ (void)set_blind(p_ptr->blind + t);
+ (void)set_afraid(0);
+ (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
+ (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
+ (void)set_hero(p_ptr->hero + t, FALSE);
+ (void)set_blessed(p_ptr->blessed + t, FALSE);
+ (void)set_fast(p_ptr->fast + t, FALSE);
+ (void)set_shero(p_ptr->shero + t, FALSE);
+ if (p_ptr->pclass == CLASS_FORCETRAINER)
+ {
+ p_ptr->magic_num1[0] = plev * 5 + 190;
+ msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
+ }
+
+ break;
+ }
+
case ACT_FISHING:
{
int x, y;