*/
#include "object-activation/activation-switcher.h"
-#include "action/action-limited.h"
-#include "action/activation-execution.h"
-#include "artifact/artifact-info.h"
-#include "art-definition/art-bow-types.h"
-#include "art-definition/art-sword-types.h"
-#include "art-definition/art-weapon-types.h"
-#include "art-definition/random-art-effects.h"
-#include "cmd-io/cmd-save.h"
-#include "core/asking-player.h"
-#include "core/hp-mp-processor.h"
-#include "core/player-update-types.h"
-#include "core/window-redrawer.h"
-#include "effect/effect-characteristics.h"
-#include "effect/spells-effect-util.h"
-#include "floor/cave.h"
-#include "floor/floor-object.h"
-#include "floor/floor.h"
-#include "game-option/disturbance-options.h"
-#include "game-option/input-options.h"
-#include "game-option/special-options.h"
-#include "grid/feature-flag-types.h"
-#include "grid/grid.h"
-#include "main/sound-definitions-table.h"
-#include "main/sound-of-music.h"
-#include "monster-floor/monster-generator.h"
+#include "artifact/random-art-effects.h"
#include "monster-floor/monster-summon.h"
#include "monster-floor/place-monster-types.h"
-#include "monster-race/monster-race.h"
-#include "monster-race/race-flags1.h"
-#include "monster/monster-info.h"
-#include "monster/monster-status.h"
-#include "monster/monster-util.h"
-#include "monster/smart-learn-types.h"
+#include "object-activation/activation-bolt-ball.h"
#include "object-activation/activation-breath.h"
+#include "object-activation/activation-charm.h"
+#include "object-activation/activation-genocide.h"
+#include "object-activation/activation-others.h"
+#include "object-activation/activation-resistance.h"
+#include "object-activation/activation-teleport.h"
#include "object-enchant/activation-info-table.h"
-#include "object-enchant/dragon-breaths-table.h"
-#include "object-enchant/object-ego.h"
-#include "object-hook/hook-enchant.h"
-#include "object-hook/hook-magic.h"
-#include "object/item-tester-hooker.h"
-#include "object/item-use-flags.h"
-#include "object/object-flags.h"
-#include "object/object-info.h"
-#include "object/object-kind.h"
-#include "player-attack/player-attack.h"
-#include "player/attack-defense-types.h"
-#include "player/avatar.h"
#include "player/digestion-processor.h"
#include "player/player-damage.h"
-#include "player/player-race-types.h"
-#include "player/special-defense-types.h"
-#include "racial/racial-android.h"
+#include "specific-object/blade-turner.h"
+#include "specific-object/bloody-moon.h"
#include "specific-object/death-crimson.h"
-#include "spell-kind/earthquake.h"
-#include "spell-kind/magic-item-recharger.h"
-#include "spell-kind/spells-beam.h"
-#include "spell-kind/spells-charm.h"
-#include "spell-kind/spells-curse-removal.h"
-#include "spell-kind/spells-detection.h"
-#include "spell-kind/spells-fetcher.h"
-#include "spell-kind/spells-floor.h"
-#include "spell-kind/spells-genocide.h"
-#include "spell-kind/spells-grid.h"
-#include "spell-kind/spells-launcher.h"
-#include "spell-kind/spells-lite.h"
-#include "spell-kind/spells-neighbor.h"
-#include "spell-kind/spells-perception.h"
-#include "spell-kind/spells-random.h"
-#include "spell-kind/spells-sight.h"
-#include "spell-kind/spells-specific-bolt.h"
-#include "spell-kind/spells-teleport.h"
-#include "spell-kind/spells-world.h"
-#include "spell-realm/spells-hex.h"
+#include "specific-object/muramasa.h"
+#include "specific-object/ring-of-power.h"
+#include "specific-object/toragoroshi.h"
#include "spell-realm/spells-sorcery.h"
-#include "spell/process-effect.h"
-#include "spell/spell-types.h"
#include "spell/spells-object.h"
#include "spell/spells-status.h"
#include "spell/spells-summon.h"
-#include "status/action-setter.h"
+#include "spell/summon-types.h"
#include "status/bad-status-setter.h"
-#include "status/base-status.h"
#include "status/body-improvement.h"
#include "status/buff-setter.h"
-#include "status/element-resistance.h"
#include "status/experience.h"
#include "status/shape-changer.h"
#include "status/sight-setter.h"
-#include "status/temporary-resistance.h"
-#include "sv-definition/sv-lite-types.h"
-#include "sv-definition/sv-ring-types.h"
-#include "system/artifact-type-definition.h"
#include "system/floor-type-definition.h"
-#include "target/target-getter.h"
-#include "term/screen-processor.h"
-#include "util/bit-flags-calculator.h"
-#include "util/quarks.h"
-#include "util/sort.h"
#include "view/display-messages.h"
-#include "world/world.h"
-static bool switch_activation(player_type *user_ptr, object_type *o_ptr, const activation_type *const act_ptr, concptr name)
+bool switch_activation(player_type *user_ptr, object_type *o_ptr, const activation_type *const act_ptr, concptr name)
{
- DIRECTION dir;
- switch (act_ptr->index)
- {
+ switch (act_ptr->index) {
case ACT_SUNLIGHT:
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
- (void)lite_line(user_ptr, dir, damroll(6, 8));
- return TRUE;
+ return activate_sunlight(user_ptr);
case ACT_BO_MISS_1:
- msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_bolt(user_ptr, GF_MISSILE, dir, damroll(2, 6));
- return TRUE;
+ return activate_missile_1(user_ptr);
case ACT_BA_POIS_1:
- msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_POIS, dir, 12, 3);
- return TRUE;
+ return activate_ball_pois_1(user_ptr);
case ACT_BO_ELEC_1:
- msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_bolt(user_ptr, GF_ELEC, dir, damroll(4, 8));
- return TRUE;
+ return activate_bolt_elec_1(user_ptr);
case ACT_BO_ACID_1:
- msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_bolt(user_ptr, GF_ACID, dir, damroll(5, 8));
- return TRUE;
+ return activate_bolt_acid_1(user_ptr);
case ACT_BO_COLD_1:
- msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_bolt(user_ptr, GF_COLD, dir, damroll(6, 8));
- return TRUE;
+ return activate_bolt_cold_1(user_ptr);
case ACT_BO_FIRE_1:
- msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_bolt(user_ptr, GF_FIRE, dir, damroll(9, 8));
- return TRUE;
+ return activate_bolt_fire_1(user_ptr);
case ACT_BA_COLD_1:
- msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_COLD, dir, 48, 2);
- return TRUE;
+ return activate_ball_cold_1(user_ptr);
case ACT_BA_COLD_2:
- msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_COLD, dir, 100, 2);
- return TRUE;
+ return activate_ball_cold_2(user_ptr);
case ACT_BA_COLD_3:
- msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_COLD, dir, 400, 3);
- return TRUE;
+ return activate_ball_cold_2(user_ptr);
case ACT_BA_FIRE_1:
- msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_FIRE, dir, 72, 2);
- return TRUE;
+ return activate_ball_fire_1(user_ptr);
case ACT_BA_FIRE_2:
- msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_FIRE, dir, 120, 3);
- return TRUE;
+ return activate_ball_fire_2(user_ptr, name);
case ACT_BA_FIRE_3:
- msg_print(_("深赤色に輝いている...", "It glows deep red..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_FIRE, dir, 300, 3);
- return TRUE;
+ return activate_ball_fire_3(user_ptr);
case ACT_BA_FIRE_4:
- msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_FIRE, dir, 100, 2);
- return TRUE;
+ return activate_ball_fire_4(user_ptr);
case ACT_BA_ELEC_2:
- msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_ELEC, dir, 100, 3);
- return TRUE;
+ return activate_ball_elec_2(user_ptr);
case ACT_BA_ELEC_3:
- msg_print(_("深青色に輝いている...", "It glows deep blue..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_ELEC, dir, 500, 3);
- return TRUE;
+ return activate_ball_elec_3(user_ptr);
case ACT_BA_ACID_1:
- msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_ACID, dir, 100, 2);
- return TRUE;
+ return activate_ball_acid_1(user_ptr);
case ACT_BA_NUKE_1:
- msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_NUKE, dir, 100, 2);
- return TRUE;
+ return activate_ball_nuke_1(user_ptr);
case ACT_HYPODYNAMIA_1:
- 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);
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- hypodynamic_bolt(user_ptr, dir, 100);
- return TRUE;
+ return activate_bolt_hypodynamia_1(user_ptr, name);
case ACT_HYPODYNAMIA_2:
- msg_print(_("黒く輝いている...", "It glows black..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- hypodynamic_bolt(user_ptr, dir, 120);
- return TRUE;
+ return activate_bolt_hypodynamia_2(user_ptr);
case ACT_DRAIN_1:
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- for (int dummy = 0; dummy < 3; dummy++)
- if (hypodynamic_bolt(user_ptr, dir, 50))
- hp_player(user_ptr, 50);
-
- return TRUE;
+ return activate_bolt_drain_1(user_ptr);
case ACT_BO_MISS_2:
- msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_bolt(user_ptr, GF_ARROW, dir, 150);
- return TRUE;
+ return activate_missile_2(user_ptr);
case ACT_WHIRLWIND:
- massacre(user_ptr);
- return TRUE;
+ return activate_whirlwind(user_ptr);
case ACT_DRAIN_2:
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- for (int dummy = 0; dummy < 3; dummy++)
- if (hypodynamic_bolt(user_ptr, dir, 100))
- hp_player(user_ptr, 100);
-
- return TRUE;
+ return activate_bolt_drain_2(user_ptr);
case ACT_CALL_CHAOS:
- msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
- call_chaos(user_ptr);
- return TRUE;
+ return activate_call_chaos(user_ptr);
case ACT_ROCKET:
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- msg_print(_("ロケットを発射した!", "You launch a rocket!"));
- fire_ball(user_ptr, GF_ROCKET, dir, 250 + user_ptr->lev * 3, 2);
- return TRUE;
+ return activate_rocket(user_ptr);
case ACT_DISP_EVIL:
- msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
- dispel_evil(user_ptr, user_ptr->lev * 5);
- return TRUE;
+ return activate_dispel_evil(user_ptr);
case ACT_BA_MISS_3:
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
- fire_breath(user_ptr, GF_MISSILE, dir, 300, 4);
- return TRUE;
+ return activate_missile_3(user_ptr);
case ACT_DISP_GOOD:
- msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
- dispel_good(user_ptr, user_ptr->lev * 5);
- return TRUE;
+ return activate_dispel_good(user_ptr);
case ACT_BO_MANA:
- msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_bolt(user_ptr, GF_ARROW, dir, 150);
- return TRUE;
+ return activate_bolt_mana(user_ptr, name);
case ACT_BA_WATER:
- msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_WATER, dir, 200, 3);
- return TRUE;
+ return activate_ball_water(user_ptr, name);
case ACT_BA_DARK:
- msg_format(_("%sが深い闇に覆われた...", "The %s is coverd in pitch-darkness..."), name);
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_DARK, dir, 250, 4);
- return TRUE;
+ return activate_ball_dark(user_ptr, name);
case ACT_BA_MANA:
- msg_format(_("%sが青白く光った...", "The %s glows pale..."), name);
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_MANA, dir, 250, 4);
- return TRUE;
+ return activate_ball_mana(user_ptr, name);
case ACT_PESTICIDE:
- msg_print(_("あなたは害虫を一掃した。", "You exterminate small life."));
- (void)dispel_monsters(user_ptr, 4);
- return TRUE;
+ return activate_pesticide(user_ptr);
case ACT_BLINDING_LIGHT:
- msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
- fire_ball(user_ptr, GF_LITE, 0, 300, 6);
- confuse_monsters(user_ptr, 3 * user_ptr->lev / 2);
- return TRUE;
+ return activate_blinding_light(user_ptr, name);
case ACT_BIZARRE:
- msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- ring_of_power(user_ptr, dir);
- return TRUE;
- case ACT_CAST_BA_STAR: {
- HIT_POINT num = damroll(5, 3);
- POSITION y = 0, x = 0;
- int attempts;
- msg_format(_("%sが稲妻で覆われた...", "The %s is surrounded by lightning..."), name);
- for (int k = 0; k < num; k++) {
- attempts = 1000;
-
- while (attempts--) {
- scatter(user_ptr, &y, &x, user_ptr->y, user_ptr->x, 4, 0);
- if (!cave_have_flag_bold(user_ptr->current_floor_ptr, y, x, FF_PROJECT))
- continue;
-
- if (!player_bold(user_ptr, y, x))
- break;
- }
-
- project(user_ptr, 0, 3, y, x, 150, GF_ELEC, (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
- }
-
- return TRUE;
- }
+ return activate_ring_of_power(user_ptr, name);
+ case ACT_CAST_BA_STAR:
+ return activate_ball_lite(user_ptr, name);
case ACT_BLADETURNER:
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
- fire_breath(user_ptr, GF_MISSILE, dir, 300, 4);
- msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
- (void)set_afraid(user_ptr, 0);
- (void)set_hero(user_ptr, randint1(50) + 50, FALSE);
- (void)hp_player(user_ptr, 10);
- (void)set_blessed(user_ptr, randint1(50) + 50, FALSE);
- (void)set_oppose_acid(user_ptr, randint1(50) + 50, FALSE);
- (void)set_oppose_elec(user_ptr, randint1(50) + 50, FALSE);
- (void)set_oppose_fire(user_ptr, randint1(50) + 50, FALSE);
- (void)set_oppose_cold(user_ptr, randint1(50) + 50, FALSE);
- (void)set_oppose_pois(user_ptr, randint1(50) + 50, FALSE);
- return TRUE;
+ return activate_bladeturner(user_ptr);
case ACT_BR_FIRE:
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_breath(user_ptr, GF_FIRE, dir, 200, 2);
- if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
- (void)set_oppose_fire(user_ptr, randint1(20) + 20, FALSE);
-
- return TRUE;
+ return activate_breath_fire(user_ptr, o_ptr);
case ACT_BR_COLD:
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_breath(user_ptr, GF_COLD, dir, 200, 2);
- if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
- (void)set_oppose_cold(user_ptr, randint1(20) + 20, FALSE);
-
- return TRUE;
+ return activate_breath_cold(user_ptr, o_ptr);
case ACT_BR_DRAGON:
- if (!activate_dragon_breath(user_ptr, o_ptr))
- return FALSE;
-
- return TRUE;
+ return activate_dragon_breath(user_ptr, o_ptr);
+ case ACT_TREE_CREATION:
+ return activate_tree_creation(user_ptr, o_ptr, name);
+ case ACT_ANIM_DEAD:
+ return activate_animate_dead(user_ptr, o_ptr);
case ACT_CONFUSE:
- msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- confuse_monster(user_ptr, dir, 20);
- return TRUE;
+ return activate_confusion(user_ptr);
case ACT_SLEEP:
- msg_print(_("深青色に輝いている...", "It glows deep blue..."));
- sleep_monsters_touch(user_ptr);
- return TRUE;
+ return activate_sleep(user_ptr);
case ACT_QUAKE:
- earthquake(user_ptr, user_ptr->y, user_ptr->x, 5, 0);
- return TRUE;
+ return activate_earthquake(user_ptr);
case ACT_TERROR:
- turn_monsters(user_ptr, 40 + user_ptr->lev);
- return TRUE;
+ return activate_terror(user_ptr);
case ACT_TELE_AWAY:
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- (void)fire_beam(user_ptr, GF_AWAY_ALL, dir, user_ptr->lev);
- return TRUE;
+ return activate_teleport_away(user_ptr);
case ACT_BANISH_EVIL:
- if (banish_evil(user_ptr, 100))
- 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!"));
-
- return TRUE;
+ return activate_banish_evil(user_ptr);
case ACT_GENOCIDE:
- msg_print(_("深青色に輝いている...", "It glows deep blue..."));
- (void)symbol_genocide(user_ptr, 200, TRUE);
- return TRUE;
+ return activate_genocide(user_ptr);
case ACT_MASS_GENO:
- msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
- (void)mass_genocide(user_ptr, 200, TRUE);
- return TRUE;
+ return activate_mass_genocide(user_ptr);
case ACT_SCARE_AREA:
- if (music_singing_any(user_ptr))
- stop_singing(user_ptr);
-
- if (hex_spelling_any(user_ptr))
- stop_hex_spell_all(user_ptr);
-
- 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!", "You wind a mighty blast; your enemies tremble!"));
- (void)turn_monsters(user_ptr, (3 * user_ptr->lev / 2) + 10);
- return TRUE;
+ return activate_scare(user_ptr);
case ACT_AGGRAVATE:
- if (o_ptr->name1 == ART_HYOUSIGI)
- msg_print(_("拍子木を打った。", "You beat your wooden clappers."));
- else
- msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
-
- aggravate_monsters(user_ptr, 0);
- return TRUE;
+ return activate_aggravation(user_ptr, o_ptr, name);
case ACT_CHARM_ANIMAL:
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- (void)charm_animal(user_ptr, dir, user_ptr->lev);
- return TRUE;
+ return activate_charm_animal(user_ptr);
case ACT_CHARM_UNDEAD:
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- (void)control_one_undead(user_ptr, dir, user_ptr->lev);
- return TRUE;
+ return activate_charm_undead(user_ptr);
case ACT_CHARM_OTHER:
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- (void)charm_monster(user_ptr, dir, user_ptr->lev * 2);
- return TRUE;
+ return activate_charm_other(user_ptr);
case ACT_CHARM_ANIMALS:
- (void)charm_animals(user_ptr, user_ptr->lev * 2);
- return TRUE;
+ return activate_charm_animals(user_ptr);
case ACT_CHARM_OTHERS:
- (void)charm_monsters(user_ptr, user_ptr->lev * 2);
- return TRUE;
+ return activate_charm_others(user_ptr);
case ACT_SUMMON_ANIMAL:
- (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, user_ptr->lev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, user_ptr->lev, SUMMON_ANIMAL_RANGER, PM_ALLOW_GROUP | PM_FORCE_PET);
return TRUE;
case ACT_SUMMON_PHANTOM:
msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
- (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, user_ptr->current_floor_ptr->dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, user_ptr->current_floor_ptr->dun_level, SUMMON_PHANTOM, PM_ALLOW_GROUP | PM_FORCE_PET);
return TRUE;
case ACT_SUMMON_ELEMENTAL:
return cast_summon_elemental(user_ptr, (user_ptr->lev * 3) / 2);
return cast_summon_hound(user_ptr, (user_ptr->lev * 3) / 2);
case ACT_SUMMON_DAWN:
msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
- (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, user_ptr->current_floor_ptr->dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, user_ptr->current_floor_ptr->dun_level, SUMMON_DAWN, PM_ALLOW_GROUP | PM_FORCE_PET);
return TRUE;
case ACT_SUMMON_OCTOPUS:
return cast_summon_octopus(user_ptr);
(void)set_hero(user_ptr, randint1(25) + 25, FALSE);
return TRUE;
case ACT_CURE_LW:
- (void)set_afraid(user_ptr, 0);
- (void)hp_player(user_ptr, 30);
- return TRUE;
+ return activate_cure_lw(user_ptr);
case ACT_CURE_MW:
msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
(void)cure_serious_wounds(user_ptr, 4, 8);
(void)set_protevil(user_ptr, randint1(25) + user_ptr->lev * 3, FALSE);
return TRUE;
case ACT_RESIST_ALL:
- msg_print(_("様々な色に輝いている...", "It glows many colours..."));
- (void)set_oppose_acid(user_ptr, randint1(40) + 40, FALSE);
- (void)set_oppose_elec(user_ptr, randint1(40) + 40, FALSE);
- (void)set_oppose_fire(user_ptr, randint1(40) + 40, FALSE);
- (void)set_oppose_cold(user_ptr, randint1(40) + 40, FALSE);
- (void)set_oppose_pois(user_ptr, randint1(40) + 40, FALSE);
- return TRUE;
+ return activate_resistance_elements(user_ptr);
case ACT_SPEED:
msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
(void)set_fast(user_ptr, randint1(20) + 20, FALSE);
(void)set_fast(user_ptr, randint1(50) + 50, FALSE);
(void)heroism(user_ptr, 50);
return TRUE;
+ case ACT_ACID_BALL_AND_RESISTANCE:
+ return activate_acid_ball_and_resistance(user_ptr, name);
+ case ACT_FIRE_BALL_AND_RESISTANCE:
+ return activate_fire_ball_and_resistance(user_ptr, name);
+ case ACT_COLD_BALL_AND_RESISTANCE:
+ return activate_cold_ball_and_resistance(user_ptr, name);
+ case ACT_ELEC_BALL_AND_RESISTANCE:
+ return activate_elec_ball_and_resistance(user_ptr, name);
+ case ACT_POIS_BALL_AND_RESISTANCE:
+ return activate_pois_ball_and_resistance(user_ptr, name);
case ACT_RESIST_ACID:
- msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
- if ((o_ptr->tval != TV_RING) || (o_ptr->sval != SV_RING_ACID))
- return TRUE;
-
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_ACID, dir, 100, 2);
- (void)set_oppose_acid(user_ptr, randint1(20) + 20, FALSE);
- return TRUE;
+ return activate_resistance_acid(user_ptr, name);
case ACT_RESIST_FIRE:
- msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
- if ((o_ptr->tval != TV_RING) || (o_ptr->sval != SV_RING_FLAMES))
- return TRUE;
-
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_FIRE, dir, 100, 2);
- (void)set_oppose_fire(user_ptr, randint1(20) + 20, FALSE);
- return TRUE;
+ return activate_resistance_fire(user_ptr, name);
case ACT_RESIST_COLD:
- msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
- if ((o_ptr->tval != TV_RING) || (o_ptr->sval != SV_RING_ICE))
- return TRUE;
-
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_COLD, dir, 100, 2);
- (void)set_oppose_cold(user_ptr, randint1(20) + 20, FALSE);
- return TRUE;
+ return activate_resistance_cold(user_ptr, name);
case ACT_RESIST_ELEC:
- msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
- if ((o_ptr->tval != TV_RING) || (o_ptr->sval != SV_RING_ELEC))
- return TRUE;
-
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- fire_ball(user_ptr, GF_ELEC, dir, 100, 2);
- (void)set_oppose_elec(user_ptr, randint1(20) + 20, FALSE);
- return TRUE;
+ return activate_resistance_elec(user_ptr, name);
case ACT_RESIST_POIS:
- msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
- (void)set_oppose_pois(user_ptr, randint1(20) + 20, FALSE);
- return TRUE;
+ return activate_resistance_pois(user_ptr, name);
case ACT_LIGHT:
- msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
- lite_area(user_ptr, damroll(2, 15), 3);
- return TRUE;
+ return activate_light(user_ptr, name);
case ACT_MAP_LIGHT:
- msg_print(_("眩しく輝いた...", "It shines brightly..."));
- map_area(user_ptr, DETECT_RAD_MAP);
- lite_area(user_ptr, damroll(2, 15), 3);
- return TRUE;
+ return activate_map_light(user_ptr);
case ACT_DETECT_ALL:
- msg_print(_("白く明るく輝いている...", "It glows bright white..."));
- msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
- detect_all(user_ptr, DETECT_RAD_DEFAULT);
- return TRUE;
+ return activate_all_detection(user_ptr);
case ACT_DETECT_XTRA:
- msg_print(_("明るく輝いている...", "It glows brightly..."));
- detect_all(user_ptr, DETECT_RAD_DEFAULT);
- probing(user_ptr);
- identify_fully(user_ptr, FALSE, 0);
- return TRUE;
+ return activate_extra_detection(user_ptr);
case ACT_ID_FULL:
- msg_print(_("黄色く輝いている...", "It glows yellow..."));
- identify_fully(user_ptr, FALSE, 0);
- return TRUE;
+ return activate_fully_identification(user_ptr);
case ACT_ID_PLAIN:
- return ident_spell(user_ptr, FALSE, 0);
+ return activate_identification(user_ptr);
case ACT_RUNE_EXPLO:
- msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
- explosive_rune(user_ptr, user_ptr->y, user_ptr->x);
- return TRUE;
+ return activate_exploding_rune(user_ptr);
case ACT_RUNE_PROT:
- msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
- warding_glyph(user_ptr);
- return TRUE;
+ return activate_protection_rune(user_ptr);
case ACT_SATIATE:
(void)set_food(user_ptr, PY_FOOD_MAX - 1);
return TRUE;
case ACT_DEST_DOOR:
- msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
- destroy_doors_touch(user_ptr);
- return TRUE;
+ return activate_door_destroy(user_ptr);
case ACT_STONE_MUD:
- msg_print(_("鼓動している...", "It pulsates..."));
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- wall_to_mud(user_ptr, dir, 20 + randint1(30));
- return TRUE;
+ return activate_stone_mud(user_ptr);
case ACT_RECHARGE:
- recharge(user_ptr, 130);
- return TRUE;
+ return activate_recharge(user_ptr);
case ACT_ALCHEMY:
msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
(void)alchemy(user_ptr);
return TRUE;
case ACT_DIM_DOOR:
- 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."));
- return dimension_door(user_ptr);
+ return activate_dimension_door(user_ptr);
case ACT_TELEPORT:
- msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
- teleport_player(user_ptr, 100, TELEPORT_SPONTANEOUS);
- return TRUE;
+ return activate_teleport(user_ptr);
case ACT_RECALL:
- msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
- return recall_player(user_ptr, randint0(21) + 15);
+ return activate_recall(user_ptr);
case ACT_JUDGE:
- msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
- chg_virtue(user_ptr, V_KNOWLEDGE, 1);
- chg_virtue(user_ptr, V_ENLIGHTEN, 1);
- wiz_lite(user_ptr, FALSE);
-
- msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
- take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"), -1);
-
- (void)detect_traps(user_ptr, DETECT_RAD_DEFAULT, TRUE);
- (void)detect_doors(user_ptr, DETECT_RAD_DEFAULT);
- (void)detect_stairs(user_ptr, DETECT_RAD_DEFAULT);
-
- if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
- (void)recall_player(user_ptr, randint0(21) + 15);
-
- return TRUE;
+ return activate_judgement(user_ptr, name);
case ACT_TELEKINESIS:
- if (!get_aim_dir(user_ptr, &dir))
- return FALSE;
-
- msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
- fetch_item(user_ptr, dir, 500, TRUE);
- return TRUE;
- case ACT_DETECT_UNIQUE: {
- monster_type *m_ptr;
- monster_race *r_ptr;
- 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 ..."));
- for (int i = user_ptr->current_floor_ptr->m_max - 1; i >= 1; i--) {
- m_ptr = &user_ptr->current_floor_ptr->m_list[i];
- if (!monster_is_valid(m_ptr))
- continue;
-
- r_ptr = &r_info[m_ptr->r_idx];
- if (r_ptr->flags1 & RF1_UNIQUE)
- msg_format(_("%s. ", "%s. "), r_name + r_ptr->name);
- }
-
- return TRUE;
- }
+ return activate_telekinesis(user_ptr, name);
+ case ACT_DETECT_UNIQUE:
+ return activate_unique_detection(user_ptr);
case ACT_ESCAPE:
- switch (randint1(13)) {
- case 1:
- case 2:
- case 3:
- case 4:
- case 5:
- teleport_player(user_ptr, 10, TELEPORT_SPONTANEOUS);
- return TRUE;
- case 6:
- case 7:
- case 8:
- case 9:
- case 10:
- teleport_player(user_ptr, 222, TELEPORT_SPONTANEOUS);
- return TRUE;
- case 11:
- case 12:
- (void)stair_creation(user_ptr);
- return TRUE;
- default:
- if (!get_check(_("この階を去りますか?", "Leave this level? ")))
- return TRUE;
-
- if (autosave_l)
- do_cmd_save_game(user_ptr, TRUE);
-
- user_ptr->leaving = TRUE;
- return TRUE;
- }
+ return activate_escape(user_ptr);
case ACT_DISP_CURSE_XTRA:
- msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
- (void)remove_all_curse(user_ptr);
- (void)probing(user_ptr);
- return TRUE;
+ return activate_dispel_curse(user_ptr, name);
case ACT_BRAND_FIRE_BOLTS:
msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
brand_bolts(user_ptr);
return TRUE;
case ACT_RECHARGE_XTRA:
- msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
- return recharge(user_ptr, 1000);
+ return activate_recharge_extra(user_ptr, name);
case ACT_LORE:
msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
return perilous_secrets(user_ptr);
case ACT_SHIKOFUMI:
- msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
- (void)set_afraid(user_ptr, 0);
- (void)set_hero(user_ptr, randint1(20) + 20, FALSE);
- (void)dispel_evil(user_ptr, user_ptr->lev * 3);
- return TRUE;
+ return activate_shikofumi(user_ptr);
case ACT_PHASE_DOOR:
- teleport_player(user_ptr, 10, TELEPORT_SPONTANEOUS);
- return TRUE;
+ return activate_phase_door(user_ptr);
case ACT_DETECT_ALL_MONS:
- (void)detect_monsters_invis(user_ptr, 255);
- (void)detect_monsters_normal(user_ptr, 255);
- return TRUE;
- case ACT_ULTIMATE_RESIST: {
- TIME_EFFECT v = randint1(25) + 25;
- (void)set_afraid(user_ptr, 0);
- (void)set_hero(user_ptr, v, FALSE);
- (void)hp_player(user_ptr, 10);
- (void)set_blessed(user_ptr, v, FALSE);
- (void)set_oppose_acid(user_ptr, v, FALSE);
- (void)set_oppose_elec(user_ptr, v, FALSE);
- (void)set_oppose_fire(user_ptr, v, FALSE);
- (void)set_oppose_cold(user_ptr, v, FALSE);
- (void)set_oppose_pois(user_ptr, v, FALSE);
- (void)set_ultimate_res(user_ptr, v, FALSE);
- return TRUE;
- }
+ return activate_all_monsters_detection(user_ptr);
+ case ACT_ULTIMATE_RESIST:
+ return activate_ultimate_resistance(user_ptr);
case ACT_CAST_OFF:
- cosmic_cast_off(user_ptr, o_ptr);
+ (void)cosmic_cast_off(user_ptr, o_ptr);
return TRUE;
case ACT_FALLING_STAR:
- msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
- 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.'"));
- massacre(user_ptr);
- return TRUE;
+ return activate_toragoroshi(user_ptr);
case ACT_GRAND_CROSS:
- msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
- project(user_ptr, 0, 8, user_ptr->y, user_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
- return TRUE;
+ return activate_grand_cross(user_ptr);
case ACT_TELEPORT_LEVEL:
- 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;
-
- teleport_level(user_ptr, 0);
- return TRUE;
+ return activate_teleport_level(user_ptr);
case ACT_STRAIN_HASTE:
msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
mitokohmon(user_ptr);
return TRUE;
case ACT_MURAMASA:
- if (o_ptr->name1 != ART_MURAMASA)
- return FALSE;
-
- if (!get_check(_("本当に使いますか?", "Are you sure?!")))
- return TRUE;
-
- msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
- do_inc_stat(user_ptr, A_STR);
- if (one_in_(2)) {
- msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
- curse_weapon_object(user_ptr, TRUE, o_ptr);
- }
-
- return TRUE;
+ return activate_muramasa(user_ptr, o_ptr);
case ACT_BLOODY_MOON:
- if (o_ptr->name1 != ART_BLOOD)
- return FALSE;
-
- msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
- get_bloody_moon_flags(o_ptr);
- if (user_ptr->prace == RACE_ANDROID)
- calc_android_exp(user_ptr);
-
- user_ptr->update |= (PU_BONUS | PU_HP);
- return TRUE;
+ return activate_bloody_moon(user_ptr, o_ptr);
case ACT_CRIMSON:
- if (o_ptr->name1 != ART_CRIMSON)
- return FALSE;
-
- 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!"));
- return fire_crimson(user_ptr);
+ return activate_crimson(user_ptr, o_ptr);
default:
msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
return FALSE;
}
-}
-
-/*!
- * @brief アイテムの発動効果を処理する。
- * @param user_ptr プレーヤーへの参照ポインタ
- * @param o_ptr 対象のオブジェクト構造体ポインタ
- * @return 発動実行の是非を返す。
- */
-bool activate_artifact(player_type *user_ptr, object_type *o_ptr)
-{
- concptr name = k_name + k_info[o_ptr->k_idx].name;
- const activation_type *const act_ptr = find_activation_info(user_ptr, o_ptr);
- if (!act_ptr) {
- msg_print("Activation information is not found.");
- return FALSE;
- }
-
- if (!switch_activation(user_ptr, o_ptr, act_ptr, name))
- return FALSE;
-
- if (act_ptr->timeout.constant >= 0) {
- o_ptr->timeout = (s16b)act_ptr->timeout.constant;
- if (act_ptr->timeout.dice > 0)
- o_ptr->timeout += randint1(act_ptr->timeout.dice);
-
- return TRUE;
- }
-
- switch (act_ptr->index) {
- case ACT_BR_FIRE:
- o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
- return TRUE;
- case ACT_BR_COLD:
- o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
- return TRUE;
- case ACT_TERROR:
- o_ptr->timeout = 3 * (user_ptr->lev + 10);
- return TRUE;
- case ACT_MURAMASA:
- return TRUE;
- default:
- msg_format("Special timeout is not implemented: %d.", act_ptr->index);
- return FALSE;
- }
-}
+}
\ No newline at end of file